Stealth - IndieGames https://www.indie-games.eu/en All about Indie Games Mon, 09 Jun 2025 23:32:10 +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 Stealth - IndieGames https://www.indie-games.eu/en 32 32 [PREVIEW] Eriksholm: The Stolen Dream is a brilliant stealth game with pre-rendered cutscenes https://www.indie-games.eu/en/eriksholm-the-stolen-dream-is-a-brilliant-stealth-game-preview/ https://www.indie-games.eu/en/eriksholm-the-stolen-dream-is-a-brilliant-stealth-game-preview/#respond Mon, 09 Jun 2025 23:32:10 +0000 https://www.indie-games.eu/?p=26182 The demo for Eriksholm: The Stolen Dream lets us play through the first two chapters, introducing us to Hanna.

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When I first attended the media presentation for Eriksholm: The Stolen Dream, my expectations were low. It seemed like another generic stealth game, focused more on showcasing engine power and pretty graphics. But then I learned its publisher was Nordcurrent Labs, known for backing bold, unique projects. As devs delved into their passion for the game and their innovative use of motion capture technology, my opinion completely transformed.

For starters, Eriksholm: The Stolen Dream is an isometric, narrative-driven puzzle game that is set to release on July 15, 2025, for PC (Steam, Epic Games Store), PlayStation 5, and Xbox Series X/S, and is currently running its demo version during Steam Next Fest. Set in the fictional Nordic-inspired city of Eriksholm in the early 1900s, the game follows Hanna, a young orphan, and her allies Alva and Sebastian, as they unravel the mystery behind her brother Herman’s disappearance.

The stealth gameplay is solid and enjoyable

The demo for Eriksholm: The Stolen Dream lets us play through the first two chapters, introducing us to Hanna. She’s a nimble, slender protagonist who can take down police officers with poison darts. With a freely adjustable camera for scouting, you have ample freedom to approach stealth scenarios and learn enemy patrol patterns. The game balances slow-paced stealth, allowing you to explore and find collectibles, with fast-paced moments that demand quick reactions.

Environmental cues are crucial in this game. Noisy grates, breakable lights, and loud doors all demand your attention, while character abilities are key to remaining undetected. Levels, though fairly linear, offer multiple solutions. Context-sensitive elements, like guard chatter, provide vital hints for stealth routes: you can eavesdrop to learn patrol patterns or create distractions, like scaring off birds from a specific spot. The game’s deliberate pacing rewards patience and planning over direct action, but it does occasionally stretch out, making some levels feel a bit sluggish.

Eriksholm is far more than just gameplay; its narrative and story take center stage. This is brought to life through pre-rendered cutscenes featuring motion-captured performances, complemented by engaging in-game NPC interactions and rich environmental storytelling. Even the clothing in the game is handcrafted, and every visual detail is rendered with such care that the game practically begs you to pause and admire its world. The subtle facial shifts and fluid, human-like movements are a clear testament to the quality of the motion-captured performances.

Visually stunning, thanks to Unreal Engine 5

In-game dialogue also integrates into exploration, with NPCs providing casual banter or subtle quest hints. Townsfolk might crack jokes or simply chat with Hanna, suggesting a world where everyone knows her. While dialogue choices are limited, you can dive deeper into the lore by reading scattered letters and checking your journal. The English voice acting is great too, offering believable performances, though some secondary NPCs could use more vocal variety.

The game takes an unforgiving, stealth-first approach: detection means instant game over. However, lenient checkpoints help mitigate frustration. While repeating certain sequences can be a bit annoying, the game is fair, quickly getting you back into the action and better prepared for the next attempt. Additionally, Eriksholm is surprisingly forgiving with its detection cues. It feels more like a real-world experience than a UI-clogged screen, allowing you to play and strategize in your own unique way.

Eriksholm is visually stunning, thanks to Unreal Engine 5’s MetaHuman technology and Lumen lighting, which create cinematic cutscenes and incredibly detailed environments. The game’s Nordic-inspired city, modeled after 1900s Gothenburg, Stockholm, and Malmö, truly shines with its streets, dreary undergrounds, and atmospheric lighting. This is where the game excels, even though I did experience some FPS drops from time to time so optimization is decent for now.

Reasons to be cautious

Despite its promising visuals and decent stealth in the demo, I’m still quite cautious about Eriksholm. My main concern is that the gameplay might become repetitive or overstretched. It’s also unclear how significant other characters will be, or if our choices will genuinely impact the ending. Also, I didn’t stumble upon on any bugs during my playthrough.

While the demo is an excellent test drive, I’m still wondering how Eriksholm will perform on a wider range of PCs. Playing on maximum graphical settings was stunning, but I suspect it might be a challenge for lower-end systems. Regardless, with its Nordic inspiration and Nordcurrent Labs as publisher, this game clearly has immense ambition. I can’t wait to see the full product.

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Commandos: Origins – The Series Returns https://www.indie-games.eu/en/commandos-origins-series-returns-review/ https://www.indie-games.eu/en/commandos-origins-series-returns-review/#respond Fri, 06 Jun 2025 14:37:50 +0000 https://www.indie-games.eu/?p=26028 It dives into the origins of the elite WWII commando squad, featuring familiar characters.

