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	<item>
		<title>Wizdom Academy Preview: France-Switzerland Studio Duo Opens Kickstarter to Fund the Finish Line — Not the Start</title>
		<link>https://indiegame.com/en/archives/34625</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 03 Sep 2026 09:38:21 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34610</guid>

					<description><![CDATA[<p>&#8220;We built this without a publisher, without shortcuts, without waiting for anyone&#8217;s permission.&#8221; Kipwak Studio director Guillaume Me...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34625">Wizdom Academy Preview: France-Switzerland Studio Duo Opens Kickstarter to Fund the Finish Line — Not the Start</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>&#8220;We built this without a publisher, without shortcuts, without waiting for anyone&#8217;s permission.&#8221; Kipwak Studio director Guillaume Mezino&#8217;s framing of <em>Wizdom Academy</em>&#8216;s Kickstarter campaign is specific about what the campaign is and isn&#8217;t: not a fresh start, but the funding to properly finish something that already has an audience. Roughly 70,000 wishlists and a community approaching 100,000 people have formed around the game since its April 2025 Early Access launch — and this campaign exists to fund the final push to Q4 2026&#8217;s version 1.0.</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="Wizdom Academy  - Launch Trailer (Early Access)" width="788" height="443" src="https://www.youtube.com/embed/Sm-kxi4NL5o?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 Headmaster&#8217;s Job</h3>



<p><em>Wizdom Academy</em> puts the player in charge of a magic school from the ground up: designing classrooms and facilities, recruiting students from around the world, sending faculty on expeditions, and managing the specific crises that running an institution generates — mana droughts, staff conflicts, rival school competition.</p>



<p>The game&#8217;s replayability engine is combinatorial: 100+ unique student traits, roughly 50 expandable &#8220;Destiny&#8221; paths, and an extensive tech tree together mean that the specific school a player builds and develops changes meaningfully based on the choices made along the way. Students study, advance, and grow in different directions depending on their decisions — and the standout structural detail is that top graduates can remain at the school as teachers, instructing the next generation in the same tradition that shaped them. This creates a generational loop within a single playthrough: the school&#8217;s culture perpetuates itself through its own graduates rather than resetting with each new faculty hire.</p>



<p>Six major updates since the Early Access launch have substantially reworked the classroom and student growth systems, the faculty system, and late-game content — the foundation-laying work the studio has been doing specifically to prepare for the 1.0 release this campaign is funding the completion of.</p>


<div id="jgb-slideshow-1" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Wisdom-Academy_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/Wisdom-Academy_2-1024x570.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/Wisdom-Academy_3-1024x575.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/Wisdom-Academy_4-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Visual Identity</h3>



<p>Stylized 3D graphics in bright, saturated colors position <em>Wizdom Academy</em> as a fantasy colony sim in the &#8220;cute&#8221; and &#8220;supernatural&#8221; register that its Steam tags claim. The commitment to maintaining a warm, storybook-fantasy tone even through crisis moments — mana droughts, rival school conflicts — is a specific tonal choice: the game doesn&#8217;t let its management-sim stress mechanics puncture the cozy atmosphere the visual design establishes.</p>



<h3>The Réunion-Switzerland Development Bridge</h3>



<p>The studio partnership connecting Kipwak Studio in Le Bouveret, Switzerland, with Lake On Fire on Réunion — the French overseas territory in the Indian Ocean — is a genuinely unusual co-development geography. This is the first project funded by Switzerland&#8217;s CCF and PRISM programs, with additional support from the Réunion Region and EU FEDER co-financing — institutional backing spanning two very different funding ecosystems on two different continents.</p>


<div id="jgb-slideshow-2" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Wisdom-Academy_8-1024x573.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/Wisdom-Academy_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/Wisdom-Academy_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Wisdom-Academy_5-1024x575.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Honest Rating Trajectory</h3>



<p>The Mixed ~60% all-time Steam rating, built from roughly 220 reviews, is a number the development team openly acknowledges reflects the rougher early Early Access state more than the game&#8217;s current condition. The recent 30-day window climbing as high as 87% positive following the major update cycle is the specific evidence that the studio&#8217;s post-launch work has been substantively improving the game rather than just adding content.</p>



<p>Community feedback on Steam discussion boards has flagged specific, addressable issues: difficulty understanding why a student has entered an &#8220;idle&#8221; state (a UI clarity problem), and save file bugs. The development team has been responding directly on the boards and via Discord, incorporating that feedback into ongoing patches — the standard and correct Early Access community relationship, playing out in a case where the early rating doesn&#8217;t yet reflect the trajectory.</p>



<p>The original reveal trailer received coverage from IGN and GameTrailers, and the free demo — which the team is specifically encouraging Kickstarter backers and press to try before judging the game&#8217;s current state — has drawn a generally positive response.</p>


<div id="jgb-slideshow-3" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Wisdom-Academy_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/Wisdom-Academy_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/Wisdom-Academy_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/Wisdom-Academy_12-1024x572.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who This Is For</h3>



<p>Strong fit for: colony/management sim fans who want deep combinatorial replayability (traits × destinies × tech tree) in a magic school setting; players who appreciate the generational continuity of top students becoming teachers; fans of <em>Two Point Hospital</em>-adjacent institution management with a fantasy skin; players willing to try the free demo and judge the game&#8217;s current, post-update state directly rather than relying on the historical Mixed rating; backers who want to support a self-funded, no-publisher indie project reaching its finish line.</p>



<p>Cautious fit for: players who want a fully polished 1.0 experience rather than continued Early Access iteration; anyone who takes the all-time Mixed rating at face value without checking the recent trend; players who need console availability confirmed (currently under consideration only).</p>



<p>Less ideal for: players who dislike management/builder sim mechanics regardless of theme; anyone wanting combat-focused fantasy gameplay; players seeking narrative-driven rather than systems-driven experiences.</p>



<h3>The Takeaway</h3>



<p><em>Wizdom Academy</em> is a self-published, self-funded France-Switzerland co-production asking its roughly 70,000-wishlist, nearly 100,000-strong community to fund the specific work of finishing what six major updates have already been steadily improving. The Mixed all-time Steam rating tells the story of a rough Early Access start; the recent 30-day climb to as high as 87% positive tells the story of a team that has been listening and iterating. The Kickstarter isn&#8217;t asking anyone to take a leap of faith on an unproven concept — it&#8217;s asking existing believers to fund the last stretch toward Q4 2026&#8217;s 1.0.</p>



