Action - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 26 Jun 2025 12:28:57 +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 Action - IndieGames https://www.indie-games.eu/en 32 32 Munjevito brzi platformer Advent Neon dolazi na Steam sljedeći mjesec https://www.indie-games.eu/en/lightning-fast-platformer-advent-neon-arrives-on-steam-next-month/ https://www.indie-games.eu/en/lightning-fast-platformer-advent-neon-arrives-on-steam-next-month/#respond Thu, 26 Jun 2025 12:28:56 +0000 https://www.indie-games.eu/?p=26684 You'll race through diverse levels and cityscapes like Sonic, battling various enemies along the way.

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CryoGX’s debut game, Advent Neon, was featured at the Get Excited About Showcase last week, revealing a new trailer and its July 18, 2025, release date for PC via Steam. In this fast-paced platformer, you play as the titular hero Neon, a robot on a mission to retrieve his creator’s body in the futuristic city of Neopolis.

You’ll race through diverse levels and cityscapes like Sonic, battling various enemies along the way. You'll have to utilize flashy, genre-typical directional attacks, master combo moves, and an eight-directional dash mechanic to overcome obstacles. The developer calls this fluid movement system “schmovement,” combining jumping, wall-running, and standard dashing.

The game’s stunning cyberpunk-inspired pixel art and futuristic aesthetic will immediately grab your attention. While inspirations from Mega Man Zero and Celeste are visible, Neon introduces fresh elements through its platforming and combat, along with character personalization options for Neon himself.

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Dark Queen of Samobor: Josip Vincetić o Xbox Game Passu i izazovima razvoja https://www.indie-games.eu/en/dark-queen-of-samobor-vincetic-talks-xbox-game-pass-and-dev-challenges/ https://www.indie-games.eu/en/dark-queen-of-samobor-vincetic-talks-xbox-game-pass-and-dev-challenges/#respond Wed, 25 Jun 2025 10:40:07 +0000 https://www.indie-games.eu/?p=26671 In a recent interview with IndieGames.eu, he shared the challenges they have faced so far.

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Josip Vincetić, co-founder of Downtown Game Studio in Osijek, Croatia, is developing Dark Queen of Samobor, a side-scrolling action-adventure game rooted in Croatian mythology and literature. In a recent IndieGames.eu interview, he discussed the game’s development and indie game challenges.

Dark Queen of Samobor draws from the dark fantasy of Croatian folklore, weaving a linear narrative around the mythical Black Queen, Barbara of Celje, inspired by Antun Šenoa’s poem “Zmijska kraljica” and the works of Ivana Brlić-Mažuranić. Josip and his brother Mato aim to create an atmospheric experience reminiscent of games like Inside, blending 2.5D visuals with a haunting story.

The game’s development has been supported by the Croatian Audiovisual Centre (HAVC), which provided crucial funding through a competitive grant, allowing the brothers to focus on their vision. However, Vincetić emphasized that financing remains their biggest challenge, describing it as a “marathon” that lasts the entire development cycle.

Dark Queen of Samobor may join Xbox Game Pass, as Josip Vincetić shared that they have talked with people at Xbox about a program that support games in development. This could greatly increase the game’s visibility to millions of subscribers. However, Vincetić noted that such deals need careful financial review, as some involve upfront payments but sacrifice royalties post-launch. “It’s a big chance to reach players”, he said, “but we must weigh if it’s financially better than selling directly after release.”

Optimization remains a big challenge, as the team works to make Dark Queen of Samobor run smoothly on various PCs. Vincetić said balancing optimization with core development is time-consuming, with much work still to do. Early on, they tried smaller side projects to fund the game, but this slowed progress. Instead, they secured support from HAVC, HAMAG-BICRO grants, and Zagreb’s tourism board, though these funds are limited.

The game is preparing for closed alpha testing in late 2025 on Steam and an open beta in early 2026. A Steam Next Fest demo is planned, along with potential releases on PlayStation, Xbox, and Nintendo Switch, depending on funding and publisher support.

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AstralShift Reveals More About Hell Maiden, Project Which Combines Anime and Vampire Survivors Gameplay https://www.indie-games.eu/en/hell-maiden-touhou-meets-vampire-survivors-interview/ https://www.indie-games.eu/en/hell-maiden-touhou-meets-vampire-survivors-interview/#respond Tue, 24 Jun 2025 22:17:22 +0000 https://www.indie-games.eu/?p=26610 Astral Shift is usually known for their horror RPGs and has even worked with Square Enix.

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IndieGames had the opportunity to interview AstralShift, the studio behind Pocket Mirror ~ GoldenerTraum and Little Goody Two Shoes. However, instead of diving deeper into these games, our interview focused on their new rougelite title, Hell Maiden. AstralShift is usually known for their horror RPGs and has even worked with Square Enix.