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  • DEVELOPER: Claymore Game Studios
  • PUBLISHER: Kalypso Media
  • PLATFORMS: PC, Xbox One, Xbox Series X/S, PlayStation 4, PlayStation 5,
  • GENRE: Stealth / RTT
  • RELEASE DATE: April 9, 2025
  • STARTING PRICE: 49,99€
  • REVIEWED VERSION: PC
  • Commandos: Origins marks the return of the iconic real-time tactics (RTT) series after a nearly two-decade hiatus since Commandos 3 in 2003. As a prequel, it dives into the origins of the elite WWII commando squad, featuring familiar characters like Jack O’Hara (Green Beret), Thomas Hancock (Sapper), Francis Woolridge (Sniper), Samuel Brooklyn (Driver), James Blackwood (Marine), and Rene Duchamp (Spy). With a focus on stealth-oriented gameplay, Commandos: Origins aims to blend the series’ classic formula with modern upgrade.

    As a newcomer to the Commandos series but a huge stealth fan, I find these games incredibly tense and strategic. Despite the occasionally weird AI patterns, they’re consistently fun, making you lose track of time. Each game brings something unique despite their similarities, and Commandos: Origins is no exception. It’s challenging, far from easy, and absolutely worth it for fans of the genre or the earlier entries. Three difficulty levels (Recruit, Regular, and Veteran) adjust enemy detection speed and mission complexity, with Veteran mode being especially brutal for series veterans.

    Real-time tactics and Command mode

    In Commandos: Origins, you’ll navigate large, intricate maps set in diverse WWII environments, from Arctic tundras to African deserts. The core gameplay revolves around planning, trial-and-error experimentation, and executing synchronized actions to complete objectives like sabotage, rescues, or raids. So, expect a lot of saving and loading. The game doesn’t waste your time in that regard; need to reload or change difficulty? It’s all easily accessible.

    The game’s isometric perspective provides a top-down view of detailed maps, filled with enemies whose vision cones dictate safe movement. Unlike turn-based tactics games, Commandos: Origins demands split-second decisions while managing multiple characters. Command Mode helps immensely here, allowing you to pause the game to let you queue simultaneous actions for your squad. For example, you can have the Green Beret choke a guard while the Marine distracts another and the Spy delivers a silenced shot.

    However, from the start, this mode was a mess. Sometimes it wouldn’t commit to a command, for example, to throw a grenade and you can only do one action at a time. If you need to shoot multiple times with your gun, you have to repeat the command yourself as enemies often require multiple bullets to be killed. Characters also moved strangely sometimes and can get stuck inside enemies. Yes, there are bugs.

    “Commandos: Origins demands split-second decisions while managing multiple characters.”

    You’re free to explore the map in your own way

    The open-ended level design encourages creative solutions. For example, you can lure enemies with a radio, have the Green Beret bury himself in dirt for an ambush, or use the Marine’s throwing knife to clear a path. With so many options, you can complete levels or missions without killing every enemy. But, the game’s reliance on trial-and-error can test your patience, as small misclicks or unpredictable enemy behavior often require quick-loading. Additionally, the game offers a two-player cooperative multiplayer mode, letting you tackle missions together either online or via local split-screen.

    Each commando’s unique toolkit adds depth to the tactical sandbox. For instance, the Sapper sets traps or uses explosives, the Sniper takes out enemies with long-range silent kills, and the Spy disguises himself to infiltrate enemy ranks. Plus, there are plenty of side objectives and collectibles which boost replayability. I personally loved the moments of complete chaos control; you don’t always have to play it safe, but poor planning can definitely get you into trouble.

    The controls on PC are intuitive, featuring customizable keybindings and a streamlined hotkey menu for tools and unit selection, while the isometric camera is fully rotatable and zoomable. The minimalistic UI, with unit portraits and a clean minimap, avoids clutter. Despite these strengths, my worst experience was when enemies sometimes detected commandos in bushes they’d already left or entered a permanent alert state, which disrupted my stealth plans.

    “Each commando’s unique toolkit adds depth to the tactical sandbox.”

    Worth it if you know what to expect

    Commandos: Origins offers a visual upgrade over its predecessors, with more detailed environments that capture the charm of WWII settings. The game’s biomes are beautifully rendered too with realistic lighting, shadows, and explosions. Character models stand out with unique animations for each commando, though cutscenes have minor graphical flaws and repetitive dialogue.

    The campaign in Commandos: Origins offers around thirty hours of gameplay, and with a little exploration, you can find collectibles scattered across the map. I love how unique each map feels, which keeps things fresh and makes experimenting with different approaches genuinely fun, giving you plenty of freedom. However, even a month after release, the game still has some noticeable bugs and technical issues – nothing game-breaking though. If you enjoyed the earlier Commandos games, you’ll likely love this one too, especially since you can now play with a friend. It’s a bit pricey, but worth it if you know what to expect.

