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	<title>Editorial Team, Author at 인디게임닷컴</title>
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		<title>BIC Festival 2026 Opens at BEXCO Busan — 332 Games From 42 Countries, YouTube Partnership, and a Silver Button</title>
		<link>https://indiegame.com/en/archives/33250</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 22:57:24 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[featured]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33241</guid>

					<description><![CDATA[<p>The 12th Busan Indie Connect Festival opened on August 14 at BEXCO Exhibition Hall 1 (Hall 2) in Busan, running through August 16, with an online exhi...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33250">BIC Festival 2026 Opens at BEXCO Busan — 332 Games From 42 Countries, YouTube Partnership, and a Silver Button</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>The 12th Busan Indie Connect Festival opened on August 14 at BEXCO Exhibition Hall 1 (Hall 2) in Busan, running through August 16, with an online exhibition extending to August 28 at bicfest.org. This year&#8217;s slogan is &#8220;BUFF YOUR INDIE SPIRIT&#8221; — the idea that the discovery, connection, and growth that happen at BIC strengthen the indie spirit of everyone who participates.</p>



<p>This coverage has tracked BIC 2026 across multiple pre-festival articles: the record 856 submissions from 57 countries (a 44% increase over last year), the early bird ticket sales, the YouTube Playables partnership for 5 companies and 7 selected games, and the DDB Award inaugural honoring the memory of developer Park Dong-heung. The festival is now open.</p>



<div class="wp-block-image"><figure class="aligncenter size-full"><img loading="lazy" width="658" height="505" src="https://indiegame.com/wp-content/uploads/2026/08/BIC2026.jpg" alt="" class="wp-image-33242" srcset="https://indiegame.com/wp-content/uploads/2026/08/BIC2026.jpg 658w, https://indiegame.com/wp-content/uploads/2026/08/BIC2026-300x230.jpg 300w, https://indiegame.com/wp-content/uploads/2026/08/BIC2026-150x115.jpg 150w, https://indiegame.com/wp-content/uploads/2026/08/BIC2026-450x345.jpg 450w" sizes="(max-width: 658px) 100vw, 658px" /></figure></div>



<h3>The Numbers</h3>



<p>332 games from 42 countries have been selected for exhibition, drawn from the 856-submission pool. The General and Rookie divisions were evaluated by 22 jurors across a three-month selection process. The Connect Pick non-competitive section was selected through BIC Connectors voting — bringing the player-and-fan perspective directly into exhibition curation.</p>



<h3>The Schedule</h3>



<p><strong>August 14 (Business Day):</strong> Business matching between industry professionals and the Busan Indie Wave Conference. BIC Awards finalist announcements at 5:00 PM alongside the conference closing.</p>



<p><strong>August 15-16 (Festival Days):</strong> Public game exhibition and experience programming for general attendees.</p>



<p><strong>August 16 (Closing):</strong> BIC Awards final ceremony incorporating on-site voting results. Festival closes.</p>



<p><strong>Through August 28:</strong> Online exhibition and play at bicfest.org.</p>



<h3>The YouTube Playables Partnership in Context</h3>



<p>The YouTube partnership — covered in detail in our August 11 article — is operating at the festival itself, with the 5 selected companies being featured in the conference programming on opening day. The BIC organizing committee&#8217;s YouTube channel recently surpassed 100,000 subscribers to earn a Silver Play Button, which the festival is citing as evidence of its growing digital reach alongside the physical event.</p>



<h3>What BIC 2026 Represents</h3>



<p>Busan Mayor Jeon Jae-su framed the festival&#8217;s significance directly: &#8220;The Busan Indie Connect Festival, now in its 12th year, is the core foundation for Busan&#8217;s emergence as a global hub for indie games. We will continue to expand city-level support for activating the indie game creative ecosystem and for advancing into the global market.&#8221;</p>



<p>For the games in this coverage that received BIC selection — <em>Dawnkeep</em> (Rookie Division), <em>Where&#8217;s My Red Ball?</em>, <em>PengPong</em>, and others — the festival period is when exhibition experience, player feedback, and business meetings happen in concentrated form. The three days of BIC represent the commercialization opportunity that months of development have been building toward.</p>



<p>The full lineup and event details are available at <a href="http://bicfest.org" target="_blank" rel="noreferrer noopener">bicfest.org</a>.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33250">BIC Festival 2026 Opens at BEXCO Busan — 332 Games From 42 Countries, YouTube Partnership, and a Silver Button</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Witchbrook Preview: Chucklefish and Robotality&#8217;s Long-Awaited Magic School Life Sim Confirms Korean Support — PC, Switch, and Xbox</title>
		<link>https://indiegame.com/en/archives/33253</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 22:44:11 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33226</guid>

					<description><![CDATA[<p>The announcement that Witchbrook has confirmed Korean language support and a Korean publisher (Kakehashi Games) marks the moment when one of indie gam...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33253">Witchbrook Preview: Chucklefish and Robotality&#8217;s Long-Awaited Magic School Life Sim Confirms Korean Support — PC, Switch, and Xbox</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>The announcement that <em>Witchbrook</em> has confirmed Korean language support and a Korean publisher (Kakehashi Games) marks the moment when one of indie gaming&#8217;s longest-anticipated projects officially acknowledges its Korean audience. Chucklefish — the London studio known for publishing <em>Stardew Valley</em> and developing <em>Starbound</em> — has been building this magic school life simulation alongside Robotality for years, with the Zero Crunch development policy explicitly acknowledged as the reason the timeline has been longer than original expectations.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Wildekin - Reveal Trailer  | Coming to PC &amp; Xbox" width="788" height="443" src="https://www.youtube.com/embed/4ole7XL3_b4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Mosport Life</h3>



<p>The setting is the seaside city of Mosport, where magic is woven into everyday life. The player character is a new student at Witchbrook University who has inherited a forest cabin from their late aunt and begins building a life in the city alongside their familiar, Fable.</p>



<p>The game&#8217;s structure is the life simulation template applied to a magical academic context: magic classes that teach new spells and alchemy, a business delivering goods around the city by moped (and later by broomstick after obtaining a license), a Sunday market where the player can set up their own stall and haggle with residents, and social relationships that develop into mini-visual-novel romance arcs with fellow students.</p>



<p>The magical education is specific and systematic: herbalism, incense, salve production, potion-brewing, astrology, and mystical rituals progress through examination milestones under Professor Carlisle&#8217;s instruction. The wand unlocks physical-spell utility — moving heavy furniture, solving environmental puzzles through applied magic rather than explicit puzzle mechanics. The magic system grows throughout the year from basic alchemy to more complex practices, following the academic progression structure.</p>



<h3>The Living City</h3>



<p>Mosport&#8217;s design ambition is notable: hundreds of named citizens with individual appearances, homes, schedules, and seasonal routines. The city changes with the seasons — residents&#8217; wardrobes shift, festivals appear, the visual character of streets transforms. Day and night cycle naturally.</p>



<p>The vehicle simulation detail — British traffic rules for city vehicles — is the specific quirky implementation that signals a developer who wants the world to feel operationally coherent rather than decoratively alive. It&#8217;s also the comedic British self-awareness that Chucklefish has historically deployed in its projects.</p>


<div id="jgb-slideshow-1" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_4-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_2-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_1-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Zero Crunch Context</h3>



<p>Chucklefish&#8217;s Zero Crunch policy — prioritizing developer health and avoiding compulsory overtime — is the development philosophy that has made <em>Witchbrook</em>&#8216;s extended timeline a stated value rather than an embarrassment. The studio has been transparent that the game takes longer because they&#8217;re not burning out their team to ship faster. This is the correct policy for sustainable game development, and it&#8217;s worth acknowledging because it&#8217;s unusual, rather than treating the development duration as a flaw.</p>



<p>The co-development with Robotality — an indie studio based in Hamelin, Germany, known for <em>Halfway</em> and <em>Pathway</em> — brings tactical-game design sensibility into collaboration with Chucklefish&#8217;s life-simulation expertise. The combination suggests a game with more system depth than either studio&#8217;s previous releases implied.</p>



<h3>The Cooperative Dimension</h3>



<p>Four-player online co-op in a life simulation is an unusual proposition — the genre typically treats the personal accumulation of relationships and space as an inherently solitary experience. <em>Witchbrook</em>&#8216;s co-op includes broomstick races and free exploration of Mosport together, which suggests a lighter, activity-based cooperative experience rather than shared progression through the same academic year.</p>


<div id="jgb-slideshow-2" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_7-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Witchbrook_5-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who Is This For</h3>



<p>Strong fit for: <em>Stardew Valley</em> players who want the cozy life simulation formula applied to a magic school rather than a farm; <em>Spiritfarer</em> and <em>Coral Island</em> fans who want life simulation with strong social relationship mechanics; players who have been following <em>Witchbrook</em> since its original announcement and want the Korean-language release confirmation; life simulation enthusiasts in Korea who want to play in their native language from day one; players who specifically appreciate studios with stated developer-welfare policies.</p>



<p>Cautious fit for: players who want confirmed release dates before engaging with upcoming games; anyone who finds the extended development timeline a cause for concern rather than a sign of thoughtful development; players who want the magic school setting to have combat or action-focused gameplay alongside the life simulation.</p>



<p>Less ideal for: players who dislike life simulation mechanics; anyone wanting competitive rather than cooperative multiplayer; players seeking a narrative-heavy visual novel structure over open-ended life simulation.</p>