Surprisingly, Hell Maiden marks a massive shift for the team. They’re taking the famous setting from Dante Alighieri’s Divine Comedy to create a horde survival rougelite deck-builder. It will be interesting to see how the team approaches this new genre. This is where we asked them about the game’s features, its tarot-inspired card system, when to expect the first demo, and if their iconic anime graphics will still be present.

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

The game is set to release on PC via Steam with no current date, and the developers describe it as “Touhou meets Vampire Survivors”.

Hell Maiden is described as an original retelling to Dante Alighieri’s Divine Comedy. What inspired you to reimagine this classic work as a horde survival deck-building game with an anime-inspired twist?

The idea was initially proposed by our creative director, Kira (António Lopes), based on his own original character designs for two of the main characters of Dante’s Divine Comedy — Dante and Beatrice. This spontaneous character design exercise was what kicked everything off and led to the creation of Hell Maiden.

As fans of the horde survival genre and games such as Vampire Survivors and Halls of Torment, we decided to pair it with another much beloved genre among our team members, deck-building, to create an unlikely combination of mechanics that work surprisingly well together.

Anime being an integral part of our artistic expression, we couldn’t pass up the opportunity to reimagine Dante’s Divine Comedy with an all-female cast, which lines up perfectly with our studio’s previous titles. More than a retelling, Hell Maiden is mainly a sequel that picks up from where the original poem left off.

Your previous titles Pocket Mirror and Little Goody Two Shoes leaned heavily into horror and narrative-driven RPGs. What motivated the shift to a more action-packed genre?

The team had been itching to explore other genres that involved more action and fast-paced gameplay ever since the development of our previous title, Little Goody Two Shoes. While we’ll forever love the horror RPG genre and would be happy to revisit it in the future, we consider it’s the right time to expand our horizons and explore other genres, ideas and possibilities for our small studio. Personal taste and creative vision weren’t the only factors going into Hell Maiden’s creation and genre choice.

As an independent game development company, we feel ready to explore not only different creative avenues, but especially the possibility of self-publishing. After Little Goody Two Shoes, we decided to aim for a project that makes the most of our in-house strengths, skills and abilities in order to develop a game that’s more in line with what we can accomplish independently at this point in time.

Dante is portrayed as a female character who has lost her memories and is back in Hell after reaching Paradiso. What can you tell us about her character?

Hell Maiden’s Dante is rather different from the original poem’s protagonist: from her motivations to her circumstances. Contrary to the original Dante, our protagonist isn’t solely motivated by the prospect of meeting her beloved, Beatrice, in Paradiso and instead is moved by a strong sense of justice and determination to get to the bottom of why she was cast out of Heaven.

While the original poem’s protagonist personality encapsulates common and universal traits, our Dante is unreasonably determined, passionate and incredibly willful. She isn’t easily swayed by her emotions, nor is she intimidated by her opponents — no matter how tough. The one trait she does have in common with the original Dante, however, is her prideful nature.

The game features a cast of characters like Virgil, Beatrice, and the Poets of Limbo. How did you decide which figures from Divine Comedy and history to include?

Virgil and Beatrice are integral characters of the original poem and we couldn’t go without including them in our main cast. All other characters, however, were directly mentioned by Dante.

Right at the beginning of Inferno, Dante lists a series of virtuous poets, polymaths and philosophers (among others) from antiquity whom he admires. Virgil, Ovid, Homer, Lucan and Horace are among the most virtuous of all which made our decision to include them as the five main Poets of Limbo rather straightforward.

While Dante’s list is quite extensive, we’re taking our own liberties and including others with similar characteristics to the canonically included historical figures as well. The same doesn’t apply to the antagonists, however, as they’re all canonical residents of Hell.

The graphics feature that unique anime style you showcased in Little Goody Two Shoes. Do you now consider this your signature style, or is it simply a style you’re comfortable working with?

Our visual identity is very much intentional and unique to our studio — more specifically to our creative director, Kira, whose personal style in illustration and design shapes our games’ visuals. In that sense, it is very much our signature style although we collaborate with different artists for our games and often enjoy working with mixed media elements as well.

We’ve been experimenting with 3D as of recently, so there’s still plenty of room to experiment with and explore our signature style!

What’s the current state of the game, when can we expect its release, and when might the demo be available?

While we don’t have a release date yet, we’re currently working hard on a demo version of Hell Maiden which we’re hoping to release soon. In a general sense, the game is still in early development, but we’ll be keeping everyone updated with our every move!

Moving onto the gameplay, can you walk us through the process of designing the tarot-inspired card system? How do Spirit Cards, Weapon Cards, and Mod Cards work together?

