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	<title>tops Archives - 인디게임닷컴</title>
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	<item>
		<title>Graytail Lands Outersloth Funding and a Late-2027 Release: Korean Duo CONCODE’s Zelda-Inspired Mystery Adventure Debuts Chapter 3 at ID@Xbox x IGN</title>
		<link>https://indiegame.com/en/archives/38404</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 22 Oct 2026 03:05:04 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=38384</guid>

					<description><![CDATA[<p>A famous aviator vanished over the Pacific. A detective with a splitting headache and the pilot’s daughter are on the case. Korean two-person indie de...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/38404">Graytail Lands Outersloth Funding and a Late-2027 Release: Korean Duo CONCODE’s Zelda-Inspired Mystery Adventure Debuts Chapter 3 at ID@Xbox x IGN</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>A famous aviator vanished over the Pacific. A detective with a splitting headache and the pilot’s daughter are on the case. Korean two-person indie developer CONCODE has released a new trailer for its mystery action adventure <em>Graytail</em> and locked in a late-2027 release.</p>



<p>CONCODE premiered the new footage at the ID@Xbox x IGN Showcase on October 20 (local time). The trailer highlights the game’s distinctive 2.5D presentation and offers the first in-game look at Chapter 3, currently in active development.</p>



<p>The same day, the studio announced it has secured development funding from <strong>Outersloth</strong>, the indie game fund run by <em>Among Us</em> developer Innersloth. Outersloth is a creator-first fund that guarantees developers full ownership of their IP and creative direction.</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="Graytail Official Trailer" width="788" height="443" src="https://www.youtube.com/embed/NmEyLfUt8Tg?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>A 2.5D Trailer and the First Look at Chapter 3</h3>



<p>The new trailer leads with the game’s 2.5D visuals and shows scenes from the third chapter for the first time. In development at CONCODE for about four years, <em>Graytail</em> is a mystery action adventure inspired by the <em>Legend of Zelda</em> series.</p>



<p>The story begins with the search for a famous female pilot who disappeared over the Pacific. A detective plagued by terrible headaches teams up with the pilot’s daughter to investigate.</p>



<p>Players fight with a cane as their main weapon, supplemented by secondary tools such as an umbrella and a frisbee. They ride a motorbike across five regions and combine weapons with objects in the environment to solve puzzles.</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/2026/10/Graytail_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/2026/10/Graytail_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/2026/10/Graytail_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>Outersloth Funding, With <em>Slay the Spire</em>’s Casey Yano Onboard</h3>



<p>Outersloth funds developers so they can finish their games while retaining their IP and creative direction.</p>



<p>Joining Outersloth in this round are Casey Yano of Mega Crit Games, creator of <em>Slay the Spire</em>, and an undisclosed investment partner. Because this is funding rather than a publishing deal, CONCODE will release <em>Graytail</em> itself.</p>



<p>CONCODE co-founder Shin Myung-jin said he was surprised by how quickly Outersloth decided to invest after their meeting. “They were the partner we wanted to work with most from the very beginning,” he said, adding that the funding is especially meaningful because it lets the team keep developing while also gaining experience self-publishing.</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/2026/10/Graytail_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/2026/10/Graytail_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/2026/10/Graytail_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>50,000 Wishlists and a 98% “Very Positive” Demo</h3>



<p><em>Graytail</em> won <strong>Best Mobile Game at the Indie Game Award 2026</strong>, hosted by Taipei Game Show. The competition drew 515 teams from 51 countries and regions, and organizers praised the game’s smooth storytelling and elegant visual style.</p>



<p>The game currently has 50,000 Steam wishlists, and its demo holds a “Very Positive” rating (98%) from Steam users. With the new funding, CONCODE plans to improve the combat system and deepen the story and each region.</p>



<p>The current demo will end in November 2026, and a new demo featuring the reworked combat will follow. Shin explained that the release was set for late 2027 to give the team time to refine combat and raise overall quality. Versions for other platforms will follow later.</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/2026/10/Graytail_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/2026/10/Graytail_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/2026/10/Graytail_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 Korean Duo Behind <em>The Way Home</em></h3>



<p>Founded in 2021, CONCODE is a two-person indie studio in Korea. Co-founder Shin Myung-jin handles programming and narrative, while co-founder Kim Sun-hyang handles art and animation.</p>



