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	<title>Recommendation/Promotion Archives - 인디게임닷컴</title>
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	<title>Recommendation/Promotion Archives - 인디게임닷컴</title>
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		<title>Of Peaks and Tides Preview: Shanghai Studio Turns the Classic of Mountains and Seas Into an Unreal Engine 5 Survival Sandbox — 500+ Attendees at Shanghai Hands-On Event</title>
		<link>https://indiegame.com/en/archives/35686</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 03:05:32 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35664</guid>

					<description><![CDATA[<p>A year after its initial reveal, Shanghai-based CyancookGames has returned with an expanded look at Of Peaks and Tides — an Unreal Engine 5 open-world...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35686">Of Peaks and Tides Preview: Shanghai Studio Turns the Classic of Mountains and Seas Into an Unreal Engine 5 Survival Sandbox — 500+ Attendees at Shanghai Hands-On Event</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>A year after its initial reveal, Shanghai-based CyancookGames has returned with an expanded look at <em>Of Peaks and Tides</em> — an Unreal Engine 5 open-world survival crafting game drawing its creature designs directly from the <em>Classic of Mountains and Seas</em> (山海經, Shan Hai Jing), the ancient Chinese geographic and mythological text that has supplied source material for centuries of Chinese fiction, art, and now, increasingly, games.</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="Of Peaks and Tides|Official Announcement Trailer|Reclaim" width="788" height="443" src="https://www.youtube.com/embed/CoIxM39Hg6g?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>Everland, Abandoned by Its Gods</h3>



<p>The setting is Everland — a vast world once connected to the heavens, torn apart when the connection between sky and earth collapsed, leaving the civilization humanity built behind in ruins. Players wake as a &#8220;Noland,&#8221; someone with nothing, and begin from there: gathering resources, building shelter, fighting the creatures that now populate the broken landscape, and gradually uncovering traces of the lost civilization scattered throughout the world.</p>



<p>The narrative throughline gives the survival loop a destination beyond pure subsistence: as exploration continues, players eventually confront the gods who abandoned humanity, and the mystery of what actually happened to the lost civilization becomes the game&#8217;s central discovery arc.</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/2026/09/Of-Peaks-and-Tides_Key_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/2026/09/Of-Peaks-and-Tides_Key_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>Environment as Weapon</h3>



<p>The stated design philosophy — &#8220;boundless creativity, imaginative combat&#8221; — is built specifically around Unreal Engine 5&#8217;s physics systems, turning the surrounding environment itself into a combat resource. Sandstorms and blizzards directly affect fights; plants can be used to trap or redirect the movement of giant creatures; tamed creatures can carry mobile bases on their backs, and massive flying creatures can serve as actual world traversal.</p>



<p>Everyday objects get repurposed in similarly unexpected ways — a strawberry-shaped hammer or a honeycomb hammer are cited specifically as effective tools against powerful bosses, extending the &#8220;combine environment and objects to invent new combat approaches&#8221; philosophy down to the individual weapon level rather than only the macro-environmental scale.</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/2026/09/Of-Peaks-and-Tides_Key_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/2026/09/Of-Peaks-and-Tides_Key_4-1024x575.png" 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>Creatures From the Shan Hai Jing</h3>



<p>Everland&#8217;s inhabitants are drawn from named entities in the <em>Shan Hai Jing</em>: Fuzhu, Little Taotie, mischievous monkey-creatures, and the massive Xi are cited specifically. Rather than functioning purely as combat encounters, these creatures are built to behave as an actual ecosystem — hunting, hiding, and reacting to their surroundings independently of whether a player happens to be nearby.</p>



<p>The world spans multiple named biomes, including the Cangmu Source, alongside dense forests, sprawling deserts, and snow-capped peaks — each region populated with distinct environments and creatures meant to keep exploration producing new challenges and discoveries as players move between them.</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/2026/09/Of-Peaks-and-Tides_Key_6-1024x640.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_5-1024x640.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 Team Behind It</h3>



<p>CyancookGames is an independent Shanghai studio built around veterans with backgrounds at Tencent and development experience on <em>Naraka: Bladepoint</em> and <em>Diablo Immortal</em>. Founder Ted Cao, a former Tencent Games producer, framed the studio&#8217;s goal directly: responding quickly to market shifts through a creative development approach, aiming to deliver the kind of immersive game experience players actually want to have directly.</p>



<h3>A Year of Iteration, Confirmed at a 500-Person Shanghai Event</h3>



<p>Since its initial reveal last year, the development team has spent roughly a year refining the game based on international player and media attention. The current build adds more dynamic environments, improved visual effects, expanded environmental interaction systems, and large-scale boss encounters — with overall scope and interactivity expanded meaningfully beyond what the original reveal showed.</p>



<p>A two-day offline hands-on event in Shanghai drew more than 500 local participants, who tried the current build directly — including crafting, natural-disaster mechanics, and road and bridge construction systems — with attendee-captured gameplay footage subsequently shared through local community channels.</p>



<p>No specific release date or pricing was announced alongside this update. A PC Steam version remains in active development, with further details to follow.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="768" src="https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-1024x768.jpg" alt="" class="wp-image-35678" srcset="https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-1024x768.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-300x225.jpg 300w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-768x576.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-150x113.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-450x338.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-1200x900.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China.jpg 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>Who This Is For</h3>



<p>Strong fit for: survival crafting fans who want a setting built specifically around Chinese mythology rather than generic fantasy; players who want environmental physics genuinely integrated into combat rather than cosmetic; <em>Naraka: Bladepoint</em> or <em>Diablo Immortal</em> players curious about what this specific dev team builds next; co-op groups looking for a new up-to-4-player open-world survival option; anyone drawn to creature ecosystems that behave independently rather than existing purely as combat triggers.</p>



<p>Cautious fit for: players who need a release date or pricing before following; anyone who wants to evaluate the game through an available demo (none exists yet outside offline events).</p>



<p>Less ideal for: players who dislike survival crafting mechanics regardless of setting; anyone seeking narrative-first pacing over open-ended exploration; players wanting single-player-only design.</p>



<h3>The Takeaway</h3>



<p><em>Of Peaks and Tides</em> is CyancookGames using a year of post-reveal development to expand an open-world survival sandbox built specifically on <em>Shan Hai Jing</em> mythology — creatures that behave like an actual ecosystem, environmental physics that turn weather and terrain into combat tools, and a lost-civilization mystery underneath the resource-gathering loop. Five hundred Shanghai attendees got hands-on with the current build; everyone else still needs a release date.</p>



<p>Everland is broken. The gods left. And somewhere between a honeycomb hammer and a tamed flying creature carrying your mobile base across a snow-capped mountain range, CyancookGames is betting Chinese mythology has more left to offer the survival genre than it&#8217;s been given credit for.</p>



<p>PC Steam version in development. Release date TBA.</p>



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



<h5>Information regarding &#8216;Of Peaks and Tides&#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> CyancookGames (based in Shanghai)</td></tr><tr><td> Genre</td><td> Open world survival crafting, action adventure</td></tr><tr><td> platform</td><td> PC (Steam, Under Development)</td></tr><tr><td> Release date</td><td> Undecided</td></tr><tr><td> characteristic</td><td> Based on Unreal Engine 5, online co-op for up to 4 players, based on Eastern mythology (Shan Hai Jing).</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3757140/Of_Peaks_and_Tides/">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35686">Of Peaks and Tides Preview: Shanghai Studio Turns the Classic of Mountains and Seas Into an Unreal Engine 5 Survival Sandbox — 500+ Attendees at Shanghai Hands-On Event</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<item>
		<title>Let&#8217;s Build a Dungeon Preview: Springloaded&#8217;s Game-Development Sim Turns Its Own Early Access Into Part of the Game — February 11, 2027</title>
		<link>https://indiegame.com/en/archives/35665</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 01:56:31 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35646</guid>

