Nightmarish World of Necrophosis is a horror adventure game from Dragonis Game, inspired by the art of H.R. Giger and Zdzisław Beksiński. It was developed on Unreal Engine 5 and has 3 DLSS options: OFF, Quality, and Performance. The development team launched a DLSS comparison trailer, check out below.
According to the team, the different options are:
OFF: everything is basic.
Quality: for balance
Performance: for the smoothest gameplay
The game has yet to receive a release date. A demo is available on Steam. For more information, check the game’s X page.
Robin is a Physical support character from The Harmony. She increases all allies’ ATK, scaling based on her ATK, and CRIT DMG. While in Concerto state, her ultimate, she becomes unable to act, but becomes immune to Crowd Control and advances all allies’ actions, besides dealing additional Physical damage to enemies after every ally attack. Robin regenerates energy after allies’ attacks and, using her technique, at the start of each wave. This helps to ensure a consistent use of her ultimate.
Moveset
The numbers below consider the character to be at max traces without Eidolons.
Basic ATK – Wingflip White Noise | Single Target: Deals Physical DMG equal to 100% of Robin’s ATK to a single target enemy.
Skill – Pinion’s Aria | Support: Increase DMG dealt by all allies by 50%, lasting for 3 turn(s). This duration decreases by 1 at the start of Robin’s every turn.
The 3-turn duration should be enough to use the ultimate multiple times with 1 skill activation in some cases. A good build should allow a consistent Skill > Basic > Basic > Ult.
Talent – Tonal Resonance | Support: Increase all allies’ CRIT DMG by 20%. Moreover, after allies attack enemy targets, Robin additionally regenerates 2 Energy for herself.
This talent makes Robin especially good on teams with follow-up attacks since the more attacks, the easier it is to reach her ultimate.
Ultimate – Vox Harmonique, Opus Cosmique | Support | 160 energy cost: Robin enters the Concerto state and makes all other allies immediately take action.
When in the Concerto state, increase all allies’ ATK by 22.8% of Robin’s ATK plus 200. Moreover, after every attack by allies, Robin deals Additional Physical DMG equal to 120% of her ATK 1 time, with a fixed CRIT Rate for this damage set at 100% and fixed CRIT DMG set at 150%.
When in the Concerto state, Robin is immune to Crowd Control debuffs, and cannot enter her turn or take action until Concerto state ends.
A Concerto countdown appears on the Action Order bar. When the countdown’s turn begins, Robin exits the Concerto state and immediately takes action. The countdown has its own fixed SPD of 90.
The main point of Robin`s kit. You usually want to use Concerto after your allies finish acting since it advances their actions. While in Concerto, Robin doesn’t act until it ends. That means her skill turn countdown will not go down while her ultimate is active, allowing for multiple ultimate usages with a single skill activation if wanted. In most battles, when changing waves, the Action Order is reset, which means that Concerto will go back to the beginning of the Action Order allowing for prolonged use. Since Robin wants to be in Concerto as much as possible and has a considerable energy cost, the best position for her is in the middle of the team, specifically next to your sustain character if they have a way to attract attacks, such as Gepard’s Light Cone effects, which increases the chance of the wearer being attacked. This way, AOE attacks will also hit Robin, regenerating more energy.
Technique – Overture of Inebriation | Support: After using Technique, creates a dimension around the character that lasts for 15 seconds. Enemies within this dimension will not attack Robin and will follow Robin while the dimension is active. After entering battle while the dimension is active, Robin regenerates 5 Energy at the start of each wave. Only 1 dimension created by allies can exist at the same time.
While testing, I didn`t see usage for the enemies following Robin part, however, the 5 energy at the start of each wave is nice, another way to help reach Concerto. The only other characters with a dimension as their technique are Welt and Himeko, not present in Robin’s best teams, but I would prioritize Robin’s dimension anyway.
Major Traces
A2 – Coloratura Cadenza: When the battle begins, this character’s action is Advanced Forward by 25%.
This major trace is extremely important. It allows you to run ATK% boots on Robin for better support on all of her skills and she will still be the first to act on the fight, allowing for a skill usage before the ultimate. I tested a 105 SPD Robin with ATK% boots and she was always my first character to act. However, you will need 120 SPD to get access to the full Planar Ornament Buffs.
