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Tag: Indie game

  • Stylish beat-’em-ups, platformers and RPGs, and other new indie games worth checking out

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    Welcome to our latest roundup of what’s going on in the indie game space. Some gorgeous new games arrived this week, and we’ve got some demos and reveals from upcoming projects to take a look at. 

    Later this month, Lorelai and the Laser Eyes studio Simogo is going to celebrate its 15th anniversary with some news and surprises. Perhaps the developer is porting some of its earlier games to more platforms. I’m hoping that we’ll learn about Simogo’s next game as well.

    I’m not holding out hope for a sequel to Sayonara Wild Hearts, which is my favorite game of all time depending on the day you ask me (on other days, it’s The Legend of Zelda: A Link to the Past, FYI). However, if Simogo announces a live concert of music from the game, I’m going to do my damndest to be there. I’ll be tuning in on October 28 to learn what the studio has for me us in any case.

    Speaking of showcases, Entalto Publishing and developer GGTech ran one of their own this week. The Out of Bounds event shone a spotlight on a dozen indie games, spanning a breadth of genres. 

    Also, a quick reminder that the latest Steam Next Fest starts at 1PM ET on Monday, October 13. As always, the week-long event will have tons of demos for you to check out. It’s always worth trying a bunch of them. You never know, you might end up being one of the first few folks to play the next Balatro, Manor Lords or Deep Rock Galactic Survivor.

    New releases

    Absolum is a beat-’em-up from the folks behind Streets of Rage 4. It’s the first original IP from Dotemu, which has found success with the likes of the terrific Teenage Mutant Ninja Turtles: Shredder’s Revenge. It co-developed this game with Guard Crush Games and Supamonks. The art and animation from the latter looks absolutely divine.

    You can play Absolum solo or with a friend. Since it’s a roguelite, you’ll gain upgrades to bolster your character on each run while earning experience that goes toward permanent progression. There are multiple paths to explore, so the replayability factor seems strong here. Engadget senior reporter Igor Bonifacic spent some time with Absolum this summer and was impressed by it. The game received strong reviews this week too.

    Absolum is out now on Steam, Nintendo Switch, PS4 and PS5. Dotemu also has another beat-’em-up, Marvel Cosmic Invasion, coming soon.

    A few reviews I’ve read for Bye Sweet Carole (which are fairly mixed) dinged it for having clunky controls and some other quality-of-life problems, such as getting softlocked while trying to complete puzzles. I hope Little Sewing Machine can iron out those issues since the presentation of this game is quite something. It looks like an early-’90s animated movie, with hand-drawn animations and, seemingly, a soundtrack to match. 

    Bye Sweet Carole is a 2D horror-platformer from publisher Maximum Entertainment in which you play as a young girl trying to find her best friend, who disappeared from an orphanage. It’s out now on PC, PS5, Nintendo Switch and Xbox Series X/S.

    Want to see another new game with a unique look that makes it stand out from the crowd? Of course you do. 

    Exploration action game Dreams of Another — which landed on PS5, PS VR2 and Steam this week — sees you creating the environment in a dream-like world by shooting at it. Director Baiyon (PixelJunk Eden) and the team at Q-Games used point cloud rendering technology to create the unusual, but captivating visuals. Dunno why they felt the need to put a clown in this game though. Clowns are rotten things.

    Dreams of Another arrived on the same day that Q-Games’ PixelJunk Eden 2 hit PS4, PS5 and Steam (it’s coming to Epic Games Store as well). That game debuted on Nintendo Switch in 2020.

    Here’s yet another lovely-looking project, and this time it’s a pixel-art game from Teenage Astronauts and publisher No More Robots. In Little Rocket Lab, you play as aspiring engineer Morgan, who sets out to build factories with the aim of achieving her family’s dream of making a rocket ship. It’s more build a rocket, girl, than Build A Rocket Boy.

    This is a blend of a factory builder and life sim, and it looks rather charming. Little Rocket Lab has touched down on Steam and Xbox. It’s on Game Pass Ultimate and PC Game Pass.

    On the subject of pixel-art games, I couldn’t not include one that came out this week from a developer based in my hometown. Cairn: Mathair’s Curse is a turn-based RPG. It’s set in the early 2000s in the Scottish Highlands and it sees a young lad and his mates dealing with the aftermath of a cult casting an ancient curse on their home. 

    Solo developer Ross McRitchie spent five years making Cairn: Mathair’s Curse and his partner, Christine, composed the Celtic soundtrack. It’s said to have plenty of Scottish humor, which speaks to me. The game, which Steam reviews have likened to EarthBound, is out on Steam now.

    Upcoming 

    I’m looking forward to checking out Blackwood, which is slated to hit Steam in the second half of 2026. It has a pretty great pitch:

    By day, you run a DVD store in 2012 New York. By night, you’re a ruthless assassin. Blackwood is a cinematic third-person shooter with grounded melee combat, brutal takedowns, responsive gunplay and a double life to manage.

    The facial animations look a little rough in the reveal trailer, but it’s alpha footage and there’s plenty of time to polish it. I’m hoping the team at Bangladesh-based AttritoM7 Productions manages to do that, because otherwise this game is looking quite nifty with its John Wick-style combat.

    I do love a game with a great name, and I’ve got a couple to tell you about. Action RPG Bittersweet Birthday has hand-drawn pixel art and nothing but boss battles when it comes to combat. 

    Bittersweet Birthday — from World Eater Games and publisher Dangen Entertainment — is set to land on Steam, GOG, Humble and Itch on November 11. It’s coming to consoles later.

    Here’s a pinball-themed precision platformer in the mold of games like Baby Steps and Getting Over It. Fittingly, it’s called A Pinball Game That Makes You Mad and you can control it with a single button.

    There’s no release date as yet for this project from Azimuth Studios. However, a demo is available on Steam now. Like a good teenage cousin, it’s fun and annoying in equal measure.

    Another pre-Next Fest demo I’ve had a chance to check out is for Don’t Stop, Girlypop!, a fast-paced arena shooter with an anti-capitalist bent. I’ve been looking forward to this one since I found out about it late last year. The demo, with its Y2K girly-pop aesthetics and Doom Eternal/Ultrakill-style gameplay, does not disappoint. 

    I’m glad the team trimmed the first word from the original name — Incolatus: Don’t Stop, Girlypop! — since the shorter version is much punchier and more memorable. Funny Fintan Softworks and publisher Kwalee haven’t revealed a release date as yet, but I’ll be checking my T9 flip phone impatiently in the meantime.

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  • Cozy detectives, urban disc golf and other new indie games worth checking out

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    Welcome to our latest recap of what’s going on in the indie game space. This week, the revived Acclaim held a very fun showcase (and we’ll get to some of the games from that). But on Friday, Nintendo soaked up all the attention with an hour-long Direct. Sure, it included some first-party games, such as Mario Tennis Fever, Metroid Prime 4: Beyond and a Donkey Kong Bananza expansion. But Nintendo highlighted several indie games in the newsy showcase, too.

    Hades 2 is arguably the highest-profile name among those, and the full version isn’t far away at all — it’ll hit Switch, Switch 2, Steam and Epic Games Store on September 25. Stardew Valley, Human Fall Flat, Overcooked 2 and PowerWash Simulator 2 are getting Switch 2 versions as well.

    It wouldn’t be a Nintendo Direct without a shadowdrop. Sure enough, Lynked: Banner of the Spark landed on Switch and Switch 2 on Friday, with mouse control and GameShare support on the newer system. This is an action RPG from FuzzyBot and publisher Dreamhaven that looks a bit like a cross between Hades and Hi-Fi Rush.