					<description><![CDATA[<p>You play a game designer and studio CEO trying to build the world&#8217;s best MMORPG. You design quests, tune item drop rates, hire and fire staff to...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35665">Let&#8217;s Build a Dungeon Preview: Springloaded&#8217;s Game-Development Sim Turns Its Own Early Access Into Part of the Game — February 11, 2027</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>You play a game designer and studio CEO trying to build the world&#8217;s best MMORPG. You design quests, tune item drop rates, hire and fire staff to build out your dev team, and then market the finished product to attract virtual players. Springloaded&#8217;s <em>Let&#8217;s Build a Dungeon</em> — announced for February 11, 2027 at PC Gaming Show Tokyo Direct — wraps this premise in a specific structural trick: the game-within-the-game&#8217;s development process mirrors, deliberately and explicitly, the actual Early Access process the real game is about to enter.</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="Let&#039;s Build A Dungeon - Early Access Release Date Trailer | PC Gaming Show Tokyo Direct" width="788" height="443" src="https://www.youtube.com/embed/dzi7qeiiALE?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 Meta Structure</h3>



<p>Players run their own studio, develop a fictional MMORPG, and progress it through something called &#8220;GameLink Early Access&#8221; — an in-fiction stage built to directly evoke the real thing. Game Director James Barnard described the intent plainly: showing players what game development actually looks like by having them live through a version of it.</p>



<p>Barnard has been explicit that this isn&#8217;t incidental. Much of what Springloaded itself has experienced as an indie studio is already baked into the game, and the team is deliberately blurring the line between the fictional development studio players run and the real one that built <em>Let&#8217;s Build a Dungeon</em>. His framing of the parallel is worth quoting directly: just as players in Campaign mode have to adapt to fictional user feedback to succeed, Springloaded knows it needs to absorb as much meaningful feedback as possible from its own community during the real Early Access period — &#8220;a kind of meta, symbiotic relationship,&#8221; in his words.</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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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>Four Modes</h3>



<p><strong>Campaign</strong> is the core content — combining studio management, RPG creation, and playtesting into a single connected loop.</p>



<p><strong>Just Build</strong> strips away the management pressure entirely, offering a deck-building-based system for constructing worlds with no stakes attached.</p>



<p><strong>Creative</strong> provides the toolset directly: character generator, dialogue editor, inventory editor, portrait editor, and quest builder.</p>



<p><strong>Dungeoneering</strong> is the exploration mode — playing through content built by Springloaded, other developers, and the wider community.</p>



<p>Twitch integration runs across the experience: chat participants can appear as virtual players inside a streamer&#8217;s game world, or vote directly on major studio decisions — extending the &#8220;community feedback shapes development&#8221; theme from the studio-management fiction into actual audience participation during a stream.</p>



<p>The content library backing all of this comes from thousands of hand-made assets accumulated across roughly five years of development — a substantial claim of scope for a management sim whose actual playable content depends on a large asset library rather than procedural generation alone.</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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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>What Early Access Adds Over Time</h3>



<p>Per the Steam page, the Early Access period is planned to run for approximately 12 months, with the full 1.0 release adding more quests, milestones, new features, and expanded creative tools beyond what launches in February. That&#8217;s a specific, bounded roadmap commitment rather than an open-ended &#8220;we&#8217;ll see&#8221; — worth noting given how directly the studio has tied its own Early Access reception to the game&#8217;s central fictional conceit.</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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_9-1024x575.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 Springloaded Track Record</h3>



<p>Founded in 2012 by industry veteran James Barnard, Springloaded has built a consistent identity around simulation games that combine nostalgia with new mechanical ideas — <em>Let&#8217;s Build a Zoo</em> being the studio&#8217;s best-known prior release across PC and console. The studio is currently also developing <em>RollerCoaster Tycoon Wonderworks</em> in partnership with Atari, putting <em>Let&#8217;s Build a Dungeon</em> alongside a second major simulation project in Springloaded&#8217;s active pipeline. Publishing for the new release runs through Springloaded itself, with Kowloon Nights partnering on PC and Xbox distribution.</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/2026/09/Lets-Build-a-Dungeon_11-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Lets-Build-a-Dungeon_10-1024x576.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 This Is For</h3>



<p>Strong fit for: management sim fans who want genuine insight into (or satire of) actual game development processes; RPG builder enthusiasts who want deep creative tools (dialogue, inventory, portrait, quest editors) alongside the business-sim layer; <em>Let&#8217;s Build a Zoo</em> players curious about what the studio does with a game-development theme; Twitch streamers and their communities looking for a title built specifically around chat participation and voting; Early Access participants who want to be part of a studio&#8217;s explicitly self-aware feedback loop.</p>



<p>Cautious fit for: players who want a finished 1.0 experience rather than a 12-month Early Access commitment; anyone who needs the full creative toolset available at launch rather than expanding over the EA period.</p>



<p>Less ideal for: players who dislike management/business-sim mechanics regardless of theme; anyone seeking action or real-time combat gameplay; players who want multiplayer beyond Twitch chat integration.</p>



<h3>The Takeaway</h3>



<p><em>Let&#8217;s Build a Dungeon</em> is Springloaded building a game about making a game, then deliberately collapsing the distance between the two — the fictional studio&#8217;s Early Access struggles and the real studio&#8217;s actual Early Access period are meant to inform each other in real time, by the developers&#8217; own explicit design. Four modes, thousands of hand-crafted assets from five years of development, Twitch chat as playable content, and 195,000 wishlists heading into a February 11 launch that&#8217;s really the start of a 12-month conversation between Springloaded and whoever shows up to play.</p>



<p>The virtual MMORPG needs quests designed and drop rates tuned. The real game needs the same kind of attention from the people about to start playing it. James Barnard has already said the two aren&#8217;t as separate as they might look.</p>



<p>Free demo live now on Steam and the Windows Store. Early Access launches February 11, 2027, on PC and Xbox. 14 languages, including Korean.</p>



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



<h5>Information regarding &#8216;Let&#8217;s Build a Dungeon&#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> Development and Publishing</td><td> Springloaded (PC and Xbox partner with Kowloon Nights)</td></tr><tr><td> Genre</td><td> Management Simulation, RPG Builder, Indie</td></tr><tr><td> platform</td><td> PC (Steam Early Access), Xbox (Game Preview)</td></tr><tr><td> Release date</td><td> February 11, 2027 (Early Access, scheduled to run for approximately 12 months)</td></tr><tr><td> language</td><td> 14 languages including English and Korean</td></tr><tr><td> Reactions/Evaluations</td><td> Surpasses 195,000 on Steam Wishlist, Demo Available</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2365790/Lets_Build_a_Dungeon/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35665">Let&#8217;s Build a Dungeon Preview: Springloaded&#8217;s Game-Development Sim Turns Its Own Early Access Into Part of the Game — February 11, 2027</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Time To Wake Up Sets October 12 Launch on Steam and PS5 — Belgian Studio&#8217;s Blink-Powered Psychological Thriller Adds Console, Keeps 100% Positive Demo Track Record</title>
		<link>https://indiegame.com/en/archives/35606</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 09:37:20 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35575</guid>

					<description><![CDATA[<p>Alan Malone is trapped inside a dream, following an unidentified voice back through his own school-age memories. The tool for navigating that dream is...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35606">Time To Wake Up Sets October 12 Launch on Steam and PS5 — Belgian Studio&#8217;s Blink-Powered Psychological Thriller Adds Console, Keeps 100% Positive Demo Track Record</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Alan Malone is trapped inside a dream, following an unidentified voice back through his own school-age memories. The tool for navigating that dream isn&#8217;t a weapon or a key — it&#8217;s the act of blinking. Belgian studio Eye Blink Twice has now confirmed October 12 as the release date for its debut commercial title, launching simultaneously on Steam and PlayStation 5, with Xbox Series X|S and Nintendo Switch versions confirmed to follow.</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="Time To Wake Up - Official Release Date" width="788" height="443" src="https://www.youtube.com/embed/_fQrGHzT-ro?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 Blink Mechanic</h3>



<p>Every element in <em>Time To Wake Up</em> that responds to blinking transitions or resets the moment the player&#8217;s eyes close and open again — a room can flood with water, its entire structure can rearrange, and the specific gimmick governing a given space can shift in real time, all tied to the same simple physical action. The June 2026 Steam Next Fest final demo added a further layer that this coverage&#8217;s earlier coverage of the demo build hadn&#8217;t yet included: the background music itself now transitions along with the blink, tying the visual space-reset and the audio cue together into a single perceptual mechanism rather than two separate systems running in parallel.</p>



