Germany - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 29 May 2025 12:06:24 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Germany - IndieGames https://www.indie-games.eu/en 32 32 Pioneers of Pagonia izlazi iz Early Accessa kasnije ove godine https://www.indie-games.eu/en/pioneers-of-pagonia-to-exit-early-access-in-2025/ https://www.indie-games.eu/en/pioneers-of-pagonia-to-exit-early-access-in-2025/#respond Tue, 27 May 2025 15:10:30 +0000 https://www.indie-games.eu/?p=25525 Developer Envision Entertainment recently released its first "roadmap" for 2025.

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The medieval-fantasy city builder Pioneers of Pagonia is gearing up for a big year. After being in Early Access on Steam, the game is now set to launch its full version in the second half of 2025. Developer Envision Entertainment recently shared their first 2025 roadmap, teasing two major updates and a long-awaited story campaign.

The first update, dubbed the “Major Economy Update”, is just around the corner and overhauls the game’s core mechanics. Previously, players could dive into Pagonia’s world with a fully equipped settlement, ready to conquer the land. Now, there’s an option to start small: a handful of Pagonians, no supplies, and a whole lot of ambition. This new mode lets you slowly craft resources, goods, and buildings from the ground up, offering a more gradual and rewarding challenge.

Beyond the new starting options, the update tweaks and balances settlement development. Eight new buildings join the roster, giving players even more tools to shape their medieval hamlets. A shiny new economic overview screen keeps track of your progress, so you can see your village’s growth at a glance. The world itself is getting a visual glow-up, too, with optimized map generation that introduces dramatic, winding landscapes and steep cliffs.

Later in 2025, the second update will shift its focus to creativity and community. A map editor will let players design their very own worlds with extensive customization options, and you’ll even be able to share and play community-created maps directly in-game. While details on the story campaign are still under wraps, Envision promises it’s coming, and it’s sure to add a narrative depth that fans have been craving.

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Gregor Müller on Casebook 1899: The Leipzig Murders, a Point-and-Click Detective Game https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/ https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/#respond Sat, 24 May 2025 11:57:57 +0000 https://www.indie-games.eu/?p=25349 Solo developer behind the game told us all about the game mechanics and the meaning behind its name.

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Casebook 1899 – The Leipzig Murders is a retro pixel-art point-and-click adventure being developed by solo developer Gregor Müller. You control Detective Joseph Kreiser in 1899 Leipzig, Germany, solving four murder cases in an industrial city. The goal is to examine various scenes, interrogate suspects, and use a notebook and deduction board to uncover culprits.

Some of the game scenes are actual reconstructions of places you can still visit today, while others are faithful recreations of typical locations from that era, such as a newspaper editorial office, a writer’s study, or an industrialist’s private garden. But the love for historical accuracy goes much further: the way people speak, the objects the player can use, and even the murder cases themselves are all appropriate to the time and place.

With multiple endings that change based on your choices, this title blends historical atmosphere and classic adventure mechanics. In case you’re wondering how it all works, you can also try out the demo right now on Steam. We recently had a chance to chat with Gregor and dive deeper into the game. He told us all about the game mechanics, the meaning behind its name, why he chose pixel art, his Kickstarter campaign, and his experience working as a solo developer.

Additionally, Casebook 1899 – The Leipzig Murders is set for a 2025 PC release on Steam and GOG.

What inspired you to create Casebook 1899 – The Leipzig Murders, and why did you choose a detective adventure set in 1899 Leipzig?

Leipzig is the city I live in, and I’ve always been fascinated by its history. The period around the end of the 19th century is particularly compelling, as the city was undergoing rapid growth. Technological advancements and social upheavals during that time offer rich potential for conflict and complex moral dilemmas, perfect ingredients for crime fiction. It felt like the ideal setting for a detective story.

What’s the significance behind the game’s title, Casebook 1899?

The title Casebook 1899 – The Leipzig Murders is intentionally descriptive, giving players a clear idea of what to expect. The “casebook” is a central gameplay element, a notebook where players collect and combine clues. It’s the most-used tool in the game and essential to solving each case.

Is there a deeper philosophical meaning or theme woven into the game’s narrative?

Yes. As players progress, they’ll encounter themes centered around the nature of truth and the extent of free will. The game offers complete freedom in how each case is resolved, even allowing players to conclude that no crime occurred at all, attributing events to a series of strange coincidences. Ultimately, players must take responsibility for their interpretations and decisions.

The game is described as a “richly atmospheric” point-and-click adventure. How did you craft the late 19th-century Leipzig setting to immerse players?