    I’ll be honest, I’ve had Lynked: Banner of the Spark sitting on my PC for months. I’m definitely interested in checking it out, but it’s just one of those things that’s unfortunately slipped further and further down my to-play list. I’m still hoping to carve out time to properly check it out before it’s time to start putting together our games of the year list.

    Popucom (which debuted on Steam earlier this year) also looks pretty intriguing. From Hypergryph and publisher Gryph Frontier, this is a multiplayer-only adventure platformer in which you take out enemies with match three-style shooting.

    Here’s the twist: each player only has two colors, so you’ll need to work together to fire the correct blobs at bad guys and obstacles. Popucom is coming to Switch this holiday season.

    New releases

    Little Problems: A Cozy Detective Game is a new title from the small team at female-led Indonesian developer Posh Cat Studio and publisher Amplified Games. As the name suggests, it’s a slice-of-life detective game that sees you getting to the bottom of misunderstandings and minor inconveniences.

    You play as freshman student Mary, and one of the first mysteries you’ll have to solve involves finding the location where her study group is supposed to meet after she forgets where to go on her first day of school. The game has 10 cases overall and each has a set of puzzles to solve. It’s said to have “simple mechanics that grow into playful twists and surprising solutions.”

    Little Problems seems quite charming and just the kind of low-fi puzzle game that I might vibe with. It’s out now on Steam and it usually costs $10, but there’s a 10 percent discount until September 23.

    Disc golf feels like it would be a fun sport to get into and while there are a few courses near me, they’re not exactly easy to get to without a car. So I might just have to make do with Disc Golf City, which came out of early access on Steam for PC, Mac and Linux this week. The action takes place in a colorful city, and you can bounce your disc off of objects in the environment to pull off trick shots and try to land it in the basket.

    Disc Golf City, which is from Agapo Games, costs $13. There’s also a demo you can check out.

    Another game that came out of early access on Steam and GOG this week is Beyond Sunset. This is a cyberpunk (not that one) first-person shooter with RPG elements from Metacorp / Vaporware and publisher Movie Games.

    I love when a vaporwave color palette is put to good use and the lo-fi visuals here just feel right. The fast-paced movement looks pretty interesting too — it’s not hard to tell that the developers took inspiration from the Doom series. Beyond Sunset costs $10.

    It feels like I can’t go on the internet for five minutes without learning about a new sidescrolling Metroidvania game. Still, Katanaut is one I’ve had my eye on for a while. You’ll be facing the horrors that have taken over a space station using an array of weapons, skills and perks.

    This is a roguelite from Voidmaw in which there are new pathways to explore on each run. There is some permanent progression here, as you’ll pick up memory fragments during your journey through the station’s gore-soaked corridors. It was also revealed this week that Acclaim is the publisher of Katanaut, which is available on Steam.

    Upcoming

    Pacific Drive was one of the more interesting-looking games from last year that I just haven’t gotten around to checking out yet. It’s a driving sim and survival horror game set in a supernatural version of the Pacific Northwest, in which you scour the landscape for parts to upgrade your car and, hopefully, stay alive.

    Ironwood Studios and publisher Kepler Interactive this week announced the Whispers in the Woods expansion for Pacific Drive. Slated to arrive later this year, the DLC adds around eight to 12 hours of gameplay with new characters, dangers, mysteries and anomalies to encounter. Other updates include route modifiers and garage cosmetics to find.

    The rest of this week’s upcoming games are all from Acclaim, since I found just about everything in that showcase intriguing. The first game that the publisher showed off was GridBeat from Ridiculous Games.

    Blending together puzzles, tactics and dungeon crawling, GridBeat will see you infiltrate a corporate computer network and try to escape with valuable data while security programs and malware attempt to stop you. You’ll find more abilities and power-ups along the way. Crucially, you need to move in time to the music, since it’s a rhythm game as well. There’s a lot going on here! GridBeat is coming to Steam, but there’s no release window as yet.

    One thing I was really hoping to see during Acclaim’s showcase was the return of NBA Jam. We didn’t quite get that, but I’ll absolutely take Basketball Classics in its place. Acclaim has taken over publishing duties for this retro, NES-style arcade basketball title from Namo Gamo. It features 5-on-5 sidescrolling action with simplified controls, hundreds of teams, more than 1,000 players and multiple modes (including couch multiplayer).

    I hadn’t heard of Basketball Classics until now, but it’s been out on Steam for several years. Acclaim is helping to bring it to consoles sometime soon.

    I do love PowerWash Simulator and am looking forward to the sequel. Pixel Washer looks like a different flavor of that format.

    As a cute lil’ piggy with a power washer, you’ll be cleaning just about everything in sight. The trailer suggests that things might get weird, and it even seems like there are boss fights. Valadria is the developer behind Pixel Washer, which is coming to Steam down the line.

    HyperYuki: Snowboard Syndicate looks like the offspring of SSX and Jet Set Radio, and that’s enough to sell me on the game. An easy addition to my wishlist.

    Wabisabi Design is making this snowboarding game that pits you against NPCs and/or human players in races. In the main game mode, you’ll need to complete a certain number of challenges in each level before you can move on, which is very much keeping in with the Tony Hawk’s Pro Skater format. There’s also a relaxing endless mode, where you can just hang out and explore or, like, whatever.

    HyperYuki: Snowboard Syndicate supports split-screen play and online multiplayer for up to eight people. Again, there’s no confirmed release date or window as yet, this one is coming to Steam.

    Acclaim notes that it is “actively exploring console releases” for its games. “Our goal is to bring these experiences to as many players as possible, and we’ll have more updates to share as development progresses,” the publisher added.

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    Kris Holt

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  • Silksong, smacking sticks and other new indie games worth checking out

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    Welcome to our latest recap of what’s going on in the indie game space. Folks, it’s here. You know it’s here. So, we’ll touch on it, but briefly. Some developers and publishers opted not to delay their games out of this week (others have done that to get some breathing space from you-know-what), so there are several other newcomers to highlight.

    Before we get there, there’s a sale worth mentioning on a PC storefront that does not offer Hollow Knight: Silksong. The Epic Games Store’s End of Summer Sale is running until September 18 and there are some pretty solid deals. Cyberpunk 2077 is 65 percent off for the base game and 50 percent off for the ultimate edition, which includes the Phantom Liberty DLC (which is also 30 percent off for those who have the base game already).

    Other discounts of note include Red Dead Redemption 2 (75 percent off), Grand Theft Auto V Enhanced (50 percent off), Assassin’s Creed Shadows (33 percent off), The Witcher 3: Wild Hunt – Complete Edition (80 percent) and Alan Wake 2 (70 percent off). A bunch of PlayStation games are on sale too, including Marvel’s Spider-Man 2 (20 percent), The Last of Us Part 1 (50 percent), Ghost of Tsushima Director’s Cut (33 percent), God of War (60 percent off) and God of War Ragnarok (20 percent). You’ll get 20 percent back in Epic Rewards on your purchases too.

    The Epic Games Store offers totally free games every week (no need to have a subscription for those!), and the freebies tend to be for well-known games whenever there’s a major sale on the store. Right now, you can pick up an all-timer in Monument Valley for exactly zero dollars. You have until 11AM ET on September 11 to claim the classic puzzle game. When that game cycles out, Epic Games will rotate three more titles into its lineup: Monument Valley 2, Ghostrunner 2 (which I enjoy very much but am terrible at) and a strategy game called The Battle of Polytopia. Again, you’ll have a week to claim those.

