- IndieGames https://www.indie-games.eu/en All about Indie Games Tue, 03 Jun 2025 14:27:53 +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 - IndieGames https://www.indie-games.eu/en 32 32 AstralShift napušta horor za Hell Maiden, deck-building avanturu kroz Danteov pakao https://www.indie-games.eu/en/astralshift-announced-hell-maiden-horde-survival-deck-builder/ https://www.indie-games.eu/en/astralshift-announced-hell-maiden-horde-survival-deck-builder/#respond Sat, 24 May 2025 10:35:25 +0000 https://www.indie-games.eu/?p=25369 Each poet offers unique perks, abilities, and ultimate attacks.

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Hell Maiden is an upcoming horde survival deck-builder from AstralShift, set to light up Steam. The Portuguese indie studio, known for horror titles like Little Goody Two Shoes and Pocket Mirror, is stepping out of the shadows to deliver an action-packed adventure inspired by Dante Alighieri’s Divine Comedy.

In Hell Maiden, you play as Dante who inexplicably finds herself back in Hell after already reaching Paradiso, her memories completely wiped. Determined to claw her way back to Heaven and uncover the truth, she’s joined by the wise Roman poet Virgil and the saintly Beatrice. Your journey takes you through the nine Circles of Hell, where you’ll face swarms of fiends and towering bosses. You’ll build your arsenal by collecting, stacking, and merging tarot-inspired cards.

What sets Hell Maiden apart are the Poets of Limbo, legendary figures like Homer, Ovid, and Lucan, who lend their Blessings and Signature Weapons to your cause. Each poet offers unique perks, abilities, and ultimate attacks, letting you mix and match for unstoppable builds. The game’s visuals are amazing too, brilliantly merging nostalgic 2000s pixel art with a modern flair.

Hand-painted environments and dynamic 2D animation really make combat stand out, while the all-female cast, inspired by the charm of Touhou Project, adds a playful edge to The Divine Comedy’s themes. With multiple bosses, branching paths, and endless card combos, it’s a game built for replayability.

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StarVaders – Zarazan roguelike deckbuilder https://www.indie-games.eu/en/starvaders-addictive-roguelike-deckbuilder-review/ https://www.indie-games.eu/en/starvaders-addictive-roguelike-deckbuilder-review/#respond Sat, 03 May 2025 23:09:01 +0000 https://www.indie-games.eu/?p=24410 StarVaders is a singleplayer roguelike deckbuilder that mixes tactical grid-based combat

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  • DEVELOPER: Pengonauts
  • PUBLISHER: Joystick Ventures, Playworks
  • PLATFORMS: PC
  • GENRE: Rougelike / Deckbuilder
  • RELEASE DATE: April 30, 2025
  • STARTING PRICE: 21,99€
  • REVIEWED VERSION: PC
  • StarVaders is a singleplayer roguelike deckbuilder that mixes tactical grid-based combat and keeps you hooked with 5-15 hour campaigns per mech across three acts. Plus, it’s got endless replay value with challenge modes. You’ll pilot one of three mechs – Gunner, Stinger, or Keeper – each with its own vibe and three unique pilots, fighting off aliens coming down a vertical grid. Your goal is to stop them from filling your Doom meter (basically your health). It’s all about building decks, managing resources, and using time-rewind tricks for a fast, strategic ride that’s easy to jump into but tough to master.

    StarVaders Has Great Replay Value

    This isn’t your typical deckbuilder, and it can be a bit tricky to wrap your head around it at first. Instead of standard synergy builds, everything hinges on your energy meter, but each playstyle feels totally unique. The Gunner uses Heat, letting you go wild with cards but risking an overheat that burns a card and ends your turn. The Stinger’s all about zipping around and chaining combos with Shock and Flow mechanics. Then there’s the Keeper, summoning creatures and slinging spells with regenerating mana.

    Sure, the game can get a bit repetitive after a while, but the mix of different maps, biomes, and starting cards keeps every run feeling fresh. With over 400 cards and artifacts for movement, attacks, and effects like fire cones or pushback projectiles, you’ve got endless ways to craft one-of-a-kind decks. The enemies will keep you guessing, whether they’re blasting lasers, splitting into blobs, or shielding their buddies. Mess up, and you’ll get Junk cards clogging your deck, or enemies might slip in negative cards. But here’s the thing: the Chrono Token system gives you three rewinds per run to redo turns, redraw hands, or reroll rewards.