Hell Maiden’s card system is meant to provide players with unique skills throughout each run. There are two types of Spirit Cards — Weapon and Mod Cards.

Weapon Cards empower players with unique skills and abilities. For example, Dante’s signature Weapon Card, “Blazing Quill’, unleashes a close ranged attack upon players’ targeted enemies. Other Weapon Cards include different abilities such as periodically summoned lightning bolts and spikes, energy spheres that surround Dante’s character sprite and damage surrounding enemies, projectiles, among others.

In order to enhance the chosen Weapon Cards, players will be able to equip them with Mod Cards which, as the name suggests, modify that weapon’s attacks — from increasing attack speed, damage and area, to imbuing them with status effects such as poison, burn, slow, etc.

We’re also developing other ways players can influence and diversify their runs with meta-progression mechanics, Spirit Cards you can acquire after defeating certain bosses, a perk system and more! We believe Hell Maiden’s deck-building will be exciting for players to tinker with and explore.

The Poets of Limbo, like Homer and Ovid, provide Blessings and Signature Weapons. What do these characters bring to the gameplay?

In one word — complexity. All Poets of Limbo have their own Signature Weapons which are unique to them. These open up a myriad of possibilities throughout each run by allowing players to experiment and tinker with different card combinations. The same applies to their Blessings which are character-themed card pools which offer Mod Cards that are unique to each Poet.

As such, players will be able to mix and match Weapon and Mod Cards from various different pools to create truly unique combinations. The more Poets players rescue from the depths of Hell, the more cards they’ll have at their disposal!

Do you plan to make Hell Maiden highly replayable to keep players returning, and since it’s releasing in Early Access, how often do you intend to update it?

Yes, we’re focusing a lot on replayability and making sure the game remains fun throughout with new cards, features and characters to unlock!

This also applies to the narrative’s progression — from side quests that further expand on the lore, to new interactions with the Poets of Limbo after each run and even new dialogue every time players revisit bosses they’ve already defeated.

Our plan for Early Access is to update the game regularly and keep a close relationship with our community to make sure we’re maintaining a good pace while simultaneously addressing players’ concerns, bug reports and suggestions. At this point in time, we cannot say how often we’ll be making updates, but we’ll most definitely keep everyone updated!

Is there a unique mechanic you’d like to highlight, something you’re particularly proud of?

Just like all our other titles, Hell Maiden is very near and dear to our hearts.

One of our flagship features for the game is its deck-building elements which bring a new and fresh take into the horde survival genre. We’ve been having a ton of fun playing around with the different combinations of attacks, buffs and enhancements this system allows for. It’s a really magical experience when the game you’re making turns out to be genuinely fun and compelling!

The addition of a complex and gripping narrative is also one of Hell Maiden’s unique features we’re most proud of as it’s something we haven’t seen being done before in the genre.

Dante’s Divine Comedy is the perfect fit for something like this and we’ve been having a lot of fun deconstructing and redesigning its narrative into something that’s playful and lighthearted while also retaining all the passion, earnestness and sincerity we’ve weaved into our previous titles’ storylines. All in all, we’re very excited about Hell Maiden as it’s allowing us to explore new possibilities while still retaining 100% of our identity, self expression and signature style.

Why did you decide to go with Early Access? What can you tell us about bosses and enemies we’lll face in the game?

There are two main reasons why we think Early Access is the right choice for Hell Maiden.

Having worked alongside publishers for previous two titles, we’ve reached a stage in which we feel ready to follow our own path and release a game independently. As such, our fans’ support is now more essential than ever as we’re relying solely on our growing community to take AstralShift further.

In that same vein, working alongside our community is priceless to us and Early Access allows us to do just that by involving players in the development process to a certain extent. As independent developers we’ll be able to freely take in and implement feedback from fans and keep a closer relationship with everyone on our own terms.

As for the opponents you’ll fight throughout the game all we can say is that we hope you’re good at bullet hell games!

What’s your view on the gaming industry overall? Are you seeking a publisher for Hell Maiden, or will you self-publish it?

Our goal is to self-publish Hell Maiden for both the sake of independence and autonomy, but also for financial reasons.

Game development was never easy, but it has recently become even tougher to stand out even when we do our best every day and we’re very glad that AstralShift’s charm continues to reach so many people even in today’s climate.

Now more than ever we need our fans’ support to be able to further grow our studio and continue to deliver what’s expected from us and what we love doing the most — creating immersive, visually stunning and narrative-driven gaming experiences!

