- IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 11:45:56 +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 - IndieGames https://www.indie-games.eu/en 32 32 Dark Queen of Samobor: Josip Vincetić o Xbox Game Passu i izazovima razvoja https://www.indie-games.eu/en/dark-queen-of-samobor-vincetic-talks-xbox-game-pass-and-dev-challenges/ https://www.indie-games.eu/en/dark-queen-of-samobor-vincetic-talks-xbox-game-pass-and-dev-challenges/#respond Wed, 25 Jun 2025 10:40:07 +0000 https://www.indie-games.eu/?p=26671 In a recent interview with IndieGames.eu, he shared the challenges they have faced so far.

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Josip Vincetić, co-founder of Downtown Game Studio in Osijek, Croatia, is developing Dark Queen of Samobor, a side-scrolling action-adventure game rooted in Croatian mythology and literature. In a recent IndieGames.eu interview, he discussed the game’s development and indie game challenges.

Dark Queen of Samobor draws from the dark fantasy of Croatian folklore, weaving a linear narrative around the mythical Black Queen, Barbara of Celje, inspired by Antun Šenoa’s poem “Zmijska kraljica” and the works of Ivana Brlić-Mažuranić. Josip and his brother Mato aim to create an atmospheric experience reminiscent of games like Inside, blending 2.5D visuals with a haunting story.

The game’s development has been supported by the Croatian Audiovisual Centre (HAVC), which provided crucial funding through a competitive grant, allowing the brothers to focus on their vision. However, Vincetić emphasized that financing remains their biggest challenge, describing it as a “marathon” that lasts the entire development cycle.

Dark Queen of Samobor may join Xbox Game Pass, as Josip Vincetić shared that they have talked with people at Xbox about a program that support games in development. This could greatly increase the game’s visibility to millions of subscribers. However, Vincetić noted that such deals need careful financial review, as some involve upfront payments but sacrifice royalties post-launch. “It’s a big chance to reach players”, he said, “but we must weigh if it’s financially better than selling directly after release.”

Optimization remains a big challenge, as the team works to make Dark Queen of Samobor run smoothly on various PCs. Vincetić said balancing optimization with core development is time-consuming, with much work still to do. Early on, they tried smaller side projects to fund the game, but this slowed progress. Instead, they secured support from HAVC, HAMAG-BICRO grants, and Zagreb’s tourism board, though these funds are limited.

The game is preparing for closed alpha testing in late 2025 on Steam and an open beta in early 2026. A Steam Next Fest demo is planned, along with potential releases on PlayStation, Xbox, and Nintendo Switch, depending on funding and publisher support.

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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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Kooperativna pucačina sa zombijima Bullets & Brains izlazi sljedeći tjedan za PC i konzole https://www.indie-games.eu/en/co-op-zombie-shooter-bullets-brains-releases-next-week-for-pc-and-consoles/ https://www.indie-games.eu/en/co-op-zombie-shooter-bullets-brains-releases-next-week-for-pc-and-consoles/#respond Thu, 19 Jun 2025 15:25:48 +0000 https://www.indie-games.eu/?p=26484 Akcija u Bullets & Brains nikad ne prestaje, te vas neprestano tjera da izbjegavate zombije.

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Prepare for a zombie-slaying experience with Bullets & Brains, a top-down action game by indie developer Pixel Junkies from Croatia, launching June 26, 2025, on PC via Steam, PS4, PS5, Xbox Series X/S, and Nintendo Switch. Mixing fast-paced arcade shooting with survival tactics and co-op gameplay, it offers a blend of chaos, strategy, and spooky horror vibes.

The action in Bullets & Brains never stops, constantly forcing you to dodge zombies while wielding a variety of weapons. As you defeat enemies, they drop resources like brains and energy. You collect these to unlock upgrades, improve your gear, or unleash powerful special attacks. With unique characters offering different abilities and starting weapons, you can choose diverse playstyles and build strategic teams.

Cooperative gameplay is a big deal in Bullets & Brains, making it great for playing with friends. It supports two-player local co-op and sharing resources and using defensive tools together is crucial for survival when enemies overwhelm the screen. Teamwork does indeed add the needed depth, encouraging planning and communication to tackle the hardest challenges.

