Steam Next Fest - IndieGames https://www.indie-games.eu/en All about Indie Games Tue, 17 Jun 2025 08:28:18 +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 Steam Next Fest - IndieGames https://www.indie-games.eu/en 32 32 [PREVIEW] I’ve Played Every Devolver Digital Game at Steam Next Fest, So I Ranked Them https://www.indie-games.eu/en/ive-played-every-devolver-digital-game-at-steam-next-fest-preview/ https://www.indie-games.eu/en/ive-played-every-devolver-digital-game-at-steam-next-fest-preview/#respond Mon, 16 Jun 2025 16:01:23 +0000 https://www.indie-games.eu/?p=26348 They had around nine games presented during the event so I've decided to give them all a try and rank.

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I’ve played a bunch of Steam Next Fest demos during the event, even so I decided to just give a try to all the games that were presented by Devolver Digital, you know, that indie publisher with multiple hits and one you can’t go wrong with. They had around nine games presented during the event so I’ve decided to give them all a try and rank them based on my personal opinion and experience starting from worst to the best one.

Tron: The Catyclst

I’m not sure if this game is meant to be a joke or not. Disney… oh boy, where are you headed with this one? It was so boring I had to push myself to finish it. The combat was weak, the AI just stared at you from a distance instead of fighting back while you attacked. The dialogue felt super cringy, the characters were forgettable, including the main character (a woman, I think?), and the world looked the same everywhere. It felt uninspiring and disappointing to play. With Devolver likely just backing it, is this really the game Tron deserved?

Possessor(s)

Though Possessor(s) looks impressive and seems like a fun game, my experience was ruined by clunky controls and odd platforming elements, and I wasn’t a fan of the time-stopping on the final hit at the enemies either. I had high hopes, given its unique mix: a flooded city overrun with surreal interdimensional horror, fast-paced action side-scrolling, and unique characters. But for now, the controls definitely need some work.

Mycopunk

While playing this unique shooter, I kept wondering: “What the heck is going on here?” Hundreds of strange creatures flew at me, I had multiple guns to choose from, that reloaded each other’s ammo when used, plus there was a multiplayer option and huge, fun boss fights. The graphics, world, and enemies felt out of ordinary, like an interdimensional adventure, but it didn’t rank higher because I was left confused about what I just played. The pacing felt off, and I lost track when my boss got stuck in a building during my solo playthrough.

Stick It to the Stickman

Stick It to the Stickman offers a unique roguelike structure where, in the demo, you play as a stickman climbing the corporate ladder. Along the way, you can punch, kick, use weapons, and upgrade your abilities while battling small interns and big mini-bosses to become CEO. The premise is wild, but my only problem is the clunky combat, it’s not as smooth as I’d hoped. Still, that one level was super fun, and it was great to see my character getting richer over time.

Forestrike

I love it when games experiment, and Forestrike nails that vibe. Want to foresee the future or test your skills before a real fight? You can do it here. When the real battle starts, you’re ready to use your dojo skills to kick, dodge, block, and outsmart opponents. It’s a blast, with multiple sessions and approaches to each level, pushing you to apply what you learn and show off your skills.

Baby Steps

A new game from Bennett Foddy? Count me in! So, what’s it about? Though maybe not as rage-inducing as his other titles, this one will make you cringe with its awkwardness. You play as Nate, an unemployed failson with little going for him, teleported into a strange world. Walking isn’t easy, you need both left and right mouse clicks, but once you figure it out, it’s super satisfying. I even learned to run by the end of the demo!

BOTSU

It’s been a while since I enjoyed a solid multiplayer game packed with mini-games, and even if you don’t have friends to join, though it’s recommended, you can play against bots. You control robots in fun matches like basketball, football, or floor-is-lava, even hitting and holding each other for a good laugh. You can compete online or split-screen in a series of ragdoll, crazy physics-based battles to prove your mechanical skills, making it the wildest game idea I’ve loved.

