GOG - IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 18 Jun 2025 15:12:55 +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 GOG - IndieGames https://www.indie-games.eu/en 32 32 Microsoft i AMD zajedno rade na lansiranju sljedeće generacije Xbox konzola https://www.indie-games.eu/en/microsoft-and-amd-team-up-for-next-gen-xbox-consoles/ https://www.indie-games.eu/en/microsoft-and-amd-team-up-for-next-gen-xbox-consoles/#respond Wed, 18 Jun 2025 15:12:55 +0000 https://www.indie-games.eu/?p=26440 It’s a console like we’ve never seen before — a gaming PC running Windows.

The post Microsoft and AMD Team Up for Next-Gen Xbox Consoles first appeared on IndieGames.

]]>
Microsoft has entered a multi-year partnership with AMD to jointly develop custom chips for a range of new devices, including the highly anticipated next-generation Xbox consoles. Xbox President Sarah Bond confirmed the partnership, emphasizing the goal of “pushing the boundaries” of gaming technology. She described the upcoming console as unprecedented – a gaming PC running Windows.

In her statement, Bond highlighted Xbox’s mission to enable players to “play the games they want, with the people they want, wherever they want”. The AMD partnership is a key step toward this vision. As consistently emphasized in their campaigns, the next Xbox is designed to deliver a consistent, high-quality experience for players, whether at home or on the go.

The AMD partnership extends beyond consoles to include handheld devices, PCs, and peripherals, reflecting Microsoft’s ambition to create a unified gaming ecosystem. Bond stressed the desire to make Windows a central platform for video games, ensuring Xbox experiences are accessible across all devices, independent of a single store. If taken seriously, her words suggest the next Xbox will be a PC capable of purchasing games through the Microsoft Store, Steam, Epic Games Store, GOG, and other platforms.

The post Microsoft and AMD Team Up for Next-Gen Xbox Consoles first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/microsoft-and-amd-team-up-for-next-gen-xbox-consoles/feed/ 0
Tainted Grail: Fall of Avalon je vaš novi RPG hit https://www.indie-games.eu/en/tainted-grail-fall-of-avalon-is-your-new-rpg-hit/ https://www.indie-games.eu/en/tainted-grail-fall-of-avalon-is-your-new-rpg-hit/#respond Mon, 26 May 2025 09:35:12 +0000 https://www.indie-games.eu/?p=25415 Tainted Grail is a love letter to open-world RPGs, offering limitless freedom.

The post Tainted Grail: Fall of Avalon Is Your New RPG Hit first appeared on IndieGames.

]]>
Just last, week Questline and publisher Awaken Realms fully launched Tainted Grail: The Fall of Avalon, a first-person open-world RPG with a unique dark, immersive take on Arthurian legend. After more than two years in Early Access, this ambitious title has emerged as a must-play for fans of games like The Elder Scrolls and Kingdom Come: Deliverance. You can grab it on PC via Steam and GOG, PlayStation 5, and Xbox Series X/S for 43,99 €.

You begin as a prisoner, freed by a mysterious stranger, and your task is to shape Avalon’s future. The story was written by Polish fantasy writer Krzysztof Piskorski and spans three acts across regions like Misty Horns, Cuanacht, and Forlorn Swords, each packed with over 200 side quests and 250 NPCs. This isn’t your typical Arthurian tale; it’s a mature, morally ambiguous journey where every choice feels incredibly weighty, offering multiple endings.

Tainted Grail is a love letter to open-world RPGs, offering limitless freedom. Its character creation lets you craft unique builds, whether you want to be a stealthy archer, a mystical blacksmith-mage, or even an alchemist-berserker, using over 50 spells, countless weapons, and customizable gear. Combat feels responsive, with light and heavy spell casts, stamina-based melee, and a Souls-like dodge-and-parry system for tough elite enemies and bosses.

The world is packed with hidden dungeons, secret items, and journals with lore. Activities like fishing, farming, alchemy, and even sketchbook journaling really enrich the experience. Plus, there’s a Wyrdness mechanic that transforms the world at night, making enemies tougher but also making the loot more rewarding. A portable bonfire system for leveling up, cooking, and fast travel adds a unique twist too.

With a “Very Positive” rating on Steam (that’s 87% of 6,483 reviews), Tainted Grail is clearly resonating with RPG fans who crave depth and freedom. Its Elder Scrolls-inspired gameplay, paired with a darker, more desperate tone, really fills a gap left by titles like Oblivion and Skyrim. While some technical issues and a few unpolished mechanics keep it from being absolutely perfect, its heart and soul truly make it a standout RPG title.