<p>This is a meaningfully considered design choice rather than a gimmick bolted onto standard first-person puzzle traversal — connecting a real, involuntary human action (blinking happens whether you think about it or not) to environmental transformation is what gives the surreal atmosphere its specific psychological unease. The player isn&#8217;t choosing when to trigger a mechanic; they&#8217;re being reminded, every time they blink, that the world responds to something they don&#8217;t fully control.</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/2026/09/Time-To-Wake-Up_1.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Time-To-Wake-Up_2.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Time-To-Wake-Up_3.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 Console Expansion</h3>



<p>What&#8217;s new with this announcement is the platform commitment: Steam and PS5 launch together October 12, with Serafini Productions — a publisher this coverage has also covered — handling <em>BrokenLore: DON&#8217;T LIE</em> — taking charge of the console rollout. Xbox Series X|S and Nintendo Switch versions are confirmed in active development, with specific dates still unannounced, arriving as staggered follow-ups after the initial dual launch rather than day-one.</p>



<p>This moves <em>Time To Wake Up</em> from what had been a PC-focused project through its Next Fest demo period into a genuine multiplatform release — a meaningful scope increase for a first commercial title from a small Belgian studio.</p>



<h3>From Demo to Launch</h3>



<p>The original demo earned 100% positive Steam reception, and the June 2026 final demo — refined based on that community feedback — maintained the reception while adding the music-transition system. Three years of development on a first commercial project, sustained positive reception across multiple public demo iterations, and a now-confirmed console rollout together describe a studio that has used its demo period productively rather than treating it as a single marketing beat.</p>



<p><strong><a href="https://indiegame.com/archives/29755" target="_blank" rel="noreferrer noopener">[Related Article: The world changes with a blink of an eye, &#8216;Time To Wake Up&#8217; final demo released]</a></strong></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/2026/09/Time-To-Wake-Up_4.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Time-To-Wake-Up_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/2026/09/Time-To-Wake-Up_6.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 This Is For</h3>



<p>Strong fit for: psychological thriller and surreal puzzle-adventure fans who want a genuinely novel core mechanic rather than a reskinned familiar system; players who appreciated the demo&#8217;s 100% positive reception and want the full release; console players specifically waiting for the PS5 version rather than PC; anyone drawn to dream-logic narratives built around confronting suppressed childhood memory.</p>



<p>Cautious fit for: Xbox and Switch players who need a specific date rather than &#8220;coming later&#8221;; anyone who wants a large existing review base for the full release (still forming).</p>



<p>Less ideal for: players who dislike first-person puzzle-adventure pacing; anyone seeking action or combat; players who want multiplayer.</p>



<h3>The Takeaway</h3>



<p><em>Time To Wake Up</em> is Eye Blink Twice&#8217;s first commercial project in three years, reaching its console-expanded launch: Steam and PS5 on October 12, Xbox and Switch to follow, built around the specific unease of tying environmental and musical transformation to an involuntary human reflex. A 100% positive demo track record across two public iterations is the quality signal carrying into a release now considerably larger in scope than where the project started.</p>



<p>Alan is still dreaming. The voice is still leading him back toward his own memories. And every blink might flood the room, rearrange the walls, or change the song playing underneath it all.</p>



<p>October 12 on Steam and PS5. Xbox Series X|S and Nintendo Switch to follow.</p>



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



<h5>Information regarding &#8216;Time To Wake Up&#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> Eye Blink Twice</td></tr><tr><td> Publisher</td><td> Unidentified (introduced as Serafini Productions at the time of the console reveal in August)</td></tr><tr><td> Genre</td><td> First-person psychological thriller, puzzle, indie</td></tr><tr><td> platform</td><td> PC (Steam), PlayStation 5 (Xbox Series X/S · Nintendo Switch support coming soon)</td></tr><tr><td> Release date</td><td> October 12, 2026 (Based on Steam and PS5)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2509870/Time_To_Wake_Up/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35606">Time To Wake Up Sets October 12 Launch on Steam and PS5 — Belgian Studio&#8217;s Blink-Powered Psychological Thriller Adds Console, Keeps 100% Positive Demo Track Record</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Nivalis Nights Preview: ION LANDS&#8217; Cloudpunk Follow-Up Trades Conspiracy for Cozy Business-Building — 1 Million Wishlists, 7x Its Predecessor</title>
		<link>https://indiegame.com/en/archives/35576</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 09:03:58 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35558</guid>

					<description><![CDATA[<p>Rania investigated corporate conspiracies, hackers, and a runaway AI in the voxel-art city of Nivalis. Ava, the protagonist of ION LANDS&#8217; follow...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35576">Nivalis Nights Preview: ION LANDS&#8217; Cloudpunk Follow-Up Trades Conspiracy for Cozy Business-Building — 1 Million Wishlists, 7x Its Predecessor</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Rania investigated corporate conspiracies, hackers, and a runaway AI in the voxel-art city of Nivalis. Ava, the protagonist of ION LANDS&#8217; follow-up, is doing something considerably calmer: opening a ramen bar. <em>Nivalis Nights</em> returns to <em>Cloudpunk</em>&#8216;s setting but swaps that game&#8217;s narrative-driven investigation for a full life simulation — and the wishlist response, seven times <em>Cloudpunk</em>&#8216;s own launch numbers, suggests the studio found something people wanted even more than the mystery.</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="Nivalis Nights - A Day In The Life" width="788" height="443" src="https://www.youtube.com/embed/MJxgFdXSELk?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>Same City, Completely Different Genre</h3>



<p><em>Cloudpunk</em> (2020) built its reputation on voxel-graphics visual identity and narrative-first pacing — a delivery driver&#8217;s-eye view of Nivalis used to unspool a corporate-conspiracy plot. <em>Nivalis Nights</em> keeps the city and its neon-soaked, water-bound cyberpunk atmosphere but restructures the entire premise around Ava building a life there: starting a small ramen bar or nightclub and growing it into a business the whole city knows, while also having the option to simply explore the waterfront districts and hidden alleys, build relationships with residents, and unwind with fishing and interior decoration in a cloud-top home.</p>



<p>This is the specific dual appeal the studio is betting on: cutthroat business-growth ambition and unhurried daily-life contentment coexisting in the same game, playable at whichever intensity the player wants on a given session.</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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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 Content Split</h3>



<p>Exploration covers the full cyberpunk city on foot or by boat — canals, alleyways, and bustling plazas all traversable and lived-in rather than backdrop. Business management starts small (a ramen bar, a tavern) and scales toward a popular restaurant or club, with resource management layered in through market purchases, home-grown ingredients, and fishing for ingredients directly. Housing customization extends to purchasing and personalizing a &#8220;dream house&#8221; that reflects the neon future-city aesthetic however the player wants to shape it.</p>



<p>Relationship building runs throughout: conversations with a range of characters can develop into regular-customer familiarity, friendship, and — for players who want it — romance.</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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_9-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Nivalus_Key_10-1024x576.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 Wishlist Jump ION LANDS Didn&#8217;t Expect</h3>



<p>Creative Director Marco Dickmann described crossing 1 million wishlists as &#8220;a dream result we never expected,&#8221; noting that <em>Cloudpunk</em>&#8216;s launch wishlist count sat around 130,000 — itself something the small studio felt was a real achievement at the time. He thanked the fanbase directly and committed the team to matching that anticipation with the finished product.</p>



<p><em>Nivalis Nights</em> was first revealed under the simpler name <em>Nivalis</em> back in 2021, meaning the roughly five-year gap between that reveal and the confirmed September 30 release reflects a small independent studio working through real development difficulties while raising the game&#8217;s finished quality along the way — the wishlist growth from 130,000 to over 1 million across that period is itself a five-year story of the audience&#8217;s patience compounding rather than a single marketing spike.</p>


<div id="jgb-slideshow-12" 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/2026/09/Nivalus_Key_11-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Nivalus_Key_12-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Nivalus_Key_13-1024x576.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 This Is For</h3>



<p>Strong fit for: <em>Cloudpunk</em> fans curious what the same city looks like from an entirely different genre angle; cozy life-sim players who specifically want a cyberpunk aesthetic rather than the genre&#8217;s usual pastoral or fantasy settings; players who want both an ambitious business-management loop and a low-pressure exploration/relationship option in the same game; anyone who wants to build a home and pursue romance options in a neon-lit future city.</p>



<p>Cautious fit for: <em>Cloudpunk</em> players expecting a narrative-driven continuation of that game&#8217;s conspiracy plot (this is a genre pivot, not a story sequel); anyone who needs the Epic Games Store version&#8217;s date confirmed before deciding where to buy; players who want post-launch reviews before purchasing.</p>



