Simulator - IndieGames https://www.indie-games.eu/en All about Indie Games Mon, 23 Jun 2025 22:03:48 +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 Simulator - IndieGames https://www.indie-games.eu/en 32 32 Should You Give Architect Life: A House Design Simulator a Try? https://www.indie-games.eu/en/should-you-give-architect-life-a-house-design-simulator-a-try/ https://www.indie-games.eu/en/should-you-give-architect-life-a-house-design-simulator-a-try/#respond Mon, 23 Jun 2025 19:25:14 +0000 https://www.indie-games.eu/?p=26606 It is supposed to let you design rooms, roofs, and balconies with precise measurements.

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Architect Life: A House Design Simulator, developed by Shine Research and published by NACON, was released on June 19, 2025 for PC (Steam), PlayStation 5, Xbox Series X/S, and Nintendo Switch. It might appeal to you if you enjoy creative simulation games focused on design and construction, but the real question is: Is it worth the 29,99€ price?

Architect Life puts you in charge of your own architectural firm, designing and building homes from 3D blueprints to final construction. It offers two main modes:

  • Free Mode: Unrestricted creativity across 60 terrain types. Design homes without client demands or budget limits.
  • Career Mode: Manage your firm through 60 unique missions. Design homes based on client needs, terrain, and budget.

Here’s the thing: NACON’s recent simulators have been questionable, and this one is no exception. I played the demo during Steam Next Fest and was disappointed by the poor tutorial and clumsy controls. While this is a subjective opinion, the Steam reviews from recent full release already tell the whole story.

It is supposed to let you design rooms, roofs, and balconies with precise measurements, choosing from various materials, coatings, and furniture. However, players are already noting that while the base game has solid foundations, it’s missing a lot of content. One review even stated: “I bought it to experiment some changes in my own home but it’s nearly impossible to do so.”

The most questionable thing is that Architect Life already has DLCs. The Supporter Edition includes the base game plus two content packs: the Sketch House Pack (for artistic 2D/3D illusions) and the Hobbies Pack (for leisure-themed rooms). You can also buy these DLCs separately. This game is part of NACON’s “Life” series, which has generally received mixed reviews.

In the end, it’s worth trying if you enjoy creative, relaxing building games like The Sims and love designing homes with extensive customization. But, if you’re sensitive to bugs, prefer deeper mechanics, or want more from a game, this one might not be for you. As one reviewer put it: “Good game for making floorplans, general layouts and and somewhat measurements.”

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Jedinstveni walking simulator Bambas! izlazi idući tjedan za PC i konzole https://www.indie-games.eu/en/unique-walking-simulator-bambas-launches-next-week-on-pc-and-consoles/ https://www.indie-games.eu/en/unique-walking-simulator-bambas-launches-next-week-on-pc-and-consoles/#respond Fri, 20 Jun 2025 10:54:04 +0000 https://www.indie-games.eu/?p=26507 The streets of the picturesque Mediterranean city become your playground.

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DevilishGames is set to launch Bambas!, a walking simulator, on June 27, 2025, for Steam, PlayStation 5, Xbox Series X/S, and Nintendo Switch. This sandbox adventure captures the carefree spirit of childhood, turning everyday streets into a playground for exploration and creativity.

In Bambas!, the streets of a lively coastal town become your playground, just like when you were a kid and every sidewalk or puddle sparked an adventure. The game’s unique controls let you move each sneaker on its own using your gamepad’s sticks and triggers. But it’s not just about strolling. You’ll need to dodge crosswalks, kick cans, balance on curbs, and nail tricky jumps to complete hundreds of challenges.

Each success unlocks a wardrobe of customizable sneakers, letting you style your kicks with flair as you leave your mark on the town. The game’s story unfolds naturally through environmental storytelling: graffiti, forgotten objects, and meetings with characters.

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Date Everything! – Voice acting masterpiece with a light narrative https://www.indie-games.eu/en/date-everything-voice-acting-masterpiece-review/ https://www.indie-games.eu/en/date-everything-voice-acting-masterpiece-review/#respond Tue, 17 Jun 2025 17:27:53 +0000 https://www.indie-games.eu/?p=26427 It features 100 unique characters, each with their own personality and voice.

