Pixel Graphics - 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 Pixel Graphics - 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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April Grove stigao je na Steam, ne propustite ovaj dragulj od 3 eura https://www.indie-games.eu/en/get-the-cozy-game-april-grove-on-steam-for-just-3/ https://www.indie-games.eu/en/get-the-cozy-game-april-grove-on-steam-for-just-3/#respond Tue, 24 Jun 2025 09:25:41 +0000 https://www.indie-games.eu/?p=26620 In April Grove, you play as a forester in a serene, enchanted forest.

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On June 23, 2025, April Grove quietly launched on Steam. For just €3, this cozy title from Colorgrave lets you enter a pixelated forest and relax meditatively through gameplay. If you’re a fan of relaxing, self-paced adventures like Stardew Valley or A Short Hike, here’s why you should dive into this mystical woodcutting experience.

April Grove casts you as a rookie forester in a serene, enchanted forest. Your task is to chop trees, gather logs, and uncover the secrets of a woodland community. This retro-inspired game blends life sim, exploration, and light RPG elements in a Game Boy Advance-style pixel-art world. With no enemies, timers, or pressure, it’s all about setting your own pace.

In this game, you’ll trade logs for gold, which you can spend on upgrades like better axes, necklaces, or food buffs that tweak your playstyle. Each swing earns XP, leveling your woodcutting skill to tackle bigger trees and unlock new forest areas. You can also choose a male or female character, customize your gear, and interact with animals for varied outcomes.

Here’s what Steam reviews are saying:

“A really chill experience and a surprisingly addictive gameplay loop.”

“For anyone that played the original Harvest Moon, this hits many of those same notes: relaxing, yet full of charm and surprising secrets.”

“An incredibly hard to put down game.”

“A very grindy and repetitive experience but pretty relaxing to turn the brain off and go through the motions.”

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IGS Classic Arcade Collection donosi retro nostalgiju na PC 2025. godine https://www.indie-games.eu/en/igs-classic-arcade-collection-brings-retro-nostalgia-to-pc-in-2025/ https://www.indie-games.eu/en/igs-classic-arcade-collection-brings-retro-nostalgia-to-pc-in-2025/#respond Fri, 20 Jun 2025 10:25:12 +0000 https://www.indie-games.eu/?p=26501 Igre zadržavaju svoj izvorni sadržaj, te pružaju isti osjećaj iz arkada koji dočaravaju atmosferu tog doba.

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H2 Interactive has some news for arcade fans: the IGS Classic Arcade Collection will launch on PC via Steam in 2025. The official Steam page is now live, featuring a trailer that showcases the retro action. This collection brings eight beloved arcade games from Taiwanese developer International Games System (IGS) to PC for the first time, offering a nostalgic trip for long-time fans.

The IGS Classic Arcade Collection includes three titles from the Knights of Valour series: Super Heroes, Plus, and 2: Nine Dragons, all inspired by the Chinese epic Romance of the Three Kingdoms. Beyond these beat-’em-ups, you can dive into Oriental Legend and its enhanced version Spooky, the wuxia-themed The Gladiator, the run-and-gun shooter Demon Front, and the one-on-one fighter Martial Masters.

The games keep their original content, offering the same feeling from arcades, complete with old visuals and classic sound effects that capture that era’s atmosphere. For easier access, the collection includes player-friendly features like adjustable difficulty settings, welcoming beginners while still challenging veterans. A save-and-load function lets you retry tough parts anytime, ensuring a stress-free experience without losing the arcade’s competitive feel.

Online multiplayer is a great addition, with select titles supporting up to four players in co-op. Friends can team up against tough bosses or compete for high scores on global leaderboards. While the Switch version faced mixed reviews for issues like audio emulation and slowdown, H2 Interactive aims for a smoother PC experience.

