Croatia - IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 11:45:56 +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 Croatia - IndieGames https://www.indie-games.eu/en 32 32 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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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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SCUM je službeno izašao iz Early Accessa na Steamu, donosi novi sadržaj nakon desetljeća razvoja https://www.indie-games.eu/en/scum-has-officially-left-early-access-on-steam/ https://www.indie-games.eu/en/scum-has-officially-left-early-access-on-steam/#respond Tue, 17 Jun 2025 20:36:25 +0000 https://www.indie-games.eu/?p=26439 Survival in SCUM depends on whether you play alone, with friends, or with 64 other players on a server.

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After ten years of development and over 250 updates, Croatian studio Gamepires has released SCUM version 1.0 on Steam, ending its seven-year Early Access phase. This intense PvPvE open-world survival sim places you on SCUM Island, where you must survive in a dangerous, realistic environment.

Survival in SCUM depends on whether you play solo, with friends, or with up to 64 players per server. You’ll need strategy, resource management, and adaptability to navigate a 225-square-kilometer island filled with forests, abandoned towns, and rugged terrain. Threats like rival prisoners, mechs, and undead “puppets” are everywhere, while unpredictable weather, wildlife, and hazardous environments ensure every playthrough is unique.

Version 1.0, unveiled at Summer Game Fest 2025, includes major improvements. A complete map overhaul brings enhanced visuals, updated points of interest, and better performance, making areas like the island’s beaches, forests, and snowy mountains even more immersive. A stronger anti-cheat system ensures fairer gameplay on official servers, and new vehicles like a seaplane, tractor, and sports bike offer fresh ways to explore or escape.

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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.

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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.

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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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[PREVIEW] Vratili smo se u Rimsko doba s igrom Pompeii: The Legacy, koja je dobila novu demo verziju za Steam Next Fest https://www.indie-games.eu/en/we-returned-to-roman-times-with-pompeii-the-legacy-preview/ https://www.indie-games.eu/en/we-returned-to-roman-times-with-pompeii-the-legacy-preview/#respond Thu, 05 Jun 2025 14:58:35 +0000 https://www.indie-games.eu/?p=25998 The demo version brought even more content, not too much, but just enough to go back to the Roman era of this game.

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The last time we played Pompeii: The Legacy was back in March during the official playtest. Since then, developer Željko Kos has been hard at work to bring a demo version to Steam Next Fest next week. While it’s essentially the same prototype with some tweaks, the demo introduces more content, not too much, but just enough to draw us back into the Roman era of this game.

The Demo Version Brings New Content and Improved Graphics

Let’s start by saying this is, without a doubt, an excellent city-builder game, brought to us by a genre veteran. It’s no surprise that the gameplay is smooth, simple, and fluid. There’s no overthinking about what to build or where to place things, the game explains everything concisely, making it easy to reach the end of the demo. What stands out immediately is the significantly improved graphics, not just the visuals but also the colors, lighting, and overall details. The game looks more beautiful, the people within it have their own charisma, and the environment is more vibrant with various flowers, palms, and trees. There’s also an entire sector of buildings showing the destroyed Pompeii near the volcano.

Technology has been expanded; now we can grow wheat, build an iron mine, and use bricks. At the same time, Pompeii: The Legacy feels more balanced. I noticed some buildings are cheaper and easier to construct. However, transportation in the game seems quite slow, or too many buildings depend on each other, even though we can upgrade roads and speed up flow through technology. Buildings are scattered across the map: some need to be closer to water, quarries must be built on mountains, and it’s not entirely clear how much food you gather through hunting and mushroom foraging. While it takes time for things to complete, the production process is faster, which feels much improved compared to the playtest.

An Impressive Project with a Touch of Historical Authenticity

Upon launching the demo, it’s clear that Pompeii: The Legacy offers campaign, sandbox, and creative modes, promising hours of gameplay. It also introduces new customization options for crests and a variety of families with unique perks. The demo effectively showcases what’s to come. However, some key features, like family dynamics in diplomacy and the world map, remain underdeveloped, leaving their functionality unclear. While the city-builder mechanics are solid, other features will require more time.

