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Title: Fara & The Eye of Darkness
Developer: Spaceboy Games
Platforms: PC, Mac, Linux
In development
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A roguelike with a card-based spell/combat system
Fara & The Eye of Darkness is an upcoming action roguelike that combines fast-paced arena combat with deck-building/card game mechanics, as you face fierce enemies with an arsenal of powerful spells.
As the titular demon witch, you're determined to cure your world of an insidious corruption that's twisting the good animals and inhabitants into aggressive monsters. To defeat this evil and her malevolent siblings, Fara must use an expansive array of spells, ranging from speedy dashes and devastating energy blasts that scar the battleground as they barrel through enemies to fiery sprays and crackling bursts of magic that strike multiple foes at once. 

Enemy encounters transports you to smaller arenas that truly test your agility and smart use of the cards in hand. Between fights, you'll explore a procedural overworld filled with towns, shops, and NPCs, and building your deck from defeated enemies, shops, and looting chests throughout the world.
Fara & The Eye of Darkness is still quite early in development, and is expected to release sometime next year. You can find more spell GIFs and follow the game's progress on Twitter.
Title: Oxenfree
Developer: Night School Studios
Platforms: PC, Mac, Xbox One
Price: $19.99
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A group of teenagers. A weird crazy adventure. Otherworldly happenings. From E,T, and The Goonies to more recently Super 8, it's a story told quite a few times in film. Oxenfree continues that tradition, telling the story of five friends, a mysterious island, and malevolent forces.
Oxenfree is a narrative-driven adventure game about Alex, a teenager still suffering from a great loss, and a group of other seniors spending the night on Edwards Island: step-brother Jonas, friend Ren, quiet Nona, and "mean-girl" Clarissa. It's a long-honored tradition in the community, hanging out on the beach, by the bonfire, drinking. But emotional turmoil and burgeoning relationships all bubble beneath the fun and small talk, and it's your dialogue choices that can make or break friendships, build or shatter trust, among more life-threatening consequences.

The bonfire drinking and games of truth or slap soon morph into a life-and-death struggle to escape the island when insidious supernatural forces are awakened. The story of Oxenfree is best experienced as blind as possible, so I won't delve into the specifics, but it's a gripping tale of coming-of-age and supernatural horror.
You won't find puzzles in Oxenfree, besides using Alex's radio to tune into different frequencies, nor moments of fast-paced action. Oxenfree is a game about atmospheric exploration and dialogue, and it absolutely excels. The landscape of Edwards Island is one of quaint shops, of colorful forests tinged brown and yellow from the autumn weather, of sheer sea-side cliffs and dank caves, of abandoned buildings holding chilling secrets. The place is as much as character in Oxenfree as Alex and the other teens, and a joy to explore.

And every moment of exploration is accompanied by some of the most natural likable dialogue I've heard in a game. Natural not just in tone and cadence, but in execution. Oxenfree evolves the choice-driven narrative genre popularized by Telltale by adopting a walk-and-talk pacing, letting you choose dialogue while on the move or in the midst of other actions. From trying to rationalize terrifying occurrences to making jokes and revealing hurtful secrets, the choices never feel like the mechanical good/bad/neutral options of other games, but natural responses to the situations.

Those situations are tinged with menace and unnerving horror. Oxenfree never resorts to jump scares or gore to be scary; instead it builds an atmosphere of dread and unease, through weird scenarios, excellent sound design, and visual aberrations that morph and contort the soft inviting aesthetic. Like a Stephen King novel or Poltergeist, the horror comes from seeing these normal characters you're invested in facing cruel ruthless evil.
Oxenfree's story ranges from four to seven hours, varying based on how much you explore the island and its secrets. While I typically play these choice-driven narrative games only once, I'm compelled to play Oxenfree again. It was a story I didn't want to end, with characters I liked, and I'm excited to dive in again and see how the story can change with different choices.

Oxenfree is available on Steam, Humble, and Xbox One. A PS4 version is releasing later this year.
Title: Sublevel Zero
Developer: SIGTRAP Games
Platforms: PC, Mac, Linux
Price:  $14.99
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The six-degrees of freedom subgenre of shooters had an illustrious start thanks to the Descent franchise, but in recent years, the genre has laid relatively dormant, not yet rising anew like the space sim and CRPG outside of minor titles such as NeonXSZ and Kromaia. But while the Kickstarter success of Descent Underground offers some competitive 6DOF action, Sublevel Zero blends the genre with the looming tension of a roguelike, to stellar results.
The story merely serves as a framework for the action. Reality has been crumbling for centuries, parts of the universe vanishing from existence and appearing elsewhere or not at all. The secrets to discovering why space-time has been torn asunder and saving the ravaged universe rests inside a mysterious facility.

