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Just your average bloke, completed addicted gamer & former streamer #CraftFightSurvive, if a game ticks one of those boxes, it's probably good for me!
  1. Key Information: Developer/Publisher: Nysko Games Ltd Genre: Strategy, RTS Price: £10.99 (Steam) Overview: Dwarves of Glistenveld is a real time strategy game with elements of base building, exploration and even RPG elements, which sees you take control of a Dwarven Clan of your own to take on hordes of grubby Goblins. Currently it’s in Early Access having released mid-October while the dev team work through a complete Six chapter single player campaign, but the initial release already includes 6 levels within Chapter One to play through, along with a sandbox skirmish mode, a couple of pre-created one off scenario maps, and a map editor for the more creative among us! Review: The majority of my time so far has been spent playing on the single player campaign, which serves not only as a tutorial for the game mechanics but also provides more than a few giggles with the scripted dialogue between the Dwarves you control and come across. You find yourself setting up fresh on each individual map with a set goal to achieve before you’ll be able to progress the story and migrate to the next section of the larger campaign map, initially you can expect to get through scenarios in a very short time indeed, essentially once you can prove your efficient enough at mining out rock walls, chopping through underground roots or teaming your Dwarves up to play whack-a-mole with the Goblins that also inhabit the underground caves. That said, it really doesn’t take long for the campaign scenarios to ramp up potential challenge and work required to get through to the next scenario, and by the time I’d got to four/five scenarios into the game and past what I’d term the tutorial and into the real gameplay, it was taking a good hour or two to clear through a map, perfect for an evening of relaxation after a hard days work! Missions themselves take place on some really beautiful hexagrid maps, whether it’s the designed settings of the campaign or the procedurally generated maps within the skirmish mode, and make you truly feel like you are in a deep, dark cave system. Lighting is brighter where you send your Dwarves to explore and work, passageways and openings are blocked off by thin rock walls, and if you aren’t careful with how much you dig away you can risk a cave collapse causing all sorts of havoc for your clansmen. The design of the maps and terrain is well done, very quickly being able to see what resources are held within, or under, the walls (stone, iron, gold, gems) and also give a rough impression of whether it’s a plentiful or scarce amount of the resource as well, making it simple to plan at a glance where you want your Dwarves to begin working and how to gain the most material with the least risk of removing massive chunks of the cave. Setting up a base of operations is essential to progression within the game, as you’d expect from a title like this, and akin to the likes of Rimworld you can set blueprints and queue work orders for your clansmen to follow of their own volition, but also retain the ability to force them to prioritise on certain things where there is a sense of urgency to get something up and running. On the face of things, the crafting and building within the game doesn’t seem overly complex, and my initial thoughts were that there isn’t that much to work with, however, as you start getting deeper into the game with bigger bases and more Dwarves to work with, I did begin to see some of the depth that exists, while it does currently feel that there could be more added in to the game this is one of the major points within the development plan for the game during Early Access so I wont grumble! Finally it’s time to talk about the Dwarves, each of which comes with a set of randomly assigned traits which provide a set of buffs and drawbacks to your clansmen, ‘Gastric’ will cause your Dwarf to fart loudly and possibly alert nearby enemies, while ‘Chunky’ makes them move slower (not sure how Dwarves can get any slower!) while also giving a buff to hit points, and these can help dictate which role they’ll best fill within your clan (gatherer, miner, fighter, engineer), which they aren’t locked in to but gain additional perks the longer the stick with it and begin leveling up. Through my time playing I’d managed to level up a few clansmen as pretty decent specialists in fighting or gathering which I would keep set in those roles, but also created a good number of ‘all rounders’ which had perks across multiple job roles and could act as a jack-of-all-trades to switch around to where I needed bodies the most. Moving through the campaign you bring all of your Dwarves with you after exiting a map, and can bring them with you into the next stage of the campaign with all of their experience and gastric tendencies, giving me a real sense of attachment to them after they had kept leveling up! Final Thoughts: Dwarves of Glistenveld offers a lot of playability considering it’s right at the beginning of it’s Early Access phase, the inclusion of the skirmish mode means that sandbox players could come back time and time again to face off on randomised maps, against multiple enemies, and due to the map generation always have a different game due to the exploration needed. The game looks beautiful, and I also hadn’t come across any bugs or crashes during my time playing, which is promising. The Devs have a solid plan for the Early Access phase (more buildings, technologies, enemy variance) and as with any game you’ve got to acknowledge that buying early on when the price is low means your backing the possibility of what the game will eventually become, and in my opinion the game is definitely on the right track to become an RTS with friendly town management but real strategic gameplay. HappyFeet #CraftFightSurvive
  2. Key Information: Developer/Publisher: Dark Crystal Games / Black Tower Entertainment Genre: Turn Based, Open World, RPG Price: £23.79 Steam / Humble Overview: Encased is an Early Access offering from Dark Crystal Games, a sci-fi post-apocalyptic RPG that will bring back memories of Fallout while featuring brilliantly developed characters that give it a real lease of life and allows you to immerse yourself in the world that has been created. Originally a Kickstarter project, it was more than successfully backed, and is promising over 30 hours of story, a freeform open world with over 100 handcrafted locations, and a roster of almost 300 NPC's with their own part to play under The Dome. Review: There is truly only one place to start with an RPG like Encased, and that's the character creation system where it becomes really clear very early on the scale of depth that Dark Crystal Games are looking to bring to the table, I actually had three goes at creating my character before settling on the first one to take through the Prologue. The Dome is home to various castes of people all filling different roles within Magellan Base, like the various cogs in a wheel, where all are needed to keep things running smoothly, and choosing from these different castes will have a very real effect on your time within the game; Orange Wing is full of criminals doing menial tasks, White Wing is the scientists, Blue Wing is full of the construction and design minded people, Silver Wing is essentially full of middle management and finally Black Wing is the military. Beyond the initial choice of which Wing to join, you are then given the ability to spend points tweaking your beginner stats (think the normal Charisma, Guts, Brains etc), and finally the more specific Skills that will need to see you through life in an unforgiving world. The Skills relate to three overriding aspects (Combat, Social & Smarts) before being broken down even more