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Mai: Child of Ages marks a turning point for Chubby Pixel and for the Italian indie scene. It blends dungeons, puzzles, and combat into a journey where time unlocks themes of identity, growth, and memory. The game may not escape challenges and rough edges, but its vision and courage make it a work worth following, one that claims a place on the international stage.
Thymesia delivers a dark, intense, and challenging experience that lingers long after the credits roll. OverBorder Studio has crafted a coherent and unsettling world, telling its story through environments and creatures rather than dialogue or exposition. The combat system is particularly noteworthy, blending speed, strategy, and resource management in a fresh and compelling way. The corruption mechanic, which forces players to carefully balance offensive and defensive abilities, adds tactical depth and ensures that every encounter feels meaningful. Boss fights, especially, deliver moments of intense tension and immense satisfaction when overcome, offering a sense of triumph that few games can match. Aesthetically and sonically, Thymesia excels in creating a fully immersive atmosphere. Decaying environments, shadowed lighting, twisted creatures, and meticulous environmental storytelling contribute to a living, threatening world, while the sound design and soundtrack continually amplify the tension and sense of danger. The game evokes strong emotions and a persistent sense of urgency that permeates every stage of the adventure. Some technical limitations are worth noting: distant textures can appear less defined, animations may feel stiff, storytelling occasionally feels fragmented, and level design sometimes leans toward the linear. Additionally, the high difficulty and corruption system may frustrate players unfamiliar with the soulslike genre. Yet these drawbacks are offset by the game’s coherent universe and the depth of its combat mechanics, which preserve the integrity of the experience. On a personal level, Thymesia delivers engagement, tension, and genuine satisfaction. Exploring a hostile world, learning from mistakes, and overcoming challenging obstacles fosters an emotional bond with the game, making every victory meaningful. It is an experience that demands patience, focus, and dedication – but rewards players with memorable moments and a level of immersion rarely found in more conventional titles. In conclusion, while not without imperfections, Thymesia is a remarkable dark-fantasy experience. Its exceptional worldbuilding, innovative combat mechanics, and immersive sound design create a strong and coherent identity, making it especially recommended for players who enjoy challenging gameplay and atmospheric storytelling.
Hollow Knight: Silksong, despite its tunnel vision, is the pinnacle of action metroidvanias. From now on every product that tackles this genre will necessarily have to deal with this title. Care and fine workmanship in the graphics, soundtrack and sound design immerse the player in the world of Pharloom. The level design itself is cared for almost obsessively: secrets, shortcuts, curiosity and satisfaction in having passed a certain point will be the order of the day. However, all this beauty comes at a price, and sometimes it is too expensive. Although the controls are excellent and responsive and only a few times the game feels “unfair” towards the player, the effort that Hollow Knight: Silksong asks for is great and undeniable. The boss fights themselves (of which there are many) reward the player’s positioning, patience and ability to find the right opening for the boss. The same goes for the platform phases which sometimes make those in the White City seem easy. Above all, act 3, designed as a reward for the daredevils, is not really for everyone and I don’t say this with elitist disdain. I honestly can’t stand these terms and I believe that there are no series A or series B players, because a game should entertain and unite, not divide. Surely Hollow Knight: Silksong is a gem, with a level of challenge that we will remember for a long time.