    Battles in StarVaders are quick, wrapping up in just a few minutes, with full runs clocking in around an hour. You pick your encounters from random options, snagging rewards like cards, upgrades, or artifacts, and hit up shops before bosses to tweak your deck. The grid-based movement and positioning are key, and it makes every risk you take feel strategic and rewarding, since enemies have to reach certain line before pilling up the Doom meter.

    “Battles in StarVaders are quick, wrapping up in just a few minutes.”

    Everything Feels Nicely Balanced, With No Single Element Stealing The Show

    That said, the lack of branching paths means you can’t shape your run as much as you’d like, and random card draws or enemy waves can make things feel unfair. Higher difficulties? They crank up the challenge with modifiers that can make early fights brutal if you don’t grab the best cards. Honestly, it’s weird, those tougher levels push you to stick with safe picks instead of experimenting, and they’re so punishing that skipping a tricky enemy (and maybe even a rare card) doesn’t feel like a big loss.

    Unlocking new mechs and pilots means conquering even tougher difficulties, and trust me, each one’s unique playstyle keeps you hooked for more. StarVaders has this awesome gameplay loop that’s not in-your-face but pulls you in just right. Battles keep you engaged, and while there’s a story, it’s more like a bonus to the already great combat. Basically, winning runs unlocks harder enemies and modes, and even when you lose, you get pilot banter and lore bits that make every try feel worthwhile.

    After every run, you score Stars to spend at Min’s workshop, unlocking new cards during the playthrough, while the multi-part campaign has a sneaky finale. However, it’s a bummer there aren’t any wild, overpowered “game-breaking” cards to shake things up. Everything’s so well-balanced that no card really steals the show. Maybe a card that smashes enemy shields and boosts your energy meter could be crazy, but it comes with limitations. Plus, the card upgrades you pick from feel kinda bland and don’t spark much excitement.

    “Unlocking new mechs and pilots means conquering even tougher difficulties.”

    Definitely Give This Game a Try

    The game does have bold, arcade graphics with neon colored mechs, expressive pilot portraits, and all sorts of alien designs. The battle grids are also simple but clear, with clean icons and smooth animations. The UI is easy to use, with card previews that help you plan your moves without any hassle. Bosses are a blast too, each with their own unique look, and it’s always fun figuring out new ways to take them down without ever getting bored.

    I’m kinda torn about something. I love the gameplay loop, but it can get frustrating after a while with enemies getting overly repetitive. The biggest issue is that later stages throw all sorts of wild aliens and enemies at you, and the rewards don’t always feel worth it. Do I grab an upgrade or just another attack card? And sometimes, pushing the Doom meter for a so-called “rare” card feels like a letdown. It’s in this weird spot where everything clicks when you nail it, but stray a bit, and it punishes you hard.

    In the end, this is a solid roguelike deckbuilder that’s surprisingly well-balanced. The fast-paced combat pulls you in, and the chrono token system is a lifesaver when you’re in a tight spot. The graphics are awesome, the music sets the vibe, and you’re unlikely to be disappointed. Its replayability is spot-on, with just the right amount of repetitiveness to keep you hooked and coming back for more. Definitely give this game a try.

    “I love the gameplay loop, but it can get frustrating after a while.”

    Pros Cons
    Addictive gameplay loop. The later parts can frustrate.
    Very pretty graphics. It requires a lot of grinding.
    Diverse selection of mechs and pilots. Repetitive enemies.
    Great replay value.
    Content
    80%
    Gameplay
    80%
    Graphics
    90%
    Final score

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    Srednjovjekovna deckbuilding avantura Knights in Tight Spaces izlazi u ožujku https://www.indie-games.eu/en/medieval-deckbuilder-adventure-knights-in-tight-spaces-launches-in-march/ https://www.indie-games.eu/en/medieval-deckbuilder-adventure-knights-in-tight-spaces-launches-in-march/#respond Mon, 17 Feb 2025 16:31:13 +0000 https://www.indie-games.eu/?p=21159 Knights in Tight Spaces is a standalone game set in the same universe as the popular Fights in Tight Spaces.

