Platform: Mac
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.
Time Flies is short, strange, and potentially unforgettable. You buzz through clever puzzles and silly bucket list goals, laughing one moment and reflecting the next. It’s over appropriately quickly, but every second is packed with charm and thoughtfulness.
Word Play blends Scrabble with roguelike tropes, offering clever modifiers and polished design. Runs can lack the wild synergies of its Balatro inspiration, but it’s still a sharp, satisfying word puzzler, especially if you’re a word nerd.
Cult of the Lamb expands in early 2026 with the Woolhaven DLC. Near the endgame, players can uncover the frozen mountain of Woolhaven, rebuild its lost town, endure blizzards, battle the creeping Rot, and even raise animals through new ranching systems. Aussie, Aussie, Aussie!
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.