Dolmen stands out as a bold and ambitious experiment, defined by a striking artistic identity and an atmosphere that genuinely conveys unease and tension. Despite its production limitations, Revion Prime leaves a lasting impression: alien landscapes, unsettling creatures, and meticulous sound design combine to create a world that lingers long after the game is turned off. What impresses most is Dolmen’s willingness to innovate within a familiar formula. The integration of ranged weapons into combat, the energy management system, and crafting mechanics demonstrate that Massive Work Studio sought not to replicate other soulslikes, but to create a game with its own distinctive identity. Imperfect though it may be, this ambition deserves recognition: the game doesn’t just imitate – it strives to do something different. That said, the game is not without flaws. Technical issues – stiff animations, frame rate drops, and recycled environments – diminish the sense of polish, especially in a genre that demands precision and fluidity. The narrative, while thematically intriguing, can feel opaque, leaving players seeking richer storylines or more memorable characters wanting more. Emotionally, the experience alternates between moments of deep immersion – particularly during boss fights and tense exploration – and frustration caused by balancing issues or technical hiccups. Dolmen demands skill, patience, and focus, and it does not always reward players proportionally to the effort required. Yet, despite these shortcomings, Dolmen offers something rare: a distinctive, intimate, and daring experience. It appeals to players who enjoy testing themselves in hostile worlds and who appreciate a sense of cosmic threat and alienation. It’s not for everyone, but for those who understand its approach and accept its limits, it can be surprisingly rewarding. Ultimately, Dolmen feels “imperfect but sincere.” It never pretends to be more than it is; instead, it reflects the passion and vision of a team willing to take risks. It is worth experiencing at least once – to immerse oneself in a uniquely alien world and to acknowledge its efforts to innovate within a genre that risks growing stale. Furthermore, given its low price and the improvements since launch, Dolmen is a title that soulslike enthusiasts should not miss.
Schedule I is an original, deep, and remarkably well-balanced sandbox management game. It masterfully blends strategic complexity with freedom of action, placing players at the center of a rich and dynamic criminal ecosystem. While the game exhibits minor shortcomings – including an occasionally overwhelming volume of information and sporadic dips in performance – the game’s robust core ensures a coherent and engaging experience, with significant potential for refinement. It is now up to TVGS’s young development team to fully leverage these strengths, elevating an already distinctive title into a polished, comprehensive experience capable of leaving a lasting mark on the sandbox management genre.
“Little Problems: A Cozy Detective Game is a cozy detective adventure released on September 9, 2025, for PC. Developed by Posh Cat Studios and published by Amplified Games”
After an in-depth analysis, Biomutant emerges as an ambitious and original project – one that dares to stand apart thanks to its strong visual and gameplay identity, even if not without technical imperfections. Its true strength lies in the world building: every region tells a distinct story, from forests teeming with life to toxic swamps echoing abandonment, and villages shaped by diverse cultures and conflicts. Exploration feels alive and rewarding, further enriched by side quests and environmental challenges that deepen the game’s ecosystem. The combat and customization systems are equally compelling. The ability to combine melee attacks, ranged weapons, and mutant powers adds variety and encourages creative problem-solving. Character customization goes beyond aesthetics: mutations directly affect gameplay, supporting diverse approaches and personalized strategies. This freedom ensures that every encounter feels unique and engaging, particularly when facing challenging enemies or bosses such as the Worldeaters. Narratively, the game successfully blends fairy-tale charm with apocalyptic storytelling. The narrator lends a distinctive storybook tone, while side quests, moral choices, and faction interactions create a genuine sense of player agency. Technically, textures and animations are not always flawless, but these minor shortcomings are offset by a strong artistic direction and a distinctive aesthetic. Powered by Unreal Engine, the game maintains visual consistency and solid fidelity, impressive for a team of its size. Sound design and music significantly enhance immersion. Strategic use of silence, layered environmental sounds, and dynamic music create a living, breathing world, while directional audio and detailed combat effects make encounters feel tangible and impactful. Ultimately, Biomutant is an original, inventive, and captivating title that delivers a rare sense of freedom and experimentation. It rewards curiosity and creativity, offering hours of engaging exploration and dynamic combat. While not perfect, it exemplifies how small teams can craft unique, memorable experiences, leaving a lasting impression through both gameplay and its distinctive aesthetic and narrative identity.
Long story short, Warhammer 40K: Dawn of War – Definitive Edition is a remaster that doesn’t do complete justice to what the title is. The title has the great value of encompassing all the experience that the title offers. The nostalgia effect is strong, thanks also to gameplay that is still solid and has aged very well. The real strength of Warhammer 40K: Dawn of War – Definitive Edition is precisely the gameplay left intact. It alone saves the remaster from a perhaps serious insufficiency, although it is impossible to evaluate the quality of a remaster as if it were a remake.