A4 – Impromptu Flourish: While the Concerto state is active, the CRIT DMG dealt when all allies launch follow-up attacks increases by 25%.
This trace locks her full potential on a follow-up team, which is the team that synergizes with her the best, however limiting mechanics are not great, but most characters in Honkai: Star Rail have mechanics like this. That being said, the rest of her kit compensates the 25% CIRT DMG you will lose for running her on other teams.
A6 – Sequential Passage: When using Skill, additionally regenerates 5 Energy.
A simple trace to reach the ultimate faster.
Eidolons
E1 – Land of Smiles: While the Concerto state is active, all allies’ All-Type RES PEN increases by 24%
This Eidolon makes all allies do more elemental damage. It’s an extremely high percentage. For comparison, Ruan Mei’s ultimate, at LvL 12, gives 27% All-Type RES PEN. A very good Eidolon.
E2 – Afternoon Tea For Two: While the Concerto state is active, all allies’ SPD increases by 16%. The Talent’s Energy Regeneration effect additionally increases by 1.
Another great Eidolon. More SPD for allies means more actions during Concerto, which converts to more damage and more energy for Robin. Also, it increases her talent’s energy regeneration from allies’ attacks by one, increasing even more this Eidolon value.
E3 – Inverted Tuning: Skill Lv. +2, up to a maximum of Lv. 15. Ultimate Lv. +2, up to a maximum of Lv. 15.
E4 – Raindrop Key: When using the Ultimate, dispels Crowd Control debuffs from all allies. While Robin is in the Concerto state, increases the Effect RES of all allies by 50%.
One more to the list. While testing, I found myself in situations where I wished Robin could dispel Crowd Control debuffs, and there it is. Also, the 50% Effect RES fits perfectly with Aventurine, the best sustain unit to be used with her, and also gives 50% Effect RES through his talent.
E5 – Lonestar’s Lament: Basic ATK Lv. +1, up to a maximum of Lv. 10. Talent Lv. +2, up to a maximum of Lv. 15.
E6 – Moonless Midnight: While the Concerto state is active, the CRIT DMG of the Additional Physical DMG caused by the Ultimate increases by 450%. The effect of Moonless Midnight can trigger up to 8 time(s). And the trigger count resets each time the Ultimate is used.
To wrap it up, another incredible Eidolon. The Physical damage dealt by Robin’s ultimate is 120%. This Eidolon increases the additional Physical damage by 450%. That means the damage will now be 570%. Almost 5 times the normal damage up to 8 times for ultimate.
Light Cones
Flowing Nightglow | The Harmony
Every time any ally attacks, the wearer gains 1 stack of Cantillation. Each stack of Cantillation increases the wearer’s Energy Regeneration Rate by 3/3.5/4/4.5/5%, stacking up to 5 times. When the wearer uses their Ultimate, removes Cantillation and gains Cadenza. Cadenza increases the Wearer’s ATK by 48/60/72/84/96% and all allies’ DMG dealt by 24/28/32/36/40%, lasting for 1 turn(s).
Robin’s Signature Ligh Cone and her best option, giving energy restoration and increasing ATK and allied DMG upon using the ultimate, besides having an above-average ATK stat.
But the Battle Isn’t Over | The Harmony
Increases the wearer’s Energy Regeneration Rate by 10/12/14/16/18% and regenerates 1 Skill Point when the wearer casts their Ultimate on an ally. This effect can be triggered after every 2 uses of the wearer’s Ultimate. When the wearer uses their Skill, the next ally taking action (except the wearer) deals 30/35/40/45/50% more DMG for 1 turn(s).
Bronya’s Signature Light Cone. Provides more energy restoration and 1 skill point when using the ultimate. However, it doesn’t give any ATK and only buffs the next ally after using the skill. Besides, it gives less ATK and more HP in terms of stats.
For Tomorrow’s Journey | The Harmony
Increases the wearer’s ATK by 16/20/24/28/32%. After the wearer uses their Ultimate, increases their DMG dealt by 18/21/24/27/30%, lasting for 1 turn.
Offers overall considerably less damage than Robin’s Signature and no energy restoration, however, it’s a viable F2P option, providing ATK, teamwide buffs, and ATK stat comparable to Bronya’s Signature.