<h3>The Takeaway</h3>



<p><em>Witchbrook</em> has been anticipated long enough that the confirmation of Korean language support and a Korean publishing partner (Kakehashi Games) is news worth marking specifically — this is no longer a game that Korean players will experience in translation or through imported versions, but one that arrives with full localization and regional support.</p>



<p>The 40-50 hour first-year life simulation, the magic academy structure, the hundreds of named Mosport citizens, the Zero Crunch development philosophy, and the four-player co-op together describe a life simulation game with unusual ambition in both scope and values. The release date remains TBA in 2026.</p>



<p>The university is enrolling. Fable is waiting in the cabin. Mosport has deliveries that need a moped and a new wizard to handle them. And the Sunday market stall won&#8217;t set itself up.</p>



<p>Steam wishlist open. Korean language confirmed. Release date TBA 2026.</p>



<hr class="wp-block-separator"/>



<h5>Witchbrook <strong>Witchbrook)</strong> &#8216; Related Information</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Chucklefish and Robotality jointly developed</td></tr><tr><td> Publisher</td><td> Chucklefish (Global), Kakehashi Games (Japan/Korea)</td></tr><tr><td> Genre</td><td> Life Simulation, Social RPG</td></tr><tr><td> platform</td><td> PC (Steam), Nintendo Switch, Nintendo Switch 2, Xbox</td></tr><tr><td> Release date</td><td> 2026 (Exact schedule TBD)</td></tr><tr><td> language</td><td> Official Korean language support confirmed</td></tr><tr><td> Reactions/Evaluations</td><td> No Steam user reviews as it is pre-release.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/1846700/Witchbrook/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33253">Witchbrook Preview: Chucklefish and Robotality&#8217;s Long-Awaited Magic School Life Sim Confirms Korean Support — PC, Switch, and Xbox</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Until North Ends Preview: One Developer&#8217;s Eight-Year Nordic Survival Debut Enters Early Access August 31</title>
		<link>https://indiegame.com/en/archives/33227</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 21:52:24 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33211</guid>

					<description><![CDATA[<p>Eight years. One developer. A Nordic survival world built in solitude and arriving on Steam Early Access on August 31. Until North Ends from solo deve...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33227">Until North Ends Preview: One Developer&#8217;s Eight-Year Nordic Survival Debut Enters Early Access August 31</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>Eight years. One developer. A Nordic survival world built in solitude and arriving on Steam Early Access on August 31.</p>



<p><em>Until North Ends</em> from solo developer Unknown Hex is an open-world survival crafting adventure set in a procedurally generated Nordic landscape — harsh biomes, islands reachable by boat, dungeons and caves to explore, a sanctuary to build, and the specific creative philosophy of a developer who spent eight years pursuing &#8220;atmosphere and emotion&#8221; in a game rather than feature completeness.</p>



<p>The comparison that arrives naturally is <em>Swordcery</em> — the <em>God of War</em> animators&#8217; eight-year debut that launched Early Access earlier this month. Both games share a development timeline that is unusually long for indie work, and both reflect solo developers who spent that time building toward something specific rather than shipping incrementally. The similarity ends at the development duration: <em>Swordcery</em> is a focused, stylish action roguelite with a tight mechanical identity; <em>Until North Ends</em> is a broad-scope survival crafting open world with a different kind of ambition.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Until North Ends - Release Date Announcement Trailer" width="788" height="443" src="https://www.youtube.com/embed/lgbMuFVgHbQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Nordic World and Its Traversal</h3>



<p>The procedurally generated island world is the spatial canvas that the game&#8217;s exploration content occupies. Each island has unique environmental conditions and randomly placed hazards — which means the same island visited twice is never quite the same island. Sailing between islands on your own boat is the traversal mechanism that connects the world: islands aren&#8217;t fast-traveled to but reached by crossing the water between them.</p>



<p>The three biomes provide the environmental variety that sustains exploration interest across the game&#8217;s expected two-year Early Access development. Different biomes presumably offer different resources, different enemies, and different environmental conditions that shape how each expedition plays out.</p>



<p>Caves and dungeons extend the exploration dimension vertically — not just surface traversal across islands but descent into the world below. Dungeon and cave loot creates the reward cycle that motivates the risk of exploration: going deeper means better resources and greater danger simultaneously.</p>



<p>The peaceful grassland option — being able to walk through calm environments without immediate threat — is the tonal balance valve that survival games need to prevent constant tension from becoming exhausting. The Nordic aesthetic&#8217;s specific quality is that it contains both harsh beauty and gentle moments; <em>Until North Ends</em> appears to be building both into the exploration.</p>


<div id="jgb-slideshow-3" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_2-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_4-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Combat and Build Variety</h3>



<p>Three combat archetypes — heavy armor melee, ranged archery, and magic through the Chain Lightning spell — provide the character build differentiation that survival crafting games need to sustain play style variety across a long Early Access period. These aren&#8217;t separate classes but overlapping capability sets that players can mix according to preference and available equipment.</p>



<p>Heavy melee represents the tank archetype: more direct damage, more ability to absorb hits, less mobility. Archery represents the positional archetype: damage from safety, vulnerability to being rushed, the specific playstyle of managing distance. Chain Lightning represents the AoE magic archetype: hits multiple enemies, presumably with different resource requirements, and the specific satisfaction of electric cascade effects.</p>



<p>The crafting system&#8217;s depth — ore smelting, leather tanning, alchemical workbench component extraction — indicates survival crafting systems that require sequential material processing rather than simple resource-to-item conversion. Material processing chains are the type of system that sustains long-term survival crafting engagement: the player who understands the full chain from raw ore to finished weapon feels the game&#8217;s depth differently than one who simply gathers and crafts immediately.</p>



<p>Base building and farming give the shelter construction a life simulation layer alongside the defensive function. A sanctuary that is also a garden, that can be decorated and customized, becomes a space with personal attachment rather than just a safe spawn point.</p>



<p>Character customization — hair color, tattoos, visual options — extends personal expression beyond the build into appearance. In a game with co-op play, character identity matters for how players distinguish themselves in a shared world.</p>


<div id="jgb-slideshow-4" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_7-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Until-North-Ends_5-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Eight-Year Development Philosophy</h3>



<p>Unknown Hex&#8217;s stated development goal — making a game that &#8220;conveys the atmosphere and emotion of the game, not just commercial results&#8221; — is the kind of creative philosophy statement that eight-year solo development timelines either validate or complicate. Eight years is long enough to have abandoned many versions of a game that didn&#8217;t achieve what the developer wanted and arrived at something that actually does.</p>



<p>The commitment to maintaining Early Access pricing at full release is the commercial policy that matches this creative philosophy. A developer who has spent eight years pursuing atmosphere and emotion rather than commercial efficiency is likely to value the community relationship over revenue optimization. Announcing the pricing policy before launch is the kind of trust-building communication that community-focused Early Access developers use to establish goodwill before players have tried the game.</p>



<p>The community-feedback-driven development model — using Discord and community channels to incorporate player input on new biomes, items, and customization options over the two-year Early Access period — is the correct structure for a survival crafting game. The genre specifically benefits from player feedback on what makes exploration feel rewarding and what makes crafting chains feel appropriate rather than tedious.</p>



<h3>The Solo Development Solo Survival Parallel</h3>



<p>There&#8217;s a structural echo between the game&#8217;s premise — a player alone (or in co-op) surviving a harsh world through resourcefulness and gradual construction — and the developer&#8217;s eight-year production process: one person, harsh constraints of time and capability, gradually constructing something livable from raw materials. The game&#8217;s aesthetic choice (low-poly, top-down, the specific warmth of a handmade visual style that matches the developer&#8217;s solo production capacity) reflects this parallel without needing to announce it.</p>



<p>Low-poly aesthetics in survival games are frequently a production necessity that becomes an aesthetic strength: the limited-vertex geometry creates a specific visual quality that can feel intentional and atmospheric rather than technically constrained when the art direction is coherent. <em>Until North Ends</em>&#8216; described &#8220;sensible low-poly graphics&#8221; suggest the developer has recognized this and leaned into the aesthetic rather than apologizing for it.</p>



<h3>Who Is This For</h3>



<p>Strong fit for: survival crafting enthusiasts who specifically want Nordic aesthetic settings and procedurally generated island exploration; players who value developer philosophy and long-term community development alongside the game itself; co-op survival crafting players looking for a new world to share; Early Access participants who want to engage with community-driven development over a multi-year arc; players who find the free demo&#8217;s atmosphere compelling enough to follow through the EA period.</p>



<p>Cautious fit for: players who want survival crafting games at feature-complete scope rather than Early Access; anyone who needs Korean or non-English language support (English only confirmed); players who want established review scores before purchasing; solo developers who specifically want the polished production values that team development enables.</p>



<p>Less ideal for: players who dislike the survival crafting genre regardless of setting; anyone wanting narrative-heavy experiences; players seeking competitive multiplayer over co-op survival.</p>



<h3>What to Watch For</h3>



<p>The August 31 launch will provide the first player response data for a game that has had no public commercial presence beyond a free demo. How that demo has been received — and the size of the community that has formed around it before launch — will determine the Early Access baseline that the two-year development period builds from.</p>



<p>The biome addition cadence will be the clearest signal of how actively the community feedback is being incorporated. A third biome added within the first six months of Early Access, clearly shaped by what players found rewarding in the initial two, confirms the community development model is functioning. A slower cadence suggests that the development constraints of solo production are limiting the feedback integration speed.</p>



