Game Pass - IndieGames https://www.indie-games.eu/en All about Indie Games Tue, 17 Jun 2025 10:00:30 +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 Game Pass - IndieGames https://www.indie-games.eu/en 32 32 Clair Obscur: Expedition 33 uskoro bi mogao dobiti novi sadržaj https://www.indie-games.eu/en/clair-obscur-expedition-33-teases-new-content/ https://www.indie-games.eu/en/clair-obscur-expedition-33-teases-new-content/#respond Tue, 17 Jun 2025 10:00:30 +0000 https://www.indie-games.eu/?p=26417 The hint of "new content" suggests possible DLC to expand the game's universe.

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Clair Obscur: Expedition 33 has become one of 2025 standout title with its heartfelt story and innovative turn-based combat. Developed by Sandfall Interactive, this dark fantasy Belle Époque RPG has sold over 3.3 million copies since its April 24, 2025 release on PC, PlayStation 5, and Xbox Series X/S. Now, fans can get excited as Sandfall teases new content for the beautiful continent of Lumière.

Sandfall Interactive recently shared on their social media, saying: “We’re currently exploring a wide range of future improvements.” The hint at “new content” suggests possible DLC to expand the game’s universe. They’re also considering broader localization options to reach more players, though they noted no timelines or details are set yet.

Clair Obscur: Expedition 33 follows the volunteers of Expedition 33, a group racing against time to stop the Paintress, a mysterious entity who awakens yearly to paint a cursed number on a monolith, wiping out everyone of that age. With a mix of turn-based combat and real-time moves like dodging and parrying, it offers a fresh RPG twist, drawing inspiration from classics like Final Fantasy and Persona. It earned a 92% critic score on OpenCritic and a 9.7/10 user rating on Metacritic, marking it as one of 2025’s top games.

One possibility is exploring the war between the Painters and the Writers, a conflict teased in the main story but left mostly unexplored. Fans are also eager to learn more about the Dessendre family, whose connection to the Paintress could spark a new tale. New content could uncover the fates of past expeditions, building on the notes and journals scattered throughout that hint at their tragic stories.

Clair Obscur already features the Endless Tower, a challenge mode testing combat skills, so new content will likely focus on story-driven additions. Sandfall’s lead writer, Jennifer Svedberg-Yen, last month in an Instagram Q&A also said: “If players really want it, we’d love to add more, and with the reactions so far, the chances look good.” While the studio has focused on polishing the base game, their openness to DLC mirrors the strong fan demand, with over 95% positive Steam reviews from 83,623 players as of June 2025.

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The Alters – Netipična avantura s narativom i preživljavanjem u središtu https://www.indie-games.eu/en/the-alters-unique-survival-game-review/ https://www.indie-games.eu/en/the-alters-unique-survival-game-review/#respond Fri, 13 Jun 2025 20:47:29 +0000 https://www.indie-games.eu/?p=26299 Video games, along with science fiction films, have finally begun to explore the theme of clones.

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  • DEVELOPER: 11 bit studios
  • PUBLISHER: 11 bit studios
  • PLATFORMS: PC, PlayStation 5, Xbox Series X/S
  • GENRE: Survival / Adventure / Management
  • RELEASE DATE: June 13, 2025
  • STARTING PRICE: 34,99€
  • REVIEWED VERSION: PC
  • Video games, alongside sci-fi films, are finally exploring themes of clones, or your alternate selves. 11 bit studios has delivered a truly unique game, The Alters, opting for a realistic yet diverse mix of elements to make the gameplay loop meaningful. This blend includes survival, base building, resource management, exploration, and interpersonal relationships, all supported by a compelling narrative with a dash of adventure. The core premise involves moving a mobile base while fleeing a deadly sun, creating a constant sense of urgency. Meanwhile, you strive to understand and calm your Alters, adding necessary emotional depth to otherwise mechanical tasks.

    Once you start playing, you’ll simply get lost in that world. Whether it’s due to the stunning graphics (notably, the game has been delayed several times), the abundance of content awaiting you, a love for surviving on harsh planets, or the fact that it’s a more open game that doesn’t hold your hand, offering tasks but leaving the solutions up to you, there’s plenty to draw you in. Moreover, it feels like you’re “role-playing” as the story keeps pushing you forward. The narrative unfolds through several interconnected layers, from uncovering the planet’s mysteries and the element Rapidium, to deciphering the motivations and plans of various side characters, and ultimately learning more about yourself through your relationships with your Alters.

    Base management and resource gathering

    As can be inferred, since the base occasionally relocates, your survival is key, which involves gathering resources on the planet. Initially, you collect metals, fuel, rare materials, and food yourself, but over time, you’ll gain the ability to cultivate certain items. It’s crucial to locate deposits, build mining facilities, and connect them to the base via transport pylons, creating engaging environmental puzzles. You can then assign these tasks to your Alters, each bringing their own skill sets, for example, they can quickly craft tools, build rooms, research new technologies, or even argue and influence each other.