<p>The classrooms are built. The students are studying. The best of them are already staying on to teach. And the campaign now open is about crossing the finish line the team set for itself — not starting over.</p>



<p>Kickstarter live now: 10,000 CHF goal, 30 days. Free demo available on Steam. Early Access ongoing; 1.0 targeted for Q4 2026.</p>



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



<h5>Information regarding &#8216; <strong>Wizdom Academy</strong> &#8216;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Kipwak Studio (Le Bouvre, Switzerland) / Lake On Fire (Réunion, France)</td></tr><tr><td> Publisher</td><td> Kipwak Studio (Self-publishing)</td></tr><tr><td> Genre</td><td> 3D Builder Management Simulation, Colony Simulation, Fantasy</td></tr><tr><td> platform</td><td> PC (Steam, Early Access), Console port under review</td></tr><tr><td> Early Access Release Date</td><td> April 17, 2025</td></tr><tr><td> Official Release (V1.0)</td><td> Q4 2026 target</td></tr><tr><td> crowdfunding</td><td> Kickstarter, goal 10,000 CHF, run for 30 days, modding and workshop support if 20,000 CHF is reached</td></tr><tr><td> language</td><td> 14 languages including English</td></tr><tr><td> Reactions/Evaluations</td><td> Steam &#8216;Mixed&#8217; (approx. 60% positive overall, around 220 reviews); last 30-day reviews rebounded to a high of 87%</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2668000/Wizdom_Academy/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr><tr><td> Kickstarter page</td><td> <a href="https://www.kickstarter.com/projects/1043390159/wizdom-academy-build-and-manage-your-wizarding-school" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34625">Wizdom Academy Preview: France-Switzerland Studio Duo Opens Kickstarter to Fund the Finish Line — Not the Start</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Cold Case Preview: The Seoul 2033 Studio Trades Post-Apocalyptic Text Survival for Keyword-Search Forensic Mystery</title>
		<link>https://indiegame.com/en/archives/34607</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 03 Sep 2026 03:40:15 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34589</guid>

					<description><![CDATA[<p>A prosecutor is found burned to death in his own home one night. The case files stored in his house — records of old crimes — burn along with him. BAN...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34607">Cold Case Preview: The Seoul 2033 Studio Trades Post-Apocalyptic Text Survival for Keyword-Search Forensic Mystery</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>A prosecutor is found burned to death in his own home one night. The case files stored in his house — records of old crimes — burn along with him. BANJIHAGAMES, the studio behind the text-based post-apocalyptic roguelike <em>Seoul 2033</em>, has announced <em>Cold Case</em>, a keyword-driven detective adventure built around reconstructing exactly what those flames destroyed.</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="Cold Case Official Trailer" width="788" height="443" src="https://www.youtube.com/embed/H7_G5HuU9DI?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 Reconstruction Mechanic</h3>



<p>Players take the role of investigators in the Cold Case division — the department responsible for preserving historical crime records — tasked with restoring 8 case files recovered from the ashes. The photos and documents found at the scene are completely blackened. There is no vague, automatic restoration process. The player has to reason out what to look for and find the right keywords themselves.</p>



<p>Searching for a specific keyword within a damaged file restores the fragment of the record containing that word. Newly revealed sentences and clues become the lead for the next keyword search, and the player repeats this process, gradually uncovering the full scope of the case. There are no multiple-choice options anywhere in this system. What to search, which record to examine first, and how to connect the restored clues are entirely the player&#8217;s judgment calls.</p>



<p>This is the specific design distinction the studio is drawing: standard detective games typically ask players to select the correct answer from a set of candidates. <em>Cold Case</em> asks players to identify the relationship between hidden words and clues themselves. The restored record depends on what keyword was searched; the information found within it leads to the next search. Reconstructing the timeline from crime scene photos, witness statements, and restored records across 8 independent unsolved cases with different crime scenes, suspects, and hidden truths is the complete design loop.</p>


<div id="jgb-slideshow-4" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Cold-Case_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/Cold-Case_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Cold-Case_1-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Evolution From <em>Seoul 2033</em></h3>



<p><em>Seoul 2033</em> built its reputation on player-authored narrative through extensive text and branching choices — a post-apocalyptic roguelike about a Seoul devastated by nuclear war, expanded over years through an AI storyteller feature and a user-generated content workshop mode into a franchise that spawned <em>Seoul 2033: Shelter</em>, <em>Seoul 2033 Prequel: Yoo Si-jin</em>, and <em>Seoul 2033: Patron</em>.</p>



<p><em>Cold Case</em> represents a genre departure while maintaining the studio&#8217;s core design interest: text as the primary interactive medium and the player&#8217;s own reasoning as the mechanism that advances the experience. Where <em>Seoul 2033</em> lets players construct narrative through selecting among branching text choices, <em>Cold Case</em> removes the choice menu entirely and replaces it with active keyword search and clue inference — a more demanding, more active mode of engagement with text as the interface.</p>


<div id="jgb-slideshow-5" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Cold-Case_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/Cold-Case_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/Cold-Case_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 Studio Origin</h3>



<p>BANJIHAGAMES&#8217; name comes directly from its founding circumstances: a half-basement room (반지하, banjiha) in Seoul, where the studio began in 2016 under the stated motto &#8220;better to fail with something original than succeed by copying.&#8221; <em>Seoul 2033</em>&#8216;s 2019 Google Play Indie Game Festival triple crown — including the top indie game award — validated that founding philosophy commercially, and the subsequent spin-off series confirmed the world had a fanbase invested enough to follow it across multiple releases.</p>



<p><em>Cold Case</em> is BANJIHAGAMES&#8217; announced move beyond the text-based survival and adventure genre that built their reputation into detective fiction — carrying the studio&#8217;s characteristic commitment to text-driven, player-reasoning-dependent design into new genre territory rather than repeating the <em>Seoul 2033</em> formula.</p>


<div id="jgb-slideshow-6" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Cold-Case_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/Cold-Case_8-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>Who They&#8217;re Building For</h3>



<p>Strong fit for: detective and mystery adventure fans who want active reasoning over multiple-choice deduction; <em>Seoul 2033</em> players curious about what the studio does with its text-interaction philosophy in a new genre; players who specifically enjoy piecing together a case from fragmented, non-linear information rather than following a guided investigation; Korean indie game supporters tracking a studio with a proven original-IP track record.</p>



