Playtest - IndieGames https://www.indie-games.eu/en All about Indie Games Mon, 02 Jun 2025 08:53:27 +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 Playtest - IndieGames https://www.indie-games.eu/en 32 32 Sljedeći tjedan počinje otvorena beta za postapokaliptičnu igru ALL WILL FALL https://www.indie-games.eu/en/open-beta-for-post-apocalyptic-game-all-will-fall-starts-next-week/ https://www.indie-games.eu/en/open-beta-for-post-apocalyptic-game-all-will-fall-starts-next-week/#respond Mon, 02 Jun 2025 08:53:26 +0000 https://www.indie-games.eu/?p=25774 You start with a rusty ship and a piece of solid ground, as you place homes, workshops, and bridges to create a settlement.

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Imagine a world drowned in endless oceans, where your only hope is a city on a crumbling ship. That’s the premise of ALL WILL FALL, a post-apocalyptic city-builder from All Parts Connected and tinyBuild, set to release on PC via Steam in 2025. Reintroduced at tinyBuild Connect, open beta testing begins on June 9, with sign-ups already available on Steam.

You start with a rusty ship and a patch of solid ground, building homes, workshops, and bridges to create a settlement for humanity’s last remnants. But every structure can collapse. The game’s 3D physics system challenges you to balance weight, support, and materials like a real engineer, resembling a high-stakes Jenga gameplay.

Beyond building, you manage a colony of survivors divided into factions: engineers operating cranes, sailors navigating ships, and workers maintaining structures. Each faction has unique needs, forcing you to juggle food supplies, unrest, and tough decisions. Random events like storms, food shortages, or mysterious ocean structures make every playthrough unpredictable, with new locations unlocking as you learn from your colony’s successes and failures.

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Otvorene su prijave za zatvoreni playtest RPG avanture Of Ash and Steel https://www.indie-games.eu/en/of-ash-and-steel-closed-playtest-sign-ups-are-now-open/ https://www.indie-games.eu/en/of-ash-and-steel-closed-playtest-sign-ups-are-now-open/#respond Thu, 29 May 2025 21:02:06 +0000 https://www.indie-games.eu/?p=25681 In Of Ash and Steel you start your story from scratch.

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During tinyBuild Connect, one surprise stood out: the first closed playtest for the RPG adventure Of Ash and Steel is starting soon. This game blends old-school RPG mechanics with a modern approach. Sign-ups are open via Steam, and tinyBuild hinted that the playtest will begin “very soon,” potentially even before Steam Next Fest.

In Of Ash and Steel, you start your story from nothing. Without quest markers or hand-holding, exploration feels like a true adventure: you’ll uncover hidden treasures, embark on side quests, or face various bosses. The world reacts to your progress; as you rise from a nobody to a revered hero, NPCs will respect your status.

Combat is deliberate, built around three stances that change how you wield swords, axes, or bows. Timing is crucial to land precise strikes or dodge at the right moment. You’ll also have a specific skill tree to unlock various moves, as well as learn how to survive in the wild or pick up crafting skills for gear.

The game’s atmosphere is top-notch, with a dynamic day-night cycle, shifting weather, and ambient sounds like rustling leaves or distant birdsong that immerse you in its medieval world, while NPCs go about their routines.

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Playtest za SpeedRunners 2: King of Speed bit će pokrenut ovog ljeta https://www.indie-games.eu/en/playtest-for-speedrunners-2-king-of-speed-to-launch-this-summer/ https://www.indie-games.eu/en/playtest-for-speedrunners-2-king-of-speed-to-launch-this-summer/#respond Wed, 28 May 2025 20:39:36 +0000 https://www.indie-games.eu/?p=25596 SpeedRunners 2 will bring the same adrenaline-pumping combination of platforming and competitive running.

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After getting our first look at SpeedRunners 2: King of Speed during this year’s Triple-i Initiative Showcase three months ago, tinyBuild revealed at yesterday’s Connect that a Steam playtest for this competitive platformer is set to arrive this summer, though an exact date has yet to be announced.