specifically to categories such as Heavy Weapons, Medicine or Leadership, and within each of these sub categories are where you unlock your actual active and passive abilities for use within the world itself; I'm talking Lock Picking, Crafting, special combat attacks, and I'm sure by now you can see what I was referring to when I mentioned that game has real layer of depth in the workings here! I feel it's worth pointing out that as of the current build, while you are able to see a whole range of these active and passive abilities not all of them are actually implemented just yet, so while I was running around as part of the Black Wing with a heavy weapon, the skill's relating to those weapons weren't available for me to use, it's not at all game breaking though. The whole game takes place in a vast world under The Dome, and it's clear that the developers have spent a lot of time crafting a world that is truly immersible, especially within the multi-story Magellan Base that acts as the main tutorial for the game. Within this beautiful environment there are countless NPC's already within the game that you're able to interact with, each helping to build the world around you or provide interesting side quests to solve in between the main quest line teaching you the basics of the game. I completed the tutorial twice during my time playing, both times with different characters from different wings (once military, once management), and while the game is still in Early Access I can't understate how fully fleshed out this part of the game is, as I came across the same side quests/events with both characters and managed to have completely different stories and outcomes both times, now this could have been as a result of the dialogue options I chose, it may have been as a result of the items I'd looted from the map (and there is an awful lot to loot!) but either way it's a very promising sign that the decisions you make as a player do actually have a real impact on how things will play out! Another really key point with the map's and environment themselves, apart from how beautiful they are, is that they offer an open playground and more than one way to get to your objectives. There are numerous locked doors to overcome, ventilation shafts that you can use to move around, and especially on the map of the first mission outside of the Magellan home base there are several different ways to get around that let you don your role playing cap and get into character - do you pull Schwarzenegger and go guns blazing, or try and use some brains to avoid all out confrontation. I found myself completely sidetracked by the environment and simply letting curiosity get the better of me on more than one occasion, especially when there seemed to be some goodies locked behind a door with no obvious way in. My final thoughts on the tutorial area specifically though, are that it is a very well designed exercise in educating a player, as while you are able to fully explore the whole base and get a good few hours of game play out of it, if you are looking to simply get out into the bigger world once you've been through it that first time you can get through the essentials in a very short space of time without it seeming a frustrating experience. Combat within the game is challenging, it's hard to reinvent systems and come up with something completely new, and so any Turn Based player will quickly get to grips with the basics of the system; you wait your turn, have an amount of 'action points' to spend on movement, fighting or item usage etc, and when your points are spent you grit your teeth and wait for the damage to starting coming in. However, the combat in this game is not a walk in the park, where even a few instances of fighting one-on-one without a chance to really recover health in between will leave you crossing your fingers hoping that you just about squeeze through without dying, and when you end up in combat with multiple enemies you really need to think about what you're doing. There were a few encounters within the game where I was forced to reload the most recent save file and try a brand new strategy several times before getting past the danger, and while this could become frustrating for some people I found it really refreshing that almost all combat had a life and death feeling about them! The character you have been building along the way will have a real impact on combat, both in the way you fight but also how well you manage to do once you've decided whether to pick up a gun, or try and use some blunt weapons (or even fists) to do the talking. After a bit of playing around it appears that the skill points and abilities you choose can affect everything from the odds of you landing a hit on an enemy all the way through to the damage done and secondary effects such as reducing ability points or movement; I won't proclaim to know what's best for everyone's individual play styles, but it seems clear that the groundwork is being laid so that once the skill trees are all implemented in game you'll be able to really specialise your character as you begin levelling them up. There are also definitely a few tips that I would pass on to anyone; see if the terrain can be used to your advantage, use bullets sparingly because they aren't easy to come across, un-jamming a weapon can be a death wish and standing completely still once a bad guy is right up in your face simply means you're going to get hit hard - repeatedly! Final Thoughts: Encased is one of those games where the Early Access price can make you balk, it's a solid £20+ for around a dozen hours of fleshed out gameplay as it stands right now, however, I've seen this situation before with games such as Ark: Survival Evolved, and if the team keep improving on what's on offer right now, the early access price will seem like a steal when all is said and done, because they are truly on the right track to deliver a game that could justify a higher price when it hits full release! There are definitely a few gripes on my part, like the lack of crafting without a workbench because these were few and far between on my playthroughs, or that some tooltips/descriptions of items don't necessarily give enough information on how items affect your character, and they did cause moments of frustration but this is an early access title and you can't expect complete polish in that situation. Overall, I loved how alive the world felt while I was exploring Magellan Base, with so many NPC's to interact with and 'side quests' to complete on their behalf, and once I'd reached the end of the story that's available was genuinely disappointed there was no more to see! I want to thank Black Tower Entertainment for providing a key for me to take Encased for a whirl, and cannot wait for more updates to land! HappyFeet #CraftFightSurvive