Finding that secret won't be easy. Throughout cramped technological tunnels and lava-lit caverns where it's easy to lose your bearings to cavernous crystalline quarries, mechanical threats lurk at every turn. Enemies range from drifting slow-firing drones to wall-crawling tanks, and you can't take any lightly. Permadeath looms over every new room and every unknown corner, so each encounter must be tackled like it could be your last. An aggressive offense is the best defense here: deftly weaving between projectiles, boosting past enemies to spin around and unleash a storm of energy as they're turning to lock onto you,
Agility and speed will only get you so far in Sublevel Zero, and a vast arsenal awaits you. Autocannons and miniguns that fire out bullets at a lightning pace. Railguns, flamethrowers, devastating shredder shotguns. Grenades and homing rockets. Each weapons has unique stats - Marksman class being more accurate, Relentless having better firing rates and damage - and by combining two weapons, you can create a new weapon that inherits those two. This simple crafting system expands your array of weapons even more, unlocking powerful firepower like the ion beam, plasmacaster, homing missile swarm, magnetic explosives, and more.

Each weapon feels powerful and satisfying to use, tearing through the levels in overwhelming streaks of colorful energy. You never know what weapons you might come across, so improvising with what you have on head is key to survival. One minute, you might be a sniper taking out enemies from a distance with a railgun; later, you'll be softening up drones with lasers before boosting in to finish them off with a shredder blast.

But all those weapons wouldn't matter if Sublevel Zero's movement was as fun and responsive it is. Thrusting down its serpentine tunnels or flipping around a junction or retreating from a relentless ground of enemies is always satisfying and you always feel in control.
Sublevel Zero combines the claustrophobic tunnels and hectic action of Descent with the looming tension and unpredictable nature of the roguelite, each playthrough delivering reckless flights down tight corridors and relentless firepower. You can purchase Sublevel Zero on Steam, Humble, and GOG.
Title: Flywrench
Developer: Messhof
Platforms: PC, Mac
Price: $9.99
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Almost two years ago, I wrote about the allure of difficulty, how the looming challenge of roguelikes and hard-as-nails platformers offer a unique kind of satisfaction by demanding the utmost focus and skills from the player. How each failure sharpens your skills until you finally pull off that white-knuckle, honed-to-perfection finish. Flywrench encapsulates that perfectly, in a stylish psychedelic package.
In each stage, you guide a rectangle through claustrophobic gauntlets of gates, projectiles, rotating barriers, and more. Your default movement is a simple floating descent; flapping and flipping round out your moveset. While you only have three movements, they compliment each other, letting you pull of acrobatic evasive maneuvers with ease. You're always in control, especially once you master the feeling and physics of the movement. Learning how to time your flaps and flipping or the amount of upward movement you'll gain from each flap, and maintaining your momentum are all crucial to weave between the tricky array of hazards that Flywrench throws at you,

But evasion isn't the only thing you have to worry about. Each movement is color-coded - default being white, flapping is red, and flipping green - and you can only pass through same-colored barriers. This adds a slight puzzle element to Flywrench's precision flapping, as you figure out the best route through each level, when it's best to flap, flip, or float, when you need to act to build momentum or bleed off speed to fly around a corner at the perfect angle.
You might not reach the finish on your first attempt, nor your second or third or perhaps even your thirtieth. But Flywrench throws you right back to the start a split-second after each failure and like with the best in the genre, soon your losses start to feel less like losses and more like learning. With each reckless collision with a wall, you learn to slow down a second earlier to gracefully reverse direction and keep moving. Each crash into a spinning barrier trains you to flap earlier or later to better maintain control, or to flip now to ricochet at just the right angle to careen through a narrow passage a hair's-breadth from danger. Each loss improves your mastery over the controls, until perhaps you can enter a level for the first time, study the hectic arrangement of lines and color, and pull it off in a single flowing maneuver.

The aesthetic and music certainly make tackling Flywrench's challenges much more enjoyable. The game is pure spectacle of color and motion, as you leave a fluid trail of red and green and white in your wake, distorting the background with each movement. The soundtrack, with music from artists like Daedelus, Dntel, and Goodnight Cody, perfectly complements the arcade action. You might even find yourself flapping and flipping to the beat.
Rounding out its sizable selection of 170 levels with time trials, leaderboards, and even a level editor to craft your own gauntlets, Flywrench offers hours of content for the fans of the genre. Tight responsive controls, a colorfully minimalist aesthetic, and a rapid-fire pace that demands honed skills makes for an always tough but satisfying arcade experience.

