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	<title>tops Archives - 인디게임닷컴</title>
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	<item>
		<title>G-STAR 2026 Preview: As Major Publishers Stay Quiet, Indie Games Move to Center Stage</title>
		<link>https://indiegame.com/en/archives/36333</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 01 Oct 2026 01:48:34 +0000</pubDate>
				<category><![CDATA[Featured article]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=36313</guid>

					<description><![CDATA[<p>G-STAR 2026, Korea&#8217;s largest game exhibition, runs November 19–22 at BEXCO in Busan. With major domestic publishers slow to confirm participatio...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/36333">G-STAR 2026 Preview: As Major Publishers Stay Quiet, Indie Games Move to Center Stage</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>G-STAR 2026, Korea&#8217;s largest game exhibition, runs November 19–22 at BEXCO in Busan. With major domestic publishers slow to confirm participation this year, the organizing committee has restructured the show around broader cross-industry connections — AI, webtoons, automotive, fashion — while visibly expanding &#8220;G-STAR Indie Showcase 2.0: GALAXY,&#8221; the in-house content the committee itself plans and operates directly. Here&#8217;s what that shift means for indie developers and attendees both.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="401" src="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-1024x401.jpg" alt="" class="wp-image-36315" srcset="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-1024x401.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-300x117.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-768x301.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-150x59.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-450x176.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key-1200x470.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_Key.jpg 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>A Changed Lineup Amid Major-Publisher Silence</h3>



<p>The show runs November 19–22, with BTC (consumer) exhibition across all four days and BTB (business) exhibition running the first three days, November 19–21. The global conference G-CON runs November 19–20, continuing last year&#8217;s &#8220;narrative&#8221; theme, built around connecting game creators with creators from film, comics, and adjacent industries.</p>



<p>The first BTC exhibitor list, released August 13, included Webzen, Google Play, NetEase Games, Bilibili Games, and Century Games — a list notably missing nearly every major domestic publisher except Webzen, which drew significant industry attention. The organizing committee stated at the time that this wasn&#8217;t the complete exhibitor roster. Since then, Krafton has confirmed its 10th consecutive year of participation, and HoYoverse announced its return after a four-year absence, gradually filling out the lineup — though several major publishers still haven&#8217;t confirmed, leaving the final composition to be determined by further announcements.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="572" src="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-1024x572.jpg" alt="" class="wp-image-36316" srcset="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-1024x572.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-300x168.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-768x429.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-450x251.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4-1200x671.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_4.jpg 1435w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>Expanding Beyond Gaming: A Non-Gaming Main Sponsor and Cross-Industry Tie-Ins</h3>



<p>This year&#8217;s main sponsor is Crack, an AI story-creation platform — the first time a non-gaming company has held that position, which the organizing committee describes as symbolizing the industry&#8217;s expanding reach beyond gaming itself. Also planned: a special Hyundai Motor N-brand booth and the &#8220;2026 Hyundai N Virtual Cup Grand Final,&#8221; a collaboration with trend trading platform KREAM, an Intel-linked new-game experience zone, and a Korea Creative Content Agency-run game culture festival pavilion — all reflecting the committee&#8217;s stated direction of transforming G-STAR into a comprehensive cultural festival.</p>



<p>Organizing Committee Chair Jo Young-ki named two pillars for this year: discovering cross-industry convergence content, and strengthening the in-house content the committee plans and operates directly — which is precisely why the Indie Showcase has become the flagship example of that second pillar.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="574" src="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-1024x574.jpg" alt="" class="wp-image-36317" srcset="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-1024x574.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-300x168.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-768x430.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-1536x861.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-450x252.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2-1200x672.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_2.jpg 2036w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="572" src="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-1024x572.jpg" alt="" class="wp-image-36318" srcset="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-1024x572.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-300x168.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-768x429.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-1536x858.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-450x251.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3-1200x670.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_3.jpg 2043w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>Indie Showcase 2.0: GALAXY, Built Large on BEXCO&#8217;s Second Hall</h3>



<p>&#8220;Indie Showcase 2.0: GALAXY&#8221; returns at large scale on the first floor of BEXCO&#8217;s second exhibition hall. Confirmed partners this year include Devolver Digital, Discord, Steam Deck (distributed by Komodo), and Unity — a lineup of global platforms, publishers, and engine makers. The individual indie developer roster and exact booth scale haven&#8217;t been announced yet.</p>



<p>Last year&#8217;s results give a useful benchmark: G-STAR 2025&#8217;s Indie Showcase ran 400 booths total, with 80 indie developers from 20 countries participating, 41 of them international (Germany, Spain, the US, China, Japan, among others). The Steam Deck experience zone also featured major-title demos alongside the indie games, creating a shared touchpoint where general attendees and BTB buyers both encountered indie titles directly.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="573" src="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-1024x573.jpg" alt="" class="wp-image-36319" srcset="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-1024x573.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-300x168.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-768x430.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-1536x859.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-450x252.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5-1200x671.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_5.jpg 2045w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>For Indie Developers, G-STAR Is One Option Among Several</h3>



<p>From an indie developer&#8217;s perspective, G-STAR participation is one choice among several, not an automatic default. G-STAR 2026 booth pricing: ₩2 million for a standalone booth, ₩3 million for a constructed booth, and ₩1.5 million for a lounge booth. The lounge booth — the cheapest option, newly introduced this year, operating only within the BTB networking lounge — is specifically designed to improve business-meeting accessibility for small and startup studios. The Busan IT Industry Promotion Agency also runs a BTB Busan joint pavilion (supporting roughly 20 companies) to help regional game companies participate.</p>



<p>Industry observers have also noted that BTC composition tends to skew toward main sponsors and major publishers, leading more small and indie studios with comparable budgets to choose events like AGF or BIC instead. This August&#8217;s Busan Indie Connect Festival (BIC) 2026 drew 856 submissions from 57 countries, with 332 games from 42 countries selected for on-site exhibition — confirming that dedicated indie-only events continue growing in scale. Whether G-STAR&#8217;s Indie Showcase can meaningfully differentiate its B2C experience opportunities and global publisher/platform access from what BIC already offers is the open question.</p>



<h3>What Indie Game Players Should Watch For</h3>



<p>For attendees, G-STAR&#8217;s specific strength remains experiencing major new titles and indie games in the same physical space. The Indie Showcase&#8217;s Steam Deck experience zone looks set to be a genuine opportunity to test a range of games in a portable PC context.</p>



<p>Last year&#8217;s G-STAR drew approximately 202,000 total attendees, 1,273 participating companies from 44 countries, and 3,269 booths. This year&#8217;s indie exhibitor list, booth floor plan, and G-CON speaker lineup will be released incrementally through G-STAR&#8217;s official website and social channels.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="341" src="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-1024x341.jpg" alt="" class="wp-image-36320" srcset="https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-1024x341.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-300x100.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-768x256.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-150x50.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-450x150.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6-1200x400.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/G-Star2026_6.jpg 1500w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p><strong>The center of gravity at G-Star, which has traditionally been centered around major companies, appears to be gradually shifting toward indie games and collaborations with other industries this year. However, the lineup of indie titles and the final composition of BTC participants have not yet been finalized. It seems that the key point of interest for both indie game developers and users will be which titles fill this year&#8217;s Indie Showcase.</strong></p>



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



<h6>Information regarding &#8216;G-Star 2026&#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> Event Name</td><td> G-STAR 2026</td></tr><tr><td> schedule</td><td> November 19 (Thu) – 22 (Sun), 2026</td></tr><tr><td> location</td><td> Busan BEXCO</td></tr><tr><td> Host</td><td> Korea Game Industry Association (K-GAMES)</td></tr><tr><td> subjectivity</td><td> G-STAR Organizing Committee, Busan Information Industry Promotion Agency</td></tr><tr><td> Exhibition composition</td><td> BTC (19~22), BTB (19~21), G-CON (19~20)</td></tr><tr><td> Main Sponsor</td><td> Crack (Rütten Technologies)</td></tr><tr><td> Indie exhibition</td><td> Indie Showcase 2.0: Galaxy, Partners: Devolver Digital, Discord, SteamDeck (Komodo), Unity</td></tr><tr><td> Participation fee</td><td> Independent booth 2 million won, modular booth 3 million won, lounge booth 1.5 million won</td></tr><tr><td> Last year&#8217;s scale (2025)</td><td> 1,273 companies from 44 countries, 3,269 booths, approximately 202,000 visitors</td></tr><tr><td> Official website</td><td> <a href="https://www.gstar.or.kr" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/36333">G-STAR 2026 Preview: As Major Publishers Stay Quiet, Indie Games Move to Center Stage</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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			</item>
		<item>
		<title>Keep Driving Review: Swedish Studio&#8217;s Y2K Road Trip RPG Hits Consoles After 300,000 PC Sales and an 84 Metacritic</title>
		<link>https://indiegame.com/en/archives/36231</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 29 Sep 2026 19:22:00 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=36124</guid>

