tldr videogame curation
melbourne, australia

Platform: Linux

After so long, Silksong somehow feels both inevitable and unbelievable. Hornet moves like a dream, every dash and dive tight, every fight a dance that’s punishing but (mostly) fair. The world of Pharloom is staggering in scope: it just keeps expanding, full of new enemies, lavish art, secrets around every corner - all underscored by beautiful music and crisp sound design. Items and builds feel meaningful, not filler, and the variety on offer is impressive even for a game of this scale. It’s everything I hoped for: familiar yet transformed, reverent of its predecessor but confidently its own. After all the memes, the silkposts, the endless patience - Silksong was worth it. Anyone grumbling about difficulty, especially if their point of reference is Hunter’s March, might want to remember Hornet’s famous line from the first game. Loved it.

A cosy, clever puzzler with adorable art, quirky dialogue and just enough logic to feel satisfying. It’s short and can get repetitive, but, like Thomas Was Alone showed, personified shapes add immediate heart and charm. Hard to not like.

Pip My Dice takes Yahtzee-style rolls and turns them into a pretty slick roguelike. Customisable dice, clever relics, and endless synergies make it dangerously addictive. Rough edges and overt Balatro inspiration aside, it’s got that number-go-brrr joy.

Die in the Dungeon is a fresh roguelike deckbuilder that trades cards for dice, aiming to combine strengths of strategy with unpredictability of randomness. The charming art and unique mechanics make for a compelling experience, but early-game monotony and balance issues hold it back a bit. Runs are looong too, so you gotta be up for that. Lots of potential, though, and absolutely worth playing.

Caves of Qud is a deep, richly imaginative roguelike seemingly built on the foundations of Dwarf Fortress; embracing systemic - almost unimaginable - depth, emergent storytelling, and fantastic worldbuilding. Its dense systems and open-ended design are incredible - ambition and creativity unmatched. It’s a game I deeply admire, but its steep learning curve and sheer complexity mostly keep me at arm’s length personally. I wish I had the brain for it, but for now I’ll enjoy hearing others stories that come out of it.

PROXIMATE is a brilliant blend of cosmic horror, corporate satire and very clever gamedesign. The navigation mechanic ramps up the tension, complemented by sharp writing and immersive sound design. Short but impactful, it’s a funny, haunting experience that lingers.

Valve is celebrating Half-Life 2’s 20th anniversary with updates including bug fixes, restored content, improved graphics, and Steam Workshop support. Episodes One and Two are now bundled, and it’s all free on Steam until November 18. There’s also a feature length documentary exploring its iconic development. Legendary.

I recently revisited N++, and it’s still awesome. Truly an OG, its fast-paced, minimalist platforming with smooth controls and addictive, challenging levels require precision and foster mastery. Its sleek, uncompromising design, tight gameplay and community focus make for an all-time classic.

Tiny Glade is a charming, stress-free diorama builder where creativity is not constrained by resources, farming, or survival. Its beautiful visuals and tactile building mechanics are impressively executed, making it feel cosy and satisfying. A great option for a relaxing Sunday.

Arco blends tactical RPG gameplay with a striking, South American-inspired art style. Its narrative is moody and compelling. Combat is unique, strategic and engaging. Lots of secrets and meaningful choices. Really, really cool game.