Fellow Traveller - IndieGames https://www.indie-games.eu/en All about Indie Games Sat, 31 May 2025 22:03:10 +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 Fellow Traveller - IndieGames https://www.indie-games.eu/en 32 32 Kako je Fellow Traveller pomogao igri Kulebra and the Souls of Limbo i ima li Xbox Game Pass ikakvog utjecaja? https://www.indie-games.eu/en/how-fellow-traveller-helped-kulebra-and-the-souls-of-limbo/ https://www.indie-games.eu/en/how-fellow-traveller-helped-kulebra-and-the-souls-of-limbo/#comments Fri, 16 May 2025 20:44:57 +0000 https://www.indie-games.eu/?p=24932 The interview gave us insight into the partnership with Fellow Traveller and the importance of Xbox Game Pass for the indie studio.

The post How Fellow Traveller Helped Kulebra and the Souls of Limbo, and Whether Xbox Game Pass Makes a Difference first appeared on IndieGames.

]]>
Indie publisher Fellow Traveller, known for story-driven games like Citizen Sleeper, teamed up with Galla Studio for Kulebra and the Souls of Limbo. In our review we called it “a profound work of art with impactful storytelling that touches your heart.” Created by brothers Paulo and Pavel Lara, this game mixes Mexican stories with deep narrative and their teamwork with Fellow Traveller made this happen.

The partnership started after Galla Studio’s initial Kickstarter for Kulebra and the Souls of Limbo didn’t succeed. When funding was tough, a “scout” from Fellow Traveller saw promise in their work and reached out. Following positive meetings, they made a deal, which was a big turning point for the game. Paulo and Pavel were very thankful, calling Fellow Traveller a “blessing” and a “game changer” for their vital support with money and marketing, letting them concentrate on making their creative ideas a reality.

Reflecting on the indie gaming industry, the Lara brothers noted its challenging nature. They highlighted the scene’s diversity, where developers from different backgrounds bring unique ideas. However, they also noted that the market’s saturation makes it difficult for individual studios to gain attention amidst the numerous competitors.

While development tools and platforms have become more accessible over the last two decades, the brothers acknowledged that reaching audiences and achieving financial stability remain significant hurdles. They expressed admiration for anyone pursuing their passion projects in this unpredictable landscape, recognizing the considerable resilience needed to succeed.

Regarding Xbox Game Pass, Paulo and Pavel view it as a viable model, especially for smaller indie studios like theirs. They believe the service offers crucial visibility by making games seem “free” to subscribers, thereby greatly improving discoverability on the Xbox platform. For developers with less established profiles, this can create a beneficial situation, providing a consistent income while simultaneously introducing their creations to a wider player base.

You can read the full interview here. Kulebra and the Souls of Limbo is currently available on PC via Steam, Xbox Series X/S and Nintendo Switch.

The post How Fellow Traveller Helped Kulebra and the Souls of Limbo, and Whether Xbox Game Pass Makes a Difference first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/how-fellow-traveller-helped-kulebra-and-the-souls-of-limbo/feed/ 1
Kulebra and the Souls of Limbo: Paulo i Pavel Lara otkrili su nam što čini ovu igru posebnom https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-lara-brothers-on-what-sets-this-game-apart-interview/ https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-lara-brothers-on-what-sets-this-game-apart-interview/#respond Fri, 16 May 2025 13:50:28 +0000 https://www.indie-games.eu/?p=24904 The brothers behind the game have undoubtedly proven their talent with this title.

The post Kulebra and the Souls of Limbo: Paulo and Pavel Lara Share What Makes This Game Unique first appeared on IndieGames.

]]>
Fellow Traveller has a strong reputation for publishing impressive, story-rich narrative games, so their involvement with Kulebra and the Souls of Limbo immediately signals you can expect a great title, what we confirmed in our review: “This isn’t just a video game, it’s a profound work of art with impactful storytelling that touches your heart and soul in unexpected ways”. The brothers behind the game, Paulo and Pavel Lara from Galla studio, have undoubtedly proven their talent with this title.

