Horror - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 26 Jun 2025 12:48:08 +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 Horror - IndieGames https://www.indie-games.eu/en 32 32 Horor avantura One-Eyed Likho “progonit će” Steam ovog srpnja https://www.indie-games.eu/en/horror-adventure-one-eyed-likho-will-haunt-steam-this-july/ https://www.indie-games.eu/en/horror-adventure-one-eyed-likho-will-haunt-steam-this-july/#respond Thu, 26 Jun 2025 12:48:08 +0000 https://www.indie-games.eu/?p=26688 Armed with only a few matches, you'll navigate through the darkness and solve complex puzzles.

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Morteshka Studio, known for Black Book and The Mooseman, is set to release One-Eyed Likho soon, a horror adventure inspired by folklore. The game will launch on PC via Steam on July 28, taking us to 19th-century Russia. The studio has been working on this title for over four years, with its roots deeply embedded in Slavic mythology and the tale of the Likho, a creature bringing ill fortune and disaster.

The game’s monochromatic world, filled with dense forests and secluded huts, creates a somber atmosphere where every shadow hides a threat. Armed with only a few matches, you’ll navigate through the darkness, using fire to light your way and solve complex puzzles. You’ll also uncover hidden truths as you piece together clues scattered throughout the environment.

One-Eyed Likho’s unique gray-scale art style heightens the sense of dread. Simultaneously, the light-burning mechanic adds tension, requiring you to carefully manage your limited light source to solve puzzles and fend off the encroaching darkness.

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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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Psihološki horor s.p.l.i.t. Mikea Klubnike izlazi sljedeći mjesec na Steamu https://www.indie-games.eu/en/mike-klubnikas-new-psychological-horror-s-p-l-i-t-releases-next-month-on-steam/ https://www.indie-games.eu/en/mike-klubnikas-new-psychological-horror-s-p-l-i-t-releases-next-month-on-steam/#respond Tue, 24 Jun 2025 20:46:51 +0000 https://www.indie-games.eu/?p=26632 S.p.l.i.t. combines psychological tension with methodical puzzle solving.

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Mike Klubnika, the developer behind the 2024 hit Buckshot Roulette, is back with s.p.l.i.t. This narrative-driven psychological horror adventure launches on July 24, 2025, for PC via Steam and Linux. It swaps the tense randomness of Russian roulette for the calculated dread of hacking into an unethical superstructure.

S.p.l.i.t. blends psychological tension with methodical puzzle-solving, immersing you in a claustrophobic digital world where every command feels like a step deeper into danger.

From a computer terminal, you’ll solve various command-line puzzles, navigating directories and running software. The game features retro tech aesthetics, using Internet Relay Chat (IRC) to connect with other hackers, gather intel, and uncover secrets. What to expect from it, be sure to watch the trailer below.

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Horror Adventure Out Fishing Reels You into a Haunted Lake https://www.indie-games.eu/en/horror-adventure-out-fishing-reels-you-into-a-haunted-lake/ https://www.indie-games.eu/en/horror-adventure-out-fishing-reels-you-into-a-haunted-lake/#respond Wed, 18 Jun 2025 21:28:27 +0000 https://www.indie-games.eu/?p=26466 The game takes you to a remote lake where calm daytime fishing shifts to eerie nighttime horror.

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Solo developer Mūn Mūn Games teamed up with publisher UNIKAT Label to reveal Out Fishing, a first-person horror fishing game that turns a relaxing hobby into a terrifying ordeal. Set for release on PC via Steam with no launch date confirmed, the game takes you to a remote lake where calm daytime fishing shifts to eerie nighttime horror.

By day, Out Fishing is a relaxing simulator where you cast your rod, catch fish, and skip stones, reminiscent of childhood getaways. You sell fish to earn money, upgrade gear, and build a camp as a fragile safe haven. At night, the lake and woods turn eerie, with strange visions, cryptic voices, and unsettling moments blurring memory and hallucination in a slow-burn horror story that unfolds at your pace.

Beyond fishing and resource management, you’ll upgrade tools, unlock new techniques, and use vehicles to explore deeper waters and eerie wilderness areas, though the woods feel hostile. A shotgun, introduced later with scarce ammo, offers a last-ditch defense, but the game emphasizes psychological horror and atmosphere over combat.

Still in early development, Out Fishing’s creepy premise will clearly draw comparisons to DREDGE for its mix of fishing and horror.

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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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[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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Pathologic 3 Time-Bending Mystery Shines in New Trailer at MIX Summer Showcase https://www.indie-games.eu/en/pathologic-3-time-bending-mystery-shines-in-new-trailer-at-mix-summer-showcase/ https://www.indie-games.eu/en/pathologic-3-time-bending-mystery-shines-in-new-trailer-at-mix-summer-showcase/#respond Fri, 13 Jun 2025 21:54:46 +0000 https://www.indie-games.eu/?p=26313 You play as Daniil Dankovsky, a doctor called The Bachelor, who arrives in a remote steppe town hit by a deadly plague.

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The survival horror RPG Pathologic 3 from Ice-Pick Lodge and HypeTrain Digital unveiled a new haunting trailer at The MIX Summer Game Showcase 2025. It showcased the game’s time-manipulation mechanics and creepy atmosphere. Additionally, the game is set to launch in 2025 on PC via Steam, PlayStation 5, and Xbox Series X/S.