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Retro metroidvania Hayaku! Island of Darkness oživljava duh 8-bitnih klasika https://www.indie-games.eu/en/retro-metroidvania-hayaku-island-of-darkness-captures-the-spirit-of-8-bit-classics/ https://www.indie-games.eu/en/retro-metroidvania-hayaku-island-of-darkness-captures-the-spirit-of-8-bit-classics/#respond Tue, 17 Jun 2025 12:49:56 +0000 https://www.indie-games.eu/?p=26422 You will explore various maps with different terrains and use a map system that tracks your progress.

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Pizia Studios is reviving old-school gaming vibes with Hayaku! Island of Darkness, a retro-inspired metroidvania that captures the spirit of 8-bit classics. This self-published title, still without a release date, offers challenging platforming and dynamic combat, set to launch on PC via Steam. Hayaku is a love letter to the NES era, blending nostalgia with modern gameplay.

You play as Hayaki, a skilled soldier from Reikan, an elite group sent to investigate strange activities on a mysterious island overrun with dangerous, unpredictable creatures. You’ll explore various maps with various terrain, using a map system that tracks your progress and unlocks new areas via navigation stations. This interconnected world also encourages exploration, rewarding you with hidden secrets and upgrades.

Combat in Hayaku is fast-paced and versatile. You can craft and upgrade over 12 unique weapons for Hayaki’s sword or pistol, each developing distinct behaviors as they level up, letting you choose between slashing enemies up close or picking them off from afar. Additionally, the Ride Armor customization system lets you collect parts across the island to boost a combat robot and mixing and matching these parts unlocks new abilities.

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Pixelshire drama heats up as an indie dev fights to reclaim control in a publishing dispute https://www.indie-games.eu/en/pixelshire-publisher-drama-indie-dev-fights-to-reclaim-control/ https://www.indie-games.eu/en/pixelshire-publisher-drama-indie-dev-fights-to-reclaim-control/#respond Sat, 14 Jun 2025 14:02:56 +0000 https://www.indie-games.eu/?p=26315 Pixelshire developer KappaBits wrote on X that they were suddenly removed from the Steam backend.

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Pixelshire can’t seem to catch a break. It launched on Steam with mostly negative reviews and faced multiple delays before finally releasing in early May. It looks like the problems might run deeper than we thought as the publishers behind this title are Merge Games and Maximum Entertainment.

Pixelshire developer KappaBits wrote on X that they were suddenly removed from the Steam backend, losing control of their own game. They’re now taking firm action to end the partnership and reclaim 100% ownership, promising that both the game and its players deserve better.

“I can’t say more at the moment, but when the time is right, I’ll speak openly about how we ended up in this situation — and about the state of the game at launch,” the developer said in the comments. This hint at deeper issues has sparked speculation about the publisher’s role, and we might soon learn more about what’s happening.

Pixelshire is a cozy farming simulator with a pixel art style, launched earlier this year to negative reviews due to bugs, ignored demo feedback, and some players calling out KappaBits for taunting responses to criticism. A planned Switch physical release was also postponed indefinitely, reportedly beyond the developer’s control.

The developer’s determination is clear, but the road ahead is tough with legal and logistical challenges. Regaining Steam backend access, renegotiating rights, and rebuilding player trust will need openness and strength. KappaBits’ promise to eventually share the full story shows a commitment to accountability, which might either restore the game’s reputation or fuel more controversy.

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Gal Guardians: Servants of the Dark – Solid Metroidvania featuring exceptional voice acting https://www.indie-games.eu/en/gal-guardians-servants-of-the-dark-review/ https://www.indie-games.eu/en/gal-guardians-servants-of-the-dark-review/#comments Thu, 12 Jun 2025 21:16:16 +0000 https://www.indie-games.eu/?p=26270 This sequel changes from a straight-line "Classicvania" to a full Metroidvania with a bigger, connected world.