<p>Less ideal for: players who dislike life-simulation or management-sim mechanics regardless of aesthetic; anyone seeking narrative-adventure pacing over open-ended daily life gameplay.</p>



<h3>The Takeaway</h3>



<p><em>Nivalis Nights</em> is ION LANDS returning to the world that made <em>Cloudpunk</em> memorable and asking an entirely different question of it: not what conspiracy is unfolding in Nivalis, but what a life actually looks like there, built one ramen bowl and one regular customer at a time. Five years of development, a genre swap from narrative adventure to life sim, and a wishlist count seven times the predecessor&#8217;s own launch numbers all point toward September 30 as a genuinely significant release for the small Berlin studio behind it.</p>



<p>The ramen bar is ready to open. The canals are waiting to be explored by boat. And somewhere between running a business empire and fishing off a cloud-top balcony, Ava gets to decide which version of a life in Nivalis she actually wants.</p>



<p>PC via Steam, September 30, 2026 (KST). Epic Games Store version to follow on a separate date.</p>



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



<h5>Information regarding &#8216; <strong>Nivalis Nights&#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> ION LANDS</td></tr><tr><td> Publisher</td><td> 505 Games</td></tr><tr><td> Genre</td><td> Life simulation, cyberpunk, indie</td></tr><tr><td> platform</td><td> PC (Steam, Epic Games Store to be announced separately later)</td></tr><tr><td> Release date</td><td> September 30, 2026 (KST)</td></tr><tr><td> Reactions/Evaluations</td><td> Surpasses 1 million on Steam Wishlist (approximately 7 times that of the previous title, Cloudpunk)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/1488490/Nivalis_Nights/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35576">Nivalis Nights Preview: ION LANDS&#8217; Cloudpunk Follow-Up Trades Conspiracy for Cozy Business-Building — 1 Million Wishlists, 7x Its Predecessor</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>MONOWAVE Review: Studio BBB&#8217;s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release</title>
		<link>https://indiegame.com/en/archives/33127</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 17 Sep 2026 03:21:00 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33115</guid>

					<description><![CDATA[<p>MONOWAVE has arrived. Three years after starting as a student project balanced against coursework at Sogang University, Studio BBB&#8217;s emotion-pow...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33127">MONOWAVE Review: Studio BBB&#8217;s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p><em>MONOWAVE</em> has arrived. Three years after starting as a student project balanced against coursework at Sogang University, Studio BBB&#8217;s emotion-powered puzzle adventure launched on Steam and Nintendo Switch on September 17 — the same day the studio brings a playable build to Tokyo Game Show 2026&#8217;s indie corner, at Phoenixx&#8217;s booth in Hall 9.</p>



<p>The launch trailer released alongside the announcement confirms what this coverage&#8217;s earlier preview identified as the game&#8217;s core design logic: four emotions, each translated into a specific physical ability, applied across environmental puzzles that ask the player to recognize which feeling actually solves the obstacle in front of them.</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-as-Ability System, Confirmed</h3>



<p>Happiness makes Mono jump higher — elation rendered as elevation. Sadness melts the body down, letting Mono seep through narrow gaps — an emotional softening made literally permeable. Anger lets Mono kick off walls to climb — force turned outward and channeled into propulsion. Anxiety heightens perception, revealing dangers that were invisible a moment before — hypervigilance made into a literal detection tool.</p>



<p>The launch version confirms four complete worlds, one governed by each emotion, each with its own visual register and its own puzzle logic tied to that emotion&#8217;s specific ability. This isn&#8217;t four reskins of the same obstacle course — the studio&#8217;s design commitment is that each world&#8217;s puzzle grammar changes with the emotion governing it, so a sadness-world obstacle and an anger-world obstacle ask fundamentally different questions of the player.</p>



<h3>Song as the Second System</h3>



<p>The trailer confirms the song-sharing mechanic in full: Mono transmits emotion to nearby spirits through song, and each spirit responds according to what it receives. A spirit given fire can melt ice blocking a path. A spirit given strength can launch Mono to previously unreachable heights. This is the cooperative layer stacked on top of the personal-ability layer — Mono&#8217;s own emotional toolkit solves what&#8217;s directly in front of her; the shared-emotion song solves what requires another being&#8217;s cooperation.</p>



<p>The stated narrative through-line matters here: the game is explicitly built around resonance and restoring balance rather than defeating or eliminating opposition. Confronting an obstacle in <em>MONOWAVE</em> means understanding what emotional imbalance created it and correcting that imbalance — not overpowering it. This design choice runs through both the story and the puzzle structure consistently rather than sitting only in the marketing copy.</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 Visual and Sound Identity</h3>



<p>Scratch-art-style linework against neon color, with each world&#8217;s atmosphere shifting according to its governing emotion, plus an original soundtrack — the visual identity this coverage noted in earlier coverage is confirmed unchanged at launch. The scratch-art aesthetic specifically suits the emotional-restoration premise: fine, almost etched lines against dark backgrounds, illuminated by color that changes meaning depending on which feeling currently governs the space Mono is moving through.</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>Three Years, One Team, One Statement</h3>



<p>CEO Im Gwon-young&#8217;s launch statement captures the specific weight of shipping a three-year passion project built around a graduating cohort&#8217;s continued commitment after leaving school: &#8220;Presenting <em>MONOWAVE</em>, refined over three years, feels like having taken an exam and now waiting for the results. I&#8217;m grateful to everyone who played and supported the game at exhibitions in Korea and abroad throughout that time. I hope the story we wanted to tell through emotion and empathy reaches even just one person.&#8221;</p>



<p>That &#8220;even one person&#8221; framing is worth sitting with directly — it&#8217;s a modest, honest statement from a team whose actual institutional validation has been considerable: a ₩50 million Gyeonggi Game Audition win, nominations from Gamescom and devcom, and a Best Student Game award from Taipei Game Show, all accumulated before the game ever reached a storefront.</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>The Studio Origin</h3>



<p>Studio BBB began as Sogang University Art &amp; Technology students building <em>MONOWAVE</em> alongside their coursework, and continued development together after graduation rather than dispersing into separate industry jobs — the specific kind of sustained, collective post-graduation commitment that turns a student project into an actual studio with an actual shipped product. The 2025 Gyeonggi Game Audition win provided both funding and validation partway through that process; the Phoenixx co-publishing partnership, announced in March, provided the international distribution infrastructure a team this size couldn&#8217;t build independently.</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>Who This Is For</h3>



<p>Strong fit for: puzzle-adventure fans who want mechanics with genuine metaphorical coherence rather than arbitrary ability gating; players drawn to games about emotional restoration and empathy rather than combat or elimination; scratch-art and neon-aesthetic enthusiasts; K-indie supporters who&#8217;ve followed the game since its Gyeonggi Game Audition win; Tokyo Game Show 2026 attendees who want to try it in person at Phoenixx&#8217;s booth.</p>



<p>Cautious fit for: players who want combat or action alongside the puzzle-platforming; anyone who needs post-launch reviews before purchasing (too new for a review consensus at the time of writing).</p>



<p>Less ideal for: players who dislike puzzle-platformer mechanics regardless of thematic framing; anyone seeking longer-form RPG systems; players wanting multiplayer.</p>



<h3>The Takeaway</h3>



<p><em>MONOWAVE</em> is a three-year journey from a Sogang University classroom to simultaneous Steam and Switch launch, arriving with the institutional validation (Gyeonggi Game Audition, Gamescom, devcom, Taipei Game Show) already secured and the design thesis — that happiness, sadness, anger, and anxiety are physical forces worth building a puzzle-platformer&#8217;s entire mechanical vocabulary around — fully realized across four complete emotion-governed worlds.</p>



<p>Mono is awake. The world&#8217;s balance is broken. And somewhere between a jump powered by joy and a wall climbed on anger, Studio BBB&#8217;s exam is finally getting its results — from anyone who plays it.</p>



<p>Available now on Steam and Nintendo Switch. Playable at Tokyo Game Show 2026, Phoenixx booth 09-C64, Hall 9, through September 21.</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 Review: Studio BBB&#8217;s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Don&#8217;t Pick Up Preview: A Government-Licensed Phone Repair Shop Becomes the Latest Front in the Papers, Please Tradition</title>
		<link>https://indiegame.com/en/archives/35394</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 16 Sep 2026 04:35:49 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35376</guid>