Kulebra and the Souls of Limbo is a 3D adventure game where you embody Kulebra, a skeletal snake, in a Latin American-inspired afterlife called Limbo. Under the guidance of a mysterious Old Lady, you’ll explore papercraft-style settings, solving puzzles, gathering clues, and using stealth to aid the residents in moving on. Crucially, these souls are trapped in a 24-hour time loop, repeating their days due to unresolved regrets, trauma, and loss.

We explored brothers perspective on Game Pass and the indie gaming scene, what players can expect from Kulebra, and the core message they hope players will take away. You can find Kulebra and the Souls of Limbo on PC via Steam, Xbox Series X/S, and Nintendo Switch.

Can you share the origin story of Galla Games? What inspired you both to leave the Dominican Republic and pursue game development in the United States, and how did that journey shape Kulebra and the Souls of Limbo?

Originally we started the studio in the Dominican Republic, over the particular coincidence of me (Paulo Lara) being an artist, who had a strong affinity for video game art. And Pavel Lara developed a strong interest in programming at the time, completely focused on video games. 

Besides us being huge video game “nerds,” we had very similar tastes when it came to media in general. So we decided that this was a great opportunity to explore the idea of developing games. And so we gave it a chance, starting with something fairly simple. 

Then through our mother, the opportunity to come to the United States became a possibility. It seemed like a great place to expand as developers, since the video games’ market in the Dominican Republic was non-existent back then. So we decided to take the opportunity and continue with our project here in the United States. And after some failed projects, reinventing ourselves in many ways, and some good surprises… Here we are!

An important question, as brothers, did you ever have disagreements or arguments when you were working on the game together?

We’ve had our minor differences here and there, but honestly, nothing outstanding. And thankfully, none of those have come from a bad place. We always try to push our ideas in the belief that  will increase the quality of the project. And as time goes on these disagreements have become less common and less impactful when it comes to game making decisions. It’s important to be flexible and open to each other’s opinions in order to have a proactive flow as developers. 

Which games, films, or other media inspired Kulebra and the Souls of Limbo? Were there specific titles that shaped its cozy yet emotional tone or its focus on helping others?

I can surely mention games like Ace Attorney, Paper Mario, and Professor Layton. But our main inspiration for the game was The Legend of Zelda Majora’s Mask. Especially the side quest elements of said game. They set a level of immersion that we can only hope to achieve.

From the changes in the environment as the time goes by, to the characters’ many surprises around this same schedule. One that may surprise you is Resident Evil as an inspiration source. A lot of the puzzle elements in Kulebra and the Souls of Limbo come from Resident Evil, believe it or not! I’ve personally noticed that once you remove the horror elements from this puzzle structure, it can make for a very cathartic experience when solving puzzles.

So we try to achieve a similar result through our game. Having difficult puzzles is not our goal in this case, but to make them engaging and fun as the player uncovers the story of the game.

Latin American folklore, particularly Day of the Dead aesthetics, plays a big role in the game’s world. Were there specific cultural elements you wanted to highlight?

I wouldn’t say so, the elements are there, but we’d much rather prefer to use the cultural elements as a vehicle to flesh out our characters and how each one of them have their own worlds within this shared environment and culture.  Although most of the game’s cultural influence has a Day of the Dead theme, we take some elements from the Dominican culture as well! I won’t spoil anything, but I sure hope some Dominican players get to spot these!

What is the game’s core message, and can you briefly introduce us to the main mechanics?

The game’s core message focuses on both the power of empathy and kindness, and the importance of doing the right thing, despite the sacrifices that it may bring. As for the main mechanics of the game, we have the time-loop and your trusty notebook.

Each soul trapped in Limbo has a set routine throughout the day, and you can gather information and items by talking with them and exploring the world. At the end of a day, everything resets, but you get to keep your knowledge and most of your items. Your goal will be to use everything you gather to figure out what’s needed to help the souls with their issues. You can think of it as doing some “detective work” in the afterlife.