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  • DEVELOPER: INTI CREATES CO., LTD.
  • PUBLISHER: INTI CREATES CO., LTD.
  • PLATFORMS: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch
  • GENRE: Metroidvania
  • RELEASE DATE: March 26, 2025
  • STARTING PRICE: 28,49€
  • REVIEWED VERSION: PC
  • As someone new to the series, I dove into Gal Guardians: Servants of the Dark with no expectations. This sequel changes from a straight-line “Classicvania” to a full Metroidvania with a bigger, connected world. It’s a 2D action title with great pixel graphics and voice acting that matches the detailed characters. In this game, you play as demon maid sisters Kirika and Masha. They must travel through the Demon Realm to bring back their master, Demon Lord Maxim, by finding his bones and beating the rival Demon Lord Lyzenorg.

    The combat is solid, but it doesn’t stand out in any special way

    The combat system is cleverly built around the interplay between Kirika and Masha. Kirika, a ranged fighter, uses a submachine gun for distant attacks and a shotgun-like blast while dodging, but she needs to reload her ammo. Masha, a melee specialist, wields a thorny vine whip with a satisfying three-hit combo, alongside magical sub-weapons like summoned spiders. You can swap between the sisters instantly in solo play, or control one each in co-op mode.

    Sub-weapons, which are found in chests or dropped by enemies, consume Demon Points (DP) and offer diverse effects, from grenades to auto-targeting swords. Additionally, the “Sister Rescue” mechanic lets you revive a fallen sister by reaching her corpse. However, combat pacing suffers on normal difficulty due to repetitive enemy types and overly easy encounters; some sub-weapons also feel unbalanced. It doesn’t help that enemies are easily stunned out of their attack patterns. Once you learn their moves, like the Grim Reaper teleporting behind you, encounters become very simple.

    Each boss fight has many stages. For example, a spider boss might first use web traps, then call small helpers, and finally fill the room with poison. The game has over a dozen bosses, from rival Demon Lord Lyzenorg’s helpers to creepy, gothic-looking creatures like dragon maidens, and moving statues. These fights happen in special areas made for each boss, often with environmental dangers that make battles harder.

    Some bosses have shields that only Masha’s whip can break, while others need Kirika’s precise shots to hit weak spots from far away. As mentioend, in co-op mode, you and a friend each control one sister. This lets you attack at the same time, making fights quicker, but it needs good teamwork. Bosses also often need special sub-weapons to stop their attacks or do extra damage. For example, you might use ice grenades to freeze a lava-spitting dragon or homing swords for enemies in the air.

    “The combat system is cleverly built around the interplay between Kirika and Masha.”

    Exploration is really confusing

    Gal Guardians: Servants of the Dark has a big, connected map with different areas like castles, forests, and lava zones. You explore to find Maxim’s bones, hidden chests, and Demon Relics. These relics unlock new areas and abilities, like double jumps or air dashes. The map is also easy to use even while moving, showing rooms you’ve explored, chests, and save points.

    However, moving around can be confusing. The game doesn’t tell you much about where to go or how to use sub-weapons to get past obstacles. This lack of guidance often means frustratingly going back, and there aren’t many fast-travel points. Some areas feel plain or same too, with confusing paths and dead ends that slow down your exploration.

    Maxim bones can be traded at the throne room for stat boosts and new abilities, encouraging more in-depth exploring, but it’s often slowed down by needing to go back to the castle, usually without easy fast-travel. While Demon Relics and sub-weapons offer some ways to customize, the upgrade system feels too simple. The game also has three difficulty modes: Casual, Veteran, Legend.

    The visuals are a bigger strength here than the gameplay. Kirika and Masha look great, with distinct designs: Kirika has a cool, crimson look, while Masha shows off green, playful energy. Enemies are diverse and detailed, blending gothic and anime styles, and the art style echoes Castlevania: Symphony of the Night with its colorful, sometimes suggestive touches. Additionally, excellent Japanese voice acting really stands out here, adding a lot of charm to the characters.

    “The visuals are a bigger strength here than the gameplay.”