<h3>The Takeaway</h3>



<p><em>Until North Ends</em> is Unknown Hex&#8217;s eight-year arrival — a Nordic survival crafting open world built by one person pursuing atmospheric feeling rather than commercial certainty, arriving August 31 with a two-year Early Access commitment and a price policy designed to treat the community fairly throughout that process.</p>



<p>The game&#8217;s specific combination — procedurally generated island exploration by boat, three combat archetypes, sequential crafting systems, base building and farming, character customization, co-op support, low-poly top-down Nordic aesthetic — is a broad survival crafting package whose quality will be evaluated by how well these elements cohere into the atmospheric experience the developer has been building toward.</p>



<p>August 31. The boat is ready. The northern world is procedurally generated and waiting. Eight years of solo work is about to meet its first real player community.</p>



<hr class="wp-block-separator"/>



<h5>Information regarding &#8216;Until North Ends&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Unknown Hex (Solo Developed)</td></tr><tr><td> Publisher</td><td> Unknown Hex (Self-publishing)</td></tr><tr><td> Genre</td><td> Open World Survival Crafting / RPG</td></tr><tr><td> Release platform</td><td> PC (Steam, Early Access)</td></tr><tr><td> Release date</td><td> August 31, 2026</td></tr><tr><td> Early Access Scheduled Period</td><td> About 2 years</td></tr><tr><td> demo</td><td> Free demo available</td></tr><tr><td> language</td><td> Fully supported in English only (Korean support unconfirmed)</td></tr><tr><td> Reactions/Evaluations</td><td> No Steam user reviews as it is pre-release.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3924020/Until_North_Ends/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33227">Until North Ends Preview: One Developer&#8217;s Eight-Year Nordic Survival Debut Enters Early Access August 31</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Undead Night Crew Preview: Two University Friends&#8217; Eight-Year Partnership Produces a Zombie Cleaning Roguelite Survivor — Q4 2026</title>
		<link>https://indiegame.com/en/archives/33212</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 21:18:35 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33200</guid>

					<description><![CDATA[<p>The premise is a workplace comedy wrapped around zombie mayhem: Undead Cleaning Services Inc. has a new manager. The zombies aren&#8217;t going to cle...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33212">Undead Night Crew Preview: Two University Friends&#8217; Eight-Year Partnership Produces a Zombie Cleaning Roguelite Survivor — Q4 2026</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The premise is a workplace comedy wrapped around zombie mayhem: Undead Cleaning Services Inc. has a new manager. The zombies aren&#8217;t going to clean themselves. The crew auto-attacks — this is a survivors-like — but the strategic depth comes from which manager you select, which crew members you recruit, and how their synergies combine into a zombie-clearing operation that runs like a well-staffed (if chaotic) business.</p>



<p><em>Undead Night Crew</em> from Dummy Dojo (published by Galore Interactive) targets Q4 2026, with a free demo already available on Steam. The two-person team behind it has been working together for eight years, since meeting as university classmates.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Undead Night Crew Gameplay Trailer" width="788" height="443" src="https://www.youtube.com/embed/YvLvSy8YRN8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Manager and Crew Structure</h3>



<p>The distinction between managers and crew is the design element that gives <em>Undead Night Crew</em> strategic depth beyond standard survivors-like roster selection. Ten unique managers each have different personalities, stats, skills, and follower patterns — and the manager you choose shapes how the crew around them develops. A manager who emphasizes &#8220;we are family&#8221; creates a different organizational dynamic than one who runs the job as a party.</p>



<p>The crew can expand to a maximum of 30 members — a substantial organization for a survivors-like, where most games limit active characters to far smaller counts. Same-industry crew combinations trigger special synergy effects, which means team composition becomes a puzzle of which combinations maximize complementary bonuses rather than simply selecting the individually strongest characters.</p>



<p>The workplace framing makes this organizational logic feel natural. You&#8217;re not assembling a fantasy party — you&#8217;re staffing a cleaning crew. The industry specialization synergies map onto the premise: crews who share a professional context work better together.</p>



<h3>The Clause Points System</h3>



<p>The Clause Points mechanic gives players direct control over difficulty by adding risk factors, special zombies, and variables to stages. This is more sophisticated than standard difficulty slider systems because it&#8217;s player-authored challenge design — you&#8217;re selecting which complications to add based on how much difficulty you want and what rewards justify the additional challenge.</p>



<p>The practical effect is that experienced players can continuously push the game&#8217;s difficulty by adding complications that match their current capability, while newer players can start with simpler configurations. The system avoids the binary of &#8220;normal&#8221; and &#8220;hard&#8221; by making difficulty a granular, intentional choice.</p>


<div id="jgb-slideshow-5" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_2-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_4-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Workplace Comedy Register</h3>



<p>The developer description — &#8220;showing up, cleaning zombies, clocking out, and doing it again the next night&#8221; — is the tonal encapsulation of what makes the premise interesting. Zombie survival games generally treat the undead as an existential crisis. <em>Undead Night Crew</em> treats them as a recurring professional problem that the cleaning crew handles as a matter of routine employment.</p>



<p>This tonal choice has specific design implications. It licenses the hand-drawn comic visual style — bright, friendly, accessible — that would be tonally dissonant in a grim survival horror context. It makes the roguelite repetition feel like going back to work rather than failing and retrying, which changes the emotional register of each run. And it creates the space for character personality to be comedic rather than heroic — managers with specific workplace personas, crew members with the specific energy of people doing a bizarre job for a paycheck.</p>



<p>The four-player co-op format specifically suits this tone. Four managers, each with their own crew, operating simultaneously in the same zombie-filled environment — the organizational complexity and interpersonal chaos that this produces are specifically the kind of content the workplace comedy premise generates.</p>



<h3>The Eight-Year Development Partnership</h3>



<p>Two university classmates, eight years of making games together across multiple projects and setbacks, bringing their accumulated experience into a survivors-like about zombie cleaning. This development trajectory — not a first game but a first game that reflects everything the two-person team has learned across previous work — is the specific context in which &#8220;we put in the gameplay feel, creative ideas, and appropriate amounts of zombies that we love most&#8221; reads as earned rather than promotional.</p>



<p>Eight years is enough time for a two-person team to understand what they&#8217;re good at and what they&#8217;re not, which projects the market wanted and which it didn&#8217;t, and what kind of game they should be making given all of that. <em>Undead Night Crew</em> reads as the game Dummy Dojo has been building toward rather than starting from.</p>


<div id="jgb-slideshow-6" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_5-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Undead-Night-Crew_7-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who Is This For</h3>



<p>Strong fit for: bullet heaven survivors-like players who want more organizational strategy depth than single-character builds provide; players who enjoy workplace comedy aesthetic applied to zombie mayhem; 4-player co-op groups looking for a new survivors-like with more complex team dynamics; players who want granular difficulty control through the Clause Points system; fans of the genre who find the auto-attack format too passive and want the manager/crew composition layer as active strategic engagement.</p>



<p>Cautious fit for: survivors-like players who prefer simpler character rosters over the 10 manager × 30 crew combination space; anyone who wants a release date before following the game; players who need established full-game reviews before engaging.</p>



<p>Less ideal for: players who dislike survivors-like auto-attack structure regardless of the organizational depth on top; anyone wanting single-player-only experiences; players seeking narrative depth over roguelite loop engagement.</p>



<h3>What to Watch For</h3>



<p>Q4 2026 gives Dummy Dojo time to refine the Clause Points system balance, expand the crew roster if needed, and address whatever the free demo&#8217;s 9-review sample has indicated about the current build. The 4-player co-op scaling — whether all four managers&#8217; crews create coordinated chaos or unmanageable visual noise — is the specific design challenge that will determine if the multiplayer experience matches the tonal premise.</p>



<h3>The Takeaway</h3>



<p><em>Undead Night Crew</em> is eight years of development partnership expressing itself through a survivors-like where the zombie cleaning business premise does real organizational design work — making manager selection, crew composition, and industry synergy into genuine strategic decisions rather than cosmetic choices. The Clause Points difficulty system, the 4-player co-op, and the workplace comedy register together describe a game that knows what it is and why those things belong together.</p>



<p>Q4 2026. The crew is available for contracts. The zombies are not going to clean themselves. And the manager who shows up tonight will determine whether the operation runs efficiently or hilariously.</p>



<p>Free demo available now on Steam.</p>



<hr class="wp-block-separator"/>



<h5>Undead Knight Crew <strong>Undead Night Crew)</strong> &#8216; Related Information</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Dummy Dojo</td></tr><tr><td> Publisher</td><td> Galore Interactive</td></tr><tr><td> Genre</td><td> Roguelite, Action, Survivors-style (Bullet Heaven), Strategy</td></tr><tr><td> platform</td><td> PC (Steam, Windows / Mac)</td></tr><tr><td> Release date</td><td> Q4 2026</td></tr><tr><td> price</td><td> Undecided</td></tr><tr><td> demo</td><td> Free demo available (Released October 28, 2025, 9 user reviews)</td></tr><tr><td> Reactions/Evaluations</td><td> The official version is pre-release, so there are no reviews.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4081820/Undead_Night_Crew/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33212">Undead Night Crew Preview: Two University Friends&#8217; Eight-Year Partnership Produces a Zombie Cleaning Roguelite Survivor — Q4 2026</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>SURA: Shattered Star Review: HanRyang Studio&#8217;s Batdo/Napdo Space Opera Action Game Launches Free on Liberation Day</title>
		<link>https://indiegame.com/en/archives/31622</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 14 Aug 2026 04:47:00 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=31609</guid>