    Pros Cons
    Good stealth gameplay. There are various bugs.
    Variety of characters. Not so good AI.
    Command mod. The graphics fall short of the expected quality.
    Cooperative multiplayer.
    Content
    80%
    Gameplay
    80%
    Presentation
    80%
    Final score

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    Već danas možete isprobati open beta verziju igre FEROCIOUS i pripitomiti dinosaure https://www.indie-games.eu/en/you-can-play-ferocious-open-beta-today-and-tame-dinosaurs/ https://www.indie-games.eu/en/you-can-play-ferocious-open-beta-today-and-tame-dinosaurs/#respond Mon, 02 Jun 2025 08:31:07 +0000 https://www.indie-games.eu/?p=25770 The combat is fast and relentless, combining the open world of Far Cry with the dinosaur hunting of Turok.

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    Prepare to face dinosaurs and mercenaries in FEROCIOUS, a first-person shooter from developer OMYOG and publisher tinyBuild, which has just opened testing sign-ups on Steam. This survival adventure places you on a lush, deadly island, and a new gameplay trailer has plenty to show. With testing now open, anyone can request access to the game’s first level on the platform.

    In FEROCIOUS, you awaken after a shipwreck on an uncharted Pacific island, tasked with finding your missing brother. You’ll gather resources to craft weapons and gear, customizing your arsenal for stealth attacks or open combat. You can even use the wilderness to your advantage, luring dinosaurs to attack enemy camps or using them to clear paths.

    Combat is fast and unforgiving, blending Far Cry’s open-world style with dinosaur hunting from Turok. The first level, “Crevasse,” introduces the island’s most dangerous areas and serves as a tutorial.

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    Disco-punk kaos čeka vas u RetroSpaceu, stiliziranom boomer shooteru koji stiže na Steam https://www.indie-games.eu/en/retrospace-promises-disco-punk-boomer-shooter-set-to-release-on-steam/ https://www.indie-games.eu/en/retrospace-promises-disco-punk-boomer-shooter-set-to-release-on-steam/#respond Sat, 17 May 2025 17:00:00 +0000 https://www.indie-games.eu/?p=24964 RetroSpace also gives you the freedom to play however you want.

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    Looking for a publisher who knows what they’re doing? Kwalee is the one. They just dropped a game on Steam called The Precinct that people seem to really like. But they’re also cooking up something totally different: a disco-punk space horror boomer shooter game called RetroSpace. It mixes stealth, action, and immersive sim elements set in a retro-futuristic world. It’s releasing on PC via Steam, but we don’t have a release date yet.

    The story of RetroSpace kicks off way in the future. You’re just a regular janitor on this huge space station, Aurora 5, which is part of the last bunch of humans trying to find a new planet. But then things get seriously weird, a black hole that’s somehow alive swallows the station. Suddenly, it’s this crazy maze filled with mutant creatures that are part animal and part plant, security robots that are totally glitched out, and time warps that flip you between two different time periods.

    The plot is described as this “disco-fever space-satire,” so it sounds like it’ll have some funny moments but also some surprising depth, kind of like if Dead Space and Prey had a baby. The way Aurora 5 is laid out in RetroSpace is like a big, connected puzzle box. As you explore and go deeper, you’ll unlock shortcuts and find secret ways to get around. There’s also this main area that’s mostly safe, a place where you can actually take a breather from all the scary stuff on the station.

    Staying alive means you gotta think smart, because the enemies are all different. They act in their own ways, have different powers, and are weak to different things. You can even mess with the station’s security to set traps, get the defenses to fight for you, or use things like light and shadows to sneak past enemies. So, every fight feels like its own little puzzle to solve.

    RetroSpace lets you play your own way. If you like being sneaky, you can try to avoid fights by hiding or causing distractions. But if you’re feeling brave, you can just run in and start swinging, even using bits and pieces you rip off enemies as weapons. You can also find these crazy experimental upgrades called Mutamods that give you superpowers, like tentacle arms or the ability to control minds.

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    Metroidvania The Siege and the Sandfox izlazi na PC krajem svibnja https://www.indie-games.eu/en/metroidvania-the-siege-and-the-sandfox-leaps-to-pc-later-in-may/ https://www.indie-games.eu/en/metroidvania-the-siege-and-the-sandfox-leaps-to-pc-later-in-may/#respond Tue, 06 May 2025 10:00:53 +0000 https://www.indie-games.eu/?p=24287 Gameplay focuses on stealth and fluid parkour.

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    Publisher PLAION and developer Cardboard Sword have announced that The Siege and the Sandfox, a side-scrolling “stealthvania” parkour platformer, will launch on May 20, 2025, for PC via Steam, Epic Games Store, GOG, and Humble Store. This 2D metroidvania blends stealth, dynamic parkour, and a gripping story set in a besieged desert kingdom.

    Gameplay centers on stealth and fluid parkour, allowing you to sneak past enemies, kill them silently, or evade detection entirely. The Sandfox’s moveset includes running, jumping, sliding, shimmying, and pole-swinging, enabling navigation through a vast, interconnected world. This continuous environment links the modern palace above with ancient prisons, mausoleums, and a network of caves below. You will find new items, equipment, and skills to unlock previously inaccessible areas, encouraging exploration in true Metroidvania style.