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    Publisher Raw Fury and developer Ground Shatter have announced that Knights in Tight Spaces, a tactical deckbuilding game set in a medieval world, will launch for PC via Steam on March 4. A demo is available now, giving players a chance to experience the game’s unique blend of strategy, deckbuilding, and stylish action before its official release.

    Knights in Tight Spaces is a standalone title set in the same universe as the popular game Fights in Tight Spaces. While it retains the stylish visuals and animated fight sequences of its predecessor, it introduces a fresh medieval twist to the gameplay. You will take on the role of a knight leading a party through challenging scenarios, using strategic deckbuilding and tactical positioning to overcome enemies and obstacles.

    You must carefully manage your cards, momentum, and combo points to unleash powerful moves and outmaneuver your foes. With a procedural map, team-up abilities, and a variety of characters to recruit, Knights in Tight Spaces offers endless opportunities for strategic experimentation.

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    Rogue Duck Interactive mijenja indie izdavaštvo videoigara https://www.indie-games.eu/en/rogue-duck-interactive-is-changing-indie-game-publishing/ https://www.indie-games.eu/en/rogue-duck-interactive-is-changing-indie-game-publishing/#respond Tue, 11 Feb 2025 21:21:03 +0000 https://www.indie-games.eu/?p=20969 With an approach focused on accessible games that put gameplay first, Rogue Duck has released five games since March 2024.

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    In a crowded indie game market, standing out can be a challenge. However, Rogue Duck Interactive, a Steam publisher that has gained traction in recent months, is proving that a focused and innovative approach can lead to success. With a strategy centered on affordable, gameplay-driven titles, Rogue Duck has released five games since March 2024, including Lost But Found and Dice & Fold, all priced between 6 and 12 euros.

    Rogue Duck Interactive is led by Dora Ozsoy, a former popular Turkish League of Legends analyst and host. Based in the U.S. with a remote team of around 20 people, primarily located in Turkey and Singapore, Rogue Duck focuses on creating and publishing small, quickly developed games with catchy concepts. The company’s strategy is built on three key principles: offering crystal-clear strategy games, keeping prices low, and embracing a fast-paced, iterative development process.

    Dora Ozsoy explains that the company’s niche is casual strategy games that are easy to pick up and play, catering to players with shorter attention spans and a preference for simpler mechanics. This approach has resonated with the market, as seen in the success of titles like Lost But Found, which has become the company’s biggest hit so far, as noted by GameDiscoverCo.

    Rogue Duck’s success lies in its ability to identify and fill gaps in the market. By focusing on casual strategy games at lower price points, the company appeals to a broad audience looking for accessible and affordable gaming experiences. Dora believes that the popularity of games like Dicey Dungeons and Balatro has created a demand for similar titles, and Rogue Duck is capitalizing on this trend.

    Rogue Duck’s catalog includes a variety of unique and creative titles, each with its own story. For example, Cardboard Town simplifies the city-building genre by limiting decision-making, making it more accessible to casual players. Lost But Found, the company’s biggest hit, started as a prototype during an internal game jam and grew into a successful project. Other titles, like Dice & Fold and Witchy Business, were born from simple yet fun ideas that resonated with the team.

    While not every game has been a commercial success, Rogue Duck’s willingness to take risks and learn from its experiences has helped the company grow. For instance, Pairs & Perils, a memory game with roguelite elements, didn’t perform as well as expected, but it showcased the company’s commitment to innovative concepts.

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    Pairs & Perils – Spoj pamćenja i slaganja karata https://www.indie-games.eu/en/pairs-perils-memory-deck-builder-review/ https://www.indie-games.eu/en/pairs-perils-memory-deck-builder-review/#respond Wed, 22 Jan 2025 18:42:39 +0000 https://www.indie-games.eu/?p=20242 This title challenges your memory and tactical thinking in shorter time intervals.

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  • DEVELOPER: Little Horror Studios
  • PUBLISHER: Rogue Duck Interactive
  • PLATFORMS: PC
  • GENRE: Deck-building / Rougelite
  • RELEASE DATE: January 21, 2024
  • STARTING PRICE: 9,99 €
  • REVIEWED VERSION: PC
  • Pairs & Perils offers an intriguing twist on the roguelite deck-building genre, but its limited content holds it back from reaching its full potential. As a roguelite deck-builder, it lacks the proper replayable features you’d expect from the genre. However, its simplicity and strong first impressions are enough to keep you coming back. The gameplay is straightforward, combining memory-matching mechanics with deck-building elements in a charming fantasy world.