The demo may not reveal the game’s full splendor, but the massive theater or forum hints at the scale of future structures. It’ll be exciting to see what architecture we can create, given the game’s focus on historical authenticity. The mid-to-late game stages are still to be seen, but based on what Željko showed us at the Zagreb studio, no stuttering and smooth handling of numerous elements, we have reasons to stay optimistic. Pompeii: The Legacy remains one of the most impressive Croatian games so far, and we hope its full release later this year will be truly remarkable.

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Pompeii: The Legacy is a must-try Roman city-builder, demo out now for Steam Next Fest https://www.indie-games.eu/en/pompeii-the-legacy-is-a-must-try-roman-city-builder-demo-out-now-for-steam-next-fest/ https://www.indie-games.eu/en/pompeii-the-legacy-is-a-must-try-roman-city-builder-demo-out-now-for-steam-next-fest/#respond Tue, 03 Jun 2025 15:34:12 +0000 https://www.indie-games.eu/?p=25814 Demo will offer the opening hours of the campaign and real stories inspired by historical events.

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Step into the sandals of a Roman patriarch and rebuild a legend from the ashes in Pompeii: The Legacy. This ambitious city-builder, launching on Steam in 2025, drops you into the Roman Empire 20 years after Mount Vesuvius’ catastrophic eruption in 79 AD. A demo is available now as part of the Steam Next Fest, offering the opening hours of the campaign and real stories inspired by historical events.

In the game, you will build homes, aqueducts, and markets to keep citizens happy, all while managing resources like food and stone to fuel growth. The city feels alive; every road and fountain plays a role in its prosperity with unique citizen animations. You’ll even rub elbows with emperors like Trajan and Hadrian, completing their quests to earn rewards that boost your family’s status and Pompeii’s fortunes.

Trade is your lifeline too, letting you swap goods across the Roman Empire’s bustling routes. The game’s depth shines in its Family Bonuses, Dynasty overview and research system, split into Technology and Philosophy. Tech upgrades unlock better buildings or faster transport while Philosophy tackles social challenges like religion and education, opening new ways to govern.

Life in the Roman Empire isn’t always smooth sailing either. Random events like earthquakes, volcano eruptions, fires, or plagues can devastate your city, truly testing your leadership. Solo developer Željko Kos also revealed a new trailer for Next Fest and we even had the chance to interview Željko and visit his studio in person, so you can learn more about the game here.

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Hrvatska multiplayer pucačina Buckle Up! stiže na Steam Next Fest https://www.indie-games.eu/en/croatian-multiplayer-shooter-buckle-up-to-debut-at-steam-next-fest/ https://www.indie-games.eu/en/croatian-multiplayer-shooter-buckle-up-to-debut-at-steam-next-fest/#respond Mon, 02 Jun 2025 12:27:49 +0000 https://www.indie-games.eu/?p=25820 The core fun of Buckle Up! lies in competing with two to six players per lobby.

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Buckle Up! is a new, fast-paced multiplayer shooter in the “party” genre. You control various characters on small to medium maps across modes like deathmatch, team deathmatch, and capture the flag. You can play this title on Steam starting today, and we had the chance to meet the developers at this year’s Expo Gameri event in Opatija. The full version is expected in Q3 this year.

The core fun of Buckle Up! lies in competing with two to six players per lobby. Matches unfold on dynamic maps with rotating, objective-based mini-games, where the player with the most points wins. The game stands out for its weapon flexibility, you’ll find new weapons during play or choose from several available ones whenever you want, while also collecting their attachments. Plus, you can headbutt opponents to stun them for easier eliminations.