    The game’s vibrant 16-bit art, mixed with modern effects, looks stunning, and the dynamic audio ramps up tension while warning of danger. You’ll meet a varied cast, from fierce enemies to possible allies, and need to use clever tactics to evade capture or deal with threats. The Kasha’i’s iconic glass dagger, a signature weapon, helps in both fighting and progressing as you unravel the kingdom’s growing danger.

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    No Sun To Worship donosi stealth igranje na PS5 i Xbox Series X/S nekada ove godine https://www.indie-games.eu/en/no-sun-to-worship-brings-stealth-gameplay-to-consoles-in-2025/ https://www.indie-games.eu/en/no-sun-to-worship-brings-stealth-gameplay-to-consoles-in-2025/#respond Sat, 26 Apr 2025 14:15:47 +0000 https://www.indie-games.eu/?p=23983 Through six compact chapters, you are challenged to master infiltration and assassination.

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    Publisher Hyperstrange has announced that No Sun To Worship, a stealth action game developed by Merlino Games, will launch on PlayStation 5 and Xbox Series X/S in 2025. The game first debuted on PC via Steam on September 15, 2023, and is now set to bring its minimalist, retro-inspired stealth experience to consoles.

    No Sun To Worship crpi inspiraciju iz pionira stealth žanra, spajajući njihov retro estetski izgled s jezivim postapokaliptičnim okruženjem. Kroz šest kompaktnih poglavlja, izazov vam je ovladati infiltracijom i atentatima. Igra nudi slobodu kreativnog pristupa svakoj razini – šuljat ćete se kroz sjene, puzati pokraj neprijatelja, onesposobiti kamere ili razbijati svjetla kako biste ostali skriveni. Možete tiho eliminirati mete, započeti pucnjave ili se prilagoditi u hodu, posebno kada resursi ponestanu.

    Set in a world ravaged by nuclear war, No Sun To Worship uses environmental and non-verbal storytelling to reveal its narrative. You explore a desolate landscape where survivors struggle to rebuild while mysterious onlookers from another world watch in silence. The game’s stark, dying world also adds weight to every stealthy move and decision.

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    Steel Seed – Solidna stealth igra koja zadovoljava žanrovske apetite https://www.indie-games.eu/en/steel-seed-solid-stealth-game-review/ https://www.indie-games.eu/en/steel-seed-solid-stealth-game-review/#respond Wed, 23 Apr 2025 23:09:10 +0000 https://www.indie-games.eu/?p=24028 Steel Seed is set in a post-apocalyptic sci-fi world where humanity is on the brink of extinction.

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  • DEVELOPER: Storm in a Teacup
  • PUBLISHER: ESDigital Games
  • PLATFORMS: PC, PlayStation 5, Xbox Series X/S
  • GENRE: Stealth / Adventure
  • RELEASE DATE: April 22, 2025
  • STARTING PRICE: 39,99€
  • REVIEWED VERSION: PC
  • Steel Seed is a game I’ve played on multiple occasions. The first time I had a chance to try it was the demo back in June, which definitely didn’t do its justice. It introduced all the core mechanics but lacked the depth to make me think: “Yes, this is the game I want to play at launch.”

    A year later, we finally got the full version, and I’ll be honest, it’s a really solid game. It scratches that stealth genre itch, especially since Ubisoft’s Shadows might not be everyone’s cup of tea. Steel Seed does everything well, but there’s still this lingering feeling that it’s missing that peak, that one standout element to make me feel like my time with it was truly worthwhile.

    Smooth Stealth with Strategic Planning

    For those who are not familiar with the game, Steel Seed is set in a post-apocalyptic sci-fi world where humanity teeters on the brink of extinction. You play as Zoe, a young woman in a robotic body, and her drone companion Koby as they navigate a hostile underground facility to uncover secrets and save mankind. Blending stealth, parkour, combat, and light RPG elements, Steel Seed draws inspiration from titles like Uncharted and Dishonored, aiming for a cinematic, narrative-driven experience.

    Stealth is the heart of Steel Seed, where you guide Zoe to sneak around robotic enemies. She can crouch, hide in disruption fields (like tall grass), and use distractions for quiet takedowns. The mechanics are smooth, with clear enemy vision cones and responsive combat controls, making planning feel tactical. Later levels increase difficulty with tighter patrols and overlapping sightlines, rewarding patience. However, stealth can feel repetitive due to limited enemy types and predictable patrols. Still, the stealth gameplay is genuinely fun.

    When stealth fails, combat takes over, mixing light and heavy attacks with a dodge mechanic – time it right for a perfect dodge. The system has Soulslike inspiration but skips the stamina bar, making it more forgiving. Enemies do hit hard, forcing you to learn their attack patterns for well-timed counters, which feels rewarding when pulled off. Zoe’s three skill trees offer 40 upgrades for stealth, combat, and utility, letting you customize her with new moves or tools like smoke bombs. Luckily, currency from exploration carries over after death.

    Sadly, the game holds your hand way too much. Fall off a ledge? You instantly teleport back. Multiple enemies chasing you? No problem, just spam dodge with the help of the obvious red attack indicators. Like many stealth games, the AI isn’t brilliant, but here it’s painfully predictable. For example, you can use your robot companion to cut a rope and drop a crate on enemies and they’ll all mindlessly swarm the exact spot instead of searching properly. Even when they do notice you, their slow reaction time gives you plenty of chances to escape. It all adds up to an experience that never feels punishing – just disappointingly easy.