    You can finish the game in under two hours if you focus solely on unlocking all five classes on normal difficulty, without attempting harder modes like hard or dungeon master. That said, the developers have promised future updates, and for its low price, the game offers enough to keep you entertained for short bursts of gameplay. This feels intentional, it’s not designed to be played for hours on end like Balatro. Instead, it challenges your memory and tactical thinking in shorter sessions.

    At the start, you’re given a random starting deck, which you can reroll if you’re hoping for better cards. From there, you’ll face off against various enemies, from simple rats and golems to tougher mini-bosses. Each enemy has special effects that can impact you beyond their basic attacks, keeping battles dynamic. Can the game’s charm and strategic depth outweigh its limited replayability? That largely depends on your expectations going in.

    A fun gameplay loop that lacks more meat

    The core idea is that each enemy has a set number of turns before they attack. During your turn, you’ll draw cards from your deck, which are briefly turned face-up. You’ll need to memorize as many matching pairs as possible before the cards are flipped back over. Your goal is to correctly match pairs to attack the enemy or trigger effects. If you make a mistake, don’t worry, you usually have enough turns to correct it before the enemy strikes.

    That’s essentially how you progress through the game, but there are additional mechanics to keep things interesting. You can upgrade your cards, remove them from your deck, purchase new ones in shops, and heal up. Additionally, there are items you can carry, such as bandages to heal after each round or items that reveal hidden cards. While you can hold multiple items, there’s a limit to prevent overuse.

    The cards you use are quite interesting. For example, you can use a Warrior card for high damage, a Shield Maiden to grant shields, or a Thief to steal money every time an enemy dies. There are also elite cards, like the Knight, which offer stronger bonuses and higher damage but come with a higher price tag. However, one downside is that the cards can become repetitive over time. Even if you choose a different class, the pool of cards remains largely the same, which limits variety. Beyond attacking cards, you can also acquire utility cards that affect the battlefield, such as those granting lifesteal or delaying enemy attacks.

    The main problem – lack of variety in cards

    The bosses at the end of each playthrough are more varied and bring unique challenges. For instance, Medusa has an ability that blocks your view of the cards on the field, forcing you to guess and rely on memory. Thankfully, each class comes with a special skill powered by mana, such as dealing direct damage to enemies or granting yourself a shield. These abilities can be situationally useful and provide an extra layer of strategy during tough encounters.

    My biggest gripe with the game is the lack of variety in the cards. While each playthrough is technically different, I found myself defaulting to the Warrior almost every time because of how strong he is compared to other options. The game could really benefit from better balance. For instance, why would I pick a Wizard card that gives me just one mana when there are far better options available? Additionally, the more cards you have in your deck, the more frustrating it becomes to memorize them all, as you need to keep track of what you’ve already chosen.

    Another issue is the traps scattered across your deck. While they add an extra layer of challenge, they also require twice as much effort to avoid, which can become tiresome. That said, it wasn’t too difficult for me to keep track of useful cards. Personally, I focused on memorizing the cards I found most helpful while ignoring or revealing the others using utility cards.

    Ending thoughts

    On a more positive note, I really enjoyed the game’s graphics. They’re charming and simple, ensuring that the visual design doesn’t distract you from the gameplay. The fantasy setting also adds to the appeal. However, as mentioned earlier, while the gameplay loop is solid, the game feels lacking in content. I’m not expecting 20 hours of completely random cards across every class, but more variety in starting options and enemy types would have made the experience far more interesting.

    Ultimately, Pairs & Perils delivers a bite-sized roguelite experience that excels in short, strategic bursts but leaves you wishing for a bit more variety. If you enjoy clever mechanics in charming fantasy worlds, this game is worth a shot, especially at its affordable price.