You can purchase Flywrench on Steam.
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The game is currently on sale for $6.49 (35% off) during the Steam Winter Sale.
Title: Planet Nomads
Developer: Craneballs
Platforms: PC, Mac, Linux
In development

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Go further and become a true planet nomad – put all your energy into mastercrafting a huge self-sufficient mobile fortress with all the facilities needed to survive on the road
Both the survival genre and the building genre has grown incredibly popular in recent years. From Ark to DayZ, Space Engineers to Besiege, there's a plethora of titles for fans of the genres to enjoy. The upcoming Planet Nomads combines the strengths of those genres into a single sci-fi package, as you construct vehicles and bases to survive hostile worlds.
Sprawling deserts, freezing tundras, colorful wilderness...Planet Nomads is home to all manner of biomes and dangerous fauna. Supplies are slight and your only hope of surviving is to construct a space ship and get off this isolated planet. Thankfully, you have the engineering skills to make those plans a reality. With gathered resources and tools, you can construct bases and outposts, powerful defenses, and new equipment. But the most versatile tool is a mobile one: building whatever vehicle you can imagine to travel the planet.

The developers released the Editor a while ago and it's complex, deep, and surprisingly user-friendly. Essentially, it's Space Engineers for land-bound vehicles. Nodes, armor, wheels, control modules, weapons, and much more lets you construct everything from simple buggies and tanks to gargantuan sandcrawlers complete with helipads or even a recreation of the War Rig from Mad Max. But your best option is a mobile base, a self-sufficient home on wheels.

You'll need every piece of armor and weapon, because the worlds in Planet Nomads are not friendly. Subzero temperatures are a constant threat in icy regions. Meteor showers bombard the surface. Fierce predators lurk everywhere, from hulking beasts to massive worms lying in wait underground.
Planet Nomads is coming to Kickstarter in January, with a playable alpha expected to be ready by the summer. You can download the Editor here and learn more about the game on its main site.
Title: Devouring Stars
Developer: Nerial
Platforms: PC, Mac, Linux, IOS Universal
Price: $9,99 (Steam), $4.99 (IOS)
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You've waged war on land, air, and sea. And more than a few real time strategy and tactical games take place in space. But in Devouring Stars, your conflicts don't just occur among the cosmos. Here, the cosmos are your weapons, as you wield the stars themselves in a war between celestial forces.
As a cosmic being far beyond mortal comprehension, you challenge the might of other cosmic factions among the nebula clouds and black abyss. Devouring Stars's gameplay is relatively simple: gather resources to strengthen your units, capture the enemy's portal, and escape the stage. But simple doesn't mean easy, and there's an array of mechanics and complexities that make Devouring Stars stand out.

While it may be an RTS, the game strips back the complex base and building systems of other titles in the genre in favor of a more minimalist approach. Stars act as resources for both you and your enemies, and there's only a finite amount on each battlefield, forcing you to assess the stage and decide when and where to gather cosmic energy.
Each star gathered makes your units stronger, but strength isn't always enough to emerge victorious. Before each mission, you're able to select a small group of units to bring into battle, compared to the typical RTS method of spawning units during battle. This challenges you to consider what strategy you plan on using and choosing which units best suit your plan of attack. While that mechanic may seem limiting, Devouring Stars' units are more versatile than they may first seem.

By combining two units, you can create a single, more powerful unit. These celestial warriors not only gain increased stats that could boost their movement or their efficiency at absorbing stars, but also have unique abilities that can turn the tide of battle. Your merged units can do everything from teleporting short distances to freezing opponents in their tracks, to unleashing powerful ranged attacks or achieve damaging critical hits.

Devouring Stars may lack the bombastic spectacle of other real time strategy games like Planetary Annihilation and Supreme Commander, but what it lacks in bombast, it makes up for in beauty. Battles in Devouring Stars are dances of swirling particles and flashing color as stars and galaxies become weapons of the gods. It's always satisfying to watch.
Devouring Stars is available on Steam, and recently released on IOS. You can learn more about the game here.
Title: Far
Developer: Mr. Whale's Game Service
Platforms: PC, Mac
In development
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Control an extraordinary vehicle across the endless desert of a dried out sea
Some game titles sum up their theme in a single word. Journey. Soma. Limbo. Far is all about a long lonesome journey, to some faraway place across the sprawling expanse of sea-floor desert.
Far takes place on the floor of an evaporated ocean, now just a pale desolate wasteland where beached ships rust and once-water-locked structures now lay exposed to the elements. You're a lone traveler, crossing this landscape in an large all-terrain vehicle. But driving that vehicle isn't as simple as holding down accelerate and moving forward. Reminiscent of the recent Lovers In A Dangerous Spacetime. the vehicle interior is a level itself, divided into different sections with their own critical functions.