<p>Cautious fit for: players who want visual or interactive variety beyond text-based investigation; anyone who needs the specific release date confirmed before 2027; mystery game players who prefer guided deduction systems with clear right/wrong feedback over open-ended keyword search.</p>



<p>Less ideal for: players who dislike text-heavy interfaces; anyone wanting action or real-time mechanics; players seeking a single continuous narrative rather than 8 independent cases.</p>



<h3>The Takeaway</h3>



<p><em>Cold Case</em> is BANJIHAGAMES betting that the reasoning-driven, text-interface design philosophy that built <em>Seoul 2033</em>&#8216;s fanbase transfers to detective fiction — replacing branching dialogue choices with active keyword search and clue inference, and replacing multiple-choice deduction with player-authored investigative logic. Eight independent burned case files, no answer menus, and a path to the truth that changes in real time depending on which keyword the player catches first.</p>



<p>The prosecutor burned. The case files burned with him. And somewhere in the ash, eight unsolved truths are waiting for someone who knows what to search for.</p>



<p>2027 on Steam. Windows and macOS.</p>



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



<h5>Information regarding &#8216;Cold Case&#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> Banjiha Games (BANJIHAGAMES, Seoul, South Korea)</td></tr><tr><td> Publisher</td><td> Banjiha Games (Self-publishing)</td></tr><tr><td> Genre</td><td> Keyword-based mystery adventure, digital forensics</td></tr><tr><td> platform</td><td> PC (Steam, Windows·macOS)</td></tr><tr><td> Release date</td><td> 2027 (exact date TBD)</td></tr><tr><td> language</td><td> 5 languages including English, Japanese, Korean, and Chinese (Simplified and Traditional)</td></tr><tr><td> Previous work</td><td> &#8216;Seoul 2033&#8217; &#8211; Triple Crown Winner and Best Indie Game Award at the 2019 Google Play Indie Game Festival</td></tr><tr><td> Volume</td><td> 8 independent unsolved cases</td></tr><tr><td> Reactions/Evaluations</td><td> Building anticipation for the new work based on the previous work&#8217;s award history</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4942330/Cold_Case/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34607">Cold Case Preview: The Seoul 2033 Studio Trades Post-Apocalyptic Text Survival for Keyword-Search Forensic Mystery</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Hubert Preview: Czech Studio Brocap&#8217;s Sheepdog Adventure Gets October 12 Steam Release Date — From a Mafia and Dying Light Veteran Team</title>
		<link>https://indiegame.com/en/archives/34590</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 03 Sep 2026 02:20:48 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34583</guid>

					<description><![CDATA[<p>Hubert is a curious, confident sheepdog, and the game named after him puts the player directly into his perceptual world — movement, scent, and instin...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34590">Hubert Preview: Czech Studio Brocap&#8217;s Sheepdog Adventure Gets October 12 Steam Release Date — From a Mafia and Dying Light Veteran Team</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Hubert is a curious, confident sheepdog, and the game named after him puts the player directly into his perceptual world — movement, scent, and instinct as the primary way of understanding the environment, rather than the human-centric sightlines that most adventure games default to. Brocap Studio has now confirmed October 12 as the Steam release date, with a PlayStation 5 version to follow with its own date announced in the coming weeks.</p>



<p><strong><a href="https://indiegame.com/archives/29301" target="_blank" rel="noreferrer noopener">[Related Article: &#8216;Hubert&#8217;, the Shepherd Dog Roaming the Wilderness&#8230; Winner of Game Access 2026 Best Game Award]</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="Hubert - Coming to PS5 &amp; Steam | October 2026" width="788" height="443" src="https://www.youtube.com/embed/wBDX9v53-pU?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 Premise</h3>



<p>Hubert works a farm alongside Lily, a clever young girl, tending a flock of sheep who have their own ideas about where they&#8217;d rather be. Managing willful livestock is the daily texture of the game&#8217;s early content — the specific comedy and challenge of herding animals who don&#8217;t share your objectives. Beyond the farm&#8217;s boundary, to the north, an unknown wilderness holds a second layer of adventure waiting for Hubert and Lily to discover it.</p>



<p>The developer&#8217;s own framing — &#8220;a story about friendship, courage, and a dog barking at sheep&#8221; — captures the tonal register precisely: warmth and daily-life comedy in the foreground, genuine adventure and mystery available for those who follow Hubert past the farm gate.</p>



<h3>The Dog&#8217;s-Eye Perspective</h3>



<p>Building the game&#8217;s exploration systems around a dog&#8217;s sensory priorities — scent tracking, movement-based awareness, instinctive response to the environment — is the specific design commitment that distinguishes <em>Hubert</em> from adventure games that put an animal protagonist in a human-designed interaction system. A dog doesn&#8217;t primarily read a landscape visually the way a human protagonist would; scent trails, sounds, and physical instinct are the navigation tools. Building the actual gameplay mechanics around this sensory hierarchy, rather than just giving Hubert a dog skin over human-style interaction, is what makes the perspective genuinely inhabited rather than merely decorative.</p>



<p>Predator encounters and environmental response systems extend this into the game&#8217;s tension layer — Hubert&#8217;s instincts as a working sheepdog presumably inform how the player is meant to read and react to threats in the wilderness, connecting the daily herding work to the broader adventure through a consistent behavioral logic.</p>



<h3>The Brocap Studio Team</h3>



<p>Three developers with a combined 15+ years of industry experience, having worked on <em>Mafia: The Old Country</em>, <em>Last Train Home</em>, and <em>Crime Boss: Rockay City</em> — a team with a background in large-scale narrative and strategy production applying that experience to an intimate three-person indie project about a sheepdog. This is the specific kind of scale transition — AAA production experience redirected into small-team, personally meaningful indie work — that this coverage has tracked across several studios this year.</p>



<p><em>Hubert</em> previously won the Game Access Conference 2026 Best Game award, determined entirely by audience vote — a meaningful signal that the game&#8217;s specific charm connects with players directly rather than only with critics or juries. Following its Gamescom 2026 appearance, Brocap has now moved from festival circuit validation to a confirmed commercial release date.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: narrative adventure fans who want animal-perspective gameplay built around genuinely different sensory mechanics rather than cosmetic animal skins; players who enjoyed <em>Finding Polka</em> or <em>Seina</em> this month and want another animal-companion-adjacent adventure, this time from the dog&#8217;s own point of view; cozy farm-life adventure enthusiasts who want mystery and wilderness exploration layered on top; Game Access Conference followers who backed the audience vote and want the confirmed release.</p>