    Pros Cons
    Affordable Pricing. Limited content and variety.
    Unique memory and card matching game mechanics. It doesn't bring good replayability.
    Charming visual design.
    Various types of enemies.
    Content
    70%
    Gameplay
    80%
    Graphics
    80%
    Final score

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    Deathless. Tales of Old Rus – Od obećavajućeg početka do iznenađujuće ugodnog iskustva https://www.indie-games.eu/en/deathless-tales-of-old-rus-review/ https://www.indie-games.eu/en/deathless-tales-of-old-rus-review/#respond Thu, 12 Dec 2024 19:26:31 +0000 https://www.indie-games.eu/?p=18992 Deathless. Tales of Old Rus is a true hidden gem among indie games this year.

    The post Deathless. Tales of Old Rus – From a Promising Start to a Surprisingly Pleasant Experience first appeared on IndieGames.

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  • DEVELOPER: 1C Game Studios
  • PUBLISHER: FOR-GAMES CR LTD
  • PLATFORMS: PC
  • GENRE: Deckbuilding / Rougelite
  • RELEASE DATE: December 12, 2024
  • STARTING PRICE: 24,50 €
  • REVIEWED VERSION: PC
  • Everything I said about the Early Access version of this game I now retract. Deathless. Tales of Old Rus pleasantly surprised me the more I played it. Not only does it stand out with unique and well-designed characters and interesting deck-builder mechanics, but also with its visuals, quests, and the way the game evolved during the Early Access period. It has transformed into something truly quality – perhaps not perfect, but good enough to win over genre enthusiasts. It’s a shame the game hasn’t reached a broader audience because it deserves more attention.

    This title is inspired by Slavic mythology and various literary works, bringing diverse mythical beings and monsters such as Bohinka, Bosorka, Rusalki, Kopitara, and others, along with challenging final bosses. However, the game's story is not particularly memorable – mostly told through textual dialogues that are easy to skip because they are short, and progress in the story only occurs when you choose a special path. Despite this, following the story makes sense as it leads you to the final boss. Each character has their unique opponent that they must defeat before the final chapter.

    Four characters, four different play styles

    In the game, you have four playable characters: Varvara, Vasilisa, Dobrynya, and Alyosha – two women and two men. Each of them brings a different play style and new cards. For example, Vasilisa is accompanied on her journey by fairies that grant her special abilities, while Dobrynya has a massive shield and unique types of attacks. This diversity allows players to find the play style that suits them best, but it is essential to complete the game with all characters to unlock the final part of the story.

    Card mechanics in the game bring interesting combinations, but along with standard attacks and skills, there are also negative cards that can bring bad effects. Additionally, the game includes universal cards that are available to all characters, providing extra flexibility in strategy. Each gameplay is different, although certain cards repeat. However, this title contains a large number of them – each character has seven pages of cards that allow for diverse combinations and play styles. For example, Varvara has cards that move enemies, so her play style will focus on exploiting those abilities.

    Do not expect revolutionary mechanics; the game relies on simplicity and does it well. The cards and their abilities are clear, without complex descriptions or hidden effects. Everything you find during the game will be available to you in future matches. The game is based on a system with three paths that you choose yourself. Each path can bring rewards such as new cards, consumables, artifacts, or opportunities to upgrade cards.

    Very interesting cards, but without too many variations the more you play

    The deck-building elements in Deathless sometimes feel limited. Cards can only be upgraded once, but those upgrades are not always worthwhile. The game forces you to carefully choose upgrades, but there aren't many options. An additional problem is the duration of battles. Individual fights, especially against bosses, can last up to 20 minutes as you slowly chip away at their health bar. Also, despite the large number of cards, certain cards seem to repeat too often in version 1.0.

    One of the features of the game that still raises doubts is the artifacts. While there are indeed good artifacts, too many of them are not well designed. There are rarely options that only increase energy for moves. I tried to see if collecting 10 artifacts would be enough for victory, but that is not always the case as cards are still key to success. Artifacts, for example, can increase the power of your attacks, allow for the drawing of specific cards, or provide more defense.

    The problem is that the game has three phases before the final showdown with the main boss, and the difference between common and legendary artifacts is very noticeable. The same applies to consumables – although you can upgrade three carrying slots, you will have to choose carefully whether to focus on items that restore health or those that allow for the addition of negative effects to enemies.

    Balancing is quite well designed

    The enemy balance in Deathless is generally well set. Enemies are diverse, capable of attacking you with quick strikes, magic, or projectiles like arrows. Mini-bosses also bring freshness as each of them presents a unique challenge and a different combat style. However, a potential problem for the gaming experience lies in the bonuses and effects associated with the chosen paths. Each path can offer positive or negative bonuses, but in most cases, negative effects prevail.