<p>CONCODE’s first game, the mobile story game <em>The Way Home</em> (집에갈고양), has surpassed 3.5 million downloads with a 4.7 rating. The two developers handle every part of production themselves, from design and development to art and release.</p>



<p><em>Graytail</em> is scheduled for release on PC and Xbox in late 2027. The current demo ends in November, with a new combat-focused demo on the way. The game can be wishlisted on Steam and the Xbox Store.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: fans of Zelda-style action adventures with exploration and environmental puzzles; players who love detective stories and mysteries; anyone drawn to striking 2.5D presentation; Xbox players; supporters of creator-owned indie projects.</p>



<p>Cautious fit for: players who want to play soon, as the full release is over a year away and the current demo ends next month.</p>



<h3>What to Watch For</h3>



<p>The new demo with reworked combat will be the key milestone, showing how CONCODE uses its funding to deepen the area the team itself identified as needing the most work. Keep an eye on which additional platforms are announced after the PC and Xbox launch.</p>



<h3>The Takeaway</h3>



<p><em>Graytail</em> is a standout success story for Korean indie development: a two-person team with a 3.5-million-download mobile hit behind it, now backed by Outersloth and <em>Slay the Spire</em>’s Casey Yano, showcased by ID@Xbox and IGN, and recognized in Taipei, all without giving up its IP. With 50,000 wishlists and a 98% positive demo, CONCODE has earned the time it’s taking to make the combat match the charm.</p>



<p>Wishlist now on Steam and the Xbox Store. Release: late 2027.</p>



<figure class="wp-block-embed is-type-rich is-provider-임베드-핸들러 wp-block-embed-임베드-핸들러 wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Indie Game Award 2026 獲獎團隊專訪 最佳手機遊戲團隊：《Graytail》" width="788" height="443" src="https://www.youtube.com/embed/YXpsvyzOL7k?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>



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



<h5>Information regarding &#8216;Graytail&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Game name</td><td> Graytail</td></tr><tr><td> Genre</td><td> Mystery Action Adventure</td></tr><tr><td> Developer</td><td> Concord</td></tr><tr><td> Funding</td><td> Outersloth</td></tr><tr><td> platform</td><td> PC (Steam), Xbox Series X</td></tr><tr><td> Release date</td><td> Scheduled for late 2027</td></tr><tr><td> Trial version</td><td> The existing demo will end in November 2026, and a demo featuring new combat will be released later.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2888960/Graytail/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr><tr><td> Xbox Store</td><td> <a href="http://www.xbox.com/games/store/a/9NMKL6VQ5N31" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/38404">Graytail Lands Outersloth Funding and a Late-2027 Release: Korean Duo CONCODE’s Zelda-Inspired Mystery Adventure Debuts Chapter 3 at ID@Xbox x IGN</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Rain98 Steam Demo Released: PAX East’s “Best of Show” Lo-Fi Psycho-Thriller Romance Arrives With Korean Support</title>
		<link>https://indiegame.com/en/archives/38137</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 20 Oct 2026 04:31:15 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=38118</guid>

					<description><![CDATA[<p>Tokyo, 1998. The rain never stops, the millennium is coming, and in the corner of an apartment, a girl is waiting for the world to end. Japanese indie...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/38137">Rain98 Steam Demo Released: PAX East’s “Best of Show” Lo-Fi Psycho-Thriller Romance Arrives With Korean Support</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Tokyo, 1998. The rain never stops, the millennium is coming, and in the corner of an apartment, a girl is waiting for the world to end. Japanese indie development and publishing label C#4R4CT3R released the first public demo of its lo-fi psycho-thriller romance adventure <em>Rain98</em> on Steam on October 17.</p>



<p>The demo was announced and released alongside the game’s appearance at The MIX Fall Game Showcase 2026, held on October 16 North American time.</p>



<p><em>Rain98</em> is a narrative-driven adventure that blends lo-fi atmosphere with psychological thriller and romance. With the demo now out, the game is setting out to build a global audience ahead of a full Steam release targeted for 2027.</p>