    Cinematic Parkour With Good Platforming

    The platforming is quite good, perfectly blending Uncharted’s cinematic shots with Prince of Persia’s buttery-smooth movement. Whether scaling industrial towers, sprinting across walls, or zipping between platforms, each environment, from decaying ruins to massive factories, feels unique thanks to dynamic camera work. What really shines is how seamlessly the parkour integrates with other systems. You can execute aerial takedowns or make dramatic escapes, then have Koby remotely trigger switches to create new paths.

    There are some really great instances when Steel Seed shifts between 3D and 2D perspectives, though these moments aren’t always flawless. While the platforming starts strong, it eventually becomes tedious as levels feel overly linear yet strangely exhausting to navigate. The main issue? The game overstays its welcome. Maps are unnecessarily large, content feels stretched, and what began as fun platforming gradually loses its charm. To make matters worse, controls can be unreliable, with frustrating jumps and occasional glitches.

    The game rewards exploration with carefully designed environments full of hidden logs, collectibles, and secrets. Checkpoints show your collection progress, but mentioned extras rarely add meaningful story or gameplay value. Steel Seed simply stumbles with its side content. Beyond the main story, there’s little to truly connect you to the world or characters on a deeper level. Given the heavy focus on cinematic scenes, which are hit or miss, it’s disappointing that optional lore comes mostly in dry text logs instead of voiced entries or cutscenes exploring the world beyond Zoe’s perspective.

    Puzzles remain straightforward, typically involving Koby hitting far-off switches or Zoe manipulating objects. Though fun, they lack the complexity of dedicated puzzle games. Koby acts as both a gameplay mechanic and emotional core. Beyond scouting and puzzle-solving, he can distract enemies or aid in combat, but its role is restrained to keep Zoe central. The drone’s chirps and visual cues build a bond, with Zoe’s one-sided dialogue subtly showcasing their connection. However, Koby’s AI can be unreliable, sometimes ignoring commands, and Zoe’s dramatic reactions to its brief “downs” in combat feel off.

    Good, But Not Great

    Reworked by BAFTA-winning writer Martin Korda, story dives into themes of humanity, AI, and survival as Zoe searches for her father and unravels the facility’s mysteries. While the premise grabs attention, the narrative stumbles with predictable twists and clunky dialogue, falling short of the emotional depth of games like NieR Automata. The main plot feels repetitive, driven by “go here, do this” tasks. RPG elements are also minimal, with basic skill trees and collectibles as mentioned before for progression, but the lack of deeper character customization or meaningful choices reduces replay value.

    However, the story stays subtle, never overwhelming, and the skill trees function well enough, offering challenges to unlock more content. While playing Steel Seed, it’s easy to notice how its flaws blend with its strengths. The biggest issue is that the game is just good. It has that certain AI Limit charm and solid gameplay, but it’s neither bad nor exceptional – just okay. While it uses all the best aspects of Unreal Engine 5, it still has the same issues most games have today.

    The graphics are strikingly beautiful, but technical issues pile up. From occasional FPS drops and stuttering when entering new areas to misplaced animations and overly repetitive environments, the game still earns praise for its immersive world. The unique setting spans biodomes bursting with flora, mechanical halls, and distinct entrances. Cutscenes and smooth camera movements enhance the polished feel, though the reality falls short of that glossy facade.

    In the end, Steel Seed is a decent game, a visually stunning but uneven stealth-action adventure. It excels with its atmospheric world and fluid parkour but falters with a predictable story, clunky combat, and technical glitches. Stealth, like other elements, gets repetitive, with stretched content that drags on, wasting time on tasks that could’ve been streamlined. I can still recommend Steel Seed for its fresh ideas and satisfying stealth gameplay. It’s an ambitious project from Storm in a Teacup, but it lands as a solid yet unremarkable game for now.

    Pros Cons
    Solid parkour and platforming elements. Predictable narrative.
    Immersive graphics and atmosphere. Lots of bugs and technical problems.
    A cute robot companion. No big innovations, playing it safe.
    Good stealth mechanics. The content is stretching too much.
    Content
    70%
    Gameplay
    70%
    Graphics
    80%
    Final score

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    The Lamplighters League – Vrijedi li vašeg vremena? https://www.indie-games.eu/en/the-lamplighters-league-is-it-worth-your-time-honest-review/ https://www.indie-games.eu/en/the-lamplighters-league-is-it-worth-your-time-honest-review/#respond Wed, 16 Apr 2025 14:10:38 +0000 https://www.indie-games.eu/?p=23295 The Lamplighters League is Paradox Interactive's big flop. Is it still worth playing in 2025?

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  • DEVELOPER: Harebrained Schemes
  • PUBLISHER: Paradox Interactive
  • PLATFORMS: PC, Xbox Series X/S
  • GENRE: Stealth / Turn-based Strategy
  • RELEASE DATE: October 3, 2023
  • STARTING PRICE: 49,99€
  • REVIEWED VERSION: PC
  • Just before The Lamplighters League was delisted from Xbox Game Pass last March, I decided to give it a try. As a longtime fan of Paradox Interactive, or at least, I used to be, back when they released solid titles instead of the half-baked games and overpriced DLCs we see today, I was curious. A turn-based tactical game like XCOM can be great when executed well. While Harebrained Schemes did a decent job, The Lamplighters League falls short of justifying its €50 price tag.

