- IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 26 Jun 2025 12:05:55 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png - IndieGames https://www.indie-games.eu/en 32 32 Misteriozna avantura Pera Coda događa se na ulicama Istanbula, izlazi 2026. godine na Steamu https://www.indie-games.eu/en/mysterious-adventure-pera-coda-is-set-in-istanbul/ https://www.indie-games.eu/en/mysterious-adventure-pera-coda-is-set-in-istanbul/#respond Thu, 26 Jun 2025 12:05:55 +0000 https://www.indie-games.eu/?p=26642 You play as Deniz, a lawyer trapped in a place that looks like a purgatory.

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Interesting games have been coming out of Turkey lately, and the recently announced Pera Coda, developed by Leyzio, promises to blend the psychological depth of Disco Elysium, the exploratory nature of Outer Wilds, and the time-based puzzles of 12 Minutes. This isometric adventure is set in a surreal version of Istanbul, specifically in the historic Pera (Beyoğlu) district. The game will be available for PC via Steam in 2026.

You play as Deniz, man trapped in a state between life and death, while simultaneously acts as both judge and accused in a confrontation with his own soul. Pera Coda explores Deniz’s traumatic memories through branching dialogues and layered environmental puzzles. Each time loop in this surreal Istanbul forces you to confront regrets, relationships, and hidden truths, uncovering mysteries that reshape the world around you.

Iconic real-world locations reflect Deniz’s fragmented psyche, merging the city’s East and West, chaos and peace. The gameplay uses intuitive point-and-click mechanics to focus on exploration, dialogue, and choices, rather than combat or item collection.

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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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Two Realms: Whispers from the Rift je nova emocionalna pikselna igra smještena u srednjovjekovni svijet, izlazi 2026. godine https://www.indie-games.eu/en/two-realms-whispers-from-the-rift-a-pixel-style-medieval-game-launches-in-2026/ https://www.indie-games.eu/en/two-realms-whispers-from-the-rift-a-pixel-style-medieval-game-launches-in-2026/#respond Fri, 23 May 2025 15:25:36 +0000 https://www.indie-games.eu/?p=25079 It promises a dark, emotional journey wrapped in gorgeous pixel art.

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A mysterious crystal, a sick brother, and a medieval world teeming with secrets, Two Realms: Whispers from the Rift is shaping up to be a must-play for point-and-click fans. This newly announced title, crafted by a tiny two-person indie studio in Prague, promises a dark, emotional journey wrapped in gorgeous pixel art. The game is set to launch on Steam in early 2026.

You step into the shoes of Tobias, a young guy from a sleepy fishing village whose life gets turned upside down when he and his little brother discover a strange crystal. When his brother mysteriously falls ill, Tobias sets off on a desperate quest for answers, plunging into a world of shadowy forces. The story, which is expected to unfold over five to ten hours, is packed with twists and emotional weight, drawing inspiration from classics like Black Mirror and Kathy Rain.

What truly sets Two Realms apart is its dedication to making point-and-click adventures feel new and, more importantly, frustration-free. The developers Jaromír Janisch and Tomáš Létal have focused on puzzles that actually make sense, all rooted in logical character choices. Whether you’re solving a riddle or chatting with characters like Thaddeus, the law-obsessed mage, or Severin, the scruffy mystic who’s loyal to a fault, the gameplay feels intuitive yet still challenging.

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Veliki broj novinara ostao je bez posla u Polygonu i Giant Bombu https://www.indie-games.eu/en/polygon-and-giant-bomb-face-layoffs/ https://www.indie-games.eu/en/polygon-and-giant-bomb-face-layoffs/#respond Fri, 02 May 2025 20:42:42 +0000 https://www.indie-games.eu/?p=24403 Gaming journalism is going through tough times, with many media struggling to survive.

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On May 1, 2025, gaming journalism faced a blow when Vox Media sold Polygon to Valnet, owner of Game Rant and TheGamer, leading to widespread layoffs. At the same time, Fandom announced layoffs at Giant Bomb, a popular gaming outlet, as part of a “strategic reset.” These changes, impacting experienced journalists like Polygon co-founder Chris Plante and senior reporter Nicole Carpenter, have sparked worries about the state of gaming journalism and its impact on the gaming industry.