SpeedRunners 2 will retain the same adrenaline-fueled mix of platforming and competitive running, now enhanced with new challenges and deeper multiplayer features. The goal remains simple, just like in the original: outrun your rivals, use power-ups like rockets and traps, and avoid being eliminated by falling off-screen. Core mechanics like sliding, wall-jumping, and using grappling hooks return, now supported by added strategic layers to elevate gameplay.

Alongside 8-player races, SpeedRunners 2 introduces redesigned HD visuals, an improved grid infrastructure, and a vibrant cast of characters, both familiar and brand-new. As in the original, the tracks draw inspiration from 1960s retrofuturistic aesthetics, further enriching the game’s visual identity. On top of all that, SpeedRunners 2 will feature tournaments, custom challenges, and private rooms for all types of competitive play.

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Pononvo možete zaigrati Hello Neighbor 3 kroz Prototype 2 Playtest na Steamu https://www.indie-games.eu/en/dive-back-into-hello-neighbor-3-with-the-prototype-2-playtest-now-available-on-steam/ https://www.indie-games.eu/en/dive-back-into-hello-neighbor-3-with-the-prototype-2-playtest-now-available-on-steam/#respond Wed, 28 May 2025 15:54:46 +0000 https://www.indie-games.eu/?p=25556 Players who tested the first prototype will automatically gain access to the second prototype.

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Something eerie is unfolding in Raven Brooks, and you’re invited to investigate. tinyBuild has just announced that the Prototype 2 Playtest for Hello Neighbor 3 is now available on PC via Steam. Revealed with a new gameplay trailer during tinyBuild Connect, this second prototype builds on the success of the first, offering a deeper look into the game’s simulated town and dynamic storytelling.

Players who tested the first prototype will automatically gain access to the second. Those who haven’t yet tried the game can request access on Steam with a quick click on the “Request Access” button. As for the new trailer, it was narrated by the developers, guiding us through new features to explore, such as improved NPC interactions and an expanded exploration system. The full release of the game is expected sometime in 2026, currently only for PC.

In Hello Neighbor 3, we’ll return to the town of Raven Brooks, which this time will be simulated in real-time, functioning as a living entity where changes are constant. Our actions will have a profound impact on the town, significantly shaping the events that unfold within it.

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[PREVIEW] Roulette Hero – Autobattler spojen s igrama na sreću i kartama https://www.indie-games.eu/en/roulette-hero-unique-deckbuilder-preview/ https://www.indie-games.eu/en/roulette-hero-unique-deckbuilder-preview/#respond Mon, 19 May 2025 19:17:53 +0000 https://www.indie-games.eu/?p=24830 Picture an autobattler with auto-fighting teams mixed with a roulette wheel system.

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At this point, I’m almost expecting the unexpected from Spiral Up Games. This publisher has a knack for bringing out some weird stuff, and their latest is no exception. They’re diving back into the roguelike genre, but with a deckbuilding twist that’s definitely its own thing. Imagine mashing up an autobattler, those games where your team fights automatically, with a roulette wheel system. That’s basically the core idea behind Roulette Hero, where you build a team of animal companions to take on all sorts of mechanical monsters.

The thing that really makes Roulette Hero stand out is how it handles your team instead of using cards. You put together a team of animals on a cube-like circle, and each one has its own special skills. When you spin the wheel, only one animal gets to use its ability at that moment. The real strategy comes from setting up combos, if you line up your animals just right, you can trigger these game-changing moves, like a chain attack that hits harder or buffs that make your whole team stronger.

Unique concept that relies on luck

Battles are turn-based, and you’ll be going up against mechanical beasts that get stronger as you go through the random levels. Each beast has its own way of attacking, but because you’re relying on spinning that wheel to activate your animals, there’s definitely a luck factor involved. Sometimes, even if you have a good plan, the wheel just might not land on the right animal, which can be a bit frustrating. Also, if you’re expecting a really deep deckbuilding system like in some other games, this isn’t quite that.