					<description><![CDATA[<p>Every morning brings new government directives. Which devices you&#8217;re permitted to repair, which parts you&#8217;re allowed to use, even which cu...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35394">Don&#8217;t Pick Up Preview: A Government-Licensed Phone Repair Shop Becomes the Latest Front in the Papers, Please Tradition</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Every morning brings new government directives. Which devices you&#8217;re permitted to repair, which parts you&#8217;re allowed to use, even which customers you&#8217;re cleared to serve — all of it resets daily according to policy handed down from somewhere the player never sees. <em>Don&#8217;t Pick Up</em> puts the player behind the counter of a state-licensed phone and communications device repair shop in an alternate-history early-2000s dystopia, where the actual work of fixing broken hardware keeps surfacing information the state would clearly prefer stayed buried.</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="Don’t Pick Up — Official Announcement Trailer" width="788" height="443" src="https://www.youtube.com/embed/4qGtk46xWBY?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 Repair Counter as an Inspection Desk</h3>



<p>This is a first-person psychological horror built on a now-familiar structural chassis: examine something an authority hands you, discover it contains more than the authority intended you to see, and decide what to do with that knowledge under rules that change on you daily. Where <em>Papers, Please</em> used passports and <em>Selsoviet</em> used ration coupons and <em>The Newspapers of the Day</em> used censored articles, <em>Don&#8217;t Pick Up</em> uses broken phones — devices customers hand over for repair that, once opened up, reveal fragments of the political chaos unfolding outside: factional conflicts, conspiracies, and the relationships between people whose names the player wouldn&#8217;t otherwise know, all surfacing through whatever records happen to still be on the hardware.</p>



<p>What the player does with that information is the actual game: who to help, what to report, what to conceal. Every choice carries forward into how the story develops and ends, and — in the genre&#8217;s now-standard moral architecture — the player has to live with the consequences of each decision rather than simply learning the &#8220;correct&#8221; answer after the fact.</p>



<p>The daily-shifting government directives are the specific mechanical pressure layered onto this structure. It&#8217;s not enough to decide what to do with a piece of incriminating information once — the rules for what&#8217;s even permissible to repair, stock, or serve change constantly, meaning compliance itself requires continuous attention, and staying within bounds is its own daily task independent of the moral weight of what the phones reveal.</p>


<div id="jgb-slideshow-13" 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/2026/09/Dont-Pick-Up_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/2026/09/Dont-Pick-Up_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/2026/09/Dont-Pick-Up_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>Compliance and Defiance Under a Moving Target</h3>



<p>The window behind the counter matters as much as the counter itself: as the game progresses, the political crisis visible in the city outside intensifies, and the player has to maintain the shop&#8217;s daily routine while registering that the world around it is deteriorating. The horror register here leans toward the ambient and bureaucratic rather than jump-scare-driven — the dread comes from not knowing what a given device will reveal, and from the accumulating awareness that &#8220;just doing your job&#8221; is itself a political position when the job is enforcing a government&#8217;s daily-changing rules.</p>


<div id="jgb-slideshow-14" 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/2026/09/Dont-Pick-Up_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/2026/09/Dont-Pick-Up_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/2026/09/Dont-Pick-Up_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>Compliance and Defiance Under a Moving Target</h3>



<p>The window behind the counter matters as much as the counter itself: as the game progresses, the political crisis visible in the city outside intensifies, and the player has to maintain the shop&#8217;s daily routine while registering that the world around it is deteriorating. The horror register here leans toward the ambient and bureaucratic rather than jump-scare-driven — the dread comes from not knowing what a given device will reveal, and from the accumulating awareness that &#8220;just doing your job&#8221; is itself a political position when the job is enforcing a government&#8217;s daily-changing rules.</p>


<div id="jgb-slideshow-15" 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/2026/09/Dont-Pick-Up_10-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Dont-Pick-Up_9-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Dont-Pick-Up_8-1024x576.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 Studio and Its Publisher</h3>



<p>Quarter Games is a brand-new six-person studio founded this year, and <em>Don&#8217;t Pick Up</em> is its debut release, aiming — by the team&#8217;s own description — to combine dark worldbuilding with original gameplay systems. Clover Bite, the publisher, brings a track record specifically suited to this kind of debut: the <em>GRIME</em> and <em>GRIME II</em> metroidvania series, and an established relationship with the Tiltan School of Design and Visual Communication through which the publisher has scouted and backed emerging developers and student teams. A first-time studio getting picked up by a publisher with that specific talent-discovery history is a reasonably strong signal, even before any reviews exist.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: fans of the <em>Papers, Please</em> inspection-and-moral-weight tradition looking for a new object and setting for that structure; players who want horror delivered through bureaucratic dread and accumulating political unease rather than direct scares; narrative adventure fans who want branching choices with real, felt consequences; anyone following Clover Bite&#8217;s publishing slate after <em>GRIME</em>.</p>



<p>Cautious fit for: players who need a release date before following (currently TBA, demo only); anyone who wants the game&#8217;s actual system depth confirmed through hands-on play rather than a reveal trailer.</p>



<p>Less ideal for: players who dislike first-person narrative-heavy pacing; anyone seeking action or combat mechanics; players wanting multiplayer.</p>



<h3>The Takeaway</h3>



<p><em>Don&#8217;t Pick Up</em> is a debut studio&#8217;s entry into the inspection-game lineage this coverage has tracked repeatedly this year — swapping passports, ration coupons, and newspaper columns for broken phones as the object through which state control and buried truth collide. The daily-shifting directives add a compliance-management layer on top of the genre&#8217;s usual moral weight, and Clover Bite&#8217;s backing gives a brand-new six-person team real publishing credibility behind an otherwise unproven concept.</p>



<p>The customer at the door needs their phone fixed. What&#8217;s actually stored on it isn&#8217;t the shop&#8217;s business — until it is. The free demo arrives September 24; the full release date is still unannounced.</p>



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



<h5>Information regarding &#8216;Don&#8217;t Pick Up&#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> Quarter Games</td></tr><tr><td> Publisher</td><td> Clover Bite</td></tr><tr><td> Genre</td><td> Indie, Simulation, Psychological Horror (First-person narrative adventure)</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> Full version release date TBD / Free demo released on September 24, 2026</td></tr><tr><td> language</td><td> english</td></tr><tr><td> Reactions/Evaluations</td><td> No user reviews before official release</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4878690/Dont_Pick_Up/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35394">Don&#8217;t Pick Up Preview: A Government-Licensed Phone Repair Shop Becomes the Latest Front in the Papers, Please Tradition</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>SUSHI CHESS Preview: Where Capturing the Opponent&#8217;s Piece Means Paying Their Bill — Free Demo Live Ahead of Tokyo Game Show</title>
		<link>https://indiegame.com/en/archives/35368</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 16 Sep 2026 02:30:02 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35350</guid>

					<description><![CDATA[<p>Capturing the opponent&#8217;s piece is usually the whole point of chess. In SUSHI CHESS, it might be the worst move on the board — because every piec...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35368">SUSHI CHESS Preview: Where Capturing the Opponent&#8217;s Piece Means Paying Their Bill — Free Demo Live Ahead of Tokyo Game Show</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Capturing the opponent&#8217;s piece is usually the whole point of chess. In <em>SUSHI CHESS</em>, it might be the worst move on the board — because every piece is a priced plate of sushi, and taking one means you&#8217;re the one who pays the check.</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="SUSHI CHESS - Official Trailer" width="788" height="443" src="https://www.youtube.com/embed/o6P1h5Y8Krk?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 Inverted Capture Economy</h3>



<p>Each piece carries an actual sushi price tag, and the rule that defines the entire game is this: capturing an opponent&#8217;s piece requires the capturing player to pay that piece&#8217;s price out of their own funds. Building a material advantage the traditional way — aggressively taking pieces off the board — can just as easily bankrupt you if you&#8217;re grabbing expensive pieces you can&#8217;t afford. The inverse strategy works too: deliberately sacrificing your own pieces to an opponent forces them to pay for the privilege, draining their funds instead of yours.</p>