There will also be many extra challenges on top of what I mentioned before that will give each of the game’s chapters their own flavor.

How challenging will the puzzles be, and what kind of stealth gameplay can players expect?

As briefly mentioned in a previous question, I would say that the puzzles do not focus on being challenging, but they’re more about having fun while you uncover the mysteries around Limbo. But I’m sure that our puzzles will have some cool twists to keep the experience fresh and interesting.

The stealth is a fairly common element in the game, more than we would have ever expected during the early days of development. The stealth is quite varied, in the sense that you may find some stealth sections to be very casual, but others may be the difference between “life or death”. So you can’t always let your guard down when exploring the world of Limbo! 

How does the day/night (or time) cycle impact gameplay?

A lot! In fact, most puzzles, and probably all the detective work that the player will be doing will in one way or another roll around the time mechanics. In order to properly understand how to progress and help the souls of Limbo, you have to truly understand their schedule, and what elements of these you may manipulate in order to make them move closer to your goal. 

I can think of many examples, in which in many cases in which the problem in hand, requires you to experience the cycle of a character in order to understand what leads them into breaking their respective patterns. 

You may see a character stuck through the day looking for an important item to solve a problem, but as it turns out, they would only come to find the item they need when it’s already too late to address the issue. The player may see this as a chance to instruct them early in the day’s cycle on where to find what they’re looking for, and so this breaks part of the pattern that keeps the character stuck in a loop. It’s all about creating cracks in the cycle of each character to help them get out. 

But instead of me going into obsessive detail, I can surely say that a lot of this is present in chapter one of the game. Which is available as a free demo, in case anyone is interested! 

The papercraft aesthetic gives Kulebra such a distinct look, what inspired this visual direction?

Earlier in production the 2.5D aesthetic came from certain limitations. We wanted to have a 3D environment that felt natural to explore, with a substantial amount of elements to interact with. So, in order to achieve this within our small team, we decided to simplify the complexity of character assets to 2D to make sure they wouldn’t become a detriment to the development of the game.

With that, we also wanted to make the character renders to stand out, leading us to sacrifice some level of 2D animation to have more complex renders for our characters. Then with these limitations in mind, we centered all the visual elements into a “Pop-up book” like visuals. Emulating a subtle feeling of storytelling throughout the whole game.

How did your partnership with Fellow Traveller come about?

As far as I recall, it all happened little after our First Kickstarter for the game. We did not meet our goal, so we were looking into ways to continue the development of the game. Thankfully, soon enough one of the scouts from Fellow Traveller discovered our team, and they proposed a partnership. After a few nice meetings, and getting into an agreement, everything was pretty much set!

Thankfully we couldn’t have asked for a better partnership. Fellow Traveller has been a blessing in the development of the game, and we can’t stress enough how much of a game changer this has been for us! 

What’s your perspective on the current state of the gaming industry, especially the indie scene?

That’s a very interesting question, but when it comes to the indie game industry, things get a bit complicated. Since it’s hard to pin the things into a specific state or category, given the flexible nature of it. Composed of countless backgrounds, budgets, and personalities developing all sorts of ideas. Anything goes in the indie market, and this makes for a very fertile environment for creative ideas of all kinds.

But one thing hasn’t quite changed throughout the years, and our opinion may not be uncommon, but we can certainly say that the current state of the industry brings its own sort of challenges. As you may know, there are more ways than ever to become an indie developer, and in the past two decades that has only become more prominent, but so is the constant struggle that comes with trying to reach an audience in such a rich and saturated industry.

All this makes up for a fairly volatile and hostile market when it comes to trying to establish a sense of stability, for any studio. So given these factors, to anyone willing to give this industry a chance, even if it’s just to make a dream project come true, they have our respect.

As developers, how do you view Xbox Game Pass? Do you see it as a sustainable model for games like yours?

As the model sits currently, yes. It can guarantee a decent degree of success within the Xbox platform, especially for low profile studios. All this while maximizing the exposure of the game to new players, since it would be the equivalent of a “free game” to the players in the program. It can be a win-win depending on the position of the studio. 