    However, a challenge arises here. The base’s modular design allows for room reconfiguration, but this can become disorienting as the base grows. Key rooms, like the communication center, are hard to find without memorizing the layout, especially when your screen is cluttered with countless items and you’re unsure of the ideal base design. Additionally, there’s a lot of micromanagement involved, it’s not simple; you must initiate certain processes for tasks to repeat. The constant scarcity of resources and ticking clock create high-pressure scenarios, especially during magnetic storms that halt exploration and damage the base, or when you’re still figuring out how to combat anomalies reminiscent of those in Stalker.

    Managing Alters and social dynamics

    Clones like Jan the Technician, Jan the Scientist, Jan the Miner, or Jan the Botanist aren’t just workers, they’re fully developed characters with unique backstories, skills, and emotional needs. Each Alter’s personality stems from a key life choice, such as standing up to an abusive father, directly affecting their work ethic, mood, and interactions with others. You’ll even see mood bubbles pop up to instantly show if you’ve picked the right dialogue. Instead of good communication, you can also tease or argue with them.

    You can manage their moods through conversations, gifts, or activities like beer pong, which unlocks new dialogue options or reduces the chance of rebellion. Ignoring their needs leads to conflicts, impacting productivity and survival. On the other hand, the “branching screen” feature stands out, visually mapping key decision points where Alter personalities diverge, as well as defining moments in each Alter’s life that shaped them. It’s fascinating how each character has a detailed story to explore, despite being the same person.

    Of course, the story won’t focus solely on the Alters but also on the actors who brought you to this unknown planet. You’ll communicate with Earth characters, dive deeper into the narrative, understand why you’re the sole survivor of your team, and grasp the importance of the metal Rapidium. Expect plenty of intrigue and humor, along with the chance to ask yourself rhetorical questions.

    Planet exploration and technology

    Exploration occurs from a third-person perspective, with Jan navigating alien landscapes using tools like a grappling hook or a makeshift gun to combat radioactive anomaly clusters that cause radiation damage. These encounters are simplified, requiring you to aim a torch-like weapon at the anomalies until they disperse, serving more as environmental obstacles than complex battles.

    Movement includes light platforming, such as descending cliffs, but Jan’s controls can feel clunky at times. I’m unsure why his movement isn’t smoother, or at least feels like we’re on a planet with different gravity or no oxygen, leading to awkward turns and stumbles. Invisible walls prevent falls but limit jumping and reduce exploration freedom. While visually impressive, the planet can feel empty depending on the perspective, with repetitive ores and shapes. Though biome variety is limited, what’s available is aesthetically appealing. The Alters lacks true combat; it focuses on management, survival, and your skill in handling these aspects.

    What personally captivated me are the technologies and the ability to craft various items. It’s not just one thing to build, everything is interconnected. Want a device to destroy obstacles? You’ll need to gather resources. Want to mine metal faster? You must research that technology, looping through various tech levels. The tech trees are well-designed, logical, and offer plenty without distracting from the core experience: uncovering mysteries and building relationships with Alters. The refinery system and gradual unlocking of new prototypes and blueprints are engaging, ensuring things don’t stay the same.

    Does the game run smoothly?

    Given that the game is built on Unreal Engine 5, it’s surprising it runs smoothly at all, though there are moments where optimization falters. For instance, returning to the base or unlocking a new planetary area can cause brief stutters. It’s clear the game performs well on high-end machines, but how it fares on other platforms is hard to say. There were no major issues, and it’s impressive how well everything is crafted considering the vastness of the world, possibly because the planet feels quite empty, making such optimization less surprising.

    Beyond that, the voice acting by Alex Jordan deserves praise for delivering an outstanding performance across all versions of Jan, convincingly bringing each iteration to life with unique personalities and attitudes. Portraying ten variations of the same character is no easy feat, but he nailed it. On the other hand, Jan’s character models and his Alters are expressive, with subtle differences in appearance (hair, posture) and animations reflecting their personalities. However, some scenes use static storyboards with voice narration, which feels low-budget compared to the game’s in-world visuals and detracts from the overall impression.

    Well-written story that won’t disappoint

    To wrap up, I’d highlight a few key points. The survival elements in the game don’t feel like a grind, thanks to accelerated time during resource extraction, making it all about efficient time and team management. If you’re expecting a classic survival sandbox, this isn’t it. The game is primarily driven by a strong narrative, constantly giving you goals to achieve with some freedom in how you approach them. At the same time, it’s not just about moving from one end of the planet to the other, you need to prepare well for upcoming threats.

    You won’t lose anything by trying it; in fact, you can play it via Game Pass, so there’s no need to second-guess its value. After 20 to 30 hours of gameplay, you’ll realize how special The Alters is and how, after the weaker impressions of Frostpunk 2, 11 bit studios can truly create something commendable when they’re motivated and free to experiment.