<p>Cautious fit for: players who need the PS5 date confirmed before planning around a console purchase; anyone who wants combat-focused gameplay rather than herding and exploration; players seeking longer or more mechanically complex adventure games.</p>



<p>Less ideal for: players who dislike animal-protagonist or farm-life game premises; anyone wanting multiplayer options; players seeking fast-paced action over an exploration-and-care-focused pace.</p>



<h3>The Takeaway</h3>



<p><em>Hubert</em> is a Czech three-person studio&#8217;s sheepdog adventure — built by developers whose prior credits include <em>Mafia</em> and <em>Dying Light</em>-adjacent AAA production, now channeling that experience into a game that inhabits a working dog&#8217;s sensory world with genuine specificity. The Game Access 2026 audience-voted Best Game award confirms the concept resonates before a single Steam review exists; October 12 is when players get to find out for themselves.</p>



<p>The sheep are willful. Lily needs help. And somewhere north of the farm, past the boundary the flock isn&#8217;t supposed to cross, Hubert&#8217;s nose is already leading toward something worth following.</p>



<p>October 12 on Steam. PS5 date coming soon.</p>



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



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



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Brocap Studio sro (Brno, Czech Republic)</td></tr><tr><td> Publisher</td><td> Brocap Studio sro (in-house publishing)</td></tr><tr><td> Genre</td><td> Epic Adventure / Animal Simulation / Exploration</td></tr><tr><td> Release platform</td><td> PC (Steam) / PS 5</td></tr><tr><td> graphics</td><td> 3D Naturalism / Hand-drawn Animation</td></tr><tr><td> core system</td><td> Sheep Herding / Scent Tracking / Environment Response / Predator Management</td></tr><tr><td> premier</td><td> Game Access Conference 2026 Best Game Award (Vote by All Audience Members)</td></tr><tr><td> Team size</td><td> 3 people</td></tr><tr><td> Team experience</td><td> Mafia: The Old Country · Last Train Home · Crime Boss: Rockay City</td></tr><tr><td> Main Keywords</td><td> Dog, Shepherd Dog, Healing, Narrative, Wilderness, Exploration, Emotional Adventure</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/764930/Hubert/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34590">Hubert Preview: Czech Studio Brocap&#8217;s Sheepdog Adventure Gets October 12 Steam Release Date — From a Mafia and Dying Light Veteran Team</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Into the Fire Preview: The Studio Behind The Invincible Puts Rescue Before Loot in Volcanic Extraction Survival — New Playtest Through September 7</title>
		<link>https://indiegame.com/en/archives/34593</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 03 Sep 2026 01:55:09 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34563</guid>

					<description><![CDATA[<p>Most extraction games measure success by what you carry out. Into the Fire measures it by who you carry out. Starward Industries — the Kraków studio b...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34593">Into the Fire Preview: The Studio Behind The Invincible Puts Rescue Before Loot in Volcanic Extraction Survival — New Playtest Through September 7</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Most extraction games measure success by what you carry out. <em>Into the Fire</em> measures it by who you carry out.</p>



<p>Starward Industries — the Kraków studio behind the acclaimed narrative SF adventure <em>The Invincible</em> — has opened a new Steam playtest round for its disaster extraction survival game, running through September 7 as part of Steam&#8217;s PvE Survival Craft Festival. The game is set across Dante&#8217;s Archipelago, a volcanic island chain devastated by an unexplained eruption, where players deploy into the disaster zone not to compete with other players for the best loot, but to save as many lives as possible before the escape routes close.</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="Into the Fire | Official PvE Survival Craft Fest Steam Trailer" width="788" height="443" src="https://www.youtube.com/embed/TcPrWSyWknU?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 Rescue-Over-Loot Design</h3>



<p>The core loop: deploy into the disaster zone, search for survivors and animals, gather necessary resources, and return to camp before volcanic activity seals the escape route. Each life saved affects the settlement&#8217;s development and future — rescued survivors and animals become part of the camp&#8217;s growth trajectory rather than simply adding to a score.</p>



<p>This reorientation from resource extraction to rescue extraction changes the moral weight of the genre&#8217;s core tension. Standard extraction games ask, &#8220;Is this loot worth the risk of staying longer?&#8221; <em>Into the Fire</em> asks, &#8220;Is this person worth the risk of staying longer?&#8221; — the same structural decision, but the stakes attached to leaving something behind are different when what&#8217;s left behind is a person rather than an item.</p>



<p>The newest playtest build adds an animal rescue system, new gadgets and weapons, and lore-based quests that reveal the island&#8217;s history and secrets. The volcanic events that vary each expedition — lava flows, ash storms, pyroclastic surges — reshape travel routes, hazards, and opportunities differently every time, forcing players to navigate exploration, rescue, survival, and escape decisions under genuinely unpredictable disaster conditions rather than a fixed hazard pattern.</p>



<h3>The Equipment Identity</h3>



<p>The retro-styled rescue equipment — extinguishing shotguns, fire-suppression pistols, pressure bombs, fire hoses, and seismic detection tools — gives the game a distinctive toolkit that neither standard extraction shooters (built around combat weapons) nor standard survival games (built around crafting tools) typically provide. These are firefighting and rescue instruments repurposed as the primary interaction method with a hostile environment, which reinforces the rescue-first design philosophy at the equipment level rather than just the objective level.</p>



<p>Unidentified entities born from fire populate the volcanic island alongside the environmental hazards — the supernatural dimension that extends <em>the Fire</em>&#8216;s disaster premise into folklore and anomaly territory.</p>


<div id="jgb-slideshow-7" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Into-The-Fire_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/Into-The-Fire_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/Into-The-Fire_6-1024x561.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 Science-Meets-Myth Narrative</h3>



<p><em>Into the Fire</em> builds its world around a volcanic island where legend, anomaly, and supernatural presence intertwine with the constant threat of further eruption. The trailer shows flame spirits and environments that shift organically as the disaster escalates — the volcanic island&#8217;s unpredictable, ever-changing conditions functioning as both setting and antagonist.</p>



<p>Starward Industries earned its reputation with <em>The Invincible</em> through novelistic narrative, striking visuals, and atmospheric worldbuilding. The studio&#8217;s demonstrated strength in bold subject matter and distinctive art direction appears to be carrying into <em>Into the Fire</em>&#8216;s attempt to combine disaster pressure with narrative depth — a harder needle to thread in a genre (extraction survival) that doesn&#8217;t typically prioritize narrative the way <em>The Invincible</em>&#8216;s genre did.</p>