In the end, do you want players to walk away feeling like they’ve had a cozy experience, or an emotional journey they’ll reflect on?

We would say the latter. Kulebra and the Souls of Limbo is a game that sets a platform for introspection. In the end we want the players to experience the power of empathy, and what this can bring to their lives, and others. While understanding the sacrifice that may come with it, but knowing that despite it all, it is still worth it.

The post Kulebra and the Souls of Limbo: Paulo and Pavel Lara Share What Makes This Game Unique first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-lara-brothers-on-what-sets-this-game-apart-interview/feed/ 0
LudoNarraCon 2025 wraps up as biggest year yet for narrative gaming https://www.indie-games.eu/en/ludonarracon-2025-wraps-up-as-biggest-year-yet-for-narrative-gaming/ https://www.indie-games.eu/en/ludonarracon-2025-wraps-up-as-biggest-year-yet-for-narrative-gaming/#respond Thu, 15 May 2025 21:03:08 +0000 https://www.indie-games.eu/?p=24892 Besides the Steam fest, LudoNarraCon 2025 also had a main show with talks and interviews.

The post LudoNarraCon 2025 wraps up as biggest year yet for narrative gaming first appeared on IndieGames.

]]>
Fellow Traveller’s annual LudoNarraCon, a celebration of narrative-driven indie games, concluded its 2025 event from May 1 to 5, marking its most successful year to date. The festival, which was hosted on Steam, featured panels, interviews, streams, and a showcase of story-led titles, including dozens of demos, discounts, and an official selection of standout released and upcoming games.

This year’s official selection of 21 unreleased titles collectively gained over 200,000 wishlists during the event, averaging 10,000 per game, more than doubling the wishlist numbers from 2024. With over 1.8 million visitors to the LudoNarraCon 2025 Steam fest page, a 50% jump from 2024, the event underscored the popularity of narrative gaming.

Besides the Steam fest, LudoNarraCon 2025 also had a main show with talks and interviews. These were made with help from Remap Radio, Noclip, The Besties, and Lucy James from Friends Per Second. You can watch these discussions about game stories and how games are made on a YouTube playlist, so you can see them again or if you missed them. The event also had more than 50 game companies showing their games. Demos for games like Wanderstop and Afterlove EP were very popular.

Since it started in 2019, LudoNarraCon has become a big worldwide event for games with great stories. It helps developers by letting them join for free and promoting their games directly. The 2025 event was even more successful, with 30% more demo downloads than last year. This shows that people really like indie games that have touching stories.

The post LudoNarraCon 2025 wraps up as biggest year yet for narrative gaming first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/ludonarracon-2025-wraps-up-as-biggest-year-yet-for-narrative-gaming/feed/ 0
LudoNarraCon 2025 – Games You Need to Play https://www.indie-games.eu/en/ludonarracon-2025-games-you-need-to-play/ https://www.indie-games.eu/en/ludonarracon-2025-games-you-need-to-play/#respond Sat, 03 May 2025 16:16:24 +0000 https://www.indie-games.eu/?p=24414 LudoNarraCon 2025 kicked off this Thursday, and it’s absolutely loaded with awesome demos and games you’ve gotta check out.

The post LudoNarraCon 2025 – Games You Need to Play first appeared on IndieGames.

]]>
LudoNarraCon 2025 kicked off this Thursday, and it’s absolutely loaded with awesome demos and games you’ve gotta check out. I’ve always been a big fan of Fellow Traveller as a publisher, they make some unique stuff, but their games don’t always get the love they deserve right away. Take 1000xResist for example: an amazing narrative-driven game that took a while to build its fanbase. Now, with LudoNarraCon being way more than just a small event, let’s dive into the games you definitely don’t want to miss.