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  • DEVELOPER: Sassy Chap Games
  • PUBLISHER: Team17
  • PLATFORMS: PC, PlayStation 5, Xbox Series X/S, Nintendo Switch
  • GENRE: Dating Simulator
  • RELEASE DATE: June 17, 2025
  • STARTING PRICE: 29,99€
  • REVIEWED VERSION: PC
  • Date Everything! is the dating sim I never knew was possible. It features 100 unique characters, each with their own personality and voice. Imagine trying to befriend, make an enemy of, or fall in love with 100 individuals. But here’s the twist: these aren’t real people. They’re actually anthropomorphic objects in your house. From your dishwasher and soap to a shadow or even the air in your vent, there’s a huge variety of “things” to talk with.

    While the story in Date Everything! is somewhat forgettable, it’s always present, centered around trying to understand the Dateviator glasses you wear, who made them, and their history. Eventually, you’ll discover how to turn objects into real humans, but I won’t spoil that part. My biggest issue, however, is that the game is tedious. It’s made worse by a lack of proper accessibility options, and its user interface and menus are difficult to navigate. Much more on that later.

    Simple gameplay, but interactions can sometimes feel a bit shallow

    The game’s point-and-click exploration involves navigating a 3D home. Moving between rooms is straightforward, but some objects are hard to spot due to cluttered areas or unclear prompts. Also, the game doesn’t clearly tell you how important interacting with objects without the glasses is. For example, you can clog the bathroom sink to talk to the water, or use the thermostat to talk to the air, but the game never hints that these actions are possible.

    The first few hours of Date Everything! are spent simply finding all the dateable objects, even the hidden ones. After that, you’re free to explore every dialogue option. Everything is up to you: if a character doesn’t suit you, be rude; if you like them, try to romance them. However, Date Everything! keeps things quite simple. Your choices don’t significantly affect the ending dialogue, and it often feels like what you say doesn’t matter much.

    For instance, no matter what I said to a character named Airyn (who is literally air), she seemed to find everything incredibly rude. I was then given only three response options, each pushing me further down a “Hate” path regardless of my choice. I’m still not even sure how we ended up hating each other, or if she just generally despises humans. This “Hate” can essentially be a “lose” condition if you upset a character too much, stopping you from reaching their ending. Thankfully, a limited candy resource found later can help turn hatred back into friendship.

    You’re not meant to like every character; the game is about finding your favorites based on your own personality. You can choose from male, female, and queer options. However, you will be “forced” to meet every single character to finish the story. Each dialogue offers its own drama, unique plot, and special way of interacting, so there’s genuinely a lot to see. But looking back at the interactions, they can sometimes feel a bit shallow.

    “Little Crapper the rapper he knows how to go! Plumbing and drumming are both about flow!”

    There’s so much content to dive into

    Each object in Date Everything! offers roughly 15–30 minutes of dialogue, meaning the 100 objects combine for about 20–40 hours of content. Finishing a route unlocks a “Date Scrapbook” entry, giving you more lore and replayable cutscenes. Some characters feel fully developed, while others don’t. Similarly, some relationships unfold over many interactions, while others quickly lead to “friends or lovers” questions. You’ll find yourself skipping conversations with characters you simply don’t want to engage with, which is fine, but highlights the uneven quality.

    It also features S.P.E.C.S. (Smarts, Poised, Empathy, Charm, and Sass). These attributes add up when you complete a character’s story and are used to unlock special dialogues. However, I find this system very flawed. For example, you might enter a conversation early in the game only to find a character requires 65 Sass. How are you ever supposed to get that so early? Perhaps the game expects you to finish one dating arc before moving to the next.

    The game lacks basic visual novel features like text logs or auto-play. Navigating through roomers (quests or tasks) is incredibly tedious too. There are also only few sliders to sort by newest, name or by number (1-100), and there’s no clear indicator of your relationship level beyond “hated”, “loved”, or “just friends”. While I can’t blame the developers given the sheer amount of content, the experience isn’t fully satisfying. Plus, the movement controls are wonky and not as smooth as they should be.