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Novi kooperativni RPG Farever najavili su developeri Wartalesa i Northgarda https://www.indie-games.eu/en/new-co-op-rpg-farever-announced-by-wartales-and-northgard-devs/ https://www.indie-games.eu/en/new-co-op-rpg-farever-announced-by-wartales-and-northgard-devs/#respond Fri, 20 Jun 2025 11:53:54 +0000 https://www.indie-games.eu/?p=26515 You can assemble a team of friends to fight enemies, clear dungeons, and face dynamic events in the world.

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Shiro Games, the acclaimed developer behind Dune: Spice Wars, Wartales, and Northgard, has announced Farever, online cooperative action RPG which is set to launch on PC via Steam in 2025. Announced during the PC Gaming Show, this high-fantasy adventure invites you to dive into the untamed world of Siagarta.

Whether you play solo or with friends, Farever encourages cooperative play. You can assemble a party to tackle enemies, clear dungeons, and face dynamic world events like Rift Invasions, where hordes of foes test your teamwork. Content scales with group size and roles, ensuring balanced and engaging battles against bosses or invasions.

Farever’s combat is fast and highly customizable, launching with 10 character classes (four in Early Access) across tank, support, and DPS roles. With over 100 weapons, each tied to unique skills, you can create countless personalized builds.

The game also offers non-combat activities. You can take on jobs like blacksmithing or cooking, gathering rare resources across Siagarta to craft powerful gear, accessories, and unique weapons. Exploration is equally rewarding, with platforming challenges, environmental puzzles, and dangerous dungeons scattered across the world.

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Kooperativna pucačina sa zombijima Bullets & Brains izlazi sljedeći tjedan za PC i konzole https://www.indie-games.eu/en/co-op-zombie-shooter-bullets-brains-releases-next-week-for-pc-and-consoles/ https://www.indie-games.eu/en/co-op-zombie-shooter-bullets-brains-releases-next-week-for-pc-and-consoles/#respond Thu, 19 Jun 2025 15:25:48 +0000 https://www.indie-games.eu/?p=26484 Akcija u Bullets & Brains nikad ne prestaje, te vas neprestano tjera da izbjegavate zombije.

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Prepare for a zombie-slaying experience with Bullets & Brains, a top-down action game by indie developer Pixel Junkies from Croatia, launching June 26, 2025, on PC via Steam, PS4, PS5, Xbox Series X/S, and Nintendo Switch. Mixing fast-paced arcade shooting with survival tactics and co-op gameplay, it offers a blend of chaos, strategy, and spooky horror vibes.

The action in Bullets & Brains never stops, constantly forcing you to dodge zombies while wielding a variety of weapons. As you defeat enemies, they drop resources like brains and energy. You collect these to unlock upgrades, improve your gear, or unleash powerful special attacks. With unique characters offering different abilities and starting weapons, you can choose diverse playstyles and build strategic teams.

Cooperative gameplay is a big deal in Bullets & Brains, making it great for playing with friends. It supports two-player local co-op and sharing resources and using defensive tools together is crucial for survival when enemies overwhelm the screen. Teamwork does indeed add the needed depth, encouraging planning and communication to tackle the hardest challenges.

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Netherworld Covenant je soulslike roguelike naslov koji zaslužuje vašu pažnju https://www.indie-games.eu/en/soulslike-roguelike-title-netherworld-covenant-deserves-your-attention/ https://www.indie-games.eu/en/soulslike-roguelike-title-netherworld-covenant-deserves-your-attention/#respond Thu, 19 Jun 2025 14:52:26 +0000 https://www.indie-games.eu/?p=26473 Combat in Netherworld Covenant focuses on precision, not button-mashing.

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Netherworld Covenant, a dark fantasy action game mixing tactical soulslike combat with roguelike elements, entered Steam Early Access on June 18, 2025. Developed by the two-person Chinese studio MadGoat Game Studio and published by Infini Fun, this 3D isometric game is set in the cursed land of Languireg, where players use the forbidden Nether Lantern to fight corrupted heroes and demonic lords.

Combat in Netherworld Covenant demands precision, not button-mashing. You’ll need to master parries, dodges, and an Ethereal Dash to avoid incoming attacks, aiming for critical hits at just the right moment. This risk-reward system punishes mistakes, making stamina management crucial against varied enemies like beast hunters, archers, and even soul-devouring ones.

The Soul Companion system allows you to summon allies such as Swordsmen, Rangers, Guardians, or Rogues. Each companion has unique abilities, letting you bypass obstacles, ambush enemies, or evade powerful attacks. With over 100 skill combos, 15 main weapons, and five sub-weapons, you have plenty of options to craft diverse builds that match your preferred playstyle.