I played a test version of the game on Steam, and while it had a tutorial, I found it a bit confusing trying to figure out how those animal combos worked. There also seemed to be some balance issues with how strong different things were. Plus, the playtest didn’t really do a great job of explaining stickers, you can apparently slap over 100 different power-ups on your animals or the wheel to make them stronger or add cool effects, but it wasn’t super clear how all that worked.

When you finish a run in Roulette Hero, you lose your current team, which is typical for a roguelike. But you do unlock new animals, stickers, or even different layouts for your roulette wheel that you can use in future runs. However, the levels themselves don’t change up that much visually, and there aren’t really different paths to take, so the runs can feel a bit repetitive, and honestly, it feels like luck plays a pretty big role.

Some of the bosses I faced were also really tough, and the game didn’t really give me a good idea of why I was losing, what my other stats were, or what exactly was happening with all the combos my animal companions were doing. But even with those issues, I have to say, the game was genuinely fun to mess around with. It has a cute, hand-drawn cartoon art style that’s colorful and whimsical, which is a nice contrast to the strategic stuff you’re trying to do. It definitely offers something different, and if they can iron out some of the problems, Roulette Hero has a real shot at being a truly unique and enjoyable game.

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Kreator Bean Beastsa otkrio nam je više o igri i kako mu svakodnevni posao pomaže u njezinom stvaranju https://www.indie-games.eu/en/the-dev-behind-bean-beasts-reveals-more-about-the-game-interview/ https://www.indie-games.eu/en/the-dev-behind-bean-beasts-reveals-more-about-the-game-interview/#respond Fri, 02 May 2025 20:06:05 +0000 https://www.indie-games.eu/?p=24346 Combine Pokémon-style creatures, charming graphics, and the ability to evolve your monsters, and you get Bean Beasts.

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The tower-defense genre can be hit or miss when it comes to finding a game you’ll probably enjoy. But combine Pokémon-style creatures, charming graphics, and the ability to evolve your monsters, and you get Bean Beasts. We had the chance to chat with Josh, the developer behind the game, who shared more details about the game, what to expect from the demo, and some fun facts about its development.

Bean Beasts offers versatile mechanics, allowing you to manipulate the environment to your advantage. By strategically placing walls, you can redirect enemies and control the flow of combat, creating opportunities to outsmart your opponents. Additionally, the game unfolds across 40 hand-crafted levels, spread over five diverse biomes, each with its own visual flair and challenges. Eight epic boss encounters test your skills, demanding clever strategies to overcome their formidable power. For those seeking endless replayability, eight endless mode maps provide relentless waves of enemies to conquer.

Honestly, Bean Beasts is a true indie gem, crafted entirely by one developer, highlighting how saturated the market is with games, making it tough to find ones you’ll truly enjoy. You can try the demo on Steam and wishlist it there, though the release date is still unknown. Additionally, you can playtest the latest version of the game yourself by joining its Discord server.

Tell me about yourself and your experience as a developer. What led you to work on Bean Beasts?

My name is Josh and I’m solo developing my first game called Bean Beasts. Development began around January 2023 though it’s hard to pinpoint when the project officially went from an experiment to an actual game. After doing some sound work for a big studio, I wanted to see if I could sidestep from the TV industry into games. I found most jobs required knowledge of an engine which is why I started learning Unity.  Unity became my new game, I was obsessed and found it very fulfilling to make things. It didn’t take long to decide I would try and make a full game.

What is the current demo version offering and will you upgrade it for the Steam Next Fest in June?

The current demo is always being updated with improvements aligning to the ongoing playtesting for the full game. I’ll find something fun to add in the lead up to Nest Fest to encourage players to give it another go – probably access to an extra Endless map.

Can you walk us through the core gameplay loop of Bean Beasts? How do the evolving Bean Beasts and trap upgrades tie into the strategy?