    “I did it becuase you’re hot, Luna.”

    Totally worth your time (you can finally date a toilet)

    My biggest positive is the game’s content warning mechanic. If you’re not comfortable with sexual content, trauma, or health issues, you can skip those character arcs. This probably covers about 15% of the game, so you won’t miss much by doing so. Another huge bonus is the spectacular voice acting. It’s brilliant, without a doubt, and probably the best part of the game. With talents like Mela Lee (who voices the bed) and Allegra Clark (who voices Lamp) bringing emotional depth, even absurd characters like Toilet feel relatable. Every character is just visually unique and distinct.

    This is one of the few dating sims that will actually keep you hooked. It’s not just the dialogue, but how interesting each character is. Who knew a toilet could rap so well? Or a treadmill could be so aggressive? Or even a pirate ship in a bottle could be so funny and unique? This game truly has it all, and you likely won’t be disappointed by diving into its details. I believe its strength lies in the sheer number of characters, which keeps it from ever getting boring.

    In the end, Date Everything! is a fun, lighthearted fun for players who enjoy absurdity, but it’s likely not for those seeking a much more deeper narrative. It’s slightly disappointing that there isn’t much to do once you complete the dating phases with each character, nonetheless, I wholeheartedly recommend this dating sim game.

    “With the bedroom voice… it suddenly feels like you’re in a dating sim.”

    Pros Cons
    Interesting premise. Certain accessibility options are missing.
    Lots of content and dialogue. The decisions don't affect the story that much.
    The voice acting is excellent. The narrative is quite light.
    Each character is unique and brings something new. The dialogue is shalow for some characters.
    Content
    90%
    Gameplay
    70%
    Graphics
    80%
    Final score

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    Roadside Research je luda co-op simulacija o izvanzemaljcima koji se prikrivaju kao radnici na benzinskoj postaji https://www.indie-games.eu/en/roadside-research-is-a-crazy-co-op-simulation-of-aliens-posing-as-gas-station-workers/ https://www.indie-games.eu/en/roadside-research-is-a-crazy-co-op-simulation-of-aliens-posing-as-gas-station-workers/#respond Tue, 10 Jun 2025 21:31:30 +0000 https://www.indie-games.eu/?p=26205 This title delivers everything you would expect from a classic simulation, but with a unique twist.

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    At this point, I’ve come to accept that every game from Oro Interactive’s “kitchen” will be a hit. Their new title, Roadside Research, a co-op simulator set at a gas station by Cybernetic Walrus, just got its first trailer. It introduces a hilarious premise: you take on the role of aliens disguised as humans, running a gas station in the middle of nowhere in the U.S. while secretly planning an invasion.

    Your task is to blend in by handling daily chores like pumping gas, restocking shelves, and serving food to travelers. But beneath it all lies a secret mission: gathering intel on humans to prepare for a full-scale invasion. You must balance running the gas station and keeping customers happy to upgrade hidden research stations for data processing, though odd behaviors might attract government officials.

    This title offers everything you’d expect from a classic simulation, but its multiplayer experience lets you encounter truly weird and bizarre situations. Less than a week after its announcement, the game has already gathered over 60,000 wishlists on Steam, where it will be available later this year.

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    Ruski narativni simulator Zarya igra je za koju niste znali da vam treba – do sada https://www.indie-games.eu/en/russian-narrative-simulator-zarya-is-a-game-you-never-knew-you-needed/ https://www.indie-games.eu/en/russian-narrative-simulator-zarya-is-a-game-you-never-knew-you-needed/#respond Fri, 23 May 2025 15:53:54 +0000 https://www.indie-games.eu/?p=25075 You play as Vasily, a local driver with a big heart and a knack for fixing problems.

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    Buckle up for a ride through the countryside with Zarya, a narrative simulator that drops you into the boots of a rural driver in a nostalgic, post-Soviet world. Slated for release on Steam, this game lets you deliver packages and lend a hand to villagers while soaking in the charm of a bygone era. It’s more about the quiet beauty of small-town life, wrapped in a love letter to classic cars and community.