					<description><![CDATA[<p>The summer you buy your first car. A festival happening on the other side of the country. A map, a route to choose, and no guarantee you&#8217;ll actu...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/36231">Keep Driving Review: Swedish Studio&#8217;s Y2K Road Trip RPG Hits Consoles After 300,000 PC Sales and an 84 Metacritic</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The summer you buy your first car. A festival happening on the other side of the country. A map, a route to choose, and no guarantee you&#8217;ll actually make it there. Swedish studio Y/CJ/Y&#8217;s <em>Keep Driving</em> has arrived on Nintendo Switch, PS5, and Xbox Series X|S — roughly a year and seven months after its February 2025 PC debut, carrying 300,000+ Steam sales and an 84 Metacritic score into console territory.</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="Keep Driving - Live Action Trailer" width="788" height="443" src="https://www.youtube.com/embed/00Ic-NkhugY?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 Road as Turn-Based Management</h3>



<p><em>Keep Driving</em> is a management RPG set in a procedurally generated pixel-art open world, built around early-2000s road-trip nostalgia. Players pick up hitchhikers, repair and modify their car, and resolve turn-based situations that arise along the road on the way to a destination they choose themselves.</p>



<p>The &#8220;combat&#8221; here isn&#8217;t combat in the conventional sense — getting stuck behind a tractor, for instance, is resolved the same turn-based way a fight would be in another RPG, using the protagonist&#8217;s skills and whatever&#8217;s sitting in the car rather than weapons. This reframing of mundane road inconveniences as the game&#8217;s core turn-based system is the specific design choice that gives <em>Keep Driving</em> its identity: the genre mechanics of an RPG applied to the genuinely low-stakes, human texture of a long drive.</p>



<p>Between-run side income comes from odd jobs, and money goes toward car repairs and upgrades. Completing one journey and returning to the start reveals what a different route would have produced — multiple branching endings exist, with the developer citing roughly 1-4 hours per individual run.</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/Keep_Driving_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/Keep_Driving_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/Keep_Driving_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>Hitchhikers and Influences</h3>



<p>The hitchhikers encountered along the road each carry distinct personalities and backstories — the developer describes them as &#8220;oddballs and lost souls.&#8221; The game&#8217;s stated influences span <em>Oregon Trail II</em>, <em>FTL</em>, <em>Two-Lane Blacktop</em>, <em>Paris, Texas</em>, <em>Jalopy</em>, <em>Gloomhaven</em>, and <em>The 7th Continent</em>, alongside the developers&#8217; own real-life experiences — a specific mix of road-trip cinema, tabletop-adjacent turn-based design, and personal nostalgia.</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/Keep_Driving_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/Keep_Driving_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/Keep_Driving_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>Pixel Roads and a Swedish Indie Soundtrack</h3>



<p>The roads and landscapes are rendered in pixel art, procedurally generated according to each journey — highways, dirt roads, and quiet countryside routes carrying the specific analog feel of the early 2000s. The soundtrack is built from real Swedish indie bands, and the developer has described the in-game collected tracks as functioning like a mix CD of Swedish indie music. A live-action trailer released alongside the console launch reinterprets the pixel-art world through real footage — a specific marketing choice that translates the game&#8217;s nostalgic tone into a different medium.</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/Keep_Driving_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/Keep_Driving_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/Keep_Driving_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>Y/CJ/Y&#8217;s Track Record</h3>



<p>Y/CJ/Y, based in Gothenburg, is run by Josef Martinovsky and Christopher Andreasson, whose prior releases include <em>The Aquatic Adventure of the Last Human</em>, <em>Sea Salt</em>, and <em>POST VOID</em> — a genuinely varied catalog spanning deep-sea exploration, real-time strategy horror, and a manic first-person shooter, now adding a contemplative road-trip management RPG to the list.</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/Keep_Driving_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/Keep_Driving_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/Keep_Driving_12-1024x576.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 Changed Since PC Launch — And What&#8217;s Console-Only</h3>



<p>Since the original PC release, updates have added 9 additional languages, new endings, Steam Deck gamepad support, new road events, and new explorable areas — all of which the console versions inherit from this point forward. Steam Workshop mod support, also added post-launch, remains PC-exclusive and is not available on console.</p>



<p>Some reviews have flagged room for improvement in convenience features like map zoom and quest management, and user reviews have occasionally noted that road events can start to feel repetitive across extended play — worth stating plainly alongside the otherwise strong 93% Very Positive reception.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: management RPG fans who want turn-based systems applied to low-stakes, narrative road-trip situations rather than combat; players drawn to Y2K nostalgia and road-trip cinema influences (<em>Paris, Texas</em>, <em>Two-Lane Blacktop</em>); fans of procedurally generated pixel-art worlds; console players who missed the PC version and want to try it with the accumulated post-launch content already included.</p>



<p>Cautious fit for: players who want Steam Workshop mod support (PC-only); anyone sensitive to the repetition some reviews have noted in road events across multiple runs; players who want deeper convenience features (map zoom, quest tracking) than currently offered.</p>



<p>Less ideal for: players who dislike turn-based mechanics regardless of low-stakes framing; anyone seeking combat-focused RPG systems; players wanting a single, long continuous campaign rather than 1-4 hour branching runs.</p>



<h3>The Takeaway</h3>



<p><em>Keep Driving</em> brings its specific blend of Y2K road-trip nostalgia, turn-based mundane-situation &#8220;combat,&#8221; and Swedish indie music to consoles nineteen months after proving the concept on PC — 300,000 sales, an 84 Metacritic score, and 93% Very Positive Steam reception backing the transition. The hitchhikers are still oddballs and lost souls, the roads are still procedurally generated pixel art, and the festival on the other side of the country is still only reachable if the journey itself goes right.</p>



<p>Available now on Nintendo Switch, PlayStation 5, and Xbox Series X|S. PC version (Steam) available since February 2025.</p>



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



<h5>Information regarding &#8216;Keep Driving&#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> Y/CJ/Y (Steam notation YCJY Games)</td></tr><tr><td> Publisher</td><td> YCJY Games, Kepler Ghost (Steam version only, console version not confirmed)</td></tr><tr><td> Genre</td><td> Management RPG, Adventure, Simulation</td></tr><tr><td> platform</td><td> PC (Steam), Nintendo Switch, PS5, Xbox Series X|S</td></tr><tr><td> Release date</td><td> PC February 6, 2025 / Switch · PS5 · Xbox Series X|S September 28, 2026</td></tr><tr><td> price</td><td> Steam $17.99 (Console version unconfirmed)</td></tr><tr><td> Reactions/Evaluations</td><td> Steam &#8216;Very Positive&#8217; (93% positive of 3,226 English reviews), Metacritic Metascore 84</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2756920/Keep_Driving/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/36231">Keep Driving Review: Swedish Studio&#8217;s Y2K Road Trip RPG Hits Consoles After 300,000 PC Sales and an 84 Metacritic</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[featured]]></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>
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<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-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/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-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/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>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>
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					<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>
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<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>The Posthumous Investigation Platform Expansion Review: Mother Gaia Studio&#8217;s Time-Loop Noir Mystery Comes to Switch and Mobile With a Very Positive Track Record Behind It</title>
		<link>https://indiegame.com/en/archives/35254</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 15 Sep 2026 02:50:44 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
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		<guid isPermaLink="false">https://indiegame.com/?p=35224</guid>