After a thorough analysis of Blair Witch in all its key aspects, we can confidently call it a standout example of modern psychological horror, capable of immersing players in an experience that is both emotionally charged and deeply unsettling. What strikes first is the seamless cohesion between narrative, setting, and gameplay mechanics, elevating the title beyond a mere video game into a true exploration of fear and the human psyche. One of the game’s most remarkable achievements is its ability to maintain constant tension, generated organically by the environment itself: a forest that feels alive, the persistent uncertainty over what is real versus what is a product of Ellis’s imagination, the unsettling ambient sounds, and the interaction with Bullet. This approach creates a deeper, more psychological kind of terror, rooted in perception and imagination rather than relying on cheap jump scares. In this sense, Blair Witch stands out as a mature and contemplative psychological horror experience. Ellis’s personal journey and psychological evolution constitute another major strength. The game makes the player feel the weight of his actions, memories, and traumas, turning the narrative into a deeply intimate experience. The bond with Bullet adds emotional depth and introduces elements of companionship and responsibility, enhancing both empathy and the player’s investment in the story. From a technical and artistic standpoint, the game impresses with its meticulous attention to visual and auditory detail, creating a compelling atmosphere that drives the desire to uncover every secret. Despite minor shortcomings – such as occasional slow-paced sections or AI behavior that could be improved – Blair Witch remains a title I would wholeheartedly recommend, not only to fans of the film but to anyone who appreciates psychological horror and deeply immersive narrative experiences. Its ability to seamlessly weave together atmosphere, tension, storytelling, and world-building makes the game a successful and meaningful experiment within the genre. Ultimately, the experience leaves a lasting impression: it is not just about being scared, but about living fear, feeling it grow, confronting it, and understanding it alongside the protagonist. This total psychological immersion is what makes Blair Witch both memorable and worthy of attention.
Having experienced Ad Infinitum, it becomes clear that the game is a remarkable example of how video games can combine history, psychology, and horror into a unified, immersive experience. One of its most striking strengths is its ability to immerse the player in the protagonist’s mind. Paul is not just a soldier on the battlefield; he is a man overwhelmed by trauma and anguish, and the game conveys the deterioration of his psyche through the very world around him. This level of psychological immersion is rare in traditional horror titles. Equally impressive are the worldbuilding and art design. Every trench, bunker, destroyed village, and open field is rendered with meticulous realism, while the visual language heightens tension and unease. The environments are not mere backdrops – they are active narrative instruments, capable of telling stories without words and influencing gameplay, allowing players to truly live the experience. The sound design is outstanding. Spatial audio and meticulously crafted ambient sounds create a deeply immersive atmosphere, where every footstep, creak, and indistinct noise becomes a tool of suspense and emotional engagement. This careful attention to audio ensures the game generates tension even in moments of relative calm, delivering a memorable audiovisual experience. From a gameplay perspective, the survival horror mechanics – blending stealth and psychological elements – align perfectly with the narrative. While some moments may feel challenging for players unaccustomed to slow, tension-driven pacing, the game rewards patience, observation, and exploration, making it particularly satisfying for fans of immersive horror. A key feature is the balance between story and personal interpretation. Surreal events and distortions of reality are not mere scare tactics; they serve as narrative tools, allowing players to reflect on the trauma of war, the fragility of the mind, and the subjectivity of perception. This makes the experience complex, layered, and intellectually engaging, appealing to those seeking a thoughtful psychological horror. In conclusion, Ad Infinitum is an ambitious and accomplished title that stands out in the survival horror genre for its combination of historical authenticity, psychological tension, and meticulous worldbuilding. While not flawless, its strengths – immersive storytelling, art direction, sound design, and emotional depth – make it a truly memorable experience, especially for those seeking intense, reflective horror that leaves a lasting impression. On a personal note, the team’s closing message is profoundly moving, highlighting how collective tragedy can deeply impact a family. Truly touching. This is a game that leaves a mark and demands full attention and total immersion.