    Solid Metroidvania that doesn’t offer anything groundbreaking

    I didn’t run into any bugs or issues with the game; it felt like a pretty average Metroidvania to me. The biggest selling points are probably the graphics and voice acting. However, with odd fast-travel options and combat that’s just okay (even if the characters themselves are fun), this game might not be for everyone. Since I haven’t played the first game, I can’t compare them, but this sequel was neither disappointing nor amazing.

    Pros Cons
    Sister-swapping depth. Limited fast travel options.
    Dynamic cooperative gameplay. It's not well explained where you need to go.
    Good voice acting and graphics. Combat against ordinary enemies is easy.
    Fun boss fights. Simple level design.
    Content
    80%
    Gameplay
    70%
    Presentation
    70%
    Final score

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    Avanturistička igra Mina the Hollower dobila je datum izlaska na Summer Game Festu 2025 https://www.indie-games.eu/en/adventure-game-mina-the-hollower-gets-release-date-at-summer-game-fest-2025/ https://www.indie-games.eu/en/adventure-game-mina-the-hollower-gets-release-date-at-summer-game-fest-2025/#respond Sun, 08 Jun 2025 19:21:08 +0000 https://www.indie-games.eu/?p=26115 You play as Mina, a famous inventor and "digger", whose mission is to save the island from a curse.

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    The creators of the popular retro platformer Shovel Knight, Yacht Club Games, unveiled their new title, Mina the Hollower, at this year’s Summer Game Fest. This action-adventure platformer is set to launch on October 31, 2025, perfectly aligning with Halloween. The trailer showcased its retro 8-bit style and eerie charm, and it will be available on PC via Steam, where a demo is already playable.

    You play as Mina, a renowned inventor and “digger,” tasked with saving an island from a curse. Inspired by Game Boy Color graphics, it offers exploration of a vast, interconnected world. You’ll jump, dodge, and dig to overcome obstacles and battle enemies. Mina’s trusty whip, Nightstar, is her primary weapon, but she can also use a variety of unique secondary weapons, each with distinct moves.

    Additionally, the trailer highlighted detailed animations and visuals that enhance the retro aesthetic with a modern twist. A chilling yet touching story, inspired by Victorian gothic horror, sets the tone, while an electric MSX-style chiptune soundtrack by master Jake Kaufman adds to the atmosphere. You’ll encounter bizarre characters, uncover secrets in exotic locations, and face bosses while exploring a world filled with interconnected zones.

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    Chronicles of the Wolf drops this June, showcasing a new gameplay trailer https://www.indie-games.eu/en/chronicles-of-the-wolf-drops-this-june-showcasing-a-new-gameplay-trailer/ https://www.indie-games.eu/en/chronicles-of-the-wolf-drops-this-june-showcasing-a-new-gameplay-trailer/#respond Tue, 03 Jun 2025 18:37:32 +0000 https://www.indie-games.eu/?p=25942 Chronicles of the Wolf throws you into a world where myth and history intertwine.

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    Published by PQube and PixelHeart, alongside the acclaimed development studio Migami Games, Chronicles of the Wolf brings the infamous Beast of Gévaudan to life. You can already get a taste of the adventure with a Steam demo available now. A recently revealed 26-minute gameplay showcase highlights its classic Metroidvania elements and open-world exploration.

    Chronicles of the Wolf throws you into a world where myth and history intertwine. As Mateo, you’ll navigate treacherous landscapes and battle monstrous abominations. Journey through humble villages, opulent mansions, dank cave systems, and dark forests riddled with ghouls and ghosts. The game is packed with everything fans love: tight combat, gothic storytelling, and boss fights.

    Adding to the game’s immersive experience, the narration is brought to life by Robert Belgrade, legendary for his work in the Tekken series, Castlevania: Symphony of the Night (as Alucard), Mega Man X7 (Signas), and Soul Blade (Rock), while the illustrated cutscenes and haunting soundtrack are composed by Jeffrey Montoya.

