Mystery - IndieGames https://www.indie-games.eu/en All about Indie Games Tue, 03 Jun 2025 18:13:50 +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 Mystery - IndieGames https://www.indie-games.eu/en 32 32 Surgent Studios and Pocketpair Publishing reveal Dead Take, a new psychological horror game https://www.indie-games.eu/en/surgent-studios-and-pocketpair-publishing-reveal-dead-take/ https://www.indie-games.eu/en/surgent-studios-and-pocketpair-publishing-reveal-dead-take/#respond Tue, 03 Jun 2025 18:13:50 +0000 https://www.indie-games.eu/?p=25938 Dead Take is a first-person psychological horror game focusing on themes of power and corruption.

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Dead Take, the second title from award-winning developer Surgent Studios (the team behind Tales of Kenzera™: ZAU), is officially partnering with Pocketpair Publishing (known for Palworld and Craftopia). Dead Take is a first-person psychological horror game focusing on themes of power and corruption, and it’s now available to wishlist on Steam.

In Dead Take, you’ll search for a missing friend, peeling back the glittering facade of the entertainment industry to expose its darkest secrets and uncover the monstrous cost of creation. This gripping narrative promises an impressive lineup of actors, with details to be revealed in the coming weeks.

Abubakar Salim, CEO of Surgent Studios, hinted at the game’s impactful nature, saying: “We’re being secretive for a reason. The subject matter of this game is delicate, and it hits close to home. When it comes out, and it won’t be long until it does, I want players to think, ‘I can’t believe they actually did this.”

Here are the key features listed on Steam

As the actor, make your way through the mansion to piece together the story of how far a powerful executive will go to seal his legacy. Peer into the dark corners of the houses and of your own mind alongside strange humanlike figures that seem to haunt your steps. Solve object-based puzzles to progress deeper into the house, from the front gate all the way to the home cinema. As you advance, discover and edit together the video clips you find to unravel what really happened within these walls.

Creep through hallways and up or down staircases to progress through the grand foyer, art gallery, audition room and more in this single-player first-person psychological horror. Discover a side of the entertainment industry only discussed in whispers, full of cruelty and sordid gossip, memories of roles gone wrong, unsettling audition tapes and shadowy figures with the power to make or break your career. Make your way through opulent and meticulously hand-crafted 3D rooms, full of tools and props inspired by real-world film sets, accompanied by composer Ross Tregenza’s chilling original score.

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NEOWIZ Signs Publishing Deal For Kill the Shadow https://www.indie-games.eu/en/neowiz-signs-publishing-deal-for-kill-the-shadow/ https://www.indie-games.eu/en/neowiz-signs-publishing-deal-for-kill-the-shadow/#respond Tue, 03 Jun 2025 17:48:32 +0000 https://www.indie-games.eu/?p=25935 Kill the Shadow transports you to a divided city after a war, where gritty streets and eerie environments await.

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Prepare to step into a world of suspense and intrigue with Kill the Shadow, the debut title from Chinese indie game developer Shadowlight. NEOWIZ has secured the global publishing rights for this narrative-focused adventure, which throws you into a post-war divided city alongside a detective possessing the extraordinary ability to rewind time. The game will be available for PC via Steam.

“What initially drew us to Shadowlight was a collaborative development philosophy to deliver premium narrative games for PC and console audiences”, said Kim Seung-chul, Co-CEO of NEOWIZ. “We look forward to working closely with the team to release Kill the Shadow globally, and we hope audiences find the same charm we experienced as we reveal more about the title.”

Black, CEO of Shadowlight, stated: “NEOWIZ is a reliable global publisher, and we were grateful to find a partner who shares our philosophy on game development. As we see the games industry evolve to be inclusive of other cultures, it’s important to have a publisher that is open to collaborating and emphasizing the significance of your content.”