    Before diving deeper into this 1930s-inspired adventure, a mix of Indiana Jones charm and Call of Cthulhu-esque lore, it’s worth noting that The Lamplighters League stumbled both commercially and critically. Harebrained Schemes, the studio behind the game, no longer holds any IP rights on this title after their partnership with Paradox ended last year (massive layoffs at the studios), leaving only their name on the Steam store page as a remnant.

    Playing it on Xbox Game Pass only reinforced my suspicion that the game was left to die; bugs still plague the experience, some even game-breaking. Despite this, The Lamplighters League has genuinely great ideas at its core. The tactical gameplay is solid, and the loop is engaging enough to satisfy fans of the genre. But as it stands, the game lacks the polish needed to justify full price. If you’re a fan of turn-based strategy and can overlook its rough edges, it’s still worth a play, just preferably at a discount.

    A Tale of Two Modes

    The game mixes real-time stealth with turn-based combat, connected by a strategic world map. You lead a team of three (sometimes four) agents from a crew of ten unique characters. Each has specialized roles and those include stealth experts, gadget specialists, and heavy hitters, all working to stop the Banished Court’s doomsday plans.

    Missions start with stealth, you sneak through handcrafted maps like jungles, dockyards, or museums, thinning enemy ranks before the real fight begins. You can knock out guards, sabotage alarms, or use environmental hazards (oil slicks, explosive barrels), aiming for a Commandos or Shadow Tactics vibe. But stealth is clunky: line-of-sight is unreliable, enemies spot you through walls or from miles away, and the AI is dumb, often breaking cover or getting stuck.

    The “strategic prep” feels like busywork, mechanics like lockpicking and disguises barely matter, and maps are too flat for smart positioning. Stealth takedowns lack depth; Lateef can silently kill from behind, but most abilities are too limited to rely on. You quickly realize brute force works better as stealth is only good for setting up your attack, not avoiding fights entirely.

    When combat starts, it switches to an XCOM-style grid system. Each agent gets two action points (AP) per turn for moving, shooting or using abilities – upgradeable later. he real fun comes from combining your agents’ skills, finding clever ways to make their abilities work together keeps every character feeling valuable. A stress system spices things up, take too many hits or face supernatural attacks and characters (even enemies) may panic, losing AP or suffering breakdowns you can exploit for instant kills. Surprisingly, there’s no issue here – it’s genuinely fun.

    Fun Fights, Repetitive Maps

    You get to fight against normal enemies, elite enemies, and bosses, all of which are introduced gradually. The game starts with small melee foes before introducing snipers and unique creatures, each bringing something distinct to the table. There are multiple ways to approach them, showcasing well-crafted design in this regard. However, the biggest issue arises in the mission structure. The gameplay becomes overly repetitive due to recycled maps, and the difficulty spikes unevenly. Early fights are breezy, but later ones overwhelm you with indestructible teleporters that spawn endless reinforcements.

    Between missions, a world map shows the Banished Court’s three factions called Scions advancing their doomsday clock. You choose missions to gather resources such as gold, intel or slow their progress, while benched agents can be sent on auto-resolved expeditions for extra rewards. The risk-reward balance works well: do you prioritize supplies or delay the enemy?, but the grind sets in as side missions overshadow the main story, and the Scions’ threat lacks narrative weight.

    Agent progression uses equippable cards, offering some customization. While the card pool is shallow and unlocks are RNG-dependent, limiting build variety, the skill system still works well. Most upgrades are just stronger versions of the same skills, but they matter as getting stronger becomes crucial. Unlocking new characters lets you trade for items that change how your team functions, like extra armor, healing options, or critical damage boosts. There’s room to experiment, but you’ll usually stick to what you know works best.

    My biggest issue is how quickly time progresses. The main story unfolds over time, and missions grow increasingly difficult, but I wish we could tackle more in a single day, like completing two big missions at once without advancing time. There’s so much to explore early on, and this pacing issue stretches the game significantly. Whether you enjoy it or not, you’ll easily find yourself sinking over 50 hours into it.

    Forgettable Story

    The writing embraces pulpy noir but stays shallow. characters banter well yet never outgrow their archetypes. Additionally, the plot hints at cosmic stakes, such as a tower at the end of the world or ancient horrors, but plays out as a linear march with little player impact or payoff. Multiple endings exist, tied to last-minute choices, but they’re forgettable. Without a strong overarching story, the game feels like disconnected episodes. It’s entertaining at the beginning, but lacks the emotional weight or depth.

    I ended up skipping most character dialogue, it just didn’t feel important. Without voice acting, reading through walls of text wasn’t appealing, and none of the characters really grabbed me. Where the game shines is the character control. As mentioned, before combat, you can freely switch between agents, position them strategically, and move around in third-person. The scouting mode that lets you plan your approach is particularly well done. These mechanics are solidly implemented.