					<description><![CDATA[<p>August 14 is Korea&#8217;s Liberation Day — the anniversary of the end of Japanese colonial rule in 1945. Two games chose this date for their Steam re...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/31622">SURA: Shattered Star Review: HanRyang Studio&#8217;s Batdo/Napdo Space Opera Action Game Launches Free on Liberation Day</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>August 14 is Korea&#8217;s Liberation Day — the anniversary of the end of Japanese colonial rule in 1945. Two games chose this date for their Steam release: <em>The Newspapers of the Day</em>, a colonial-era press censorship simulation that spent months documenting what that period actually felt like, and <em>SURA: Shattered Star</em>, a stylish action platformer about a retired mercenary swordsman taking revenge on a megacorporation in a cyberpunk space opera setting.</p>



<p>The two releases share a date and nothing else in terms of subject matter. But both are Jungle Game Lab productions, both are free, and both are making a specific creative statement through the date they chose to launch.</p>



<p>This coverage previewed <em>SURA: Shattered Star</em> in late July when its July 31 release date was still current. The game has now launched, and the POC it was framed as — approximately two months of Jungle Game Lab development to validate a core gameplay concept — is available for anyone to evaluate.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="SURA : Shattered Star | temporary trailer" width="788" height="443" src="https://www.youtube.com/embed/Gh19IPX9g9U?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Batdo/Napdo System in Play</h3>



<p>The core mechanic is elegant in description and demands precision in execution. Drawing the sword (batdo, 발도) while moving through enemies applies marks to each target the attack connects with. Sheathing the sword (napdo, 납도) detonates all accumulated marks simultaneously — every marked enemy takes damage at once, creating the chain kill that is the game&#8217;s primary satisfaction delivery mechanism.</p>



<p>The strategic question this creates is specifically: when do I sheath? A player who marks one enemy and immediately sheaths gets one detonation. A player who marks five enemies — moving through them, managing the timing — and then sheaths gets five simultaneous detonations with whatever chain effects the accumulated marks produce. The discipline to hold the sheath until maximum marks are accumulated is the skill the game is teaching.</p>



<p>The developer&#8217;s description of the two states captures the intended rhythm: &#8220;The moment of drawing is when the execution begins; the moment of sheathing is the preparation time for the next strike.&#8221; This is accurate as a design statement. The draw is commitment; the sheath is calculation. Between them, the player is moving through the enemy group deciding where to be when the detonation happens.</p>



<p>The aerial maneuvering extends this into three dimensions. Marks can be applied from aerial positions, and the positioning of the player during the sheath determines the spatial aftermath of the detonation — where Sura lands, what enemies are in reach for the next draw, how the field looks after the simultaneous kills. The combo chain that a skilled player builds across multiple batdo/napdo cycles is the game&#8217;s highest expression of its system.</p>



<h3>The Difficulty of the Mechanic</h3>



<p>What the preview discussion of the POC framing didn&#8217;t address as specifically as it should: the batdo/napdo system has a learning curve that the ~2-month development timeline shows around the edges. The game&#8217;s combat is satisfying when the mark accumulation and detonation are going as planned. When they&#8217;re not — when marks are applied to fewer enemies than expected, or when the sheath timing doesn&#8217;t produce the chain kill the player was setting up — the feedback about why the sequence failed is not always immediately clear.</p>



<p>This is the specific design challenge that POC projects face: the core concept can be valid while the communication of that concept in the moment-to-moment of play is still being refined. The batdo/napdo system is a valid and interesting combat mechanic. Whether each individual sequence communicates clearly why it succeeded or failed is the question that the POC&#8217;s limited development scope hasn&#8217;t fully resolved.</p>



<p>The boss fights are where this matters most. Each boss has distinct attack patterns that require reading and responding to, and the batdo/napdo system&#8217;s application to boss encounters is the tightest test of the mechanic: you need to mark the boss during windows, position for the detonation, and manage the boss&#8217;s response patterns simultaneously. This is a genuinely demanding combination that will sort players who have internalized the system from those still learning it.</p>



<h3>The Space Opera Noir Setting</h3>



<p>The narrative frame — retired mercenary swordsman Sura, everything lost to a megacorporation, giant orbital station, forbidden experiments hidden in research facilities — is cyberpunk noir executed in pixel art. The SF and noir visual combination produces the specific aesthetic of a world where grim institutional corruption and physical danger coexist with the specific beauty of space-lit orbital architecture.</p>



<p>The enemies who populate the station — ninjas, pirates, criminal organizations alongside the corporate security forces — give the world tonal variety that pure corporate dystopia sometimes lacks. A megacorporation that employs ninja proxies alongside standard security forces is a megacorporation that&#8217;s been around long enough to contract out to whoever gets results, which is exactly the institutional cynicism the setting is depicting.</p>



<p>The narrative investigation structure — moving through research facilities, industrial zones, and military areas toward the truth the corporation has been concealing — provides directional purpose for the action without requiring extensive cutscene time to establish. The pixel art visual register communicates the SF noir atmosphere efficiently, which is appropriate for a POC whose priority is demonstrating the combat system rather than telling a complete story.</p>



<h3>The Jungle Game Lab July-August Cluster</h3>



<p><em>SURA: Shattered Star</em> completes the Jungle Game Lab Cohort 5 cluster that has released across July and August: <em>No Results Found</em> (internet cult investigation), <em>ON&amp;OFF</em> (circuit-design deckbuilding), <em>A.D.D.</em> (Backrooms bureaucracy), <em>Wave of Signatures: Blue Sign</em> (maritime insurance underwriting), <em>UNLOAD</em> (bullets-as-health boss rush), <em>Dear Magical Girls</em> (magical girl burnout barrier defense), and now <em>SURA</em>.</p>



<p>Each of these games identified a specific design premise and built a focused proof of concept around it. <em>SURA</em>&#8216;s premise — a sword combat system organized around the draw-mark-sheath detonation cycle — is among the most mechanically specific of the group. The game is asking a single design question: does the batdo/napdo mark system create satisfying stylish action? The development team wants the answer from players who try it.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: stylish action game enthusiasts who want a Korean-developed sword combat system built around the iaijutsu draw-and-sheath concept; players who enjoy the satisfaction of chain kills executed through proper mark accumulation; SF noir aesthetic fans who want the visual register in a 2D pixel art platformer; Jungle Game Lab followers completing the cohort; Liberation Day players looking for something distinctly Korean that isn&#8217;t about the colonial period specifically.</p>



<p>Cautious fit for: players who want a complete narrative alongside the combat system rather than POC-level story context; anyone who finds the mark accumulation system&#8217;s communication of failure unclear and needs better feedback to understand what went wrong; players who want the game&#8217;s systems fully polished before engaging.</p>



<p>Less ideal for: players who dislike side-scrolling action; anyone wanting cooperative options; players seeking the level of content scope that a full commercial release provides rather than a POC.</p>



<h3>The Takeaway</h3>



<p><em>SURA: Shattered Star</em> is HanRyang Studio&#8217;s proof of concept for a combat mechanic that is genuinely interesting: the batdo/napdo mark system where drawing applies and sheathing detonates, where the timing of the sheath and the positioning during the draw combine to create chain kills that reward spatial planning and combat discipline. The ~2-month development scope shows in the rougher edges of moment-to-moment feedback, but the core concept is valid and the best sequences — when mark accumulation and detonation go exactly as intended — produce the stylish action satisfaction the studio is building toward.</p>



<p>Free on Steam, five-language support, Liberation Day launch alongside <em>The Newspapers of the Day</em>. Two very different games, one shared date.</p>



<p>The sword is drawn. The marks are on the enemies. The corporation that took everything is ahead. And when the sheath completes, the question this project was built to answer gets its first real player responses.</p>



<hr class="wp-block-separator"/>



<h5><strong>&#8216;</strong> Information regarding &#8216;SURA: <strong>Shattered</strong> <strong>Star&#8217;</strong></h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> HanRyang Studio (South Korea)</td></tr><tr><td> Publisher</td><td> Jungle Game Lab (Krafton Jungle Program)</td></tr><tr><td> Genre</td><td> 2D Side-scrolling Action Platformer / Space Opera</td></tr><tr><td> Release platform</td><td> PC (Steam, Windows)</td></tr><tr><td> Release date</td><td> July 31, 2026</td></tr><tr><td> price</td><td> Free to Play</td></tr><tr><td> Supported languages</td><td> Korean, English, Japanese, Simplified/Traditional Chinese (5 languages)</td></tr><tr><td> core system</td><td> Draw/sheath-based combat, Mark accumulation/simultaneous activation, consecutive kills, aerial maneuvers</td></tr><tr><td> Project nature</td><td> Krafton Jungle Game Lab Final Project (POC) developed over approximately 2 months</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4914580/SURA_Shattered_Star/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/31622">SURA: Shattered Star Review: HanRyang Studio&#8217;s Batdo/Napdo Space Opera Action Game Launches Free on Liberation Day</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Dream Mercenary Corps Launch: Korean Solo Developer&#8217;s Job-Switching Roguelite RPG Arrives on Google Play</title>
		<link>https://indiegame.com/en/archives/33153</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 05:02:03 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33139</guid>