After thoroughly analyzing The Chant, our evaluation focuses on the overall experience and the emotional resonance it leaves with the player. The Chant stands out as a contemporary psychological horror that does not merely recycle familiar tropes, but instead crafts an atmosphere and a sense of tension deeply intertwined with its narrative and game world. The interplay between the Gloom as a narrative force and Jess’s spiritual abilities creates a dynamic that transcends the typical “fight and survive” formula: players are tasked with interpreting symbols, managing resources and powers, and considering the consequences of their choices. This complexity, paired with the quality of art direction and sound design, makes the game both intellectually and emotionally engaging, a rare achievement for a mid-tier survival horror. Exploration is particularly compelling, intense, and often unsettling, with the world itself reacting to player actions. The island is more than a mere backdrop – it is a living narrative entity. From a technical standpoint, stiff animations and limited facial expressiveness occasionally break immersion, yet never enough to compromise tension or the overall experience. The game strikes an effective balance between artistic ambition and budgetary constraints, emphasizing atmosphere, audio, and environmental interaction. The soundtrack and sound design form the game’s core, guiding emotions and perceptions while steadily building suspense and anxiety. Strategic use of silence further amplifies the player’s experiential engagement. The game also excels in addressing complex themes. Faith, paranoia, psychological trauma, and the blur between reality and hallucination are explored with sensitivity and depth, enriching the narrative while prompting players to reflect on human perception under extreme circumstances. Multiple endings and divergent paths reinforce the weight of player choice, while the game’s ’70s retro aesthetic seamlessly complements the overarching story. Overall, my personal evaluation is highly positive. Despite minor mechanical shortcomings, The Chant demonstrates enormous potential. It lingers in memory not for fast-paced action or plot twists, but for unrelenting tension, a unique atmosphere, and cohesive world-building. This is a game I would recommend to anyone seeking a survival horror that engages both mind and emotions, proving that AAA production values are not a prerequisite for impactful, unforgettable experiences. Play it – you will not regret it.
House of the Dead 2: Remake fails to establish itself as the triumphant return fans had hoped for. Stylistic choices, toned-down violence, limited accessibility, and technical problems weigh down what could have been a great revival of a classic. Even so, it remains an experience that can entertain those who want to rediscover the arcade flavor of the series—though in a different, less faithful form.
One-Eyed Likho is a first-person horror adventure that takes the player in pursuit of a legendary creature from Slavic folklore: the Likho.
After an immersive and sustained engagement with Pneumata, it becomes clear that this is far more than a conventional survival horror – it is a compelling invitation to inhabit an intense, meticulously crafted experience. The choice to set aside the traditional action-first approach in favor of a contemplative, deliberately paced gameplay feels not only bold, but essential in shaping the singular atmosphere that saturates every moment of the game. Its fragmented, symbolic narrative demands active participation: this is not a story one can passively absorb, but rather a path that asks the player to piece together fragments of meaning, to interpret elusive signs, and to surrender to an inner journey that can at times disorient, yet ultimately rewards with moments of genuine revelation. We found this especially praiseworthy, as it reflects a clear intent to push boundaries and deliver more mature, intellectually engaging content than what is often found in the genre. From an artistic standpoint, the art direction is both evocative and ambitious – a tapestry of intricate environments and a color palette steeped in alienation and melancholy. Its masterful interplay of light and shadow, together with a meticulously engineered soundscape, conjures a palpable atmosphere that resonates deeply on an emotional level. That said, this is not an experience designed for everyone. The deliberately cryptic narrative risks alienating players in search of a clear, linear storyline, and may frustrate those unwilling to engage with its interpretive demands. For this reason, Pneumata is best suited to players who seek more than entertainment – those drawn to artistic and narrative experiences with thematic depth and broader scope. From a personal perspective, my judgment on Pneumata is unequivocally positive. It enriches the contemporary gaming landscape with an original and daring vision of what an authorial video game can achieve. Its greatest strength lies in its ability to transform the act of traversing physical spaces into a metaphorical descent into the human psyche – delivering an intense, melancholic, and indelible journey, punctuated by bursts of raw survival horror action that harken back to the genre’s most enduring roots. While not without minor technical and audio imperfections, Pneumata stands as a work that dares to challenge convention, invites reflection, and advocates for an aesthetic and narrative vision that feels both distinctive and daring. A title well worthy of a place in any discerning player’s collection.