  3. Key Information: Developer/Publisher: Goonswarm/Black Tower Entertainment Genre: RPG, Turn Based Strategy, Rogue-lite Price: £11.39 (Steam, Humble) "Lust, Gluttony, Greed, Sloth, Wrath, Envy, Pride; these are the seven deadly sins men and women are confronted with throughout their time on this mortal plane of existence, temptations borne within the hearts and souls of us all, the slippery path set before us to lead us all into damnation." The words reverberated around the cold stone walls of the chapel, not spoken in raised tone but with a solemnity that granted them both power and presence. The Warrior was tense, for he had no recollection of how they had arrived in this place nor whether the elderly man before them was complicit in this mystery, though for now it seemed wisest to stay silent and listen. "For aeons we had believed that those hedonistic traits were nothing more than bedtime horror tales, told to keep children and adult alike on the narrow path of virtuousness, designed to keep the masses in line while our Noblemen & Women pursued a much freer life, where the judgmental eyes of the keepers of the faith did not watch." The Huntress & Priestess flanked the Warrior, focused less on the speaker and far more alert to their surroundings. Faint light crept from hanging candles in the corners of the chapel hall, casting ungodly shadows across the baroque statues based around the pillars supporting the towering ceiling, as if the shadows themselves held a life of their own. "Foolish we all were to discard the warnings of scripture as nothing more than manipulative writings, our lack of belief has deceived us all. Lust, Gluttony, Greed, Sloth, Wrath, Envy & Pride; we caved to our primal desires, and as each and every one of us traveled that path we opened the door to them. Further we debased our virtue, and we lent credence to them, granting them substance." The lights around the chapel grew dimmer, the shadows growing in thickness and seeming to move with a real energy around the hall. All three of them now focused solely on the heavy words falling from the old mans lips, reverberating around the now unseen walls. "The Sin Lords, accompanied by the lost and ruinous, the damned and possessed, hold dominion over this realm. There is no escaping from this reality, there is only the hard trail of redemption, and if you wish to feel the warmth of a bright summer day or taste the freshness of spring water upon your lips again then you must face those hedonistic desires within and overcome the Seven Deadly Sins" Overview: Sin Slayers is a new offering from Goonswarm which offers quick turn based combat, RPG progression and Rogue-lite adventuring on procedurally generated gothic maps, ensuring no two playthroughs are exactly the same. Review: The vast majority of your time will be spent on the atmospheric procedurally generated maps outside of the Church safe haven, tentatively exploring through the fog of war in search of your quarry, while also expecting something horrible to happen with every move into an unexplored tile. There are a whole range of text based events to come across, allowing you to rummage through graves and all manner of other things for some items of note, as well as static traps, traders, resting points, and of course enemy encounters. The trio of heroes you decide to bring on an adventure will allow you some tools to make exploring a little easier (the Warrior will reveal tiles of interest within a small range), though it’s worth thinking about when you decide to use these abilities, as there are cooldown timers that only tick over as you move through unexplored portions of the map, so using the Priestesses group heal prematurely can really haunt you if you encounter a bruising battle straight after! These maps are also where one of the games stand out features begins to play out, the Sin Meter, which will increase as you undertake certain actions on the map, and are very thematically tied to the Sin Lord which rules over the part of the world you’ve set foot in. Gluttony will punish players for using food items, Sloth punishes use of the healing/resting fountains, Envy will punish any crafting done while on the map. These all provide a slightly different handicap to players, as if you haven’t prepared carefully for the Sin you are facing, the inhabitants of the map will get increasingly more powerful as your sin meter increases. Remember here though, that with greater risk comes greater reward, and while managing your Sin level to keep it low will offer a quicker and easier journey, if you can handle the greater punishment the game will reward you with greater payouts after battles! The remainder of your time will be spent within the sanctuary of the Church, a place full of NPCs you’ve encountered on your journeys, and where you have the ability to use traders, change up the trio of adventurers you’re using, progress through the main quests, as well as explore the deeper parts of the crafting system. Sin Slayers can feel a little light in the RPG progression department if you’re looking for a game that offers deep customisation and a crafting system worthy of needing a degree education, however, this isn’t a bad thing when you look at what the game is actually trying to achieve. Each of your heroes will be able to level up five times, increasing base stats (like health) in a fixed way, as well as having 5 levels of abilities to choose from as you get deeper into the game, and tweaking the active and passive abilities does give you a chance to have heroes fill certain needs within your squad. One of the surprises I liked was that unlocking ability choices doesn’t appear dependent on character level, as different craftable items (stones of knowledge) are used to get deeper into the ability tree, meaning you could unlock a new heroes skill tree immediately upon recruiting them if you desired it! Crafting can either be done mid-adventure with some items (food, potions, other 1 use items) while the deeper gear crafting will be available as you steadily progress the capabilities of the Smith in the church. One thing I learnt for too late was the it can be well worth keeping hold of older ‘useless’ gear as they become ingredients in the recipes for better gear; the Old Broken Axe is needed for a Battle Axe, and that in turn is required to craft the Inquisitors Axe which ends up being a solid weapon choice! Combat within Sin Slayers offers up no major surprises to any turn based strategy player, as your heroes line up against all manner of depraved and possessed enemies, before proceeding to take chunks out of each other in an initiative based order. The majority of fights aren’t particularly time consuming, but as the game implements a rock, paper, scissors system of resistances and weaknesses against differing types of damage (physical, holy, projectile amongst others) you can very quickly find yourself struggling against enemies which hold some advantages over you in this department. Given that there are 40 normal enemies, on top of the 7 mini bosses & 8 Sin Lords, the random encounter fights have enough variety to keep them engaging. Your 10 heroes themselves fit a variety of slightly different roles on the battlefield, bringing damage, abilities, and utility to your squad, and it’s well worth thinking about what synergies you can create on the battlefield! I’m currently running with the Inquisitor, Paladin & Warrior, all 3 are physical damage based, but with high armour (which unlike health, always replenishes for each battle) and the passive once a turn heal the Paladin offers give a hard hitting, durable trio with some self sustain. One last word of advice within battles, make sure you hover your mouse over the battlefield items, as the game will occasionally hide some free items within some inconspicuous looking crates/bottles/tables that would be easily dismissed as nothing but decoration. Final Thoughts: I’ve put a fair few hours into Sin Slayers since getting hold of a key, and while I’m now done with writing the review, the best compliment I can give the game is that I am not done playing this one just yet! There’s plenty of challenge to be found within the game if you decide to push your sin meter to the max, and even without handicapping yourself that way Sin Slayers is not a walk in the park once you progress past the first Sin Lord. The game offers another great option for people who are looking to relax for a couple of hours in a shorter gaming session, while still feeling like you’ve had some reward even if you’re adventure finished in failure overall! I want to thank Black Tower Entertainment for providing us with a key to take Sin Slayers for a spin, and if you’ve got any thoughts let me know below! HappyFeet #CraftFightSurvive
  4. The IndieForged community now has a directory post which will conveniently provide links to all the reviews we've got over on the Writers Block - should make it a lot easier to find articles as well as see what's coming up soon!