					<description><![CDATA[<p>A dead client hires you to solve his own murder. You have exactly one day. When that day ends, time resets — but everything you learned stays with you...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35254">The Posthumous Investigation Platform Expansion Review: Mother Gaia Studio&#8217;s Time-Loop Noir Mystery Comes to Switch and Mobile With a Very Positive Track Record Behind It</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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<p>A dead client hires you to solve his own murder. You have exactly one day. When that day ends, time resets — but everything you learned stays with you. Mother Gaia Studio&#8217;s <em>The Posthumous Investigation</em>, which this coverage covered at its March PC launch, is now expanding to Nintendo Switch, iOS, and Android on September 17, arriving with a proven Very Positive Steam track record already established behind it.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="The Posthumous Investigation - Nintendo Switch and Mobile Teaser" width="788" height="443" src="https://www.youtube.com/embed/8JRI44_kcyQ?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 Loop That Remembers</h3>



<p>The premise puts players in the role of a private detective hired by an influential businessman — already dead — to uncover the truth of his own murder within a single day&#8217;s time limit. Fourteen major characters each carry their own daily routines, secrets, and motives; the player&#8217;s job is to watch what they do and extract information through observation and conversation.</p>



<p>The structural hook is that the day resets to its beginning once it ends, but every piece of information the player gathered persists across the loop. This is the design engine driving the entire mystery: accumulated clues from earlier attempts let players break alibis, locate hidden places, and expose evidence they couldn&#8217;t have found or understood on a first pass — closing in on the killer through iteration rather than a single linear investigation.</p>



<p>Exploration spans 1930s Rio de Janeiro&#8217;s full visual range, from grim back alleys to postcard-pretty vistas, with notes and documents scattered throughout as collectible clues. The in-game &#8220;Thinking Board&#8221; system organizes everything gathered into a single visual overview, letting players work out the decisive connections themselves rather than having the game state them directly.</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/The-Posthumous-Investigation_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/The-Posthumous-Investigation_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/The-Posthumous-Investigation_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>Hand-Drawn Rio and Machado de Assis</h3>



<p>The visual identity is built entirely from hand-drawn artwork depicting 1937 Rio de Janeiro — noir&#8217;s characteristic darkness rendered with a wit and specific stylization that gives the period setting its own distinct look rather than a generic noir palette.</p>



<p>The narrative layer draws directly on Machado de Assis, one of Brazilian literature&#8217;s most significant figures, reinterpreting characters and themes from his work into the mystery&#8217;s cast and concerns. Rather than a pure whodunit reducible to a single correct culprit, the game is built around following the tangled relationships and hidden motives among its cast — and deliberately avoids presenting one absolute correct answer, instead asking players to use what they&#8217;ve gathered to reach their own conclusion about who&#8217;s responsible and what actually happened.</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/The-Posthumous-Investigation_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/The-Posthumous-Investigation_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/The-Posthumous-Investigation_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>The Platform Expansion Logic</h3>



<p>Game Director Bruno Toledo framed the Switch and mobile release around access rather than technical novelty: the new platforms let players enjoy the game comfortably from a couch, on the move, or in bed before sleep — meeting players where their actual play contexts are rather than assuming a desktop-only audience. For a narrative investigation game built around returning to the same day repeatedly and cross-referencing accumulated clues, portable and flexible play contexts suit the design&#8217;s rhythm reasonably well.</p>



<h3>The Track Record Behind the Expansion</h3>



<p>The March 31 PC launch has held up: 94% positive across 549 Steam reviews (Very Positive) and a Metacritic score of 77 from 10 critic reviews, with user scores holding in the low 8s. International coverage specifically praised the hand-drawn artwork, the literary weight of the world, and the tightly interwoven web of character relationships. The consistent criticism running through some reviews concerned pacing and the ending — a recurring note worth flagging honestly rather than glossing over, since it&#8217;s the one persistent soft spot in an otherwise strong critical reception.</p>



<p>Mother Gaia Studio brings 15+ years of development experience to this release, with <em>Legend of the Skyfish</em> and <em>Minesweeper Genius</em> as prior international releases from the Bauru-based studio — an established, if not widely famous, Brazilian indie developer with real shipped-game history behind this particular mystery.</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/The-Posthumous-Investigation_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/The-Posthumous-Investigation_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/The-Posthumous-Investigation_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: narrative mystery fans who want a time-loop structure that meaningfully rewards accumulated knowledge rather than resetting progress; players drawn to hand-drawn noir aesthetics and literary-influenced storytelling; anyone who appreciates investigation games that ask players to form their own conclusion rather than confirming a single scripted answer; players who want to try the game on Switch or mobile after missing the March PC launch.</p>



<p>Cautious fit for: players sensitive to pacing criticism already flagged in existing reviews; anyone who needs a fully satisfying, unambiguous ending (some reviews note dissatisfaction here); players who need Korean-language support confirmed (unverified as of this writing).</p>



<p>Less ideal for: players who dislike narrative-heavy, dialogue-driven investigation gameplay; anyone seeking action or real-time mechanics; players who want multiplayer.</p>



<h3>The Takeaway</h3>



<p><em>The Posthumous Investigation</em> arrives on Switch and mobile with the quality argument already made: a 94% Very Positive Steam reception and a 77 Metacritic score built up over nearly six months on PC, now reaching couches, commutes, and bedside tables. The time-loop structure that turns accumulated clues into narrowing certainty, the hand-drawn 1930s Rio setting, and the Machado de Assis-inflected literary mystery are unchanged from what earned that reception — only the places you can play it have expanded.</p>



<p>The day resets again. What you learned last time doesn&#8217;t. And somewhere in fourteen tangled lives and one dead businessman&#8217;s request, the truth is exactly as findable as your patience allows.</p>



<p>September 17 on Nintendo Switch, iOS, and Android. Available now on Steam.</p>



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



<h5>Information regarding &#8216;The Posthumous Investigation&#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> Mother Gaia Studio</td></tr><tr><td> Publisher</td><td> Critical Leap, Infini Fun</td></tr><tr><td> Genre</td><td> Adventure, Indie, Mystery (Time-loop noir mystery game)</td></tr><tr><td> platform</td><td> PC (Steam), Nintendo Switch, iOS, Android</td></tr><tr><td> Release date</td><td> PC March 31, 2026 (Previously Released) / Nintendo Switch · iOS · Android September 17, 2026</td></tr><tr><td> language</td><td> Unconfirmed based on press release (Need to check Korean support)</td></tr><tr><td> Reactions/Evaluations</td><td> Steam &#8216;Very Positive&#8217; (94% positive of 549 reviews) / Metacritic 77 (Combined from 10 critics)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2466900/The_Posthumous_Investigation/">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35254">The Posthumous Investigation Platform Expansion Review: Mother Gaia Studio&#8217;s Time-Loop Noir Mystery Comes to Switch and Mobile With a Very Positive Track Record Behind It</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Au Revoir Console Launch Review: Brazilian Debut Studio&#8217;s Blade Runner-Inspired 32-Bit Neo-Noir Adventure Arrives September 17 With a &#8220;Very Positive&#8221; PC Track Record</title>
		<link>https://indiegame.com/en/archives/34946</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 10 Sep 2026 01:30:27 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34920</guid>

					<description><![CDATA[<p>Nineteen months after its January 2025 PC launch earned a sustained Very Positive Steam rating, Invisible Studio&#8217;s debut title Au Revoir is brin...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34946">Au Revoir Console Launch Review: Brazilian Debut Studio&#8217;s Blade Runner-Inspired 32-Bit Neo-Noir Adventure Arrives September 17 With a &#8220;Very Positive&#8221; PC Track Record</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Nineteen months after its January 2025 PC launch earned a sustained Very Positive Steam rating, Invisible Studio&#8217;s debut title <em>Au Revoir</em> is bringing its neon-noir, 32-bit-inspired point-and-click investigation to PlayStation, Xbox, and Nintendo consoles on September 17 — the console expansion validating a first commercial release from a studio that began, by its own account, as a group of students following a shared passion.</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="Au Revoir -  Console Release Date Trailer" width="788" height="443" src="https://www.youtube.com/embed/p7UqAQiqMII?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 Synthetic Brain Mystery</h3>