Sub-Verge speaks to a precise audience: players who enjoy interactive storytelling, moral dilemmas, and narratives unafraid of dark outcomes. It demands patience, attention to detail, and a willingness to move forward through words rather than constant action. For others, it might feel more like an illustrated tale than a “traditional” game. But for those drawn to experiences blending psychology, science fiction, and underwater tension, Sub-Verge offers a short yet intense dive — with a final sequence that will hold your breath for you. And not just because of the oxygen. Recommended for anyone ready to immerse themselves in a tense, atmospheric tale where survival depends on the trust you earn.
Hell Clock is certainly a valid product, made with care and respect. Hell Clock combines the roguelite element linked to level up, the purchase of skills with the drop. In addition, the game also adds a countdown timer which, once exhausted, will end the game. The dopamine and satisfaction in improving the character is palpable run after run. The feeling of progress is good and worthy of a high-level Diablo-like. There aren’t actually many builds to “break” the game and an experienced player discovers them quite early. Anyway studying the synergies between relics and abilities is fascinating and encourages you to invest time and resources. Despite the adrenaline and fun, Hell Clock carries with it some of the chronic flaws of Diablo-like dungeon crawlers. The developers intelligently stemmed some of these with the idea of the timer and quick drop management. This makes the run streamlined and tactical, not leading the player to a frustrating loop looking for the right drop. Furthermore, mention should be made of some technical difficulties in levels that are too “full” of opponents and numbers. So if you’re looking for a fast-paced, adrenaline-filled, satisfying game and can put up with some technical issues, Hell Clock is a great game to try.
After exploring In Rays of the Light in its many facets, we can confidently say that it offers a truly unique gaming experience – one that guides the video game medium into rare, contemplative territory. It is not a conventional title and must be approached with the right mindset: that of someone seeking an emotional and introspective journey, rather than action or challenge. What resonates most is the evocative power of silence and light, elements that serve as the true protagonists of the narrative. Traversing these abandoned spaces, laden with remnants of a lost civilization, evokes a profound sense of solitude – one rarely achieved in games. The near-total absence of characters or direct dialogue allows for personal interpretation, turning every environmental detail into a piece of an existential puzzle. Artistically and technically, despite the constraints of budget and scale, the team has succeeded in crafting a cohesive and evocative atmosphere. The minimalist yet thoughtful visuals, the poetic interplay of light and shadow, and a meditative, well-integrated sound design coalesce to deliver an experience that lingers in the memory. Naturally, the slow pacing and minimal interaction – though integral to the game’s design – may prove demanding for players more attuned to dynamic or goal-oriented gameplay. The lack of overt direction or conventional challenges can feel alienating to those seeking a clearer structure or sense of progression. In Rays of the Light is a game for a very specific audience: those who value games as artistic expression, who find meaning in stillness and subtlety, and who welcome the opportunity to reflect rather than rush. It is not a title meant for quick sessions or fleeting amusement, but a contemplative work to be absorbed with care and attention. On a personal note, I recommend this game to anyone interested in indie experiences that break the mold, to those drawn to atmospheric and symbolic storytelling, and to players unafraid of confronting silence and solitude. While not without its flaws, In Rays of the Light is a testament to how games can tell complex stories and prompt reflection—transcending mere mechanics. Its short but fitting length doesn’t offer answers so much as it teaches us to ask the right questions. And given its incredibly accessible price, it’s an opportunity well worth taking.
After spending many hours within the dark and eerie walls of the St. Dinfna Hotel, it’s clear that Fobia succeeds as a noteworthy entry in the recent wave of independent survival horror titles. Pulsatrix Studios managed to craft an atmosphere that feels both unsettling and narratively consistent—arguably the most impressive feat of the game. From the very first moments, you’ll feel like a guest—and a prisoner—of the haunted hotel. The game also deserves praise for the delicate way it handles complex themes like fear, trauma, and mental health. These aren’t just horror gimmicks—they shape the protagonist and drive the story forward, creating a narrative with depth and emotional weight. This level of thematic sophistication brings a mature and reflective tone to the horror genre. On the gameplay side, the mix of exploration, puzzle-solving, and moderate resource management creates a rhythm that keeps things engaging without ever becoming overwhelming. That constant sense of vulnerability turns each enemy encounter into a tense and adrenaline-fueled moment. Technically and artistically, Fobia stands out as a polished and professional production. It may not break new ground or boast cutting-edge graphics, but it delivers a visual and auditory experience that supports the story and gameplay beautifully. Lighting and sound design stand out in particular, giving the game a rich and immersive feel that covers some of the visual and performance gaps compared to more modern titles. Personally, I can wholeheartedly recommend this game to anyone who loves survival horror with a psychological twist, who values deep narrative experiences, and who isn’t afraid to tackle an intense challenge. It’s a game that can stir emotions, disturb, and provoke thought—all while standing out for its originality and thematic bravery. If you’re willing to step patiently into its dense atmosphere and let yourself get caught up in an unconventional story, Fobia will reward you with hours of memorable suspense and eerie beauty—and you’ll walk away satisfied.