    Meanwhile, if you have an Amazon Prime subscription, there’s usually a solid selection in the Prime Gaming library. Games you claim here are yours to keep forever, even if you don’t maintain your Prime membership. Amazon offered up a particularly tasty one this week in the shape of Into The Breach, a hugely acclaimed strategy game, but there are plenty of others to check out. And speaking of games you can play right now…

    New releases

    Yes, Hollow Knight: Silksong is finally here. It’s out on consoles and PC for $20 and it’s included with Game Pass Ultimate and PC Game Pass. It’s broken storefronts and probably some controllers that players have hurled at the wall after dying to a tough boss.

    After a seven-year wait, Silksong is by some distance the highest-profile indie game to arrive in 2025 so far. Perhaps if we start mentioning another long-awaited game — say, Kingdom Hearts 4? Beyond Good and Evil 2? — it may arrive sooner rather than later. Or in, like, another five years.

    I made a few attempts to play Hollow Knight, but bounced off quickly each time. I’ll be sure to give Silksong a proper go, though.

    It might be the case that Silksong isn’t quite your thing. Never fear, there’s lots of other new stuff from this week for you to dive into.

    If a game pops up that reminds me of The Legend of Zelda: A Link to the Past (aka the best game of all time) in terms of looks, I’m duty bound to mention it. Fortunately, Rogue Labyrinth seems like it could be fun to play too. This action-narrative roguelite from Tea Witch Games and publisher indie.io hit Steam this week. It usually costs $15, but it’s 20 percent off with a limited-time launch discount.

    Another thing that’s very much in Rogue Labyrinth‘s favor is that your weapon is a smacking stick, which you can use to turn objects (including vanquished enemies) into projectiles. The combat is a blend of bullet-hell dodging and hack-and-slash action. Being a roguelike, there’s randomization when it comes to things like the arenas, enemies and powers you’ll encounter on each run. The game is also said to feature dynamic narrative systems and you’ll forge alliances with other characters as you try to survive a lethal reality show.

    Although so many other indie games scrambled to get out of the way of Silksong, Hirogami stuck to its September 3 release date. I had to chuckle when a press release with a title of “3D origami platformer Hirogami refuses to fold” hit my inbox last week. An easy pun, but I appreciated it.

    Anyway, this is indeed a 3D platformer with an origami focus. You can flatten out your character into a sheet of paper so that a gust of wind can send you soaring to an elevated platform. You can transform into an armadillo to roll through enemies, an ape to explore treetops and a frog to jump higher. That seems like a real bananza of animal transformation options. Hirogami is available now on Steam, Epic Games Store and PS5.

    Fling to the Finish has been out on PC for some time, and now this co-op platform racing game from SplitSide Games and publisher Daedalic Entertainment has swung over to consoles. You and a friend are tethered by an elastic rope that will inevitably snag on parts of the environment. But you can actually use this to your advantage to swing your teammate onto a ledge or send you both hurling through the air.

    The obstacle-filled courses bring to mind Fall Guys, while the items that players can deploy to slow down race leaders remind me a bit of the Mario Kart games. Fling to the Finish does support solo play, as well as local and online multiplayer, where communication will be key (cross-play is available too). As was the case with Overcooked, you and your pal can play the game by sharing a single controller, which may make it easier to play the game in splitscreen if you’re with a bunch of friends.

    Jetrunner is an action platformer in the vein of Ghostrunner and Neon White from Riddlebit Software and publisher Curveball Games. The folks behind it say it has “a gameplay loop that can be best described as Trackmania meets Titanfall.” So, there are lots of comparisons to make here. Ultimately, you’ll be parkouring your way through various courses while shooting targets, hooking onto grapple points and looking for shortcuts.

    Finding the optimal route — and, of course, actually completing it with as few errors as possible — is the path to climbing the global leaderboards. You can race against ghost replays of your previous runs for a clear visual comparison. In addition, there’s a story mode that sees your character Nina (voiced by Sara Secora) trying to become a legendary jetrunner, with commentator Mick Acaster (Matthew Mercer) charting her progress. I’m digging the visuals here too.

    Jetrunner is out now on Steam and the Epic Games Store for $20 (there’s a 10 percent launch discount on Steam). There’s a speedrun contest that’s taking place until September 11 with a $2,000 prize pool. You can snag a share if you can complete all of the campaign levels in a row quickly enough in the marathon mode and stick to the rules. It also seems that the exodus of other games this week due to Silksong helped Jetrunner gain extra visibility on Steam.

    Upcoming

    A rhythm RPG in which you can use your own music and manually adjust the BPM is interesting enough. But add giant, repurposed mechs to the mix, and now we’re really cookin’. In Steel Century Groove, you’ll compete in robot dance battles as you try to claim a championship. These mechanical beasts were used in warfare long, long ago. Now they’re just literal groove machines.

    Steel Century Groove, which is from Sloth Gloss Games, is coming to Steam on January 28. A demo is available now, and your progress will carry over to the full game.

    When I was assembling the list of games to include in this week’s roundup, I left myself a single, two-word note about The Legend of Baboo: “big floof.” The floof in question is the large, titular dog that accompanies human hero Sepehr in this third-person action adventure from Permanent Way and publisher Midwest Games.

    You’ll play as both characters as you take on enemies, solve puzzles and navigate treacherous lands. When you conquer bosses, you’ll learn powerful magical attacks. Most importantly, you can zhush up Baboo with outfits and ornaments that you discover on your journey. He’s the best boy and he deserves to look and feel good. It’s also crucial to note that, as Sepehr, you can pet, ride and high-five Baboo.

    A release date (or even a release window) has yet to be announced for The Legend of Baboo. It’s coming to Steam, Xbox One and Xbox Series X/S.

    Dreams of Another looks quite unlike any game I’ve seen before. It uses point cloud rendering tech for its remarkably pretty visuals. This fantasy exploration game from Q-Games (under the leadership of Baiyon, the director of PixelJunk Eden) is set in a dream-like world where you create the world by shooting at it.

    Dreams of Another is coming to PS5, PS VR2 and Steam on October 9, and it might just prompt me to set up my VR headset again. A demo dropped this week on Steam, but it’s only available until September 16.

    Tombwater looks kinda rad. It’s a 2D pixel-art Soulslike Western from Moth Atlas and publisher Midwest Games. The developers took (another?) leaf out of FromSoftware’s playbook by pitting you against creepy eldritch horrors. This one is coming to Steam on November 12.

    I always appreciate when a labor of love comes to fruition. Former Uber, MapQuest and Microsoft engineer John Lansing said that, nine years ago, “I built a Final Fantasy Tactics inspired football prototype, and 691 commits later I am proud to present the Fantasy Football Tactics Demo!” This is a turn-based RPG in which the aim is to outscore your opponents rather than taking them out in combat.

    The demo hit Steam this week. There’s no release date as yet for the full game.

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    Kris Holt

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  • Surfing sand and sea, herding beasts and other new indie games worth checking out

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    Welcome to our latest recap of what’s going on in the indie game space. It’s been a very busy week in that realm, thanks to Gamescom. Before we jam through a few of this week’s new releases and some of the many, many Gamescom reveals, there’s one game that has risen high above the din to the point where it’s drowning out many of the smaller announcements.

    Yes, Hollow Knight: Silksong has a release date, and it’s very, very soon. September 4, in fact. I feel for all the developers who have games coming out around the same time, such as Cronos: The New Dawn, Hell is Us, Baby Steps and even NBA 2K26. Sure, Silksong may primarily be for a different audience than the latest edition of a massive basketball franchise, but it’s going to take up much of the oxygen in the gaming space for a while. As such, some developers are delaying their games to give Silksong a wide berth.