BALL X PIT

I debated putting this first, but it does share the first place since it was just so much fun. Who knew blending flipper-based, rock-breaking, ball-fusing, base-building survival roguelite gameplay with the unique twist of beating up skeletons could be this entertaining? You battle hordes of enemies who attack while you grow stronger, using various skills and attacks, ricocheting balls, and gathering and building to unlock new heroes and generate resources.

Shroom and Gloom

What a blast Shroom and Gloom turned out to be! It reminded me why deck-building roguelike games are so much fun when done well, adding a unique twist as a “double-deckbuilder”. You can use cards while exploring and at checkpoints to unlock different weapons, rest, and eat food while scavenging through a bizarre world filled with ugly creatures, plants, and more. I can’t recall the last time a card-based game hooked me this much, and spending just enough time on the demo left me eager for the full release of Shroom and Gloom.

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[PREVIEW] The Vanished Soul – horor s bosanskim motivima pokretan Unreal Engineom 5 https://www.indie-games.eu/en/the-vanished-soul-horror-with-bosnian-motifs-preview/ https://www.indie-games.eu/en/the-vanished-soul-horror-with-bosnian-motifs-preview/#respond Sat, 14 Jun 2025 20:28:29 +0000 https://www.indie-games.eu/?p=26329 The Vanished Soul uses all the features of Unreal Engine 5 and does so in a very good way.

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Just as Croatia has its motifs through Go Home Annie, Bosnians now have their baklava, burek, and ćevapi. The Vanished Soul comes from Belmin Kozlić, a developer from Zenica known for Roll the Ball. This time, however, it’s a significantly more advanced and detailed game that will not only scare you but also make you carefully follow the storyline.

The Vanished Soul leverages all the capabilities of Unreal Engine 5 in an impressive way. It’s fascinating how detailed and graphically advanced this title is. It’s not just surface-level, when you open a fridge, for example, there’s plenty to see; everything is so intricately crafted that you can clearly distinguish every item or read text without zooming in. The same goes for all the books and objects around the house, with special attention drawn to pictures of Belmin from his wedding, adding a really charming touch.

Stunning Graphics Accompany You Throughout the Game

The story revolves around unsettling mysteries hidden in the fictional town of Novazenica and its surroundings. It weaves a personal and emotional narrative exploring themes of memory, guilt, and connection with loved ones. Expect various jump scares, like sudden disappearances of people in front of you or a hand popping out unexpectedly. Though it might sound cheap, these elements are skillfully implemented; early in the game, while running from a room, a girl suddenly appeared in front of me, giving me a genuine fright since it was totally unexpected.

This isn’t a classic horror but leans toward an atmospheric approach. As you solve puzzles, you’ll constantly hear footsteps and various sounds around you, sure to send chills down your spine. In other words, the game gradually builds discomfort through carefully crafted light and sound effects. Besides horror, there are puzzles, which are fairly simple but will test your resourcefulness and creativity since solutions aren’t always obvious. The game is linear, as expected, so you can simply focus on following the given objectives.

The Vanished Soul stands out with two key aspects, the first being the importance of choices, already noticeable in the demo. Your responses in conversations, such as the early phone call with your wife, will likely influence the story’s ending, especially since the goal is to reach her. Moreover, your actions and the paths you choose can shape the narrative, revealing different perspectives, outcomes, and consequences.

No True Horror Moments, Atmosphere Influences Everything

The second key aspect is the dynamic fear system. As Belmin highlighted on Steam, no playthrough is the same when it comes to scary moments, aiming for maximum replayability with randomly generated elements from predefined locations. The demo version might not have showcased this well, but there’s plenty to look forward to if it delivers.

Let’s revisit the puzzles. They range from simple tasks like moving boxes to activate a platform to more complex challenges where you connect electrical circuits to progress. However, it’s not overly difficult. Unfortunately, you can only pick up marked items in the game. I was disappointed with the jump and landing sounds on wooden floors or carpets—they don’t quite fit well. Still, the horror sound effects are generally well-crafted.

You can still play the demo during Steam Next Fest until Monday evening. While the exact release date for the full game isn’t known, the demo lasts a full hour. If you enjoy longer horrors or just atmospheric scares, The Vanished Soul is definitely worth a try.