<div id="jgb-slideshow-8" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Into-The-Fire_3-1024x575.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/Into-The-Fire_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/Into-The-Fire_6-1024x561.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 Kraków Studio Behind It</h3>



<p>Starward Industries brings together developers with AAA experience across <em>The Witcher 3</em>, <em>Dying Light</em>, and <em>Layers of Fear 2</em> — a team with demonstrated capability in atmospheric world-building and bold creative direction, established through <em>The Invincible</em>&#8216;s critical reception.</p>



<p>Marketing and Business Development Manager Michał Obłoj described this playtest&#8217;s purpose: showcasing the systems that differentiate <em>Into the Fire</em> more broadly and developing them together with the player community. The expanded rescue experience (including animals), the new gadgets and weapons, and the lore-revealing quests were specifically introduced for this round. Obłoj emphasized that every expedition should feel dangerous and meaningful — and that what matters isn&#8217;t what you bring back, but who you can save.</p>


<div id="jgb-slideshow-9" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Into-The-Fire_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/Into-The-Fire_8-1024x561.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/Into-The-Fire_7-1024x561.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 Genre Expectation Gap</h3>



<p><em>Into the Fire</em> has drawn sustained international press and community attention since its first playtest in April 2026. Fix Gaming Channel specifically praised how the volcanic survival premise makes the entire island feel like an antagonist in itself — fire, ash, lava, destroyed travel routes, strange anomalies, and rescue operations pressing on the player simultaneously, creating an identity distinct from other extraction games. The outlet went so far as to say it was surprising the industry wasn&#8217;t talking about the game more.</p>



<p>That said, player expectations about the genre have diverged in a specific and honest-to-note way. Steam community discussion boards show some players who encountered the early trailers expecting a story-driven narrative adventure — in the <em>Invincible</em> mold — expressing disappointment that the actual playtest experience leans more heavily toward evacuation shooter mechanics. Some players have also described the base-management survival loop as feeling somewhat conventional for the genre.</p>



<p>This is a real gap between the atmospheric narrative impression the marketing has created and the genre mechanics the playable build actually delivers — and it&#8217;s producing divided reactions depending on what players came in expecting.</p>


<div id="jgb-slideshow-10" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Into-The-Fire_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/Into-The-Fire_11-1024x561.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/Into-The-Fire_12-1024x561.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: extraction survival players who want the genre&#8217;s tension reoriented around rescue rather than loot competition; <em>The Invincible</em> fans curious about what the studio does with genuinely different genre mechanics; disaster survival enthusiasts who want volcanic hazards as a dynamic, ever-changing threat rather than a static level; players who want distinctive rescue-themed equipment over standard combat loadouts.</p>



<p>Cautious fit for: players specifically expecting a narrative-driven adventure similar to <em>The Invincible</em> (the current build leans more toward evacuation shooter mechanics); extraction survival veterans who want to confirm the base-management loop offers genuine innovation before committing; anyone who needs release date confirmation before following.</p>



<p>Less ideal for: players who dislike extraction survival genre conventions regardless of thematic reframing; anyone wanting PvP competitive extraction rather than PvE rescue focus; players seeking a fully narrative-driven experience.</p>



<h3>The Takeaway</h3>



<p><em>Into the Fire</em> is Starward Industries applying the atmospheric and narrative craft that made <em>The Invincible</em> notable to a genuinely different genre — extraction survival reoriented around saving lives rather than securing loot, set against a volcanic island whose hazards change with every expedition. The rescue-first equipment, the animal rescue addition, and the lore quests introduced in this playtest round are the studio&#8217;s response to community feedback since April. The gap between the narrative-adventure expectations the trailers have created and the evacuation-shooter mechanics players are finding in the playtest is the honest tension this coverage should note — and the September 7 playtest feedback will shape how Early Access addresses it.</p>



<p>The volcano doesn&#8217;t wait. The lava routes change with every expedition. And the question the game keeps asking isn&#8217;t what you&#8217;re bringing back — it&#8217;s who.</p>



<p>Playtest open through September 7 via Steam&#8217;s PvE Survival Craft Festival.</p>



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



<h5>Information regarding &#8216;Into the Fire&#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> Starward Industries (Krakow, Poland)</td></tr><tr><td> Publisher</td><td> Starward Industries (Self-publishing)</td></tr><tr><td> Genre</td><td> Extraction Survival, Disaster Rescue, Base Building</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> Undetermined (Scheduled for Early Access, Targeted for 2026)</td></tr><tr><td> Previous work</td><td> The Invincible — A story-driven sci-fi adventure, critically acclaimed</td></tr><tr><td> etc</td><td> Participation in the Steam PvE Survival Craft Festival and the open playtest run until September 7.</td></tr><tr><td> Reactions/Evaluations</td><td> Amid favorable reviews from media outlets such as Fix Gaming Channel, there are mixed reactions to the direction of certain genres.</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2988030/Into_the_Fire/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>



<p></p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34593">Into the Fire Preview: The Studio Behind The Invincible Puts Rescue Before Loot in Volcanic Extraction Survival — New Playtest Through September 7</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Until North Ends Is Now Live — Solo Developer Unknown Hex&#8217;s Eight-Year Nordic Survival Adventure Enters Early Access August 31</title>
		<link>https://indiegame.com/en/archives/34565</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 03 Sep 2026 01:19:52 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34550</guid>

					<description><![CDATA[<p>Until North Ends from solo developer Unknown Hex has launched on Steam Early Access as of August 31, 2026. This coverage previewed the game in August,...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34565">Until North Ends Is Now Live — Solo Developer Unknown Hex&#8217;s Eight-Year Nordic Survival Adventure Enters Early Access August 31</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p><em>Until North Ends</em> from solo developer Unknown Hex has launched on Steam Early Access as of August 31, 2026. This coverage previewed the game in August, examining the eight-year development timeline, the procedurally generated Nordic island world, the settlement-or-wanderer player choice philosophy, the three combat archetypes (heavy melee, archery, chain lightning magic), and the developer&#8217;s commitment to Early Access pricing being maintained at full release.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Until North Ends - Launch Trailer" width="788" height="443" src="https://www.youtube.com/embed/KVsQdg9ooUY?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>



<p>The game is live. Capsule Computers and Kopodo (Spanish-language) have both covered the launch, with international press converging on the game&#8217;s core design freedom: settle peacefully or explore aggressively — neither path is wrong, and the low-poly top-down Nordic world supports both.</p>