    CloverPit was scheduled to drop on September 3, but it’s getting the hell out of Silksong‘s way. The grimy, slot machine-based roguelike is now going to arrive on September 26. “We like a gamble, but this one is too risky lol,” developer Panik Arcade said. “We want to give ourselves and our fans some time to enjoy Silksong, so we’re launching a few weeks later and will use the time to polish CloverPit even further.” Meanwhile, Talegames is pushing back the 1.0 release of its adventure RPG Faeland and Aeternum Game Studios is delaying a Metroidvania called Aeterna Lucis from September into 2026.

    There’s no doubt that Silksong’s arrival is a big deal. It’s been the most wishlisted game on Steam for yonks, was a focus of Microsoft’s Xbox Ally handheld reveal and is a sequel to an indie blockbuster that has now sold more than 15 million copies. In any case, we’ll soon find out if that very, very long wait was worthwhile. Years of Silksong memes sure were. I’m going to need some other long-awaited game to joke about before every showcase now.

    New releases

    I have no earthly idea why it took me so long to try this, but I tested my PlayStation Portal by my building’s pool for the first time this week and it turned out that the Wi-Fi was, in fact, strong enough there for me to use the handheld. It was a fitting place to check out Sword of the Sea, which hit PS5 (including on PlayStation Plus Extra and Premium) and PC this week.

    I’m only an hour or so into this $30 game from Giant Squid, but I’m enjoying the relaxed approach to exploration here. As you’d might expect from developers who have worked on The Pathless, Abzu and Journey, the movement in Sword of the Sea is delightful. You’ll take off from wavy dunes and pull off tricks like you’re in an SSX game as you surf across sand and water on a sword in the aim of restoring life to the barren landscape. Sword of the Sea is a looker, and I’ll surely be getting lost in it some more over the coming days.

    Speaking of games that have an eye-catching aesthetic, Herdling is another exploration and adventure title that dropped this week. This one’s from Okomotive (Far: Changing Tides, Far: Lone Sails) and publisher Panic.

    Here, you’ll be guiding a ragtag herd of beasts across hilly terrain toward the summit of a mountain. You’ll have to solve some “light” environmental puzzles and even endure some stampedes along the way. Herdling typically costs $25, but there’s a 25 percent launch discount. It’s available on Steam, Epic Games Store, PlayStation 5, Xbox Series X, Nintendo Switch and Switch 2. It’s on Game Pass Ultimate and PC Game Pass too.

    With Ball x Pit on the horizon, I figured we were all taken care of for the foreseeable future as far as Breakout-esque roguelites go. Not so fast, said the team behind Vampire Survivors.

    Poncle has spun up its own publishing arm and the second game it’s releasing (after Berserk or Die) is Kill the Brickman from Doonutsaur. Poncle released the game on Steam and Xbox without prior warning this week, and it costs five bucks.

    You’ll collect and augment various bullets that you use to destroy bricks from outer space. There’s a lot going on in the minute-long trailer, but I particularly love how some of the bricks “cry” when a bullet smacks into them.

    Discounty is a life sim about managing a supermarket in a small town. Hopefully, you’ll be a more magnanimous proprietor than the operators of the JoJa Mart in Stardew Valley, but you’ll still have to deal with some folks who are none too pleased about the effect of the business on their town.

    Developer Crinkle Cut Games and publisher PQube suggest there are some secrets to discover in Discounty, which is out now on Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X/S, Steam and Epic Games Store. It’s coming to GOG as well at a later date. The game typically costs $20, though there’s a 20 percent launch discount on PC.

    Upcoming

    Engadget senior reporter Igor Bonifacic spent a few hours with Absolum, a fantasy beat-’em-up with a roguelite spin from co-developers Guard Crush Games and Supamonk and publisher Dotemu (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4). I highly recommend reading his write up for the full lowdown as Absolum sounds like a real treat.

    The demo for this slipped through the cracks for me during the early June chaos of Summer Game Fest and Steam Next Fest, but it’s still available and I’ll absolutely be checking it out to get a taste of Absolum before it arrives on October 4. It’s coming to Steam, Nintendo Switch, PS4 and PS5.

    As I mentioned in our liveblog for Gamescom Opening Night Live this week, any new Ron Gilbert game is worth getting excited about. He’s the director of the first two Monkey Island games and Return to Monkey Island, as well as a developer and producer of so many other projects over the years. Death by Scrolling. is something completely different for Gilbert.

    It’s a vertical-scrolling, action-heavy roguelite in which you need to stay alive and earn enough gold to pay a toll to a ferryman to escape from the afterlife. The look is very heavily reminiscent of Stardew, so if plundering the mines in that game was more your jam than farming and fishing, this might be up your alley.

    There’s no release date as yet for Death by Scrolling, which Gilbert started working on back in 2019, but it’s said to be coming this year. In the meantime, you can read updates about the game’s development on Gilbert’s terrific blog.

    It’s fun that we had mentions of two John Carpenter-related projects at Gamescom this week. Not only was there another look at John Carpenter’s Toxic Commando during Opening Night Live, there was the reveal of Halloween the Game from IllFonic and co-publisher Gun Interactive.

    Set to arrive in 2026, Halloween the Game follows the likes of Friday the 13th: The Game (from the same teams) and the Gun-published The Texas Chain Saw Massacre. It has a 1 vs. 4 asynchronous multiplayer mode in which the quartet will have to use anything at their disposal — from wielding weapons to calling the cops — to survive the threat of the unkillable Michael Myers. There’s going to be a single-player aspect to this game as well, as you’ll be able to control the legendary mass killer in an adaptation of the original film’s story. Halloween the Game is coming to PlayStation, Xbox, Steam and Epic Games Store.

    A game about a guy with a brown backpack who scours ruined, overgrown suburban homes in search of valuable resources that can help him survive a bunch of zombies in the post-apocalypse? It has to be Long Gone, of course! What other game could you possibly be thinking of?

    This is a linear pixel-art narrative adventure from Hillfort Games and co-publisher Outersloth (Among Us studio Innersloth’s publishing wing). The developers seem to have been influenced by a little game you might have heard of called… Gone Home, as you’ll look through the belongings of people who used to live in this world and learn the truth about what happened. There’s no combat here. Instead, zombie encounters require puzzle solving. There’s no release window as yet for this point-and-click game, which is coming to Steam.

    Fittingly enough, I’ve had my eye on Militsoner for some time, so I was delighted to hear that there’s a two-week playtest on Steam that’s open to everyone. This is an immersive sim in which you’ll try to escape a town, but that may not be too easy as there’s an enormous policeman watching your every move. The playtest is limited to a slice of the town, but I’m really looking forward to getting in there and finding out what this is all about.

    I have to hold my hands up here and admit I’m not familiar with puzzle game maker Rusty Lake. But when the trailer for their next game popped up this week, it had me utterly captivated, because Servant of the Lake looks very, very pretty.

    This is a point-and-click puzzle adventure that will see you carrying out tasks as seemingly innocuous as straightening picture frames to helping with experiments and cleaning up afterward. You’ll play as a housekeeper of an estate, but it’s not entirely clear whether you’ll be able to survive the weekend… Servant of the Lake is coming to Steam, Itch.io, iOS and Android in Spring 2026.