Kill the Shadow transports you to a divided city after a war, where gritty streets and eerie environments await. The game blends highly detailed 3D settings with charming 2D pixel art characters, giving the world of Darkwater a unique, haunting atmosphere. In this shadowy world, you’ll play as Detective Ah’Guang, a skilled investigator who must solve a series of strange murders across the city. You can use your intelligence and charm or violence to uncover evidence.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Detective Dotson – Sherlock Holmes u Indiji https://www.indie-games.eu/en/detective-dotson-solve-mysteries-in-india-review/ https://www.indie-games.eu/en/detective-dotson-solve-mysteries-in-india-review/#respond Thu, 15 May 2025 21:51:32 +0000 https://www.indie-games.eu/?p=24893 It's rare to see games set in India, and this one beautifully shows its culture in a cozy adventure type of game.

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  • DEVELOPER: Masala Games Private Limited
  • PUBLISHER: Masala Games Private Limited
  • PLATFORMS: PC (Xbox Series X/S, Nintendo Switch, Nintendo Switch 2 – later this year)
  • GENRE: Cozy / Adventure / Point & Click
  • RELEASE DATE: April 24, 2025
  • STARTING PRICE: 14,79€
  • REVIEWED VERSION: PC
  • Detective Dotson pleasantly surprises with its unique blend of point-and-click puzzles and a 60-minute animated movie, all set within the rarely explored and beautifully realized Indian culture. Playing as Dotson, a Bollywood actor turned detective in the Mumbai, Delhi, and Kolkata-inspired Dotcity, you delve into the mystery of his father’s death. The game’s vibrant 2D art in dynamic 3D settings also create a rich cultural tapestry and a loving tribute to Indian folklore. Despite its short playtime and some repetitive elements, Detective Dotson offers an engaging and likely satisfying adventure.

    Beyond its core detective work, Detective Dotson features light platforming, allowing you to jump across buildings and areas, with a parachute for safe landings. The narrative unfolds through four interconnected main cases, driven by exploration, clue-gathering, and engaging evidence board puzzles. While mini-games and a clever disguise system offer welcome variety, the fundamental gameplay loop and navigating the environment proves perhaps too effortless.

    Exploration is decent, but gameplay gets repetitive

    Building on Detective Dotson’s exploration focus, the side-scrolling world features a continuous, interconnected map of Dotcity’s bustling streets, temples, and apartments. You engage with colorful NPCs such as shopkeepers, gangsters, and aunties through dialogue trees, trading items or information to advance the four main cases, with icons above NPCs’ heads indicating needed objects. While the nonlinear exploration lets you roam Dotcity freely, the small map (about 10 screens) and lack of a fast-travel system make backtracking feel tedious.

    The four main cases center on evidence boards where you connect clues, like notes and pictures linking suspects, to solve mysteries. Masala Games describes this as solving “sentences with missing nouns,” which feels satisfying when clues align but frustrating when the game doesn’t clearly indicate if you’ve gathered enough evidence. Just as the later cases begin to deliver on the promise of greater complexity and a deeper exploration of Dotson’s father’s death, the game unexpectedly cuts off after the third case, resulting in a cliffhanger that feels like an unfulfilled narrative thread.

    Following the clue-driven cases in Detective Dotson, the Bollywood-inspired disguise system adds a playful twist, letting Dotson wear costumes like Sadhu robes to “read minds” or Karishma’s attire to blend into kitty parties, unlocking new dialogue or areas. Lively NPC conversations, filled with humorous chats about AI startups or bribery rates, bring Dotcity to life, but their lack of depth limits any proper character development. Additionally, a unique mechanic lets you throw objects like trash or rocks to distract dogs, throw them at other humans to make them angry, disable cameras, or earn coins by littering responsibly.

    “The four main cases center on evidence boards where you connect clues.”