    You play as Vasily, a local driver with a big heart and a knack for fixing problems. His main goal is to breathe life back into his struggling village, one delivery at a time. Whether you’re hauling cargo across bumpy fields, towing a broken-down car, or helping a neighbor get their harvest to market, every task feels personal. The game’s world is alive with various characters and relatable moments. It’s the kind of place where everyone knows your name.

    What makes Zarya special is its unique blend of freedom and storytelling. One minute you’re navigating overgrown paths to drop off a package, the next you’re roped into a fishing trip or a roadside repair job. The game leans heavily into those post-Soviet vibes, think creaky old cars, faded billboards, and that classic “we’ll make it work” attitude that defined the era.

    Your trusty vehicle is the star of the show, and Zarya lets you tinker with it to your heart’s content. You can upgrade your ride to tackle tougher terrain or trick it out for style, turning heads as you rumble through town. The game’s car collection, full of automotive nostalgia, feels like a piece of history. Sure, your vintage ride might not be the fastest, but it’s got character, and so does the game itself.

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    Starsand Island predstavio je novi trailer, Kickstarter kampanja prikupila je 190.000 dolara https://www.indie-games.eu/en/starsand-island-drops-new-trailer-kickstarter-reaches-190k/ https://www.indie-games.eu/en/starsand-island-drops-new-trailer-kickstarter-reaches-190k/#respond Thu, 22 May 2025 22:25:39 +0000 https://www.indie-games.eu/?p=25316 At its core, Starsand Island focuses on joy in simple, everyday moments.

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    We recently got a sneak peek at Starsand Island during a media presentation, and we had a lot of our questions answered about the game. It’s currently doing incredibly well on Kickstarter, as I’m writing this, they’ve already raised over $190,000 for their campaign, with just eight days left to go. For those who haven’t heard about it, Starsand Island is a cozy island-life simulator that’s set to release on Steam in Q4 2025.

    At its heart, Starsand Island is all about finding joy in the simple, everyday moments. Unlike many farming simulators that get obsessed with efficiency and numbers, this game puts emotional connections far above stats. As lead designer Golton Gao puts it: “Life has no inherent meaning, so you decide how to live it.” There are mini-events tucked into every corner, whether you’re fishing up bottle caps that might unlock secret lore or just having a laugh at a legendary “golden poop” left by one of your animal pals.

    Starsand Island experience truly lies with its NPCs, who are inspired by real-life personalities, from shy dreamers to bubbly optimists. You’ll build meaningful bonds with characters like Solara, who might share midnight fireworks with you, or Serena, who might drag you on shopping trips that turn simple errands into lasting memories. “We want players to feel warmth, like they belong”, says narrative designer Richardo Wang. These subtle, heartfelt interactions, like waking up to Pastelle’s breakfast as sunlight streams into your home, truly make the world feel alive, not just like lines of code.

    The team actually built a custom engine from scratch, which lets you reshape almost anything, from winding paths to entire villages. Want a Japanese alley or a Nordic hamlet? Go for it. One tester even created a maze garden so tricky that the developers themselves got lost and had to teleport out. With endless customization options, the island truly is your canvas. “It’s a nightmare for coders, but we’re crazy enough to make it work”, Gao laughs.

    The multiplayer features are set to grow even further, with plans for things like photo contests and player-created Easter eggs down the line. “We want Starsand Island to feel like home”, Gao says, and the team is really committed to evolving the game based on community input, adding new events and stories after launch.

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    Farming Simulator Gaucho and the Grassland izlazi na Steam u srpnju https://www.indie-games.eu/en/farming-simulator-gaucho-and-the-grassland-launches-on-steam-this-july/ https://www.indie-games.eu/en/farming-simulator-gaucho-and-the-grassland-launches-on-steam-this-july/#respond Wed, 21 May 2025 21:47:15 +0000 https://www.indie-games.eu/?p=25085 What really makes this game special is its deep connection to South American culture.

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    Rooted in the culture of southern Brazil, Gaucho and the Grassland is galloping onto Steam on July 16, 2025. Developed by Epopeia Games, based in Porto Alegre, this charming farming simulator puts a unique Latin cowboy twist on the genre, blending exploration, animal care, and even a touch of magic into a cozy experience.