Exploration in Netherworld Covenant happens within procedurally generated labyrinths. The Early Access version features four distinct chapters: Dungeons, Village, Coastal Fishing Hamlet, and Black Tower. Each chapter boasts unique landscapes, two elite bosses, and a final chapter boss. Defeating bigger enemies, such as giant beasts or fallen heroes, grants temporary boosts and resources, helping you improve your progress.

Between runs, you’ll return to a borderland camp where you can craft demon-blood weapons, gather supplies, and form new spectral allies. Developers at MadGoat Game Studio plan to add new chapters, weapons, relics, and difficulty levels while fixing bugs.

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Studio Camelia zatvorio svoja vrata godinu dana nakon što je putem Kickstartera prikupio 300.000 € za svoj JRPG projekt https://www.indie-games.eu/en/studio-camelia-closes-one-year-after-securing-300000-on-kickstarter/ https://www.indie-games.eu/en/studio-camelia-closes-one-year-after-securing-300000-on-kickstarter/#respond Tue, 17 Jun 2025 18:44:12 +0000 https://www.indie-games.eu/?p=26435 The studio informed backers that it could not secure additional funds to finish the game.

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French indie developer Studio Camelia has closed one year after raising €300,000 ($347,000) on Kickstarter for its turn-based JRPG, Alzara Radiant Echoes. On June 17, 2025, the studio informed backers it couldn’t secure additional funds to finish the game, citing the ongoing video game industry crisis. The backers also won’t recieve any refunds.

Founded in May 2022 by JRPG fans, Studio Camelia aimed to create Alzara Radiant Echoes, a 3D turn-based RPG inspired by Golden Sun and Final Fantasy X. Set in a Mediterranean-inspired fantasy archipelago, the game promised dynamic combat with hero-swapping and elemental magic combos, focusing on themes of camaraderie and unity. Led by industry veterans from Ghost Recon and Dead Cells, the studio funded half the project with personal savings, business angel support, bank loans, and Microsoft’s Developer Acceleration Program.

To cover remaining costs, Studio Camelia launched a Kickstarter campaign in 2024 with a €100,000 goal. It raised €294,428 from 5,089 backers, becoming one of the year’s top-backed video game projects. The funds helped create a new demo, shown at events like Tokyo Game Show and DICE to attract partners. Despite a playable demo, experienced team, and strong fan support, no publishing deals were secured.

“We are creatives, but we need funding to keep creating. Sometimes, even having a promising game concept with proven market interest and a strong team is not enough.” Studio highlighted the tough reality that even a successful Kickstarter can’t ensure a game’s completion. They expressed regret that neither they nor Kickstarter can refund backers, including those who pledged up to €800 for premium rewards, leaving some fans upset over unclear communication about the campaign’s goals.

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Dandelion Void praktički je Project Zomboid u svemiru https://www.indie-games.eu/en/dandelion-void-is-basically-project-zomboid-in-space/ https://www.indie-games.eu/en/dandelion-void-is-basically-project-zomboid-in-space/#respond Tue, 17 Jun 2025 09:41:40 +0000 https://www.indie-games.eu/?p=26404 The story takes place aboard the Pergola, a large starship from an alternate timeline of the late 20th century.

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Being developed by Manzanita Interactive, a team from the Project Zomboid modding community, Dandelion Void drops you into the eerie, overgrown corridors of a distant starship where survival goes beyond just staying alive. It emphasizes crafting, exploration, and player-driven customization, and is set to launch on PC via Steam, though the release date remains under wraps.

Dandelion Void unfolds aboard the Pergola, a massive starship from an alternate late-20th-century timeline, designed as a self-sustaining “civilization in a bottle” to carry its crew across generations to a distant exoplanet. It once housed living quarters, hospitals, farms, and factories, but centuries of neglect have turned it into a ruin. Now, its corridors are overrun with hostile jungle growth, and its systems, including life support, are falling apart.

Survival in Dandelion Void is a nonstop fight against a living, hostile environment. You’ll walk through dense jungle corridors to gather crafting supplies, exotic weapons, and rare decorations, while dodging tendrils and other botanical terrors. Sealed doors hide valuable resources, but opening them risks exposing you to the deadly void of space. To explore dangerous areas, you’ll need to repair spacesuits and radiation gear, and stockpile supplies for unpredictable cold nights.

Beyond the usual survival tasks of managing hunger, thirst, and shelter, Dandelion Void adds a layer of emotional depth, making your character’s comfort and happiness as vital as physical needs. To lift morale, you can build and furnish homes in unexpected spots like abandoned air ducts, office supply closets, or near reactor cooling pools.

The game also includes a custom map editor and a robust Lua API, allowing modders to create new maps, import custom clothing and weapons, or design entirely new scenarios and biomes.