The Mr. Rabbit Magic Show

Let’s kick off our list with a free game. Indie studio Rusty Lake is marking their 10th anniversary by shadow-dropping The Mr. Rabbit Magic Show on Steam, itch.io, iOS, and Android, plus slashing prices on all their premium titles across platforms. This game’s got 20 wild puzzles that’ll make you think way outside the box. It’s already racked up over 1,000 “Overwhelmingly Positive” reviews, so if you’re into this kind of vibe, there’s no excuse not to give it a try.

Oh, and they also teased Servant of the Lake, their next point-and-click adventure. Plus, for fans who want something to hold onto, there’s new limited-edition merch up for grabs at Lost In Cult. Pretty sweet way to celebrate, right?

The Horror at Highrook

Got a thing for occult mysteries? Love crafting cards? Into narrative RPGs? The Horror at Highrook from Fellow Traveller has it all, the perfect recipe for their kind of game. Just dropped on Steam, this one’s a must-try if you’re itching for something fresh while waiting for this month’s bigger releases. The coolest part? You get to mix characters, items, and locations to whip up tools, potions, and even occult rituals. It’s all about mastering a deep, open-ended crafting system as you dive through eight chapters of cosmic horror. Each chapter throws new challenges, events, and characters into a dark, twisted story that’ll keep you hooked.

Here’s what the devs says about the game: “The Horror at Highrook is an unusual game with some unique mechanics. There is a wealth of story, character and challenge hidden in the halls. There is a lot of text in the game and no voice acting (I couldn’t afford it!) and that might put some people off, I understand. However, If you enjoy evocative writing, unpacking mysteries, and are wiling to experiment with a different type of game, then I think you will enjoy the journey!”

No Case Should Remain Unsolved

Picture this: Twelve years after Senior Inspector Jeon Gyeong retires, a young cop shows up at her door, begging her to dig back into Seowon’s case. As she unravels each memory, one thing’s crystal clear – everyone around Seowon was hiding something. Sounds mysterious, doesn’t it? You get to be a proper detective in No Case Should Remain Unsolved. This visual novel dropped last year and has racked up overwhelmingly positive reviews on Steam, which is pretty rare for this genre. Plus, it looks absolutely stunning.

So, what’s in store? You’ll dive into a reasoning system where you piece together memories like a puzzle, tackle 54 conversations, and uncover two hidden truths in a 2-3 hour playthrough. Oh, and it’s got an original soundtrack by Seongyi Yi, the composer behind Legal Dungeon and The Wake. Still not sold? Check out the trailer below.

Wanderstop

Alright, hear me out. Wanderstop might not be the game you’d expect to fall in love with. It’s slow, maybe too slow for some, as we mentioned in our review. But it’s also super cozy, with farming vibes and a totally unique story about being overworked. Plus, it looks absolutely gorgeous. You play as Alta, a former fighter now running a tea shop in a magical forest, serving customers. Problem is, Alta hates it and wants out. If she gets her way, that tea shop might just become a painful, fleeting memory.

Wanderstop is currently 20% off, dropping to just 18.39€, pretty tempting, right? Honestly, this game’s got a unique charm and does something totally different from what you’re probably used to. If cozy games are your vibe, there’s no reason not to give this gem a shot.

Demos You Gotta Check Out

Okay, enough of me rambling about games. Let’s keep it simple with a list of games that have demos available right now. There’s a ton to check out, so here are a few highlights:

Top Games to Buy at a Discount

Indie Game Discounts

Special Promotions Ending Soon!

Game Title Discount Original Price Sale Price Offer Ends Link
Coffee Talk-50%12,79€6,39€8 May
VIDEOVERSE-40%12,79€7,67€8 May
I Am Your Beast-30%18,99€13,29€8 May
Pine: A Story of Loss-20%9,75€7,80€15 May
Phoenix Springs-31%14,79€10,20€9 May
Afterlove EP-20%19,50€15,60€8 May
Sorry We’re Closed-20%24,50€19,60€8 May
Genesis Noir-80%14,79€2,95€15 May
Centum-20%14,99€11,99€8 May
The Thaumaturge-45%34,99€19,24€8 May
Magical Delicacy-30%24,50€17,15€8 May
Baladins-25%24,50€18,37€8 May
Slay the Princess-25%17,49€13,11€8 May
OPUS: Echo of Starsong – Full Bloom-50%24,50€12,25€7 May
Citizen Sleeper 2: Starward Vector-20%24,50€19,60€15 May
A Highland Song-50%15,99€7,99€8 May
The Invincible-40%29,99€17,99€8 May
1000xRESIST-25%19,50€14,62€15 May