    Enjoyable mini games

    The inclusion of mini-games in Detective Dotson adds welcome breaks and opportunities to earn currency for items or trades, with addictive hidden object puzzles offering simple, replayable timed challenges. Culturally rich additions like engaging street cricket (though potentially difficult for non-fans), Bollywood dance-offs (styled after Guitar Hero with a desi flair), and wedding baraat challenges are particularly noteworthy, sometimes even linking directly to the narrative by unlocking clues. However, this initial charm, much like the core gameplay loop and dialogue, eventually succumbs to repetition.

    Before diving into Detective Dotson’s cases and mini-games, you’re encouraged to watch Detective Dotson: The Movie, a 60-minute animated prequel (free on YouTube and bundled with the game) that explores Dotson’s backstory, his father’s murder, and the shady Tupka Corporation. Created in Unreal Engine 5, the film combines 2D characters with photorealistic 3D environments, delivering a darker, more serious tone than the game’s comedic vibe and shallow NPC dialogue.

    It introduces key characters like Journalist Jotson and traces Dotson’s reluctant journey to becoming a detective. However, the film’s absence from the game client, slow start, and rushed second half can feel uneven, much like the game’s abrupt narrative ending. Skipping it may leave you confused, as the game assumes familiarity, but you can still jump into the gameplay without too much trouble.

    “Where’s my Biryani?”

    Detective Dotson is worth trying if you’re a fan of cozy detective games

    Detective Dotson vividly brings its “mishmash of different cities” to life with landmarks reminiscent of India’s wonders, such as Taj Mahal-esque temples, and authentic everyday details like movie posters and bustling street vendors. However, this immersive atmosphere is undermined by immersion-breaking bugs, including disappearing NPCs, vehicles clipping through Dotson, and UI glitches, compounded by clunky platforming animations.

    In conclusion, Detective Dotson marks a promising and heartfelt indie debut from Masala Games, successfully capturing the chaotic charm of modern India through its cozy mystery gameplay and visually striking 2D-3D art style. Its authentically realized Dotcity setting, engaging mini-games, and Bollywood-infused narrative, enriched by the animated prequel, position it as a noteworthy addition to the adventure genre, particularly appealing to fans of titles like Venba. However, the abrupt cliffhanger, repetitive mechanics, and technical glitches ultimately prevent it from reaching its full potential. Despite these drawbacks, its budget-friendly price point makes Detective Dotson a worthwhile consideration for enthusiasts of cozy mysteries seeking a unique cultural experience.

    “Great pick for cozy fans.”

    Pros Cons
    Simple and relaxing game. An unfinished story.
    Unique Indian motifs and charm. Repetitive mechanics.
    Fun mini-games. It has its bugs and technical problems.
    The world is rich with various characters. Not everyones cup of tea.
    Content
    70%
    Gameplay
    70%
    Graphics
    80%
    Final score

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    Kineska avantura prelivena tintom The Rewinder 2 izlazi na Steam kasnije ovog mjeseca https://www.indie-games.eu/en/the-rewinder-2-launches-on-steam-may-2025/ https://www.indie-games.eu/en/the-rewinder-2-launches-on-steam-may-2025/#respond Thu, 15 May 2025 08:26:30 +0000 https://www.indie-games.eu/?p=24844 The sequel expands on the acclaimed time-based puzzle mechanics from the original.

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    Indie publisher Gamirror Games and developer MistyMountainStudio have announced that The Rewinder 2, a pixel ink-wash adventure game, will launch on Steam on May 26, 2025. A bundle including the original The Rewinder and its sequel will also be available, offering an additional 10% off The Rewinder 2 when purchased together.

    Set in a mystical realm inspired by Chinese supernatural folklore, The Rewinder 2 follows Qiyun, a Rewinder tasked with purifying corrupted souls. As the Ghost Market descends into chaos due to a surge of vengeful energy, Qiyun returns to the mortal world to confront restless spirits and uncover a looming threat tied to the sinister White Lotus Sect.