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Idući Xbox navodno stiže s potpunom hardverskom kompatibilnošću https://www.indie-games.eu/en/next-xbox-reportedly-features-full-hardware-backward-compatibility/ https://www.indie-games.eu/en/next-xbox-reportedly-features-full-hardware-backward-compatibility/#respond Wed, 18 Jun 2025 15:25:40 +0000 https://www.indie-games.eu/?p=26445 This move clearly demonstrates Microsoft's commitment to preserving its gaming heritage.

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Microsoft is actively preparing for its future with the next generation of Xbox consoles. According to insider Jez Corden on the Xbox Two podcast, the new console will reportedly include hardware-level backward compatibility. This means games from previous Xbox platforms can run natively without emulation. This move clearly demonstrates Microsoft’s commitment to preserving its gaming legacy while promising the “largest technical leap” in Xbox history.

Corden clarified that the console’s chip is designed to support native games from Xbox 360, Xbox One, and Xbox Series X/S, specifically titles already part of Microsoft’s backward compatibility program. This allows players to simply use their old discs or digital libraries and enjoy them seamlessly on the new hardware.

Microsoft also promises that the next Xbox will deliver a traditional console experience, staying true to the “plug-and-play” principle fans value. Despite social media rumors about a shift toward PC features, Corden confirmed the console won’t integrate Steam. Instead, the focus remains on building a powerful, standalone gaming device that “pushes technical boundaries.”

Beyond the console, Microsoft is exploring ways to expand the Xbox ecosystem. At the recent Xbox Games Showcase during Summer Game Fest, they introduced third-party handheld devices: the Xbox ROG Ally X and ROG Ally, developed in partnership with ASUS. These devices, closer to PC gaming, offer portable ways to play Xbox titles. However, the next-gen console remains central to their “This is an Xbox” strategy.

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

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

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

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

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Cinematička avantura Echoes of the End oživljava čaroliju Islanda, stiže ovog ljeta na PC i konzole https://www.indie-games.eu/en/cinematic-adventure-echoes-of-the-end-launches-this-summer-on-pc-and-consoles/ https://www.indie-games.eu/en/cinematic-adventure-echoes-of-the-end-launches-this-summer-on-pc-and-consoles/#respond Tue, 17 Jun 2025 09:07:18 +0000 https://www.indie-games.eu/?p=26412 Echoes of the End follows Ryn, a young woman with unstable magical powers, on a desperate quest to save her brother.

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Reykjavík-based studio Myrkur Games and publisher Deep Silver have announced that Echoes of the End, a cinematic action-adventure game, will launch this summer on PC via Steam and Epic Games Store, PlayStation 5, and Xbox Series X/S. The debut title from this passionate team of storytellers introduces you to the world of Aema, blending fast-paced combat, emotional storytelling, and Iceland’s raw beauty.

Echoes of the End follows Ryn, a young woman with unstable magical powers, on a desperate quest to save her brother as an empire teeters on the brink of war. Alongside Abram Finlay, a troubled scholar, Ryn uncovers a conspiracy that risks unleashing an ancient conflict and plunging Aema into chaos. The story, driven with themes of trust, sacrifice, and redemption, unfolds across ten hand-crafted chapters filled with cinematic moments, memorable characters, and choices.

Powered by Unreal Engine 5 and full performance motion capture, Echoes of the End comes to life with a talented cast, including Aldís Amah Hamilton as Ryn and Karl Ágúst Úlfsson as Abram. Combat blends magic and steel, letting you master fast-paced swordplay with Ryn’s powerful magical abilities to face human enemies and monstrous foes.

Epic boss battles call for strategy and skill, while Ryn’s powers also help solve puzzles and overcome environmental challenges by manipulating gravity, casting illusions, and reshaping the world around her.

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Josip Vincetić otkrio je što nas sve očekuje u Dark Queen of Samobor, avanturi nadahnutoj hrvatskom mitologijom https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/ https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/#respond Mon, 16 Jun 2025 13:53:49 +0000 https://www.indie-games.eu/?p=26359 Dark Queen of Samobor draws inspiration from rich Croatian mythology and literature, and is being developed by a studio from Osijek.

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Last week, we spoke with Josip Vincetić, a developer from Osijek, via Discord. Alongside his brother Mato, he is developing Dark Queen of Samobor, also known as Crna kraljica, a linear side-scrolling adventure inspired by Croatian mythology and literary works.