<p>This means every move requires tracking not just the piece&#8217;s position but both players&#8217; remaining funds simultaneously. Players can also pass a turn by &#8220;drinking tea&#8221; instead of moving — but even that costs money, since the tea itself has a price. Two win conditions are supported, &#8220;Modern&#8221; and &#8220;Classic,&#8221; and the foundational movement rules sit closer to Western chess than to shogi: captured pieces can&#8217;t be reclaimed and redeployed as the capturing player&#8217;s own, unlike shogi&#8217;s drop rule.</p>


<div id="jgb-slideshow-16" 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/2026/09/SUSHI_CHESS_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/2026/09/SUSHI_CHESS_2-1024x576.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>Sushi Presentation as Both Bit and Tension</h3>



<p>The piece animations lean into the food theme directly: moving a piece plays out like slapping a piece of sushi down onto the counter with satisfying force, and capturing an opponent&#8217;s piece is animated as picking it up cleanly with chopsticks. The tonal contrast is deliberate — bright, punchy, comedic presentation sitting directly on top of a ruleset that punishes impulsive captures and rewards careful running math on both players&#8217; remaining funds turn to turn.</p>



<p>A single-player Puzzle mode asks players to find the winning sequence from a given board state, and the free demo includes a portion of that Puzzle mode alongside CPU matches. The solo menu also includes sushi character trivia — bite-sized food facts delivered between the strategic tension, extending the game&#8217;s lighter register outside actual matches.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-1024x576.jpg" alt="" class="wp-image-35354" srcset="https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-1536x864.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4-1200x675.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_4.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>From Browser Jam to Steam, With a Title Change</h3>



<p><em>SUSHI CHESS</em> first surfaced in August on the UnityRoom browser game platform, later gaining development support from Circle SurFun to bring it up to Steam-release quality, and previously appeared at a hands-on session at Tokyo Game Dungeon 13. The Japanese title, 寿司将棋, literally includes &#8220;shogi&#8221; — but because the actual ruleset plays closer to chess, the English/international title was set as <em>SUSHI CHESS</em> rather than a shogi-referencing name, a naming decision worth flagging since it signals which genre audience the game is actually built for.</p>



<h3>What&#8217;s in the Demo vs. What&#8217;s Coming</h3>



<p>The free demo supports 20 languages and includes a portion of Puzzle mode plus CPU matches. The March 2027 full release is planned to add local same-device 2-player matches and online play against Steam friends, on top of what the demo already offers. With no full release yet, no Steam user reviews exist, but the Japanese gaming press picked up the reveal quickly, specifically because of the price-as-strategy mechanic.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-1024x576.jpg" alt="" class="wp-image-35355" srcset="https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-1536x864.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5-1200x675.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/09/SUSHI_CHESS_5.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>Who This Is For</h3>



<p>Strong fit for: chess and abstract strategy fans who want a genuinely different core rule rather than a themed reskin; players who enjoy dual-resource tracking (position and money) layered onto familiar movement rules; food-themed game enthusiasts; TGS 2026 attendees who want to try a match in person at Booth 09-E32.</p>



<p>Cautious fit for: players who want online multiplayer immediately (only in the March 2027 full release, not the demo); anyone who needs pricing confirmed before planning a purchase; strict shogi fans expecting drop-and-reuse mechanics (this plays like chess, not shogi, despite the Japanese title).</p>



<p>Less ideal for: players who dislike chess-like turn-based strategy regardless of theme; anyone seeking real-time or action gameplay.</p>



<h3>The Takeaway</h3>



<p><em>SUSHI CHESS</em> takes chess&#8217;s most basic assumption — that capturing is good — and makes it a financial liability you have to calculate before committing to. The sushi theme supplies the charm and the chopstick animations; the pricing rule supplies the actual strategic bite, forcing players to weigh board position against both players&#8217; shrinking wallets on every single turn. A free demo is live now with 20-language support, hands-on matches run at Tokyo Game Show 2026 September 17–21, and the full version — with local and online multiplayer added — targets March 2027.</p>



<p>The board is set. The prices are posted. And the most tempting capture on the table might be the one that empties your wallet.</p>



<p>Free demo available now on Steam. Full release targeted for March 2027.</p>



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



<h5>Information regarding &#8216;SUSHI CHESS&#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> Game production circle &#8220;Today&#8217;s Special!&#8221; (Circle SurFun participated in development)</td></tr><tr><td> Publisher</td><td> Game production circle &#8220;Today&#8217;s Special!&#8221;</td></tr><tr><td> Genre</td><td> Chess-like</td></tr><tr><td> platform</td><td> Steam (Windows)</td></tr><tr><td> Release date</td><td> Official version scheduled for March 2027 (Free trial released on September 7, 2026)</td></tr><tr><td> language</td><td> Supports 20 languages including Japanese, English, and Korean (based on trial version)</td></tr><tr><td> price</td><td> Price for the official version is TBD</td></tr><tr><td> Reactions/Evaluations</td><td> Attention is rising ahead of the official launch with the release of a free demo and participation in Tokyo Game Show 2026.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/5045620" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35368">SUSHI CHESS Preview: Where Capturing the Opponent&#8217;s Piece Means Paying Their Bill — Free Demo Live Ahead of Tokyo Game Show</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>RAT GAME Preview: Sokpop&#8217;s Aran Koning Pits One Chef Against Up to Eight Rats in a Halloween-Timed Asymmetric Horror Comedy</title>
		<link>https://indiegame.com/en/archives/35251</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 15 Sep 2026 03:24:50 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35242</guid>

					<description><![CDATA[<p>One player defends a restaurant. Everyone else is a rat trying to destroy it. That&#8217;s the entirety of RAT GAME&#8216;s pitch, and it&#8217;s the ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35251">RAT GAME Preview: Sokpop&#8217;s Aran Koning Pits One Chef Against Up to Eight Rats in a Halloween-Timed Asymmetric Horror Comedy</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>One player defends a restaurant. Everyone else is a rat trying to destroy it. That&#8217;s the entirety of <em>RAT GAME</em>&#8216;s pitch, and it&#8217;s the kind of premise that explains its own 5-million-view trailer without needing further elaboration — Aran Koning, a member of the prolific Dutch indie collective Sokpop, has turned a year-plus solo passion project into an October 30 Halloween-season release.</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="RAT GAME - releasing October 30th" width="788" height="443" src="https://www.youtube.com/embed/lA3w98W9PZ4?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 Asymmetric Core</h3>



<p>The setup is a genuine 1-vs-many structure: one Chef, two to eight Rats, up to nine players total in a single match. The Rats work as a coordinated team to sabotage restaurant operations — gnawing through wiring, clogging toilets, hacking staff computers — using whatever chaos-generating methods a rat infestation would plausibly cause. The Chef&#8217;s job is the opposite and much lonelier: track the sound of claws on the floor, hunt down individual rats by ear and environmental clues, and physically catch them before the restaurant is destroyed.</p>



<p>The restaurant itself is built as a maze of shortcuts and hidden passages specifically to serve this asymmetry — rats can exploit narrow gaps and hidden routes the Chef can&#8217;t follow directly, while the Chef has to compensate with sound-reading and spatial awareness rather than raw speed. Koning has also confirmed a functioning gun exists somewhere in the game, though how and when it comes into play hasn&#8217;t been detailed yet — a deliberately withheld mechanic that&#8217;s clearly meant to generate speculation ahead of launch.</p>


<div id="jgb-slideshow-17" 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/2026/09/RATGAME_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/2026/09/RATGAME_2-1024x576.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>Proximity Chat as Horror-Comedy Engine</h3>



<p>The game leans on dynamic sound design and proximity voice chat to do double duty as both comedy delivery and horror tension. Rats near each other can talk; the Chef, meanwhile, tracks rat movement partly through the same ambient sound layer — meaning every rat conversation is a potential liability, and every silence is a potential threat. Music and sound shift with the situation to keep the chase&#8217;s tension calibrated moment to moment.</p>



<p>The Chef role isn&#8217;t limited to a human character — a robot variant is also playable, which Koning has described bluntly as &#8220;genuinely terrifying,&#8221; promising a distinctly different feel depending on who&#8217;s doing the hunting. Sound design and dynamic music come from Alexander van der Kruijf of Berlin&#8217;s Tumult Kollektiv, giving the audio layer — which is doing unusually heavy mechanical lifting here, not just atmosphere — dedicated specialist attention.</p>



<p>One additional confirmed but unexplained system: dead rats can return to the match in some form. Exactly how hasn&#8217;t been revealed, which leaves an open question about whether <em>RAT GAME</em> has a respawn mechanic, a possession system, or something else entirely built into what happens after a rat gets caught.</p>