    In Gaucho and the Grassland, you step into the boots of a gaucho or gaucha, tasked with bringing balance back to a huge region as its brand new guardian. Forget the usual “you inherited a farm” setup; here, you’re actually rebuilding your family’s ranch while tackling quests that truly celebrate rural life. Imagine lassoing cows, shearing sheep, or milking livestock as part of your everyday progress.

    What really makes this game special is its deep connection to South American culture, especially the traditions from Brazil’s Rio Grande do Sul region. You’ll get to experience things like sipping chimarrão, a traditional drink that even reveals secrets, playing the harmonica by a campfire, or firing up a delicious churrasco barbecue.

    In this game you can really focus on classic farm tasks like fishing, collecting eggs, or even building cozy homes for other characters, customizing every little detail to match your style. But if you’re more into adventure, you can roam around the diverse landscapes solving puzzles and helping out the locals. Doing so boosts your charisma and unlocks new paths to explore. There’s also a crafting system that lets you turn raw materials into useful tools or unique decorations.

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    Cash Cleaner Simulator – Operi novac, otplati dug https://www.indie-games.eu/en/cash-cleaner-simulator-review/ https://www.indie-games.eu/en/cash-cleaner-simulator-review/#respond Sun, 18 May 2025 13:19:26 +0000 https://www.indie-games.eu/?p=24998 Who thought cleaning money could be a game?

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  • DEVELOPER: Mind Control Games
  • PUBLISHER: Forklift Interactive
  • PLATFORMS: PC
  • GENRE: Simulator
  • RELEASE DATE: May 8, 2025
  • STARTING PRICE: 14,79€
  • REVIEWED VERSION: PC
  • Cash Cleaner Simulator is seriously addictive, and I might even say it’s one of the best simulators I’ve played in a while. It’s so chill and cozy, and the gameplay just sucks you in. Things progress at steady pace, and you wouldn’t believe how many times I’ve found myself squinting at the screen trying to figure out if the money’s fake or not. You play as Mr. Fresh, who’s a small-time crook stuck with the job of literally cleaning dirty money for the criminal underworld. We’re talking cash covered in mud or ink. And you’re stuck in this mysterious room, trying to scrub your way out of a $1 million debt.

    It’s a singleplayer, first-person sim where you’re cleaning, sorting, and shipping cash for some shady clients. You get your assignments through a smartphone, upgrade your cleaning gadgets, and slowly piece together a light story about why you’re being held captive. Although the gameplay loop can get repetitive with similar tasks, and sometimes it’s not super clear what you’re supposed to be doing, Cash Cleaner Simulator is still a very engaging game.

    Addictive gameplay that gets repetitive later

    Money falls from a hole in the ceiling, often in damaged or dirty boxes. You collect it, clean and sort it based on the client’s needs, then pack it into different bags, backpacks, boxes, or even mattresses. Some jobs are easy, like cleaning $5,000 in a backpack. Others are way more involved, like getting 100 clean $100 bills all banded up in a suitcase, and you have to check for things like dirt, blood, ink, or even fake bills. You get tools to help, like washing machines, dryers, cash counters, and UV lights to spot the fakes.

    When they say “cleaning,” they really mean it. Muddy or bloody bills? Toss them in a washing machine for 15–30 seconds per load. Wet cash? Into the dryer. Then comes the fun part: counting all that money. You can do it by hand, which takes forever (my personal favourite), or use various machines. In most cases, after sorting, you often have extra cash to stash in a giant piggy bank.

    Cash Cleaner Simulator also got this physics thing going on, which can be pretty chaotic. If a box tips over, all that cash goes flying everywhere, which can be kind of satisfying to watch but also super annoying when you have to pick it all up. The most satisfying part of the game is how fast everything feels. Tying up bills and wrapping them in protective foil is a great touch that never feels like a chore. To keep things interesting, the game throws in special challenges, like trying to avoid dye packs that you need to dispose of in locked bags or dealing with gold bars and ancient artifacts mixed in with the cash.

    “When they say ‘cleaning’, they really mean it.”