    The more valuable the reward at the end of a path, the harder the journey to reach it. You will often face enemies with increased health, stronger hits, or simply overwhelm the battlefield with their numbers. However, this has not overly affected the gameplay dynamics. The key to success lies in how good your card deck is. Deathless finds itself in a strange position – it is a good enough game, but it struggles to compete with the biggest names in this genre.

    Additionally, it is very helpful that the game allows for animation speed-up, so you won't always spend too much time fighting enemies. Another significant advantage is the quality of life features, such as the ability to see what is behind the cards or to quickly understand what each card or bonus does, along with the option to replay battles if you lose. The game does a lot of things automatically for you, while only requiring a little strategic thinking from the player.

    Ending thoughts

    With truly beautiful graphics of the environment and maps, as well as detailed enemies and characters, don't expect anything spectacular, as many elements will often repeat. Nevertheless, everything is executed at a solid level – without stuttering, bugs, glitches, or wasting time. In addition to the main missions, the game offers various side quests that provide useful rewards, giving you more options for gameplay. The story, although forgettable, is well enough designed not to feel silly, and each character has their own backstory that you can follow.

    Replayability is one of the stronger points of this title. Although variations will decrease over time, you won't regret deciding to play the game several times. Fans of this genre will surely enjoy it, but it's understandable if you choose to complete the game only once. Keep in mind that the final story requires completing all tasks, which means you will likely have to start over several times after being defeated.

    In any case, Deathless. Tales of Old Rus is, for me, a true hidden gem among indie games this year.

    Content
    80%
    Gameplay
    80%
    Graphics
    90%
    Final score

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    Deck-builder igra Deathless: Tales of Old Rus bit će potpuno objavljen sljedeći tjedan https://www.indie-games.eu/en/deathless-tales-of-old-rus-exists-early-access-next-week/ https://www.indie-games.eu/en/deathless-tales-of-old-rus-exists-early-access-next-week/#respond Wed, 04 Dec 2024 11:14:27 +0000 https://www.indie-games.eu/?p=18652 Set in the magical world of Belosvet, Deathless is inspired by Slavic fairy tales and animated films from the 1960s.

    The post Deck-builder Deathless: Tales of Old Rus Set for Full Launch Next Week first appeared on IndieGames.

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    The much-anticipated roguelike deck-builder, Deathless: Tales of Old Rus, will be released on December 12, 2024 on PC via Steam. Created by 1C, the game brings Slavic folklore to life, letting players experience a magical journey through the world of Belosvet. This final version promises a complete story and an exciting battle against Koschey the Deathless.

    Set in the magical world of Belosvet, Deathless is inspired by Slavic fairy tales and 1960s animated films. The game features a richly detailed environment that mixes whimsical charm with strategic gameplay. You can choose from four unique heroes, each with their own stories and special abilities. With deck-building, customization, and randomly generated challenges, the game promises a new and exciting experience every time you play.

    The story takes place in Slavia, a peaceful land that is now in danger. You will lead four brave heroes, including bogatyrs, wizards, and sorcerers, on quests to bring back balance. These heroes will face famous enemies, like clever rusalkas and scary revenants. Each fight needs careful planning and smart use of cards, equipment, and special items.

    Također možete pročitati našu Early Access recenziju here. i pogledati naše gameplay videozapise u nastavku.

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    Najavljena je rougelike deck-builder igra As We Descend https://www.indie-games.eu/en/the-roguelike-deck-builder-game-as-we-descend-has-been-announced/ https://www.indie-games.eu/en/the-roguelike-deck-builder-game-as-we-descend-has-been-announced/#respond Sat, 02 Nov 2024 21:05:33 +0000 https://www.indie-games.eu/?p=17318 It's a game where you try to protect humanity from the coming threats.

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    If we are to believe the previous portfolio of the publisher Coffee Stain, which has titles like Goat Simulator, Deep Rock Galactic, and Satisfactory behind it, then we can expect a real treat with their new roguelike and deck-builder game As We Descend. This title will be available for PC via Steam and a short demo version can already be tried out.