    BPM: Bullets Per Minute developer Awe Interactive is back with another rhythm-based shooter, albeit one that has a top-down perspective instead of a first-person one. BPM Bitcrushed (which is being published by Kwalee) is a roguelite, pixel art dungeon crawler that syncs shooting, jumping and dodging to the beat. The dungeons are procedurally generated and there’s a “wide variety of powerful weapons, unique items and rhythm-based abilities” to discover.

    What’s most interesting to me here though is that, along with the game’s own soundtrack, you can load in your own tunes via the custom music feature. Perhaps setting the action to some slow-tempo sludge metal will make things a bit easier.

    Couch Planes is an arcade plane racer from Skylab Interactive that’s coming to Steam, Epic Games Store and consoles next year. There are a few different modes, 15 maps with environmental hazards and collectable power ups including homing rockets, mines and speed boosts. There’s support for four-person local multiplayer and 12-player online action.

    From Starfox and Grand Theft Auto V to The Falconeer and Microsoft Flight Simulator 2024, I’ve never been much good at flying in games. But hey, Couch Planes looks like it could be a fun time with friends.

    Let’s close out this bumper post-Gamescom edition of our indie games roundup with something that might not be for me, but could be for you. Canvas City is the first project from Disc 2 Games, which is self-publishing the game with help from Dredge studio Black Salt Games.

    Turn-based tactics games aren’t typically my jam, but I’m always going to have at least some interest in one that’s about a group of upstarts rebelling against an oppressive force. In this case, you’ll take charge of skaters and street artists who are fighting back in a “vibrant yet suppressed urban world” (which sounds a little similar to Unbeatable, which this week got a November 6 release date).

    What caught my attention here is that fluid movement is a key part of the game. When it’s your turn, you can use rails, ramps and other parts of the environment to pull off combinations of tricks and attacks. These chained actions can also earn you Style Points that can enhance your abilities.

    Disc 2 hasn’t revealed a release window for Canvas City as yet. It’s in development for Steam and Nintendo Switch.

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    Kris Holt

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  • Legendary Industry Veterans Get Candid On Ageism In Gaming

    Legendary Industry Veterans Get Candid On Ageism In Gaming

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    Video game publisher Activision Blizzard has been embroiled in controversy within the last few years, from allegations that a culture of sexual harassment was allowed to thrive to reports of union-busting by management. But in January 2024, when a new lawsuit was filed against the Call of Duty and Overwatch publisher, many were shocked to read what it was in reference to: A 57-year-old former ActiBlizz exec alleged that he left the company because of ageism. According to the lawsuit, then-CEO Bobby Kotick said that the company’s problem was that there were “too many old white guys” working there.

    Though race and gender traditionally get more attention in calls for a more diverse game industry—one where whiteness and maleness remain the norm—age discrimination is a hot-button issue as well. According to a 2019 survey from the International Game Developers Association, only 9% of game developers are 50 years old or older. As the people behind iconic, genre-defining games approach and surpass middle age, how do their peers treat them? Have they noticed a shift in the way developers work, or how games are made?

    I sat down with Gears of War designer Cliff Bleszinksi on one call and Ultima Underworld creator Warren Spector, Apogee Software founder Scott Miller, and Nightdive Studios head of business development Larry Kuperman on another, to chat about navigating the game world after spending decades in it.

    Photo: Mark Davis (Getty Images)

    The demands of game development

    “I’m gonna go on record saying I think I’m the oldest person who isn’t running stuff or on the business side,” Spector, who is 68, proclaims early on in the conversation. He’s referencing the phenomenon by which former developers transition to the business side of game dev, which many chalk up to the intense demands of video game development cycles.

    Spector started in the board game world before moving to digital games in 1989, Miller (who pioneered gaming’s episodic release format) shipped his first in ‘85, Kuperman has been involved in games since 2001, and Bleszinski joined Epic Games in ‘92. Of the four, Spector is the only one solely working on the development side, while the rest are now mostly focused on the business end or, in Bleszinski’s case, out of games almost entirely.

    I ask if the volatility and demands of the industry, which has seen more than 6,000 layoffs in the first month of 2024 alone, are why companies can’t or won’t retain older talent. “Some people find an ever-changing environment invigorating,” Spector suggests. “That’s one of the reasons I’ve lasted this long…things change so rapidly that you’re constantly acquiring not only new knowledge but new skills.”

    But he acknowledges how competitive and tough the games industry can be. “The difficulty of the work, the low pay, drives even young developers away,” he points out while suggesting that, in his experience, the average “lifespan” of a programmer is about five to seven years due to the intense nature of their work.

    “There’s a certain type of developer that’s a kind of self-flagellating monk that lives for that [intense] work ethic,” Bleszinski says during our conversation. “And then there’s a certain amount of peer pressure where you have deadlines and then someone goes home at six o’clock at night to their family, and then the other people are still at their desks—they don’t say it, but deep down they’re thinking, ‘I’m gonna be here until midnight, fuck that guy.’ A lot of that comes from the top…my producer on Gears, Rod Ferguson, I believe is one of the best in the business, but he lives for the work. He’s just an absolute workaholic.”

    With crunch becoming an increasingly popular issue within the industry, and workers campaigning for union protections and a better work/life balance, can studios expect their developers to work the way they once did?

    “The industry thrives on hungry game developers that are just happy to get an okay salary and free Mountain Dew and Doritos,” Bleszinski says. “If crunch is enforced, they’ll do it, but they’re gonna be very resentful towards the company…plus you get to a certain age where you hit the point where you’re like, ‘fuck you, pay me’.”

    A neon-lit screenshot from Turbo Overkill.

    Image: Apogee Entertainment

    The promise of indies, the problem of layoffs

    Though Spector, Miller, and Kuperman don’t hesitate to disagree on the topics we cover (they playfully throw barbs about the validity of the games-as-a-service business model), they wholeheartedly agree on one thing: The nuts and bolts of game development have dramatically shifted since they started their careers, and much of that shift can be attributed to the availability and approachability of today’s game engines.

    “We used to have to create engines from scratch, and that limited access,” Spector points out. “Now, youngsters right out of school, in their garage, can actually make games without learning Assembly, like Richard Garriot [the creator of the Ultima series] had to. So I think that’s a large reason why you don’t see as many older developers, because the youngsters are using those available tools.”

    Miller, who is still “deeply involved” in making games, concurs: “We’re in the era now where two people can do what 20 people did back in the ‘90s.” He brings up last year’s action game, Turbo Overkill, which Apogee published. “95% of that game was made by one guy. We helped him up with the music and voiceover, but this is a game that would’ve taken 25 to 30 people back in the ‘90s. It’s just a remarkable piece of work.”

    And for them, in today’s game economy, innovation like that can only be found at indie studios. “I like being at the indie level,” Miller says. “I think we can all agree on that,” Kuperman chimes in. “There’s just so much innovation going on at the indie level that you’re not seeing at the big boy level because it’s too costly to take a risk,” Miller suggests.

    What about those “big boy” studios, and the thousands of layoffs they’ve doled out in the last month alone? How do industry mainstays feel about the layoffs, and the future of the industry? For Spector, there’s no fear in gaming’s future, just apprehension towards those leading it: “It sounds like [companies] just over-hired during the early days of the pandemic, and it’s bad management that’s resulting in overstaffing. That doesn’t mean there’s a fundamental flaw. It means we have some bad managers at the top of companies.”

    Kuperman steps in, pointing out that “Scott [Miller] has been kinda leading the way in hiring back up people from kindred companies.” Miller reiterated Spector’s talking points, suggesting that “games suddenly were selling 30 to 50% better than normal” during covid, and studios went on a hiring spree.