    Pros Cons
    Well written story. Cluncky movement.
    Unique clone (Alter) mechanic. There are certain doses of micromanagement.
    Good exploration and resources management. Repetitive planet design.
    Great graphics. The narrative is more polished than the gameplay.
    Content
    90%
    Gameplay
    80%
    Presentation
    90%
    Final score

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    Xbox Game Showcase otkrio je puzzle avanturu Keeper, dolazi i prvog dana na Game Passu https://www.indie-games.eu/en/xbox-game-showcase-revealed-puzzle-adventure-keeper-launching-day-one-on-game-pass/ https://www.indie-games.eu/en/xbox-game-showcase-revealed-puzzle-adventure-keeper-launching-day-one-on-game-pass/#respond Mon, 09 Jun 2025 14:03:06 +0000 https://www.indie-games.eu/?p=26148 It comes from the creative minds behind the cult classics Brütal Legend and Psychonauts.

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    Xbox Game Studios and Double Fine Productions revealed Keeper at yesterday’s Xbox Games Showcase, a nonverbal puzzle adventure promising rich visuals and unique storytelling. From the creative minds behind cult classics Brütal Legend and Psychonauts, this new project invites you into a surreal world where a forgotten lighthouse and a seabird forge an unforgettable bond.

    Set on a mysterious island in a long-lost sea, Keeper follows the journey of a lighthouse, an unusual protagonist, who awakens from a deep sleep beneath a distant mountain peak. Accompanied by a seabird, the lighthouse embarks on an adventure of friendship and discovery. What sets Keeper apart is its complete reliance on visuals to tell its story, with no dialogue or text, challenging you to explore the island’s landscapes and decipher clues from the environment.

    Keeper will be available on October 17, 2025, for Xbox Series X/S and PC via Steam, and will launch day one on Game Pass.

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    Kako je Fellow Traveller pomogao igri Kulebra and the Souls of Limbo i ima li Xbox Game Pass ikakvog utjecaja? https://www.indie-games.eu/en/how-fellow-traveller-helped-kulebra-and-the-souls-of-limbo/ https://www.indie-games.eu/en/how-fellow-traveller-helped-kulebra-and-the-souls-of-limbo/#comments Fri, 16 May 2025 20:44:57 +0000 https://www.indie-games.eu/?p=24932 The interview gave us insight into the partnership with Fellow Traveller and the importance of Xbox Game Pass for the indie studio.

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    Indie publisher Fellow Traveller, known for story-driven games like Citizen Sleeper, teamed up with Galla Studio for Kulebra and the Souls of Limbo. In our review we called it “a profound work of art with impactful storytelling that touches your heart.” Created by brothers Paulo and Pavel Lara, this game mixes Mexican stories with deep narrative and their teamwork with Fellow Traveller made this happen.

    The partnership started after Galla Studio’s initial Kickstarter for Kulebra and the Souls of Limbo didn’t succeed. When funding was tough, a “scout” from Fellow Traveller saw promise in their work and reached out. Following positive meetings, they made a deal, which was a big turning point for the game. Paulo and Pavel were very thankful, calling Fellow Traveller a “blessing” and a “game changer” for their vital support with money and marketing, letting them concentrate on making their creative ideas a reality.

    Reflecting on the indie gaming industry, the Lara brothers noted its challenging nature. They highlighted the scene’s diversity, where developers from different backgrounds bring unique ideas. However, they also noted that the market’s saturation makes it difficult for individual studios to gain attention amidst the numerous competitors.

    While development tools and platforms have become more accessible over the last two decades, the brothers acknowledged that reaching audiences and achieving financial stability remain significant hurdles. They expressed admiration for anyone pursuing their passion projects in this unpredictable landscape, recognizing the considerable resilience needed to succeed.

    Regarding Xbox Game Pass, Paulo and Pavel view it as a viable model, especially for smaller indie studios like theirs. They believe the service offers crucial visibility by making games seem “free” to subscribers, thereby greatly improving discoverability on the Xbox platform. For developers with less established profiles, this can create a beneficial situation, providing a consistent income while simultaneously introducing their creations to a wider player base.

    You can read the full interview here. Kulebra and the Souls of Limbo is currently available on PC via Steam, Xbox Series X/S and Nintendo Switch.

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    Kulebra and the Souls of Limbo: Paulo i Pavel Lara otkrili su nam što čini ovu igru posebnom https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-lara-brothers-on-what-sets-this-game-apart-interview/ https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-lara-brothers-on-what-sets-this-game-apart-interview/#respond Fri, 16 May 2025 13:50:28 +0000 https://www.indie-games.eu/?p=24904 The brothers behind the game have undoubtedly proven their talent with this title.