    Visually, The Lamplighters League delivers its 1930s style perfectly. Maps dazzle with art deco hideouts and torch-lit ruins, brought to life in vibrant painterly 3D. Also, every character pops with personality, from fedora-wearing rogues to rune-covered occultists. Combat animations impress too and there’s this unique charm to the game that makes it appealing to the eye.

    However, I can’t believe that after a year and a half since release, some bugs still haven’t been fixed. I’ve encountered numerous issues, characters getting permanently stuck in animations forcing complete restarts, severe FPS drops when too many enemies spawn at once, and collectible items failing to highlight properly making resources and consumables easy to miss. These persistent problems really hurt the experience in the long run.

    Still Worth To Play In 2025?

    If you’re a fan of the genre, I’d recommend picking it up on sale, especially since it’s no longer on Xbox Game Pass. It’s not worth the full €50 price tag, as it falls short of AA standards. While the combat is solid, everything surrounding it feels mediocre at best. The issue also lays in the fact that Harebrained Schemes’ last two series Battletech and Shadowrun were both sci-fi games. So it’s strange they pivoted to a 1930s secret society setting that is not either WWI or WWII.

    The Lamplighters League is a bold but flawed experiment. Its fantastic premise (1930s adventurers vs. occult threats) delivers moments of fun through turn-based combat and graphical style, but gets weighed down by clunky stealth, repetitive missions, and technical issues. Despite its potential, it underperformed commercially (called a “big disappointment” by Paradox) and critically, failing to measure up to classics like XCOM or Battletech. Nevertheless, when it works, it’s a really fun game, otherwise, don’t expect something that’s new and fresh.

    Pros Cons
    Charming characters and art style. Missions and maps are repetitive.
    Good turn-based combat. Lots of bugs and technical problems.
    Each character has their own skills and ways of playing. Mediocre stealth elements.
    For fans of the genre. It gets grindy after a while.
    Content
    70%
    Gameplay
    60%
    Graphics
    80%
    Final score

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    Monaco 2 – 3D pljačkaška zabava s kaotičnim multiplayerom https://www.indie-games.eu/en/monaco-2-heist-fun-with-co-op-chaos-review/ https://www.indie-games.eu/en/monaco-2-heist-fun-with-co-op-chaos-review/#respond Sun, 13 Apr 2025 21:28:56 +0000 https://www.indie-games.eu/?p=23656 Monaco 2 arrives as the long-awaited sequel to the indie hit Monaco: What's Yours Is Mine, which won over numerous players.

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  • DEVELOPER: Pocketwatch Games
  • PUBLISHER: Humble Games
  • PLATFORMS: PC, PlayStation 5, Xbox Series X/S
  • GENRE: Co-Op Heist
  • RELEASE DATE: April 10, 2025
  • STARTING PRICE: 24,50€
  • REVIEWED VERSION: PC
  • Monaco 2 arrives as the highly anticipated sequel to Monaco: What’s Yours Is Mine, the beloved 2013 indie hit. Retaining the series’ signature blend of stealth and chaotic multiplayer, the sequel introduces a bold 3D isometric style, procedural generated environments, and tighter gameplay systems. You must master strategy, adaptability, and cooperation in this top-down heist adventure, where every mission demands teamwork.

    You control a crew of up to four thieves, each with unique abilities, tasked with pulling off heists in the city of Monaco. The game supports solo play, local co-op, and online multiplayer, with a campaign following a group of small-time crooks blackmailed into working for a crime boss after stealing a valuable violin. The core loop involves studying blueprints, infiltrating locations, grabbing loot, and escaping, often with plans going hilariously wrong.

    Heist Planning and Execution

    Before each mission, you access a detailed 3D blueprint map which allows you to scout entry points and objectives like stealing cash or campaign based. This planning phase is a major upgrade from the original’s fog-of-war exploration, giving you a sense of control. Once in action, you navigate complex levels filled with locks, laser traps, guards, and loot. Stealth is encouraged, with mechanics like hiding in plants or vents, but the game’s design ensures chaos is equally viable. For example, tripping an alarm might trigger a chase, but tools like smoke bombs or character abilities can turn the tide. Missions offer three playstyles: stealth, speed-run and loot-focused.

    However, some objectives can feel repetitive, such as fetching items across big maps, which may drag on, especially when playing solo. Additionally, the game is extremely forgiving. The stealth mechanics are relatively simple, and you can often use environmental elements to easily navigate the maps and reach objectives. For instance, disguises allow you to walk past guards undetected but they do have limits. Some character abilities also feel overpowered, like Cosmo’s little dog, which effortlessly distracts enemies and doesn’t activate any traps. The linear structure of the game might also deter some players, particularly since solo play can become tedious after a while.

    The game features eight playable characters, each with distinct skills that shape your approach. For example, as mentioned, Cosmo uses her Pomeranian to distract guards, Una punches through enemies, Sake dives to break line-of-sight, Gibson deploys drones for remote actions and so on. In solo play, you can swap characters at checkpoints, making it easier to adapt to challenges like locked doors or heavy security. This flexibility is a significant improvement over the original, where character switching was tied to deaths.