    In As We Descend, your task is to protect humanity from looming threats. While elements of gameplay may feel familiar, the game innovatively allows you to recruit unique squads of soldiers using scrap technology. Each team represents a distinct archetype, complete with customizable cards that can be added, removed, and upgraded.

    Since this is a roguelike game, it is important to adapt your strategy and tactics during gameplay, as you will have to master a not-so-simple combat zone system: you will move your forces between the Guard Zone and Support Zone to avoid incoming attacks and set up defensive lines. Each new playthrough presents new challenges, as you will pass through three different biomes.

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    Knock on the Coffin Lid https://www.indie-games.eu/en/knock-on-the-coffin-lid-review/ https://www.indie-games.eu/en/knock-on-the-coffin-lid-review/#respond Wed, 18 Sep 2024 17:08:15 +0000 https://www.indie-games.eu/?p=15396 After five years in Early Access, Knock on the Coffin Lid is finally out in its full version.

    The post Knock on the Coffin Lid first appeared on IndieGames.

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  • DEVELOPER: RedBoon
  • PUBLISHER: RedBoon
  • PLATFORMS: PC
  • GENRE: Deck-builder / Rougelike
  • RELEASE DATE: August 8, 2024
  • STARTING PRICE: 20.99 €
  • REVIEWED VERSION: PC
  • After five years in Early Access — a surprisingly long time for a deck-building roguelike game — Knock on the Coffin Lid has finally completed its roadmap and can now be considered a fully realized. This title offers not only an engaging story, albeit somewhat meandering at times, but also introduces unique mechanics that set it apart from typical deck-builders. The narrative weaves through various chapters, with opportunities to unlock new characters as you progress. Moreover, the game is visually stunning, and the developers have crafted a truly immersive fantasy world. You will be drawn into its atmosphere, making tactical decisions, interacting with diverse characters, and fully experiencing everything this game has to offer.

    I was surprised at how quickly the game drew me in. The battles are short, except for boss fights, and you can choose different paths on a large map. But before we dive into that, let me give you some context. You wake up in a cold crypt with no memory of what happened, alongside a mysterious stranger called Mortis who will become important later on. To regain your lost memories, you must uncover the dark secrets of your own death. Essentially, every time you die, you are reincarnated, and the story continues from there. What you learn during each playthrough stays with you, so even though you start over, you have more knowledge. After you die, you can also choose starting bonuses, giving you more chances to succeed.

    Now, about the various maps – they’re full of different events, regular and elite battles, shops, totems, and more to explore. You’ll need to discover everything on your own, but once you visit a place, the game automatically shows you what’s there, so you can plan ahead. A cool feature is that when you place a marker on a location, the game shows you the best possible paths to get there. The events inside the game are also important for the story. The more areas you explore, the easier it becomes to figure out how to beat the bosses in the later chapters. Everything is recorded in your log, so you’ll need to check it occasionally to keep up with the story.

    Once you understand all the possibilities, the game keeps pulling you back

    I won’t go too much into the story to avoid spoilers, but while I enjoyed discovering it, I didn’t find it very memorable in the end. What kept me hooked was the huge amount of content to explore. You can play as three different characters, each with their own playstyle. There are also 12 unique subclasses to unlock, but I wasn’t a fan of how the game handles this. You have to grind to unlock them, and after unlocking one, you have to start from the beginning to unlock the next. Plus, not all subclasses are equally balanced, so you have to experiment with different cards and abilities to make them work. Some were frustrating to use, but once you find the one that suits your style, you’ll never get bored, especially with all the variety cards to explore.

    The cards may repeat, but each playthrough feels different, whether it’s how you progress or how the game surprises you with random encounters. Knock on the Coffin Lid has a certain charm—once you understand all the possibilities, it keeps pulling you back. While it can get a bit tiring revisiting the same locations after you’ve completed most of the game, there’s also a Challenge mode. This lets you take any character through a shorter version of the game, letting you experiment and try out different playstyles. Plus, the game is filled with powerful artifacts, potions, and equipment that you keep unlocking as you play.

    Even though there’s a lot to learn, the game introduces everything gradually. You’ll get to know status effects like bleeding, balm, armor, or blight, and cards that bring curses, talents, and skills. I really liked the equipment system — if you have two of the same type or more, you get bonus stats. You also face a huge variety of enemies, from humans, elves, and dwarves to all sorts of monsters. The events are also varied; some are simple choices like deciding to stomp a beehive or run away, while others introduce strange characters who might even offer you immortality. There’s a LOT of content, so don’t be afraid to keep trying, even as you die and start again.