<p><strong><a href="https://indiegame.com/archives/31444" target="_blank" rel="noreferrer noopener">[Related Article: PAX East Winner… Lo-fi Psycho Romance &#8216;Rain 98&#8217; Sets Out to Capture Korean Fans]</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="Rain98 - Demo Release Trailer" width="788" height="443" src="https://www.youtube.com/embed/c_rIfilxu74?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>Tokyo, 1998: Reina Amehara, the Girl Waiting for the End</h3>



<p>The setting is a perpetually rain-soaked Tokyo in 1998, steeped in end-of-the-century mood.</p>



<p>The protagonist, having slipped back in time by chance, meets Reina Amehara, a mysterious girl waiting in the corner of an apartment for the world to end. Brought to life by rising voice actor Rio Tsuchiya, Reina and the protagonist begin preparing a strange “ritual” to stop the world’s destruction.</p>



<p>This is no ordinary romance. Players work part-time jobs to earn money and take care of Reina, all while keeping up with her unpredictable moods. Upset her, and terrible endings await.</p>



<p>The game recreates a hazy 1998 Tokyo through ringing payphones, game-center noise, and Shibuya neon bleeding in the rain. It’s also packed with small, charming minigames, from pulling capsule toys to making bead crafts on dates with Reina.</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="Rain98 - Opening Movie" width="788" height="443" src="https://www.youtube.com/embed/rXwwxOpnT1g?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>Where Reality and Delusion Break Down</h3>



<p>The quiet daily life the two share soon begins to crack. The protagonist’s memories fade like fog, unexplained visions cloud his sight, and Reina herself, hiding an enormous secret, tightens her grip on the player.</p>



<p>It’s a classic psychological thriller unraveling, with the line between reality and delusion collapsing. The dark, seductive mood is amplified by a lo-fi soundtrack of gentle jazz piano and rain.</p>



<p>The developers’ near-obsessive craftsmanship around Reina stands out. More than 1,500 illustrations were created just to depict her daily life, from flipping absently through a magazine on the sofa to exhaling cigarette smoke alone, bringing every moment of her to life on screen.</p>



<p>The full game, coming in 2027, will offer about 10 hours of play per run and more than 100 minigames.</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/2026/10/Rain98_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/2026/10/Rain98_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/2026/10/Rain98_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>A 3-Hour Demo, With Saves Carrying Over</h3>



<p>The demo covers the prologue, Chapter 1, and the first half of Chapter 2, totaling about three hours. The rest of Chapter 2 will be added to the demo in a future update. Save data from the demo is being prepared to carry over to the full game.</p>



<h3>From PAX East “Best of Show” to BIC 2026</h3>



<p><em>Rain98</em>’s distinctive aura has already won over international audiences. It was named “Best of Show” at PAX East 2026 and has also appeared at BitSummit, Bilibili World, and ChinaJoy, establishing it as a rising indie prospect.</p>



<p>Outlet Boss Rush praised it as a genuinely fresh experience unlike anything it had played before. The game also has a strong connection with Korean players: at BIC 2026 in Busan in August, its blend of fin-de-siècle retro mood and suffocating psychological tension impressed attendees.</p>



<p>The biggest news for Korean fans is the developer’s response to their support. Answering enthusiastic encouragement and requests from Korean indie fans, the Steam demo now includes full Korean subtitles and interface.</p>



<p>The voice cast also features Rio Tsuchiya, who won fans as the cynical Madoka Higuchi in <em>THE IDOLM@STER SHINY COLORS</em>, and veteran voice actress Mamiko Noto, celebrated for her distinctive voice as Sawako Kuronuma in <em>Kimi ni Todoke: From Me to You</em>, making it a strong draw for anime and subculture fans.</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/2026/10/Rain98_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/2026/10/Rain98_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/2026/10/Rain98_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>Who This Is For</h3>



<p>Strong fit for: fans of psychological thriller romances and unsettling visual-novel-style narratives; anyone drawn to late-’90s Japanese nostalgia, lo-fi aesthetics, and rainy-city atmosphere; players who enjoy character-focused games with deep illustration work; anime and voice-acting fans; Korean players, with Korean supported from the demo onward.</p>



<p>Cautious fit for: players sensitive to psychological horror, manipulative relationship dynamics, or dark endings; the romance is deliberately unsettling.</p>



<p>Less ideal for: those looking for a straightforward, wholesome dating sim.</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/2026/10/Rain98_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/2026/10/Rain98_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/2026/10/Rain98_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>What to Watch For</h3>