Founded in 2012, Polygon has been a key player in gaming journalism, reaching over 6 million U.S. users monthly. Valnet’s acquisition, an asset deal, resulted in at least 25 layoffs, including notable names like Plante, Michael McWhertor, and Petrana Radulovic, though deputy editor Maddy Myers and games editor Zoë Hannah stayed on. Loved for its personality-driven content, Giant Bomb, also faced layoffs, including reporter Jeff Grubb, with Fandom halting its live streaming.

Gaming journalism is facing tough times, with many outlets struggling to survive. The Washington Post’s Launcher and Vice’s Waypoint shut down in 2023, and Game Informer closed in 2024 before a partial comeback. Valnet often replaces staff with freelancers and focuses on click-driven articles, according to The Wrap. With ad revenue drying up and competition from YouTubers and influencers growing, sustainable models are hard to find.

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Detektiv Jack Foster vraća se u mračne ulice Arkhama u novoj Lovecraft avanturi The Dark Rites of Arkham https://www.indie-games.eu/en/jack-foster-returns-to-arkham-in-the-dark-rites-of-arkham/ https://www.indie-games.eu/en/jack-foster-returns-to-arkham-in-the-dark-rites-of-arkham/#respond Mon, 07 Apr 2025 09:14:47 +0000 https://www.indie-games.eu/?p=23382 It's a classic point-and-click experience with an emphasis on inventory puzzles.

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In The Dark Rites of Arkham, after a traumatic incident that distanced him from his duties, Detective Jack Foster rejoins the police department to investigate what initially appears to be a routine case of political blackmail. However, the investigation swiftly takes a sinister turn with the discovery of a gruesome ritual murder committed in a sealed room, devoid of any signs of entry or escape.​

Partnering with Harvey Whitman, an expert on occult cults, Foster delves into the darkest corners of Arkham, a city steeped in ominous secrets. The case unveils connections to witches who escaped the Salem trials of 1693 and a conspiracy that could forever alter the world as we know it.​

This classic point-and-click experience emphasizes inventory-based puzzles, featuring over 70 meticulously crafted pixel art backgrounds that bring Arkham’s eerie atmosphere to life. Inspired by the works of H.P. Lovecraft, the narrative includes encounters with iconic characters such as Herbert West, Keziah Mason, Doctor Carl Hill, and Henry Armitage.​

The Dark Rites of Arkham is slated for release in 2026 and will be available for PC via Steam.

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Professor Layton and The New World of Steam potvrđen je i za Nintendo Switch 2 https://www.indie-games.eu/en/professor-layton-and-the-new-world-of-steam-confirmed-to-launch-on-nintendo-switch-2/ https://www.indie-games.eu/en/professor-layton-and-the-new-world-of-steam-confirmed-to-launch-on-nintendo-switch-2/#respond Thu, 03 Apr 2025 20:11:26 +0000 https://www.indie-games.eu/?p=23328 The game is set one year after the events of Professor Layton and the Unwound Future.

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Professor Layton and The New World of Steam is an upcoming puzzle-adventure game developed and published by Level-5, set to launch on the Nintendo Switch 2 in 2025, alongside its release on the original Nintendo Switch. As the eighth mainline entry in the Professor Layton series and a direct sequel to Professor Layton and the Unwound Future, it marks the return of the iconic puzzle-solving archaeologist Hershel Layton and his apprentice Luke Triton.

The game was first announced during a Nintendo Direct two years ago, exclusively for the Nintendo Switch, with a brief teaser showing Layton walking through an industrial steampunk setting. However, The Nintendo Direct on April 2, which unveiled the Nintendo Switch 2, explicitly confirmed that Professor Layton and The New World of Steam would launch on both the Switch and Switch 2 in 2025.

Set one year after Professor Layton and the Unwound Future (2010), the game follows Layton and Luke in Steam Bison, a fictional American city powered by advanced steam-engine technology that outstrips London’s industrial prowess. Luke, now known as “Detective Luke” for solving local mysteries, invites Layton to investigate a mysterious incident. This marks their reunion after Luke’s departure in the original trilogy’s epilogue.