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[PREVIEW] Log Away – Prva hrvatska igra u “cozy” žanru https://www.indie-games.eu/en/log-away-cozy-builder-preview/ https://www.indie-games.eu/en/log-away-cozy-builder-preview/#respond Sat, 14 Jun 2025 20:09:29 +0000 https://www.indie-games.eu/?p=26321 If you've played Tiny Glade by any chance, then you might be interested in the Croatian version of these "cozy sandbox builders".

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If you’ve played games like Tiny Glade or Small Spaces, you might also be interested in a Croatian take on these “cozy sandbox builders”. The-Mark Entertainment, previously known as Red Martyr (behind Saint Kotar), is developing Log Away. The central theme is relaxation, building, decorating, and furnishing a dream cabin amidst natural beauty.

It’s an understatement to say the demo version is a big disappointment. It’s quite limited, offering only one item per building category. Though the development likely doesn’t cost much, the demo isn’t a true reflection of the game and is playable until the end of Steam Next Fest.

Have We Ever Had a True Croatian Cozy Game?

Let’s start from the beginning: you choose a map, only one was available, set amidst forests and mountains, where you’ll build a cozy little cabin. It’s interesting that before starting, you can select specific object categories to unlock, like painting, fishing, or other interests, with items and structures color-coded. Of course, core items like walls and decorations are always available. Afterward, you build within a clearly marked grid area.

Log Away lacks tutorials, but honestly, you don’t need them. All you need is your creativity and emotion to bring your vision to life on the fields. Some might wonder, “What’s the point of this game?” The charm lies in relaxation, soothing music, and the rustling of leaves and nature, creating a full zen experience. To make it easier, you can switch between free camera and first-person views, and decide whether to see the roof or walls. Once you have an idea and arrange everything, you’ll find you can interact with objects, like opening windows or even petting a dog.

Object categories include furniture, decor, wall elements, plant embellishments, and more. Like Tiny Glade, it features a day-night cycle. Log Away already looks impressive and beautiful, with noticeable detail on every object and a tangible natural beauty in the river. Personally, I found decorating the interior more fun due to its experimental options, while the exterior felt quite sparse. Sadly, I’m not sure why, they didn’t need to unlock the whole game, but at least two items per category would have been enough. As it stands, you’re quite limited in options and can’t do much.

For Those Who Love Relaxation After Other Games

As is typical for such titles, a photo mode is available, letting you create your own screenshots. Additionally, you can switch visual styles, like from modern to pixel art, with the full version promising even more options. Of course, this won’t appeal to everyone, but for a good photo – why not? On the other hand, the soundtrack features tracks inspired by western, country, and blues genres, composed by Chris Haugen, and it’s truly impressive.

Building in this game is very straightforward. You can quickly rotate items, and some can be stacked, like placing a lamp on a cabinet. You have plenty of freedom to choose where and how to place objects, ensuring you’ll find something to your liking. You can even change colors, so it’s not all just brown.

So, if you enjoy decorating by the fireplace or watching a dog fit into the environment you’ve created, Log Away is definitely for you. Just don’t expect something grand, as cozy games generally don’t demand much interactivity but offer plenty of relaxation and creativity.

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Devil Jam – Disappointing Roguelite with Vampire Survivors Vibes https://www.indie-games.eu/en/devil-jam-vampire-survivors-vibes-preview/ https://www.indie-games.eu/en/devil-jam-vampire-survivors-vibes-preview/#respond Fri, 13 Jun 2025 09:34:59 +0000 https://www.indie-games.eu/?p=26284 You're on a hellish adventure as a washed-up musician, fighting demons to become a legend.

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Frankly, the Devil Jam demo at Steam Next Fest was a big disappointment. This roguelite survivor-like action game promises beat-driven combat, a unique 12-slot inventory, and a darkly humorous story, all set in a heavy metal underworld. The biggest problem, though, is that the demo feels empty. It lacks content and becomes repetitive after just two playthroughs.