Bean Beasts is a chaotic Tower Defense game where you collect new beasts, traps and upgrades after every level. Bean Beasts are your hero units and get stronger and evolve over time. Each level you choose a selection of Bean Beasts and traps to defend against waves of monsters. As enemies can have multiple resistances/characteristics you’ll have to consider which Beasts and Traps work best. Beasts each have unique abilities you can trigger after a cooldown, Traps also have unique upgrade paths which can completely change their element and attack style. 

What inspired the beasts’ designs? How many of them can we use in one playthrough? 

The inspiration for the Beasts mechanically is a mix of the hero units in Kingdom Rush combined with creature design akin to Pokémon or Tamagotchis. They start off small, weak and also bean shaped, then get exponentially more powerful as you level them up and they change form and gain new attacks.

They’re deliberately quite vague and basic in design and are named accordingly, for example Cactus, Frog or Ghost. There’s no real reasoning behind this other than I find it amusing. Some designs take inspiration from specific real life animals, the Dog is based on my own dog when she lays upside down with her teeth poking out, and the Frog is based on the Black Rain Frog because I find them hilarious.  As you progress you can unlock additional inventory slots and take up to three Beasts with you into the levels.

The game offers a lot of content: endless mode maps, multiple difficulty settings, and diverse enemy types. How did you approach balancing these elements? 

Balancing has been an ongoing process with a lot of help from playtesters who volunteer to help improve the game. I have my spreadsheets calculating how the Towers work and interact but with so many variables it’s hard to predict which ones are over or underpowered.  I’ve been testing the game incrementally and adjusting over time so that by the time I release there should hopefully be no need for any major rebalances, unless players find some way to break the game.

Honestly I try to make each tower feel overpowered when used correctly. This leads to an “aha!” moment where players work out the full utility of a particular beast or trap and hopefully will result in people having fun trying out different combinations. 

Were there specific design choices you implemented to maintain fresh, non-repetitive gameplay?

There are a few key ideas I use to try and keep gameplay fresh. I make sure players unlock something new after every level, but on top of that there’s also an in-game shop with additional unlockables that players can revisit and play around with. Note these are unlocked using gems you earn by progressing through the game, it’s an in-game currency and there’s no in-app purchases; everything is included in the game. 

Each level has unique challenges which are completely optional. These award bonus gems and make each level a little different and can get players scratching their heads trying to solve problems beyond just “place towers, shoot enemies”.  In the early levels the challenges also double as indirect lessons, for example an early challenge is to set enemies on fire, which you can do by upgrading the Ballista into it’s first upgrade path or by unlocking the Dragon from the shop. 

The worlds are broken up with boss battles, each with some mechanical twist to keep players on their toes. Small bosses use the environment, large bosses change the environment. There are new enemy types introduced which get more challenging as time goes on. First you deal with stronger enemies, then enemies with shields, then enemies who target your boxes, enemies that can fly, are immune to fire etc.

I deliberately change up the enemy types to encourage players to experiment and diversify tactics. Each world also introduces enemies with new mechanics too, such as turning invisible, stunning your towers or regeneration. All this is to say that with each level there will be some new set of challenges to overcome.

The Steam page mentions 2 damage types, 5 elements, and 7 status effects. Will you be adding more? How do you plan to support the game post launch?

My plan has always been to release a full game, so everything has been calibrated and balanced on that. That means everything is included on release, there’s no in-app purchases, pay to win or paid DLC expansions planned. I will also maintain and update based on player feedback and will hopefully be able to re-invest some of the money into paying for additional translations. I also plan on doing a port to Switch and Mobile after the PC release.

Further down the line, I can add additional endless maps to the game (for free of course). I may try to add additional features like a leaderboard, but this would depend on how viable it is to maintain and whether there is a demand from players. 

How difficult will the bosses be and will there be certain ways to defeat them?

All the bosses have unique counter-attack patterns and the world bosses also manipulate the environment to their advantage, each boss encounter should be memorable and a spectacle. The game doesn’t tell you what the boss will do so players will have to go in and face the surprise head on. I was playing a lot of Elden Ring when I made the first few bosses and I think that may have resulted in them being a bit too difficult.