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Cinematička avantura Echoes of the End oživljava čaroliju Islanda, stiže ovog ljeta na PC i konzole https://www.indie-games.eu/en/cinematic-adventure-echoes-of-the-end-launches-this-summer-on-pc-and-consoles/ https://www.indie-games.eu/en/cinematic-adventure-echoes-of-the-end-launches-this-summer-on-pc-and-consoles/#respond Tue, 17 Jun 2025 09:07:18 +0000 https://www.indie-games.eu/?p=26412 Echoes of the End follows Ryn, a young woman with unstable magical powers, on a desperate quest to save her brother.

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Reykjavík-based studio Myrkur Games and publisher Deep Silver have announced that Echoes of the End, a cinematic action-adventure game, will launch this summer on PC via Steam and Epic Games Store, PlayStation 5, and Xbox Series X/S. The debut title from this passionate team of storytellers introduces you to the world of Aema, blending fast-paced combat, emotional storytelling, and Iceland’s raw beauty.

Echoes of the End follows Ryn, a young woman with unstable magical powers, on a desperate quest to save her brother as an empire teeters on the brink of war. Alongside Abram Finlay, a troubled scholar, Ryn uncovers a conspiracy that risks unleashing an ancient conflict and plunging Aema into chaos. The story, driven with themes of trust, sacrifice, and redemption, unfolds across ten hand-crafted chapters filled with cinematic moments, memorable characters, and choices.

Powered by Unreal Engine 5 and full performance motion capture, Echoes of the End comes to life with a talented cast, including Aldís Amah Hamilton as Ryn and Karl Ágúst Úlfsson as Abram. Combat blends magic and steel, letting you master fast-paced swordplay with Ryn’s powerful magical abilities to face human enemies and monstrous foes.

Epic boss battles call for strategy and skill, while Ryn’s powers also help solve puzzles and overcome environmental challenges by manipulating gravity, casting illusions, and reshaping the world around her.

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Josip Vincetić otkrio je što nas sve očekuje u Dark Queen of Samobor, avanturi nadahnutoj hrvatskom mitologijom https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/ https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/#respond Mon, 16 Jun 2025 13:53:49 +0000 https://www.indie-games.eu/?p=26359 Dark Queen of Samobor draws inspiration from rich Croatian mythology and literature, and is being developed by a studio from Osijek.

The post Josip Vincetić revealed what to expect in Dark Queen of Samobor, an adventure inspired by Croatian mythology first appeared on IndieGames.

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Last week, we spoke with Josip Vincetić, a developer from Osijek, via Discord. Alongside his brother Mato, he is developing Dark Queen of Samobor, also known as Crna kraljica, a linear side-scrolling adventure inspired by Croatian mythology and literary works.

We delved deeper into the game’s world, exploring its sources of inspiration, from Croatian mythology to literary works. We discussed the key role of the Croatian Audiovisual Centre (HAVC) in its development, learned what to expect from the game itself, heard about their experiences at Croatian gaming events, and found out which platforms will host this unique creation.

You can find Dark Queen of Samobor on Steam. The Vincetić brothers are also very active on Discord, with the game’s release date set for 2026, while a playtest is expected early next year.

Can you introduce us to the studio’s name, who makes up the team, and how the idea for Black Queen came about?

We chose the name Downtown Game Studio to promote Osijek, specifically Donji Grad, where we’re from. It doesn’t quite make sense since "downtown" usually means a city’s business center, and we live in the suburbs, but it’s Donji Grad, so Downtown it is.

We founded the studio in 2019, and Crna kraljica (Black Queen) isn’t our first game, at least not for consoles and PC. Before that, we spent three years developing hypercasual mobile games. I started the studio with my brother and another programmer, who later left us. That’s when our current programmer, Aleksandar Baranji, joined. Interestingly, while we were working on mobile games, Aleksandar was independently developing his own projects. We met, teamed up, and together released around 30 mobile games.

We always wanted to create a more serious game and hoped to hit it big with at least one mobile title to fund that dream. Though we didn’t achieve that financial breakthrough, collaborating with major mobile game publishers over those years gave us invaluable experience and knowledge.

The idea for Crna kraljica dates back to 2021, when we first submitted it to a HAVC public call. We weren’t accepted then, so we shelved the project and continued with mobile games. The turning point came in 2023 when we resubmitted it to a HAVC call, which was accepted this time, granting us initial funds for pre-production. This encouraged us to fully commit—we ended contracts with mobile publishers and focused entirely on Crna kraljica.

Besides our core trio, we have an incredibly talented concept artist from Zagreb, Fran Domljan, still a student currently interning with us. We hope this grows into a long-term partnership after his internship ends.

How Did You Come Up with the Story?