<p>The key question is how well the warm, minigame-filled daily life and the creeping psychological thriller balance over a full 10-hour run, and how many endings the mood system produces. The remaining Chapter 2 update and save carryover should give demo players good reason to stick around before 2027.</p>



<h3>The Takeaway</h3>



<p><em>Rain98</em> is one of the most atmospheric indie projects in development: a rain-soaked 1998 Tokyo, a girl waiting for the apocalypse, 1,500+ illustrations devoted to her every moment, and a romance that curdles into a psychological thriller. With PAX East’s “Best of Show,” a three-hour demo, a strong voice cast, and Korean support already in place, it has every chance of becoming a cult favorite when it fully releases in 2027.</p>



<p>Demo: available now on Steam. Full release: 2027.</p>



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



<h5>Information regarding &#8216;Rain98&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Development and Publishing</td><td> C#4R4CT3R (Japan)</td></tr><tr><td> Genre</td><td> Lo-fi psychological thriller romance adventure</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Trial version released</td><td> October 17, 2026 (Prologue ~ First half of Chapter 2, approx. 3 hours)</td></tr><tr><td> Official release</td><td> My goal for 2027</td></tr><tr><td> price</td><td> Unconfirmed</td></tr><tr><td> Supported languages</td><td> Not confirmed other than Korean interface and subtitles (Trial/Full Version)</td></tr><tr><td> voice actor</td><td> Rio Tsuchiya, Mamiko Noto</td></tr><tr><td> Official version content</td><td> Approx. 10 hours for the first playthrough, over 100 types of mini-games</td></tr><tr><td> Key Experience</td><td> Selected as &#8216;Best of Show&#8217; at PAX East 2026</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3498720/Rain98/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/38137">Rain98 Steam Demo Released: PAX East’s “Best of Show” Lo-Fi Psycho-Thriller Romance Arrives With Korean Support</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>The Witch’s Bakery Launches on Every Major Platform: A French Debut About Healing Parisians’ Hearts, One Pastry at a Time, Scored in Part by Ghibli’s Cécile Corbel</title>
		<link>https://indiegame.com/en/archives/37708</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 16 Oct 2026 23:22:49 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=37655</guid>

					<description><![CDATA[<p>Some customers need a croissant. Others need something more. The Witch’s Bakery, the French indie that passed 150,000 Steam wishlists and earned an “O...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/37708">The Witch’s Bakery Launches on Every Major Platform: A French Debut About Healing Parisians’ Hearts, One Pastry at a Time, Scored in Part by Ghibli’s Cécile Corbel</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Some customers need a croissant. Others need something more. <em>The Witch’s Bakery</em>, the French indie that passed 150,000 Steam wishlists and earned an “Overwhelmingly Positive” rating for its demo, is out now. Developer Sunny Lab and publisher Silver Lining Interactive launched the cozy adventure RPG on October 14 across PC (Steam), PS5, Xbox Series X|S, Nintendo Switch, and Switch 2.</p>



<p>The game follows Lunne, a witch who runs a small bakery in Paris and helps heal the hidden wounds in her customers’ hearts. It combines bakery management, city exploration, and character relationships with a fantasy layer that lets her step directly into people’s emotions.</p>



<p>Warm, hand-drawn art is paired with opening music by Cécile Corbel, the French composer behind Studio Ghibli’s <em>Arrietty</em>.</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 Witch&#039;s Bakery Official Launch Trailer" width="788" height="443" src="https://www.youtube.com/embed/zz9FY4gMdpM?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>Bakery by Day, Paris by Evening, Atelier by Night</h3>



<p>Each day in <em>The Witch’s Bakery</em> unfolds in three parts.</p>



<p>By day, Lunne runs the bakery with Orio, a cat-like shapeshifting partner. Serving customers and baking bread earns experience, money, and reputation, gradually growing the shop.</p>



<p>In the evening, players can leave the bakery to explore Paris. Meeting people around the city, chatting, and joining various activities lets relationships grow beyond customer and shopkeeper into friendship.</p>



<p>At night, Lunne returns to her atelier to study new recipes, improve her baking, or read in preparation for the next day.</p>