After a full immersion in The Eternal Cylinder, we can confidently say this game offers a truly singular experience in today’s gaming landscape. Its strength lies in how it conjures an alien and mysterious world—not through traditional storytelling or explosive events, but through a more reflective, sensory-driven approach. The complete absence of dialogue and explicit explanations, along with a progression system based on mutation and observation, makes this title one that demands patience, curiosity, and an open mind—yet it rewards all of that with genuine satisfaction. We found it fascinating how The Eternal Cylinder creates emotional engagement without relying on conventional methods. The feeling of vulnerability in the face of the Cylinder’s unstoppable advance is palpable, and the bond with the Trebhum herd grows naturally, almost as if they were real creatures to protect and guide. This relationship, combined with the constant need to adapt, delivers a universal message about change and resilience—one that feels especially relevant and powerful. This isn’t a game for those expecting a linear adventure with clear goals and fast-paced action. Its experimental approach doesn’t always sustain a strong narrative tension, and the lack of an explicit plot might leave some players feeling like the story is incomplete or too cryptic. Yet this is precisely what makes The Eternal Cylinder so unique and memorable. It invites players to reflect on the relationship between life and environment, on evolution as an inevitable and complex process, and on the fragility of existence itself. In a time when many games prioritize speed and instant gratification, this choice of depth and contemplation feels both bold and—personally—deeply welcome. We especially recommend this game to players who enjoy experiences that challenge expectations, reward curiosity and attention to detail, and offer a deep, original take on the cycle of life and survival in an alien world. Those seeking a more traditional or action-driven title might find it less accessible, but anyone looking for something different and thought-provoking will discover a bold and innovative work. The Eternal Cylinder stands as a piece of interactive art—visually striking, conceptually ambitious, and capable of resonating with anyone ready to receive its powerful message.
From our perspective, After Us is a bold and imperfect, yet profoundly meaningful creation. It’s not a game for everyone, but it stands as one of those rare experiences capable of leaving a lasting impression—particularly on those attuned to environmental themes and open to quiet introspection. What resonated most with us wasn’t the variety of gameplay—which, inevitably, begins to feel repetitive over time—but its remarkable ability to stir deep emotions through visual and auditory language, all without a single spoken word. It is a world meant to be wandered, not conquered. There are no missions to accomplish, no victories to secure. The game’s true aim is to prompt reflection, to inspire understanding, and to make us feel the weight of irreversible loss and the delicate hope of redemption. Its symbolism is never arbitrary. Every element—be it the animal spirits, the Devourers, the crumbling architecture, or the sudden resurgence of vegetation—serves a distinct narrative purpose. Even the absence of a HUD, the bold use of color, and Gaia’s slow, meditative movements are all part of a carefully considered vision: to transform the video game into a medium of expression rather than mere entertainment. While we cannot ignore its weaknesses—particularly the sections where repetition becomes apparent and the lack of dynamic gameplay may cause detachment, especially among players less inclined toward contemplation—we can only conclude that After Us is a work that urges us to look ahead, mindful of the missteps of humanity’s past. Its true purpose is to cultivate emotional and intellectual awareness—an awareness essential to imagining and building a better future. In my view, After Us strikes emotional chords that few games even attempt to reach. It’s a title that takes risks—and, in the long run, succeeds in them. For that alone, it deserves attention and praise. It’s not a game that aims to please everyone, but it has the power to move deeply those willing to be carried away by its visual language and its silent emotions.