    Tackle money-cleaning jobs at your own pace

    To get better at your weird money-cleaning job, you earn two kinds of in-game cash: cryptocurrency and something called Respect. You can use these to buy better tools from the “DarkMarket”. There’s huge amount of tools you can go through so you’ll always find something interesting to experiment with. You can also blow your earnings on silly cosmetic stuff, like radios to listen to or just random pallets to decorate your mysterious room.

    The story in the game is pretty low-key. You mostly get it through text messages from your handler, Betty Opps, and other characters. Story is important if you wish to progress. So, what keeps you coming back to cleaning all that dirty money? Well, the jobs you get are different each time, plus there are little side missions to do and achievements to unlock. Sadly there’s no multiplayer, but you can just imagine how fun it would be to clean cash with a friend.

    As mentioned earlier, Cash Cleaner Simulator offers a cozy vibe, letting you tackle money-cleaning jobs at your own pace. However, the 18-hour grind to see everything feels overly long, and the gameplay could use more open, free-form elements. Once you’ve completed all tasks and bought every tool upgrade, there’s little reason to replay alone, which may disappoint some players. A longer-term progression system would boost replayability. Still, fans of slower-paced games might enjoy the extended journey.

    “Offers a cozy vibe, letting you tackle money-cleaning jobs at your own pace.”

    It has some flaws

    One of the most annoying things about this game is trying to find marked bills in those huge stacks. The fact that you can’t even just fan out a stack of money to quickly glance through it is just frustrating. It’s not too bad when you’re dealing with small amounts of cash, but when you get to the late game with massive piles, it just sucks the life out of you.

    Additionally, if you’re looking for any automation, you’re in the wrong place as you need to do everything yourself. The story missions are fun at first, but they get longer and more of a hassle as you progress. The weird thing is, for most of the story missions, you can actually just send any kind of bill, even the marked or fake ones, so you don’t have to sort them. But if you do, you get way better rewards. Cash Cleaner Simulator as desperately needs some sort of sorting system, as it eventually turns into a weird organization simulator: where do you put the sorted bills? What do you do with the marked ones? Do you separate them by how much they’re worth? Does your money storage look nice?

    The graphics on the other hand have this simple, low-poly style, with some spray-painted graffiti and kind of odd, AI-looking icons on your phone, which gives it this young and rebellious feel. But the real eye-catcher is all the money. Even the tools get a bit of style, there’s a fancy DLC that gives your washing machine a gold finish, which is pretty ridiculous. The game also has a day and night cycle, which mostly affects when you need to use your UV light to check for marked bills. Just a heads-up: trying to spot those marked bills during the daytime in the game can be a real pain.

    “If you’re looking for any automation, you’re in the wrong place.”

    Might not be for everyone

    Cash Cleaner Simulator is a budget-friendly indie game with a cozy charm that hooks you early with its engaging money-cleaning loop. While the controls can feel clunky at first and the gameplay may be too relaxed for some, its potential for future content updates, like multiplayer, makes it worth trying. However, the longer you play, the more repetitive it becomes. Despite this, its unique vibe might keep you intrigued, even if it’s not for everyone.

    It has a brilliant, unique concept, who thought cleaning money could be a game? Casual sim fans will love its cozy gameplay and charming graphics. However, those wanting a polished experience may prefer waiting for updates to address clunky controls and repetitive gameplay, as future content like multiplayer could improve its appeal.

    Pros Cons
    Addictive gameplay loop. Repetitive mechanics.
    Everything is physics-based. Some objectives are not clear.
    Gradual progression. The later parts of the game are tedious.
    It has a lot of potential. There's no automation.
    Content
    80%
    Gameplay
    80%
    Graphics
    80%
    Final score

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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.

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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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    Conrad Stevenson o Among the Whispers – Provocation: Iza kulisa najrealističnije igre lova na duhove https://www.indie-games.eu/en/conrad-stevenson-on-among-the-whispers-provocation-interview/ https://www.indie-games.eu/en/conrad-stevenson-on-among-the-whispers-provocation-interview/#respond Mon, 12 May 2025 09:15:50 +0000 https://www.indie-games.eu/?p=24675 Conrad revealed more about his inspirations, the game's realism, and whether a multiplayer mode will be introduced.