<p>The game launched English-only as confirmed. Unknown Hex is actively gathering community feedback through Discord, with the development direction for subsequent Early Access updates to be shaped by player response.</p>



<p>For the full design analysis — the Nordic procedural islands, the crafting and alchemy progression, the night-creature pressure mechanic, the solo-development eight-year context — see our August preview coverage.</p>



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



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



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Unknown Hex (Solo Developed)</td></tr><tr><td> Publisher</td><td> Unknown Hex (Self-publishing)</td></tr><tr><td> Genre</td><td> Open world survival crafting, adventure</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> August 31, 2026 (Early Access)</td></tr><tr><td> personnel</td><td> Supports single player and online cooperative multiplayer.</td></tr><tr><td> language</td><td> english</td></tr><tr><td> Reactions/Evaluations</td><td> Reported by overseas media such as Capsule Computers and Kopodo immediately after launch</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3924020/Until_North_Ends/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34565">Until North Ends Is Now Live — Solo Developer Unknown Hex&#8217;s Eight-Year Nordic Survival Adventure Enters Early Access August 31</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Roblox Game to be Developed Using &#8216;Kungya&#8217; IP… Chungkang University of Culture &#038; Industry and Netmarble M&#038;B Collaborate</title>
		<link>https://indiegame.com/en/archives/34510</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 05:11:19 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34507</guid>

					<description><![CDATA[<p>Developing Roblox game maps and items in conjunction with regular PBL classes and on-campus competitions Expanding students&#8217; content planning an...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34510">Roblox Game to be Developed Using &#8216;Kungya&#8217; IP… Chungkang University of Culture &amp; Industry and Netmarble M&amp;B Collaborate</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<ul><li><strong>Developing Roblox game maps and items in conjunction with regular PBL classes and on-campus competitions</strong></li><li> <strong>Expanding students&#8217; content planning and production experience through projects utilizing commercial IP</strong></li></ul>



<p>Chungkang University of Culture &amp; Industry announced that Kim Seong-hyun, Head of the Industry-Academic Cooperation Center, and Bae Min-ho, CEO of MNB, a content marketing subsidiary of Netmarble, signed an industry-academia cooperation agreement on August 26 to foster practical content talent and collaborate on IP.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="647" src="https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1024x647.jpg" alt="" class="wp-image-34508" srcset="https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1024x647.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-300x189.jpg 300w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-768x485.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1536x970.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-2048x1293.jpg 2048w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-150x95.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-450x284.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1200x758.jpg 1200w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>Based on this agreement, Chungkang University of Culture &amp; Industry and M&amp;B discussed conducting a practical content production program based on the global metaverse platform Roblox in conjunction with the regular curriculum.</p>



<p>In particular, we plan to support students in directly planning and developing game maps and items using the Kkungya IP by linking M&amp;B’s flagship IP, ‘Kkungya Restaurants,’ with the IP licensing program within Roblox, the PBL classes of the Regional Growth Talent Development System (Anchor) at Chungkang University of Culture and Industry’s Game Content School, and on-campus competitions.</p>



<p>Yeom Dong-hyun, Dean of the Game Content School at Chungkang University of Culture and Industry, stated, “I consider it very meaningful to be able to incorporate Netmarble M&amp;B’s ‘Kungya Restaurants’ IP, which is widely loved by the public, into Chungkang’s regular curriculum.”</p>



<p>In addition, they stated, “This industry-academia collaborative course is a valuable opportunity for students to demonstrate both practical skills and creative development capabilities by directly handling actual commercial IP in the Roblox environment, a global metaverse platform,” adding, “We will continue to take the lead in fostering field-oriented, practical talent through close collaboration with the industry.”</p>



<p>M&amp;B CEO Bae Min-ho stated, “We will actively support students so that they can plan and produce diverse content utilizing the Kungya Restaurants IP.”</p>



<p>Chungkang University of Culture &amp; Industry&#8217;s Game Content School conducts project-based education centered on production fields such as game planning, programming, and graphics.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34510">Roblox Game to be Developed Using &#8216;Kungya&#8217; IP… Chungkang University of Culture &amp; Industry and Netmarble M&amp;B Collaborate</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Chungkang College and Netmarble MNB Partner to Build Kungya Restaurants Roblox Games in University Curriculum</title>
		<link>https://indiegame.com/en/archives/34518</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 05:11:19 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34507</guid>

					<description><![CDATA[<p>Chungkang University of Cultural Industries&#8217; Game Content School and Netmarble content marketing subsidiary MNB (CEO Bae Min-ho) signed an indus...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34518">Chungkang College and Netmarble MNB Partner to Build Kungya Restaurants Roblox Games in University Curriculum</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Chungkang University of Cultural Industries&#8217; Game Content School and Netmarble content marketing subsidiary MNB (CEO Bae Min-ho) signed an industry-academia cooperation agreement on August 26, integrating Roblox game development using the <em>Kungya Restaurants</em> IP into the university&#8217;s formal curriculum.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="647" src="https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1024x647.jpg" alt="" class="wp-image-34508" srcset="https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1024x647.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-300x189.jpg 300w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-768x485.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1536x970.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-2048x1293.jpg 2048w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-150x95.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-450x284.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/3421908035_20260902092827_9150068067-1200x758.jpg 1200w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>Under the agreement, students in Chungkang&#8217;s Game Content School will use MNB&#8217;s <em>Kungya Restaurants</em> character IP — made available through Roblox&#8217;s IP licensing program — to design and develop Roblox game maps and items as part of the school&#8217;s PBL (Project-Based Learning) coursework and internal competitions. The program connects to Chungkang&#8217;s &#8220;Anchor&#8221; regional talent development framework.</p>



<p><em>Kungya Restaurants</em> (쿵야 레스토랑즈) is a Netmarble-originated character franchise with broad recognition across Korean audiences, particularly younger demographics. Using an active commercial IP in student game development work gives projects a recognizable context that purely original IP projects lack — students experience what it means to work within an established character system, with constraints and opportunities that professional licensing relationships involve.</p>



<p><strong><em>Game Content School Dean Yeom Dong-hyeon framed the partnership&#8217;s educational value: &#8220;It is very meaningful to be able to integrate the Kungya Restaurants IP, which is widely loved by the public, into Chungkang&#8217;s formal curriculum. This industry-linked class is a valuable opportunity for students to simultaneously prove both practical sensibility and creative development capabilities while working with a real commercial IP directly in a global metaverse platform environment.&#8221;</em></strong></p>