We delved deeper into the game’s world, exploring its sources of inspiration, from Croatian mythology to literary works. We discussed the key role of the Croatian Audiovisual Centre (HAVC) in its development, learned what to expect from the game itself, heard about their experiences at Croatian gaming events, and found out which platforms will host this unique creation.

You can find Dark Queen of Samobor on Steam. The Vincetić brothers are also very active on Discord, with the game’s release date set for 2026, while a playtest is expected early next year.

Can you introduce us to the studio’s name, who makes up the team, and how the idea for Black Queen came about?

We chose the name Downtown Game Studio to promote Osijek, specifically Donji Grad, where we’re from. It doesn’t quite make sense since "downtown" usually means a city’s business center, and we live in the suburbs, but it’s Donji Grad, so Downtown it is.

We founded the studio in 2019, and Crna kraljica (Black Queen) isn’t our first game, at least not for consoles and PC. Before that, we spent three years developing hypercasual mobile games. I started the studio with my brother and another programmer, who later left us. That’s when our current programmer, Aleksandar Baranji, joined. Interestingly, while we were working on mobile games, Aleksandar was independently developing his own projects. We met, teamed up, and together released around 30 mobile games.

We always wanted to create a more serious game and hoped to hit it big with at least one mobile title to fund that dream. Though we didn’t achieve that financial breakthrough, collaborating with major mobile game publishers over those years gave us invaluable experience and knowledge.

The idea for Crna kraljica dates back to 2021, when we first submitted it to a HAVC public call. We weren’t accepted then, so we shelved the project and continued with mobile games. The turning point came in 2023 when we resubmitted it to a HAVC call, which was accepted this time, granting us initial funds for pre-production. This encouraged us to fully commit—we ended contracts with mobile publishers and focused entirely on Crna kraljica.

Besides our core trio, we have an incredibly talented concept artist from Zagreb, Fran Domljan, still a student currently interning with us. We hope this grows into a long-term partnership after his internship ends.

How Did You Come Up with the Story?

Inspired by the dark atmosphere of the last-gen console game Inside, we decided to create a similar side-scrolling experience. The opportunity arose with a HAVC contest, prompting us to develop a Croatian fantasy story. Growing up with dark fantasy films like Conan and Disney’s Sleeping Beauty, crafting a story in that vein felt natural. Our initial idea was to focus on characters from Ivana Brlić Mažuranić’s works and build a fantasy world around them. However, after consulting with Daniel Rafaelić, a renowned Croatian film scholar and historian, we were advised to explore less familiar themes. This led us to Šenoa’s “Zmijska kraljica” (The Serpent Queen), a poem about Barbara Celjska, the ruler of Medvedgrad known as the Black Queen.

When Daniel recommended Šenoa’s poem about the Serpent Queen, everything clicked. We realized we could build our own story on those foundations. Šenoa’s epic tells of a crusader who, returning from a campaign, encounters the Black Queen, the ruler of his homeland. A tragic love story unfolds between him, the queen, and his new love, a young girl. Our story diverges significantly from Šenoa’s, but it retains key elements: the queen, the crusader, and the young girl.

Šenoa’s tale served as a springboard for our own vision. However, we didn’t want to limit ourselves to Šenoa alone. Characters, locations, and events are rooted in Croatian mythology and culture, though we don’t strictly adhere to geographical truths. For example, the mountainous part of the game might resemble Velebit, but the characters there draw inspiration from other sources. Our goal is to create a dark fantasy world grounded in Croatian roots, blending elements from various literary works, including some characters from Ivana Brlić Mažuranić’s stories—we haven’t fully abandoned her influence.

Recently, you introduced the character and enemy Grabar, where do you draw inspiration for its look, and how do you come up with ideas for character designs?

We discovered Grabar while researching modern literature on Croatian folk tales and mythologies. Though such literature is scarce here, we strive to find and study available sources. For example, Vida Balog’s Hrvatska bajoslovlja explores ancient beliefs before the arrival of Christianity. In certain parts of Croatia, these beliefs still linger, with older generations passing down stories of ancient beings, as some regions only later fell under Christian influence.