  5. Key Info: Developer/Publisher: Robotality/Chucklefish Ltd Genre: RPG, Rogue-Lite, Turn Based Strategy Price: £12.99 (Steam) Overview: Pathway will instantly remind you of certain cult-status franchises (yeah, I’m looking at you Indiana Jones), both through its aesthetics and the story events that you stumble upon while you’re playing, and given some of the events I found while playing, I’m certain there is more than the odd dedicated homage to old Indie. Pathway is a mix of genres, having the fast playability but 'one attempt' gameplay of a rogue-lite, the progression and equipment management of a friendly RPG, and an easy to grasp turn based combat that all combines to create a game that is pretty much perfect if you’re looking to kill a couple of hours while also getting a sense of achievement from your time. Review: Within the game there are currently five ‘adventures’ to play through, providing the overriding narrative to the actions that you take on the world map, and giving the player an end goal to work towards, and these adventures are played out over an expansive ‘world map’ where the pathway to victory is left for the player to decide. Given that there are around 30 individual locations on the first map of the first adventure, which acts as a sort of introduction to the game, and on the second adventure their are multiple maps, each with in excess of 30 individual locations each offering different tactical battles, narrative text book choices or events, and a range of traders, there is plenty of scope here to play through the same adventure more than once and experience a different journey to the final destination. Before each adventure you’ll be asked to build your team from a roster of companions, each filling slightly different roles on a battlefield or unlocking different options through the storybook events, so you do need to choose wisely up front as this team will need to take you through the whole adventure, barring some occasions that the story results in a fourth member offering to squad up with you. There’s a solid roster of 16 playable characters, each of which differ in their role and abilities from each other, which when combined into a trio to take on the bad guys offers a different tactical way to approach the adventures, personally I'm taking a mixture of short and medium range weapons (think shotguns and assault rifles) while also making sure I've got a few bandages and grenades for when need arises. A great deal of these companions are only unlocked after completing certain parts of the game, or meeting other pre-requisites, such as looting a particular item (for example the Disintegrator unlocks Bellamy), and so there's a steady introduction to more varied members and options, but it also ensures that you aren't overwhelmed upfront through choice, as the gradual introduction allows a chance to recognise where certain skills and abilities come in useful. Speaking of skills and abilities, the skill trees for each adventurer aren’t the most in depth that have even been seen in a RPG, but they do give enough choice to tweak each of them to the playstyle and role you’d like to focus on in the tactical battles, and you will want to specialise your adventurers as they level up, because without competent armour repairs, healers or damage dealers you can very quickly find yourself in a tough spot after battling through a few encounters! As you would expect progression is permanent, so the levels and perks (and inventory) gained through one adventure will carry on through to the next, and while you’ll need to spread the love, giving different characters some game time, to get the whole roster levelled up, it’s a solid form of permanency that shows some long term reward for players. Combat is pretty straightforward but also very quick in the main, feeling like short quick skirmishes rather than protracted or overly complicated affairs, especially as some of the 'random' encounters can be over and done with in the space of a few short minutes. The basics will instantly be picked up by any Turn Based Strategy player; try and stick to cover, get your lines of sight to increase the chances of hitting an enemy, flank where possible, use abilities in conjunction for greater effect and bring enemies down with a focussed effort rather than spreading fire amongst a wider number of foes, as it really helps getting the amount of incoming damage reduced as quickly as possible! There are some times when combat can feel a little repetitive, especially where you end up triggering the ‘random’ event skirmishes, because these can often feel like a slightly different version of the battle you had only a few minutes before, however, given that the battles only last a matter of minutes I don’t have any major gripes, and the attrition they place upon your band of adventurers makes choosing the right time to heal and repair feel like a strategic choice. The bigger battles though, those that act as story progression and main events, they do offer a real challenge on some well designed maps. You'll come across ever increasing bad odds, where there are more enemies to face, usually of more varying specialities, higher levels, and they hit far harder and take more of a beating to get down than in the random encounters. The main map will highlight these with markers above the location before you reach them, and I'd suggest making sure you don't turn up with your armour half destroyed and bullet holes riddled throughout your adventurers body! I haven’t mentioned the replayability of the game yet, but it’s clear that the options are available for multiple playthroughs of varying challenge, as you can tweak adventures to have more enemies during the battles, you can begin with reduced supplies for healing and repairing, and less fuel that's needed to move through the map, as well as a generic ‘difficulty’ slider to just crank the toughness of enemies up even without increasing the number of them. I found that on the standard settings it’s easily doable to complete a pathway through one of the maps in under two hours, acting as a nice time to hang up the keyboard and mouse for the evening, but if you're in for a longer playthrough you can start cranking up the difficulty. Summary: I had great fun tumbling through an open desert, watching Nazi’s get disintegrated when they opened up ancient sarcophagi (there’s old Indiana Jones again!), and for a tactical game actually found the experience more relaxing and entertaining than some of those that really emphasise the nuances and depth that can be found within the genre. Overall, Pathway is an entertaining game, perfectly suited for starting, and finishing, something in one sitting, but where you can return at any point and not have to truly start over again because of the progression mechanics, so grab your Stetson & whip and jump in! HappyFeet
  6. There is never enough time (or money) to try out all the games I want to try!

  7. Key Info: Developer: Raymond Doerr (SixtyGig Games) Genre: God-Like, City Management, Tower Defense Price: £11.39 (Steam Link) Overview: Rise to Ruins is a brilliant mix of the city building & tower defense genres, with a hint of god-like features, where you aim to establish well rounded towns in a world blighted by the ‘corruption’, essentially all manner of walking dead and monsters aiming to take control of the map that you also want to keep for yourself. Worked upon by Raymond Doerr since it’s initial early access release in 2014 Rise to Ruins finally received its 1.0 update and full release on the 14th October. In Depth: The game offers it’s players the opportunity to choose from 45 Locations on the World Map to begin setting up their initial base, all of which have different layouts and their own challenges for players to overcome, whether it’s a lack of certain resources or terrain that offer no obvious ‘nice’ places to start from, where you could reasonably grab a stretch of land that is easily defensible. Though the World Map also serves to function as a longer term campaign for players to work their way through, as once you’ve got an initial base established and producing resources you can look at having your villagers emigrate to begin populating another