I used a wealth of historical photographs and postcards from the late 19th century as references to recreate key locations. Some iconic landmarks still exist today, while others, lost during World War II or later, are brought back to life in the game. The postcards were especially helpful because they’re in color, unlike the black-and-white photos of the era. I also paid close attention to sound design, crafting a realistic soundscape for each location to help players feel as though they’re truly wandering through a bustling city at the turn of the century.

Did you conduct any historical research to ensure the settings and characters feel authentic to the period?

Absolutely. The characters speak in carefully crafted language appropriate to the time. For instance, I avoided using modern German terms that didn’t exist in 1899. Characters also interact with the protagonist in ways that reflect their social standing, whether above or below that of a police detective. Social status even affects gameplay: while the protagonist’s companion, a public prosecutor, may enter a stately villa through the front door, the detective must use the servants’ entrance, after solving a puzzle, of course.

Can you describe Detective Joseph Kreiser’s personality, motivations, and how players will connect with him?

Joseph Kreiser is a skilled conversationalist who excels at getting people to open up. He has a keen sense for detecting lies and genuinely understands people. He’s deeply committed to his work and values truth, which makes the moral decisions he faces later in the game especially difficult. His strengths in dialogue over investigation are reflected in gameplay – he can ask his companion to help spot clues. But relying too much on others can also become a limitation.

Could you provide a brief overview of the game’s core mechanics? How significant are player choices, and do they lead to multiple endings?

In Casebook 1899, each case typically unfolds like this: you investigate a crime scene or suspect’s location for clues, perform tasks to gain access to new conversations, and then question characters to uncover more information. All clues are recorded in your notebook. Eventually, you’ll piece together these clues on a “mind palace”-style case board. For each node, you must choose between two possible interpretations based on your intuition and reasoning. These choices lead to different outcomes, some players may even conclude that no crime occurred at all. But in every case, the player must own their conclusions.

Why did you choose a retro pixel-art style for Casebook 1899?

There are two main reasons. First, I love the classic LucasArts adventures of the 1990s – I grew up with Fate of Atlantis, Monkey Island, and others. The visual style also draws inspiration from Sherlock Holmes: The Case of the Serrated Scalpel. Second, I believe this aesthetic resonates with players in my age group who appreciate grounded, thoughtful adventures. Pixel art also appeals to fans of “cozy games,” and while Casebook 1899 isn’t strictly cozy, it’s definitely cozy-adjacent.

As a solo developer, what were the biggest challenges you faced during development?

Honestly, the biggest challenge was finding time. Despite the Kickstarter funding, this remains a hobby project, and balancing it with a full-time job is tough. I also faced personal setbacks, including job loss and family mournings, which caused delays. What kept me going was the supportive community of fans and fellow developers who encourage and inspire each other.

Working solo can be isolating. How did you stay motivated through the “countless late nights” of development?

I often say that Kickstarter is both a blessing and a curse. Without the nearly 500 backers eagerly awaiting the game, I might have abandoned the project, not because I didn’t believe in it, but because it’s so demanding. Knowing that so many people believe in me helps me push through even when I’m struggling. I also recommend regularly exhibiting your game, seeing people enjoy it at events and fairs is incredibly energizing and keeps me motivated for weeks afterward.

Your 2022 Kickstarter campaign was successful. Were you surprised by its reception, and how did the funding impact development?

The game wouldn’t exist without crowdfunding. I always envisioned it as fully voiced, and I needed funds for music, sound effects, and other assets. I initially planned the campaign for February 2022 but realized I needed to build an audience first, so I delayed it until July. I spent that time carefully planning the campaign, including livestreams and interviews. So while the success wasn’t entirely surprising, it was close, things only really took off when I added a physical boxed edition as a reward.

A free demo of the first case is available on Steam. How has player feedback been influencing the final version of the game?

The public demo has since been shortened, but many players tried it and provided valuable feedback. That feedback continues to shape the game, especially in terms of puzzle signposting, which can vary by language. Now that the game is fully voiced, the broader structure is largely set, but I’m still refining the experience based on what players share.

Looking back, is there anything you would have done differently in designing, crowdfunding, or managing Casebook 1899 as a solo developer?

I made the classic mistake that many first-time developers do: I massively overscoped. This project turned out to be far too ambitious for a solo debut. With 5 to 9 hours of playtime, depending on the player’s skill and style, it became much longer than I initially anticipated. That said, I didn’t include any filler. There are no repeated puzzles or mini-games; every challenge in the game serves a specific narrative or gameplay purpose. So in a way, the game had to become what it is. I just wish it had been my third or fourth project instead of my first.