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    Fellow Traveller has a strong reputation for publishing impressive, story-rich narrative games, so their involvement with Kulebra and the Souls of Limbo immediately signals you can expect a great title, what we confirmed in our review: “This isn’t just a video game, it’s a profound work of art with impactful storytelling that touches your heart and soul in unexpected ways”. The brothers behind the game, Paulo and Pavel Lara from Galla studio, have undoubtedly proven their talent with this title.

    Kulebra and the Souls of Limbo is a 3D adventure game where you embody Kulebra, a skeletal snake, in a Latin American-inspired afterlife called Limbo. Under the guidance of a mysterious Old Lady, you’ll explore papercraft-style settings, solving puzzles, gathering clues, and using stealth to aid the residents in moving on. Crucially, these souls are trapped in a 24-hour time loop, repeating their days due to unresolved regrets, trauma, and loss.

    We explored brothers perspective on Game Pass and the indie gaming scene, what players can expect from Kulebra, and the core message they hope players will take away. You can find Kulebra and the Souls of Limbo on PC via Steam, Xbox Series X/S, and Nintendo Switch.

    Can you share the origin story of Galla Games? What inspired you both to leave the Dominican Republic and pursue game development in the United States, and how did that journey shape Kulebra and the Souls of Limbo?

    Originally we started the studio in the Dominican Republic, over the particular coincidence of me (Paulo Lara) being an artist, who had a strong affinity for video game art. And Pavel Lara developed a strong interest in programming at the time, completely focused on video games. 

    Besides us being huge video game “nerds,” we had very similar tastes when it came to media in general. So we decided that this was a great opportunity to explore the idea of developing games. And so we gave it a chance, starting with something fairly simple. 

    Then through our mother, the opportunity to come to the United States became a possibility. It seemed like a great place to expand as developers, since the video games’ market in the Dominican Republic was non-existent back then. So we decided to take the opportunity and continue with our project here in the United States. And after some failed projects, reinventing ourselves in many ways, and some good surprises… Here we are!

    An important question, as brothers, did you ever have disagreements or arguments when you were working on the game together?

    We’ve had our minor differences here and there, but honestly, nothing outstanding. And thankfully, none of those have come from a bad place. We always try to push our ideas in the belief that  will increase the quality of the project. And as time goes on these disagreements have become less common and less impactful when it comes to game making decisions. It’s important to be flexible and open to each other’s opinions in order to have a proactive flow as developers. 

    Which games, films, or other media inspired Kulebra and the Souls of Limbo? Were there specific titles that shaped its cozy yet emotional tone or its focus on helping others?

    I can surely mention games like Ace Attorney, Paper Mario, and Professor Layton. But our main inspiration for the game was The Legend of Zelda Majora’s Mask. Especially the side quest elements of said game. They set a level of immersion that we can only hope to achieve.

    From the changes in the environment as the time goes by, to the characters’ many surprises around this same schedule. One that may surprise you is Resident Evil as an inspiration source. A lot of the puzzle elements in Kulebra and the Souls of Limbo come from Resident Evil, believe it or not! I’ve personally noticed that once you remove the horror elements from this puzzle structure, it can make for a very cathartic experience when solving puzzles.

    So we try to achieve a similar result through our game. Having difficult puzzles is not our goal in this case, but to make them engaging and fun as the player uncovers the story of the game.

    Latin American folklore, particularly Day of the Dead aesthetics, plays a big role in the game’s world. Were there specific cultural elements you wanted to highlight?

    I wouldn’t say so, the elements are there, but we’d much rather prefer to use the cultural elements as a vehicle to flesh out our characters and how each one of them have their own worlds within this shared environment and culture.  Although most of the game’s cultural influence has a Day of the Dead theme, we take some elements from the Dominican culture as well! I won’t spoil anything, but I sure hope some Dominican players get to spot these!

    What is the game’s core message, and can you briefly introduce us to the main mechanics?

    The game’s core message focuses on both the power of empathy and kindness, and the importance of doing the right thing, despite the sacrifices that it may bring. As for the main mechanics of the game, we have the time-loop and your trusty notebook.

    Each soul trapped in Limbo has a set routine throughout the day, and you can gather information and items by talking with them and exploring the world. At the end of a day, everything resets, but you get to keep your knowledge and most of your items. Your goal will be to use everything you gather to figure out what’s needed to help the souls with their issues. You can think of it as doing some “detective work” in the afterlife.

    There will also be many extra challenges on top of what I mentioned before that will give each of the game’s chapters their own flavor.

    How challenging will the puzzles be, and what kind of stealth gameplay can players expect?

    As briefly mentioned in a previous question, I would say that the puzzles do not focus on being challenging, but they’re more about having fun while you uncover the mysteries around Limbo. But I’m sure that our puzzles will have some cool twists to keep the experience fresh and interesting.

    The stealth is a fairly common element in the game, more than we would have ever expected during the early days of development. The stealth is quite varied, in the sense that you may find some stealth sections to be very casual, but others may be the difference between “life or death”. So you can’t always let your guard down when exploring the world of Limbo! 