Carve the Moon, Weave the Clouds | The Harmony
At the start of the battle and whenever the wearer’s turn begins, one of the following effects is applied randomly: All allies’ ATK increases by 10/12.5/15/17.5/20%, all allies’ CRIT DMG increases by 12/15/18/21/24%, or all allies’ Energy Regeneration Rate increases by 6/7.5/9/10.5/12%. The applied effect cannot be identical to the last effect applied, and will replace the previous effect. The applied effect will be removed when the wearer has been knocked down. Effects of the similar type cannot be stacked.
One of the last case scenario options. It has potential, giving energy restoration, ATK, and CRIT DMG to the team, however, the fact that it’s RNG-based makes it unreliable. However, all three stats can be good in the correct situation for Robin and her team.
Meshing Cogs | The Harmony
After the wearer uses attacks or gets hit, additionally regenerates 4/5/6/7/8 Energy. This effect can only be triggered 1 time per turn.
A more reliable option than Carve the Moon, Weave the Clouds, generating energy every time Robin attacks and gets hit, however, being a 3-star Ligh Cone, it provides fewer base stats.
Relics
Champion of Streetwise Boxing
2-Piece Effect
Increases Physical DMG by 10%.
4-Piece Effect
After the wearer attacks or is hit, their ATK increases by 5% for the rest of the battle. This effect can stack up to 5 time(s).
The best set for Robin when fully stacked. It gives 25% ATK and 10% Physical Damage, surpassing all other options. However, you need to either, attack or get hit 5 times with Robin. Now, in a good run, you will attack little with her, which leaves us with getting hit. Depending on who you are fighting against that can be easier or harder. From my testing, it seems harder than it actually is. I tested it on MoC and got the 5 stacks easily every time, it’s just a matter of positioning your Robin correctly.
Musketeer of Wild Wheat + Prisoner in Deep Confinement
Musketeer of Wild Wheat 2-Piece Effect
ATK increases by 12%.
Prisoner in Deep Confinement 2-Piece Effect
Increases ATK by 12%.
24% ATK increase. Great overall for Robin’s scaling.
Musketeer of Wild Wheat
2-Piece Effect
ATK increases by 12%.
4-Piece Effect
The wearer’s SPD increases by 6% and Basic ATK DMG increases by 10%.
An option if you want to run ATK% boots and your Robin is not acting first or not reaching 120 SPD for the Planar Ornament buffs, or if you want a higher speed Robin.
Musketeer of Wild Wheat + Messenger Traversing Hackerspace
Musketeer of Wild Wheat 2-Piece Effect
ATK increases by 12%.
Messenger Traversing Hackerspace 2-Piece Effect
Increases SPD by 6%.
Gives basically the same as a full Musketeer of Wild Wheat, but this option can be used if you have better substats.
Planar Ornaments
Space Sealing Station
Increases the wearer’s ATK by 12%. When the wearer’s SPD reaches 120 or higher, the wearer’s ATK increases by an extra 12%.
A pure offensive option, providing 24% extra ATK. Though You will have to use SPD% boots or be lucky on your substats.
Fleet of the Ageless
Increases the wearer’s Max HP by 12%. When the wearer’s SPD reaches 120 or higher, all allies’ ATK increases by 8%.
A more defensive option that gives a teamwide buff. The SPD% boots also apply.
Increases wearer’s Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
A niche option. Gives energy regeneration, however, it buffs only Physical DMG allies which are not very common, especially not in Robin’s best teams.
Firmament Frontline: Glamoth
Increases the wearer’s ATK by 12%. When the wearer’s SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
The set that gives the most damage. However, I find it quite difficult to reach such high speeds and Robin doesn’t need to be so fast.
Broken Keel
Increases the wearer’s Effect RES by 10%. When the wearer’s Effect RES is at 30% or higher, all allies’ CRIT DMG increases by 10%.
The worst option. I would only use this if I had Robin’s E4, which gives 50% Effect RES upon casting the ultimate, so you don’t need to build her around that. However, if you have her at such a high Eidolon I would try to get something better.
Relic Stats
As for the relic stats, you will want an ATK% body, ATK%/Physical DMG Planar Sphere, and an Energy Regen Link Rope. For boots, if you have 120 SPD without boots, the best option is to go ATK%, else go SPD%. This is because all of her best Planar Ornaments require 120 SPD. The substats you are looking for are ATK% > SPD > HP% = DEF%.