    Chronicles of the Wolf is set to launch on June 19th, 2025, for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox, and PC (Steam). Physical editions will be available for Nintendo Switch and PlayStation 5 consoles.

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

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

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

    The demo provides plenty of content to explore and try out

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

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

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

    Packed with potential – a hidden gem?

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

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

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

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    Gregor Müller on Casebook 1899: The Leipzig Murders, a Point-and-Click Detective Game https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/ https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/#respond Sat, 24 May 2025 11:57:57 +0000 https://www.indie-games.eu/?p=25349 Solo developer behind the game told us all about the game mechanics and the meaning behind its name.

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    Casebook 1899 – The Leipzig Murders is a retro pixel-art point-and-click adventure being developed by solo developer Gregor Müller. You control Detective Joseph Kreiser in 1899 Leipzig, Germany, solving four murder cases in an industrial city. The goal is to examine various scenes, interrogate suspects, and use a notebook and deduction board to uncover culprits.

    Some of the game scenes are actual reconstructions of places you can still visit today, while others are faithful recreations of typical locations from that era, such as a newspaper editorial office, a writer’s study, or an industrialist’s private garden. But the love for historical accuracy goes much further: the way people speak, the objects the player can use, and even the murder cases themselves are all appropriate to the time and place.

    With multiple endings that change based on your choices, this title blends historical atmosphere and classic adventure mechanics. In case you’re wondering how it all works, you can also try out the demo right now on Steam. We recently had a chance to chat with Gregor and dive deeper into the game. He told us all about the game mechanics, the meaning behind its name, why he chose pixel art, his Kickstarter campaign, and his experience working as a solo developer.

    Additionally, Casebook 1899 – The Leipzig Murders is set for a 2025 PC release on Steam and GOG.

    What inspired you to create Casebook 1899 – The Leipzig Murders, and why did you choose a detective adventure set in 1899 Leipzig?

    Leipzig is the city I live in, and I’ve always been fascinated by its history. The period around the end of the 19th century is particularly compelling, as the city was undergoing rapid growth. Technological advancements and social upheavals during that time offer rich potential for conflict and complex moral dilemmas, perfect ingredients for crime fiction. It felt like the ideal setting for a detective story.

    What’s the significance behind the game’s title, Casebook 1899?

    The title Casebook 1899 – The Leipzig Murders is intentionally descriptive, giving players a clear idea of what to expect. The “casebook” is a central gameplay element, a notebook where players collect and combine clues. It’s the most-used tool in the game and essential to solving each case.

    Is there a deeper philosophical meaning or theme woven into the game’s narrative?

    Yes. As players progress, they’ll encounter themes centered around the nature of truth and the extent of free will. The game offers complete freedom in how each case is resolved, even allowing players to conclude that no crime occurred at all, attributing events to a series of strange coincidences. Ultimately, players must take responsibility for their interpretations and decisions.

    The game is described as a “richly atmospheric” point-and-click adventure. How did you craft the late 19th-century Leipzig setting to immerse players?

    I used a wealth of historical photographs and postcards from the late 19th century as references to recreate key locations. Some iconic landmarks still exist today, while others, lost during World War II or later, are brought back to life in the game. The postcards were especially helpful because they’re in color, unlike the black-and-white photos of the era. I also paid close attention to sound design, crafting a realistic soundscape for each location to help players feel as though they’re truly wandering through a bustling city at the turn of the century.

    Did you conduct any historical research to ensure the settings and characters feel authentic to the period?

    Absolutely. The characters speak in carefully crafted language appropriate to the time. For instance, I avoided using modern German terms that didn’t exist in 1899. Characters also interact with the protagonist in ways that reflect their social standing, whether above or below that of a police detective. Social status even affects gameplay: while the protagonist’s companion, a public prosecutor, may enter a stately villa through the front door, the detective must use the servants’ entrance, after solving a puzzle, of course.

    Can you describe Detective Joseph Kreiser’s personality, motivations, and how players will connect with him?