The post Tainted Grail: Fall of Avalon Is Your New RPG Hit first appeared on IndieGames.

]]>
https://www.indie-games.eu/en/tainted-grail-fall-of-avalon-is-your-new-rpg-hit/feed/ 0
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.

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

]]>
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.

]]>
https://www.indie-games.eu/en/casebook-1899-the-leipzig-murders-interview/feed/ 0
Synergy – Prekrasan city-builder sa svježim pristupom https://www.indie-games.eu/en/synergy-gorgeous-city-builder-review/ https://www.indie-games.eu/en/synergy-gorgeous-city-builder-review/#respond Sat, 10 May 2025 21:56:17 +0000 https://www.indie-games.eu/?p=24663 Set on a harsh alien planet with a solarpunk aesthetic, you guide a settlement of stranded settlers.

The post Synergy – Prekrasan city-builder sa svježim pristupom first appeared on IndieGames.

]]>
  • DEVELOPER: Leikir Studio
  • PUBLISHER: Goblinz Publishing, H2 Interactive Co., Ltd.
  • PLATFORMS: PC
  • GENRE: City-builder / Survival
  • RELEASE DATE: April 16, 2025
  • STARTING PRICE: 24,99€
  • REVIEWED VERSION: PC
  • Now fully released after nearly a year in Early Access, Synergy offers a fresh twist on city-building and survival genres. Set on a harsh alien planet with a solarpunk aesthetic, you guide a settlement of stranded settlers. Your task is to balance resource management, environmental harmony, and the well-being of your citizens. Despite its cozy vibe, the game introduces challenges like health management, weather cycles, and seasonal shifts, though these never feel overwhelming.

    Engaging gameplay loop

    Gameplay revolves around building nine unique districts around central squares, with structures like homes, infirmary, and forges to support your settlers’ needs. You gather essential resources such as food, water, and materials like sticks or rocky amalgam through two approaches: sustainable harvesting, where workers prune plants for future yields, or destructive ripping, like uprooting plants for quick gains. A recurring challenge is the the dry season, which drastically reduces resources, requiring you to careful stockpile during milder seasons. Overharvesting can also harm the ecosystem by depleting flora, but sustainable practices, such as seed farms or composters, help restore it.

    While Synergy’s gameplay loop is engaging, some aspects can feel frustrating. Early on, progression is slow and tedious due to the small population growth. With so few settlers, it’s hard to assign workers to all tasks while keeping some free for transportation. You’ll speed up the game constantly. Technology advances quickly, but finding survivors is so rare that it becomes annoying. Exploration events are quite repetitive, either you’ll find some resources or trade options. However, once you push past this initial hurdle, the game picks up, and things flow more smoothly.

    That said, the heavy focus on micromanagement, requiring you to manually assign or remove workers for every building, might turn off players who prefer less hands-on control. Additionally, meeting your citizens’ needs in Synergy can also be a tricky task. To keep them happy, you’ll find yourself placing countless benches, decorations, and cultural buildings, but these all feel repetitive and look too similar. This “spammable” and uniform approach to satisfying needs can detract from the fun, making the process feel like a chore.

    “Heavy focus on micromanagement might turn off players who prefer less hands-on control.”

    The technology in Synergy steals the show

    The “studying” mechanic is Synergy’s best thing, setting it apart from traditional tech trees. By assigning citizens to research centers or halls of wisdom, you analyze plants and minerals to expand your Knowledge Book. This unlocks new buildings, irrigation methods, or cultural practices. For instance, studying a plant might reveal safer harvesting techniques or new crop types, reducing risks like poisoning. With a research tree spanning 60 branches, the system adds depth, but its poor explanations can leave you confused, especially when stuck on vague objectives like raising Well-Being from 12/20 to 14/20.

    Campaign scenarios deliver unique challenges, like surviving specific disasters, while sandbox mode allows free building. Without combat or direct enemies, the game leans on environmental challenges, as mentioned, for tension, such as extreme weather like heatstrokes during dry seasons, which threaten settlers’ health and demand strategic planning. Also, the emphasis on cooperation and ecosystem harmony, such as restoring wildlife through composters, is rewarding, but it’s hard to feel truly connected to your citizens.