    Knock on the Coffin Lid is a must-play for fans of this genre

    Unfortunately, Knock on the Coffin Lid isn’t a quick, bite-sized game like some other deck-builders. Runs can be long, and if you take a break for a few days — or even weeks — it can be hard to remember the details, making it tricky to jump back in and know your next steps. There also seem to be “meta” builds that are stronger than others, but that shouldn’t be a problem since the game still gives you the freedom to build your deck however you like.

    Visually, this game is stunning. As I mentioned earlier, it’s beautifully crafted, with animations that bring the characters to life. There’s so much attention to detail, and the music fits the gameplay perfectly. If you’re a fan of fantasy worlds and stories, Knock on the Coffin Lid definitely delivers on that front. Voice acting is also incredible in this game.

    Throughout your many runs, Percival (one of the protagonists) and Mortis have quick conversations. Sometimes they talk about big issues, for example, elves and dwarves, and other times it’s just small moments. It’s that begrudging camaraderie between them that really stands out. It's something that adds more life into the game and it was interesting to discover what kind of dialogue pieces we will be getting.

    In conclusion, fans of deck-builders and roguelites will find a lot to enjoy here. The story might not be groundbreaking, but it’s good enough to keep you engaged. If you like experimenting with cards and enjoy playing occasionally (Challengs mod), this game is also a great fit for you. With so much to learn and explore, Knock on the Coffin Lid is a must-play for fans of the genre. Plus, the game still gets regular updates, and from what I’ve heard, the developers are working on new DLCs, so the gameplay will continue to grow.

    Content
    100%
    Gameplay
    80%
    Graphics
    80%
    Final score

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    Nif Nif je upravo pokrenuo svoju Kickstarter kampanju, imali smo priliku isprobati ga malo ranije https://www.indie-games.eu/en/nif-nif-just-launched-its-kickstarter-we-had-a-chance-to-play-it-a-bit-early/ https://www.indie-games.eu/en/nif-nif-just-launched-its-kickstarter-we-had-a-chance-to-play-it-a-bit-early/#respond Wed, 14 Aug 2024 21:05:26 +0000 https://www.indie-games.eu/?p=14082 Nif Nif is a cozy deck-builder game suitable for all ages.

    The post Nif Nif just launched its Kickstarter, we had a chance to play it a bit early first appeared on IndieGames.

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    The Kickstarter campaign for the adorable roguelike deck-builder game Nif Nif has officially launched. The woods have been overtaken by a mysterious goo, and it’s up to our charming piglet, Nif Nif, to rescue his friends using his trusty deck of cleaning cards.

    Before the new demo launched in anticipation of the Kickstarter campaign, we had the opportunity to test the game early, and it did not disappoint. In fact, if you played the game during the Steam Deck Builder Fest earlier this year, you’ll find the new version offers even more. Developed by a French team led by Masha, a mother of two who struggled to find strategy games suitable for her children, Nif Nif is designed to fill that gap.

    Nif Nif is a cozy deck-builder suitable for all ages. There’s no blood, no killing – just cute art, quirky characters, delightful surprises, and a short, engaging story. The game is easy to pick up, featuring familiar mechanics from other deck-builders, like campfires to heal your character or discard cards, along with numerous upgrade options and different types of cards.

    The cards you can collect range from wiping away stains from creatures to shielding yourself by “cleaning up,” eating fruits to gain power, and bringing cooked food on your adventures for various bonuses. As you clean other creatures, you unlock new cards. You can also customize your piglet’s appearance with various cosmetics, like a Viking helmet for added power, or even play as a different animal, such as a cat, hinted at in the demo.

    One of the game’s strengths is its quick progression between locations, making it perfect for those with limited time. Additionally, the story events introduce you to new animals and offer different bonuses to choose from. There’s plenty to explore, but don’t expect particularly challenging gameplay.

    Nif Nif will be available on PC (Steam) and Nintendo Switch. The release date hasn’t been set yet, as it depends on the success of the Kickstarter campaign.

    The post Nif Nif just launched its Kickstarter, we had a chance to play it a bit early first appeared on IndieGames.

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