village on a different map, in fact as the corruption begins to push too hard in one map the aim appears to be to pick up sticks and move on to somewhere a little less tainted to carry on. More locally the aim on any specific map is to carve out a stretch of untainted land to establish your village in safely, or if you’re feeling particularly adventurous you can aim to begin pushing the corruption back, although completely cleansing a map doesn't seem to be a game design, and this is where one of the biggest balancing acts comes into your decision making. The corruption will continue to spread across a map if left unchecked, and as it continues to spread the land available to you lessens, while also increasing the number of enemies that will crash upon your defenses night after night in an attempt to destroy your village, however, if the corruption isn’t able to expand as it wants to the waves of enemies that besiege your village will increase in difficulty, and so you are left with the tough ask of finding that sweet spot in between that doesn’t allow the corruption and its minions to overwhelm your defenses. City building and management is deep and meaningful, with actual choices to be made as you are limited in how quickly you can expand through a building support limit, as well as through the actual villagers available to you to fill these workers slots. Building also serves a secondary purpose, and that is expanding the area in which you’re able to build in, initially you’ll be given an ‘area of control’ around the camp that you place and all other buildings must be built within that area, but each additional building will extend the area of control around them allowing your controllable space to increase, with some buildings designed purely to give you more room to play with. This is where the perfectionist within me clashed with what I knew was the right thing to do, every other city builder I’ve ever played I’ve aimed for the ‘pretty’ town, the well thought out layouts, the aesthetically pleasing, but in Rise to Ruin you need to put that to one side and focus on extending your area of control. If you aren’t ambitious early on in grabbing land, you’re going to find it very hard to build everything you want, and just as hard to expand beyond your walls due to the time and resources needed to make an area safe – be bold, be ambitious, maximise the area of control! This brings us to the Tower Defense side of things, every night (and occasionally during the day) monsters are going to come for you, in a slow trickle to begin with before increasing night after night until hordes of enemies are descending upon your village! The AI is designed so that the monsters follow the shortest accessible path to your village, think Rimworld, and so you’re going to want to wall off three sides of your village and begin creating the ultimate path of doom. Defense is provided in multiple ways; constructed towers, golems, your own villagers and finally some god powers that you have available to you, but the nightly attacks can easily catch you out if you’re not prepared for it, and after the first night or two, you really cannot get by relying on purely the powers available to you (think fireballs, magic missiles etc). The difficulty ramps up pretty quickly, and more than once I’ve been sat there on night 3 or 4 and known that it’s game over already because I hadn’t planned properly and gotten the towers and supporting buildings needed for ammo built in time. Overall it’s a game I’ve been more than happy to follow through Early Access to its full release, and it offers a really solid challenge in it’s gameplay while also looking lovely as well! I can easily recommend the game to anyone who enjoys these genre’s, and if you’ve already played it let me know your own thoughts below! HappyFeet
  8. HappyFeet_1402

    An Introduction

    Greetings! Welcome to Indie Forged, the community page to run alongside our gaming articles and reviews based around showing off everything Indie! We're a small group of individuals from the gaming community Forge (you can find them on Ember, Twitter & Discord) but that all share one passion in common - our love of Indie games! We've all sunk countless hours of our lives losing ourselves in these games, lovingly created by talented individuals or very small teams, and all of us agree that these games don't always get the exposure or success that they rightly deserve, and so this is where Indie Forged steps in. Our aim within this community, through our reviews, and on the Steam Curator page is to find and bring Indie Games to the attention of other gamers in the hope that we can help with getting those games the recognition the deserve. We're all in this purely for our love and respect of indie developers, and so here we are; Bravster: Greetings I'm Steve to some and Bravster to many others. Hailing from the the Southern depths of England somewhere between disappointment and disappointment by the sea (London and Brighton). I work two jobs - One as I.T Support for an outsourcing firm : yes I've turned it off and on again so many times the switch is now a nub. The other as a Voice Actor for animation, games, corporate businesses, audiobooks and everything else around and inbetween : get me talking about it and we'll be here all day. I've had a love of games from a young age preferring something with a challenge or a story I can really sink my teeth into enjoying large AAA titles such as the Witcher, Alien Isolation and the Final Fantasy series. A few favourite indie titles of mine are : Binding of Isaac, Rimworld, Don't Starve, Subnautica, Kerbal Space Program, Limbo and of course Divinity Original Sin 2. Playing a mixed bag of FPS, Horror, Rogue-Lites and Strategy. HappyFeet: Hey, I'm HappyFeet, based in the UK and essentially I've been gaming for so long I can't really remember where it all began! In the past I've dabbled with various different types of content creation (let's be honest, who hasn't given Twitch or YouTube a bash these days!) before I realised that I just love gaming, and particularly Indie games. Craft, Fight, Survive is a mantra that seems to cover my gaming tastes pretty well, and if a game involves one of those aspects then it's generally good enough for me! Favourite Indie games?? Here goes; Ark, 7 Days to Die, Rimworld, Factorio, Subnautica... I could keep going but the idea was to only pick a few! Kyathil: Kyathil originates from the deep forest of Sweden, maybe this is the reason why she takes a special liking into the dark and mysterious and in beautiful nature? She joined Forge even before the True Forging really had happened. The stunning game Ori and the Blind Forest is what truly awoke her slumbering indie heart and she began adding more and more indie titles on her corner of the internet, her Twitch channel. For a longer period she even arranged monthly indie days where she would try out a few titles and share her love for indie games with her community. Now she wishes to put her passion for indie games to writing, hoping that she can reach a larger audience through words. Albeit her heart beats the most for indie platformers, such as Ori or Hollow Knight, and horror games, such as Visage and SOMA, there is not a genre she would not be open to give a try! RaginRamen: Keeper of the Soup Dojo, RaginRamen, has been a passionate disciple of IndieGames for many years. Having started as a 3D Artist in the modding community, he has fought in the trenches of late nights working on what he loves. Now he seeks to turn his gaze on marketing and promoting Indie Developers' great works. Starting with written articles, reviews, Youtube videos, and streaming; to eventually move onto reporting at conferences, interviews and helping in campaigns. Narrative games are top of my list. Anything with story, even a puzzle game that's got a cool story, I will be down to play... Favorite indie games though... off the top of my head, Little Nightmares, Firewatch, Oxenfree and Divinity Original Sin! We'd love to see you join the community here on Ember, whether you're a gamer or an Indie Dev, as well as following the Indie Forged 'writers block' to get notifications when we get an article up. Brav, Happy, Ky & Ramen!