					<description><![CDATA[<p>NewClassic, a one-person indie studio based in Gimpo-si, Gyeonggi-do, has released its first mobile game Dream Mercenary Corps, on Google Play. The ro...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33153">Dream Mercenary Corps Launch: Korean Solo Developer&#8217;s Job-Switching Roguelite RPG Arrives on Google Play</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>NewClassic, a one-person indie studio based in Gimpo-si, Gyeonggi-do, has released its first mobile game <em>Dream Mercenary Corps</em>, on Google Play. The roguelite RPG organizes its strategy around a core mechanic that distinguishes it from the genre&#8217;s typical upgrade-accumulation approach: job switching mid-combat as an active tactical response to changing battlefield conditions.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="인트로 포함 영상 #꿈의 용병단 #인디크래프트 #로그라이크게임 #용병 #스토리 #게임 #rpg #roguelike #mercenary #storydriven #games" width="788" height="443" src="https://www.youtube.com/embed/GiZMombcgNs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Job-Switching System</h3>



<p>Most mobile RPGs define a character&#8217;s role at creation and scale that role&#8217;s numbers through progression. <em>Dream Mercenary Corps</em> allows players to change a mercenary&#8217;s job freely during play, with each switch providing new stat bonuses appropriate to the new job&#8217;s role. The decision of which job to apply in a given combat situation is the game&#8217;s primary tactical question.</p>



<p>The level-up weighting system adds a long-term dimension to this short-term flexibility. The longer a mercenary maintains a specific job, the more that job&#8217;s associated stats develop during level-ups — creating gradual specialization that emerges from play patterns rather than upfront selection. A player who consistently switches to tank jobs during difficult encounters will naturally develop stronger defensive stats over time, even without explicitly choosing a &#8220;defense build.&#8221;</p>



<p>The combination creates two simultaneous strategic layers: the immediate decision of which job to run in the current fight, and the accumulated decision of which job to favor long enough that it shapes the character&#8217;s development direction. Neither decision is permanent — the next fight can go differently — but the long-term weighting means repeated choices compound into character identity.</p>


<div id="jgb-slideshow-7" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_1-1024x577.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_2-1024x512.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_3-1024x577.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_4-1024x578.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Roguelite Structure</h3>



<p>Procedurally generated maps with random enemy encounters create the run-to-run variety. Permadeath ensures each run is a fresh mercenary corps with a fresh set of decisions about which jobs to develop and how to respond to the specific combination of enemies that this particular map produces. There is no carry-forward other than the player&#8217;s accumulated understanding of how the job-switching and weighting systems interact.</p>



<p>This is the correct structure for a mobile game built around a skill-expression mechanic. Mobile roguelites that carry forward powerful equipment or permanent stat gains reduce the strategic weight of each run; one where every run starts equal makes the player&#8217;s tactical judgment the only differentiating factor.</p>


<div id="jgb-slideshow-8" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_5-1024x513.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_6-1024x571.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_7-1024x572.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Dream-Mercenary-Corps_8-1024x572.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Launch Context</h3>



<p><em>Dream Mercenary Corps</em> is at the very beginning of its market life — fewer than 50 downloads, no user reviews established, no rating data available. This is a genuine first commercial release from a solo developer, and the metrics for what it becomes will accumulate over weeks and months rather than being visible at launch.</p>



<p>The ad-supported free model removes the download barrier for players curious about the job-switching premise. Whether the game&#8217;s systems create enough engagement to sustain a player community through word-of-mouth will be the primary question over its first months of service.</p>



<hr class="wp-block-separator"/>



<h5>Information regarding &#8216;Dream Mercenary Corps&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> New Classic (Solo Developed)</td></tr><tr><td> Publisher</td><td> New Classic (In-house service)</td></tr><tr><td> Genre</td><td> Roguelike, RPG, Strategy</td></tr><tr><td> platform</td><td> Mobile (Google Play · Android)</td></tr><tr><td> Service Status</td><td> Now available on Google Play Services (Latest update as of August 12, 2026)</td></tr><tr><td> price</td><td> Free (in-app ads included)</td></tr><tr><td> Age rating</td><td> Rated 7 (Mild violence)</td></tr><tr><td> Reactions/Evaluations</td><td> User reviews and ratings unavailable due to early service stage (less than 50 downloads)</td></tr><tr><td> Google Play</td><td> <a href="https://play.google.com/store/apps/details?id=com.newclassic.timetraveler" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33153">Dream Mercenary Corps Launch: Korean Solo Developer&#8217;s Job-Switching Roguelite RPG Arrives on Google Play</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Cat Butler: Idle Shooter RPG Launch Update: Lunosoft&#8217;s Mobile Hybrid Releases on Google Play and ONE Store — &#8220;Ikmyeong-i&#8221; Character Collaboration at Launch</title>
		<link>https://indiegame.com/en/archives/33136</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 03:50:02 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33126</guid>

					<description><![CDATA[<p>Cat Butler: Idle Shooter RPG from developers SUPER KEEDLE and HEYKEY STUDIO, published by Lunosoft (CEO Kim Bok-nam), has officially launched on Googl...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33136">Cat Butler: Idle Shooter RPG Launch Update: Lunosoft&#8217;s Mobile Hybrid Releases on Google Play and ONE Store — &#8220;Ikmyeong-i&#8221; Character Collaboration at Launch</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p><em>Cat Butler: Idle Shooter RPG</em> from developers SUPER KEEDLE and HEYKEY STUDIO, published by Lunosoft (CEO Kim Bok-nam), has officially launched on Google Play and ONE Store on August 13. Samsung Galaxy Store availability completes the three-platform release for the mobile hybrid that secured pre-registration featured placement across all three Korean Android markets simultaneously — a sweep this coverage noted in both the July preview and the Galaxy Store addition update.</p>



<p>Lunosoft marks 20 years of operation as a mobile-to-PC publisher this year. Game Business PM Baek Cheol-min described the launch&#8217;s significance: &#8220;Cat Butler was a meaningful project where we confirmed the high expectations of global users through platform-featured selections from the pre-registration stage. Starting with stable Korean service, we will expand the service area to the entire world going forward.&#8221;</p>



<p><strong><a href="https://indiegame.com/archives/32642" target="_blank" rel="noreferrer noopener">[Related Article: Shooting Idle RPG &#8216;Cat Wizard&#8217; Sweeps Featured Pre-registrations on Top 3 App Markets]</a></strong><br><strong><a href="https://indiegame.com/archives/30833" target="_blank" rel="noreferrer noopener">[Related Article: Adding the &#8216;feel&#8217; of shooting to idle games&#8230; &#8216;Cat Wizard&#8217; begins pre-registration]</a></strong></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="[lunosoft]Cat Butler: Idle Shooter RPG" width="788" height="443" src="https://www.youtube.com/embed/tUCIl_xmWWU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Game at Launch</h3>



<p>The premise remains the premise: a house cat teams up with their rat master to rescue the cat&#8217;s beloved butler (and the &#8220;Daily Churu Guarantee&#8221;) from alien spider forces. One-handed joystick control, auto-attack idle progression for standard play, and bullet hell boss pattern encounters for active challenge — the hybrid design that separates the idle RPG audience from the shooting game audience while serving both.</p>



<p>New content confirmed at launch:</p>



<figure class="wp-block-gallery columns-3 is-cropped"><ul class="blocks-gallery-grid"><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1-576x1024.webp" alt="" data-id="30834" data-full-url="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1.webp" data-link="https://indiegame.com/archives/30833/cat-butter_1" class="wp-image-30834" srcset="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1-576x1024.webp 576w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1-169x300.webp 169w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1-768x1365.webp 768w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1-150x267.webp 150w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1-450x800.webp 450w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_1.webp 810w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2-576x1024.webp" alt="" data-id="30835" data-full-url="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2.webp" data-link="https://indiegame.com/archives/30833/cat-butter_2" class="wp-image-30835" srcset="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2-576x1024.webp 576w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2-169x300.webp 169w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2-768x1365.webp 768w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2-150x267.webp 150w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2-450x800.webp 450w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_2.webp 810w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3-576x1024.webp" alt="" data-id="30836" data-full-url="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3.webp" data-link="https://indiegame.com/archives/30833/cat-butter_3" class="wp-image-30836" srcset="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3-576x1024.webp 576w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3-169x300.webp 169w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3-768x1365.webp 768w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3-150x267.webp 150w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3-450x800.webp 450w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_3.webp 810w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li></ul></figure>



<p><strong>The &#8220;Ikmyeong-i&#8221; collaboration</strong> brings the popular Korean character trio — Ikmyeong-i, Ggekkug-i, and Oljaeng-i from the &#8220;Ikkuk-jjaeng&#8221; character group — into the game as playable characters, companions, and themed content. The collaboration represents the IP partnership pathway that Lunosoft&#8217;s 20 years of experience in Korean mobile game publishing specifically enables.</p>



<p><strong>Special dungeons</strong> confirmed at launch: Bounty Hunt (현상금 사냥), Golden Wing Tournament (골든윙 대회), and Random Battle (마구마구 전투), each with distinct reward structures for repeated engagement.</p>



<p><strong>Offline event</strong>: A character pop-up store runs at Shinsegae Centum City in Busan from August 21 for two weeks, with collaboration commemorative reward coupons for attendees connecting the in-store and in-game experiences.</p>