<h3>The Sokpop Pedigree</h3>



<p>Aran Koning works within Sokpop, the Utrecht-based Dutch collective known for a relentless, high-volume creative output — over 100 games across its members, including <em>Stacklands</em> and <em>Simmiland</em>. <em>RAT GAME</em> is described as Koning&#8217;s own solo project, over a year in development, distinct from the collective&#8217;s typical subscription-based rapid-release model in that it&#8217;s being positioned as a standalone commercial release with its own marketing push.</p>



<p>That combination — Sokpop&#8217;s established reputation for witty, mechanically inventive small games, applied here to a fully realized asymmetric multiplayer horror-comedy with dedicated sound design and a proper release date — signals a project getting more individual investment than the collective&#8217;s usual output pace typically allows for any single title.</p>


<div id="jgb-slideshow-18" 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/2026/09/RATGAME_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/2026/09/RATGAME_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 Trailer That Did the Marketing Early</h3>



<p>The February 2026 reveal trailer crossing roughly 5 million views on X before the game had a release date is the specific kind of organic momentum that a strong, instantly legible premise generates on its own. Since then, the Steam page has been quietly accumulating wishlists, and the new trailer accompanying this release-date announcement is keeping that community&#8217;s attention active. The October 30 date — deliberately timed for Halloween — is the obvious and correct choice for a game built to fuse horror atmosphere with comedic chaos.</p>


<div id="jgb-slideshow-19" 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/2026/09/RATGAME_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/2026/09/RATGAME_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 This Is For</h3>



<p>Strong fit for: asymmetric multiplayer fans who want genuine 1-vs-many tension rather than balanced team-vs-team play; horror-comedy enthusiasts who enjoy proximity voice chat as an actual gameplay mechanic rather than just a social feature; groups of up to 9 looking for a new Halloween-season party game; Sokpop followers curious about what a more fully individually-developed release from the collective looks like; players who enjoy sound-based stealth and hunting mechanics.</p>



<p>Cautious fit for: players who need the full ruleset (the gun, the dead-rat return mechanic) clarified before deciding to buy; anyone who specifically wants balanced rather than asymmetric multiplayer; groups smaller than the game&#8217;s ideal player range.</p>



<p>Less ideal for: solo players (this is inherently a group game); anyone who dislikes chase-and-hide mechanics; players seeking narrative depth over emergent multiplayer chaos.</p>



<h3>The Takeaway</h3>



<p><em>RAT GAME</em> is Aran Koning&#8217;s solo bet, made inside Sokpop&#8217;s larger creative ecosystem, that a lone Chef hunting up to eight coordinated Rats through a sound-and-shortcut-filled restaurant is a strong enough premise to carry a full commercial release — and the 5-million-view trailer suggests the internet agreed before a single match had been played publicly. Dedicated sound design from Berlin&#8217;s Tumult Kollektiv, a still-unexplained gun, a robot Chef variant, and a mystery mechanic for returning dead rats round out a pitch that&#8217;s deliberately keeping a few cards close before October 30.</p>



<p>The claws are on the floor somewhere. The Chef is listening. And whether you&#8217;re the one hunting or the one being hunted, the restaurant isn&#8217;t surviving this shift unscathed.</p>



<p>October 30, 2026, on Steam.</p>



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



<h5>Information regarding &#8216;RAT GAME&#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> Aran Koning (Sokpop)</td></tr><tr><td> Publisher</td><td> Aran Koning (Sokpop)</td></tr><tr><td> Genre</td><td> Asymmetrical cooperation, comedy, horror (1 chef vs. 2-8 rats)</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> October 30, 2026</td></tr><tr><td> language</td><td> Unconfirmed based on press release</td></tr><tr><td> Reactions/Evaluations</td><td> Prior to the official release, the announcement trailer recorded approximately 5 million views on Twitter.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3347910/Rat_Game/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35251">RAT GAME Preview: Sokpop&#8217;s Aran Koning Pits One Chef Against Up to Eight Rats in a Halloween-Timed Asymmetric Horror Comedy</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Voltaire: The Vegan Vampire Console Launch: Dracula&#8217;s Youngest Son Rejects Blood, and JanduSoft Brings the Farm-Defense Roguelite to PS5 and Xbox September 30</title>
		<link>https://indiegame.com/en/archives/35113</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 03:57:28 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35097</guid>

					<description><![CDATA[<p>Voltaire is Dracula&#8217;s youngest son, and he&#8217;s chosen vegetables over blood — a decision his father is not prepared to accept quietly. Jandu...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35113">Voltaire: The Vegan Vampire Console Launch: Dracula&#8217;s Youngest Son Rejects Blood, and JanduSoft Brings the Farm-Defense Roguelite to PS5 and Xbox September 30</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Voltaire is Dracula&#8217;s youngest son, and he&#8217;s chosen vegetables over blood — a decision his father is not prepared to accept quietly. JanduSoft, the Barcelona-based publisher, is bringing Portuguese developer Digitality Games&#8217; <em>Voltaire: The Vegan Vampire</em> to PlayStation 5 and Xbox on September 30, three years after its October 2023 Steam launch, in a console port handled separately from the PC version&#8217;s original publisher, indie.io.</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="Voltaire: The Vegan Vampire - Console Announcement Trailer" width="788" height="443" src="https://www.youtube.com/embed/xfh4_DIWRGk?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 Day-Night Split</h3>



<p>The game runs on a clean structural division. By day, Voltaire plants magic seeds, tends and expands his farm, and explores Transylvania — the harvested crops feeding directly back into his own growth and ability progression. By night, Dracula&#8217;s ghostly minions descend on the farm, sent specifically to break his son&#8217;s vegetarian resolve and drag him back to the family&#8217;s traditional diet. Players defend Voltaire&#8217;s crops from these nightly incursions using his vampire abilities, facing both standard enemy waves and full boss encounters — with the family conflict itself doubling as the game&#8217;s central comic premise and its tower-defense-adjacent nightly structure.</p>


<div id="jgb-slideshow-20" 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/2026/09/voltaire_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/2026/09/voltaire_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/2026/09/voltaire_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/2026/09/voltaire_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>Growing Stronger Through Plants, Not Blood</h3>



<p>The progression hook inverts vampire genre convention directly: Voltaire gains new abilities and grows more powerful specifically through a plant-based diet rather than blood, with each run&#8217;s accumulated knowledge and unlocked capabilities carrying forward into the roguelite structure that governs subsequent attempts. Exploring Transylvania&#8217;s varied biomes and expanding the farm&#8217;s footprint layers genuine simulation-game engagement on top of the combat and progression loop, rather than treating farming as a purely cosmetic frame around a straightforward survivor-style defense game.</p>



<p>The PC version supports co-op and split-screen multiplayer; whether these carry over to the console release hasn&#8217;t been confirmed and is worth checking before assuming parity.</p>


<div id="jgb-slideshow-21" 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/2026/09/voltaire_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/2026/09/voltaire_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/2026/09/voltaire_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/2026/09/voltaire_8-1024x576.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 Three-Year Track Record</h3>



<p>The PC version&#8217;s Mostly Positive Steam rating — roughly 76–79% positive across about 100 reviews since its October 2023 release — gives the console port an established, if modest, quality signal rather than an unproven concept arriving cold. Player interest has centered specifically on the concept&#8217;s novelty and how cleanly the farm-management and vampire-combat halves interlock, which is the same design synthesis the console release is carrying forward unchanged.</p>


<div id="jgb-slideshow-22" 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/2026/09/voltaire_12-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/voltaire_11-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/voltaire_10-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/voltaire_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>


<h3>Who This Is For</h3>



<p>Strong fit for: farming sim fans who want combat and roguelite progression layered on top rather than kept separate; players drawn to distinctive, &#8220;weird but cute&#8221; hand-drawn character design; vampire genre fans who appreciate a premise that inverts the usual blood-and-power convention; PC players who&#8217;ve been following the game since 2023 and want to try it on console, or recommend it to console-only friends.</p>



<p>Cautious fit for: players who specifically want confirmed co-op/split-screen support before buying on console (unverified); anyone who needs Korean-language support confirmed (not yet verified); players expecting a Very Positive-tier rating rather than a Mostly Positive one.</p>