It was through these local testimonies that we learned about Grabara and their nature. Our vision of Grabara is closer to what locals call Vodenjaci. So, we didn’t strictly adhere to historical accuracy but drew inspiration instead. Our Grabara align more with the description of Vodenjaci from those tales, though we also include Vodenjaci in the game, also inspired by these stories.

We work hard to gather as many references from Croatian culture as possible. Daniel has been a great help, providing insights about the Black Queen and the historical context of her life. While we don’t strictly follow historical facts, we aim to weave as many elements from real Croatian medieval history into the game.

How Did the Collaboration with Sandra Lončarić, the Voice of the Black Queen, Begin?

Finding a voice for our Black Queen for the trailer turned out to be surprisingly easy, thanks to Daniel. We had a script ready for the trailer and knew we needed a voice, but we weren’t sure about the scope of collaboration for the whole game, nor how much it would cost or how much text would be involved.

Daniel asked who was providing the voice, and we admitted we didn’t know yet. He then suggested Sandra Lončarić, which seemed unreal to us at the time. The very next day, I spoke with Sandra over the phone and arranged a meeting. She loved the idea. We proposed she not only voice the trailer but also lend her voice to the Black Queen throughout the game, and she agreed.

I think Sandra recognized the potential in our game, and local patriotism likely helped since both she and we are from Osijek. She was immediately thrilled about the project, and we’re honored to work with her. The Black Queen is the main anti-hero in the game, driving the plot and serving as the primary antagonist. The player’s goal is to reach her and confront her, making her an incredibly important character.

What Can We Expect in the Game?

We’ve put special focus on “cinematic” moments, unforgettable scenes, and an engaging story. It’s a linear experience lasting 3-4 hours, meaning you can finish it in one slightly longer play session.

The game is divided into several chapters, each offering a unique atmosphere and a boss fight at the end. Each boss is inspired by characters from Croatian literature or legends. Defeating a boss unlocks a new ability that mirrors the defeated foe’s power. For example, there’s the Plague Witch, inspired by Šenoa’s “Kuginja kuća.” After beating her, she controls time, the player gains the ability to slow down time.

This is one of the first special abilities you’ll unlock, and you’ll need to use it in later chapters to solve puzzles and progress. We place a big emphasis on camera direction. Perspective shifts won’t be random; you can’t freely change the view. Instead, the camera is carefully directed from start to finish, with changes used to highlight elements in the environment or create dramatic effects.

One of our key mechanics is axe-throwing, clearly inspired by God of War. The axe is used in both combat and puzzles. Alongside it, players will gain other special abilities, whose exact designs we’re still developing. Each will be unique and useful when combined with combat and puzzles. You’ll be able to choose which abilities to use in fights. There won’t be heavy RPG elements like skill trees or extensive character development, as the focus is on the linear story. Think of our game as Inside, but instead of a boy, you play as a knight armed with an axe and magic.

You mentioned Neva as an inspiration, will there be seasonal changes?

Our game will use a similar principle of environmental shifts, but instead of seasonal changes, we’ll focus on the time of day. The idea is for the player to journey through an entire day, starting in the morning and ending in the deepest night. This will bring significant environmental changes, as you’ll pass through different biomes, like mountainous and forested areas. In swampy regions, for example, Grabar, monsters lurking beneath the water’s surface, will wait for the right moment to ambush an unwary player.

What other enemies can we expect to encounter during gameplay?

Besides Grabara, we can mention the Red Crows (Order of the Crow), as we’ve named them, ninja-like warriors shown in the trailer. They are one of the Black Queen’s units, tasked with patrolling and guarding a section of the forest the player traverses. Known for using various traps and devices, they avoid direct confrontation, aiming to slow the enemy with obstacles. Of course, they’re also highly skilled in combat. All enemies will have different variants. For instance, within the Red Crows, we have light, heavy, melee, and ranged versions. Additionally, each new biome will introduce new enemy types. While the Red Crows inhabit the forest, the mountainous areas will feature entirely new creatures and beings.

To What Extent Has HAVC Supported This Project?

I often emphasize that without the Croatian Audiovisual Centre (HAVC), our game wouldn’t exist. While the financial support we received from HAVC was crucial for pre-production, its true value lies in something much deeper. Game development is an incredibly expensive process, so the recognition and backing from an institution with such experience and expertise were key. It gave us the real push to start this project. Of course, without the financial help, we couldn’t have begun, but the collaboration with HAVC offers so much more, including promotion and support. We’re truly grateful for everything they do for us.