<p>Rather than a management game about endlessly expanding a business, it puts its weight on meeting people through the bakery, building relationships, and learning the stories each person carries.</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/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_1-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Heart Palaces: When Bread Isn’t Enough</h3>



<p>Not every worry can be solved with a delicious loaf.</p>



<p>When Lunne meets someone who has closed off their heart because of deep troubles or pain, she needs special magic. She can enter Heart Palaces, hidden worlds where a person’s emotions take physical form.</p>



<p>Each Heart Palace is a magical space representing a character’s inner self. Players explore maze-like spaces, gathering scattered emotions and guiding them back into the heart. Through this process, Lunne comes to understand the troubles and wounds a person has carried, and helps them heal little by little.</p>



<p>In real-world Paris, relationships are built through bread and conversation; inside the heart, emotions are faced head-on. That link between bakery management and emotional storytelling is the game’s signature system.</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/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_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>A Hand-Drawn Paris, Set to Cécile Corbel’s Music</h3>



<p>The visuals and music reinforce the game’s warmth.</p>



<p>Paris’s streets, the bakery, and the characters are rendered in a hand-drawn 2D style, evoking a fairy-tale Paris rather than a literal recreation.</p>



<p>The opening music features French musician Cécile Corbel, who scored Studio Ghibli’s <em>Arrietty</em>. The team previously described working with her as a dream come true. Her distinctive sound and the hand-drawn art together evoke classic animation from the very first moments.</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/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_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>From Kickstarter to 150,000 Wishlists</h3>



<p><em>The Witch’s Bakery</em> is the first game from Sunny Lab, an indie team of French developers whose stated goal is to make games with hopeful stories, lovable characters, and lasting emotional resonance.</p>



<p>It began with crowdfunding. After a successful Kickstarter campaign, the team continued full development, and the game surpassed 150,000 Steam wishlists before launch. Its demo also earned an “Overwhelmingly Positive” rating on Steam.</p>



<p>The team originally targeted August 20, but delayed the game once to fix bugs and improve polish for a more stable experience. After roughly two more months of work, the full version arrived on October 14.</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/2026/10/The-Witchs-Bakery_12-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/10/The-Witchs-Bakery_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/2026/10/The-Witchs-Bakery_10-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Physical Editions With a Real Cookbook, and Mobile Ahead</h3>



<p>Following the digital release, physical editions for PS5 and Nintendo platforms went on sale on October 16.</p>



<p>Physical copies cost £29.99, $34.99, or €34.99, and every package includes a digital cookbook with real French pastry recipes, so players can bring a bit of the bakery into their own kitchens.</p>



<p>A mobile version is also on the way through Crunchyroll Game Vault, though no release date has been announced.</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/2026/10/The-Witchs-Bakery_15-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/10/The-Witchs-Bakery_14-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/10/The-Witchs-Bakery_13-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who This Is For</h3>



<p>Strong fit for: cozy-game fans who want relationships and story over pure management; players drawn to Ghibli-inspired warmth and hand-drawn art; anyone who enjoys light dungeon-style exploration with an emotional purpose; Switch 2 and multiplatform players, given the broad launch; collectors interested in a physical edition with a recipe cookbook.</p>



<p>Cautious fit for: players looking for deep, numbers-heavy bakery management, since the focus is on people and stories; mobile players, as the Crunchyroll Game Vault release date isn’t set.</p>



<p>Less ideal for: those seeking challenge, combat, or fast-paced action.</p>



<h3>The Takeaway</h3>



<p><em>The Witch’s Bakery</em> takes a familiar cozy premise, running a small shop, and gives it emotional depth by letting its witch walk into the hearts of the people she serves. A hand-drawn fairy-tale Paris, Cécile Corbel’s music, and a delay taken for polish suggest a debut made with real care. With 150,000-plus wishlists and an overwhelmingly loved demo behind it, Sunny Lab’s first game arrives on nearly every platform at once.</p>



<p>Out now on PC (Steam), PS5, Xbox Series X|S, Nintendo Switch, and Switch 2. Physical editions available from October 16.</p>