The post LudoNarraCon 2025 – Games You Need to Play first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/ludonarracon-2025-games-you-need-to-play/feed/ 0
[PREVIEW] Wander Stars – Anime inspiriran RPG na poteze https://www.indie-games.eu/en/wander-stars-anime-inspired-turn-based-rpg-preview/ https://www.indie-games.eu/en/wander-stars-anime-inspired-turn-based-rpg-preview/#respond Wed, 30 Apr 2025 16:28:53 +0000 https://www.indie-games.eu/?p=24297 It's been a while since we've had an indie anime game inspired by classics like Dragon Ball Z and Cowboy Bebop.

The post [PREVIEW] Wander Stars – Anime inspiriran RPG na poteze first appeared on IndieGames.

]]>
It’s been a while since we’ve had an indie anime game inspired by classics like Dragon Ball Z and Cowboy Bebop, and Wander Stars nails this blend perfectly. This turn-based RPG with roguelite elements is set in a vibrant sci-fi universe, following Ringo, a young martial artist seeking her lost brother, and Wolfe, a cynical rogue escaping his past, as they join forces to gather pieces of the legendary Wanderstar Map.

Ten Anime Episodes You Actually Play

Wander Stars plays out over 10 episodic chapters, each 60-90 minutes long, featuring a unique word combat system, in other words, you craft custom attacks by combining words, like “SUPER AWESOME FIRE KICK,” to target enemy weaknesses. Additionally, there are multiple randomized maps to explore, diverse characters to meet, and choices that shape your journey, with replayable episodes unlocking new paths, side quests, and events. With 200 collectible words and Pep Up bonuses earned from honorable wins, Wander Stars delivers a dynamic, story-driven experience that will hook you instantly.

It’s tough to pinpoint what makes Wander Stars shine most. Is it the simple word management system, letting you choose words and elements to craft attacks? Or the beautifully polished, animated characters? Maybe it’s the many combinations and options that make gameplay so fun. There’s so much to explore in this game. The roguelike structure can feel slightly punishing and repetitive, as you often face the same characters, but they offer rewards in return. Choosing to make honorable peace instead of fighting unlocks special Pep Up passive abilities, which can be a big help on your journey.

The demo and beta offer plenty of content to start, leaving you eager for more. They introduce the first few chapters, letting you meet key characters before exploring the combat system, which gives a good idea on what to expect once the full version of the game comes out.

Unique Word-Combination Combat System

I loved experimenting with the word combinations, and everything is clearly explained, so you’re never left guessing about damage output. Being tactical is crucial, as you need to carefully choose attacks and elements effective against each enemy, since they can resist or be immune to certain moves. The system uses Spirit Points (SP), where higher spirit levels unlock more word slots for crafting complex attacks.

Outside of combat, Wander Stars uses a top-down map exploration system similar to Mario Party, where you navigate randomized maps and encounter battles, NPCs, events, or treasures. It’s tricky to pin down how these work, some moments feel scripted, while others are clearly random. Dialogue and narrative provide a nice break from combat, with each character bringing unique traits that make them distinct and valuable.

Ringo’s heartfelt search for her brother and Wolfe’s shadowy past, linked to figures like the space pirate Ax, create a good story. The dynamic between Ringo’s optimism and Wolfe’s sarcasm, make their partnership feel “alive and believable.” Delivered in a visual novel style with anime-inspired cutscenes, the narrative is enriched by supporting characters like witches and talking crows, adding charm and depth. The Wanderstar Map acts as a central MacGuffin, with hints of its galaxy-wide importance.