I’d absolutely recommend that anyone with a development idea give it a try and not let bureaucracy or paperwork scare them off. The application process is actually simpler than it seems. I can confirm that Benjamin Noah Marićak from HAVC is incredibly approachable and ready to assist with everything needed during the application. This kind of support is incredibly valuable for the entire gaming community. The more quality projects we submit to HAVC, the more funding will flow back into the industry.

So, submitting an idea can’t hurt, and you might gain financial support, media exposure, mentorship, and key assistance for developing your own game. Therefore, I strongly encourage everyone to apply.

Are You Considering Launching a Kickstarter Campaign and Looking for a Publisher?

We’re currently preparing for a Kickstarter campaign set to start in early September, mainly to secure funding for further game development. At the same time, we’re actively seeking publishers and are in talks with several. If we secure funding through a publisher, the Kickstarter might not be necessary, but we’re not counting on that.

As a studio, you’ve attended the biggest gaming events in Croatia, what have been some of your experiences?

Participating in festivals like InfoGamer in Zagreb, the region’s largest indie game event, and Reboot Develop Blue in Dubrovnik, one of the world’s biggest gatherings, has proven invaluable for getting feedback on our game. At every conference and festival we attended, we brought a game prototype on a laptop, letting visitors try it out and share their impressions. Getting feedback this early in development is crucial.

For example, we’d arrive in Zagreb with one version, gather feedback, implement it, and then bring an improved version for another round of testing. Through this process, we found numerous bugs and received great suggestions that we added to the game. This is the primary benefit of such events, alongside the added exposure and visibility.

We were also featured on the Best Indie Game channel back in January. We weren’t sure how they found us, but they ranked us 25th on their top 25 list of new side-scrolling games. It was perfect since we were at the start of the video, and on the same day it was released, we gained 500-600 new wishlists from that single video. Recently, we applied again to his showcase, where he personally selects games he likes, and we made the cut. I can confirm firsthand that showcasing on bigger channels is worth it, as it definitely boosts visibility.

Where Will Dark Queen Be Playable? Can We Expect a Demo Version on Steam?

We’re primarily developing the game for PC, but our goal is to release it on all consoles—PlayStation, Xbox, and Switch. Whether we succeed will depend on our financial situation and potential partnerships with publishers who can support us. We think our game would fit perfectly on Switch 2, especially now that it’s out.

We plan to release a demo on Steam next year, closer to the game’s launch. We want to maintain good momentum between the demo and the full release, so it will likely be available during Steam Next Fest, about a year from now.

However, players will get to try the game earlier. This year, we’re planning a closed alpha test with part of the community, followed by a more open beta in the second or third month of next year. Only then, next summer, will the official demo hit Steam.

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Rescue Ops: Wildfire možda će započeti novu eru simulacija gašenja požara https://www.indie-games.eu/en/rescue-ops-wildfire-might-just-be-the-game-to-ignite-a-new-era-of-firefighting-sims/ https://www.indie-games.eu/en/rescue-ops-wildfire-might-just-be-the-game-to-ignite-a-new-era-of-firefighting-sims/#respond Mon, 16 Jun 2025 09:08:41 +0000 https://www.indie-games.eu/?p=26351 This title skips the unrealistic nonsense and aims to bring something new to the simulation genre.

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Here in Croatia, massive summer wildfires often strike the seaside, some deliberately set, others sparked by extreme heat, and watching firefighters battle the flames on TV makes you think: “That’s truly brave.” This is why Exkee’s firefighter simulation game, Rescue Ops: Wildfire, skips unrealistic nonsense and aims to pioneer the genre.

Rescue Ops: Wildfire places you in control of an authentic fleet of firefighting vehicles, including fire engines, helicopters, and water bombers. You’ll navigate to incident sites, rescue trapped civilians, clear forests with specialized equipment, and tackle flames head-on using immersive water hose systems. Every decision matters as you coordinate tactical support, such as calling in aerial water drops or setting up defense lines to contain the fire’s spread.