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



<h5>Information regarding &#8216;The Witch&#8217;s Bakery&#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> Sunny Lab</td></tr><tr><td> Publisher</td><td> Silver Lining Interactive</td></tr><tr><td> Genre</td><td> Cozy Adventure RPG, Bakery Management</td></tr><tr><td> platform</td><td> PC (Steam), PS5, Xbox Series X|S, Nintendo Switch, Switch 2 / Mobile (Crunchyroll Game Vault scheduled)</td></tr><tr><td> Release date</td><td> October 14, 2026 (Digital) / October 16, 2026 (PS5 · Nintendo Package)</td></tr><tr><td> Package price</td><td> £29.99 / $34.99 / €34.99 (includes digital cookbook)</td></tr><tr><td> Reactions/Evaluations</td><td> Steam Demo &#8216;Overwhelmingly Positive&#8217;, Over 150,000 Wishlists (Pre-release)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2967950/The_Witchs_Bakery/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/37708">The Witch’s Bakery Launches on Every Major Platform: A French Debut About Healing Parisians’ Hearts, One Pastry at a Time, Scored in Part by Ghibli’s Cécile Corbel</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Demon Bluff Launches in November: A Single-Player Social Deduction Roguelike Where Any Card Might Be Lying</title>
		<link>https://indiegame.com/en/archives/37183</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Mon, 12 Oct 2026 00:54:54 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=37167</guid>

					<description><![CDATA[<p>Social deduction games usually need a room full of friends and at least one convincing liar. Demon Bluff gives you the liars and takes away the friend...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/37183">Demon Bluff Launches in November: A Single-Player Social Deduction Roguelike Where Any Card Might Be Lying</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Social deduction games usually need a room full of friends and at least one convincing liar. <em>Demon Bluff</em> gives you the liars and takes away the friends. Publisher Offbrand Games and developer UmiArt announced at the Convergence Games Showcase that their single-player social deduction roguelike card game launches on Steam in November 2026, with a new trailer showing the game in action. The exact date will be revealed later.</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="Demon Bluff Announcement Trailer | offbrand games x Northernlion" width="788" height="443" src="https://www.youtube.com/embed/A9ta1lvocxI?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>A Village Where Every Card Can Lie</h3>



<p><em>Demon Bluff</em> combines the tension of social deduction, familiar from games like Mafia and Werewolf, with the replayability of a single-player deck-building roguelike. Players investigate a corrupted village, meeting a cast of characters rendered as 2D card art and gathering clues from each.</p>



<p>The goal is to see through demons and their minions disguised as villagers, who lie to deceive you, then work with the genuine residents to find and execute every hidden demon. One wrong call and the run is over, giving each deduction the high stakes typical of roguelikes.</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/2026/10/Demon_Bluff_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/2026/10/Demon_Bluff_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>Roguelike Deckbuilding and Multiple Modes</h3>



<p>The base mode uses randomly generated decks as you save one village after another.</p>



<p>In Deckbuilding mode, you assemble your own deck and take on staged challenges with more complex cards, upgrades, and lies. Endless and Challenge modes are also included.</p>



<p>Saving a village unlocks new character cards that join your deck and random encounters. Card skins, card backs, and cosmetic items can be collected as well. The developer highlights more than 100 unique character cards, a range of cosmetics, and steadily more complex mechanics and challenges.</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/2026/10/Demon_Bluff_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/2026/10/Demon_Bluff_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>A Polish Sibling Studio, Backed by Northernlion</h3>



<p>UmiArt was founded by a brother and sister from Poland. The studio says it focuses on 2D card games that are easy to learn, deep to master, and highly replayable.</p>



<p>Piotr Kwiatkowski is a senior Unity developer and 2D artist who built his career in mobile game development at studios including Ten Square Games. Agnieszka Kwiatkowska, an art school graduate and junior 2D artist, handles character art and animation.</p>



<p>Northernlion, the streamer known for roguelikes, is also supporting development. According to the press release, he is helping fund the game alongside offbrand games and Ludwig Ahgren, contributing to playtesting and design feedback, and creating streaming and social content.</p>



<p>The publisher puts Northernlion’s following across platforms at about 3.2 million, and the combined reach of offbrand games and Ludwig Ahgren at about 18 million.</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/2026/10/Demon_Bluff_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/2026/10/Demon_Bluff_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>Top 250 on Steam, and Nearly 300,000 Playtesters</h3>



<p>The concept of single-player social deduction has drawn attention well before launch. According to Offbrand Games, the game has around 230,000 Steam wishlists and ranks within the top 250 of Steam’s most-wishlisted games.</p>