    Procedural Generation and Replayability

    One great feature is the “Unreliable Narrator” mode, which randomizes levels after you finish the main campaign. It mixes up layouts, guard patrols, and traps so each run feels fresh, while still keeping things balanced. The main story has set levels with cutscenes, but the real replay value comes from competing for high scores, unlocking trinkets (like shields that give perks at the cost of health), and trying preset challenge levels. That said, I have to admit, the game didn’t really pull me back in. I just mostly played through the campaign and moved on with missions, giving the aforementioned mode only few tries.

    You collect coins in missions to buy tools like lockpicks, medkits, or disguises, and you keep them between runs. Unlike the original game’s ammo system, tools now unlock as you play, giving you more ways to escape tight spots. Optional challenges reward diamonds, which unlock trinkets, special upgrades that tweak your abilities but cost health.

    I have mixed feelings about the gameplay overall. At its best, it’s genuinely fun, especially in co-op, where my friend and I breezed through missions together. But I’m not convinced it captures the same chaotic, hilarious spirit as the original. Some mechanics feel too forgiving; you can practically stand next to guards without being noticed. Even when detected, the ensuing chaos is surprisingly easy to manage, which might leave some players wanting more challenge. On the other hand, while regular guards are forgiving, their patrols can shift and complicate your route which adds some complexity. Elite guards, however, are a whole different problem, they’re relentless and sometimes feel unfairly strong.

    Some Thoughts To Share

    While you can play solo, it just doesn’t compare to multiplayer. The singleplayer experience grows stale quickly, grinding leaderboards isn’t exactly thrilling. Sure, weekly challenges and daily missions add some replay value, but the real magic happens in co-op. Multiplayer transforms the game completely. Instead of mechanically following waypoints, you’re coordinating simultaneously, hacking terminals while your partner distracts guards, or flanking enemies with unique abilities. Yes, singleplayer is more accessible than the original thanks to cleaner UI and character swapping. But without the chaos of friends improvising alongside you, those huge levels often become tedious, especially when you’re forced to backtrack across empty spaces alone.

    Each location in the game has its own flair, like fancy hotels with chandeliers or casinos packed with slot machines. Characters stand out too, with memorable designs like Cosmo’s pink dress or Una’s tough-guy pose. However, I have another concern about the character design. While the diverse representation is clearly intentional, the execution sometimes feels forced rather than organic. The roster includes archetypes like an elderly Asian man, a German hacker, a conventionally attractive white woman, and a Black woman with afro-textured hair. While each character is visually detailed and distinct, their diversity feels more like checking boxes than developing naturally integrated personalities.

    In the end, Monaco 2 is a great sequel that improves on the original. The heist gameplay is tense and fun, you’ll carefully plan your moves, then scramble when things go wrong, especially in co-op, where the chaos feels like a perfect heist movie. The colorful 3D visuals work well, and the random level layouts keep things fresh. That said, playing alone can feel overwhelming on big maps, and some missions get repetitive. While it’s already good, future updates could make it even better. Sadly, there’s no Steam Remote Play. This would have made the game easier to play with friends and brought in more players.

    Pros Cons
    Multiplayer is fun. Singleplayer is quite tedious and boring.
    Beautiful and ingenious graphics. The animations could have been better.
    It contains plenty of replay value. The story is thin.
    The mechanics are quite lenient. The missions are quite repetitive.
    Content
    80%
    Gameplay
    80%
    Graphics
    80%
    Final score

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    Stealth sci-fi igra Steel Seed izlazi početkom travnja za PC i konzole https://www.indie-games.eu/en/stealth-game-steel-seed-launches-in-early-april/ https://www.indie-games.eu/en/stealth-game-steel-seed-launches-in-early-april/#respond Mon, 10 Mar 2025 22:24:13 +0000 https://www.indie-games.eu/?p=22239 Steel Seed is set in a dark science fiction world where humanity is on the brink of extinction.

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    ESDigital Games and developer Storm in a Teacup have officially announced the release date for Steel Seed, which will be available on April 10, 2025, for PC via Steam and the Epic Games Store, as well as PlayStation 5 and Xbox Series X/S consoles. A new trailer provides a glimpse into the game’s action and stealth-based gameplay, along with parkour elements and its immersive narrative.

    Steel Seed is set in a dark sci-fi world where humanity is on the brink of extinction. The protagonist, Zoe, along with her flying drone companion KOBY, ventures deep into a hostile underground facility in search of answers and the key to mankind’s survival. The game features a handcrafted world that blends high-tech industrial landscapes with atmospheric exploration.

    The gameplay combines stealth, parkour, and dynamic combat. Using shadows, distractions, and environmental tactics is crucial for avoiding or neutralizing enemies, while fast-paced combat pits Zoe against various enemy types and challenging bosses. Zoe’s abilities can be upgraded through three distinct skill trees, offering a total of 40 different upgrades.

    Carlo Ivo Alimo Bianchi, CEO and Creative Director at Storm in a Teacup, emphasized that Steel Seed is a labor of passion, creativity, and dedication from the entire team:“This game is our tribute to all fans of the stealth-action genre who enjoy strategy and challenges. We’ve spent years developing it, and we can’t wait for players to experience it.”

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