    The conversation circles back around, once again, to the promise and allure of indie studios in the modern financial climate. “I don’t have 150 or 200 employees to lay off…but the layoffs are coming at Mega Corp,” Kuperman says. “And in the meantime, there are lots of indie developers that are not only thriving, but are looking to scale up.”

    Variety

    Ageism and diversity in the video game industry

    Though we laugh a bit about how we all came together—thanks to Bobby Kotick (himself a 61-year-old man) allegedly partaking in ageism—the tone does get somewhat serious when discussing the issue of age discrimination. Miller and Spector deny facing any sort of ageism during their decades in the industry, but Kuperman has a personal anecdote that’s stayed with him for years.

    After working remotely for GameStop for two years as a business development manager, he was let go at 57 years old. “There I was, with a great resume, you know, successful in games, I had worked with every major company, my client list went from Activision to Zenimax…I sent out my resume, my applications to all of these companies that I had worked with—they all knew what I could do and my capabilities. And they all turned me down,” Kuperman recalls. “And the one that was the most offensive—I won’t say who it was—but they took the time to explain to me that I was not a ‘cultural fit.’ I got this explanation that I was not a cultural fit while I was working from home wearing a Ramones T-shirt. I knew what they meant, right? That I was not gonna fit in with their twenty- and thirty-somethings.”

    Bleszinski believes older members of the industry are still in it either because they didn’t get “fuck you” money or because they genuinely love what they do—from our convo, it’s clear that his time churning out AAA games left him somewhat jaded. “Talking about ageism—once a person gets married and has kids and whatnot, you know, they’re going to put in their eight hours and they’re gonna go the fuck home,” Bleszinski says. “I tell people, get ‘fuck you’ money, and then get the fuck out.”

    Spector, Miller, and Kuperman are all now indie darlings, so their experience is vastly different from Bleszinski’s, who had to be the face of a massive AAA franchise while still actively working on it. But all of them still agree that game development can often feel like a young person’s, well, game. Part of that has to do with the demands of the work, sure, but there’s an accessibility problem, as well.

    “My twitch skills are not what they used to be,” Spector points out. “People don’t believe me that there are physical changes in your body as you get older. But there are, and I am physically not able to work the kinds of hours I used to. I am physically not able to keep up with 12-year-olds, 34-year-olds [referencing my age] playing games anymore. So I need to find a somewhat different role in development, and I’m lucky enough that I’ve been able to carve out a different role. But a lot of people might just say, ‘I don’t want to do that anymore’ and self-select out.”

    The Last of Us accessibility mode turns characters red and blue to denote who is an enemy and who isn't.

    Image: Naughty Dog

    “The thing is, for me, my vision,” Kuperman says. He struggles with contrast in games, and can get frustrated when he can’t see important features like doors. “But I’m lucky because [my studio] NightDive is now part of Atari, so I now have support mechanisms that I didn’t have before.”

    But how does the industry, as a whole, do when it comes to accessibility and diversity?

    “It’s not just age and it’s not just physical—divergent thinking is not very well-supported,” Spector says. “Every way you can think about diversity, we do a bad job…we don’t get a lot of resumes from older developers or people who think differently or people of color…that’s an area where I think younger developers are going to have to lead the charge.”

    He continues. “I’m only speaking for myself but, I like the past when I was able to work until three in the morning and sleep under my desk and drive home and have no idea how I got home. I kind of miss those days of comradery in the foxhole. Younger developers don’t wanna do that, and it’s a good thing ‘cause I can’t do it anymore. So it’s good that they’re thinking that way…the world has changed for the better.”

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    Alyssa Mercante

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  • Xbox Slammed For AI-Generated Art Promoting Indie Games

    Xbox Slammed For AI-Generated Art Promoting Indie Games

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    ‘Tis the season to promote indie games with AI-generated junk, apparently. A Microsoft Twitter account recently posted low-effort, energy-intensive art promoting indie games on Xbox before later deleting it after getting roundly mocked by fans and developers alike.

    “Walking in a indie wonderlaaand,” the ID@Xbox account tweeted on December 27. “What were your favorite indie games of the year?” The post was accompanied by an AI-generated image of children sledding down a hill with a giant green Xbox logo on it.

    Screenshot: Microsoft / Kotaku

    It looked harmless at first, but a second or third glance immediately revealed telltale AI anomalies like children maneuvering their sleds with cranks attached to nothing and fishing in the snow for presents with weird black tendrils. A man playing a gaming handheld in the center top of the image has had his top lip replaced by teeth. A child jumping through the snow appears to have a mustache. It was a really bad look considering ID@Xbox is supposed to be the human-facing team within the megacorporation championing individual creators and small independent teams.

    “Bro not Xbox using ayy-eye to promote indie devs,” wrote pixel artist TAHK0. “Nothing says ‘we don’t care about indie developers’ like using AI,” wrote artist NecroKuma3. “ If you can’t hire an artist to do advertising, I highly doubt you’ll do it with independent developers.” The company quietly deleted the post overnight without acknowledging the backlash. Microsoft did not immediately respond to requests for comment.

    While not posting half-assed AI art to promote artists seems like a no-brainer, we’re seeing more and more companies do it lately. There was the AI-generated promotional image for Amazon’s Fallout TV show, AI-generated art promoting a new Pokémon GO event, and even Ubisoft accounts representing offices where staff had recently been laid off putting out AI-generated Assassin’s Creed art.

    When this stuff first started happening it felt shitty but low stakes. Increasingly it feels clear, however, that companies are taking the same approach to AI art that they have with every other internet age advancement, operating under the assumption that people will complain at first but eventually they’ll get tired of it and move on to being angry about something else. Boil the frog slowly enough and eventually it won’t realize it has 11 fingers, 13 toes, and weird spindly wires coming out of its back.

    Read More: AI Creating ‘Art’ Is An Ethical And Copyright Nightmare

    As a cheerleader for AI technology, however, Microsoft’s role in this is especially egregious. The company is already promoting tools for AI-generated content in games, and encouraging all 20 Bing users to play around with its AI art tools. Never mind that no one is actually quite sure how the technology will make money, or if it’s even legal. If it can replace human creativity with predictable slop and reduce headcount, it must be a win-win.

    According to the MIT Technology Review, every AI-generated image requires as much energy as an entire smartphone charge. And Microsoft’s own internal environmental report blamed the technology for a 34 percent spike in its water usage to cool all the racks of computing power required for, among other things, enabling users to shitpost about Kirby doing 9/11. As Immortality game director Sam Barlow put it following the AI-generated ID@Xbox post, “Really impressive that just as we were finally starting to address the climate emergency, we invented stupid ways to undo all our progress.”

              

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    Ethan Gach

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  • The Hottest Gaming Takes, From PS5 Pro To The Game Awards

    The Hottest Gaming Takes, From PS5 Pro To The Game Awards

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    Does anyone else feel like the PS5 just came out, not that long ago? Well, there’s already an abundance of chatter about a potential mid-gen Pro version of Sony’s strangely designed console. And we’ve also got a Game Awards rundown for you too.

    These are the week’s most interesting perspectives on the wild, wonderful, and sometimes weird world of video game news.


    Finally, A Clever Indie RPG For People Who Suck At Undertale

    The protagonist casts a spell that says "Dude" in Leximan.

    I wonder what happens if you cast “canola”?
    Screenshot: Marvelous Europe

    True confession: while I admire and enjoy the heck out of Undertale, the hugely influential 2015 indie RPG that rewards a peaceful approach to conflict, I’ve never actually managed to complete a pacifist run of the game. That’s because I stink at its bullet-hell combat, which demands lightning reflexes and near-perfect memorization throughout its lengthy and brutal boss battles. So you can imagine my delight when I happened upon an adorable RPG that swaps twitchy, rage-quit-inducing challenges for gentle word puzzles. – Jen Glennon Read More


    Kotaku Asks: What Do You Want From A Potential ‘PS5 Pro’?