Teams
Follow-up attack team
Robin’s best team. Here, she will see easier ult activations and the most Concerto damage, thanks to all allies performing follow-up attacks. Besides, this team is very tanky, since Aventurine’s follow-up is reached easily, shielding the whole team and allowing Robin to safely take hits.
DOT team
Robin can replace Ruan Mei on the DOT team, utilizing HuoHuo’s energy regeneration and Kafka’s follow-up attacks. Unfortunately, I don’t have a DOT team to showcase here.
Acheron Nihility team
Robin can replace one of the Nihility units on this team, especially if you have Acheron at E2. However, since there are no follow-up attacks, the difference in Concerto damage is noticeable. This is more of an option if you don’t have Silver Wolf or Black Swan for the original team or have Robin at a high Eidolon since she will compensate for some flaws.
Robin is definitely a top-tier support, one of the pillars of the follow-up team. It’s hard to compare with other top-tier supports since they fulfill different roles, but I find it insane that she has a part of Ruan Mei’s ultimate on her E1. Robin is a good option and worth pulling if you can build a follow-up or DOT team (especially with Kafka and HuoHuo at least). If not, she will perform worse. That does not mean she is bad in other conditions. Support with turn manipulation is always a good mechanic, especially for the whole team, you will just not see her full potential. Robin is not Eidolon dependent. She can perform greatly at E0, however, her kit gets significantly better at E6, so, if you plan to E6 someone, I would consider it, of course, provided you have the teams to utilize her.
Aventurine is an Imaginary sustain character from The Preservation. Although he is a tank, Aventurine can output great amounts of damage thanks to his follow-up attacks, high-damaging ultimate, and DEF scaling. Aventurine shields the whole team through his skill, technique, follow-up attack, Effect Res, and Debuffs enemies.
Moveset
The numbers below consider the character to be at max traces without Eidolons.
Basic ATK – Straight Bet | Single Target: Deals Imaginary DMG equal to 100% of Aventurine’s DEF to a single target enemy.
A simple single-target attack that scales with Aventurine’s DEF. If you have Aventurine at E2, his Basic ATK reduces target’s All-Type RES by 12% for 3 turn(s), a great support effect for allies who rely on debuffs.
Skill – Cornerstone Deluxe | Defense: Provides all allies with a Fortified Wager shield that can block DMG equal to 24% of Aventurine’s DEF plus 320, lasting for 3 turn(s). When repeatedly gaining Fortified Wager, the Shield effect can stack, up to 200% of the Shield provided by the current Skill.
The Fortified Wager shield scales with 24% Aventurine`s DEF plus a flat amount that increases with the Skill trace level. The shield can be stacked, but Aventurine’s kit makes it so that this skill doesn’t necessarily need to be spammed through his Talent, Ultimate, and Technique, making him an SP-positive unit. That means he will generate SP points for the team.
Talent – Shot Loaded Right | Bounce: The Effect RES increases by 50% for a single ally with Fortified Wager. And when this allied character gets attacked, Aventurine gains 1 point of Blind Bet. When Aventurine has Fortified Wager, he can resist Crowd Control debuffs. This effect can trigger again after 2 turn(s). Aventurine additionally gains 1 point(s) of Blind Bet after getting attacked. Upon reaching 7 points of Blind Bet, Aventurine consumes the 7 points to launch a 7-hit follow-up attack, with each hit dealing Imaginary DMG equal to 25% of Aventurine’s DEF to a single random enemy. Blind Bet is capped at 10 points.
When a character protected by Fortified Wager gets attacked, Aventurine gains 1 stack of Blind Bet. If Aventurine is shielded by Fortified Wager and is attacked, he gets two stacks of Blind Bet. Upon reaching 7 stacks he will launch a follow-up attack that bounces on all enemies dealing 25% of Aventurine`s DEF. If your whole team gets hit while shielded, you can get multiple points of Blind Bet, surpassing 7 and capping at 10. After unlocking Major Trace A6, Aventurine gains 1 stack of Blind Bet for each follow-up attack performed by an ally with Fortified Wager, triggering up to 3 times. After performing Aventurine`s follow-up, at 7 stacks, he provides Fortified Wager to the team. Besides that, his talent also increases by 50% allied Effect RES and makes it so that Aventurine can`t take Crowd Control debuffs from time to time, a powerful effect.