New World of Steam retains the series’ signature blend of point-and-click adventure and puzzle-solving. You explore environments, interact with characters, and solve over 100 riddles, ranging from mathematical and logical challenges to observation-based brainteasers. The game transitions from the 2D animated cutscenes of the DS era to a 3D chibi-style presentation, with Layton and Luke positioned at the screen’s bottom during exploration.

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Elroy and the Aliens nezaobilazna je avantura za ljubitelje klasičnih point-and-click igara https://www.indie-games.eu/en/elroy-and-the-aliens-is-a-must-play-for-fans-of-classic-point-and-click-adventures/ https://www.indie-games.eu/en/elroy-and-the-aliens-is-a-must-play-for-fans-of-classic-point-and-click-adventures/#respond Thu, 03 Apr 2025 19:50:00 +0000 https://www.indie-games.eu/?p=23298 You play as Elroy Deluna, a resourceful rocket engineer, and as plucky reporter Peggie Wolfe.

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Elroy and the Aliens is a fun, old-school point-and-click adventure game, which was made by Slovenian indie studio Motiviti, and released on Steam on April 2. The game is hand-drawn and feels like a classic, similar to beloved games like Day of the Tentacle or Space Quest. If you enjoy these kinds of games, you’ll love this one.

Elroy and the Aliens takes place in an alternate 1993. You play as Elroy Deluna, a clever rocket engineer who loves fixing things, and Peggie Wolfe, a bold reporter who craves excitement. The story starts in the small town of Slope City, where Elroy’s rocket test fails, crashing into his apartment and revealing a strange device. The device shows a hologram hinting that Elroy’s father, a famous archaeologist who disappeared 18 years ago, might still be alive.

What starts as a search for the truth turns into a wild space adventure. You’ll explore two planets, visit 60 different places, and meet over 60 characters, all with full voice acting, including some funny alien. The game asks a simple but powerful question: How far would you go to save someone you love? Motiviti mixes this emotional story with humor, ancient secrets, and fun pop-culture references. You’ll switch between playing as Elroy and Peggie. Together, they uncover a huge space mystery linked to the strange Haani Pentagon, mixing sci-fi adventure with a cool ‘90s feel.

The gameplay sticks to classic point-and-click style, and that’s a good thing. You’ll explore colorful hand-drawn locations, collect items, and combine them to solve puzzles. Some puzzles are easy, while others will really make you think, but they’re always fair. One of the best challenges involves figuring out an alien language, it’s tough but fun, and doesn’t drag on too long. If you get stuck, just click on objects to hear helpful comments from Elroy or Peggie. There’s even an optional highlight feature that shows clickable areas, so you’ll never waste time searching for hidden spots.

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Zombie point-and-click avantura Long Gone dobila je novi trailer https://www.indie-games.eu/en/zombie-point-and-click-adventure-long-gone-shares-new-trailer/ https://www.indie-games.eu/en/zombie-point-and-click-adventure-long-gone-shares-new-trailer/#respond Tue, 01 Apr 2025 17:30:44 +0000 https://www.indie-games.eu/?p=23206 The game takes place decades after an unknown disaster that left the world in ruins.

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Long Gone is an upcoming indie video game developed by Hillfort Games, a small studio led by solo developer Vin Hillfort. Announced in 2022, it’s a 3D pixel-art adventure game with a post-apocalyptic setting, blending retro aesthetics with modern gameplay twists. Channeling the spirit of ’90s adventure games, this heartfelt homage is coming soon to Steam.

Long Gone is set decades after an unspecified outbreak that has left the world in ruins. You take on the role of a survivor stranded in an overgrown, decaying suburban neighborhood frozen in time. The environment itself is framed as the “main character,” with the belongings of its long-departed residents telling a story of lives interrupted.

Additionally, The game opposes a stark, post-apocalyptic backdrop with a lighthearted tone and dark comedy, punctuated by the presence of zombies shuffling through the streets. Unlike survival-focused titles, Long Gone emphasizes exploration and narrative over combat, with zombies posing more as environmental puzzles than direct threats.