<p>The setting is 2071, a dystopia dominated by Au Revoir Ltd., the corporation that monopolizes the &#8220;Synthetic Brain&#8221; market — technology capable of storing human consciousness. Players take the role of Tristan, an Au Revoir Sentinel tasked with recovering Synthetic Brains and transferring stored consciousness into new bodies.</p>



<p>What begins as routine recovery work curdles into an identity crisis: Tristan starts questioning whether his own memories and identity are genuine, as the possibility emerges that the Synthetic Brain he himself uses may be defective. The branching narrative structure means player choices shape the story&#8217;s direction toward multiple distinct endings — the specific format that lets a consciousness-transfer premise interrogate its own protagonist&#8217;s reliability as the game progresses.</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/Au-Revoir_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/Au-Revoir_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/Au-Revoir_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>Building From 1990s References</h3>



<p>Invisible Studio has been explicit about drawing broadly from 1990s games for both visual and design direction. Westwood Studios&#8217; 1997 <em>Blade Runner</em> is the primary stated inspiration, with puzzle and visual elements pulled from <em>Silent Hill 2</em> and the original PlayStation <em>Resident Evil 2</em>.</p>



<p>One development anecdote captures the specificity of that influence directly: in early development, before Tristan&#8217;s final appearance was locked, the team used a placeholder PSX-style model referencing Ryan Gosling&#8217;s character from <em>Blade Runner 2049</em> (2017). Producer Leonardo Pedroso: &#8220;Blade Runner was one of our biggest inspirations, so during the period when we were testing and validating ideas, we spent a lot of time exploring the world of Au Revoir as Ryan Gosling.&#8221;</p>



<h3>Solving Point-and-Click&#8217;s Pixel Hunting Problem</h3>



<p>Invisible Studio, based in Curitiba, Brazil, and founded by a group of students&#8217; shared passion, made <em>Au Revoir</em> its first full commercial title with a specific design mission: reducing the &#8220;pixel hunting&#8221; that has historically plagued the point-and-click genre.</p>



<p>Pedroso described the research process directly: &#8220;When we started developing the point-and-click game, we researched a lot of &#8217;90s titles. Many of them relied on finding well-hidden items, attempting non-intuitive item combinations, and solving puzzles through trial and error.&#8221; The studio&#8217;s response was a deliberate rebalancing toward narrative: &#8220;<em>Au Revoir</em> places more weight on narrative, and today&#8217;s players are often unfamiliar with the genre. Rather than aimlessly hunting for objects on screen, we pursued intuitive solutions and clear item usage so players could naturally follow the investigation and the story.&#8221;</p>



<p>This is a meaningfully self-aware design position — a studio explicitly studying what made the genre&#8217;s classic era frustrating and designing against it, rather than treating obscurity as a feature of genre authenticity.</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/Au-Revoir_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/Au-Revoir_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/Au-Revoir_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>The Recommendation Set</h3>



<p>Invisible Studio has directly named the audience it believes will connect with <em>Au Revoir</em>: fans of <em>Disco Elysium</em>, <em>Nobody Wants to Die</em>, <em>Detroit: Become Human</em>, <em>The Bookwalker: Thief of Tales</em>, and <em>The Wolf Among Us</em>. Pedroso&#8217;s own framing: narrative adventure, mystery, and SF fans; classic point-and-click enthusiasts; and anyone drawn to &#8217;90s retro aesthetics and <em>Blade Runner</em>-style cyberpunk worldbuilding.</p>



<p>The PC version&#8217;s sustained Very Positive rating across a year and a half since launch is the track record the console release inherits — not a fresh, unproven title but a game that has already found and held an audience, now expanding its reach.</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/Au-Revoir_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/Au-Revoir_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/Au-Revoir_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/Au-Revoir_7-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who This Is For</h3>



<p>Strong fit for: point-and-click adventure fans who specifically want reduced pixel-hunting friction over classic-genre difficulty; cyberpunk and <em>Blade Runner</em>-aesthetic enthusiasts; players drawn to narrative-first mystery adventures with consciousness-transfer SF premises; fans of the specifically named comparison titles (<em>Disco Elysium</em>, <em>Detroit: Become Human</em>, <em>The Wolf Among Us</em>); console players who missed the 2025 PC launch and want the game on PlayStation, Xbox, or Switch.</p>



<p>Cautious fit for: players who need Korean-language support confirmed before purchasing (currently unconfirmed); genre purists who specifically enjoy classic point-and-click&#8217;s harder, more obscure puzzle traditions; anyone who wants a completely fresh unproven title rather than one with an established PC track record.</p>



<p>Less ideal for: players who dislike point-and-click or narrative adventure mechanics; anyone seeking action or real-time gameplay; players wanting multiplayer options.</p>



<h3>The Takeaway</h3>



<p><em>Au Revoir</em> is Invisible Studio&#8217;s debut commercial title, graduating from a well-received January 2025 PC launch to a full console release across PlayStation, Xbox, and Nintendo platforms on September 17. The neon-noir 32-bit aesthetic, the <em>Blade Runner</em>-inspired consciousness-transfer mystery, and the studio&#8217;s explicit design choice to reduce pixel-hunting friction in favor of narrative flow together describe a point-and-click adventure built by a Curitiba team that studied genre history carefully enough to design against its worst habits.</p>



<p>Tristan is recovering Synthetic Brains. His own memories may not be his own. And starting September 17, players on every major console can find out where that uncertainty leads.</p>



<p>Wishlists open now on PlayStation, Nintendo, and Xbox store pages.</p>



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



<h6>Information regarding &#8216; <strong>Au Revoir&#8217;</strong></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> Invisible Studio (Invisible Studio, Curitiba, Brazil)</td></tr><tr><td> Publisher</td><td> Nuntius Games, Vsoo Games</td></tr><tr><td> Genre</td><td> Point-and-click, narrative adventure</td></tr><tr><td> platform</td><td> PC (Steam), PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, Switch 2</td></tr><tr><td> Release date</td><td> Console version September 17, 2026 (PC version released on January 30, 2025)</td></tr><tr><td> language</td><td> English, Brazilian Portuguese (voice support), etc. — Korean support unconfirmed</td></tr><tr><td> Reactions/Evaluations</td><td> Steem &#8220;Very Positive&#8221;</td></tr><tr><td> Store</td><td> <a href="https://store.steampowered.com/app/3079600/Au_Revoir/" target="_blank" rel="noreferrer noopener">Steam</a> / <a href="https://store.playstation.com/en-us/concept/10017170" target="_blank" rel="noreferrer noopener">PlayStation</a> / <a href="https://www.nintendo.com/us/store/products/au-revoir-switch/" target="_blank" rel="noreferrer noopener">Nintendo</a> / <a href="https://www.xbox.com/en-US/games/store/au-revoir/9PCQGH15713F" target="_blank" rel="noreferrer noopener">Xbox</a></td></tr></tbody></table></figure>



<p></p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34946">Au Revoir Console Launch Review: Brazilian Debut Studio&#8217;s Blade Runner-Inspired 32-Bit Neo-Noir Adventure Arrives September 17 With a &#8220;Very Positive&#8221; PC Track Record</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>The Journey Home Preview: Belgian Husband-and-Wife Studio&#8217;s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live</title>
		<link>https://indiegame.com/en/archives/34482</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 02:12:54 +0000</pubDate>
				<category><![CDATA[Featured article]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34454</guid>

					<description><![CDATA[<p>The first notable thing about The Journey Home is the specific claim attached to it: at Gamescom 2025, some visitors cried. Not during a cutscene desi...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34482">The Journey Home Preview: Belgian Husband-and-Wife Studio&#8217;s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The first notable thing about <em>The Journey Home</em> is the specific claim attached to it: at Gamescom 2025, some visitors cried. Not during a cutscene designed to produce that response, but during the live demo session — players experiencing the game for the first time, in a trade show environment surrounded by other games competing for attention, were moved enough to show it.</p>



<p>That specific claim traveled. Now, a year later at Gamescom 2026, Joey&#8217;s Entertainment has released the free Steam demo and a new gameplay trailer through the Future Games Show — inviting anyone to find out for themselves whether the emotional response the Cologne crowd had is reproducible outside a convention floor.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="The Journey Home - Official Demo Trailer" width="788" height="443" src="https://www.youtube.com/embed/_yT9MI3_gaM?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 Design Approach</h3>