<p>The publisher says the game has also gained traction through major creators including Northernlion, DisguisedToast, Retromation, and Aliensrock.</p>



<p>Nearly 300,000 players joined the playtest, with average playtime close to six hours. In a Discord community of more than 8,800 members, players are building mods, custom cards, and daily puzzles.</p>



<p><em>Demon Bluff</em> is set for a November 2026 Steam release. The exact date, price, and whether Korean will be supported have not been announced. The game can be wishlisted on Steam now.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-1024x576.jpg" alt="" class="wp-image-37180" srcset="https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-1536x864.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt-1200x675.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/10/Demon_Bluff_KeyArt.jpg 1920w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>Who This Is For</h3>



<p>Strong fit for: fans of Mafia, Werewolf, or <em>Blood on the Clocktower</em> who want the deduction without needing a group; roguelike deckbuilder players looking for something built on logic rather than combat; viewers who’ve followed the game through Northernlion, DisguisedToast, Retromation, or Aliensrock; players who enjoy community-made content and daily puzzles.</p>



<p>Cautious fit for: Korean-language players, since language support hasn’t been announced; anyone who needs a firm date or price; players frustrated by runs ending on a single mistake.</p>



<p>Less ideal for: those seeking multiplayer social play with real people, since this is strictly single-player.</p>



<h3>The Takeaway</h3>



<p><em>Demon Bluff</em> solves the biggest barrier of social deduction games, needing a group, by turning every villager into a card that might be lying to you. Its roguelike deckbuilding structure, 100-plus characters, and multiple modes give it room to grow, and the numbers behind it are striking for a small two-person studio: around 230,000 wishlists, nearly 300,000 playtesters averaging six hours, and backing from Northernlion. If the full release keeps that momentum, November could be a big month for a very small team.</p>



<p>Release: November 2026 on Steam (date TBA). Wishlist available now.</p>



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



<h5>Information regarding &#8216;Demon Bluff&#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> UmiArt</td></tr><tr><td> Publisher</td><td> offbrand games</td></tr><tr><td> Genre</td><td> Single-player social reasoning, roguelike card game, deck building</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> November 2026 (Exact date undisclosed)</td></tr><tr><td> language</td><td> Unconfirmed</td></tr><tr><td> Reactions/Evaluations</td><td> Approx. 230,000 Steam wishlist items, approximately 300,000 playtest participants (average about 6 hours), 8,800+ Discord members</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3522600/Demon_Bluff/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/37183">Demon Bluff Launches in November: A Single-Player Social Deduction Roguelike Where Any Card Might Be Lying</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<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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		<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>
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<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-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/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-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/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-17" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/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-18" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/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>
										<content:encoded><![CDATA[
<p>Alan Malone is trapped inside a dream, following an unidentified voice back through his own school-age memories. The tool for navigating that dream isn&#8217;t a weapon or a key — it&#8217;s the act of blinking. Belgian studio Eye Blink Twice has now confirmed October 12 as the release date for its debut commercial title, launching simultaneously on Steam and PlayStation 5, with Xbox Series X|S and Nintendo Switch versions confirmed to follow.</p>



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



<h3>The Blink Mechanic</h3>



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



<p>This is a meaningfully considered design choice rather than a gimmick bolted onto standard first-person puzzle traversal — connecting a real, involuntary human action (blinking happens whether you think about it or not) to environmental transformation is what gives the surreal atmosphere its specific psychological unease. The player isn&#8217;t choosing when to trigger a mechanic; they&#8217;re being reminded, every time they blink, that the world responds to something they don&#8217;t fully control.</p>


<div id="jgb-slideshow-19" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/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-20" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/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>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=33115</guid>

					<description><![CDATA[<p>MONOWAVE has arrived. Three years after starting as a student project balanced against coursework at Sogang University, Studio BBB&#8217;s emotion-pow...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/33127">MONOWAVE Review: Studio BBB&#8217;s Emotion-Powered Puzzle Adventure Launches on Steam and Switch — Three Years From a Sogang University Classroom to Global Release</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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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>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[tops]]></category>
		<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>
]]></description>
										<content:encoded><![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. 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-21" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/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-22" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/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>


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<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>
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<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>



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<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>


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<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>


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<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-26" 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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