Wander Stars has a ton to offer

The game has some issues, mainly with a cluttered UI. The move selection screen could be larger, and scrolling through items and words in the inventory is slow and glitchy. Text speed feels sluggish, adding an option to speed it up would help, especially for fast readers. Move cooldowns can also feel unfair at times, making some battles overly tough.

Despite those issues, Wander Stars has a ton to offer. It’s a bold, creative RPG that captures the ‘90s anime vibe with its unique word-based combat, colorful art, and episodic storytelling. For fans of anime, JRPGs, and roguelites, it’s a must-watch, and the demo is a great way to experience its charm firsthand.

The post [PREVIEW] Wander Stars – Anime inspiriran RPG na poteze first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/wander-stars-anime-inspired-turn-based-rpg-preview/feed/ 0
Citizen Sleeper 2: Starward Vector lansiran je uz vrlo pozitivne recenzije na Steamu https://www.indie-games.eu/en/citizen-sleeper-2-starward-vector-launches-to-very-positive-steam-reviews/ https://www.indie-games.eu/en/citizen-sleeper-2-starward-vector-launches-to-very-positive-steam-reviews/#respond Sat, 01 Feb 2025 13:58:35 +0000 https://www.indie-games.eu/?p=20389 Players praise the exceptional quality of the writing, noting that each character seems unique, believable, and realistic.

The post Citizen Sleeper 2: Starward Vector Launches to Very Positive Steam Reviews first appeared on IndieGames.

]]>
Indie narrative label Fellow Traveller and developer Jump Over the Age released Citizen Sleeper 2: Starward Vector, a tabletop-inspired dice RPG, this Friday on PC, Nintendo Switch, PlayStation 5, Xbox Series X/S, and Game Pass. The game has already garnered a 97% “Very Positive” rating on Steam and surpassed 1,000 concurrent players within 14 hours of launch. However, this number may not fully reflect the player count, as it doesn’t account for those playing via Xbox Game Pass.

Why does this matter? The game has doubled the number of concurrent Steam players compared to its predecessor, which was released nearly three years ago. While the first installment holds a 93% positive rating with over 5,755 reviews accumulated during that period, the fact that this solo project has now spawned a second iteration highlights the enduring appeal of narrative-driven RPGs. Additionally, the game boasts an impressive Metacritic score of 85, further solidifying its success.

Citizen Sleeper: Starward Vector 2 places players as an amnesiac android on the run from their corporate creators and the gang that seeks to control them for nefarious means. With bounty hunters hot in pursuit, you must contend with the growing threat of danger and the Sleeper’s own malfunctioning body as you travel across the Starward Belt and survive its ramshackle set of habitats.

Players are praising the exceptional writing quality, noting that each character feels unique, relatable, and realistic. The interactions throughout the various locations are also described in impressive detail. However, some have pointed out that the gameplay doesn’t quite live up to the original game.

The post Citizen Sleeper 2: Starward Vector Launches to Very Positive Steam Reviews first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/citizen-sleeper-2-starward-vector-launches-to-very-positive-steam-reviews/feed/ 0
1000xResist pronašao novi život mjesecima nakon izlaska https://www.indie-games.eu/en/1000xresist-finds-new-life-months-after-launch/ https://www.indie-games.eu/en/1000xresist-finds-new-life-months-after-launch/#respond Sat, 04 Jan 2025 11:33:37 +0000 https://www.indie-games.eu/?p=19643 The game's appeal lies in its moving and thoughtful story set 1,000 years in the future.

The post 1000xResist Finds New Life Months After Launch first appeared on IndieGames.

]]>
The indie sci-fi adventure 1000xResist had a surprising resurgence on New Year’s Day, recording its highest sales day ever, seven months after its release on May 9, 2024. Developer Sunset Visitor shared the milestone on Bluesky, expressing gratitude to everyone who recommended or supported the game. The publisher behind this game is Fellow Traveller.