<p><em>The Journey Home</em> is a 2.5D side-scrolling adventure organized around a single core mechanic called the Pulse system. No dialogue. The Pulse is the player&#8217;s only tool for interacting with the environment and the creatures and objects within it — a gesture that establishes connection without words.</p>



<p>The narrative travels through time: the protagonist&#8217;s childhood and other periods of their life, across a surrealist world where those time periods coexist. The question being explored — life and death, what constitutes a journey, what it means to return to something — is the philosophical content that the visual design and the Pulse mechanic carry rather than exposition.</p>



<p>The &#8220;Hitch a Ride&#8221; mechanic extends the protagonist&#8217;s movement: giant fireflies, jellyfish, birds, and 1950s-style flying cars can all be ridden. These are modes of traversal that come with distinct visual signatures and that presumably reach spaces or perspectives that walking cannot. The variety of creatures available to ride is the environmental diversity indicator — the world contains things that operate by their own logic.</p>



<p>The design commitments — minimal cutscenes, no loading screens, custom camera system, minimal UI — are all serving the same objective: sustained immersion without interruption. A game that keeps pulling the player&#8217;s attention back to interface elements is a game that keeps reminding the player they&#8217;re playing a game. <em>The Journey Home</em> is specifically trying to keep the player somewhere else.</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/The-Journey-Home_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/The-Journey-Home_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/The-Journey-Home_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 INSIDE × Journey Reference</h3>



<p>The two reference points the developer cites are precise and not interchangeable. <em>INSIDE</em> (Playdead, 2016) is a masterclass in environmental storytelling under pressure — what the world communicates without dialogue, how spatial design creates dread, how a game can be simultaneously beautiful and deeply uncomfortable. <em>Journey</em> (thatgamecompany, 2012) is a landmark in emotional resonance through non-verbal experience — a wordless encounter between players that creates genuine connection, the specific emotional quality of a game that makes you feel rather than think.</p>



<p><em>The Journey Home</em> is positioning itself at the intersection: the environmental storytelling precision of <em>INSIDE</em> applied to the emotional wavelength of <em>Journey</em>. This is a demanding intersection to occupy. Both games are exceptional at what they do specifically, and occupying the space between them requires executing on both dimensions rather than splitting the difference.</p>



<p>The Flemish Audiovisual Fund (VAF) support places <em>The Journey Home</em> in the tradition of Belgian media production supported by regional arts funding — the infrastructure that allows smaller-scale creative work to pursue artistic ambition without the commercial pressure that fully market-dependent games face.</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/The-Journey-Home_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/The-Journey-Home_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/The-Journey-Home_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>The Bestselling Author Dimension</h3>



<p>USA Today bestselling author Sophie-Ray Robbins writing the game&#8217;s narrative is the creative collaboration that gives the literary ambition institutional credibility. Game narratives written by novelists don&#8217;t automatically succeed — the structural constraints of interactive media differ fundamentally from linear prose — but the involvement signals that the philosophical content the game is pursuing has been developed with the specific attention that story professionals bring.</p>



<p>The combination of a novelist&#8217;s narrative sensibility and a game designer&#8217;s understanding of how interactive experience creates emotion is the creative basis from which games in this register achieve what they&#8217;re attempting. Without the narrative depth, the atmosphere is beautiful but empty. Without the interactive design, the narrative has nowhere to be felt rather than read.</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/스크린샷-2026-09-02-104038.png" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/스크린샷-2026-09-02-103258.png" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/스크린샷-2026-09-02-103325.png" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/스크린샷-2026-09-02-103350.png" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/스크린샷-2026-09-02-103407.png" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/스크린샷-2026-09-02-103423.png" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/스크린샷-2026-09-02-104246.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>The Belgian Indie Context</h3>



<p>This is the sixth Belgian indie project covered in this coverage&#8217;s 2026 period — alongside <em>Sizeable</em> (Business Goose Studios), <em>Midnight Moments</em> (Happy Volcano), <em>Helix: Descent N Ascent</em> (Badass Mongoose), <em>KABOOMANIA</em> (Fancy Factory), and <em>SKINFACE</em> (Adam Pype + Ties Groen). The breadth is striking: size-manipulation puzzles, contemplative cozy, vertical platformer, Amiga-native maze bomber, face-stealing stealth horror, and now a meditative philosophical side-scroller with a bestselling author&#8217;s narrative. Belgian indie output is being produced across the full tonal and genre spectrum.</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/The-Journey-Home_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/The-Journey-Home_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/The-Journey-Home_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: <em>INSIDE</em> and <em>Journey</em> fans who want a game working in the intersection of those two registers; players who specifically seek games that prioritize emotional resonance over mechanical challenge; meditative adventure enthusiasts who want atmosphere and philosophical content over genre tension; players who saw the Gamescom 2025 reports about audience response and have been waiting for the demo; Belgium indie game followers.</p>



<p>Cautious fit for: players who need mechanical engagement alongside the contemplative design; anyone who found either reference game too abstract or too minimal for sustained engagement; players who want confirmed review scores before investing emotional energy in a new atmospheric adventure.</p>



<p>Less ideal for: players who want action or challenge as their primary engagement mode; anyone wanting multiplayer options; players who specifically need dialogue-driven narrative to follow a story.</p>



<h3>The Takeaway</h3>



<p><em>The Journey Home</em> is the specific kind of game that makes claims about emotional impact rather than mechanical innovation — and the specific kind of game for which those claims can only be verified by playing. The Gamescom 2025 response is the strongest available external signal that the claim has substance; the free demo is the first opportunity for that claim to be tested outside the context that produced it.</p>



<p>Joey&#8217;s Entertainment — a Belgian husband-and-wife studio with a USA Today bestselling author on narrative and Flemish arts funding behind the production — has made something that people cried at on a convention floor in 2025. The demo is live. Q4 2026 is the full release.</p>



<p>The Pulse is the only tool. The protagonist&#8217;s time is all there is. The world changes depending on where you are in it.</p>



<p>Free demo on Steam now. Q4 2026 for the full release.</p>



<h5>Information regarding &#8216;The Journey Home&#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> Joey&#8217;s Entertainment (Belgium, 2-person studio for a married couple)</td></tr><tr><td> Publisher</td><td> Joey&#8217;s Entertainment (Self-publishing)</td></tr><tr><td> Genre</td><td> Meditation-style side-scrolling adventure, 2.5D platformer</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> Q4 2026 (Exact date TBD, free demo currently available)</td></tr><tr><td> etc</td><td> Produced with support from the Audiovisual Fund of Flanders (VAF)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2600820/The_Journey_Home/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34482">The Journey Home Preview: Belgian Husband-and-Wife Studio&#8217;s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Garden of Witches 1.0 Review: Team Tapas&#8217; Mobile-to-PC Leap Completes Its 15-Month Early Access With a Combat System Built Entirely Anew</title>
		<link>https://indiegame.com/en/archives/34213</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 28 Aug 2026 02:24:59 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34201</guid>

					<description><![CDATA[<p>Team Tapas has 14 million cumulative mobile downloads across Drifting Girls and Hero&#8217;s Restaurant. Garden of Witches is their first PC title and...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34213">Garden of Witches 1.0 Review: Team Tapas&#8217; Mobile-to-PC Leap Completes Its 15-Month Early Access With a Combat System Built Entirely Anew</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Team Tapas has 14 million cumulative mobile downloads across <em>Drifting Girls</em> and <em>Hero&#8217;s Restaurant</em>. <em>Garden of Witches</em> is their first PC title and their first action game — a meaningful departure from the casual mobile games they&#8217;re known for, and a 15-month development commitment that took the studio from a May 2025 Early Access launch to a fully completed 1.0 on August 28.</p>



<p>The studio&#8217;s approach to the Early Access period is the story of this release: the original combat system, which earned Overwhelmingly Positive ratings at launch, has been completely replaced. Not adjusted. Replaced. The synergy system that players praised in June 2025 is gone; in its place is a weapon-and-sigil architecture where each weapon has unique critical hit rules, and each sigil changes how skills fundamentally operate rather than modifying their numbers.</p>