    How does the day/night (or time) cycle impact gameplay?

    A lot! In fact, most puzzles, and probably all the detective work that the player will be doing will in one way or another roll around the time mechanics. In order to properly understand how to progress and help the souls of Limbo, you have to truly understand their schedule, and what elements of these you may manipulate in order to make them move closer to your goal. 

    I can think of many examples, in which in many cases in which the problem in hand, requires you to experience the cycle of a character in order to understand what leads them into breaking their respective patterns. 

    You may see a character stuck through the day looking for an important item to solve a problem, but as it turns out, they would only come to find the item they need when it’s already too late to address the issue. The player may see this as a chance to instruct them early in the day’s cycle on where to find what they’re looking for, and so this breaks part of the pattern that keeps the character stuck in a loop. It’s all about creating cracks in the cycle of each character to help them get out. 

    But instead of me going into obsessive detail, I can surely say that a lot of this is present in chapter one of the game. Which is available as a free demo, in case anyone is interested! 

    The papercraft aesthetic gives Kulebra such a distinct look, what inspired this visual direction?

    Earlier in production the 2.5D aesthetic came from certain limitations. We wanted to have a 3D environment that felt natural to explore, with a substantial amount of elements to interact with. So, in order to achieve this within our small team, we decided to simplify the complexity of character assets to 2D to make sure they wouldn’t become a detriment to the development of the game.

    With that, we also wanted to make the character renders to stand out, leading us to sacrifice some level of 2D animation to have more complex renders for our characters. Then with these limitations in mind, we centered all the visual elements into a “Pop-up book” like visuals. Emulating a subtle feeling of storytelling throughout the whole game.

    How did your partnership with Fellow Traveller come about?

    As far as I recall, it all happened little after our First Kickstarter for the game. We did not meet our goal, so we were looking into ways to continue the development of the game. Thankfully, soon enough one of the scouts from Fellow Traveller discovered our team, and they proposed a partnership. After a few nice meetings, and getting into an agreement, everything was pretty much set!

    Thankfully we couldn’t have asked for a better partnership. Fellow Traveller has been a blessing in the development of the game, and we can’t stress enough how much of a game changer this has been for us! 

    What’s your perspective on the current state of the gaming industry, especially the indie scene?

    That’s a very interesting question, but when it comes to the indie game industry, things get a bit complicated. Since it’s hard to pin the things into a specific state or category, given the flexible nature of it. Composed of countless backgrounds, budgets, and personalities developing all sorts of ideas. Anything goes in the indie market, and this makes for a very fertile environment for creative ideas of all kinds.

    But one thing hasn’t quite changed throughout the years, and our opinion may not be uncommon, but we can certainly say that the current state of the industry brings its own sort of challenges. As you may know, there are more ways than ever to become an indie developer, and in the past two decades that has only become more prominent, but so is the constant struggle that comes with trying to reach an audience in such a rich and saturated industry.

    All this makes up for a fairly volatile and hostile market when it comes to trying to establish a sense of stability, for any studio. So given these factors, to anyone willing to give this industry a chance, even if it’s just to make a dream project come true, they have our respect.

    As developers, how do you view Xbox Game Pass? Do you see it as a sustainable model for games like yours?

    As the model sits currently, yes. It can guarantee a decent degree of success within the Xbox platform, especially for low profile studios. All this while maximizing the exposure of the game to new players, since it would be the equivalent of a “free game” to the players in the program. It can be a win-win depending on the position of the studio. 

    In the end, do you want players to walk away feeling like they’ve had a cozy experience, or an emotional journey they’ll reflect on?

    We would say the latter. Kulebra and the Souls of Limbo is a game that sets a platform for introspection. In the end we want the players to experience the power of empathy, and what this can bring to their lives, and others. While understanding the sacrifice that may come with it, but knowing that despite it all, it is still worth it.

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    Kulebra and the Souls of Limbo – Emocionalno putovanje koje nikada nećete zaboraviti https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-review/ https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-review/#respond Fri, 16 May 2025 12:35:55 +0000 https://www.indie-games.eu/?p=24906 This isn’t just a video game, it’s a profound work of art with impactful storytelling that touches your heart and soul in unexpected ways.

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  • DEVELOPER: Galla
  • PUBLISHER: Fellow Traveller
  • PLATFORMS: PC, Nintendo Switch, Xbox Series X/S, Game Pass
  • GENRE: Puzzle / Adventure
  • RELEASE DATE: May 16, 2025
  • STARTING PRICE: 19,50€
  • REVIEWED VERSION: PC
  • It’s hard not to feel emotionally attached to Kulebra and the Souls of Limbo. This isn’t just a video game, it’s a profound work of art with impactful storytelling that touches your heart and soul in unexpected ways. While the gameplay isn’t groundbreaking, the game brilliantly explores themes like trauma, guilt, and the struggle to move on, reminding us we’re never truly alone in our suffering, while offering a gentle push to keep going forward.