    The sequel expands on the original’s acclaimed “reverse-time puzzle” mechanics, blending deeper storytelling, better map interactions, and a richly detailed mythological world. New abilities and mystical runes also empower Qiyun to battle roaming demons and face bosses. The narrative weaves emotional tales of suffering villagers and chaotic spirits, building on the original’s legacy, which earned a 96% positive rating from over 6,000 Steam reviews since its 2021 release.

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    Isplati li se isprobati Best Served Cold? https://www.indie-games.eu/en/should-you-give-best-served-cold-a-try/ https://www.indie-games.eu/en/should-you-give-best-served-cold-a-try/#respond Tue, 06 May 2025 14:39:32 +0000 https://www.indie-games.eu/?p=24505 If you like visual novels, murder mysteries, or want a game that feels like a good book, it's worth trying.

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    As someone who’s always chasing a good story, I stumbled across Best Served Cold when its demo popped up on Steam earlier this year. The premise, a bartender solving murders in a Prohibition-era, hooked me instantly. Now that the full game is out, released on May 5th by Rogueside Games, I’ve spent hours behind the bar at The Nightcap, mixing drinks and unraveling mysteries.

    Picture this: you’re in Bukovie, a fictional city in an alternate 1920s Europe, where war looms, labor strikes simmer, and prohibition has driven everyone to secret bars like yours. You’re not just pouring drinks, you’re a detective, roped into solving five murder cases by a pushy cop who could shut your bar down. The vibe is pure noir, with jazzy tunes and hand-drawn art that feels like stepping into a smoky, sepia-toned film. What got me was the cast of 22 characters, from crooked cops to heartbroken singers, each with secrets to spill if you play your cards right.

    You serve cocktails to loosen tongues, using a simple minigame where you trace a symbol to mix drinks. It’s fun at first, but I’ll be honest, it gets repetitive fast. The real meat is in the dialogue. You’ve got to read your customers’ moods: drunk, angry, or flirty and decide whether to charm, threaten, or serve them a bad drink to get them talking.

    Each of the five cases, taking about an hour or so each, flows into the next, and characters you meet early on evolve in surprising ways. I was moved by a regular who went from a one-note drunk to someone grappling with loss, and I felt invested in helping them find hope. But the game’s not without hiccups. The dialogue can also feel static at times, with characters forgetting key moments, which dulled some choices.

    Should you give it a try? If you love visual novels, murder mysteries, or just want a game that feels like a good book with a jazz soundtrack, I say yes. It’s not the deepest detective sim, and the drink-mixing could use more spice, but the characters and atmosphere make it worth pouring a few hours into. The game’s 17.99€ price tag on Steam feels fair for its 5-7 hour runtime, and with console versions planned for PS4, PS5, Xbox, and Switch, more folks will get to try it soon.

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    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.

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    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.

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    Waiting for Reply novi je pikselni vizualni roman koji dolazi na PC putem Steama https://www.indie-games.eu/en/waiting-for-reply-brings-pixel-art-visual-novel-to-pc-via-steam/ https://www.indie-games.eu/en/waiting-for-reply-brings-pixel-art-visual-novel-to-pc-via-steam/#respond Fri, 25 Apr 2025 20:38:18 +0000 https://www.indie-games.eu/?p=23997 The game's unique mechanics allow you to interact with the world using a smartphone interface.

    The post Waiting for Reply is a New Pixel Visual Novel Coming to PC via Steam first appeared on IndieGames.

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    Developer Paochanz, known for Rainbow Sea, has announced Waiting for Reply, a pixel art visual novel that lets players shape a heartfelt story through smartphone interactions. The game is set to launch on PC via Steam, though a release date has not been revealed.

    In Waiting for Reply, you experience a short but emotional narrative centered on Ritsuka, who arrives at Tokyo Station on a Saturday morning to meet her friend Sakurako. When Sakurako doesn’t appear at the agreed time, Ritsuka sends a message and boards their reserved train, only to find a stranger named Aoi sitting in Sakurako’s seat. Confused by Aoi’s striking resemblance to Sakurako and her tears, Ritsuka is swept into an unexpected journey with Aoi as the train departs.