<p>This is a confident development decision that most studios don&#8217;t make.</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="Garden of Witches - Official Release Date Trailer" width="788" height="443" src="https://www.youtube.com/embed/shC4-7GzlOs?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 World and Its Characters</h3>



<p>The premise is a fairy tale under pressure: the Garden, a realm sustained by a tea party of witches, is collapsing. Sil — the game&#8217;s protagonist witch — must convince her lazy, irresponsible colleagues to return to the gathering before everything falls apart. The &#8220;lazy divine beings who need persuading to save the world&#8221; narrative framing has specific comedic potential that Team Tapas&#8217; character design tradition knows how to exploit.</p>



<p>The dark fantasy aesthetic that coexists with the cuteness is the tonal balance Team Tapas has developed across their mobile work: the art is charming, the world is genuinely troubled, and the characters are appealing in ways that make the stakes feel real despite the whimsical framing. The expansion of witch-to-witch interaction dialogue in the 1.0 — new lines added across all supported languages alongside the new Japanese voice acting — extends this character dimension.</p>



<p>The Japanese voice cast for Chapters 1–5 is a significant production investment for a Korean indie PC debut. It signals both Japanese market ambition and confidence that the game&#8217;s character appeal is strong enough to justify the localization expenditure.</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/2026/08/Garden-of-Witches_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_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>The Combat Overhaul</h3>



<p>The Early Access feedback identified three problems: builds converging toward similar optimal patterns, content volume insufficient for the roguelite&#8217;s replay demands, and the story feeling incomplete. The 1.0 addresses all three.</p>



<p>The synergy system removal is the boldest choice. In the Early Access version, combining specific cards created emergent power combinations — the roguelite&#8217;s characteristic satisfaction of discovering a build that shouldn&#8217;t work but does. Replacing this with weapon-specific critical hit rules and sigils that change skill behavior rather than scale it creates a different kind of build identity: less about discovering unexpected combinations, more about committing to a weapon&#8217;s logic and building around it.</p>



<p>The practical difference: a fire bolt skill with the right sigil becomes either a charged single powerful strike or a rapid multi-projectile spread. These are functionally different tools deployed from the same base skill. The weapon&#8217;s unique critical hit rules then interact with whichever sigil version the player has built around, creating build coherence that flows from specific weapon identity rather than from card combination emergence.</p>



<p>Whether this is better than what it replaced is a question the post-1.0 Steam rating will answer. The Early Access feedback identified build homogenization as a problem; the overhaul addresses it. Whether the new architecture creates the build variety players wanted or simply different build homogenization, is what the 1.0 community will evaluate.</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/2026/08/Garden-of-Witches_5-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_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>The Story Completion</h3>



<p>The completion of Sil&#8217;s story across Epilogues 2 and 3 transforms the game from an incomplete experience to a finished one. Roguelite action games that lack narrative closure can sustain engagement through gameplay loops, but they struggle to generate the emotional impact that a complete story arc produces. The 1.0 resolves this by delivering the ending that the Early Access premise set up.</p>



<p>The branching choices that have been expanded in the 1.0 give the story replay motivation beyond mechanical build variety: different decisions produce different story developments. For players who care about the witches and want to understand what different choices mean, multiple runs now have narrative motivation alongside the roguelite build exploration.</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/2026/08/Garden-of-Witches_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_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/2026/08/Garden-of-Witches_7-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Mobile-to-PC Transition</h3>



<p>Team Tapas shipping a PC action roguelite after establishing themselves through casual mobile games is a genre and platform transition that the 15-month Early Access period gave them time to navigate properly. The mouse aim support added in 1.0 — alongside the existing keyboard controls — reflects understanding that PC action game players have specific expectations about input precision that mobile-origin games sometimes underserve.</p>



<p>The STOVE platform support alongside Steam, maintains the studio&#8217;s relationship with the Korean PC gaming audience that prefers the domestic platform. The combination of Steam and STOVE gives the game a broader domestic reach than Steam alone.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-1024x576.jpg" alt="" class="wp-image-34210" srcset="https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-1536x864.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7-1200x675.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/08/Garden-of-Witches_7.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>What to Watch</h3>



<p>The Overwhelmingly Positive Early Access rating came from a version of the game that no longer exists. The 1.0 is, by the developer&#8217;s own account, substantially different — new combat architecture, completed story, Japanese voices, mouse controls. Whether the players who loved the Early Access version embrace the changes, and whether new players encountering the 1.0 fresh find it compelling on its own terms, is what the next 30-60 days of Steam reviews will reveal.</p>



<p>The story completion is the most straightforward improvement: it addresses a clear limitation of the Early Access state without controversy. The combat overhaul is the variable — it represents a directional bet on what the game should be, made in response to criticism of the Early Access version&#8217;s homogenization, and it&#8217;s a bet that the 1.0&#8217;s reception will validate or question.</p>



<h3>The Takeaway</h3>



<p><em>Garden of Witches</em> arrives at 1.0 as a studio&#8217;s first PC title that has used its Early Access period to make genuinely substantial changes rather than incremental refinements. The combat system players initially praised has been replaced. The story they found incomplete is now complete. The Japanese voice acting expands the game&#8217;s regional reach. The mouse control support addresses a platform-specific expectation.</p>



<p>Team Tapas has 14 million mobile downloads behind them and a first PC action game in front of them. The 1.0 is the version they determined the game needed to be after 15 months of player feedback. Whether that determination was correct is now in the hands of the players.</p>



<p>Available now on Steam and <a href="https://store.onstove.com/ko/games/4207" target="_blank" rel="noreferrer noopener">STOVE</a>. 30% launch discount active.</p>



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



<h5>Information regarding &#8216; <strong>Garden of Witches&#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> Team Tapas (South Korea)</td></tr><tr><td> Publisher</td><td> Team Tapas (Self-publishing)</td></tr><tr><td> Genre</td><td> Action Roguelike, Dark Fantasy RPG</td></tr><tr><td> platform</td><td> PC (Steam, STOVE)</td></tr><tr><td> Release date</td><td> August 28, 2026 (Official 1.0, Early Access starts May 23, 2025)</td></tr><tr><td> etc</td><td> 30% discount to celebrate the official launch, Japanese character voices added for Chapters 1–5, new support for mouse controls</td></tr><tr><td> Reactions/Evaluations</td><td> Steam &#8216;Overwhelmingly Positive&#8217; in Early Access (96% positive out of 541 reviews, as of June 2025)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2530470/Garden_of_Witches/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34213">Garden of Witches 1.0 Review: Team Tapas&#8217; Mobile-to-PC Leap Completes Its 15-Month Early Access With a Combat System Built Entirely Anew</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Gladio Mori Review: Finnish Solo Developer&#8217;s Physics-Based Gladiator Fighter Graduates Early Access September 16 With a Move Editor That Lets You Animate Your Own Combat</title>
		<link>https://indiegame.com/en/archives/33997</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 25 Aug 2026 02:07:25 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33969</guid>

					<description><![CDATA[<p>The standard fighting game contract: the developer designs the moves, the player learns them. Gladio Mori breaks this contract at its foundation. The ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33997">Gladio Mori Review: Finnish Solo Developer&#8217;s Physics-Based Gladiator Fighter Graduates Early Access September 16 With a Move Editor That Lets You Animate Your Own Combat</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The standard fighting game contract: the developer designs the moves, the player learns them. <em>Gladio Mori</em> breaks this contract at its foundation. The Move Editor lets players animate attack sequences from scratch by controlling their character&#8217;s body, then save those sequences as usable techniques in actual combat. The developer provides the physics engine, the weapons, the gladiatorial arena, and the organic damage system. What the player does with all of that is entirely up to them.</p>



<p>A Finnish solo developer from Oulu has shipped this from Early Access into a full September 16 release across PC, PS5, and Xbox Series X|S. Two years of community-engaged development has produced 81% Very Positive from 997 Steam reviews, with the recent 30-day window tracking slightly higher at 85%. PC Gamer covered it as &#8220;a unique gladiatorial sandbox where you can animate your own attack moves.&#8221;</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="Gladio Mori | Release Date Reveal Trailer" width="788" height="443" src="https://www.youtube.com/embed/KeVE5bYBdhU?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 Physics Damage System</h3>