As you roll across the seemingly endless desert, engine coughing out black smoke, you'll need to contend with various hardships and dangers, from weather to the landscape itself. Managing your resources is crucial for traveling; fuel must be gathered from debris found outside, the engine must be keep cool or run the risk of overheating. Unfurling a large sail lets you converse fuel by catching the wind, but if all else fails, you can always drag the vehicle forward yourself. You will traverse this wasteland, whatever it takes.
Far is expected to release next year. You can learn more about the game here and the developer's Twitter page.
Title: Glitchspace
Developer: Space Budgie
Platforms: PC, Mac, Linux
Price: $12.99
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While some games like Hacknet and Uplink present relatively realistic focus on manipulating systems and code, many revolve around a more game-y form of programming, from Gunpoint's Crosslink to Spacechem's chemistry veneer. Glitchspace combines first-person puzzle platforming with a sleek visual programming mechanic.
Glitchspace drops you into a minimalist expanse of floating architecture and portals. As you traverse the levels, new programming mechanics are unlocking, allowing you to manipulate the properties of red platforms. As a platformer, Glitchspace is simple; you won't need split-second reflexes to jump across gaps or ride along moving objects. But where Glitchspace excels is putting the power to manipulate the world at your fingertips, through its clean visual programming interface.
Altering physics, editing logic, transferring momentum to objects, and much more is possible through Glitchspace's programming. The interface is presented through a simple-to-navigate menu of linking nodes, divided into sections such as Math, Vectors, and Logic. Combining nodes lets you turn a platform into a powerful trampoline, edit a passing object out of existence, or even change your own properties.

From exploring the game's odd stages to mastering the programming puzzles in both the campaign and Sandbox mode, Glitchspace is easily my favorite in the genre. The interface is simple to use and easy to understand, and there's something quite satisfying about seeing the effects of your manipulation in real-time, as platforms shift and change or launch you through the air. Exploring with the programming possibilities in Sandbox shows the potential depth for challenging and complex puzzles, especially when you find yourself drifting through the world because you made a platform disable the effects of gravity.

Glitchspace was completely revamped in a recent Alpha 2.0 update, improving everything from the art style to level progression and the look of the programming interface, and the game continues to grow on Early Access. The developers are currently working on a better tutorial, a level editor, and crafting new challenges.
Glitchspace is available on Steam, itch.io, and IndieGameStand.
Title: The Last Shore
Developer: Pulpo Games
Platforms: PC, Mac
Releasing mid 2016
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A girl must sail across the ocean, visiting islands and collecting powerful artifacts, to confront the gods and save her family
Inspired by games like Zelda, Shadow of the Colossus, and Proteus, The Last Shore is an adventure across an ocean fraught with monsters and mysteries. Wielding blade and bow, you guide a young woman on a seafaring journey to defeat the gods.

The Last Shore drops you in a vast randomized sea, filled with islands, towns, dungeons, and other locations. From vine-choked temples to towering mountains, each island is unique, offering dungeons, monsters, puzzles to solve, or items to gather. The sea is just as varied, featuring both calm waters and massive underwater monsters to avoid during your travels. Sailing across the ocean is a mechanic to be explored and mastered.
To face the gods and other beasts, you'll be able to equip powerful weapons, from the bow of Artemis to a sword of light found deep within Ares' volcano. Combat looks to be fast and focused on deft evasion and precisely timed attacks.

Text is sparse in The Last Shore's tale of adventure and adversity. Instead, its narrative is told through the environment, animations and music, and the game's vibrant pixel art.
The Last Shore is slated for a mid-2016 release and is currently seeking funds on Kickstarter. You can learn more about the game here.

Title: Rejection
Developer: qwerty
Platforms: PC, Mac, Linux
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You awaken in a dark futuristic room. Lights power up, consoles rise from the ground, screens appear on the walls. In Rejection, you need figure out how to escape before it all resets.
The game's itch.io page recommends that you have a paper and pen at hand; this is that kind of puzzle game. Each console has an array of colored buttons, and figuring out the proper pattern from the surrounding screen is the only to get out. It's tricky, satisfying when the clues and solutions finally click, and features an uninviting Alien-esque atmosphere, due its retro sci-fi tech and aesthetic.
Rejection is available to download from itch.io.
Title: Song of Horror
Developer: Protocol Games
Platforms: PC, Mac, Linux, PS4, Xbox One
Releasing 2017
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Story-driven third person survival horror
Developer Protocol Games first revealed Song of Horror earlier this year. Unfortunately, their first attempt on Kickstarter failed, but now the game is back, Greenlit on Steam and slated for consoles, and looking even more terrifying.

Song of Horror is a survival horror game that promises to blend the old-school fixed angle horror of classic Resident Evil and Alone In The Dark with a modern approach. You control the fates of 16 characters, all haunted and stalked by an insidious eldritch Presence, a cast of normal men and women against an ancient cunning evil.
While the characters in Song of Horror are weaponless, they aren't defenseless. You can run, and hide, slow its advance, avoid its shadowy clutches by carefully watching and listening for clues, But if the Presence does kill you, the story isn't over. Similar to games like Heavy Rain and Until Dawn, Song of Horror features a narrative that molds around character deaths.