But if I had done things differently, I wouldn’t have learned nearly as much. So in the end, no, I wouldn’t change a thing.

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Morbid Metal donosi spoj hack & slash akcije s rougelite mehanikama https://www.indie-games.eu/en/morbid-metal-combines-hack-slash-with-roguelite-mechanics/ https://www.indie-games.eu/en/morbid-metal-combines-hack-slash-with-roguelite-mechanics/#respond Tue, 29 Oct 2024 19:33:53 +0000 https://www.indie-games.eu/?p=17127 Set in a futuristic world, the game challenges you to fight your way through dangerous environments filled with deadly machines.

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SCREEN JUICE’s upcoming game, Morbid Metal, combines hack-and-slash action with rogue-lite mechanics, where players shapeshift between four unique characters to unleash powerful attacks. Set in a futuristic world, Morbid Metal challenges players to battle through dangerous environments filled with deadly machines and intense boss fights.

The game emphasizes quick character-switching, encouraging you to adapt to different combat situations on the go. Each form offers unique abilities, giving you the freedom to experiment and combine attacks for maximum effect. As you progress, you navigate semi-randomized levels, battling through varied biomes like wastelands and overgrown ruins.

With rogue-lite elements, Morbid Metal introduces the challenge of permanent loss upon defeat, pushing you to refine you strategies. Progress brings powerful upgrades, while each new run offers fresh challenges in search of answers within this dystopian world.

Morbid Metal doesn’t have a specific release date, but it will be available for PC via Steam.

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Novi trailer za cozy igru kartografije Map Map prikazuje istraživanje otoka i misije s pratiteljima https://www.indie-games.eu/en/cozy-cartography-game-map-map-unveils-new-trailer/ https://www.indie-games.eu/en/cozy-cartography-game-map-map-unveils-new-trailer/#respond Sat, 07 Sep 2024 13:50:57 +0000 https://www.indie-games.eu/?p=14930 You go on an adventure with a team of companions, exploring beautiful landscapes in search of hidden treasures.

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A small indie team from Germany, Pipapo Games, has released a new developer playthrough of their upcoming cozy cartography game, Map Map – A Game About Maps, which is currently in development for PC (Steam).

In Map Map, players embark on an adventure with a crew of companions, exploring beautiful, natural landscapes in search of hidden treasure. As the team’s cartographer, your job is to map out the islands by discovering ruins, landmarks, and other important spots. You’ll start with a blank map, and as you uncover new locations, you’ll fill it with detailed information. As you progress, you unlock new cartography tools to create even more accurate maps, which help guide your crew toward the treasure.

Players will also get to know the unique personalities of their crew members, forming bonds and welcoming new friends as they explore each island. Along the way, they’ll discover secret locations, ancient ruins, and even adorable animals. Map Map offers a relaxed, pressure-free experience with no distracting quest markers, allowing players to explore at their own pace and fully enjoy the whimsical world.

In the video, Lukas from Pipapo Games walks through an early demo of the game that was first playable at Gamescom 2024, showing off the tools and mechanics players will use to explore vibrant islands and hunt for treasure.

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Gamescom se širi globalno s novim satelitskim događanjima https://www.indie-games.eu/en/gamescom-expands-globally-with-new-satellite-events/ https://www.indie-games.eu/en/gamescom-expands-globally-with-new-satellite-events/#respond Wed, 14 Aug 2024 18:00:34 +0000 https://www.indie-games.eu/?p=14246 The growth of Gamescom is also visible in Cologne, with greater international participation.

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The world’s largest gaming show, Gamescom, is growing beyond Cologne. Alongside the main event in Germany, Gamescom is now reaching more global audiences with new satellite events. Gamescom Asia launched in Singapore in 2021, and this year, Gamescom Latam debuts in Brazil.

In an interveiw with GamesIndustry.biz, co-organizer of Gamescom Felix Falk, highlights the expansion as a way to enhance Gamescom’s global role. The goal is to stay relevant and connect with the industry and community worldwide. “We want to be the most important show for the industry,” says Falk.

Gamescom’s growth is also seen in Cologne, with more international participation. This year, there are 43 country pavilions from 33 countries. Despite the absence of major players like PlayStation in some years, Gamescom continues to attract a record number of exhibitors and attendees. The show’s hybrid model, including digital events like Opening Night Live, helps maintain interest. This model combines live showcases with online elements, making Gamescom accessible to a global audience.

Gamescom also adapts to industry changes, focusing on broad community engagement and offering interactive experiences online, like Gamescom Epix and digital trading cards. These initiatives help keep the show dynamic and relevant.

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