<p>MNB CEO Bae Min-ho: &#8220;We will actively support students in being able to plan and produce diverse content using the Kungya Restaurants IP.&#8221;</p>



<p>Chungkang&#8217;s Game Content School runs project-based education across game planning, programming, and graphics disciplines.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34518">Chungkang College and Netmarble MNB Partner to Build Kungya Restaurants Roblox Games in University Curriculum</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Terminus: Zombie Survivors 2 Announced: Korea Game Award Winner&#8217;s 150,000-Seller Turn-Based Zombie Survival Goes Full 3D Open World</title>
		<link>https://indiegame.com/en/archives/34504</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 03:35:46 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34488</guid>

					<description><![CDATA[<p>The first Terminus: Zombie Survivors started as a solo project by CEO Shin In-geon in 2021. By the time of its August 2024 full release after a Steam ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34504">Terminus: Zombie Survivors 2 Announced: Korea Game Award Winner&#8217;s 150,000-Seller Turn-Based Zombie Survival Goes Full 3D Open World</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The first <em>Terminus: Zombie Survivors</em> started as a solo project by CEO Shin In-geon in 2021. By the time of its August 2024 full release after a Steam Early Access period, it had sold 150,000 copies worldwide and earned the nickname &#8220;turn-based Project Zomboid&#8221; from Korean gaming communities — recognition for a game that brought genuine tactical depth and high completion quality to the turn-based zombie survival genre. The 2024 Korea Game Awards triple crown (Indie Game Award + Minister of Culture Award) formalized what player reception had already established.</p>



<p><em>Terminus: Zombie Survivors 2</em> is Longplay Studio&#8217;s announced next step: keeping the turn-based survival core while making two significant structural changes that reframe the game&#8217;s scope.</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="Terminus: Zombie Survivors 2 - Announcement Trailer | Open-World Zombie Survival Game" width="788" height="443" src="https://www.youtube.com/embed/TMLQ_LlRrCY?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 Two Transformations</h3>



<p><strong>Pixel art → Full 3D.</strong> The original <em>Terminus</em> used top-down pixel art with the specific charm that 2D tile-based survival games carry: clear tactical readability, a visual aesthetic that fits the genre&#8217;s roguelite DNA. The sequel switches to realistic full 3D graphics rendered from a quarter-view perspective. Buildings, terrain, and characters now have genuine height and spatial depth rather than the flat plane of tile grids. Dynamic weather — rain, fog, night darkness — and lighting effects extend this visual transformation into an atmosphere that changes during play.</p>



<p><strong>Node map → Fully connected open world.</strong> In the original, players selected locations on a map and were transported to discrete areas. The sequel eliminates this abstraction: the entire world is physically connected. Players walk from zombie-occupied towns through roads, forests, and highways — directly, without loading screens or node selection — all the way to the terminal safe zone. Motels, gas stations, supermarkets, and hospitals are physically present locations to explore rather than menu options.</p>



<p>The combination changes the game&#8217;s fundamental spatial relationship. In the original, movement was a decision made on a map. In the sequel, movement is embodied traversal through a continuous world.</p>


<div id="jgb-slideshow-11" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Terminus-Zombie-Survivors-2_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/Terminus-Zombie-Survivors-2_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/Terminus-Zombie-Survivors-2_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Terminus-Zombie-Survivors-2_5-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Survival Systems</h3>



<p>The sequel maintains and expands the survival breadth of the original: cooking, agriculture, fishing, crafting, and construction are all confirmed activities alongside the core zombie survival and scavenging loop. Environmental conditions — rain, snow, cold, darkness — affect survival directly rather than serving as aesthetic variation.</p>



<p>Online co-op alongside single-player extends the original&#8217;s design into social play, allowing groups to share the journey toward the terminal safe zone rather than navigating it individually.</p>


<div id="jgb-slideshow-12" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Terminus-Zombie-Survivors-2_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Terminus-Zombie-Survivors-2_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/Terminus-Zombie-Survivors-2_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/Terminus-Zombie-Survivors-2_4-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Development Achievement Context</h3>



<p>Shin In-geon beginning <em>Terminus</em> as a solo project in 2021 and reaching 150,000 global sales, a 98% Overwhelmingly Positive Steam rating, and triple Korea Game Award recognition by 2024 is the specific indie development story that validates what&#8217;s possible from a single developer with sustained commitment. Longplay Studio had grown beyond a solo operation by the sequel&#8217;s announcement, but the origin remains part of the game&#8217;s identity.</p>



<p>The sequel&#8217;s announcement is a meaningful commercial event because of what the first game earned: the 150,000 players who bought <em>Terminus</em> and the 98% who recommended it represent a community whose investment in the sequel is genuine rather than speculative. The Steam page is live. The wishlists being added now come from people who know what Longplay Studio builds.</p>



<h3>What to Watch For</h3>



<p>The 98% → full 3D conversion is the central question. Turn-based zombie survival in a fully realized 3D open world is a significantly different technical and design undertaking from the original&#8217;s 2D tile-based structure. Whether the tactical readability that made the original&#8217;s combat satisfying survives the dimensional expansion — whether the quarter-view 3D maintains the clarity that turn-based combat requires — will be the primary evaluation when the game becomes playable.</p>



<p>The node → open world transition raises the pacing question. Discrete node areas in the original created a natural dramatic structure: each location was a self-contained survival problem. A fully connected open world requires different pacing design to prevent the journey from feeling like undifferentiated traversal rather than a series of meaningful survival challenges.</p>



<h3>The Takeaway</h3>



<p><em>Terminus: Zombie Survivors 2</em> is Longplay Studio announcing that the formula that earned triple Korea Game Award recognition and 150,000 global copies is now ready for its next form: the same turn-based zombie survival core, expanded to a realistic full 3D open world where the terminal safe zone is reachable by foot through a single connected geography.</p>



<p>Steam page live. Wishlist open. Release date TBA. The road through zombie-occupied Korea is now a physical path rather than a map selection.</p>