<p>No health bar. Instead, internal damage that reflects where you&#8217;ve been hit and what was hit. An arterial strike causes progressive bleeding toward death. A limb severed is a limb no longer functional. A precise strike to a vulnerable gap in plate armor — which effectively blocks slashing attacks on armored surfaces — can end a fight in a single connection.</p>



<p>This system changes the texture of every engagement. Standard fighting games with health bars abstract the consequence of hits into a declining number; <em>Gladio Mori</em> makes each hit a specific event with a specific anatomical consequence. The gladiator who has taken two non-lethal hits and one hit that clipped a major blood vessel is fighting a different fight than the numbers would indicate — and both they and their opponent know it from the visible evidence of what&#8217;s happened.</p>



<p>The tactical implication is that attack selection becomes anatomically specific rather than stat-optimal. Slashing an armored torso wastes the attack; finding the gap at the armpit or the throat changes the fight. The game rewards players who understand what they&#8217;re trying to do physically, not just mechanically. This is the specific design quality that makes physics-based combat feel genuinely different from parameter-based combat rather than just visually different.</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/2026/08/GladioMori_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/GladioMori_2-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/GladioMori_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 Move Editor</h3>



<p>The Move Editor is the system that makes <em>Gladio Mori</em> unlike every other fighting game currently available. Players access the character&#8217;s body and animate attack sequences by positioning limbs, setting timing, and defining the arc of a strike — frame by frame if they want, or in broader strokes if they don&#8217;t. The resulting animation becomes a technique that can be assigned to an input and used in real combat, where the physics engine resolves whether and how it connects given the opponent&#8217;s position, armor, and movement.</p>



<p>The creative applications this enables are explicit in how the developer describes them: you can animate an efficient technique designed to exploit specific anatomical vulnerabilities; you can recreate a film action sequence to see how it performs against physics; you can animate something biomechanically absurd and observe what the physics engine does with it when deployed in an actual fight.</p>



<p>For players who don&#8217;t want to animate from scratch — or for console players for whom the interface is more challenging — the community Move Gallery provides techniques built by other players, organized and available for selection. A player can build their combat style entirely from community-created moves, partially from community moves and partially from their own, or entirely original. The combat identity the game enables ranges from &#8220;player who optimizes efficiently&#8221; to &#8220;player who creates distinctive techniques with their own aesthetic&#8221; to &#8220;player who experiments with biomechanical absurdity.&#8221; All of these are valid uses of the system.</p>



<p>The nearest comparison is the level design tools that sandbox games provide — not &#8220;here are 50 levels,&#8221; but &#8220;here is a level editor, here is a community of people who have made thousands of levels, choose what you want.&#8221; <em>Gladio Mori</em> applies this to combat technique rather than level geography.</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/2026/08/GladioMori_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/GladioMori_4-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/GladioMori_5-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Two-Year Early Access Trajectory</h3>



<p>Launching Early Access in November 2024 with the Move Editor, Community Moveset Gallery, user-created skins, the organic damage system, 17 weapon sets, 10 armor elements, and 2 arenas — and delivering the 1.0 two years later with 81% Very Positive from nearly 1,000 reviews — is the Early Access model working correctly. The community that developed around the game during those two years is the community that shapes what fighting styles are considered creative, what moves become standard in the gallery, and what the competitive meta looks like for players who engage with the 4-player online.</p>



<p>The recent 30-day review window tracking higher than the all-time average (85% vs 81%) is the signal that the game&#8217;s quality has improved over the Early Access period rather than declining — the players who encounter it most recently are finding it more satisfying than the average across its full review history. This is the development trajectory Early Access is supposed to produce and frequently doesn&#8217;t.</p>



<h3>The Full Release Additions</h3>



<p>September 16 brings full cross-play between PC, PS5, and Xbox Series X|S — the technical capability that enables the online multiplayer to function as a single community rather than three platform-separated ones. For a 4-player online gladiator game built around community move sharing, a fragmented player pool by platform is a significant competitive disadvantage; full cross-play removes it.</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/2026/08/GladioMori_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/GladioMori_7-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Content Note</h3>



<p>The organic damage system includes dismemberment, bleeding, and detailed depictions of physical injury. This is not incidental content — it&#8217;s the mechanical basis for how the game communicates what&#8217;s happening in combat. Players who are uncomfortable with this presentation should know that the game&#8217;s core systems are built around it rather than it being decorative.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: physics simulation enthusiasts who want the genre applied to gladiatorial combat; players who have wanted fighting games to offer genuine creative expression rather than learning a designer&#8217;s predetermined moveset; sandbox game players who enjoy the creative possibilities of tools over the completion of content; PC Gamer readers who followed the original coverage; players who want the Early Access community&#8217;s accumulated moveset gallery alongside their own creation options; fighting game fans who want organic damage feedback over numerical health systems.</p>



<p>Cautious fit for: fighting game players who specifically prefer the genre&#8217;s traditional structure of learning designed techniques; players who find graphic violence and dismemberment content uncomfortable regardless of creative context; players who need established full-game reviews before purchasing.</p>



<p>Less ideal for: players who dislike physics-based simulation in their fighting games; anyone wanting narrative content alongside the combat; players seeking larger roster sizes than the current weapon and armor variety provides.</p>



<h3>The Takeaway</h3>



<p><em>Gladio Mori</em> is a Finnish solo developer&#8217;s two-year Early Access graduation — a physics-based gladiator combat game whose Move Editor represents a genuine creative inversion of what fighting games normally offer. Two years of community development, 997 Very Positive reviews, and a full cross-platform release on September 16 are the data portrait of an unusual indie fighting game that found and sustained an audience for a design that no other game in the genre provides.</p>



<p>The arena is ready. The armored opponent is at the opposite end. And the technique you&#8217;re about to use is one you animated yourself, specifically designed to find the gap in the shoulder where the pauldron doesn&#8217;t quite meet the breastplate.</p>



<p>September 16 on Steam, PS5, and Xbox Series X|S.</p>



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



<h5>Information regarding &#8216;Gladio Mori&#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> Plebeian Studio (Oulu, Finland, one-person studio)</td></tr><tr><td> Publisher</td><td> Bonus Stage Publishing, Korgi Digital (China) <em>(Based on Steam page, no press release mentioned)</em></td></tr><tr><td> Genre</td><td> Action, Simulation, Physics-based Fighting</td></tr><tr><td> platform</td><td> PC (Steam), PlayStation 5, Xbox Series</td></tr><tr><td> Release date</td><td> September 16, 2026 (End of Early Access and Official Release)</td></tr><tr><td> language</td><td> Supports 12 language interfaces including Korean</td></tr><tr><td> Reactions/Evaluations</td><td> Steem &#8216;Very Positive&#8217; (81% positive out of 997 total, 85% positive out of 75 recent)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2689120/Gladio_Mori/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33997">Gladio Mori Review: Finnish Solo Developer&#8217;s Physics-Based Gladiator Fighter Graduates Early Access September 16 With a Move Editor That Lets You Animate Your Own Combat</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Burn With Me Preview: Munich Couple&#8217;s &#8220;Deck-Burner&#8221; Deckbuilder Lands October 12 — Daniel Mullins Noticed It First, 97% Demo Rating Confirmed Why</title>
		<link>https://indiegame.com/en/archives/33733</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 21 Aug 2026 22:46:11 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
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		<guid isPermaLink="false">https://indiegame.com/?p=33707</guid>

					<description><![CDATA[<p>The card doesn&#8217;t go back in the deck. When you burn a card in Burn With Me, it&#8217;s gone — not exhausted for the round, not recycled at the e...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33733">Burn With Me Preview: Munich Couple&#8217;s &#8220;Deck-Burner&#8221; Deckbuilder Lands October 12 — Daniel Mullins Noticed It First, 97% Demo Rating Confirmed Why</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>The card doesn&#8217;t go back in the deck. When you burn a card in <em>Burn With Me</em>, it&#8217;s gone — not exhausted for the round, not recycled at the end of the turn, not retrievable. Gone. The demon you summoned with it stays. The card does not.</p>