Here’s the deal: you’re on a hellish adventure as a washed-up musician, fighting demons to become a legend. Your character attacks on the beat, so music is a huge part of this game. This means you can control when your weapon hits with upgrades, which is a really cool idea. But, listening to what felt like the same song for 10 minutes just to reach a boss doesn’t quite hook you in. The beat system unfortunately doesn’t do the game justice. While attacks and abilities are supposed to sync with the beat, that satisfying feeling isn’t there; the beat itself isn’t very noticeable, and its presence doesn’t add any real impact.

Great ideas, but underwhelming gameplay

On the other hand, the unique inventory system is a good idea. It lets you equip up to 12 items – weapons, abilities, or buffs in a grid. The demo shows off a few items, like arrow attacks or crowd-control abilities. However, the big problem is that every attack feels useless. Even with critical hit and damage upgrades, enemies quickly gain so much HP that leveling and upgrading become a slow grind. If you want a truly strong build, your best bet is a healing setup combined with an attack that throws massive bombs; only then can you somewhat manage to reach the boss.

I haven’t seen anything quite like the slot inventory system shown in this game. But, it feels lackluster. We also have skills that boost other skills and passive abilities, but none of them feel balanced or truly impactful. What’s worse, there are only a few skills to pick from, which forces you into repetitive sequences. While you can bind with several demons for their unique skills, these always end up feeling the same. There’s just not enough variety to force experimentation.

This is a game where you face endless waves of enemies, like groups of them and tougher demonic foes. It gradually improves the more you play, much like Vampire Survivors. Enemies do get stronger and more varied, from simple bats to fast-moving coffins and even slimes. However, it quickly becomes repetitive; by minute 10, you’ve likely seen everything. There’s no different character to choose from, and while mini-bosses (just larger versions of regular enemies) sometimes appear, and various landmarks offer bonuses (like XP, HP, or temporary speed buffs), these aren’t enough to break the monotony.

Hopes for the future

Sadly, the enemies are also underwhelming. Green slimes just chase you if you get close, imps shoot nearly invisible projectiles, and you’ll constantly see the same massive waves of bats flying at you. Some enemies are simply too hard to kill, and even when you fully upgrade an ability to mythic status, it doesn’t feel like it makes a real difference.

My biggest issue is the pacing. There isn’t enough content to fill a 10-minute run, and then everything goes wild. The early parts are great and satisfying; you have enough time to complete your build with rerolls. But after about 5 minutes, things get chaotic. Enemies suddenly become incredibly tough, like trucks. Once your build is set, the rest of the game is just about upgrading everything.

While Devil Jam has some really great ideas, it’s a bit too short, doesn’t offer proper experiemntation and it’s content is bogged down to the same type of enemies for 10 minutes unitl you reach a boss that’s also impossible to kill, talk about having 1000 projectiles thrown at you which are so hard to see. I sersiouyl hopped for much more skills and attacks to use, but it was never the feeling oh I should try to pick these, instead I know these work very well.

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[PREVIEW] Bang Bang Barrage – A Promising Singleplayer and Multiplayer Shooter Game https://www.indie-games.eu/en/bang-bang-barrage-promising-shooter-game-preview/ https://www.indie-games.eu/en/bang-bang-barrage-promising-shooter-game-preview/#respond Wed, 11 Jun 2025 10:27:04 +0000 https://www.indie-games.eu/?p=26213 This is a fun, fast-paced shooter offering both multiplayer and singleplayer modes.

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I first played the Bang Bang Barrage demo last October, and it was clear the game had promising ideas, even in its early stages. Now, the new Steam Next Fest demo is vastly improved and I was genuinely surprised by its progress. This is a fun, fast-paced shooter offering both multiplayer and singleplayer modes. It’s all about chasing high scores, surviving as long as you can, and tackling various challenges while fending off hordes of hands and blobs.

Though small in scope, Bang Bang Barrage isn’t meant for one long sitting, it’s best enjoyed in short, multiple play sessions where you discover something new each time you play. Whether it’s new enemies, unique events like night or poison-filled maps, and much more, the game keeps drawing you back. You start with simple hands that stand still, but they evolve, moving randomly across the map or even chasing you. Plus, there are blobs on ships that shoot at you, and even flowers evolve too, making their attacks stronger and bigger.