Long Gone is a point-and-click adventure where you explore fully interactive 3D houses and 2.5D streets, rummaging through drawers, cupboards, and boxes to uncover items and secrets. Overgrown streets require platforming skills to navigate, with puzzles integrated into the environment.

A robust inventory management system lets you collect, combine, drop, or hoard items, encouraging experimentation to progress through the story and solve challenges. The focus is on piecing together the lives of the neighborhood’s former inhabitants through their forgotten possessions, creating an emotional, story-rich experience.

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

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

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

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

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

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Whispers of the Eyeless – Nedovršeno evanđelje mračnog kulta https://www.indie-games.eu/en/whispers-of-the-eyeless-review/ https://www.indie-games.eu/en/whispers-of-the-eyeless-review/#respond Thu, 27 Mar 2025 22:17:15 +0000 https://www.indie-games.eu/?p=22906 It emerges from the shadows with an interesting premise: you control a secret cult in a dark fantasy world.

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  • DEVELOPER: Evil Gingerbread Studio
  • PUBLISHER: Camlann Games
  • PLATFORMS: PC
  • GENRE: Dark Fantasy / RPG
  • RELEASE DATE: 30. siječnja 2025.
  • STARTING PRICE: 19,50 €
  • REVIEWED VERSION: PC
  • Whispers of the Eyeless emerges from the shadows with an interesting premise: you control a secret cult in a dark fantasy world, using dangerous magic to bring old gods back to life. The game comes from Evil Gingerbread Studio, run by Venris (who became known for the Total War: Warhammer SFO: Grimhammer mod). It mixes different gameplay styles: turn-based combat, running your cult, and roguelike elements. Additionally, developers took inspiration from games like Darkest Dungeon, Loop Hero, and Children of Morta, as well as Polish folk stories.

    It launched in Early Access after a very successful Kickstarter campaign (over 500% funded). However, right now, Whispers of the Eyeless has a strong foundation full of great atmosphere and potential but since it’s still unfinished, some parts feel rough or unclear. Personally, I really liked my first time playing it back in September last year, but I can see why it might not click for everyone. That said, I’m having fun with what’s there so far.

    Trinity of Loops in Progress

    Whispers of the Eyeless offers three main gameplay pillars: dungeon crawling, exploration, and cult management with a roguelite mode called Fate’s Mirror, as its Early Access centerpiece. You play as the First Prophet, infiltrating Aranthor’s districts to gather resources, recruit followers, and battle foes, all while nurturing your hidden sanctum.

    The main gameplay loop involves exploring districts or dungeons and fighting enemies in turn-based battles. You’ll face corrupted guards and strange monsters. Your prophet can use blessings (power-ups from dead gods) and equipment. You’ll also need to manage health, sanity, and fervor (which works like morale for cultists). Combat is tactical but easy to understand: choose attacks, abilities, or blessings placed inside a dice, then watch the fight play out automatically.

    Early battles are simple, like using an axe to cause bleeding or boosting damage with Wrath’s fury. Later fights require better teamwork between skills and passives. An auto-battle feature helps speed up repetitive fights, which is useful because the normal combat animations can be slow. The game is clearly inspired by Darkest Dungeon, especially with its sanity system, if your prophet loses too much sanity, they start to struggle.

    However, the combat doesn’t feel as impactful. Unfortunately, luck plays too big of a role. Random blessings and enemy critical hits can suddenly turn battles in unexpected ways, making strategy feel less important than your lucky chances. The demo I played promised “hundreds of skills,” but even in the full version, the selection is still small even in Early Access. Some abilities are much stronger than others, so balancing is an issue. Updates in March added new enemies and modifiers, which helps with variety, but the game isn’t yet the “deep strategy experience” it claims to be.