The game features two modes: campaign and sandbox. The campaign mode drops you into fire season with diverse wildfire scenarios across vast, real-world-inspired locations. In sandbox mode, you can test your skills against bigger, unscripted wildfires. Exkee has big plans for the Rescue Ops franchise. Wildfire is just the beginning, with the studio looking to expand into urban fire operations and other emergency rescue jobs.

Rescue Ops: Wildfire is set to release in late 2025 for PC via Steam and Epic Games Store, and Xbox consoles.

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Horor igra A.I.L.A. dolazi i na PlayStation 5 konzole, novi trailer prikazan je na The Mix Game Summer Showcaseu https://www.indie-games.eu/en/horror-game-a-i-l-a-is-coming-to-playstation-5/ https://www.indie-games.eu/en/horror-game-a-i-l-a-is-coming-to-playstation-5/#respond Tue, 10 Jun 2025 21:02:11 +0000 https://www.indie-games.eu/?p=26200 You are tasked with testing experimental game worlds created by a revolutionary synthetic intelligence.

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At The MIX Summer Game Showcase 2025, a new trailer for A.I.L.A. was unveiled, a game with a somewhat odd name but a highly ambitious project from Fireshine Games and Pulsatrix Studio. This first-person psychological horror will also launch on PlayStation 5, alongside the previously announced Xbox Series X/S and PC (Steam) versions.

You play as Samuel, a playtester for a video game company, tasked with testing experimental game worlds created by a revolutionary synthetic intelligence known as A.I.L.A. What starts as a routine job quickly turns into terror as the boundaries between virtual reality and the real world begin to blur. Each scenario introduces Samuel to a different horror subgenre: from evading a ritualistic cult in a creepy forest to investigating a missing person on an abandoned farm.

Powered by Unreal Engine 5, A.I.L.A. delivers a photorealistic experience, with advanced technologies like Lumen and MetaHuman creating vivid worlds and immersing you in distorted realities. The game’s design leans into psychological horror, supernatural scares, and action-packed frights, featuring customized gameplay mechanics for each scenario.

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Otkrivena je besplatna igra Aniimo, spoj Pokemona i Palworlda, a stiže na PC, Xbox i mobilne uređaje https://www.indie-games.eu/en/aniimo-brings-a-fresh-twist-to-creature-collecting-launching-on-pc-xbox-and-mobile/ https://www.indie-games.eu/en/aniimo-brings-a-fresh-twist-to-creature-collecting-launching-on-pc-xbox-and-mobile/#respond Mon, 09 Jun 2025 15:37:41 +0000 https://www.indie-games.eu/?p=26153 Since this is likely a gacha game, we can expect a lot of multiplayer options.

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If you’re a fan of Pokémon and Palworld, get ready for Aniimo. This new game, announced at the Xbox Games Showcase 2025, is set to launch in 2026 for PC, Xbox Series X/S, Andorid and iOS mobile phones. It blends what we love about those two titles, but with its own unique twist. Developed by Kingsglory and published by Xbox Game Studios, Animo is shaping up to be a big deal.

Imagine this: you’re a Pathfinder in a world full of magical creatures called Aniimon. Sound familiar? It’s got that Pokémon vibe, where you catch, train, and battle them. But here’s the twist: think Palworld’s survival edge meets Pokémon’s creature-collecting heart. You’re not just battling them; you’re also managing resources, building bases and exploring.

The trailer we saw showed off a bunch of Aniimon, the grass one that looks like Lapras or the one flower-type that reminds me of Forges, each with their own unique look and feel. The art style? It’s a perfect blend of cute and tough, kind of like if Pokémon grew up a bit but kept its charm. It’s free-to-play, coming to mobile too, and features a battle pass with multiple in-game currencies shown in the video. This could definitely lean towards a gacha game model.

You can also sign up for the closed beta test on PC later this summer. Beyond just catching creatures, exploration is key in Aniimo’s huge, open world with many connected islands and biomes. There’s no linear path, so you can dive into battles whenever you want. The trailer even showed that you can transform into creatures to move faster across the land.

Additionally, you can use your own weapons to fight Animon. It’s not clear if you’ll fight other humans. Since it’s likely a gacha game, we can expect many multiplayer options, like PvPvE battles. You can also evolve and merge Animon to make them stronger and the official website does show combat, abilities, and habitats for some creatures, giving us a peek at what’s coming.

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