    Paper Mario inspired graphics with amazing world-building

    Kulebra and the Souls of Limbo features cartoonish graphics inspired by Paper Mario: The Thousand-Year Door, with a rich color palette of bright pinks, greens, and oranges that enhance its tactile, emotional world. The Latin American influence, rooted in Día de los Muertos, also shines through festive details like confetti, masks, and decorations, complementing the game’s themes of trauma and healing. Three distinct times of day: morning, evening, and night each bring unique visual flair, seamlessly tying the environments to the heartfelt storytelling.

    The game’s characters, from Kulebra with its heart-shaped spine to the messenger bird and others, are simple yet charmingly animated and truly stand out. You’ll likely find many to connect with, as the game expertly portrays each one without overwhelming you with information. What’s particularly engaging is how each character subtly provides details that can prove useful later in your journey. Although the art style isn’t as polished as a Nintendo title, its “passive beauty” is quite appealing. This is further helped by the detailed and well-integrated world-building; everything feels thoughtfully crafted and surprisingly cohesive.

    This 10-12 hour singleplayer adventure focuses on exploring a time-looped Limbo, solving puzzles, and engaging in narrative interactions as you help souls overcome their regrets in towns and cities. While the initial prologue effectively introduces us to the game, the experience becomes somewhat repetitive and lacks deeper gameplay evolution as you progress.

    “But no good deed goes unpunished”

    Gameplay might not be impressive, but every dialogue matters

    The core loop involves exploring connected areas and talking to NPCs to learn their stories. As mentioned, Limbo has a day-evening-night cycle, and a curse makes residents forget their actions each day. However, Kulebra remembers everything and uses a notebook to keep track of quests, NPC schedules, and clues. You manually advance the time cycle to influence events, like timing meetings with NPCs or solving puzzles that depend on the time. Paying close attention while exploring is key, as you can find items hidden in breakable objects or by talking to NPCs.

    Clear quest system and dialogue hints make helping souls genuinely enjoyable. Most of your time involves reading and solving puzzles to achieve this goal. While the notebook eases memory, remembering details is crucial for boss fights. These encounters feature a fun mini-game where bosses quiz you on your knowledge, with a bar indicating your accuracy. Interestingly, they might even try to trick you with mismatched questions and answers.

    Puzzles vary from simple item hunts to multi-stage challenges tied to NPC routines or the environment. Many puzzles are also connected to the story. Stealth sections, where Kulebra avoids enemies using light and music, create approachable but tense moments, though the repetitive “wait-and-move” can become tiresome. Kulebra’s rolling is key for fast travel and smashing pots to collect currency, which is also found hidden or falling from the sky and used to buy items.

    “What hurts me the most… Is that I can’t see why he’d go without even a goodbye”

    An unforgettable emotional journey

    While avoiding spoilers, it’s worth noting that beyond the main story, there are engaging “side quests” crucial for completionists. To experience everything, exploring the entire map and entering each building to trigger dialogues is recommended, though you can skip some non-essential moments without affecting the main narrative. Another surprising aspect is how easily the game hooks you, making it difficult to stop playing. The cozy and casual atmosphere likely contributes to this, as you don’t need to do overly demanding tasks to progress, often leading to the urge to finish just one more chapter.

    Ultimately, Kulebra and the Souls of Limbo delivers a truly unique emotional journey. If you enjoy games with well-developed characters, surprising plot twists, and a blend of cozy atmosphere with proper mystery and storytelling, this title is for you. Its beautiful visuals and memorable moments shine, though those who dislike detailed exploration might find the repetitive puzzles and backtracking a drawback.

    “I’ll forever be grateful… Thank you.”

    Pros Cons
    Well-crafted characters. Repetitive mechanics.
    Very beautiful graphics and world. Tedious backtracking.
    Lots of puzzles to solve. There is no real hint system.
    An emotional journey we can identify with.
    Content
    80%
    Gameplay
    80%
    Graphics
    90%
    Final score

    The post Kulebra and the Souls of Limbo – Emocionalno putovanje koje nikada nećete zaboraviti first appeared on IndieGames.

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    Spray Paint Simulator dolazi krajem mjeseca na konzole i PC https://www.indie-games.eu/en/spray-paint-simulator-may-2025-release-and-platforms/ https://www.indie-games.eu/en/spray-paint-simulator-may-2025-release-and-platforms/#respond Tue, 13 May 2025 15:18:42 +0000 https://www.indie-games.eu/?p=24795 In Spatterville, you start a painting business to bring color to its dull corners.

    The post Spray Paint Simulator Will Arive Later This Month on Consoles and PC first appeared on IndieGames.

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    Whitethorn Games and North Star Video Games have announced that Spray Paint Simulator will launch on May 29, 2025, for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC via Steam and the Microsoft Store, with a Nintendo Switch release following on June 19. The game will also be available on Game Pass.