Inspired by the dark atmosphere of the last-gen console game Inside, we decided to create a similar side-scrolling experience. The opportunity arose with a HAVC contest, prompting us to develop a Croatian fantasy story. Growing up with dark fantasy films like Conan and Disney’s Sleeping Beauty, crafting a story in that vein felt natural. Our initial idea was to focus on characters from Ivana Brlić Mažuranić’s works and build a fantasy world around them. However, after consulting with Daniel Rafaelić, a renowned Croatian film scholar and historian, we were advised to explore less familiar themes. This led us to Šenoa’s “Zmijska kraljica” (The Serpent Queen), a poem about Barbara Celjska, the ruler of Medvedgrad known as the Black Queen.

When Daniel recommended Šenoa’s poem about the Serpent Queen, everything clicked. We realized we could build our own story on those foundations. Šenoa’s epic tells of a crusader who, returning from a campaign, encounters the Black Queen, the ruler of his homeland. A tragic love story unfolds between him, the queen, and his new love, a young girl. Our story diverges significantly from Šenoa’s, but it retains key elements: the queen, the crusader, and the young girl.

Šenoa’s tale served as a springboard for our own vision. However, we didn’t want to limit ourselves to Šenoa alone. Characters, locations, and events are rooted in Croatian mythology and culture, though we don’t strictly adhere to geographical truths. For example, the mountainous part of the game might resemble Velebit, but the characters there draw inspiration from other sources. Our goal is to create a dark fantasy world grounded in Croatian roots, blending elements from various literary works, including some characters from Ivana Brlić Mažuranić’s stories—we haven’t fully abandoned her influence.

Recently, you introduced the character and enemy Grabar, where do you draw inspiration for its look, and how do you come up with ideas for character designs?

We discovered Grabar while researching modern literature on Croatian folk tales and mythologies. Though such literature is scarce here, we strive to find and study available sources. For example, Vida Balog’s Hrvatska bajoslovlja explores ancient beliefs before the arrival of Christianity. In certain parts of Croatia, these beliefs still linger, with older generations passing down stories of ancient beings, as some regions only later fell under Christian influence.

It was through these local testimonies that we learned about Grabara and their nature. Our vision of Grabara is closer to what locals call Vodenjaci. So, we didn’t strictly adhere to historical accuracy but drew inspiration instead. Our Grabara align more with the description of Vodenjaci from those tales, though we also include Vodenjaci in the game, also inspired by these stories.

We work hard to gather as many references from Croatian culture as possible. Daniel has been a great help, providing insights about the Black Queen and the historical context of her life. While we don’t strictly follow historical facts, we aim to weave as many elements from real Croatian medieval history into the game.

How Did the Collaboration with Sandra Lončarić, the Voice of the Black Queen, Begin?

Finding a voice for our Black Queen for the trailer turned out to be surprisingly easy, thanks to Daniel. We had a script ready for the trailer and knew we needed a voice, but we weren’t sure about the scope of collaboration for the whole game, nor how much it would cost or how much text would be involved.

Daniel asked who was providing the voice, and we admitted we didn’t know yet. He then suggested Sandra Lončarić, which seemed unreal to us at the time. The very next day, I spoke with Sandra over the phone and arranged a meeting. She loved the idea. We proposed she not only voice the trailer but also lend her voice to the Black Queen throughout the game, and she agreed.

I think Sandra recognized the potential in our game, and local patriotism likely helped since both she and we are from Osijek. She was immediately thrilled about the project, and we’re honored to work with her. The Black Queen is the main anti-hero in the game, driving the plot and serving as the primary antagonist. The player’s goal is to reach her and confront her, making her an incredibly important character.

What Can We Expect in the Game?

We’ve put special focus on “cinematic” moments, unforgettable scenes, and an engaging story. It’s a linear experience lasting 3-4 hours, meaning you can finish it in one slightly longer play session.

The game is divided into several chapters, each offering a unique atmosphere and a boss fight at the end. Each boss is inspired by characters from Croatian literature or legends. Defeating a boss unlocks a new ability that mirrors the defeated foe’s power. For example, there’s the Plague Witch, inspired by Šenoa’s “Kuginja kuća.” After beating her, she controls time, the player gains the ability to slow down time.

This is one of the first special abilities you’ll unlock, and you’ll need to use it in later chapters to solve puzzles and progress. We place a big emphasis on camera direction. Perspective shifts won’t be random; you can’t freely change the view. Instead, the camera is carefully directed from start to finish, with changes used to highlight elements in the environment or create dramatic effects.

One of our key mechanics is axe-throwing, clearly inspired by God of War. The axe is used in both combat and puzzles. Alongside it, players will gain other special abilities, whose exact designs we’re still developing. Each will be unique and useful when combined with combat and puzzles. You’ll be able to choose which abilities to use in fights. There won’t be heavy RPG elements like skill trees or extensive character development, as the focus is on the linear story. Think of our game as Inside, but instead of a boy, you play as a knight armed with an axe and magic.