Simple but fun gameplay

The gameplay is straightforward: you shoot and reload. If you run out of bullets, you can still fire a burst of air that pushes enemies away or propels you. Be tactical with this air blast, as using it resets your reload timer. Enemies drop diamonds, which you can spend at a shop that appears periodically. Here, you can purchase various buffs like more HP, increased bullets, or the ability to destroy enemy projectiles, among many other upgrades.

My only major concern is the potential for repetition. Instead of consistently introducing new bosses, the game presents them only after you survive for certain periods. While this gives you time to prepare, the slow evolution of regular enemies can deter some of the fun. This is subjective, of course; the map is always packed with action, leaving you little time to think. It’s much like old arcade games, but with a modern look where a single mistake can lead to instant death.

As mentioned, Bang Bang Barrage offers both singleplayer and multiplayer modes, with the latter playable via split-screen or online. The singleplayer experience seems less difficult and more balanced in terms of acquiring buffs from the shop, a great approach if you prefer to play solo. While its cartoonish style and simple gameplay might not appeal to everyone, the graphics are genuinely cute. The clean visuals ensure no unnecessary details clutter your view, and the clear UI makes shooting everything easy.

Packed with great ideas, only time will reveal if it succeeds

You earn gold by completing challenges and surviving for as long as possible. This gold can be spent in the in-game shop to customize your blob’s color, unlock new weapons, acquire new skins, and even buy different boats. There are no microtransactions here; everything is earnable simply by playing. The more you play, the more items you’ll collect and use. The demo is quite limited in this regard, offering only one weapon, one skin, and one boat, which unfortunately doesn’t encourage much replayability. However, there are global leaderboards where you can see every player’s score.

You earn points by defeating enemies and maintaining your combo. The higher your combo, the larger your damage radius, allowing you to clear more foes. If you miss an enemy, your combo resets, but you can quickly build it back up. This simple yet effective system ensures levels don’t become overwhelmingly difficult, even when you’re swarmed by enemies.

Overall, Bang Bang Barrage has the potential to be a fun little game for the right audience. If you’re looking for something to play during the Steam Next Fest, I highly recommend it. It won’t take much of your time, and you’ll get to try something cute and unique.

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[PREVIEW] NINJA GAIDEN: Ragebound is The Game Kitchen’s landmark title https://www.indie-games.eu/en/ninja-gaiden-ragebound-is-the-game-kitchens-landmark-title-preview/ https://www.indie-games.eu/en/ninja-gaiden-ragebound-is-the-game-kitchens-landmark-title-preview/#respond Tue, 10 Jun 2025 12:22:09 +0000 https://www.indie-games.eu/?p=26188 The free demo for NINJA GAIDEN: Ragebound is available now on Steam.

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Ah yes, NINJA GAIDEN: Ragebound. This highly anticipated title is a collaboration between The Game Kitchen, renowned for the Blasphemous series, and Dotemu, specialists in modern revivals of beloved retro games. Given into their capable hands by the long-standing IP holder Koei Tecmo, The Game Kitchen can now do what they do best: craft a challenging side-scrolling platformer that will appeal to both newcomers and veterans of the series. The Steam Next Fest demo offers an excellent glimpse of what’s to come, and it’s something you absolutely don’t want to miss.

Ragebound will be welcoming and accessible to all types of players

The game kicks off with a straightforward tutorial, teaching you essential moves: wall climbing, dodging, attacking, and utilizing special abilities to dispatch tougher foes or environmental obstacles. After the tutorial, you step into the shoes of Kenji Mozu, a young Hayabusa clan ninja tasked with defending his village in Ryu Hayabusa’s absence. This narrative unfolds as you progress, eventually leading to an encounter with Kumori, a skilled kunoichi of the Black Spider Clan, who also becomes a playable character.

The demo excels at showcasing the game’s intense, yet fair difficulty, even showing the unlockable harder mode, and it teases the diverse bosses and enemies that await in each level. The fast-paced gameplay here is no joke; your primary goal isn’t to eliminate every enemy, but to reach the end, offering a significant nostalgic experience for fans.