  9. Developer: Vercidium Genre: FPS, PvP Price: Free Sectors Edge looks, and feels, like the lovechild of Minecraft and Fortnite (minus the 100 to 1 Battle Royale formula) and after spending some time playing over the weekend I can honestly say it’s a promising idea! While the game does feature 3 different game modes, I only had the opportunity to test out the Team Deathmatch during my time playing. The Devs have obviously invested a lot of time creating some beautiful voxel based maps in which the matches take place, featuring various different monuments and terrain, and given the other mechanics in the game these maps actually add a real degree of ‘verticality’ to the gameplay itself; whether you’re hunting from the top of a tree canopy or stalking through underground caves unnoticed there is a real sense that enemies can come from any, and all, directions! Given that the Team Deathmatch takes place with a 20 minute timer for point scoring, it also means that the map you start on will not resemble the map at the end of a round, as terrain is fully destructible either through tool usage or general weapon fire, with some of the larger weapons (rocket/plasma launchers) seemingly designed for the task of obliterating a map and any cover the terrain might provide! Though for every single block you can destroy, you can also build your own as the match is playing out; whether you need a quick ladder up to higher ground or an impromptu wall of cover it’s all possible through the hotkeys. Load outs for your character are chosen using a points based system, with a cap of 16 points to spend, allocated between a primary & secondary weapon, along with items (like grenades) and mods to your character (extra jump height for example) which allows for some customisation depending on your play style. You can also pick and tinker with your load out mid game if/when you die, with 16 different weapons and 8 mods available at the moment it really adds to the ability to adapt to the map and play style of your opponents, all of which is really easy to do quickly. There are some gripes at this early stage, building doesn’t feel the easiest thing to control just yet, so don’t expect the reactive ability that something like Fortnite would offer when building defensive structures, and the game could really benefit from some AI enemies to help finish filling a lobby while it builds a player base, but as Sectors Edge is due to enter Early Access in the near future, it’s understandable that there is a journey to go through in development. Overall I had a good laugh playing the game during the scheduled matches (organised by Devs to make sure there are people in the lobbies), and can see there is a lot of promise in the game, so given that it’s a free to play offering I’d recommend picking it up and jumping in for a few matches! I want to thank the Devs for giving me a key to take this for a spin before Early Access kicks in properly! HappyFeet #CraftFightSurvive
  10. Think I’m addicted to earning Shards now 👀

    1. Show previous comments  4 more
    2. IndieImprint

      IndieImprint

      That'd be a bummer if they go away, it's always nice to have a quick positive ack other than "me too"

    3. WolvesEthereal

      WolvesEthereal

      Shards are a currency that you can spend in your avatar editor (not yet developed) and we will be exploring developing an SDK for partner indie studios to allow shards to be spent in their games, if they so wish!

    4. KuroKairin

      KuroKairin

      After reading this... Now you're tempting me to collect those shards as well. XD

  11. Developer: Owlcat Games Genre: RPG, City Management Price: £34.99 Humble (regularly on sale up to 50% off) Jimmy knelt as the arrow sped mere inches above his head trailing faint blue light in its wake, his back was tucked against the rough rock outcropping that obstructed the middle of this tunnel, there wasn’t long left before their foe descended upon them and he would need all of his focus lest he pay dearly for what was to be attempted. Harrim stood to his left, stout and well armored, Warhammer poised to strike in one hand, shield presented in the other and though he barely stood 5ft tall the Dwarf was as immovable as he was stubborn. Valerie flanked Jimmy on the right side, she was an imposing figure that towered over Harrim, eyes piercing the darkness ahead as they searched for movement to accompany the faint scuttling ahead. Another arrow flew through the air, the trail of blue light stronger this time, beginning to illuminate the passage ahead. Octavia stood proud, almost regal in the way that she carried herself, and though she would never be intimidating physically there was an aura about her, unseen but most definitely there, and that was a dangerous thing indeed. The scuttling had grown louder, closer, and although he was now focusing on Octavia, the unseen aura drawing his attention, he could tell it was almost time and began to unsheathe his twin Rapiers. Holding them loosely, tips to the floor, Jimmy gently began to loosen his limbs to avoid his body failing him when he needed it most. A faint hum began to build up in the darkness, it’s melody almost familiar yet not quite feeling right, as Linzi stepped up from behind Octavia to play her part in all of this. Bright eyed and bushy tailed, Linzi was by far the shortest and smallest of their group, even Harrim would look down upon her when stood in conversation together, yet Linzi brought more to the table than martial prowess or sheer raw strength, and as she continued to hum her tune, the sound grew in power until every note washed over the group, a sense of clarity and confidence steadying the nerves. The scuttling had grown into a deafening crescendo, as their foe burst from the darkness of the passage, giant bulbous bodies carried forward, eyes glistening, fangs bared, the cluster of giant arachnids closing in. Harrim & Valerie braced themselves, the rock between acting to help funnel their foe, Octavia was quite literally glowing by this point, and as the first Arachnid began to lunge darts of pure electrical energy arced from her hands to strike home. This was the moment, battle was joined and now was Jimmy’s time, one weapon in hand, the other held in his teeth, Jimmy stood turned and vaulted over the rock in one swift motion, flanking the first of the Arachnids to fall upon his companions. His rapiers flickered out, striking weak spots with a deathly precision before coming back up in a guarded stance as the next foe came at him, Harrim & Valerie both charged from their positions shield first and the bloody work began. Pathfinder Kingmaker is an ambitious adaptation of the Pathfinder RPG that many people around the world will know and love, though if you haven’t heard of either then just imagine Dungeons & Dragons, as the rule set was based on a revised (older) edition of that legendary game. Looking at the PC game itself, you can see that it really aims to capture a true reflection of the table top game, and the actual campaign setting it gains its name from, while drawing a lot of inspiration in style from the like of Baldur’s Gate, and as such offers a huge variety in play style and replayability, even if that does create a huge learning curve for anyone who hasn’t dabbled in the RPG previously. The core of the game revolves around exploration, dungeoneering and no small amount of deadly combat, during which you take your bright eyed and bushy tailed character on a perilous journey through the Stolen Lands, and the wider River Kingdoms south of Brevoy. True to any RPG you level up along the way, picking up new abilities and specializations, tailoring your character to the play style you enjoy, though leveling up in Pathfinder isn’t a quick thing, and by the time you reach the first major boss (The Stag Lord) your party will only sit at level 3 or 4. The devs have very kindly put together some archetype characters, and the ability to have them progress along pre-defined paths, if you don’t want to invest too much time into figuring out how different choices truly affect the play style of your characters, and when you can have 6 characters in your party, as well as numerous others sitting on the sideline, this might be an option you want to take on the first play through if you aren’t coming from a Pathfinder/D&D playing background. Pathfinder doesn’t solely rely on combat and exploration to take up your time though, as the game includes a lot of “story” based encounters, where the choices you make, push the story further towards an outcome. These are full of flavour and provide an interesting narrative way of playing out an encounter, and