    The post Conrad Stevenson o Among the Whispers – Provocation: Iza kulisa najrealističnije igre lova na duhove first appeared on IndieGames.

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    When you come across a game that has a huge potential, you can’t resist trying its demo, right? That’s how I stumbled upon Among the Whispers – Provocation. It looked and played so impressively that I had to reach out to Conrad Stevenson, the dev behind the title, for more insights into the game and what it has in store. Here, Conrad shares more about his inspirations, the game’s realism, and whether a multiplayer mode is in the works.

    Among The Whispers – Provocation is a singleplayer first-person paranormal investigation simulator. You take on the role of Stephanie, a young investigator exploring a haunted castle in New Eidolon to uncover dark family secrets and free trapped spirits. Using authentic ghost-hunting tools like EMF readers, you navigate procedurally generated locations and family stories, employing a unique “provocation” system to interact with ghosts. While not focused on jump scares, the game creates an eerie atmosphere and may trigger psychological consequences if provocations are used carelessly.

    The castle has over 30 rooms and hides generational secrets, with each playthrough offering different ghosts and narratives. Among the Whispers – Provocation is set to release next week on May 22, 2025, and will be available on PC via Steam.

    What drew you to start developing Among the Whispers – Provocation, and how does its approach to ghost hunting differ from other games in the genre?

    I wanted to create a ghost investigation game that had an authentic approach to investigating the paranormal. I haven’t played many other ghost hunting games. So, I don’t think I could give a fair comparison. From my basic understanding about most of them: You are trying to eliminate ghost types from the actions you observe.

    In Among the Whispers – Provocation (ATW-P), players will use an ancestry database to review the potential family members who haunt the mansion. Then collect evidence from the ghosts. Players will need to review audio, photos, and movies collected and make deductions about who the ghosts are. Once the players believe they know who the ghost was in life, they can try and help them pass on, releasing them from haunting the mansion.

    Given the positive reception of Conrad Stevenson’s Paranormal P.I., what key lessons or improvements did you carry over into Among the Whispers?

    I felt Conrad Stevenson’s Paranormal P.I.’s (CSPPI) gameplay at times was really slow. Most of the constructive feedback I received was in alignment with that. In Among the Whispers – Provocation, I implemented a provocation system which allows players to drive the action. So players can influence ghost behaviors much more aggressively and obtain evidence quicker. A big thing in CSPPI was, once the ghost gave evidence, you knew the story. There wasn’t a lot of figuring things out. With ATW-P, the ghost only gives you clues. You must do more research and investigating to figure out who they are.

    Did you collaborate with real paranormal investigators to create a more authentic experience in this game?

    I’ve been a paranormal enthusiast for a long time. I felt that from my personal experiences and research I had it covered. Although, I have discussed some elements with folks who investigate regularly.

    A question we’ve all been wanting to know, will there be a multiplayer?

    No. I want players to have an immersive streamlined investigative experience. I feel like multiplayer would ruin that.

    The game’s procedural generation creates unique family trees and ghost types for each playthrough. What was the biggest challenge in designing this system, and how does it influence the gameplay

    In early builds, the focus was on getting the system to work, but I encountered bugs like duplicated names or names combining two first names. These issues helped create endless replayability. Even as the developer, I don’t know what I’ll be investigating each time. I have to gather evidence to figure it out, which is really fun. I still get jump-scared occasionally, too.

    Could you describe the work put into the game’s atmospheric immersion, particularly regarding sound design and horror elements?

    I think this is one of the largest parts of the game. I spent a ton of time adjusting everything I could to dial in every aspect of lighting and sound. I tried to create a feeling of safeness when in lit areas and a feeling of dread in the dark.

    To maximize immersion, sound design must be carefully crafted. I worked to ensure every area of the mansion features sounds that create a sense of truly being there. Additionally, ambient sounds tied to gameplay heighten player tension, intensifying as the ghost grows stronger the more you learn about them. All ghost voices use directional audio, making them sound as if they’re whispering in one ear or both. This effect can be quite creepy.