<figure class="wp-block-gallery columns-3 is-cropped"><ul class="blocks-gallery-grid"><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4-576x1024.webp" alt="" data-id="30837" data-full-url="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4.webp" data-link="https://indiegame.com/archives/30833/cat-butter_4" class="wp-image-30837" srcset="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4-576x1024.webp 576w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4-169x300.webp 169w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4-768x1365.webp 768w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4-150x267.webp 150w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4-450x800.webp 450w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_4.webp 810w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5-576x1024.webp" alt="" data-id="30838" data-full-url="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5.webp" data-link="https://indiegame.com/archives/30833/cat-butter_5" class="wp-image-30838" srcset="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5-576x1024.webp 576w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5-169x300.webp 169w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5-768x1365.webp 768w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5-150x267.webp 150w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5-450x800.webp 450w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_5.webp 810w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7-576x1024.webp" alt="" data-id="30839" data-full-url="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7.webp" data-link="https://indiegame.com/archives/30833/cat-butter_7" class="wp-image-30839" srcset="https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7-576x1024.webp 576w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7-169x300.webp 169w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7-768x1365.webp 768w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7-150x267.webp 150w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7-450x800.webp 450w, https://indiegame.com/wp-content/uploads/2026/07/Cat-Butter_7.webp 810w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li></ul></figure>



<h3>The Pre-Registration Conversion</h3>



<p>The triple-platform pre-registration featured sweep — Google Play Global, ONE Store PLUS, and Samsung Galaxy Store — was an indication of platform editorial confidence before a single review existed. Whether that confidence converts to actual player retention and positive reviews is what the post-launch period will determine. Lunosoft has noted that the stable Korean service launch is the foundation before global expansion — the sequenced rollout strategy that allows operational refinement before the full international push.</p>



<hr class="wp-block-separator"/>



<h5><strong>Information regarding &#8216;Cat Wizard&#8217;</strong></h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer / Publisher</td><td> Runosoft (CEO Kim Bok-nam)</td></tr><tr><td> Genre</td><td> Shooting Idle RPG</td></tr><tr><td> platform</td><td> Mobile (Android – Google Play, ONE Store, Galaxy Store)</td></tr><tr><td> Current stage</td><td> Pre-orders in progress</td></tr><tr><td> Key Achievements</td><td> Simultaneously selected for pre-order featured on Google Play, ONE Store PLUS, and Galaxy Store</td></tr><tr><td> Official Naver Lounge</td><td> <a href="https://game.naver.com/lounge/magician_cat_idle/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr><tr><td> Google Store</td><td> <a href="https://play.google.com/store/apps/details?id=com.lunosoft.catidle" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr><tr><td> One Store</td><td> <a href="https://onesto.re/0001006684" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr><tr><td> Galaxy Store</td><td> <a href="https://galaxystore.samsung.com/preorder/000009164823" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="1024" src="https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1-1024x1024.jpg" alt="" class="wp-image-33132" srcset="https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1-1024x1024.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1-300x300.jpg 300w, https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1-150x150.jpg 150w, https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1-768x768.jpg 768w, https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1-450x450.jpg 450w, https://indiegame.com/wp-content/uploads/2026/08/1080X1080-1.jpg 1080w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33136">Cat Butler: Idle Shooter RPG Launch Update: Lunosoft&#8217;s Mobile Hybrid Releases on Google Play and ONE Store — &#8220;Ikmyeong-i&#8221; Character Collaboration at Launch</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>MONOWAVE Preview: Studio BBB&#8217;s Emotion-as-Ability Puzzle Adventure Sets September 17 Release — Gamescom 2026 Showcase Ahead</title>
		<link>https://indiegame.com/en/archives/33127</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 03:21:53 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33115</guid>

					<description><![CDATA[<p>A newly born guardian spirit of emotions named Mono must gather the powers of happiness, sadness, anger, and anxiety to restore balance to a world tha...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33127">MONOWAVE Preview: Studio BBB&#8217;s Emotion-as-Ability Puzzle Adventure Sets September 17 Release — Gamescom 2026 Showcase Ahead</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>A newly born guardian spirit of emotions named Mono must gather the powers of happiness, sadness, anger, and anxiety to restore balance to a world that has come apart at the seams. Each emotion is not just a narrative state but a physical ability. Each world the player explores shifts in appearance and puzzle logic based on which emotion currently governs it.</p>



<p>Studio BBB has set September 17 as the release date for <em>MONOWAVE</em> across PC (Steam) and Nintendo Switch, with PS5 and Xbox Series X|S versions to follow within 2026. The announcement comes alongside a new trailer and ahead of the game&#8217;s Gamescom 2026 appearance in the Korea Indie Game Showcase.</p>



<p><strong><a href="https://indiegame.com/archives/23737" target="_blank" rel="noreferrer noopener">[Related Article: K-Indie &#8216;Studio BB&#8217; Announces Global Co-publishing with Japan&#8217;s Phoenix for &#8216;Monowave&#8217;]</a></strong><br><strong><a href="https://indiegame.com/archives/16719" target="_blank" rel="noreferrer noopener">[Related Article: Gyeonggi Game Audition Winner &#8216;Monowave&#8217; Launches Tumblbug Funding]</a></strong><br><strong><a href="https://indiegame.com/archives/16063" target="_blank" rel="noreferrer noopener">[Related Article: Monowave Wins Taipei Game Show Indie Game Award 2025]</a></strong></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="모노웨이브(MONOWAVE) - 출시일 발표 공식 트레일러" width="788" height="443" src="https://www.youtube.com/embed/eLTKvEqYErA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Emotion Mechanic</h3>



<p>The four emotions aren&#8217;t interchangeable — they create genuinely different physical capabilities that make different kinds of traversal and puzzle-solving possible.</p>



<p>Happiness makes Mono jump higher — the physical expression of elation as elevation, of feeling lifted. Sadness melts the body, allowing passage through narrow gaps — the emotional softening rendered as physical permeability. Anger enables wall-kicking for vertical ascent — force directed outward, channeled into propulsion. Anxiety heightens perception, revealing hidden dangers — the hypervigilance of anxious awareness becoming a literal detection ability.</p>



<p>Each emotion is the game asking: what would this feeling actually do to a body if it became a physical force? The answers are intuitive precisely because they&#8217;re grounded in how emotions actually feel. Happiness lifts. Sadness dissolves. Anger pushes. Anxiety sees what others miss.</p>



<p>The puzzle design consequence is that each obstacle environment requires the player to identify which emotional state makes navigation possible — not through trial and error alone, but through recognizing the metaphorical relationship between the obstacle&#8217;s quality and the emotion that addresses it. A narrow gap is a sad problem. A wall to be climbed through kicks is an anger problem. The puzzle logic and the emotional logic are the same logic.</p>



<h3>The Song-Sharing System</h3>



<p>Emotion as ability is the first layer. The song mechanic adds a second: Mono can share emotions with surrounding spirits through song, and the spirits respond to what they receive.</p>



<p>A spirit given fire through emotional sharing can melt ice. A spirit given strength can launch Mono to higher ground. The specific capabilities each spirit expresses depend on what emotion Mono has shared — which means the song mechanic creates cooperative problem-solving between Mono and the world&#8217;s spirits rather than direct player action alone.</p>



<p>This is thematically coherent with the game&#8217;s premise. <em>MONOWAVE</em>&#8216;s world has lost its emotional balance — spirits are confused, disconnected, unable to act in their natural ways. Sharing emotions through song isn&#8217;t just a game mechanic; it&#8217;s the restorative act that the game&#8217;s entire premise is built around. The puzzle solutions and the narrative therapy are the same action.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-1024x576.jpeg" alt="" class="wp-image-33119" srcset="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-1024x576.jpeg 1024w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-1536x864.jpeg 1536w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-450x253.jpeg 450w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1-1200x675.jpeg 1200w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_1.jpeg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>The Four Worlds</h3>



<p>Four worlds, each governed by one of the four emotions, each with different visual aesthetics and different puzzle rules. The free demo&#8217;s first world — &#8220;The Scrambled Jungle,&#8221; dominated by anxiety — introduces the core mechanics including the anxiety ability&#8217;s hidden-danger detection and the first boss encounter.</p>



<p>The visual design across worlds is described as scratch-art linework with neon colors — a specific aesthetic combination that implies fine etched lines against dark backgrounds illuminated by vibrant color. The anxiety world&#8217;s visual register presumably differs from the happiness world&#8217;s in ways that reinforce the emotional character of each space. The soundtrack, composed specifically for each emotional world, extends this differentiation into audio.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-1024x576.jpeg" alt="" class="wp-image-33120" srcset="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-1024x576.jpeg 1024w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-1536x864.jpeg 1536w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-450x253.jpeg 450w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2-1200x675.jpeg 1200w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_2.jpeg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>The Development Journey</h3>



<p>Studio BBB Director Im Gwon-yeong&#8217;s statement at the release date announcement is worth quoting in spirit: &#8220;MONOWAVE started as a small project during my student days. Over more than three years, the team has constantly discussed and refined it. Having finally reached an announcement of our release date, I feel profound emotion.&#8221;</p>



<p>The 2025 Gyeonggi Game Audition win — this coverage noted the program&#8217;s 21-year track record and its alumni including <em>Sanabi</em> and <em>Devils Within: Dagger</em> — provides the ₩50 million prize that funded the path from student project to commercial release. The award recognition from Gamescom and Taipei Game Show confirms the design ambition was recognized by festival juries across different markets before the game reaches players. The Phoenixx Japan co-publishing partnership extends the game&#8217;s distribution into the Japanese market with a publisher that has specifically built a catalog of indie games.</p>