I still remember clearly the first one that I got ‘wrong’, hacking down an ancient tree and bestowing a curse upon my party! Having played through the opening portion of the game a few times, trying different things along the way, there are real choices to make in these interactions, with end results differing depending on how you play things out! Somewhat unexpectedly to a Pathfinder virgin, the game also develops over time to include a City/State management system, which is a real plus in my eyes, as you take hold of the Stolen Lands and given the ability to grow and rule it as you see fit. This is only the beginning of the game, everything that came before is nothing but a prelude, and introduction, and you are suddenly faced with keeping a population happy, managing the external diplomacy, and reacting to all of the problems and opportunities that your Barony will experience. In my eyes though, dungeons are where things really stand out; multiple levels, NPC’s to interact with, puzzles to solve and a multitude of differing enemies to test your party of adventurers with. This is the meat on the bone, the cherry on top of the cake. There is a real need to prepare your party carefully for these, bring enough rations, potions, scrolls and begin a journey into hostile territory, my only real advice here would be to save (F5 by default) and save often as having your party wiped will send you hurtling back and seeing progress wiped out. The game does have some pitfalls, the tutorials are helpful for explaining game mechanics, but if you aren’t a tabletop player, the game will likely overwhelm you to begin with, as there are so many stats, skills and abilities that trying to figure out how things affect each other is a trial and error game, so I would strongly suggest having Google to hand! There are also several encounters within the game that just feel impossible if you encounter them too early, at which point you’re again left with loading up from your last save. Overall though, Pathfinder is an extremely deep and entertaining game if you can stick with it long enough to understand what’s going on, because once you’ve got that knowledge the whole scope and replayability of the game truly becomes apparent to you. There are 15 distinct classes to create your characters from, each of which contain sub-classes that work slightly differently, and as you level up you can dabble in more than one class at a time (imagine sneaky Rogues with some Wizarding powers) and that gives you so many possibilities to test! I'm currently addicted to Pathfinder, so if you’ve given the game a whirl, let me know what classes have you tried! HappyFeet #CraftFightSurvive
  12. Developer: Boomzap Genre: Turn Based Strategy Price: £15.49 Steam Release Date: 09 Sept 19 Fog rolled across the marsh, reducing the surroundings of the water to nothing more than half seen shadows and faint traces of movement, the rippling waves breaking the invasive silence that usually inhabited this place. Thorn crouched low behind the stump of a tree, picking at the feathers that fletched her arrow, they needed no real adjustment as Thorn had crafted these with her own hands and they would fly truer than most, but the movement proved a useful distraction as she watched her prey. A subtle change in the waves alerted Thorn to the fact she was no longer alone, as the thick fog betrayed the outline of the disturber. Thick muscled shoulders framed a gnarled gruesome face, sneering, it’s curved tusks menacing as they dripped with swamp water. The Bog Troll continued to emerge from the water, finally towering over Thorn despite being haunched over, though it made no move to threaten Thorn, it simply settled beside her. Thorn stopped playing with her arrow and glanced beyond the Troll, eyes straining to pierce the fog, before settling on new shadows further along the tree line. She did not need clear sight to know what was there, for it was time, and her instructions had been clear. Slowly she rose from behind the stump, bow in hand arrow already notched instinctively, as the fog almost seemed to dissipate immediately in front of her. Unheard whispers crept from her mouth, lips barely moving, as the arrow head began to smoke, faintly yet thickening into a purple haze within seconds. Her eyes narrowed, breath stopped, and as the Bog Troll and Orcs erupted from the trees the arrow flew. Her prey had no idea, no chance, they would panic and be slaughtered within minutes, and Captain Holly Thorn would cement her control of this land. Last Regiment is a very interesting mix of Turn Based Strategy and deck building card game, allowing for visual maneuvering, town building and chess like strategy but with the flavour (and sometimes bad luck) of waiting for the right card to appear. The game sticks to very common themes from both genres of game, but the end result is an enjoyable experience whether you’re playing against the AI or other players. The strategy game play basics are very quickly picked up as they will feel very similar to any turn based gamer, where you look to gain control over areas of the map, then building and upgrading control points to provide benefits and more options to the player, whether that’s increased gold or mana production, higher unit caps, provide extra line of sight or even raw victory points that are used to judge the winner once the games then limit has been reached. There’s no surprise that the more gold you produce, the quicker you can buy units and upgrades, and the sooner you can increase your unit cap the quicker you can start getting more units onto the field of play. This is where things get interesting though, as the units you spawn aren’t produced from set buildings but rather they come from the cards drawn out of the deck you’re using, alongside a range of permanent and temporary buffs that can be applied to your units. Your deck is made up of 9-12 different cards, so you can add some theming to the deck you play with, and during the game you draw cards each turn into your hand, holding up to a maximum of six cards at a time. These cards are where you spend your gold & mana to summon new units, upgrade those already on the map or provide healing & buffs to further bolster their prowess. Last Regiment offers a campaign story mode alongside the skirmish & multiplayer features, and while I only played through a few of the starting scenarios it does a good job of holding your hand through the learning curve, introducing more freedom and choices at a reasonable pace so that you can get up to speed on the mechanics in good time. Though for me personally I enjoyed the freedom of deck building and taking on rivals in the skirmish modes a lot more, and with the game conditions (turn limit etc) being within your control as well, you can easily set up a game to suit smaller time frames if your simply looking to unwind for a short while after a long day. I was lucky enough to get the chance to speak to the Creative Director about the game and what’s planned through the Early Access phase, and there’s an awful lot going on behind the scenes to really add a great deal of depth to the game. “I can tell you that the future plans for the game are to keep releasing more and more content: more maps, more troops, more powers, more heroes, more campaigns and missions. Additionally, we're working on the tools we need to get the editor ready for release, so we can have players building, uploading, and sharing their own maps.” Boomzap really are focused on ensuring that all changes and additions contribute to a fun experience for players, and are aiming to double (as a low end target) the amount of heroes and units within the game, however, the last part around player created maps is truly great news, as once a dedicated community has the ability to get involved and share creations there will always be something fresh to try out! I want to thank the developers over at Boomzap for letting me get hold of Last Regiment during it’s closed beta period, and want to point out that the game has only just released into Early Access, so there is plenty of scope for new units, buffs, champions and maps to be added into the game, however, as it stands now I could easily recommend this game to anyone looking for an intriguing turn based strategy game to play. HappyFeet #CraftFightSurvive