    While it has some frustrating aspects, its technology progression feels amazing. The system offers multiple tiers, and you don’t need to grind endlessly to move forward, as small upgrades unlock even more minor features. However, the cluttered UI can be overwhelming, making navigation tricky. Grinding is mainly needed for food and water to establish proper farms, but with steady gathering huts that continuously collect from replenishing resources, it’s relatively easy to manage.

    “The game leans on environmental challenges for tension.”

    Solid city-builder

    In my playthroughs, I encountered no bugs, but Synergy’s graphics truly stand out. The pastel colors, organic shapes, and intricate details in buildings, plants, and landscapes give everything a sci-fi illustration vibe with a lived-in, otherworldly charm. Citizens’ dynamic animations, whether working or exploring, also breathe life into the settlement. However, the locked camera perspective, tied to the 2D art’s fixed angles, prevents rotation, preserving the aesthetic but making navigation tricky. Taller structures too sometimes obscure smaller ones, which can complicate planning.

    As you reach Synergy’s later stages, the game runs smoothly without lag or performance drops, and the late game is just as engaging as the mid-game, unlocking a wealth of possibilities. Honestly, this game is solid, really solid, but its frustrating elements are hard to ignore. The early game feels like a slog, and the lack of meaningful events, mostly tied to exploration that doesn’t feel rewarding, holds it back from shining in the city-building genre. Still, its eco-conscious studying mechanic, deep research tree, sustainable gameplay, and solarpunk aesthetic create immersive world that’s perfect for fans of these types of games.

    “Visually gorgeous game.”

    Pros Cons
    Very good technological progression. Events are related to exploring the world.
    Very pretty graphics. A tedious start.
    Very good mid and late game Population is expanding very slowly.
    A large number of maps for sandbox. Challenges are only related to the change in weather.
    Content
    80%
    Gameplay
    70%
    Graphics
    90%
    Final score

    The post Synergy – Prekrasan city-builder sa svježim pristupom first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/synergy-gorgeous-city-builder-review/feed/ 0
    Metroidvania The Siege and the Sandfox izlazi na PC krajem svibnja https://www.indie-games.eu/en/metroidvania-the-siege-and-the-sandfox-leaps-to-pc-later-in-may/ https://www.indie-games.eu/en/metroidvania-the-siege-and-the-sandfox-leaps-to-pc-later-in-may/#respond Tue, 06 May 2025 10:00:53 +0000 https://www.indie-games.eu/?p=24287 Gameplay focuses on stealth and fluid parkour.

    The post Metroidvania The Siege and the Sandfox Leaps to PC later in May first appeared on IndieGames.

    ]]>
    Publisher PLAION and developer Cardboard Sword have announced that The Siege and the Sandfox, a side-scrolling “stealthvania” parkour platformer, will launch on May 20, 2025, for PC via Steam, Epic Games Store, GOG, and Humble Store. This 2D metroidvania blends stealth, dynamic parkour, and a gripping story set in a besieged desert kingdom.

    Gameplay centers on stealth and fluid parkour, allowing you to sneak past enemies, kill them silently, or evade detection entirely. The Sandfox’s moveset includes running, jumping, sliding, shimmying, and pole-swinging, enabling navigation through a vast, interconnected world. This continuous environment links the modern palace above with ancient prisons, mausoleums, and a network of caves below. You will find new items, equipment, and skills to unlock previously inaccessible areas, encouraging exploration in true Metroidvania style.

    The game’s vibrant 16-bit art, mixed with modern effects, looks stunning, and the dynamic audio ramps up tension while warning of danger. You’ll meet a varied cast, from fierce enemies to possible allies, and need to use clever tactics to evade capture or deal with threats. The Kasha’i’s iconic glass dagger, a signature weapon, helps in both fighting and progressing as you unravel the kingdom’s growing danger.

    The post Metroidvania The Siege and the Sandfox Leaps to PC later in May first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/metroidvania-the-siege-and-the-sandfox-leaps-to-pc-later-in-may/feed/ 0
    Duck Detective: The Ghost of Glamping izlazi na konzole i PC ovog svibnja https://www.indie-games.eu/en/duck-detective-the-ghost-of-glamping-izlazi-na-konzole-i-pc-ovog-svibnja/ https://www.indie-games.eu/en/duck-detective-the-ghost-of-glamping-izlazi-na-konzole-i-pc-ovog-svibnja/#respond Wed, 30 Apr 2025 13:21:43 +0000 https://www.indie-games.eu/?p=24273 The game is based on gathering clues through conversations with fully voice-acted animal characters.

    The post Duck Detective: The Ghost of Glamping Quacks Onto Consoles and PC this May first appeared on IndieGames.