I was able to try out an early demo of the game, featuring the first chapter set in the Husher Mansion. (Each chapter takes place in a different location.) For a game that still at least two years away, Song of Horror already feels polished and promising. Don't expect many jump scares; the tension and dread here comes from knowing you're not alone; that you're being stalked by a force that can kill you in a moment anywhere anytime; that can't be stopped, only slowed and avoided. The experience is one of measured pacing, cautious careful exploration, and moments of desperate flight as you try to outrun and delay the Presence.
Song of Horror is currently seeking funds on Kickstarter, and is expected to release in mid 2017. You can learn more about the game here; the demo should be releasing publicly soon.
Title: Wizard of Legend
Developer: Contingent99
Platforms: PC, Mac, Linux
Releasing 2016
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A fast paced 2D dungeon crawler where you assume the role of a powerful wizard on his quest for fame and glory!
Often in games, wizards and mages are designated as support. Powerful but fragile units kept away from the fray, helping out the warriors with magic and healing. Wizard of Legend takes the opposite approach. In the fast-paced dungeon crawler, you're a force to be reckoned with, wielding the might of the elements to decimate enemies.

The set-up is simple. You're a mage facing a series of trials to prove your skill and join the Council of Magic as a new Wizard of Legend. Those trials will take you from dense forests to dank dungeons, each featuring procedurally-generated layouts and dangerous enemies.
But you're more than capable of surviving these challenges. There's a vast array of magical abilities to choose, ranging from chain lightning and devastating fire blasts to summoning meteors and dropping totem turrets. Chaining together your chosen abilities is key to defeating the hordes of undead foes, beasts, and bosses; combat is a spectacle of powerful screen-filling effects, as you control crowds, stun enemies, evade attacks to get into a better position, unleash flame and ice and wind.

Special items and perks will complement your magic, but if the challenge proves too much, Wizard of Legend lets you team up with a friend in local co-op. If you'd rather prove your superior wizardry, you can face your friend in spell-slinging PvP combat.
Wizard of Legend is expected to release in mid-2016, and is currently seeking votes on Steam Greenlight. You can learn more about the game and follow its development on TIGSource and Twitter.
Title: Galak-Z
Developer: 17 Bit Games
Platforms: PC, Mac, Linux. PS4
Price: $19.99
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I had been anticipating Galak-Z for a while. The fluid combat, the bright flashy visuals, mech mode, roguelike elements...all signs pointed towards a fast-paced frenetic dual-stick shooter with screen-filling missile barrages. And Galak-Z definitely has all those things and more, but what I wasn't expecting was a deliberately-paced shooter with a focus on stealth and cautious exploration. It was a welcome surprise.
As ace pilot Atak, you alone must take on the might of the Empire. But while you may be outnumbered, you aren't outmatched; your fighter is an agile weapon, able to strafe and reverse direction with ease. Part of the challenge and fun of Galak-Z is mastering its movement, learning to handle momentum and thrust, how to dodge over bullets and circle around enemies.

Modulating your thrust is crucial, because despite its frenetic appearance, Galak-Z actually has a large focus on stealth. Reminiscent of Mark of the Ninja, enemy light of sight is visually represented on screen, and the sound of engines displayed as a circle around your ship. Enemies will investigate suspicious sounds, become alerted if they catch a glimpse of you. You only have a few health and shield points, and enemies attack relentlessly, so hiding and flanking and attacking when you have the advantage is key to surviving.
But when combat does finally erupt, it does so in a spectacle of swooping missiles, colorful explosions, flaring thrusters and neon bullets. Galak-Z certainly doesn't disappoint in the action department. Weaving between lasers, unleashing a flurry of missiles, then boosting out of sight to flank your enemies is always satisfying. Mods and blueprints found through each stage can upgrade your ship with extensive array of bullet types, shot speed and range, and enhancements like immunity to lava.

Sometimes your arsenal isn't enough and Galak-Z features emergent gameplay elements that allow for more strategic depth. Enemy factions fight each other, so leading a fleet of Empire ships into a nest of space bugs is always a viable tactic. The environments are filled with hazards that can be used against enemies, from lava pools and drifting debris to alien growths that unleash shield-draining spores. Choosing where you fight can be just as important as how you fight.

But no element is Galak-Z is as stylish as its seamless mech transformations, At the press of a button, your ship shifts into a sword and shield-wielding robot that can slash through a squadron, or grapple an enemy and fling it into an asteroid. Fluidly switching between ship and mech mode, along with stealth and environmental hazards and your arsenal, lets you turn the tides against the game's challenging enemies and bosses.
The PC version of Galak-Z features a new Arcade mode, to complement its original roguelike structure. The threat of permadeath looms over every encounter in Galak-Z, but Arcade mode lets you save your progress and restart stages without losing all your upgrades.