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



<h5>Information regarding &#8216; <strong>Terminus: Zombie Survivors 2</strong> &#8216;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Long Play Studio (Daejeon, South Korea, CEO Shin In-geon)</td></tr><tr><td> Publisher</td><td> Long Play Studio (In-house Publishing)</td></tr><tr><td> Genre</td><td> Open World Zombie Survival, Survival Crafting</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> Undetermined (Steam store page revealed, wishlist available)</td></tr><tr><td> personnel</td><td> Supports single-player and online co-op play</td></tr><tr><td> Previous work&#8217;s achievements</td><td> Sold over 150,000 copies globally, won 3 awards including the Indie Game Award and the Minister of Culture, Sports and Tourism Award at the 2024 Korea Game Awards.</td></tr><tr><td> Reactions/Evaluations</td><td> (Based on previous work) Steam &#8216;Overwhelmingly Positive&#8217; 98% (826 total), Last 30 days 91% (103)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4416380/Terminus_Zombie_Survivors_2/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34504">Terminus: Zombie Survivors 2 Announced: Korea Game Award Winner&#8217;s 150,000-Seller Turn-Based Zombie Survival Goes Full 3D Open World</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Revenant Survivors Steam Demo Opens September 4 — Mongma Studio&#8217;s Boss-Absorption Dark Fantasy Survivors-Like Offers Its First Free Public Build</title>
		<link>https://indiegame.com/en/archives/34489</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 03:04:44 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34481</guid>

					<description><![CDATA[<p>Mongma Studio&#8217;s Revenant Survivors — the dark fantasy survivors-like action roguelite whose boss soul, skill, and body absorption system this co...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34489">Revenant Survivors Steam Demo Opens September 4 — Mongma Studio&#8217;s Boss-Absorption Dark Fantasy Survivors-Like Offers Its First Free Public Build</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Mongma Studio&#8217;s <em>Revenant Survivors</em> — the dark fantasy survivors-like action roguelite whose boss soul, skill, and body absorption system this coverage previewed ahead of its August playtest — opens a free Steam demo on September 4 at 10:00 PM KST. No key required.</p>



<p><strong><a href="https://indiegame.com/archives/32355" target="_blank" rel="noreferrer noopener">[Related Article: Dark Fantasy Action Roguelike &#8216;The Revenant Survivors&#8217; Steam Test Begins August 1]</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="RevenantSurvivors - GameplayTrailer" width="788" height="443" src="https://www.youtube.com/embed/ZsxUvXUW_mo?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>



<p>The demo covers one complete run: Dark Knight protagonist, Chapters 1 through 3, culminating in a mini-boss, main boss, and final boss sequence. Players experience the core growth loop from level-up and relic selection to the boss absorption that distinguishes <em>Revenant Survivors</em> from its genre: defeating a boss yields their soul (ability enhancement), their equipment (unique skill access), and potentially their physical form (new playable character for subsequent runs).</p>



<p>The August STOVE playtest confirmed the foundational mechanic in a limited environment. The September Steam demo is the first opportunity for the broader global player community — including the Bilibili and QQ channels Mongma has been building alongside Steam — to evaluate whether the absorption system creates the strategic depth and combat satisfaction the design implies.</p>



<p>Full game release date remains TBA. Free demo: September 4, 10:00 PM KST, Steam.</p>



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



<h5><strong>Information regarding &#8216;Revenant Survivors&#8217;</strong></h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer / Publisher</td><td> Mongma Studio (South Korea)</td></tr><tr><td> Genre</td><td> Dark Fantasy Survivors-like Action Roguelite</td></tr><tr><td> Release platform</td><td> PC (Steam)</td></tr><tr><td> core system</td><td> Attack Evolution, Elemental Explosion, Boss Skill/Equipment/Body Usurpation</td></tr><tr><td> Supported languages</td><td> 16 languages including English</td></tr><tr><td> Official Channel</td><td> Discord, YouTube, X, Bluesky, Bilibili, QQ</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4617500/Revenant_Survivors/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34489">Revenant Survivors Steam Demo Opens September 4 — Mongma Studio&#8217;s Boss-Absorption Dark Fantasy Survivors-Like Offers Its First Free Public Build</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>The Journey Home Preview: Belgian Husband-and-Wife Studio&#8217;s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live</title>
		<link>https://indiegame.com/en/archives/34482</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 02 Sep 2026 02:12:54 +0000</pubDate>
				<category><![CDATA[Featured article]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=34454</guid>

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



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



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="The Journey Home - Official Demo Trailer" width="788" height="443" src="https://www.youtube.com/embed/_yT9MI3_gaM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Design Approach</h3>



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



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



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



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


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<h3>The INSIDE × Journey Reference</h3>



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



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



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


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<h3>The Bestselling Author Dimension</h3>



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



<p>The combination of a novelist&#8217;s narrative sensibility and a game designer&#8217;s understanding of how interactive experience creates emotion is the creative basis from which games in this register achieve what they&#8217;re attempting. Without the narrative depth, the atmosphere is beautiful but empty. Without the interactive design, the narrative has nowhere to be felt rather than read.</p>


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<h3>The Belgian Indie Context</h3>



<p>This is the sixth Belgian indie project covered in this coverage&#8217;s 2026 period — alongside <em>Sizeable</em> (Business Goose Studios), <em>Midnight Moments</em> (Happy Volcano), <em>Helix: Descent N Ascent</em> (Badass Mongoose), <em>KABOOMANIA</em> (Fancy Factory), and <em>SKINFACE</em> (Adam Pype + Ties Groen). The breadth is striking: size-manipulation puzzles, contemplative cozy, vertical platformer, Amiga-native maze bomber, face-stealing stealth horror, and now a meditative philosophical side-scroller with a bestselling author&#8217;s narrative. Belgian indie output is being produced across the full tonal and genre spectrum.</p>


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<h3>Who This Is For</h3>



<p>Strong fit for: <em>INSIDE</em> and <em>Journey</em> fans who want a game working in the intersection of those two registers; players who specifically seek games that prioritize emotional resonance over mechanical challenge; meditative adventure enthusiasts who want atmosphere and philosophical content over genre tension; players who saw the Gamescom 2025 reports about audience response and have been waiting for the demo; Belgium indie game followers.</p>



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



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



<h3>The Takeaway</h3>



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



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



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



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



<h5>Information regarding &#8216;The Journey Home&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Joey&#8217;s Entertainment (Belgium, 2-person studio for a married couple)</td></tr><tr><td> Publisher</td><td> Joey&#8217;s Entertainment (Self-publishing)</td></tr><tr><td> Genre</td><td> Meditation-style side-scrolling adventure, 2.5D platformer</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> Q4 2026 (Exact date TBD, free demo currently available)</td></tr><tr><td> etc</td><td> Produced with support from the Audiovisual Fund of Flanders (VAF)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2600820/The_Journey_Home/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/34482">The Journey Home Preview: Belgian Husband-and-Wife Studio&#8217;s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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