The bosses difficulty generally comes from the optional challenges, this means players can choose to make it hard for themselves, or pass through to continue the story. Because you’re always unlocking new powerups, abilities and inventory slots it’s always possible to come back to a boss or challenge later. 

What’s been the toughest part of developing Bean Beasts so far?

When I started this game I had never written code before and I was totally reliant on tutorials and google. Debugging would sometimes take days but I always managed to figure it out in the end, which was very satisfying. Also wrangling with input system, UI systems and save systems. I was a complete noob so things kept breaking and I’d have no idea how to fix it. 

I’m glad I went through that because now I have a lot of experience. I can now design a much more effective/efficient save/UI system which will perform better and not take months to create. I recently did a game jam where I essentially recreated the framework and UI for Bean Beasts, but in only a week rather than the many months it took me the first time. 

You’ve mentioned custom music, artwork, and sound effects. Did you create these yourself, or collaborate with someone?

My normal day job is working as a sound engineer and video editor, so creating sound effects and music was probably the easiest part for me. I also did a lot of drawing growing up, I enjoyed going to the art rooms in school and was always doodling silly animals and creatures. I love working with pixel art because it reminds me of the Megadrive and Gameboy. 

I’m very lucky because although I never studied or trained for game design or using a game engine, a lot of skills from my day job transfer over, such as knowledge of frame rates, resolution, file formats, using animators, keyframes and digital interfaces. I also do a lot of QC work which has been beneficial, I’ll record footage of my game then watch it back frame by frame looking for things I can tidy up and fix. 

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Egging On otvara Uskrsni playtest s ograničenim trajanjem https://www.indie-games.eu/en/egging-on-cracks-open-a-limited-time-easter-playtest/ https://www.indie-games.eu/en/egging-on-cracks-open-a-limited-time-easter-playtest/#respond Fri, 18 Apr 2025 18:45:02 +0000 https://www.indie-games.eu/?p=23905 The playtest will run until Monday, April 21st.

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Indie developer Egobounds and publisher Alibi Games have announced Easter treat for their challenging platformer Egging On. For the first time, the game will be publicly playable through a limited-time open playtest on Steam, running from 3 PM BST on Friday, April 18, 2025, to 3 PM BST on Monday, April 21, 2025. This event is offering you a chance to dive into its unique physics-based gameplay.

The Easter playtest introduces a brand-new Easter-themed shell for players to customize their fragile egg protagonist, along with several other unlockable skins to discover. As you roll, jump, and climb through treacherous environments like the Hen House and beyond, you can hunt for these shells to add flair to your journey. The game’s punishing mechanics challenge you to master its physics, syncing jumps with rolls to reach new heights while avoiding cracks and falls.

All you have to do is “Request Access” on Steam and you’re good to go. Additionally, you can read our interview with the team behind the game here.

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Neon Abyss 2 otkrio je datum izlaska u Early Accessu na Galaxies Gaming Showcaseu uz kaotični multiplayer playtest https://www.indie-games.eu/en/neon-abyss-2-early-access-date-revealed-at-galaxies-gaming-showcase/ https://www.indie-games.eu/en/neon-abyss-2-early-access-date-revealed-at-galaxies-gaming-showcase/#respond Fri, 18 Apr 2025 11:07:05 +0000 https://www.indie-games.eu/?p=23896 The multiplayer playtest allows fans to jump into the cyber-mythological chaos of Neon Abyss 2 alongside others.

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Indie developer Veewo Games made the debut at Galaxies Gaming Showcase, announcing that Neon Abyss 2, the vibrant sequel to the hit roguelike, will hit Steam Early Access on July 17, 2025. A new trailer reveals the game’s chaotic multiplayer action, cranking the pixel-perfect mayhem to new heights in what promises to be 2025’s most colorful adventure.

The multiplayer playtest lets fans jump into the cyber-mythological chaos of Neon Abyss 2 alongside others, offering a chance to provide feedback that will shape the game’s development. This sequel ramps up the madness with four-player online co-op, letting you squad up with friends, pick your fighters, and unleash havoc together.