    ]]>
    Happy Broccoli Games has announced that Duck Detective: The Ghost of Glamping, the standalone sequel to the beloved Duck Detective: The Secret Salami, will launch on May 22, 2025, for PlayStation 5, Xbox Series X/S, Xbox One, Nintendo Switch, and PC via Steam and GOG. Following the success of its predecessor, this cozy mystery adventure brings back Eugene McQuacklin for a new case filled with humor and heart.

    In Duck Detective: The Ghost of Glamping, you follow duck detective Eugene McQuacklin as he investigates mysterious events at a luxury campsite, facing rumors of ghosts. However, his real struggles lie in his failed marriage and bread addiction, which haunt him as he seeks the truth. This time, he reluctantly teams up with a new partner, alligator Freddy, to interrogate suspects, examine evidence, and make key “deductions” to solve the case.

    The gameplay centers on gathering clues through conversations with fully voice-acted, quirky animal characters. You fill in phrases in Eugene’s notebook and unravel the mystery in a style reminiscent of Return of the Obra Dinn or The Case of the Golden Idol, with a light, humorous twist. Additionally, 2.5D isometric visuals and witty dialogue create an enchanting noir-inspired world.

    The post Duck Detective: The Ghost of Glamping Quacks Onto Consoles and PC this May first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/duck-detective-the-ghost-of-glamping-izlazi-na-konzole-i-pc-ovog-svibnja/feed/ 0
    Piratska avantura Trident’s Tale ima datum izlaska, stiže nam ovog svibnja na PC i konzolama https://www.indie-games.eu/en/pirate-adventure-tridents-tale-has-a-release-date/ https://www.indie-games.eu/en/pirate-adventure-tridents-tale-has-a-release-date/#respond Tue, 22 Apr 2025 18:47:24 +0000 https://www.indie-games.eu/?p=23965 Trident's Tale offers combat and exploration tailored to less experienced players.

    The post Piratska avantura Trident’s Tale ima datum izlaska, stiže nam ovog svibnja na PC i konzolama first appeared on IndieGames.

    ]]>
    Independent studio 3DClouds has announced the release date for its new pirate adventure Trident’s Tale. The game will be available on May 22, 2025, for Nintendo Switch, PlayStation 5, PlayStation 4, Xbox One, Xbox Series X/S, and PC via Epic Games Store, Steam, and GOG, priced at €24.99.

    Trident’s Tale features an engaging story that follows a young pirate girl named Ocean on a quest to find a magical artifact that could save her father from certain doom. In the game, players will explore island landscapes, solve various puzzles, recruit charming crew members, engage in naval battles, and fight mystical monsters.

    You can get a first impression of the game through the new gameplay trailer, which showcases the colorful world and dynamic gameplay. 3DClouds, known for titles such as Transformers: Galactic Trials, Paw Patrol World, and Hot Wheels Monster Trucks: Stunt Mayhem, continues its mission of creating games for a younger audience. Trident’s Tale offers combat and exploration tailored to less experienced players, meaning you’ll have fun without major frustration.

    The post Piratska avantura Trident’s Tale ima datum izlaska, stiže nam ovog svibnja na PC i konzolama first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/pirate-adventure-tridents-tale-has-a-release-date/feed/ 0
    Vraća se zlatno doba relija, #DRIVE Rally napušta Early Access sljedeći tjedan https://www.indie-games.eu/en/drive-rally-leaves-early-access-next-week/ https://www.indie-games.eu/en/drive-rally-leaves-early-access-next-week/#respond Tue, 08 Apr 2025 12:34:23 +0000 https://www.indie-games.eu/?p=23394 This game features an impressive 22 cars spread across three different classes, each with full customization options.

    The post The Golden Age of Rally Returns, #DRIVE Rally Leaves Early Access Next Week first appeared on IndieGames.

    ]]>
    Pixel Perfect Dude has announced that their racing game, #DRIVE Rally, will officially exit Early Access on April 16, launching on Steam, GOG, and the Epic Games Store. The game is a nostalgic throwback to the ‘90s, reviving screeching tires, roaring engines, and flying gravel in an adrenaline-fueled experience that promises authentic rally excitement.

    #DRIVE Rally features an impressive lineup of 22 cars across three different classes, each fully customizable. Over 600 kilometers of rally stages span six unique locations, ready to test those brave enough to take on the challenge, where every second counts. The game includes three main modes: classic championships, free exploration with collectible items, and a party mode for local multiplayer with up to 12 participants, offering a variety of fun gameplay options.