    The provocation mechanic, where players choose how to interact with ghosts, adds a layer of risk with stress penalties. What inspired this system, and how do you see it evolving in future updates?

    The inspiration for this feature comes from watching ghost investigation shows, where a person asks questions to a “ghost” and reacts to any noises that follow. I also want to reward players for planning and being prepared. So they need to be mindful of what they are asking the ghost to ensure they get the evidence they are looking for. When I play and lose nerve, it’s usually because I rushed, asked a question without the proper equipment ready, and missed the chance to collect evidence when the ghost responded, resulting in a loss of nerve.

    Can you give us a brief overview of the equipment we’ll be able to use in the game?

    EMF Meter – It detects electromagnetic fields. It helps locate ghosts but also goes off next to anything electronic.

    Temperature Sensor – Point this device at an object and the digital screen will show you the temperature. Ghosts generate cold spots, but the old mansion is drafty. You’ll have to look for inconsistencies.

    Laser Pen – Displays a green dot grid pattern on surfaces. Helps to see movement on flat surfaces or if a ghost is walking past a wall. Also, the ghost will absorb some of the lasers light and change its color. This can also help to locate the ghost.

    EMF-POD – Acts like the EMF meter but can be placed.

    Camcorder – This device will take 8 second video clips automatically when something paranormal occurs in its viewing angle. You can watch your movies in game on the camcorder whenever you want and upload them to deduction board.

    Camera – This device allows you to take photos of paranormal events. It will only allow you to take photos of paranormal events, this way you know if you caught something.

    Digital Recorder – The game records audio in 5-second intervals. When you hear a ghost, press record. If the ghost’s sound falls within the recording window, it’s captured. All recorded ghostly tracks can be reviewed immediately in-game.

    ParaMic – Used to amplify ghostly sounds and muffle ambient noise. It take up two hands slots, since it’s being paired to the digital recorder, but ensures you won’t miss any ghost noises. Doesn’t act like a real Parabolic Microphone. 

    Mugwort Smudge Stick – Mugwort is used to interact with Residual Ghost. Since they don’t really know you are there, you have to smudge the area with specific chants to elevate their energy in different ways.

    Tablet (Deduction Board) – The tablet is where you access deduction board. You can upload your evidence, ancestry data, locations with maps, and archives found in the mansion. You can flag evidence to organize where you found it. Ultimately, identifying who the ghosts are and help them pass on into the afterlife.

    Laptop – This is where your email is, the ancestry database Fallen Apple, and Stephanie’s blog. The email is where you have details about your investigation. Fallen Apple is where you research the family’s history. Stephanie’s blog is where you can organize your provocation loadout.

    Some players have noted a steep learning curve, particularly with mastering investigation tools. How are you addressing this feedback to make the game more approachable without losing its depth?

    The final version of the game will include a tutorial at the start, guiding players on how to use all the equipment. During the second investigation, Conrad will call Stephanie to provide additional information. Afterward, Conrad sends Stephanie an email with bullet points summarizing their discussion, so players can revisit details if needed. Additionally, the tutorials, now available in the pause menu, have been reworked for better clarity.

    As a solo developer, what has been the most rewarding part of bringing Among the Whispers – Provocation to life, and what’s been the toughest hurdle?

    As with Conrad, just the fact that I made a game is pretty amazing. And now I have done it twice. It’s hard for me to wrap my head around it. I think the hardest thing is probably getting the game in front of people. There are so many games out there these days it is very easy to get lost in the pack.

    How many players have played the demo during the Steam Next Fest and do you think Among the Whispers will be able to find its audience?

    A few thousand folks have downloaded the demo. It seems like those who have played it enjoyed it.

    I think the potential audience for this game is larger than my first game. I believe AtW-P is significantly better balanced, in terms of gameplay. This allows players to have a much more engaging investigation than in CSPPI. Additionally, the investigation aspect is more fleshed out. To help ghosts move on, players must make thoughtful deductions based on the clues provided.

    The archive system’s passive storytelling allows players to deeply engage with and review all pieces of information. This enables each player to interpret the family’s overarching story in their own way, while still arriving at the same conclusion.

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