<p><em>MONOWAVE</em> represents the specific K-indie development trajectory that this coverage has tracked: a student project developed over years with genuine creative ambition, finding institutional support (Gyeonggi Game Audition), industry recognition (awards and festival selections), and publishing infrastructure (Phoenixx), arriving at commercial launch with the emotional arc of something that was worth waiting for.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-1024x576.jpeg" alt="" class="wp-image-33121" srcset="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-1024x576.jpeg 1024w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-1536x864.jpeg 1536w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-450x253.jpeg 450w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3-1200x675.jpeg 1200w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_3.jpeg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>What to Watch For</h3>



<p>The Chapter 1 demo&#8217;s one-hour anxiety-world experience is the current evaluation opportunity. Whether the emotion-ability system creates the intuitive metaphorical clarity the design implies — whether players understand why sadness solves the narrow-gap problem rather than needing to learn it as arbitrary game logic — is the core question the demo answers.</p>



<p>The full game&#8217;s four-world variety, and whether each world&#8217;s emotional register creates distinct enough puzzle vocabularies to feel like genuinely different experiences rather than variations on shared mechanics, will be the primary evaluation at the September 17 release.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-1024x576.jpeg" alt="" class="wp-image-33122" srcset="https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-1024x576.jpeg 1024w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-1536x864.jpeg 1536w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-450x253.jpeg 450w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4-1200x675.jpeg 1200w, https://indiegame.com/wp-content/uploads/2026/08/MONOWAVE_4.jpeg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>The Takeaway</h3>



<p><em>MONOWAVE</em> arrives September 17 as the completion of Studio BBB&#8217;s three-year development journey — a K-indie puzzle adventure that treats emotion not as a narrative theme but as a physical game mechanic, where happiness, sadness, anger, and anxiety each do specific things to a body navigating a world that needs its balance restored. The award recognitions, the Phoenixx Japan partnership, and the Gamescom 2026 showcase together mark a debut that has earned significant institutional endorsement before its first commercial day.</p>



<p>September 17 on Steam and Nintendo Switch. The free Chapter 1 demo is already available. The jungle is scrambled, anxiety is the operating emotion, and Mono is learning what it can see that others can&#8217;t.</p>



<figure class="wp-block-table"><table><tbody><tr><td><strong>Official website</strong></td><td> <a href="https://studiobbb.games/" target="_blank" rel="noreferrer noopener">https://studiobbb.games</a></td></tr><tr><td> <strong>Steam Store Page</strong></td><td> <a href="https://s.team/a/2680440" target="_blank" rel="noreferrer noopener">https://s.team/a/2680440</a></td></tr><tr><td> <strong>Official SNS</strong></td><td> <a href="https://www.instagram.com/monowave.bbb/" target="_blank" rel="noreferrer noopener">https://www.instagram.com/monowave.bbb/</a> <a href="https://x.com/studiobbb_" target="_blank" rel="noreferrer noopener">https://x.com/studiobbb_</a></td></tr><tr><td> <strong>Official YouTube</strong></td><td> <a href="https://www.youtube.com/@studiobbb/" target="_blank" rel="noreferrer noopener">https://www.youtube.com/@studiobbb/</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33127">MONOWAVE Preview: Studio BBB&#8217;s Emotion-as-Ability Puzzle Adventure Sets September 17 Release — Gamescom 2026 Showcase Ahead</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Infinity: HexaDome Tactics Preview: Montreal Studio&#8217;s Miniature Wargame Tabletop IP Makes Its PC Debut September 10 — Final Playtest Open Through August 18</title>
		<link>https://indiegame.com/en/archives/33116</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 02:09:20 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33101</guid>

					<description><![CDATA[<p>Corvus Belli&#8217;s Infinity tabletop miniature wargame has been a fixture of the competitive miniature gaming community for over two decades — a Spa...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33116">Infinity: HexaDome Tactics Preview: Montreal Studio&#8217;s Miniature Wargame Tabletop IP Makes Its PC Debut September 10 — Final Playtest Open Through August 18</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Corvus Belli&#8217;s <em>Infinity</em> tabletop miniature wargame has been a fixture of the competitive miniature gaming community for over two decades — a Spanish company&#8217;s science fiction game whose factions, lore, and character roster have accumulated substantial depth across years of physical releases. <em>Infinity: HexaDome Tactics</em> from Montreal&#8217;s Blindspot Games is the first PC game adaptation of this IP, and the September 10 release date is now confirmed, with the final public playtest running through August 18.</p>



<p>The HexaDome concept comes specifically from <em>Aristeia!</em> — Corvus Belli&#8217;s arena-combat spin-off board game set within the <em>Infinity</em> universe — framed as &#8220;the most brutal sports spectacle of the future.&#8221; Champions fight in a hexagonal arena grid before crowds of spectators, with victory conditions more complex than simple elimination.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Infinity: HexaDome Tactics - Pre-release Playtest &amp; New Map | Official Trailer" width="788" height="443" src="https://www.youtube.com/embed/MYRS7TxD1hY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Non-Elimination Victory Condition</h3>



<p>The most immediately distinctive design element is the explicit statement that killing all opponents doesn&#8217;t win the match. Victory in HexaDome Tactics comes from controlling key zones on the hexagonal grid, completing objectives set by match sponsors, and managing crowd interaction — a multivector scoring system that prevents pure attrition tactics from dominating.</p>



<p>This is a meaningful design commitment for a tactics game. Most tactical games allow elimination-focused strategies as a dominant or at least viable path — simply removing opponents from the board addresses most problems. HexaDome Tactics instead demands ongoing zone control and objective awareness even when the combat is going well. A team winning all the fights but ignoring the scoring zones can lose to a team that fights selectively and prioritizes objectives.</p>



<p>The sponsor objectives and crowd interaction add dynamic elements that shift throughout a match. Sponsors present sub-objectives mid-game whose completion yields additional resources, including tactical cards that can alter the flow of encounters. Crowd engagement operates as an additional resource layer — how the battle looks to spectators, not just how it goes mechanically, generates value. This framing is thematically coherent with the HexaDome&#8217;s &#8220;future brutal sports spectacle&#8221; concept: the crowd isn&#8217;t background dressing; they&#8217;re participants whose reactions matter.</p>



<h3>The Hexagonal Grid and Champion Design</h3>



<p>The hexagonal grid is the foundation that makes the tactical vocabulary work. Hexagonal grids create six directional adjacencies rather than four (or eight in square grid diagonal systems), which changes flanking geometry, cover angle calculations, and movement path optimization. Tactics games built on hexagonal grids tend toward natural chess-like positional thinking where the geometry itself creates tactical problems.</p>



<p>Positioning, cover, traps, surveillance, attacks, and tactical cards are described as the combination elements that create decisive moment selection — finding the optimal action sequence at critical moments. This is the competitive tactics game&#8217;s core skill expression: reading the board state and identifying which combination of available actions produces the most favorable position.</p>



<p>The full release&#8217;s 12 champions across two confirmed factions (PanOceania and Haqqislam represent two of <em>Infinity</em>&#8216;s main powers) provide the roster depth that competitive tactics games need for sustained play. Eight champions are available in the playtest — enough to evaluate whether the kit differentiation is meaningful rather than cosmetic.</p>


<div id="jgb-slideshow-9" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_2-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_3-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Tabletop IP Translation</h3>



<p>Converting a tabletop miniature wargame to PC is a specific design challenge that differs from adapting board games or card games. Miniature wargames derive substantial gameplay depth from physical measurement, model placement precision, and the tactile reality of moving metal or plastic figures across terrain. Translating this to digital requires preserving the strategic intent while replacing the physical execution with interface systems that feel satisfying in their own right.</p>



<p>The <em>Infinity</em> universe itself provides deep faction identity, champion personality, and world-building lore that digital adaptations can leverage more effectively than from-scratch IP development. Players already familiar with the tabletop have character investment before the first PC match. Players new to the universe encounter a science fiction world with 20+ years of accumulated detail.</p>



<p>The community response noted in the Korean source article — mixed opinions about character design direction — reflects a dynamic common in tabletop-to-digital adaptations: the tabletop community has specific expectations about how beloved miniature models should look when rendered digitally, and these expectations create reactions when the execution differs from mental images built around physical models.</p>



<h3>The Blindspot Games Studio</h3>



<p>Fifteen industry veterans forming a studio specifically to maintain the creative organic environment where &#8220;all members can directly influence the final result&#8221; is the founding narrative that explains both the studio&#8217;s ambition (they chose a 20-year-old tabletop IP as their first project) and their production approach (small enough that individual influence is possible, experienced enough that the project&#8217;s complexity is manageable).</p>



<p>The December demo, the earlier private creator/community tests, and now this final public playtest represent a development process that has been systematically validating systems before the September 10 commitment.</p>


<div id="jgb-slideshow-10" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_4-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_5-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_6-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who Is This For</h3>



<p>Strong fit for: <em>Infinity</em> tabletop miniature wargame players who want the universe&#8217;s tactical depth in a digital format; competitive turn-based tactics enthusiasts who want the 1v1 arena format with multi-vector victory conditions; players who specifically want tactical games where zone control and objective play matter as much as elimination; Korean-language players who want the localization confirmed at launch.</p>



<p>Cautious fit for: players who prefer elimination-focused tactics over objective-based scoring; anyone who has opinions about the character design and wants to evaluate the playtest before September 10; players who need established user review scores before purchasing.</p>



<p>Less ideal for: players who dislike turn-based tactics regardless of IP; anyone wanting cooperative or team multiplayer beyond the 1v1 format; players seeking narrative-first experiences over competitive systems.</p>