The recent sales spike appears to be driven by several factors, including positive word-of-mouth, listings on multiple “Game of the Year” charts, and a recent collaboration with the popular roguelike Balatro. Interestingly, Sunset Visitor suggested that 1000xResist’s absence from The Game Awards may have heightened interest, as fans outraged by the omission have passionately discussed the game’s merits, reigniting conversations around it.

The game’s appeal lies in its thought-provoking and emotional story set 1,000 years in the future. Through a dystopian lens, it tackles themes like generational trauma, immigrant experiences, and state violence. Inspired partly by the 2019 Hong Kong protests, its raw and specific narrative resonates deeply with players. Reviews on Steam have been overwhelmingly positive, with 97% of users giving it a thumbs up.

We adored this game upon its release and published a review stating that “If you’re interested in a game that challenges you to think deeply about identity, society, and the human condition, 1000xResist is a must-play”.

The post 1000xResist Finds New Life Months After Launch first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/1000xresist-finds-new-life-months-after-launch/feed/ 0
Citizen Sleeper 2: Starward Vector službeno izlazi ovog siječnja za PC i konzole https://www.indie-games.eu/en/citizen-sleeper-2-starward-vector-launches-in-january/ https://www.indie-games.eu/en/citizen-sleeper-2-starward-vector-launches-in-january/#respond Tue, 10 Dec 2024 23:10:26 +0000 https://www.indie-games.eu/?p=18898 The game focuses on dice rolling, with an extremely deep story in which we take on the role of Sleeper.

The post Citizen Sleeper 2: Starward Vector officially launches this January for PC and consoles first appeared on IndieGames.

]]>
Fellow Traveller plans to release a bunch of games next year, including the critically acclaimed Citizen Sleeper sequel. Citizen Sleeper 2: Starward Vector will be available for PC via Steam, Nintendo Switch, PlayStation 5, Xbox Series X/S, and Game Pass from day one, January 31, 2025. What exactly you can expect from this game, we have already tried it out, so be sure to check our first impressions here.

The game focuses on dice rolling, with an exceptionally deep story in which we take on the role of the Sleeper, a synthetic being escaping from a malfunctioning body. To survive in the dangerous galaxy of Starward Belta, we must secure a ship, recruit a crew, build relationships, and take on various tasks and contracts to successfully confront our pursuers.

However, Citizen Sleeper is not a simple game, as every decision has its consequences, and success depends on which narrative choice you make. Additionally, you will need to keep an eye on money and health, as you can become infected with "glitches" in your system, which further complicates the game itself.

The post Citizen Sleeper 2: Starward Vector officially launches this January for PC and consoles first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/citizen-sleeper-2-starward-vector-launches-in-january/feed/ 0
Great God Grove dolazi na konzole i PC u studenom https://www.indie-games.eu/en/great-god-grove-coming-to-consoles-and-pc-in-november/ https://www.indie-games.eu/en/great-god-grove-coming-to-consoles-and-pc-in-november/#respond Fri, 11 Oct 2024 15:21:14 +0000 https://www.indie-games.eu/?p=16329 Igra se odvija u svijetu na rubu apokalipse, gdje se bogovi obično okupljaju kako bi spriječili kraj vremena.

The post Great God Grove Coming to Consoles and PC in November first appeared on IndieGames.

]]>
Publisher Fellow Traveller and developer LimboLane have announced that their upcoming adventure game Great God Grove will launch on November 15 for Xbox Series X/S, Nintendo Switch, and PC via Steam.

The game is set in a world on the brink of apocalypse, where the gods normally gather to prevent the end times. But this year, chaos reigns as the god of communication causes havoc and disappears, leaving the other gods in disarray. Players take on the role of a new mail-carrier tasked with restoring order.

In Great God Grove, players use a unique “mail-cannon” to absorb and launch dialogue, solving puzzles by delivering key messages to a colorful cast of over 60 characters. The game also features quirky gods, like the god of teamwork and the god of love songs, and offers a mix of third-person and first-person gameplay as players explore vibrant areas.

The post Great God Grove Coming to Consoles and PC in November first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/great-god-grove-coming-to-consoles-and-pc-in-november/feed/ 0