<p>This is the design inversion that Munich-based married couple Ivan Bushmin and Eva Manuilovich built into a Ludum Dare 55 game jam entry that placed in the top 1% of submissions, attracted 20,000 players on itch.io, and earned a personal note of praise from Daniel Mullins — the developer of <em>Inscryption</em>. That note is what converted a well-regarded prototype into a commercial game arriving October 12.</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="Burn With Me | Teaser | Story-rich roguelike deckbuilder" width="788" height="443" src="https://www.youtube.com/embed/Bmjeq9hm210?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 Deck-Burner Mechanic</h3>



<p>Nozomu Games has coined a specific genre label for <em>Burn With Me</em> — &#8220;deck-burner&#8221; — which is the correct terminological choice for a mechanic that isn&#8217;t a variant of existing deckbuilding but a structural inversion of its core assumption.</p>



<p>Standard deckbuilding games are accumulation games. You start with a weak deck and add powerful cards. The deck grows (or is refined) toward greater capability. The cards you acquire are resources to protect and optimize. &#8220;Exhausted&#8221; cards return at the start of the next turn or the next round. The strategic object is to have the cards you need available when you need them.</p>



<p><em>Burn With Me</em> makes the deck a countdown. You start with a fixed set of cards. To summon powerful creatures onto the pentagram board, you burn cards from your hand — permanently, for the duration of the run. The more power you reach for, the less you have left to reach with. The deck that was your full capability at the start is a depleted remnant by the time the boss arrives.</p>



<p>This creates the specific strategic pressure that the game&#8217;s narrative is built around: the mechanics of burning are also the mechanics of obsession. The theological horror premise — occult rituals at a university, students in the grip of desires they can&#8217;t control, a mysterious professor guiding them into ancient practices, a &#8220;Hand&#8221; that appears in live-action footage — is served by the mechanical experience of spending what you have for power you desperately need right now. The gameplay is the thematic content.</p>



<p>The pentagram board&#8217;s adjacency and facing system adds spatial tactical depth to the burning decision. Five card slots in a pentagram arrangement create specific geometric relationships — which cards are adjacent, which face each other — that trigger synergies based on placement rather than only on card combinations. The burning decision is therefore: which card to sacrifice for the summon, and how to reposition what remains to maintain the spatial synergies that the board geometry enables.</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="Burn With Me Release Date Trailer | Cozy Occult Deck-Burner" width="788" height="443" src="https://www.youtube.com/embed/48EwmPP8Qx0?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>
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<h3>The Six Chapters</h3>



<p>Each chapter&#8217;s unique character, mechanic, card set, boss, and emotional theme is the structural commitment that prevents the deck-burner format from becoming a single-trick experience. The burning mechanic is consistent across chapters; what the player is burning toward and what the burning costs in each chapter&#8217;s specific context change.</p>



<p>Six characters with six distinct emotional situations — desires, fears, ambitions that the occult university setting amplifies — give the deck-burning its narrative weight in each chapter. One character&#8217;s obsession is expressed differently in gameplay than another&#8217;s. The specific cards available in each chapter presumably reflect the character&#8217;s specific situation and the thematic content of their particular desire.</p>



<p>The live-action &#8220;Hand&#8221; character that appears throughout is the uncanny visual element that Eva Manuilovich&#8217;s hand-drawn art direction makes coherent rather than jarring. Occult horror has a specific aesthetic tradition that includes found footage, documentary aesthetics, and the deliberate mixing of visual registers to create wrongness. <em>Burn With Me</em>&#8216;s combination of hand-drawn illustration with live-action footage is working in this tradition — the two visual registers are different enough to create productive unease rather than simple contrast.</p>


<div id="jgb-slideshow-23" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Burn-With-Me_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Burn-With-Me_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>The <em>Inscryption</em> Connection</h3>



<p>Daniel Mullins&#8217; personal praise for the Ludum Dare prototype is the most significant endorsement the game carries — not because Mullins is an authority whose judgment certifies quality, but because <em>Inscryption</em> is the most prominent recent deckbuilder that made its mechanical design carry specific thematic weight. Mullins built a deckbuilder where the rules of the game were also narrative revelations; recognizing that <em>Burn With Me</em> is doing something comparably integrated between mechanical and narrative design is a specific genre-aware evaluation rather than general praise.</p>



<p>The comparison that the international press has reached for — distinctness from &#8220;<em>Slay the Spire</em>-style&#8221; deckbuilders — is also accurate. <em>Slay the Spire</em> and its descendants optimize the accumulation structure that <em>Burn With Me</em> inverts. Players who have found the accumulation structure satisfying will find <em>Burn With Me</em> doing something uncomfortable with that satisfaction; players who have wanted deckbuilders to do something other than accumulate will find exactly that.</p>


<div id="jgb-slideshow-24" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Burn-With-Me_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Burn-With-Me_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 Nozomu Games Studio</h3>



<p>Ivan Bushmin (programming, design) and Eva Manuilovich (narrative design, art) are the creative partnership that built <em>Burn With Me</em> from a three-day game jam prototype into a six-chapter commercial game. Their previous release, <em>Robot Detour</em> — a cable-mechanic puzzle game — established Nozomu Games as a commercial studio; <em>Burn With Me</em> represents the direction toward more tightly integrated narrative and game mechanic design that the couple has described as their studio&#8217;s evolving focus.</p>



<p>The 30-artist mega-collaboration bestiary — collectible illustrations from 30 creators, assembled as in-game lore content — extends the creative collaboration beyond the two-person core team into the broader indie art community in a way that both enriches the content and builds community investment in the game&#8217;s success.</p>



<p>Inner Pocket as publisher brings Critical Reflex and Gaijin Entertainment veterans&#8217; distribution experience to a two-person Munich studio&#8217;s debut deckbuilder — the correct scale of institutional support for a game whose appeal is specific and whose audience will be found through genre community recommendation rather than mass marketing.</p>


<div id="jgb-slideshow-25" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Burn-With-Me_5-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/08/Burn-With-Me_6-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who This Is For</h3>



<p>Strong fit for: <em>Inscryption</em> players who specifically want deckbuilders where the mechanics carry thematic meaning; deckbuilding enthusiasts who have wanted the genre to work differently than the <em>Slay the Spire</em> accumulation model and are curious what the structural inversion feels like; occult horror fans who want the aesthetic in an interactive deckbuilding context; narrative game players who want a complete character-driven story across six chapters; the indie art community audience that the 30-artist bestiary collaboration speaks to.</p>



<p>Cautious fit for: deckbuilder players who find the standard accumulation structure satisfying and specifically don&#8217;t want to lose cards permanently; anyone who needs confirmed full-game reception before purchasing; players who want longer-form roguelite runs rather than chapter-structured narrative progression.</p>



<p>Less ideal for: players who dislike card games; anyone seeking action or real-time mechanics; players who want multiplayer options.</p>



<h3>The Takeaway</h3>



<p><em>Burn With Me</em> is the deck-burner genre&#8217;s self-definition: a deckbuilder where the cards you have are a countdown toward the power you reach for, where burning is both the mechanical action and the thematic statement, and where a narrative about obsession and desire and cost is expressed through the specific experience of spending irreplaceable resources for immediate necessity.</p>



<p>A three-day game jam prototype, top 1% finish, 20,000 players, a note from Daniel Mullins, a free demo at 97% positive. October 12 for the full six-chapter story.</p>



<p>The card is in your hand. The demon requires the burning. The question is whether you can afford what comes next.</p>



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



<h5>Burn with me <strong>(</strong> Information related to &#8216; <strong>Burn With Me</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> Nozomu Games (Munich, Germany)</td></tr><tr><td> Publisher</td><td> Inner Pocket</td></tr><tr><td> Genre</td><td> Deckbuilding, Cards, Epic Adventure (Deckburner)</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> October 12, 2026 (Free demo currently available)</td></tr><tr><td> language</td><td> Supports 8 languages, including English (fully voice-dubbed).</td></tr><tr><td> Reactions/Evaluations</td><td> 97% positive Steam reviews (108) based on the demo, praised by Inscription creator Daniel Mullins</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2954010/Burn_With_Me/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33733">Burn With Me Preview: Munich Couple&#8217;s &#8220;Deck-Burner&#8221; Deckbuilder Lands October 12 — Daniel Mullins Noticed It First, 97% Demo Rating Confirmed Why</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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