<h3>What to Watch For</h3>



<p>The final playtest through August 18 is the last community input opportunity before the September 10 launch. The Haqqislam arena&#8217;s 7-zone configuration — compared to the Training Arena&#8217;s 3-zone format — provides the first look at the game&#8217;s larger, more strategically complex map design. Whether the 7-zone layout creates meaningfully different tactical problems or primarily extends the same tactical vocabulary across more territory will be the arena design evaluation.</p>



<p>The community reception to the character design concerns will also be monitored — if the mixed reactions reflect a subset of tabletop community purists rather than a broad player sentiment, the design direction has navigated the adaptation challenge adequately.</p>



<h3>The Takeaway</h3>



<p><em>Infinity: HexaDome Tactics</em> is the first PC adaptation of a tabletop IP with 20+ years of competitive miniature gaming history, developed by a 15-person Montreal studio and releasing on September 10. The non-elimination victory condition, the sponsor objective, the crowd interaction systems, and the hexagonal arena grid create a competitive tactics game with layered scoring rather than a pure elimination focus. The final playtest through August 18 is the last opportunity to evaluate the current build before the full release.</p>



<p>Champions are already in the arena. The sponsors have set their objectives. The crowd is watching. And in a tactics game where killing everyone doesn&#8217;t automatically win, the players who understand what the score actually requires will find their advantage there.</p>



<p>September 10 on Steam. Playtest open through August 18.</p>


<div id="jgb-slideshow-11" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_7-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Infinity_9-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<hr class="wp-block-separator"/>



<h6>Information regarding &#8216;Infinity: HexaDome Tactics&#8217;</h6>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Blindspot Games</td></tr><tr><td> Publisher</td><td> Blindspot Games (Polden Publishing mentioned in some press releases)</td></tr><tr><td> Genre</td><td> Turn-Based Strategy / Turn-Based Tactics</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> September 10, 2026</td></tr><tr><td> Playtest period</td><td> August 11 – 18, 2026</td></tr><tr><td> language</td><td> Supports Korean subtitles and interface (audio supported only in English and French), a total of 12 languages</td></tr><tr><td> Reactions/Evaluations</td><td> No Steam user reviews as it is pre-official release</td></tr><tr><td> IP based on</td><td> Corvus Belli &#8216;Infinity&#8217; / &#8216;Aristeia!&#8217; Tabletop Game</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/1498550/Infinity_HexaDome_Tactics/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33116">Infinity: HexaDome Tactics Preview: Montreal Studio&#8217;s Miniature Wargame Tabletop IP Makes Its PC Debut September 10 — Final Playtest Open Through August 18</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>The Money Man Demo Update: Fenyx Digital&#8217;s Dystopian Counterfeit Detection Game Is Now Playable — Five Days Before the Main Story Begins</title>
		<link>https://indiegame.com/en/archives/33079</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 04:35:04 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33073</guid>

					<description><![CDATA[<p>This coverage previewed The Money Man in July, examining Fenyx Digital&#8217;s Papers, Please-lineage design in detail — the dystopian New York where ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33079">The Money Man Demo Update: Fenyx Digital&#8217;s Dystopian Counterfeit Detection Game Is Now Playable — Five Days Before the Main Story Begins</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>This coverage previewed <em>The Money Man</em> in July, examining Fenyx Digital&#8217;s <em>Papers, Please</em>-lineage design in detail — the dystopian New York where the wealthy fled to Mars a century ago, the speakeasy counterfeit detection mechanic with scanners and UV lights, the 31-day timeline, the 9-ending branching structure, and the Mars currency that arrives on day 11 to upend the authentication workflow.</p>



<p>The August demo is now live on Steam, and it delivers precisely the prequel story format Fenyx Digital described: five days set before the main game begins, introducing the world, the tools, and the moral stakes through three specific characters whose situations force the player into the game&#8217;s central ethical tension from the first shift.</p>



<p><strong><a href="https://indiegame.com/archives/31911" target="_blank" rel="noreferrer noopener">[Related Article: Counterfeit money detection determines survival… Dystopian noir &#8216;The Money Man&#8217; unveiled]</a></strong></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="The Money Man - Official Demo Trailer" width="788" height="443" src="https://www.youtube.com/embed/aDhcoy3CgWk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>What the Demo Contains</h3>



<p>The five days of demo content introduce the counterfeit detection tools — scanners, UV light panels, reference ledgers for serial number and portrait verification — through encounters with three characters: an orphaned boy, a waitress, and an unidentified stranger. Each has a specific, pressing reason why they need the player to overlook the fake bills in their possession.</p>



<p>The moral structure is immediate and unsparing. Accepting forged currency means the loss is deducted from the player&#8217;s wages — which affects the debt repayment timeline that the main game&#8217;s 31 days are organized around. Help all three and the financial consequences compound. Help none, and the debt payments remain on track while three people&#8217;s situations remain unresolved. The game makes the trade-off explicit: &#8220;It is impossible to help all three while also protecting your own life.&#8221;</p>



<p>This is the demo&#8217;s achievement. It doesn&#8217;t ease the player into the ethical pressure — it places them there on day one and allows no comfortable path through. The five days are five days of specific people making specific requests that have specific consequences either way. The demo is doing the thing the full game promises to do.</p>



<h3>The Mars Currency Escalation</h3>



<p>The July preview specifically identified the Mars currency arriving on day 11 as the game&#8217;s <em>Papers, Please</em>-style mid-game rule escalation — new currency from a civilization that has been isolated for a century, with unknown security features and unknown counterfeiting vulnerabilities. The demo doesn&#8217;t reach this point (five pre-story days rather than the main game&#8217;s 31), but the world-building that makes this escalation meaningful is established through the demo&#8217;s environmental storytelling: a city that has been sealed for a century, where the wealthy left and the working class stayed, where everyone who approaches the desk has a debt and a story.</p>


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<h3>The Full Game&#8217;s Structure</h3>



<p>The main game runs for 31 days in three distinct phases. Days 1-10 establish the authentication routine with familiar currency. Day 11 introduces Mars currency — the inflection point that changes everything. The accumulated choices across all 31 days determine which of the 9 endings resolves: organizational loyalty, becoming a police informant, escape to Mars, or the variations between these positions.</p>



<p>The demo covers the five days immediately before day 1 of the main story — a prequel that introduces the world and the mechanics without revealing where the 31-day narrative goes. For players who complete the demo and find the moral tension engaging, the full game&#8217;s structure suggests that tension only compounds.</p>


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<h3>The Fenyx Digital Design Statement</h3>



<p>Sava Beric and Ahamed Inhaam&#8217;s stated design intention — &#8220;not simply finding fake money, but deciding who to trust and who to turn away&#8221; — captures what the demo delivers in its five days. The counterfeit detection mechanic is the mechanical substrate; the actual game is about what you do with that mechanic when the people presenting currency have faces, circumstances, and pressing needs.</p>



<p>That the demo makes this clear within five days, without the main game&#8217;s extended timeline to build up to it, is the strongest argument for the full game&#8217;s design coherence. The moral stakes aren&#8217;t slowly introduced — they&#8217;re the first thing you encounter.</p>



<p>Free demo available on Steam now. Full game release date TBA.</p>



<hr class="wp-block-separator"/>



<h5>Information regarding &#8216;The Money Man&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Game name</td><td> The Money Man</td></tr><tr><td> Developer</td><td> Fenyx Digital (Sava Beric, Ahamed Inhaam)</td></tr><tr><td> Genre</td><td> Pixel Art Narrative Adventure / Choice-Based Dystopian Strategy Simulation</td></tr><tr><td> platform</td><td> Steam</td></tr><tr><td> Release Status</td><td> Demo release (August 11, 2026)</td></tr><tr><td> Steam Page</td><td> <a href="https://u15209703.ct.sendgrid.net/ls/click?upn=u001.ccgs6cDmqBRpWmPH-2B0gu81-2BxBWpoO13W1-2FJkr1waHxrNcEHogc3RY-2FHSZZHkKxuQemcZUfeIi4w25olAkuJDUJORV5VuavMSuCbOqWGiyKg-3DhNBo_SnIkkSwstbvhXw6yHNypgwe5lxWjXIl4vp2aRVBsNZfw148cSsTIBMDSZkwncr-2FRnPgkIyqEAHYVepavfuBctUQY5Sc3YSsr0PzPoEfZKMwSY-2FcnWxy9Vr-2BKu0-2Bqv9o76Om8-2F1YbdzCb0VTVVRJJo7uxuQEC2KGf5bOZso2Z6pCYvf9WmdBlI6bZKEO1ZQQWVayMtvffrVdgLEC-2F8xw7m7r7tv-2FZfrSyqsafNRK2gqLZCkTbiHRLbokmxpxJXbyE1BGPUItvuA-2FfVqnu7eONmz0JX4EdBafO3IExGz90LT4-2Bt5dYW65faIa1ratMzx5clEdIDKwy9igGXZ7GHp0hqAjbx6AD6IWTz2MiL7QwKfdO7gZF-2BvDjwak3O44xPUKVqmDeultelAbOv9ey0Bf9g728zcsFLGnX0xq-2FT6SuMDbgf7GQm5w7ifzanrQPsDoyaoqV0cBpiS5ec3DX82OHItbvkWo-2FWln0Tt-2FRp-2BEqCQoDeLOgGVVFcOW8l6OWiKL9qNJ07lSliwiqJP8EHKfWYw-3D-3D" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33079">The Money Man Demo Update: Fenyx Digital&#8217;s Dystopian Counterfeit Detection Game Is Now Playable — Five Days Before the Main Story Begins</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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