    The gameplay is carefully balanced to appeal to both newcomers to the genre and those seeking a more demanding rally experience. Every element, from cars to rally stages, has been crafted from the ground up, with the active player community contributing to the game’s development. Special emphasis is placed on the crucial role of the co-driver, where perfect synchronization can often outweigh raw engine power.

    The post The Golden Age of Rally Returns, #DRIVE Rally Leaves Early Access Next Week first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/drive-rally-leaves-early-access-next-week/feed/ 0
    Mračna pikselna avantura Vlad Circus: Curse of Asmodeus izlazi nekada ove godine https://www.indie-games.eu/en/vlad-circus-curse-of-asmodeus-launches-this-year/ https://www.indie-games.eu/en/vlad-circus-curse-of-asmodeus-launches-this-year/#respond Mon, 31 Mar 2025 19:25:13 +0000 https://www.indie-games.eu/?p=23163 The game's plot follows Josef Petrescu, Vlad's brother from the previous installment of the series.

    The post Dark Pixel Adventure Vlad Circus: Curse of Asmodeus Launches This Year first appeared on IndieGames.

    ]]>
    Indie studio Indiesruption, known for horror adventures Nine Witches and Vlad Circus: Descend into Madness, has announced the continuation of its dark saga with Vlad Circus: Curse of Asmodeus. The game is set to launch in 2025 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, and PC via Steam, Epic Games Store, and GOG.

    The story follows Josef Petrescu, Vlad’s brother from the previous installment, as he struggles with his deepest fears and tries to uncover the dark secrets of a haunted circus performance. The combination of pixel-art visuals and psychological horror creates a disturbing atmosphere filled with intriguing puzzles.

    As hinted by Diego Cánepa, lead designer at Indiesruption, the game features a complex narrative with interwoven timelines and locations that reveal new clues. By interacting with the environment and solving puzzles, players will uncover the increasingly dark secrets of Josef Petrescu and his connection to the demonic entity Asmodeus.

    The Vlad Circus series has already gained a reputation for its unique blend of point-and-click mechanics and horror storytelling, and this sequel promises to delve deeper into psychological themes while delivering even more striking visual horror elements.

    The post Dark Pixel Adventure Vlad Circus: Curse of Asmodeus Launches This Year first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/vlad-circus-curse-of-asmodeus-launches-this-year/feed/ 0
    Deliver At All Costs konačno ima datum izlaska, stiže na PC i konzole već ovog svibnja https://www.indie-games.eu/en/deliver-at-all-costs-finally-has-a-release-date/ https://www.indie-games.eu/en/deliver-at-all-costs-finally-has-a-release-date/#respond Mon, 24 Mar 2025 14:42:02 +0000 https://www.indie-games.eu/?p=22655 This game allows you to destroy the environment as you move through highly destructible spaces with various vehicles.

    The post Deliver At All Costs Finally Has a Release Date, Coming to PC and Consoles This May first appeared on IndieGames.

    ]]>
    Konami and Far Out Games have announced that the action game Deliver At All Costs, set in the year 1959, will launch on PlayStation 5, Xbox Series X/S, and PC via Steam, Epic Games Store, and GOG on May 22. The Epic Games Store version will be free for the first week. The game puts you in the role of a courier transporting unusual cargo, creating a series of chaotic situations and intriguing moments.

    The game allows for environmental destruction as you move through highly destructible spaces using various vehicles. Every delivery and mission is unique, featuring its own gameplay style and mechanics, whether it’s transporting a giant marlin or relocating a ticking atomic bomb. Expect the unexpected at every turn. You’ll explore a dynamic world in large semi-open areas, either on foot or by vehicle. Additionally, you’ll need to be careful not to anger the citizens, as their reactions to your actions can be completely unpredictable.

    Despite its chaotic and destructive nature, Deliver At All Costs offers a compelling story divided into three acts, featuring memorable characters and an engaging narrative. The game perfectly captures the atmosphere of the 1950s through its visual aesthetic and soundtrack, which pays tribute to that era. Authenticity of the experience is reinforced by an original soundtrack, retro radio commercials, English voiceovers, and a user interface that consistently reflects the spirit of the time.

    The post Deliver At All Costs Finally Has a Release Date, Coming to PC and Consoles This May first appeared on IndieGames.

    ]]>
    https://www.indie-games.eu/en/deliver-at-all-costs-finally-has-a-release-date/feed/ 0