    Image for article titled The Hottest Gaming Takes, From PS5 Pro To The Game Awards

    Photo: Hopix Art / Kotaku (Shutterstock)

    Rumors about a supercharged PS5 (or “PS5 Pro,” if you will) are floating around the internet once more. Whether there’s merit to these rumors, of course, remains to be seen. There’s little use speculating about specs for a rumored, potentially nonexistent console. So, instead, let’s ask if we would even want such a thing in the first place. – Claire Jackson Read More


    Toss Yourself In Front Of A Moving Car In This Wild Indie Game

    Photo of a street-based game that challenges visitors to avoid being detected by an AI-powered camera.

    This time, I know I’m onto a winning strategy. I’ve gathered three parking cones, and set about plopping one atop my head and the others on the ends of my arms, Mega Man buster cannon-style. I ask my friend nearby to punch the start button for me. Squishing my legs together as one, like I’m hopping on a tiny pogo stick, I bounce through the (fake) crosswalk, my silhouette on the large screen most closely resembling an 8-bit cactus. – Jen Glennon Read More


    A Beautiful Indie Game Makes Climbing Feel Sublime

    A Beautiful Indie Game Makes Climbing Feel Sublime

    Breath of the Wild and Assassin’s Creed could learn something from Jusant


    The Best Reveals From The Game Awards 2023

    The Best Reveals From The Game Awards 2023

    The industry’s big night delivered a slew of announcements and more than a few surprises


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    Kotaku Staff

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  • Finally, A Clever Indie RPG For People Who Suck At Undertale

    Finally, A Clever Indie RPG For People Who Suck At Undertale

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    True confession: while I admire and enjoy the heck out of Undertale, the hugely influential 2015 indie RPG that rewards a peaceful approach to conflict, I’ve never actually managed to complete a pacifist run of the game. That’s because I stink at its bullet-hell combat, which demands lightning reflexes and near-perfect memorization throughout its lengthy and brutal boss battles. So you can imagine my delight when I happened upon an adorable RPG that swaps twitchy, rage-quit-inducing challenges for gentle word puzzles.

    Leximan, from developer Knights of Borria, immediately caught my eye among the many booths at December 8’s Day of the Devs indie showcase. That was largely due to its monochromatic pixel art style, which is interspersed with trippy splashes of color. You play as a pointy-hatted wizard with a slinky, gliding stride, navigating your way through a variety of colorful dungeons and puzzles.

    Read more: 20 Cool Indie Games You Won’t See At The Game Awards

    As is the case in any worthwhile dungeon, you’ll encounter baddies to dispatch, and Leximan puts a unique spin on the genre’s familiar turn-based combat. When you enter battle, you’ll see a swirling cloud of word fragments on the bottom half of the screen, which you can then use to create mystical incantations. There’s a variety of solutions to any given situation, and the most obvious word may not be the correct option—or the most interesting one. You might have a pretty clear idea of what will happen if you cast “Fireball,” but aren’t you the slightest bit curious about what might happen if you chose “Hairball” instead?

    Leximan | Announcement Trailer

    Once you’ve landed on your approach, the ensuing dialogue will dance and shimmer on the screen, often in vibrant contrast to the game’s mostly black-and-white aesthetic. On occasion, the game’s entire interface will transform or change color—as when I cast “yellow” in response to a foe wielding a green shield. These inventive riffs on the familiar combat system combine to allow each encounter to feel distinct and memorable in its own right. At least during my brief demo, there wasn’t any hint of the kind of spammy, repetitive encounters that often plague retro-styled role-playing games.

    With its full-hearted embrace of punny turns of phrase, I wasn’t surprised to discover that the team behind Leximan is based in the UK (Cornwall, to be more precise). There’s a distinct dryness and Python-esque sensibility in the writing here that feels distinct from Undertale—and its many imitators—in a welcome way. If you’re a fan of an offbeat RPG with oodles of personality, this is one to watch.

     Leximan does not yet have a release date, but you can wishlist it on Steam to keep on top of future updates.

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    Jen Glennon

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  • Among Us Is Crossing Over With Goose Game, Celeste, Undertale, And More

    Among Us Is Crossing Over With Goose Game, Celeste, Undertale, And More

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    Indie multiplayer superhit Among Us is bringing together a whole host of other popular indie games—including Undertale, Untitled Goose Game, and Celeste—into one giant cosmetic bundle available to buy in-game until February 2024.

    Among Us, a 2D cartoonish multiplayer-focused game where players have to figure out who can be trusted and who is a murderous imposter, got huge in 2020 thanks to Twitch. However, the game—developed by small studio Innersloth—actually launched in 2018 to little fanfare. Once Among Us exploded online, the devs dealt with burnout and pressure as they updated and ported it to more platforms. Now, it’s playable basically everywhere and has a large audience that eats up each update—including its latest, which turns it into a greatest-hits collection of indie gems.

    On November 28, developer Innersloth announced the “Indie Cosmicube” a new cosmetic pack for Among Us that contains outfits inspired by seven different indie games: Untitled Goose Game, Undertale, Crypt of the NecroDancer, Celeste, Castle Crashers, Alien Hominid, and A Hat in Time. Players will need 7,000 beans—a freely earned in-game currency—to get this pack of cosmetics. Once purchased, they must equip it and play matches to unlock all the outfits and items inside the pack.

    “Our team was so excited to bring the stylings of [these games] to life in Among Us,” Innersloth said. “They’re indie. We’re indie. It’s like that Spider-Man meme, but instead of pointing, we’re crying because we love each others’ work so much.”

    In total, this new cosmetic pack contains 25 hats, 18 skins, 12 nameplates, 9 visors, and 6 pets. If you do the math, assuming you include the option of not wearing some things, this one cosmetic pack offers up to 8,091,720 possible visual combinations.

    Among Us’ new set of cosmetics won’t be around forever, though. Players only have until February 2024 to earn 7,000 beans and purchase the pack before it leaves the in-game store.

      .

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    Zack Zwiezen

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  • Devs React To Unity’s Newly Announced Fee For Game Installs: ‘Not To Be Trusted’ [UPDATE]

    Devs React To Unity’s Newly Announced Fee For Game Installs: ‘Not To Be Trusted’ [UPDATE]

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    Unity, the cross-platform game engine that powers games like Rust, Hollow Knight, and Pokémon Go, has introduced a new, controversial fee for developers, set to take effect next year. Indie developers quickly responded to the announcement, with many suggesting the costs of this policy would kill smaller games, while confusion spread as devs wondered how it would affect their bottom line. Unity’s attempts to provide clarity have only fueled devs’ frustration and spawned more questions from those with both currently active and in-development games using the engine.

    The new Runtime Fee, announced in a September 12 Unity blog, is based on the number of installations a game built with the Unity engine receives, as well as the revenue it generates. Though it won’t start until January 1, 2024, the Runtime Fee will apply to any game that has reached both a previously established annual revenue threshold and a lifetime install count. Games developed with the lower-cost Unity Personal and Unity Plus plans reach that threshold at $200,000 of revenue in one year and 200,000 lifetime installs, while Unity Pro and Unity Enterprise accounts must reach $1 million in revenue and 1 million lifetime installs for the fee to kick in.