In Pathologic 3, you play as Daniil Dankovsky, a doctor called The Bachelor, who arrives in a remote steppe town hit by a deadly plague. With just 12 days to stop the disease, Dankovsky must diagnose patients, issue decrees to guide the town’s future, and uncover dark secrets. The surreal time management system, explained by Ice-Pick Lodge’s Nikolay Dybowski, brings a fresh twist to the series, letting you reshape the story where every choice matters.

Unlike Pathologic 2, which focused on the Haruspex, Pathologic 3 highlights The Bachelor’s intellectual approach, emphasizing medical strategy over combat, though the trailer teases tense moments with a pistol in infected zones.

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Dobili smo novi trailer za akcijsku avanturu Silly Polly Beast https://www.indie-games.eu/en/silly-polly-beast-gets-new-trailer-at-the-mix-summer-showcase/ https://www.indie-games.eu/en/silly-polly-beast-gets-new-trailer-at-the-mix-summer-showcase/#respond Wed, 11 Jun 2025 18:18:49 +0000 https://www.indie-games.eu/?p=26229 You will participate in aggressive shootouts and face creepy creatures.

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At The MIX Summer Showcase, publisher Top Hat Studios introduced Silly Polly Beast, a survival action-adventure developed by Anji Games. A new gameplay trailer offers a closer look at Polly, a high schooler fighting for her freedom in a twisted world. Additionally, it was revealed that this title will launch on PC via Steam this fall, blending atmospheric horror exploration with a unique skateboard mechanic.

Silly Polly Beast delivers exploration with dynamic combat, shifting perspectives from side-scrolling to an overhead view for a distinctive gameplay feel. You’ll engage in intense shootouts and face creepy creatures, using ancient forbidden knowledge to unlock powerful spells that enhance Polly’s abilities. Each new spell brings fresh elements, allowing you to win freedom through skill and strategy.

The new trailer immerses you in Polly’s dark underground world, exploring some of the environments, enemies, and misty plots enveloping this realm. It also showcases gameplay mechanics to enjoy post-launch, including skateboarding, puzzles, and the aforementioned action with shifting perspectives.

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Horor igra A.I.L.A. dolazi i na PlayStation 5 konzole, novi trailer prikazan je na The Mix Game Summer Showcaseu https://www.indie-games.eu/en/horror-game-a-i-l-a-is-coming-to-playstation-5/ https://www.indie-games.eu/en/horror-game-a-i-l-a-is-coming-to-playstation-5/#respond Tue, 10 Jun 2025 21:02:11 +0000 https://www.indie-games.eu/?p=26200 You are tasked with testing experimental game worlds created by a revolutionary synthetic intelligence.

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At The MIX Summer Game Showcase 2025, a new trailer for A.I.L.A. was unveiled, a game with a somewhat odd name but a highly ambitious project from Fireshine Games and Pulsatrix Studio. This first-person psychological horror will also launch on PlayStation 5, alongside the previously announced Xbox Series X/S and PC (Steam) versions.

You play as Samuel, a playtester for a video game company, tasked with testing experimental game worlds created by a revolutionary synthetic intelligence known as A.I.L.A. What starts as a routine job quickly turns into terror as the boundaries between virtual reality and the real world begin to blur. Each scenario introduces Samuel to a different horror subgenre: from evading a ritualistic cult in a creepy forest to investigating a missing person on an abandoned farm.

Powered by Unreal Engine 5, A.I.L.A. delivers a photorealistic experience, with advanced technologies like Lumen and MetaHuman creating vivid worlds and immersing you in distorted realities. The game’s design leans into psychological horror, supernatural scares, and action-packed frights, featuring customized gameplay mechanics for each scenario.

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End of Abyss predstavio je službeni trailer nakon višestrukih najava tijekom ovogodišnjeg Summer Game Festa https://www.indie-games.eu/en/end-of-abyss-revealed-official-trailer-following-multiple-teases-at-summer-game-fest-2025/ https://www.indie-games.eu/en/end-of-abyss-revealed-official-trailer-following-multiple-teases-at-summer-game-fest-2025/#respond Sun, 08 Jun 2025 16:55:05 +0000 https://www.indie-games.eu/?p=26104 Exploration is at the heart of gameplay, and each area offers special challenges and rewards.

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At Summer Game Fest 2025, Section 9 Interactive, a studio founded by veteran developers behind Little Nightmares, Little Nightmares 2, and LittleBigPlanet PS Vita, teamed up with Epic Games to debut their new project, End of Abyss. This sci-fi survival horror game promises a blend of atmospheric exploration and body horror, drawing inspiration from the darker corners of science fiction.

The reveal trailer introduced you to Cel, a young combat technician. Her task is to unravel the mysteries of an underground facility. As Cel navigates this abandoned world, you’ll face monstrous creatures and a haunting environment where nothing is human. Survival demands adaptability, with tense combat and a system for upgrading gear to battle twisted horrors. Much like Little Nightmares, End of Abyss prioritizes exploration, but it sets itself apart with branching pathways and hidden areas that deepen the game’s eerie allure.

End of Abyss stood out during the showcase, grabbing attention with its unique top-down FPS view. This style has drawn comparisons to Playdead’s Inside. It is set to release in 2026 on PC via the Epic Games Store, PlayStation 5, and Xbox Series X/S.

The post End of Abyss Revealed Official Trailer Following Multiple Teases at Summer Game Fest 2025 first appeared on IndieGames.

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