Galak-Z is available on Steam, as well as PS4
Title: Mushroom 11
Developer: Untame
Platforms: PC, Mac, Linux
Price: $14.99
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We're all quite familiar with the standard platformer formula nowadays. Run around, jump over gaps, possibly some wall-jumping, dashes, and other maneuvers. But how would a platformer work if your character lacked limbs? Or had no concrete form at all? Mushroom 11 is a challenging physics-based puzzle platformer that turns the typical genre gameplay on its head by putting you in control of an amorphous fungus that can mold and shift into any shape.


The world is ruined. Humanity is absent, perhaps extinct or long gone, leaving only dilapidated cityscapes and overgown environments in its wake. But life continues, from weird insects to your character: a green fungus that absorbs other organisms and is nearly impossible to destroy. In fact, destruction is your means of movement. Using the mouse, you can erase parts of the fungus and it'll regrow those sections elsewhere on its form; through careful erasure, the fungus can flow through chapters with speed and agility by continuously growing in a certain direction.

But Mushroom 11's unique control scheme is used for far more than movement through destruction. You have no defined shape, able to mold into any form, and can be divided into multiple parts that can all act independently. Split in half to hold down a button with one part while moving the other through a now-open gate. Carefully shave off parts to extend into a tower to bridge a gap. Mold around ledges. Clamber up walls and across ceilings. One of the most important aspects of a good platformer is satisfying movement, and it never got old experimenting with and mastering Mushroom 11's free-form traversal.
However, traversing the chapters is only part of Mushroom 11's challenge. Each section is rife with hazards and physics puzzles. From fireball-flinging organisms and lava to fungus-melting acid and challenging bosses, you need to carefully move around these dangers, considering how each erasure will affect your mushroom's form, weight, and balance. Later chapters will have you molding the mushroom into the shape of gear, shifting its weight around to stay within a speeding minecart, forming ramps for rolling objects, completing circuits, and much more.

Each chapter introduces new mechanics and dangers, always exploring new uses of the mushroom's amorphous design. The unique gameplay was Mushroom 11's initial hook, but discovering what new hazards and puzzle elements the developers would introduce next was what keep me intrigued throughout my six-hour playthrough.
Mushroom 11 isn't just enjoyable to play, but also offers a atmospheric apocalyptic world to admire, an array of ruined cities, otherworldly environments, and faded graffiti that hint at the fate of mankind. The mushroom itself is always fun to watch, as it instantly reforms, or its insides pulse and rumble, or absorbed organisms dissolve into splashes of color within its green body. Each chapter features a ticking clock, offering replay value for fans of speed-running, and hard-to-reach insects that challenge the limits of your mushroom molding skills.

Mushroom 11 is available on Steam, Humble, and GOG. IOS and Android versions are expected to release next year.
Title: Spellrazor
Developer: Dene Carter
Platforms: PC, Mac
Free build
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What's the most weapons you've had in your arsenal while playing a shooter? Perhaps it was merely two, in a game like Halo, or maybe you had a portable armory in Borderlands. But I doubt that can hold a candle to Spellrazor, a Robotron-inspired roguelite shooter that lets you carry 27 weapons at the same time.
Influenced by titles like Rogue, Robotron, and Berzerk, you control a figure in randomly-generated levels where waves of powerful enemies roam. From the swarming frogs and rushing flies to teleportiing drones, they're all dangerous and your shields won't last very long. But thankfully there's a massive array of tactics at your disposal.

27 weapons and skills, one for each letter key on your keyboard plus a close-range melee attack on spacebar. Opening chests and killing enemies will provide ammo for various slots, but it's up to you to experiment and figure out what each does. You might learn that S recharges your shields or that E unleashes a devastating energy beam, among many other useful abilities, projectiles, and buffs.
With its flashy neon aesthetic, expansive arsenal, and relentless foes, Spellrazor delivers hectic arcade action. You can't manually aim, only maneuver and auto-target near enemies, so combat becomes about strategic positioning and using the best abilities at the most opportune moments. You never know what ammo you might gather, so your strategy is always shifting.

This version of Spellrazor will remain a freeware title, with more enemies and weapons being added. There will also be an interesting text adventure-esque element that involves using a debug terminal to decode glitches and uncover secrets. If the game is well-received, the developer plans to expand Spellrazor into a larger full-fledged release.