Kenji specializes in close-quarters melee combat, while Kumori excels at ranged attacks and can briefly shift into the spiritual realm for unique platforming challenges. The game skillfully blends both combat styles. Each enemy can power up two special, high-damage abilities, marked by a specific color, indicating which attack you need to use to defeat them and unlock that ability for yourself.

Interestingly, once you meet Kumori, you gain the ability to traverse the demon world. Here, you’ll solve puzzles, clear platforming challenges, and find ways to free Ryu and open paths for him. Another excellent addition is the Ninja Fusion mechanic. This allows you to combine character abilities for attacks that can clear multiple enemies, though its use is limited to prevent overuse.

Great chance to try it out before the game launches this summer

Precise platforming is a core component, with sections demanding quick reflexes and careful timing as you’re being jumped by multiple enemies, especially during Kumori’s timed sequences that reset upon failure. The game’s vertical level design adds significant depth, featuring hidden areas packed with collectibles. Overall, this was a truly fun experience; it’s not overly punishing, at least initially, and I’m highly anticipating the hidden shop feature that wasn’t available in demo.

Let’s not overlook the demo’s great visuals, which expertly blend retro pixel art with modern detail. Environments like haunted temples and fiery battlegrounds are richly designed, featuring smooth animations and grotesque enemy designs clearly inspired by The Game Kitchen’s Blasphemous. The music is equally impressive, led by Blasphemous composer Sergio de Prado, and brilliantly complemented by contributions from original NES NINJA GAIDEN composers Keiji Yamagishi, Ryuichi Niita, and Kaori Nakabai.

NINJA GAIDEN: Ragebound will release on July 31, 2025, and it will launch across PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. This demo is in fact part of a larger franchise resurgence, with NINJA GAIDEN 4 also set to arrive in October 2025, which is being developed by PlatinumGames.

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[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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[PREVIEW] Egging On is egg-cracking masterpiece https://www.indie-games.eu/en/egging-on-is-egg-cracking-masterpiece-preview/ https://www.indie-games.eu/en/egging-on-is-egg-cracking-masterpiece-preview/#respond Mon, 09 Jun 2025 18:39:35 +0000 https://www.indie-games.eu/?p=26175 Who knew being an egg could be so tough?

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Developers often make their games sound perfect in interviews, showcasing features that promise to hook you instantly. Egging On is the exact opposite. If you enjoy hurling objects around you in rage, embracing frustration, or just enjoy playing games like Chained Together or Getting Over It with Bennett Foddy, then Egging On might just be your perfect match.

Who knew being an egg could be so tough? Certainly not me, and Egging On proves it. You’re tiny, delicate, and a single misstep can spell doom. Thankfully, the game offers a bit of mercy; you won’t crack from just any tiny fall, which prevents it from being utterly infuriating. I dove into the Steam Next Fest demo’s first level, and let’s just say the Hen House was a brutal introduction to the game’s difficulty.

What a fantastic introduction to the game

Egging On nails its physics, truly mimicking a real egg. You’ll roll, and that roll isn’t just for show; it’s a dynamic force that can send you tumbling off platforms, cause unpredictable movements, or even trick you into a misstep. Yet, this very same rolling motion is your key to incredible jumps if you jump from its tip, propelling you to much higher places. It’s not a simple hop, though, mastering this mechanic requires strategic movement and precise timing.

The game clearly encourages speedrunning, even offering shortcut platforms for those daring jumps. However, there’s a significant risk of plummeting straight back to the start. Thankfully, the game addresses this by letting you choose your preferred playstyle: you can toggle checkpoints on or off. I highly recommend keeping them on. The moment I realized I was heading back to the beginning after a fall, I rage quit. Seriously, who wants to climb all the way back up?

Developers weren’t joking when they described Egging On as “hard to master but cute to play.” This paradox perfectly described the experience. Visually, the game is stunning, boasting amazing graphics, details, and top-notch perspective. The lighting is good too, and you can even adjust your FOV by zooming out with the mouse, making it accessible. Yet, beneath this charming exterior lies a deeply frustrating challenge.