Buckle Up! also offers deep character customization with hats, masks, and various cosmetic items. Behind the game is Chunky Pixel Games, a small but passionate team from Rijeka. They created the game as a “love letter” to the party genre: “We wanted to make something that’s pure fun”, the studio duo told us in Opatija.

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Posjetili smo ovogodišnji Expo Gameri u Opatiji https://www.indie-games.eu/en/we-visited-this-years-expo-gameri-in-opatija/ https://www.indie-games.eu/en/we-visited-this-years-expo-gameri-in-opatija/#respond Sat, 31 May 2025 15:49:05 +0000 https://www.indie-games.eu/?p=25700 Although it was a small event, there was plenty to see, try, and listen to.

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Expo Gameri remains in Opatija,” were the opening words of Mayor Fernando Kirigin. Last year, the event was held in Rijeka for the first time, but organizers Valentina Mišković Yoe and Marta Glažar have seemingly found its true home in Opatija. Though smaller in scale, the event offered plenty to see, try, and hear.

Attendees could explore various esports zones featuring games like Fortnite, Marvel Rivals, League of Legends, and Valorant. Additionally, there was a unique opportunity to test airsoft replicas or rifles with Trinity Airsoft in their enclosed space. Beyond video games, the event included anime attractions and a rich selection of board and tabletop games. Visitors could also purchase gear, from peripherals to computers and various accessories.

The indie zone once again showcased its diversity, presenting both familiar titles and promising new ones. Games Croatia shone with The Dunkers (by the artistic organization PET RUSA) and Bura: The Way the Wind Blows (by Tiny Meow Studio). Our attention was particularly drawn to Sime is Back 18+ (available for free on Steam), as well as Buckle Up! and the local FPS game SHROT, which was also playable.

Panels covered a range of topics, from the impact of tourism on the gaming industry and web3 technology in video games to explaining the concept of “cozy” games and their rising popularity. International guests shared their experiences and work practices. Additionally, quizzes, raffles, and giveaways were held throughout the event.

While this year’s Expo Gameri was somewhat smaller compared to last year’s event in Rijeka, where too much content was packed into a limited space with a growing number of visitors, it’s safe to say that Opatija proved to be an ideal location. Now, it’s just a matter of attracting some bigger players.

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Kaiserpunk je trenutno 30% jeftiniji na Steamu, a uz to je dobio i novi update https://www.indie-games.eu/en/kaiserpunk-goes-on-sale-with-major-update-now-30-off-on-steam/ https://www.indie-games.eu/en/kaiserpunk-goes-on-sale-with-major-update-now-30-off-on-steam/#respond Thu, 15 May 2025 17:18:48 +0000 https://www.indie-games.eu/?p=24884 Kaiserpunk invites you to build industrial cities, manage complex supply chains, and wage war.

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From May 14 to May 21, 2025, Kaiserpunk, the ambitious city-building and grand strategy game from Overseer Games, is available at a 30% discount on Steam, coinciding with a significant update that enhances performance and gameplay. Set in an alternate-history, Kaiserpunk invites you to construct industrial cities, manage complex supply chains, and lead land, sea, and air forces in global conquest.

The latest update, detailed in patch notes on Steam, focuses on long-term performance improvements, delivering a significant boost in frame rates, especially for larger cities and the world map. The update also includes a visually overhauled world map. Player feedback drove additional changes, such as enabling the Copy Tool to include building upgrades and allowing queued movement orders for Navy Units.

Kaiserpunk stands out by combining the creative freedom of city-builders with the depth of grand strategy games. YOu shape your city-state from scratch, building housing, infrastructure, and industries while maintaining citizen morale and economic growth. On the global stage, you can trade, form alliances, or wage war across 100+ regions, balancing diplomacy and military might in a dynamic world inspired by Anno and Europa Universalis.

Launched on March 21, 2025, Kaiserpunk has earned a 68% positive rating from 385 Steam reviews, with praise for its logistics depth and unique premise, though some players noted performance issues now addressed in the update.

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