    Read More: Unity CEO Calls Mobile Devs Who Don’t Prioritize Monetization ‘Fucking Idiots’

    Unity Personal and Unity Plus devs will have to pay $.20 for every game installed past their subscription-specific thresholds, Unity Pro devs will have to fork over between $.02 and $.15 for every install past theirs, and Unity Enterprise devs’ costs range from $.01 to $.125. Developers in emerging markets will have lower costs per install past their threshold. The announcement was met with widespread confusion, as devs of free-to-play games scrambled to figure out if they’d end up owing hundreds of thousands of dollars, charity bundle creators became concerned about potentially being punished for supporting a good cause, and more.

    Developers react to Unity Runtime Fee

    Shortly after the policy was announced, Rust developer Garry Newman wondered if “Unity [wants] us to start paying them $200k a month” before doing the math and realizing that Facepunch Studios would owe the game engine company about $410,000 total.

    “While this isn’t much, here’s some stuff I don’t like,” Newman shared to X (formerly Twitter). “Unity can just start charging us a tax per install? They can do this unilaterally? They can charge whatever they want? They can add install tracking to our game? We have to trust their tracking?”

    Though many devs initially thought this new fee would apply to all games made in Unity (including free ones), and reacted accordingly, it soon became clear that the fee will only apply to monetized titles. Axios’ Stephen Totilo shared some clarification he’d received from Unity a few hours after the initial announcement, including that charity games and bundles are excluded from fees. But some of Unity’s clarifications only served to further suggest the notion that it didn’t really think this initiative through.

    “If a player deletes a game and re-installs it, that’s 2 installs, 2 charges,” Totilo posted. “Same if they install on 2 devices.” This means that developers could be “vulnerable to abuse” from bad actors who repeatedly uninstall and reinstall their games. “Unity says it would use fraud detection tools and allow developers to report possible instances of fraud to a compliance team.” So, if you get a massive bill from Unity, you’ll just have to wait on their customer support line. Shouldn’t be an issue, right?

    Xalavier Nelson Jr., head of Strange Scaffold, the indie studio behind games like El Paso, Elsewhere and An Airport For Aliens Currently Run By Dogs, expressed concerns about the entire situation. “This is the danger of modern games and game development cycles becoming exponentially more complicated, lengthy, and prone to immense dependency,” he told Kotaku via DM. “When a decision like this gets announced, and you’re three years into a five-year journey, you have little to no choice. You’re stuck with a partner who may be actively working against your interest, and who you increasingly cannot trust.”

    Tiani Pixel, indie developer and co-founder of Studio Pixel Punk, the studio behind the 2021 Metroidvania Unsighted, told Kotaku via DM that “there’s a lot of things in Unity’s statement that aren’t clear and are very worrying.” She brought up not only how complicated it is to measure actual installs, but the privacy issues inherent with such a policy.

    “There are some certifications you need for having such service in your game and releasing it on consoles and other platforms. You need an end-user license agreement (EULA), because you’ll be sending info from the player’s device to an external server. So, will indies be forced to add such DRMs on their games so they can track the installs? Again, Unity does not make it clear. Forcing DRM on games has a long (and bad) history in gaming. Many tools used for this are literally indistinguishable from malwares…There’s no benefit to the devs or the user here.”

    She also pointed out how these new fees could affect indie developers. “Small indie games, like our game Unsighted, which had the chance to appear on services like Xbox Game Pass, (in which the game isn’t sold directly to the consumer), might be penalized for becoming popular there, because we will be charged for every install,” she said.

    Brandon Sheffield, creative director at Necrosoft Games, warned game developers off the engine in a scathing op-ed for Insert Credit. “But now I can say, unequivocally, if you’re starting a new game project, do not use Unity,” he wrote. “If you started a project 4 months ago, it’s worth switching to something else. Unity is quite simply not a company to be trusted.”

    The op-ed ends by stating that Unity is “digging its own grave in search for gold.”

    Unity continues to court controversy

    Shortly after Unity’s blog post went live, game developer John Draisey posted that Unity had “eliminated Unity Plus subscriptions” and that the company was automatically switching members to its Pro subscription next month. Draisey shared an image showing the price difference between the two subs, which are billed annually, and it was nearly $3,300. “Be careful not to have auto-renew on your account if you can’t afford the price. And this is with just 2 people on my team with project access,” he warned.

    It’s unclear how the potential change in subscription options will translate to the newly minted Runtime Fee, as the thresholds are different for each sub. Kotaku reached out for clarification, and a Unity spokesperson pointed us to their FAQ page. When asked for further clarification, the spokesperson sent this statement: “Unity Plus is being retired for new subscribers effective today, September 12, 2023, to simplify the number of plans we offer. Existing subscribers do not need to take immediate action and will receive an email mid-October with an offer to upgrade to Unity Pro, for one year, at the current Unity Plus price.”

    The bigwigs at Unity have been making some, uh, interesting decisions as of late. In June, the company announced two new machine-learning platforms that would be integrated into its engine: Unity Muse (essentially ChatGPT for using Unity, a service that would allow devs to ask questions about coding and get answers from a bot) and Unity Sentis, which “enables you to embed an AI model in the Unity Runtime for your game or application, enhancing gameplay and other functionality directly on end-user platforms.” As former Kotaku writer Luke Plunkett pointed out at the time of the announcement, AI technology heavily relies on “work stolen from artists without consent or compensation,” so Unity Sentis raised a ton of eyebrows.

    And as Rust’s Newman shared shortly after the latest Unity announcement, it seems these changes are having a negative impact on the company at large: their market shares tanked as of 11:17 a.m. EST. Let’s see if Unity sticks with these changes, or makes adjustments based on feedback from developers.

    Image: Facepunch Studios

    Unity responds to negative feedback

    At 6:38 p.m. EST, the official Unity X account shared a post on the game engine’s official forums titled “Unity plan pricing and packaging updates.” The post contains a series of frequently asked questions that cropped up shortly after the announcement of the Runtime Fee, many of which were focused on game installations.

    As many devs worried on social media before these FAQs were released, under Unity’s new policy, multiple reinstalls or redownloads of games will have to be paid for by creators—and the definition of “install” also includes a user making changes to their hardware. Further, any “early access, beta, or a demo of the full game” will induce install charges, according to the FAQs, as can even streamed or web-based games. And Unity won’t reveal how it’s counting these installs, posting that “We leverage our own proprietary data model, so you can appreciate that we won’t go into a lot of detail, but we believe it gives an accurate determination of the number of times the runtime is distributed for a given project.”

    The FAQ does not clarify how Unity will ensure it does not count installations of charity games or bundled games with its “proprietary software.”

    The Verge’s Ash Parrish was quick to point out that the multiple install charges could give right-wing reactionaries a new way to damage a game and/or studio: revenue bombing. If certain groups are angered by, say, a queer character in a game or a Black woman lead (both of which have whipped gamers into a frenzy before), then they could repeatedly install said game over and over again, racking up Unity’s Runtime Fee for the studio.

    “I can tell you right now that the folks at risk of this are women devs, queer devs, trans devs, devs of color, devs pushing for accessibility, devs pushing for inclusion—we’ve seen countless malicious actors work together to tank their game scores or ratings,” developer Rami Ismail wrote on X.

    Nelson confirmed to Kotaku via DM on the evening of September 12 that “concrete talks are happening among some of the most significant developers in the space” regarding a class-action lawsuit against Unity.

    Update 09/12/2023 7:35 p.m. ET: Updated to include information from an official Unity forum post, more reactions from devs, and the confirmation of a potential class-action lawsuit.

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    Alyssa Mercante

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