Liked
Capcom’s long-awaited sci-fi action-adventure - announced in 2020, delayed indefinitely in 2023, finally here and better than expected. The primary draw is obviously the hacking-grid-while-in-combat mechanic: it sounds fiddly but works surprisingly well in practice, and the game layers in new ideas at a good clip. The dialogue is a bit on-the-nose and the story hits familiar beats, but it’s well-paced, short, and the collectables are genuinely fun to chase. After playing the demo I didn’t expect to get much more out of this, but really glad to’ve been proven wrong.
Turn-based roguelike deckbuilder where you collect a band of mercenary pieces, combining traits and relics across a dark gothic medieval world. The art is fantastic, the world is intriguing and the design is elegant - approachable on the surface, genuinely demanding underneath - with solid variety across runs. So far, a strong early access foundation with clear room to grow.
Small French team’s atmospheric dungeon crawler. Descend through procedural floors in search of the lost sun, upgrading with cursed teeth and strange items. The art direction is fresh and interesting, and the vibes throughout carry a lot of weight. Where it wobbles is arguably excessive RNG, which can make a run feel like it’s happening to you rather than because of you. Brutal, but the bones are really interesting.
Coin-pusher roguelike deckbuilder - you’ll be able to tell whether you’ll like it from five seconds of a trailer. The premise may sound thin but the execution is the real thing: stack towers, trigger combos, shake the machine, feel the dopamine hit. Great art, nice music. Very cool.
Base-defence auto-battler where you wire up modules on a board to create your defences. The hook is immediately compelling, and the build ceiling is high enough that, initially, the real challenge became finding synergies strong enough for endgame, but efficient enough to keep it above 1fps. Patches have since reined it in. Compact, clever, very moreish.
Pearl Abyss’s MMO roots are all over this - the progression systems, the menu clunk, the forgettable story - but what that DNA also buys is a staggering amount of content with genuine variety. The world is massive and beautiful, clearly built on a love of BOTW and RDR2, though the “immersive” interactions don’t always land and the movement, even post-patch, still isn’t where it needs to be. I also wish they’d just given us a character creator. There’s a lot to improve, but somehow it doesn’t matter a whole lot: the world has that rare, old-fashioned wanderlust that keeps you riding toward the next horizon just to see what’s there.
[Early Access] It’s more Slay the Spire, and that’s entirely a compliment. New systems and mechanics add variety and depth to each run, and the two new characters both feel meaningfully distinct rather than just reskins. Already deeper than the original at launch - balance may be all over the shop, but it’s a tonne of fun. If you’re at all into these kinds of games you’re probably already playing it, but if not, just get it.
Where ARC Raiders carved out a comparative safe space for wholesome emergent moments, Marathon is relentlessly deadly - everything and everyone wants to kill you. It’s far from perfect, but the presentation is staggering; the art direction, typography, music, sound design and overall visual identity have an unbelievable amount of sauce, and I truly respect that Bungie swung for something genuinely different (stolen assets aside). A lot of people seem determined to see this fail (many of whom I suspect haven’t played it, or were never going to) and that’s a shame, because underneath the discourse is a game with real identity and real teeth. It won’t be for everyone, but I’m having a lot of fun.
Everything is a horse. Beneath the deliberately crude and memey aesthetic is a surprisingly legit breeding, racing and genetics sim with DNA mechanics far more intricate than they have any right to be. The whole thing rewards experimentation in ways that keep surprising you, and the physics-based racing is consistently hilarious. You will create abominations. You will race them. You will gamble until you’re broke and need to shovel shit for fifty bucks behind the track. Loved it.
Edmund McMillen and Tyler Glaiel’s long-awaited tactics roguelite is here and it may very well prove to be their best work. It looks like a silly little cat game - and it is - but underneath is a staggeringly deep mix of Final Fantasy Tactics-style combat, roguelite progression, cat breeding genetics, life sim management and draft-based build crafting that just keeps opening up the further you go. Every run surfaces new synergies, new absurdity, new reasons to keep breeding nightmare cats. Wildly impressive, insanely moreish. It really feels like the culmination of what a couple of gamedesign nutters have been building towards.