You mentioned Neva as an inspiration, will there be seasonal changes?

Our game will use a similar principle of environmental shifts, but instead of seasonal changes, we’ll focus on the time of day. The idea is for the player to journey through an entire day, starting in the morning and ending in the deepest night. This will bring significant environmental changes, as you’ll pass through different biomes, like mountainous and forested areas. In swampy regions, for example, Grabar, monsters lurking beneath the water’s surface, will wait for the right moment to ambush an unwary player.

What other enemies can we expect to encounter during gameplay?

Besides Grabara, we can mention the Red Crows (Order of the Crow), as we’ve named them, ninja-like warriors shown in the trailer. They are one of the Black Queen’s units, tasked with patrolling and guarding a section of the forest the player traverses. Known for using various traps and devices, they avoid direct confrontation, aiming to slow the enemy with obstacles. Of course, they’re also highly skilled in combat. All enemies will have different variants. For instance, within the Red Crows, we have light, heavy, melee, and ranged versions. Additionally, each new biome will introduce new enemy types. While the Red Crows inhabit the forest, the mountainous areas will feature entirely new creatures and beings.

To What Extent Has HAVC Supported This Project?

I often emphasize that without the Croatian Audiovisual Centre (HAVC), our game wouldn’t exist. While the financial support we received from HAVC was crucial for pre-production, its true value lies in something much deeper. Game development is an incredibly expensive process, so the recognition and backing from an institution with such experience and expertise were key. It gave us the real push to start this project. Of course, without the financial help, we couldn’t have begun, but the collaboration with HAVC offers so much more, including promotion and support. We’re truly grateful for everything they do for us.

I’d absolutely recommend that anyone with a development idea give it a try and not let bureaucracy or paperwork scare them off. The application process is actually simpler than it seems. I can confirm that Benjamin Noah Marićak from HAVC is incredibly approachable and ready to assist with everything needed during the application. This kind of support is incredibly valuable for the entire gaming community. The more quality projects we submit to HAVC, the more funding will flow back into the industry.

So, submitting an idea can’t hurt, and you might gain financial support, media exposure, mentorship, and key assistance for developing your own game. Therefore, I strongly encourage everyone to apply.

Are You Considering Launching a Kickstarter Campaign and Looking for a Publisher?

We’re currently preparing for a Kickstarter campaign set to start in early September, mainly to secure funding for further game development. At the same time, we’re actively seeking publishers and are in talks with several. If we secure funding through a publisher, the Kickstarter might not be necessary, but we’re not counting on that.

As a studio, you’ve attended the biggest gaming events in Croatia, what have been some of your experiences?

Participating in festivals like InfoGamer in Zagreb, the region’s largest indie game event, and Reboot Develop Blue in Dubrovnik, one of the world’s biggest gatherings, has proven invaluable for getting feedback on our game. At every conference and festival we attended, we brought a game prototype on a laptop, letting visitors try it out and share their impressions. Getting feedback this early in development is crucial.

For example, we’d arrive in Zagreb with one version, gather feedback, implement it, and then bring an improved version for another round of testing. Through this process, we found numerous bugs and received great suggestions that we added to the game. This is the primary benefit of such events, alongside the added exposure and visibility.

We were also featured on the Best Indie Game channel back in January. We weren’t sure how they found us, but they ranked us 25th on their top 25 list of new side-scrolling games. It was perfect since we were at the start of the video, and on the same day it was released, we gained 500-600 new wishlists from that single video. Recently, we applied again to his showcase, where he personally selects games he likes, and we made the cut. I can confirm firsthand that showcasing on bigger channels is worth it, as it definitely boosts visibility.

Where Will Dark Queen Be Playable? Can We Expect a Demo Version on Steam?

We’re primarily developing the game for PC, but our goal is to release it on all consoles—PlayStation, Xbox, and Switch. Whether we succeed will depend on our financial situation and potential partnerships with publishers who can support us. We think our game would fit perfectly on Switch 2, especially now that it’s out.

We plan to release a demo on Steam next year, closer to the game’s launch. We want to maintain good momentum between the demo and the full release, so it will likely be available during Steam Next Fest, about a year from now.

However, players will get to try the game earlier. This year, we’re planning a closed alpha test with part of the community, followed by a more open beta in the second or third month of next year. Only then, next summer, will the official demo hit Steam.

The post Josip Vincetić revealed what to expect in Dark Queen of Samobor, an adventure inspired by Croatian mythology first appeared on IndieGames.

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