Speedrunners have something to look forward to

One element truly stood out – the voice acting. A charming and silly narrator accompanies you on your climb through the house, a fantastic addition that really ugraded the experience. Beyond the frustrating “Hen House” area, there’s also a playground tutorial zone, perfect for honing your skills and mastering the unique physics. The main level itself was packed with various skins, Easter eggs, and hidden spots, ensuring there was always plenty to discover while moving.

What genre is this? Definitely a precision platformer, but it also dips into a subtle psychological horror. This isn’t about jump scares; it’s a game that relentlessly challenges your skill, precision, and mental fortitude, pushing your patience to its limits. Prepare to rage. Honestly, who knew letting out that frustration could feel so good?

It was a blast while it lasted, frustrating, yes, but undeniably fun. If this sounds like your kind of challenge, you’re definitely in for an experience. The Steam Next Fest offers a perfect opportunity to try out this title now before its full release in August. And hey, if you’re a speedrunner looking for your next big challenge, you’ve found it.

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[PREVIEW] Danchi Days – Cute slice-of-life adventure game https://www.indie-games.eu/en/danchi-days-cute-cozy-adventure-preview/ https://www.indie-games.eu/en/danchi-days-cute-cozy-adventure-preview/#respond Mon, 02 Jun 2025 15:37:44 +0000 https://www.indie-games.eu/?p=25830 Its charming visuals will likely draw you in, but the real question is, will it hold your attention?

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Danchi Days is a cozy slice-of-life game described as a “Summer Neighborvania Adventure”, in which you play as Hoshino, a 12-year-old girl who moves into a Japanese danchi (housing complex). Her goal is to revive its dormant summer festival by inviting 100 residents. Inspired by GBA-era games like Hamtaro and EarthBound, it combines pixel-art exploration, mini-games, and a Y2K-inspired internet system. Danchi Days delves into themes of community, nostalgia, and aging, including a touching narrative about dementia.

If you’re not a fan of slow-paced games, Danchi Days might test your patience. However, it’s a smaller, less overwhelming experience. It remains simple, focusing on exploration, interactions, and meeting many people in one city. Perhaps the biggest highlight is the Sensing ability and the NeighborNet (a retro internet system) to help you meet residents’ and uncover their problems. Its charming visuals will likely draw you in, but the real question is, will it hold your attention?

The demo provides plenty of content to explore and try out

The demo was surprisingly well-crafted, guiding you through the game with a tutorial and a full day where you meet the first 10 neighbors. Puzzles aren’t too difficult; they usually involve information you gather from interactions or searching the in-game internet. For example, you might learn how to create a puddle or use a “muddle ball” to stop wasps. The game presents solutions subtly, so you’ll rarely get stuck, as the answer is always within reach.

Danchi Days features two key mechanics for Hoshino’s exploration. The “looking” mechanic allows her to observe everyday details, objects, and living things like puddles, buildings, items, and people. On the other hand, the “sensing” ability lets you interact with designated objects to collect five stars, which then starts a mini-game. These mini-games are crucial for progression. There are many to discover, for example, one involves collecting water droplets by shaking baskets. You’ll need to manage your stamina and reach 100% focus to complete the game successfully.

The story in Danchi Days is a mix of linear and non-linear. You get to choose which residents to invite first, but the game’s hint system will occasionally guide you toward what’s important for the main story. While the demo didn’t offer a full map, progression will likely involve unlocking new zones or festival features. The computer mechanics were easy to use as well; you can check mail, search keywords, and store various items in your inventory. Most things you find on your journey can be used later, and every mechanic is connected with one another.

Packed with potential – a hidden gem?

Danchi Days is enjoyable, and I didn’t encounter major issues playing it. However, it’s not ideal for faster readers. If you try to skip dialogue, it instantly moves to the next line, meaning you can’t load an entire text box with one click; you have to wait for it to finish. The world does feel a bit empty, despite the game indicating the city is “dying”. I wished for more interactive objects beyond those focused solely on the story.