You can download Spellrazor here and follow its development on TIGSource.
Title: Cryptark
Developer: Alientrap
Platforms: PC, Mac, Linux
Price: $12.99
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Massive derelict space ships drift through the black abyss, filled with valuable alien technology to pilfer. But the ultimate prize is the mysterious Cryptark and its advanced cargo. To find the titular vessel, you'll need to scour intel from other ships. It won't be easy.
In this new rogue-lite shooter from Alientrap, you're a commissioned alien privateer, scavenging abandoned space hulks as your team closes in on the Cryptark. But while vessels may be abandoned, they certainly aren't empty. The security systems of these ships are still active and alien entities lurk within. The only way to disable a ship is to destroy its central core, and that's where you come in.

Piloting a heavily-armed mech suit, you must explore hazardous ship interiors, choosing which defenses to disable before launching your assault on the core. From shield generators and repair systems that fix destroyed systems to turrets and map jammers, these defenses can easily overwhelm you if they aren't dealt with. You don't have to destroy every system though; choosing which to prioritize and which order to disable them is the key to success in Cryptark.
The security systems aren't the only dangers. Mechanical organisms roam the vessels, ranging from massive sawblades to shielded Juggernauts that unleash powerful scatter shots. However, you're more than capable of matching enemy firepower with your own arsenal.

Your mech has four weapon slots, four items slots, and an extensive array of equipment to mix and match. Smart machine guns whose bullets can curve around corners, nuke rockets, slime mortars that unleash corrosive fluid, EMP shotguns, lightning guns, lasers, flamethrowers, shields, and much more. You can dual- or even quad-wield weapons too, unleashing a storm of lead to annihilate your enemies.
It's in the midst of that chaos that Cryptark shines. Your firepower feels heavy and powerful, and deftly evading projectiles, lasers, and charging enemies is just as satisfying. Visually, the action pops with vibrant colors and lighting, illuminating the dark interiors with explosions and flames and lasers.

The pre-assault planning is engaging too: weighing the cost of your equipment against the payout of the ship you're going to scavenge, molding your loadout to best deal with the defenses and enemies onboard, scanning ships to see which systems are present and deciding which to tackle first, from what entry point.
Cryptark is currently on Early Access, but it's easily one of the most polished and content-heavy Early Access releases I've played yet, on par with the gold standards like Prison Architect and Darkest Dungeon. The developers plan to expand the game with persistent upgrades, new mech suits and weapons, more enemies, systems, and ship designs, an expanded narrative, and even co-op.

You can purchase Cryptark on Steam, Humble, or directly from the game's site.
Title: Indivisible
Developer: Lab Zero Games
Platforms:PC, Mac, Linux, PS4, Xbox One
Releasing 2018
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Indivisible is a side-scrolling RPG in the vein of Valkyrie Profile, spanning a huge fantasy world inspired by our own world’s various cultures and mythologies
Lab Zero's Skullgirls was a gorgeous fighter with incredible hand-drawn animations, and now they're applying that artistic approach and polish to the RPG genre, with their next project Indivisible.

Indivisible follows young Ajna on her journey to learn the truth behind both a devastating attack on her home and a mysterious mystical ability awakened within her. Ajna's quest will take her across the globe, through lands inspired by Japanese, Central American, and other mythologies and architecture.
Indivisible is split between two types of gameplay. Exploration revolves around Metroidvania-esque platforming, as you wall-jump and dash through towns, temples, and other varied locations. As you progress, Ajna will gather new items and skills to traverse the environments in new ways, from clambering up walls with your axe to swinging across gaps with a rope dart.

But you're not the only one roaming these locations; dangerous enemies lurk as well. Running into them or getting attacks seamlessly shifts the gameplay to Valkyrie Profile-inspired combat. Ajna has the ability to absorb special individuals and manifest them as incarnations in battle.

From the master archer Zebei to the sword whip-wielding Tungar, you'll be able to fight alongside three companions, each tied to a face button. Like a fighting game, combat features combos and specials, blending each incarnation's moves to stun, slow, and damage your foes. Lab Zero's signature art style brings those battles and locations to life with beautiful details and fluid animations.
Indivisible is slated for release in 2018 and is currently seeking funds on Indiegogo. You can support the game, and download the surprisingly lengthy and incredibly polished prototype, here.
Title: Snakebird
Developer: Noumenon Games
Platforms: PC, Mac, Linux
Price: $6.99
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If there's one thing more satisfying than a tough puzzler, it's a seemingly simple puzzler surprising you with its secret depth and challenge. The minesweeper/picross hybrid Hexcells is probably the current poster child in that department, but I think Snakebird's charming cutesy facade usurps it. Because beneath the colorful aesthetic lies one devious puzzle game.
The basic idea is simple: you control a titular snakebird through each stage, eating fruit to unlock the exit. Each fruit you eat increases your length, like the classic Snake game. Sounds easy enough; you don't even have to worry about a game over if you run into your tail.