  13. Developer: Moi Rai Games Release Date: 28th August Genre: Metroidvania RPG, Turn Based Combat Price: £13.99 Early Access from Humble Tomas stirred from his thoughts, the long descent through the cave system had taken much out of him and once he’d reached the wide open cavern it was the easiest decision to stop and rest for a while. His eyes scanned slowly in all directions, searching for the source of the noise that had stolen him from his reverie, though the faint light from above combined with his torch was nowhere near powerful enough to pierce the thick blackness that owned the edges of this space. Again, the faint scurrying seemed almost deafening amongst the silence that had existed only moments before. Tomas was not alone, though he hadn’t been alone in the first place, as Amra raised her head, ears pricked, now also searching for the watcher in the dark. Tomas calmed himself, fear was anathema to his kind, and accompanied by a Spectral Lion as fierce as Amra there really was no rational reason to be afraid of much in this world. Suddenly a trio of creatures burst from the dark, seemingly born of the shadows that only moments before had harboured nothing but the promise of exploration. Amra rose, slowly, deliberately, haunched over and coiled like a tight spring, she did not move but stared intently on the intruders, teeth bared in challenge. Tomas rose, the monsters charging across the cavern floor, closing the space between them in quick fashion. One short breath, Tomas smiled, glanced down at Amra and clicked his finger. Flame burst across her back, illuminating the cavern and overpowering the darkness that had held dominion, and as she leapt towards her foe the sound of a deep guttural roar shook the walls themselves. Monster Sanctuary is the Early Access release that has us all reminiscing about Pokemon & Terraria, and make no mistake, it is a monster battling, training, spelunking bundle of gaming goodness! Though while it may take some inspiration from such games, you’d be gravely mistaken if you assumed it didn’t bring anything fresh to the table, and even with my relatively limited time in the game I’m already watching development of the game with an excited anticipation. While the battles themselves will have a familiar feel for any gamer, all the way down to the strong/weak elemental system, you can see the depth that lies underneath the basic battle sequences of picking abilities and targeting your enemy monsters. Battles take place between two sides of up to three monsters; and this is where the fun begins, the buffs, debuffs, passive abilities and offensive attacks available even in the early stages allow for some creative sequences of moves as well as a variety of ways to tackle the foes before you. These choices become more important when you begin to take advantage of the ‘combo’ system, as your team uses its abilities they stack up to provide a team buff for the rest of the turn. Choosing the right order for your monsters to make their move builds this combo bonus up, so that you can hit far harder with the right ability to finish your turn, sometimes to devastating effect! Outside of battle you can see the beginnings of a true RPG style progression and customisation system, as your monsters begin to level up you are introduced to the unique skill trees they have access to. Not simply limited to new offensive abilities, you can choose to level up specific stats as well as interesting passive passive abilities to begin creating a well balanced team of monsters fully designed to compliment each other and tackle whatever foe’s may come your way. These skill tree choices can be further enhanced through the equipment and foods you choose to give to your monsters, yes that’s right, they have equipment slots to help boost certain stats, and can be fed meals to give them an extra boost! The game already holds some real challenge in the “champion” monsters that inhabit the world, rarer than normal encounters these bosses take more of a beating, hit harder, and can use more than one ability in a turn. They prove a real challenge if you are unprepared for the fight, and rightly act as a measure of progression within the game. The game does currently have some design choices which can be jarring, as there is no functionality for mouse usage which continually proved a frustration, coupled with D-Pad movement as a default keybinding rather than a standard WASD format it leads to instinctive keystrokes causing all manner of menus and actions to occur when you simply want to make a basic move, not game breaking by any stretch it does make you sigh as you have to correct yourself. Overall, Monster Sanctuary may initially look and feel like the lovechild of other very well known, if not legendary, games but it already feels like it has something new and refreshing to bring to the table, and is definitely a game to watch very closely as it continues its journey through the Early Access development phase! Let me know below if you've taken the game for a spin, and how you're feeling about it! HappyFeet #CraftFightSurvive
  14. Ronfort struggled through the pouring rain, lightning arching overhead, planting each foot carefully as he hauled his deadly cargo into position. Groups of Tribal raiders had flooded over the horizon,innumerable, unannounced, catching a group of passing traders unawares and descending upon them from among the trees. The other raiders sped towards Mountains Hope, as panicked colonists rushed to connect the auto-turrets power systems to the main generators, this was a race against time. Ronfort began to lower his cargo into the newly forged mortar as another flash of lightning streaked past, striking mere feet outside the walls of the colony. The passing traders had all fallen by now, the raiders attention fully turned to Mountains Hope, it’s colonists arrayed behind sandbags braced to fight if needed. Ronfort steeled himself, adjusting his aim, steadying his hands. Suddenly the staccato boom of the auto turrets erupted, giving Ronfort the confirmation he needed to find his range, without hesitation the mortar fired, straight & true. As sunlight began to break through storm clouds, the devastating effectiveness of the colonies defenses was clear; a huge gouge in the earth, littered with corpses torn asunder from explosion and turret rounds, marked the survival of another day on this Rimworld. Rimworld, now fully released as a complete game, is a sci-fi colony management sim, whose real strength lies with the three AI story tellers that dictate the trials your colony will endure. While it is completely achievable to ‘win’ by creating a stable colony and advancing through Rimworld’s technology tree to finally create a spaceship and escape the savage lands on which you first crash upon, the beauty of the game is that the journey along the way is as, if not more, rewarding to experience. These storytellers (Phoebe Chillax, Cassandra Classic & Randy Random) are responsible for both the pacing and severity of any beneficial or threatening events; ranging from raids to traders or tornadoes to beautiful auroras. Alongside the story creating AI lies a very deep, and realistic, modelling system for a whole range of factors which contribute to the success (or failure) of a colony. Social relationships within your colony can result in rivals, social fights, marriages, affairs and everything else in between. The health,and usefulness, of your colonists is just as important, with Malaria, heart attacks, food poisoning,carcinomas or hypothermia just a small selection of threats waiting in the wings if you fail to prepare your people properly. Thankfully, for every disaster lurking in the shadows is a counter measure at your disposal; fine marble artwork, bionics or even hard drugs if you dare roll that dice. Replayability of the base game is a real selling feature, as even if you choose the exact same colonists to start in the same map area no two games will ever play out in the same way. I personally haven’t delved too deeply into the modding community of the game, but once you delve into that rabbit hole you’ll inevitably find ever increasing ways to keep your interest; whether that be Alien vs Predator, Warhammer 40k, Lord of the Rings or any number of other varied packs to spice up your game. The main potential drawback for Rimworld is that it is a game with an unforgiving learning curve, which has no qualms about devastating your colony, and even your enthusiasm sometimes, but remember this is the beauty of the game, it’s created to tell a story, even if that is one of hilarious self destruction or valiant defeat, and also the reason why it is worth a few hours (or over 350 in my case) of anyone’s time. You can grab Rimworld from Humble right here. Tynan, the game's developer, can be found here on Twitter. If there are any other games you'd like to see me review, let me know in the comments below! HappyFeet #CraftFightSurvive
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