    In the town of Spatterville, you launch a painting business to bring color to its dull corners. Story Mode puts you in the shoes of an entrepreneur meeting various clients, like homeowners, robot fanatics, and more, each with their own unique requests. You’ll prep surfaces, fix objects, mask areas, and choose the perfect paints before letting your creativity loose to keep customers happy.

    Between jobs, you can upgrade tools, vehicles, and equipment like ladders and scaffolding to tackle challenging jobs, painting everything from rooms and cars to bridges and giant robots. On the other side, Free Spray Mode unlocks a sandbox where you, solo or with a friend in co-op, can paint the entire town without limits.

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    Developer Subnautice 2 progovorio je o duljini priče, ali i potvrdio uklanjanje oružja te očekivani izlazak ove godine https://www.indie-games.eu/en/subnautica-2-dev-clarifies-story-removes-weapons-confirms-2025-release/ https://www.indie-games.eu/en/subnautica-2-dev-clarifies-story-removes-weapons-confirms-2025-release/#respond Tue, 06 May 2025 08:42:02 +0000 https://www.indie-games.eu/?p=24316 Subnautica 2 takes you to a new planet with diverse biomes, giant Leviathans and a co-op mode.

    The post Subnautica 2 Developer Addresses Story Length, Confirms No Weapons, and Reaffirms 2025 Release first appeared on IndieGames.

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    The eagerly awaited sequel to the 2018 underwater survival hit, Subnautica 2, is set to release in Early Access in late 2025, and Unknown Worlds is keeping fans excited while addressing their concerns. In a recent Discord Q&A, Design Lead Anthony Gallegos tackled questions about the game’s 15-hour story, the removal of weapons, and the release timeline, ensuring players know what’s coming.

    The original Subnautica hooked players with its alien ocean and sci-fi story. Subnautica 2 on the other hand takes you to a new planet with different biomes, giant Leviathans, and co-op for up to four players. Some fans worried the 15-hour story sounded too short, but Gallegos clarified it’s just the narrative, as exploration, crafting, and base-building will keep you busy for hours, like the first game’s six-hour story that stretched into dozens.

    The choice to ditch weapons, including the knife, has sparked debate. Gallegos confirmed Subnautica 2 will have no weapons, just a cutting tool for harvesting, and Leviathans will be unkillable. He said killing predators is “boring” and reduces their terror, so players will need to dodge or interact with these massive beasts, including the biggest Leviathan yet.

    Subnautica 2’s Early Access will launch on PC (Steam, Epic Games, Microsoft Store) and Xbox Series X/S via Game Preview and Game Pass, with a two-to-three-year phase of updates adding biomes, creatures, and story based on player feedback.

    The post Subnautica 2 Developer Addresses Story Length, Confirms No Weapons, and Reaffirms 2025 Release first appeared on IndieGames.

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    Lonely Mountains: Snow Riders – Skijaška avantura po snježnim vrhovima https://www.indie-games.eu/en/lonely-mountains-snow-riders-review/ https://www.indie-games.eu/en/lonely-mountains-snow-riders-review/#respond Thu, 20 Mar 2025 19:06:29 +0000 https://www.indie-games.eu/?p=22547 If you're buying it solely for the solo experience, don't think too much about it – it's worth it.

    The post Lonely Mountains: Snow Riders – Ski adventure across snowy peaks first appeared on IndieGames.

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  • DEVELOPER: Megagon Industries
  • PUBLISHER: Megagon Industries
  • PLATFORMS: PC, Xbox Series X/S, Xbox Game Pass
  • GENRE: Skiing / Multiplayer
  • RELEASE DATE: January 21, 2025
  • STARTING PRICE: 24,99 €
  • REVIEWED VERSION: PC
  • Lonely Mountains: Snow Riders, a skiing adventure game developed and published by Megagon Industries, builds on the success of its predecessor, Lonely Mountains: Downhill (2019), swapping bikes for skis in a snowy follow-up. This game invites you to carve down pristine, snow-covered mountains, balancing serene exploration with high-stakes challenges, while also offering a lot of replayability and multiplayer modes.

    Set across three peaks: Tannenstein, Monte Guanaco, and Sierra Gelida, the game features 12 trails split into beginner-friendly Blue slopes and tougher Black slopes, unlocked via challenges. Building on Downhill’s minimalist ethos, it adds online multiplayer for 2-8 players, cross-platform support, and a trick system, aiming to appeal to both solo adventurers and competitive skiers.

    Gameplay: Dance of Precision and Chaos

    At its core, Lonely Mountains: Snow Riders is about descending mountains as swiftly and stylishly as possible. You control a skier dropped at a peak, tasked with reaching the base through checkpoints, dodging trees, rocks, and cliffs. Solo Mode offers a time-trial gauntlet with challenges: beat par times, limit crashes, or nail perfect runs to unlock trails, gear, and cosmetics. It’s a race against yourself, with leaderboards tracking global times.