    Cult Management and Conquest in Aranthor

    Between battles, you explore Aranthor’s districts using a point-and-click map. You choose paths that lead to different events, some give loot, others start fights, or let you recruit new followers. Your choices shape your cult’s future: side with Wrath for violence or Desire for trickery. This “Choose Your Own Adventure” style adds fun storytelling, but events start to feel repetitive over time. Right now, the Early Access districts look and play too similarly, with not enough variety in events. Still, the different paths show promise for more depth as the game grows.

    Back at your sanctum, you take charge of your cult’s operations, managing resources like gold, influence, and materials while overseeing your followers. This is where you build altars, upgrade facilities, and perform dark rituals to appease the Dead Gods. The system stands out as the game’s most unique feature, requiring you to carefully balance your cult’s fervor to prevent betrayal, assign disciples to missions like sabotage or intelligence gathering, and decide which deity to favor for blessings.

    The sanctum develops gradually, introducing new mechanics over time to help ease you into its complexity. However, the initial experience can feel overwhelming; the UI floods you with menus, and key mechanics like ritual costs or disciple traits aren’t always clearly explained, forcing you to learn through trial and error. Yet once everything clicks, managing your shadowy empire becomes deeply satisfying. It captures the intrigue of Cultist Simulator but with a darker, more hands-on approach to cult leadership.

    Solid Foundation Needing Darker Depths

    Additionally, items like the Rusted Axe, Crimson Robe or Madman’s Pendant tweak stats like health, damage, sanity resistance, or grant passives. Gear is tiered (common to rare), with higher tiers requiring sanctum upgrades. You can’t overhaul your prophet mid-run in Fate’s Mirror, but sanctum persistence lets you grind for better setups across attempts. It’s not Diablo-level loot depth, variety is limited, and RNG loot drops frustrate, but it adds customization.

    The Early Access version mainly focuses on Fate’s Mirror, a roguelite mode where each playthrough is randomly generated. You can unlock special modifiers (called shards) that change gameplay, like stronger attacks or risky health penalties. While designed for replayability with different strategies to try, it currently feels limited. Runs only last a few hours, and there’s not enough content yet to keep you engaged long-term.

    Right now, this mode works more as a mechanic test than a complete game experience. The full story campaign won’t arrive until the official 1.0 release and the core gameplay shows promise but needs work. Battles require more refinement and variety as exploration feels shallow, and managing your cult alternates between being interesting and frustrating. There’s a good foundation here, but the execution isn’t quite there yet.

    Gothic Comic Come to Life

    This year has brought us many great-looking games, and Whispers of the Eyeless is one of them. The game uses beautiful 2D hand-drawn art similar to Darkest Dungeon’s sketchy style, you’ll see rough ink lines, dark colors, and creepy monster designs, all with a comic book feel. The different areas of Aranthor show strong visual contrast, from dirty back alleys to mysterious cult hideouts. Enemies look truly frightening too, whether it’s massive fanatics or ghostly spirits. While the animations are simple, they work well, you’ll see satisfying blood sprays and glowing holy powers during fights.

    The best visuals might be your cult’s altars, each representing a different Dead God. They’re full of character: Wrath’s altar looks like a sharp, dangerous throne, while Desire’s has smooth, tempting shapes. The music is minimal but powerful – deep hums, sorrowful violins, and ghostly chanting that build tension perfectly. Combat sounds like clashing swords and muttered spells come through sharp and clear. The game absolutely delivers its dark fantasy atmosphere. Every scene looks like a carefully painted piece of gothic art.

    In the end, Whispers of the Eyeless shows great potential but isn’t quite finished yet. It combines Darkest Dungeon’s tense combat with deep cult management in a beautifully dark world. While the style and concept are fantastic, the Early Access version still needs work. If you love challenging strategy games and don’t mind waiting for improvements, it’s worth trying now. More casual players should probably wait for the full release in 2026. The developers have created something unique here, and with more time and polish, this could become a truly outstanding game. It’s definitely one to watch.

    Pros Cons
    Beautiful graphics in comic form. The combat still needs to be refined.
    Cult management. It takes time to understand the mechanics.
    Good roguelite mode. Too little new content.
    Atmospheric world. The story gets lost very quickly.
    Content
    70%
    Gameplay
    70%
    Presentation
    90%
    Final score

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