But very quickly Snakebird reveals its brain-breaking nature. Soon you're navigating cramped areas, carefully contorting your snakebird to reach platforms above and not fall into the surrounding abyss. Then you're moving around spikes, falling through portals, and pushing blocks. Each movement must be considered; thankfully you can easily undo a move if you find youself stuck.
And then on top of all those elements, the game plays its trump card: controlling multiple snakebirds. Puzzles can be tricky enough with merely one, but with several to move and twist, they gain a new level of complexity. Learning how the birds can interact is key to making sure you get all of them to the exit.

You can use birds as staircases or bridges across spikes for others. You can push one bird with another. Birds maintain their shape when falling from above or through portals, challenging you to consider how birds could mesh together from various angles.
Snakebird never evolves beyond moving and twisting those colorful birds, but uses that seemingly simple mechanic to deliver an incredibly tricky puzzler. A single puzzle could take an hour or more, but it's always satisfying to figure out the game's spatial challenges.

You can purchase Snakebird from Steam, Humble, and itch.io.
Title: Sharp Flint
Developer: EATMEAT Games
Platforms: PC, Mac, PS4, Xbox One
In development
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A survival/hunting game where you can chase and hunt mammoths, wolves, and other titans of the ice age
Sharp Flint takes the popular explore/survival/crafting genre and strips out the zombies, the post-apocalyptic settings, the alien worlds, the isolated islands or voxel landscapes in favor of a low-poly experience set in the prehistoric era.

Across sprawling forests and plains, your goal in Sharp Flint is simple: survive and hunt. Inspired by games like Monster Hunter, you'll carefully traverse expansive maps filled with dynamic herds, prey and predators, and both random and scripted events.
Hunting in Sharp Flint will be more complex than simply throwing a spear at a mammoth. Wind and scent will play a role in tracking and stalking herds, and you'll need to use the environment to your advantage to craft new clothing and weapons. Hazards like quicksand and rock slides can hurt you or be used against fierce predators.

But be careful, because your life is not the only one at stake. You need to gather food and resources to support your family and clan. While the game isn't a roguelike, it will feature a lives system based on the number of children you have. Upon death, you'll take control of your oldest child and inherit your father's equipment; when you run out of characters, you'll need to start a new game. This lives/family management adds a persistent element to Sharp Flint's ice age hunting and gathering.
Sharp Flint is still in development, and is aiming for release on PC, Mac, and consoles. You can sign up for a newsletter on the game's site, and follow its progress on Twitter.

Title: Jotun
Developer: Thunder Lotus Games
Platforms: PC, Mac, Linux
Price: $14.99
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From Titan Quest to Kratos' gory ramapages in God of War, Greek mythology has been well-represented in gaming. In recent years, a wave of games revolving around Norse tales have released or are in development, from The Banner Saga and Eitr to Trial By Viking and Niffelheim. Jotun brings the lands and deities of Norse myth to gorgeous life through hand-drawn animations and vivid art designs.
You play as Thora, a fearless Viking warrior, felled not on the battlefield but by the raging sea. But Thora has been given a second chance to impress the gods and earn entry into Valhalla. Thora must travel through purgatory and slay five massive Jotun, giant elemental beings that can go toe-to-toe with a god. What chance does a human warrior have against these towering foes?

Armed with only your battle axe and your agility, you search for runes in a set of levels to unlock the boss level. Each stage revolves around a unique puzzle element or situation. From creating constellations among the clouds around Yggdrasil's canopy to navigating the lava-encrusted crater of Muspelheim or braving the frozen wind-lashed Nine Rivers, Jotun is consistently introducing new elements or new scenery.
While you might face some dwarves or thorny vines in stages, Jotun shines most brightest when you're facing one of the titular giants. Beautifully animated and absolutely massive, these battles bring to mind the scale of the classic Shadow of the Colossus. Encounters revolve around evading telegraphed attacks as the bosses evolve across different forms.

Each battle is a spectacle of bombastic music, intricate animated Jotun, and carefully timed dodges and attacks. Isa unleashes breaths of blizzard-force winds and snow. Fé summons an army of dwarves and shakes the earth with each slam of her shield. Kaunan lunges at you with his massive flaming blade.

If axe and evasion aren't enough to fell bosses, Thora can utilize blessings from the Norse blessings, ranging from a speed boost to an ethereal hammer smash imbued with the power of Thor. These blessings are limited, so using them at the right time to augment your speed or attacks are key to surviving your battles against the Jotun.
Jotun is a gorgeously presented game, with narration spoken in the native Icelandic language, atmospheric environments to explore, and an epic soundtrack. While it's not the longest experience, Jotun is certainly a compelling and thrilling one. Each region feels unique, and each Jotun battle is a visual spectacle.

You can purchase Jotun on Steam.
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