    The game’s unique mechanic allows you to interact with the world through a smartphone interface, using in-game apps to send messages, check emails, take photos, and monitor weather forecasts. These actions drive the story forward, with choices like sending messages or capturing moments shaping the narrative’s direction. Additionally, the pixel art style enhances the emotional tone, creating a nostalgic yet immersive experience.

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    Necrophosis donosi jezivu puzzle avanturu za PC https://www.indie-games.eu/en/necrophosis-to-bring-haunting-puzzle-adventure-for-pc/ https://www.indie-games.eu/en/necrophosis-to-bring-haunting-puzzle-adventure-for-pc/#respond Thu, 24 Apr 2025 17:31:55 +0000 https://www.indie-games.eu/?p=24002 Necrophosis puts you in a world where death dominates, but even death itself can disappear.

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    Developer Dragonis Games has announced Necrophosis, a mystical puzzle adventure set in a surreal, nightmarish universe where decay shapes every moment. The game is slated for release on PC via Steam, though a launch date has not been confirmed. A debut trailer showcases its unsettling visuals and unique atmosphere, offering a glimpse into this haunting world.

    Set billions of years after the universe’s demise, Necrophosis places you in a realm where death dominates, yet even death itself can perish. The titular curse, Necrophosis, inflicts decay on everything, from the crafted landscapes to the cursed inhabitants who embody rot. Every step and breath in this macabre world reveals the relentless grip of decay, immersing you in a journey where death is an ever-present reality.

    Beyond its striking visuals, Necrophosis offers a deep narrative experience driven by poetry and haunting narrations. Each puzzle you encounter is woven into a larger, enigmatic story, challenging wits while unveiling layers of mystery. The game’s mechanics encourage discovery and introspection, with every solved puzzle and unique event leading to deeper revelations.

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    Bendy and the Ink Machine izlazi na PS5 i Xbox Series X/S u drugom tromjesečju 2025. https://www.indie-games.eu/en/bendy-and-the-ink-machine-coming-to-ps5-xbox/ https://www.indie-games.eu/en/bendy-and-the-ink-machine-coming-to-ps5-xbox/#respond Mon, 14 Apr 2025 20:20:54 +0000 https://www.indie-games.eu/?p=23681 Are you ready to relive the nightmares?

    The post Bendy and the Ink Machine will launch on PS5 and Xbox Series X/S in Q2 2025 first appeared on IndieGames.

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    Horror cartoon adventure Bendy and the Ink Machine is coming to PlayStation 5 and Xbox Series X/S at the end of Q2 2025. Developer Joey Drew Studios and publisher Silver Lining Interactive also announced that the game will be available digitally for both platforms, as well as physically for PlayStation 5.

    Once the lead animator during Joey Drew Studios’ golden age, Henry thought his days drawing cartoons were long behind him. But decades later, a cryptic invitation pulls him back to the dilapidated studio… and into a twisted world of living ink, broken memories, and something that should’ve stayed forgotten. Step into Henry’s shoes as he explores the ruined halls of a once-beloved animation empire now overrun with nightmares. Every corner hides a secret and every hallway echoes with something unnatural.

    Discover a richly drawn world oozing with dread and discover the disturbing secrets behind its smiling mascot. Balance exploration, clever puzzle-solving, and terrifying chase sequences in a game that constantly shifts under your feet. You’ll need your wits and your courage to survive.

    Bendy and the Ink Machine first launched for PC via Steam on February 10, 2017, followed by PlayStation 4, Xbox One, and Switch on November 20, 2018, and iOS and Android on December 21, 2018.

    The post Bendy and the Ink Machine will launch on PS5 and Xbox Series X/S in Q2 2025 first appeared on IndieGames.

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