Platform: Mac
Analyst mauronl has shared Devolver Digital’s 2024 investor highlights, revealing lifetime revenue of their top ten major IPs. Aussie-made Cult of the Lamb leads the bunch with over $US90M! Devolver now plans to double down on hit IPs with sequels, DLC, and definitive editions, while shifting to smaller third-party budgets and developing for Switch 2 after strong success on the original.
I’ll say it: it’s not bad. Shadows won’t win any gamedesign awards, but it’s fun. Looks gorgeous and actually tries a couple of bold things (for Ubisoft standards), but gets lost in its own systems and identity at times. Feels like a noble swing at evolving the series, but ends up more empty than inspired - it’s impossible to ignore how far behind this type of design is. Still, there’s fun to be had, beautiful visuals to behold, and I respect the effort.
A fresh twist on autobattlers, The Bazaar was described by its ex-Hearthstone-pro creator Reynad as “multiplayer Slay the Spire”. Roguelike runs are PvE and async PvP, letting you pause, pivot, and plan without the usual pressure. Deep, fresh, and very addictive - despite not being officially released yet, it’s already a standout.
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.
A solid follow-up with a “refined” UI (which I’m still not sure whether I like) and quality-of-life “improvements” (which I didn’t really feel necessary), atop weaker storytelling and puzzle design. The mystery unfolds a bit too predictably, and some puzzles feel like busywork rather than meaningful deduction. Still enjoyable, but an unfortunate step down.
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.
Wilmot’s Warehouse is a beautifully designed sorting puzzle game with minimalist art and a chill vibe. Its charm lies in its simplicity, offering a focused experience that’s perfect for fans of traditional jigsaw/sorting puzzles. It does exactly what it sets out to do, so a quick look will let you know if you’ll like it or not.
[Early access] Path of Exile 2 is a bold next step for the ARPG genre. With intricate - at times overwhelming - buildcrafting, refined combat, and a robust, creative endgame, it’s a rich, engrossing experience. Classes feel well defined, more deliberate combat is rewarding, and its dark atmosphere, boss fights and drive for one-more-map keep you hooked. It’s going to be great to watch this develop toward full release.
GMTK’s Mind Over Magnet is a polished and charming little game; its mechanics are introduced smoothly, and it has some clever moments. Overall though, its core feels a bit uninspired, and its lack of depth keeps it from rising beyond the feel of a project to learn the craft rather than a passionate execution of a vision. Still, it’s an admirable achievement worth checking out.
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.