    On the other side, Zen Mode gives pressure-free sandbox to explore slopes, set custom checkpoints, and soak in the scenery with no timers, just vibes. Last but not least, multiplayer is a major addition, offering two modes: Racing (2-8 players compete to reach the bottom) and Team (co-op descents sharing six checkpoints, earning points for proximity and tricks).

    Controls are intuitive yet demanding. Although it can be played on a keyboard, the experience is much smoother with a controller. For the best experience, using a controller is recommended. You steer with analog sticks, crouch to gain speed, brake to avoid disaster, and jump (short or long) to clear gaps or perform tricks like grabs, flips, skiing backwards.

    Ski types (for example, Viper for agility, Ram for stability) tweak speed, steering, and landing, earned by leveling up via snowflakes from challenges. The fixed camera, sometimes behind, sometimes isometric, often forward-facing, adds a cinematic flair but can obscure hazards, demanding you to react quickly in some instances. But it’s not flawless: the learning curve is steep, controls can feel wonky (especially jumps), and the camera’s positions can frustrate some runs.

    Low-Poly Winter Wonderland

    Visually, Snow Riders retains Downhill’s low-poly charm, now draped in a snowy palette. The three mountains dazzle: Tannenstein’s dense forests, Monte Guanaco’s icy rivers, and Sierra Gelida’s stark cliffs each glitter with powder that deforms under your skis. It’s not photorealistic, but its stylized beauty evokes a painterly solitude, rivaling SSX’s vibrancy with indie restraint.

    However, my biggest issue is with multiplayer. If the host leaves mid-race, the game ends suddenly and sends everyone back to the menu. Playing with random players is unpredictable, some races end quickly if someone skilled joins. The trick system also feels wasted here; points don’t affect your rank, so showing off feels pointless rather.

    The Team mode’s cooperative vibe is a nice break from the intensity of Racing. It rewards teamwork and planning, especially in private lobbies with friends. The shared checkpoint system adds tension without being too punishing, and trick bonuses let creative players stand out. However, the single-player mode is where you’ll likely have the most fun, as it lets you experience the game at your own pace and style.

    Thrilling Yet Flawed Descent

    Honestly, you’ll likely have fun with this game. If you’re getting it just for the single-player experience, don’t think twice – it’s worth it. However, the multiplayer might disappoint, so keep your expectations low. The game can also be frustrating at times, as it’s heavily trial-and-error-based; the more you fail, the better you’ll get. The camera can be annoying, though it has its good moments, even if it highlights the flaws occasionally.

    It’s tough to please everyone. The difficulty might push casual players away, but the rewards are worth it for those who stick with it. Leveling up and unlocking new ski types and outfits is a nice touch, though it doesn’t drastically change gameplay. In the end, it’s a unique indie gem that shines on its own terms so probably getting it on Xbox Game Pass is much more worthwhile than anything.

    Pros Cons
    Addictive gameplay loop. Multiplayer is very poorly executed.
    Very pretty graphics. The camera angles won't appeal to everyone.
    Made for singleplayer. Steep learning curve of mechanics and maps.
    Zen mode. There's not much content.
    Content
    70%
    Gameplay
    80%
    Graphics
    90%
    Final score

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    Descenders Next izlazi početkom travnja, bit će dostupan i na Xbox Game Passu https://www.indie-games.eu/en/descenders-next-is-releasing-in-early-april/ https://www.indie-games.eu/en/descenders-next-is-releasing-in-early-april/#respond Wed, 26 Feb 2025 17:39:06 +0000 https://www.indie-games.eu/?p=21654 The game builds on the success of Descenders by introducing new sports, larger worlds, and better driver control.

    The post Descenders Next is launching in early April and will also be available on Xbox Game Pass first appeared on IndieGames.

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    No More Robots and Ragesquid have announced that Descenders Next, the highly anticipated follow-up to the hit extreme sports game Descenders, will launch on April 9. The game will be available on Steam, Xbox One, Xbox Series X/S, and will also debut on Game Pass for PC and Xbox. Descenders Next promises to take the adrenaline-fueled action of its predecessor to new heights, or rather, new slopes.

    The game builds on the success of Descenders by introducing new sports, larger worlds, and more control over your rider. At launch, you can hit the slopes with snowboarding and mountainboarding, with additional sports planned for future updates. The game offers a massive open world to explore, featuring huge biomes, secret parks, and hand-crafted courses connected by procedurally generated maps.

    You can choose to ride solo or join up to 11 others in multiplayer mode, shredding the same slopes together. With enhanced controls, you can perform flips, barrel rolls, and grinds, adding a new level of skill and style to your runs. The game also features a wide range of customization options, including clothing, kits, and boards, allowing you to deck out your rider in unique ways.

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