The trailer introduces a new character, Elisa, and showcases the evolving Faith system, which adds depth to the experience. Amid the wild combat featuring swords, magic, guns, and more, you can take a break with friends to enjoy mini-games like shooting hoops or fishing.

The multiplayer playtest is live now and runs until April 24, 2025. To join the action, sign up at neonabyss.com.

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Rougelike igra Tears of Metal poziva vas da ju isprobate do sljedećeg četvrtka https://www.indie-games.eu/en/roguelike-game-tears-of-metal-invites-you-to-try-it-out-until-next-thursday/ https://www.indie-games.eu/en/roguelike-game-tears-of-metal-invites-you-to-try-it-out-until-next-thursday/#respond Thu, 10 Apr 2025 17:58:08 +0000 https://www.indie-games.eu/?p=23574 In Tears of Metal, you take on the role of brave Scottish warriors fighting to reclaim their homeland.

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At the Triple-i Initiative Showcase, Tears of Metal gave a brief glimpse of what to expect in its open beta, which is now available to play on Steam. The game is set in medieval Scotland, where you fight off various creatures threatening your homeland. Combining hack-and-slash combat with roguelike elements, you’ll upgrade your characters throughout the game to grow stronger and survive the ongoing battles.

In Tears of Metal, you take on the role of fierce Scottish warriors fighting to reclaim their homeland from invaders drawn by the mysterious Dragon Meteor. Whether solo or in co-op, you will hack through enemy hordes across vast battlefields, unlocking powerful abilities and leading their Scottish battalion to victory. Each attempt offers new challenges and opportunities for unique builds as you combine upgrades and artifacts to create devastating attacks.

Tears of Metal blends fast-paced hack-and-slash action with roguelike mechanics and combines over 100 artifacts with unlockable upgrades to build devastating combos and unleash explosive attacks. You will be able to recruit and upgrade your battalion, gaining permanent skills for future battles. Between campaigns, expand your settlement to unlock new shops, upgrades, and challenging objectives that yield greater rewards.

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Počeo je prvi playtest za novi Deep Rock Galactic spin-off pod nazivom Rogue Core https://www.indie-games.eu/en/first-playtest-begins-for-new-deep-rock-galactic-spin-off-titled-rogue-core/ https://www.indie-games.eu/en/first-playtest-begins-for-new-deep-rock-galactic-spin-off-titled-rogue-core/#respond Thu, 10 Apr 2025 17:45:44 +0000 https://www.indie-games.eu/?p=23569 The game's plot revolves around an elite unit of dwarves, the Reclaimers, who fight against a new threat known as the Core Spawn.

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Ghost Ship Games has revealed a gameplay trailer during the Triple-i Initiative Showcase for Deep Rock Galactic: Rogue Core, a new 1-4 player co-op FPS with roguelite elements, bringing even more action into the world of the beloved Deep Rock Galactic. Alongside the announcement, sign-ups for the game’s closed alpha playtest are now open via its Steam page.

The story follows an elite team of dwarves known as the Reclaimers, who are tasked with fighting off a new threat called the Core Spawn. After a mysterious event known as The Grayout, mining operations on planet Hoxxes came to a halt, prompting the Reclaimers to investigate and eliminate the danger.

Unlike the original game, Rogue Core introduces roguelite mechanics, meaning each mission starts with basic gear, and players must collect weapons, upgrades, and abilities during the run to survive increasingly intense enemy waves. Success hinges on teamwork and adaptive tactics, especially as enemies grow stronger the longer your squad stays in the mines.

Each mission features procedurally generated caves, and the Core Spawn enemies offer a new level of challenge—smarter and deadlier than anything the dwarves have faced before. Players will also have access to experimental gear, including the powerful Reclaimer Gauntlets, as they delve into the deepest and darkest parts of Hoxxes.

Alpha testing is now open for registration, giving fans of the series a chance to be among the first to try this ambitious spin-off. Anyone interested can visit the game’s Steam page and click “Request Access” to apply.

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