<p>Less ideal for: players who dislike farming sim or tower-defense mechanics regardless of thematic novelty; anyone seeking a purely combat-focused roguelite without the simulation layer.</p>



<h3>The Takeaway</h3>



<p><em>Voltaire: The Vegan Vampire</em> is a three-year-proven PC concept — vegetarian vampire son, paternal sabotage, day-farming and night-defending — making its console debut on PlayStation 5 and Xbox on September 30 through a publisher (JanduSoft) separate from the one that shipped the original PC release (indie.io). The Mostly Positive Steam track record and the specific, hard-to-mistake-for-anything-else premise are what the console version inherits directly.</p>



<p>The crops are planted. The sun is setting. And somewhere out there, Dracula is sending another wave of ghostly minions to talk some sense — or some blood — back into his son.</p>



<p>September 30 on PlayStation 5 and Xbox. Available now on Steam.</p>



<h6>Information regarding &#8216;Voltaire: The Vegan Vampire&#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> Digitality Games (Portugal)</td></tr><tr><td> Publisher</td><td> indie.io (PC) / JanduSoft (Console)</td></tr><tr><td> Genre</td><td> Action farming roguelite</td></tr><tr><td> platform</td><td> PC (Steam), PlayStation 5, Xbox</td></tr><tr><td> Release date</td><td> PC October 26, 2023 / Console versions (PS5·Xbox) September 30, 2026</td></tr><tr><td> language</td><td> English, Portuguese, etc. (Korean support unconfirmed)</td></tr><tr><td> Reactions/Evaluations</td><td> Steam &#8220;Mostly Positive&#8221; (approx. 100 reviews, positive rating 76~79%)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/1952540/Voltaire_The_Vegan_Vampire/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35113">Voltaire: The Vegan Vampire Console Launch: Dracula&#8217;s Youngest Son Rejects Blood, and JanduSoft Brings the Farm-Defense Roguelite to PS5 and Xbox September 30</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Dungeon Automata: Algolemeth Preview: Raw Fury and Kakehashi Games Sign a Genre Its Solo Developer Named Himself — &#8220;Autologic,&#8221; Where You Program the Dungeon Run Instead of Playing It</title>
		<link>https://indiegame.com/en/archives/35116</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Mon, 14 Sep 2026 03:30:16 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
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					<description><![CDATA[<p>You never touch the controller during the actual dungeon run. That&#8217;s the premise Raw Fury and Kakehashi Games are jointly betting on with Dungeo...</p>
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<p>You never touch the controller during the actual dungeon run. That&#8217;s the premise Raw Fury and Kakehashi Games are jointly betting on with <em>Dungeon Automata: Algolemeth</em> — a project previously known by its working title <em>Algolemeth</em>, now confirmed under its full name with a co-publishing deal spanning a Swedish and a Japanese indie publisher simultaneously.</p>



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<h3>The Core Loop: Program, Then Watch</h3>



<p>Players don&#8217;t control characters directly. Instead, they synthesize a party of golems through alchemy and design each golem&#8217;s behavior as a blueprint — a visual logic program dictating how it should respond to enemies, traps, bosses, and every other situation it might encounter in the dungeon.</p>



<p>Once that logic is set, the golems enter the dungeon, and everything proceeds automatically. The player watches the resulting combat and exploration unfold in real time, identifies where the logic broke down or underperformed, revises the blueprint to patch the weakness, and sends the party back in — a feedback loop built entirely around iteration rather than direct execution. The world of Syntaxia is under threat from monsters spawned by the Tower of Corruption, and the player&#8217;s actual task throughout is synthesizing and programming golems capable of conquering the labyrinth that leads to the tower&#8217;s summit.</p>



<p>The developer&#8217;s own name for this hybrid — &#8220;Autologic&#8221; — is a claim that the combination isn&#8217;t simply dungeon-crawler exploration plus auto-battler strategy plus programming-puzzle logic bolted together, but a genuinely new category defined by the specific brain-engagement of debugging your own combat AI against a hostile dungeon rather than reacting to it live.</p>


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<h3>Handcrafted Floors, Trial-and-Error Solutions</h3>



<p>Every floor of the tower is manually designed by the development team, each with its own specific gimmicks and challenges rather than procedurally generated layouts. Because players can&#8217;t intervene once golems are sent in, the actual skill being tested is environmental analysis — reading what a given floor&#8217;s traps, monster placement, and boss demand, then continuously rewriting golem &#8220;code&#8221; (behavior logic) to match.</p>



<p>Catalysts encountered during exploration raise a golem&#8217;s physical stats, while nodes add new behavior and targeting logic to the available blueprint toolkit — together giving players granular control over golem specialization and party composition despite never directly piloting a single one of them during the actual run.</p>


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<h3>A Free-Game Developer&#8217;s First Commercial Release</h3>



<p><em>Dungeon Automata</em> is Medium-Rare Games&#8217; first commercial title — solo developer gunzee2&#8217;s first attempt at a paid, commercial-scale project after a history focused on small free games. The project has been drawing industry attention since 2022, and its blueprint-based mechanic earned a BitSummit Let&#8217;s GO!! 2023 Excellence in Game Design nomination at the Kyoto Indie Festival specifically for its originality. It subsequently won Bandai Namco&#8217;s 2nd GYAAR Studio Indie Game Contest for independent developers, which came with development funding and studio mentorship support. The Steam page has been public since December 2023 — meaning this co-publishing announcement and free demo arrive nearly three years into the project&#8217;s public visibility.</p>



<p>Yuzo Koshiro&#8217;s soundtrack — Sega Genesis-style synth compositions from the composer behind <em>Streets of Rage</em> and <em>Sonic the Hedgehog</em> — pairs with hand-drawn 8-bit pixel art to root the whole project firmly in a specific retro register that matches the genre-blending ambition with an equally specific aesthetic.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: players who enjoy programming-adjacent puzzle logic more than direct action execution; dungeon crawler fans curious about a genuinely hands-off take on party management; auto-battler enthusiasts who want deeper build customization through behavior logic rather than stat allocation alone; retro synth soundtrack fans, especially those who recognize Yuzo Koshiro&#8217;s specific sound; players who have followed the project since its 2023 BitSummit nomination and want to finally try it.</p>



<p>Cautious fit for: players who want direct real-time control during combat (this game specifically removes that); anyone who needs a release date before wishlisting; players who find debugging-style iteration tedious rather than satisfying.</p>



<p>Less ideal for: players who dislike auto-battler or idle-adjacent combat resolution; anyone seeking narrative-heavy content; players wanting procedurally generated rather than handcrafted level variety.</p>



<h3>The Takeaway</h3>



<p><em>Dungeon Automata: Algolemeth</em> asks players to become the dungeon party&#8217;s programmer rather than its controller — designing golem behavior blueprints, sending them in blind, and iterating based on what goes wrong. Nearly three years after its Steam page first went live and its blueprint mechanic earned a BitSummit nomination, solo developer gunzee2&#8217;s first commercial project now has Raw Fury and Kakehashi Games co-publishing behind it and a free demo available to test the &#8220;Autologic&#8221; premise directly.</p>



<p>The golems are synthesized. The blueprint is written. The Tower of Corruption is waiting, and once the party enters, there&#8217;s nothing left to do but watch, learn, and rewrite.</p>



<p>Free demo live on Steam now. Release date TBA.</p>



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<h5>Information regarding &#8216; <strong>Dungeon Automata</strong> &#8216;</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> Medium-Rare Games (Solo Developer gunzee2)</td></tr><tr><td> Publisher</td><td> Co-published by Raw Fury (Sweden) and Kakehashi Games (Japan)</td></tr><tr><td> Genre</td><td> Dungeon Crawler, Autobattler, Visual Programming (&#8220;Autologic&#8221;)</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> Undetermined (Free demo released on September 10, 2026)</td></tr><tr><td> language</td><td> Unidentified</td></tr><tr><td> Reactions/Evaluations</td><td> Nominated for BitSummit 2023 &#8216;Excellence in Game Design&#8217;, Winner of GYAAR Studio Indie Game Contest</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2731030/Dungeon_Automata/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35116">Dungeon Automata: Algolemeth Preview: Raw Fury and Kakehashi Games Sign a Genre Its Solo Developer Named Himself — &#8220;Autologic,&#8221; Where You Program the Dungeon Run Instead of Playing It</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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