    Joseph Kreiser is a skilled conversationalist who excels at getting people to open up. He has a keen sense for detecting lies and genuinely understands people. He’s deeply committed to his work and values truth, which makes the moral decisions he faces later in the game especially difficult. His strengths in dialogue over investigation are reflected in gameplay – he can ask his companion to help spot clues. But relying too much on others can also become a limitation.

    Could you provide a brief overview of the game’s core mechanics? How significant are player choices, and do they lead to multiple endings?

    In Casebook 1899, each case typically unfolds like this: you investigate a crime scene or suspect’s location for clues, perform tasks to gain access to new conversations, and then question characters to uncover more information. All clues are recorded in your notebook. Eventually, you’ll piece together these clues on a “mind palace”-style case board. For each node, you must choose between two possible interpretations based on your intuition and reasoning. These choices lead to different outcomes, some players may even conclude that no crime occurred at all. But in every case, the player must own their conclusions.

    Why did you choose a retro pixel-art style for Casebook 1899?

    There are two main reasons. First, I love the classic LucasArts adventures of the 1990s – I grew up with Fate of Atlantis, Monkey Island, and others. The visual style also draws inspiration from Sherlock Holmes: The Case of the Serrated Scalpel. Second, I believe this aesthetic resonates with players in my age group who appreciate grounded, thoughtful adventures. Pixel art also appeals to fans of “cozy games,” and while Casebook 1899 isn’t strictly cozy, it’s definitely cozy-adjacent.

    As a solo developer, what were the biggest challenges you faced during development?

    Honestly, the biggest challenge was finding time. Despite the Kickstarter funding, this remains a hobby project, and balancing it with a full-time job is tough. I also faced personal setbacks, including job loss and family mournings, which caused delays. What kept me going was the supportive community of fans and fellow developers who encourage and inspire each other.

    Working solo can be isolating. How did you stay motivated through the “countless late nights” of development?

    I often say that Kickstarter is both a blessing and a curse. Without the nearly 500 backers eagerly awaiting the game, I might have abandoned the project, not because I didn’t believe in it, but because it’s so demanding. Knowing that so many people believe in me helps me push through even when I’m struggling. I also recommend regularly exhibiting your game, seeing people enjoy it at events and fairs is incredibly energizing and keeps me motivated for weeks afterward.

    Your 2022 Kickstarter campaign was successful. Were you surprised by its reception, and how did the funding impact development?

    The game wouldn’t exist without crowdfunding. I always envisioned it as fully voiced, and I needed funds for music, sound effects, and other assets. I initially planned the campaign for February 2022 but realized I needed to build an audience first, so I delayed it until July. I spent that time carefully planning the campaign, including livestreams and interviews. So while the success wasn’t entirely surprising, it was close, things only really took off when I added a physical boxed edition as a reward.

    A free demo of the first case is available on Steam. How has player feedback been influencing the final version of the game?

    The public demo has since been shortened, but many players tried it and provided valuable feedback. That feedback continues to shape the game, especially in terms of puzzle signposting, which can vary by language. Now that the game is fully voiced, the broader structure is largely set, but I’m still refining the experience based on what players share.

    Looking back, is there anything you would have done differently in designing, crowdfunding, or managing Casebook 1899 as a solo developer?

    I made the classic mistake that many first-time developers do: I massively overscoped. This project turned out to be far too ambitious for a solo debut. With 5 to 9 hours of playtime, depending on the player’s skill and style, it became much longer than I initially anticipated. That said, I didn’t include any filler. There are no repeated puzzles or mini-games; every challenge in the game serves a specific narrative or gameplay purpose. So in a way, the game had to become what it is. I just wish it had been my third or fourth project instead of my first.

    But if I had done things differently, I wouldn’t have learned nearly as much. So in the end, no, I wouldn’t change a thing.

    The post Gregor Müller on Casebook 1899: The Leipzig Murders, a Point-and-Click Detective Game first appeared on IndieGames.

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