My favorite part is how unique each resident is, with distinct personalities and problems you can help them solve. For example, you can explore residents’ pasts to understand their stories, like with old grandpa Pete, who is a friend of your grandma. I also loved the occasional pixelated picture snippets that act as charming cut-scenes, like Hoshino with her grandma and her friend Rio. Additionally, everything in the game has its own voice, which truly adds to the overall experience.

It truly feels like you’re playing a GBA game, with its distinct square play area and background color. I’m excited to see its full potential. It’s cute, fun, and could easily become a hidden gem many players usually miss. Cozy gamers especially will find a lot to love in this title.

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[PREVIEW] Dead as Disco – Incredibly Fun Rhythm Game https://www.indie-games.eu/en/dead-as-disco-fun-rhythm-game-preview/ https://www.indie-games.eu/en/dead-as-disco-fun-rhythm-game-preview/#respond Sat, 31 May 2025 12:13:06 +0000 https://www.indie-games.eu/?p=25690 Sometimes, a game surprises you by being far better than expected.

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Sometimes, a game surprises you by being far better than expected. When I first saw the trailer for Dead as Disco, I was a bit skeptical: a great idea, a rhythm genre I love, plus a bunch of fist fighting – what could go wrong? The incredible part is how perfectly the rhythm mechanics work, allowing you to import your own songs and choose the BPM. While the demo did give a taste, it felt more like an early alpha than a proper demo, offering only a tutorial and a slight story tease without even a boss fight. Still, the infinite mode gives a good preview of the fun awaiting in the full game.

Simple Yet Really Fun Gameplay

The gameplay is simple: attack, dodge, parry (with optional visual cues that can be turned off), and chain together finishers and charged attacks for powerful combos. These combos are crucial for high scores on the leaderboards in infinite mode. But the real intrigue lies in the story mode. It’s a non-linear, handcrafted tale of reunion, revenge, and redemption set in a world broken by music, fame, and betrayal. A decade after their band split, the surviving members of Dead as Disco are planning a reunion concert for Charlie. They have no idea he’s returned from the grave to confront them and reveal the truth of his death.

While the demo effectively showcases the combat mechanics – from impressive finishers to enemy recoil and dodgeable heavy attacks – it also highlights how to recover health by collecting the pods on the ground or how to get back your step by refocusing on the rhythm. This game doesn’t require perfect timing; it aligns with the beat, but your main focus remains on the visual cues and enemy actions. Your character will ensure hits land on time and combos flow perfectly with the rhythm after you stun an enemy for example.

Dead as Disco tests your strategic thinking

Visually, the game is stunning, with a strong neon and cyberpunk vibe. While the ability to import your own songs is a great idea, it could be smoother. Manually matching the rhythm can be tricky and imprecise. Thankfully, the game also offers a streamer-safe original soundtrack and various licensed tracks. This built-in selection already gives you a clear idea of what the full experience will be like.

Dead as Disco plays perfectly with both mouse and keyboard, and a controller. Devs are also considering adding multiplayer, though it’s unclear how that will work. Just like in games such as osu!, the global and friend leaderboards are surprisingly competitive. Even if you’re in the top 10, aiming for first place is incredibly fun. The game isn’t overly punishing if you get hit; instead, it focuses on building combos and using all available tools. While osu! tests reflexes, this one truly tests your strategic thinking.

Demo is going to be part of the Steam Next Fest

Another great feature in Dead as Disco is the invulnerability you gain during special cut scenes while fighting, which is a welcome addition. Personally, I would have preferred this to be an optional setting for players. I enjoy a tougher challenge, for instance, instead of being fully invulnerable during an attack, it would be interesting to be forced to parry or dodge to avoid damage. A bit more difficulty in such moments could be a great addition.

Demo is available now, likely until the end of Steam Next Fest, and it’s already convinced me: this is a must-try for any fan of rhythm, action, or music games. The sheer replayability, thanks to being able to import your own songs, combined with the immense satisfaction of beating down waves of enemies, makes Dead as Disco incredibly fun to experiment with. While the animations might eventually feel a bit repetitive, you’ll constantly be surprised by how immersive it truly is.

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