Ultimate – Roulette Shark | Single Target | 110 Energy: Randomly gains 1 to 7 points of Blind Bet. Then inflicts Unnerved on a single target enemy, lasting for 3 turn(s). And deals Imaginary DMG equal to 270% of Aventurine’s DEF to the single target enemy. When an ally hits an Unnerved enemy target, the CRIT DMG dealt increases by 15%.
Aventurine`s ultimate deals a good amount of damage, and synergizes greatly with his talent, giving him Blind Bet stacks, enabling more follow-up attacks, which convert into more damage, more break damage, and more shield. The Unnerved debuff makes Aventurine even more universal, allowing him to support CRIT-based DPS characters.
Technique – The Red or the Black | Defense:
After using the Technique, 1 of the following effects will be granted:
There is a chance for DEF to increase by 24%.
There is a high chance for DEF to increase by 36%.
There is a small chance for DEF to increase by 60%.
When this Technique is used repeatedly, the acquired effect with the highest buff value is retained. When the next battle starts, increases all allies’ DEF by the corresponding value, lasting for 3 turn(s).
Aventurine`s Technique makes it so that, depending on the difficulty of the fight and your luck on the roll, you don’t even need to use his Skill.
Major Traces
A2 – Leverage: For every 100 of Aventurine’s DEF that exceeds 1600, increases his own CRIT Rate by 2%, up to a maximum increase of 48%.
Leverage makes you want at least 4000 DEF on your Aventurine to cap the CRIT Rate increase at 48%. This is great since he will be an incredible tank, dealing good damage with his ultimate and follow-ups.
A4 – Hot Hand: When battle starts, grants all allies a Fortified Wager shield, whose Shield effect is equal to 100% of the one provided by the Skill, lasting for 3 turn(s).
More base shield without needing to use a skill and applies Fortified Wager.
A6 – Bingo!: After an ally with Fortified Wager launches a follow-up attack, Aventurine accumulates 1 Blind Bet point. This effect can trigger up to 3 time(s). And its trigger count resets at the start of Aventurine’s turn. After Aventurine launches his Talent’s follow-up attack, provides all allies with a Fortified Wager that can block DMG equal to 7.2% of Aventurine’s DEF plus 96, and additionally grants a Fortified Wager that can block DMG equal to 7.2% of Aventurine’s DEF plus 96 to the ally with the lowest Shield effect, lasting for 3 turns.
Eidolons
E1 – Prisoner’s Dilemma: Increases CRIT DMG by 20% for allies with Fortified Wager. After using the Ultimate, provides all allies with a Fortified Wager shield, whose Shield effect is equal to 100% of the one provided by the Skill, lasting for 3 turn(s).
Gives an upgrade to the supporting role of Aventurine, with CRIT DMG for allies, especially DPS and himself. Also gives more shield upon using the ultimate. It’s an impactful Eidolon, in my opinion.
E2 – Bounded Rationality: When using Basic ATK, reduces the target’s All-Type RES by 12% for 3 turn(s).
A relevant effect, since you will be using Aventurine`s Basic ATK a lot, after all, he already gives shield through many other means. However, being a single target, the reduction is not significant per se, besides applying a debuff for characters that need it, such as Acheron and Dr. Ratio.
E3 – Droprate Maxing: Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
E4 – Unexpected Hanging Paradox: When triggering his Talent’s follow-up attack, first increases Aventurine’s DEF by 40% for 2 turn(s), and additionally increases the Hits Per Action for his talent’s follow-up attack by 3.
Unexpected Hanging Paradox gives a good amount of defense for Aventurine while also increasing the hit amount of his follow-up attack, which increases the damage dealt and energy restoration. However, I don’t think this is relevant. The damage increase is nice, but, although he does good damage, that’s not Aventurine’s main role on the team. The energy restoration isn’t much and he already has a fast energy restoration. Besides that, Aventurine doesn’t need more defense, the ones who can get caught are the rest of the team.
E5 – Ambiguity Aversion: Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
E6 – Stag Hunt Game: For every ally with a Shield, the DMG dealt by Aventurine increases by 50%, up to a maximum of 150%.
As I said for E4, more damage is nice, but that’s not Aventurine’s main role. I wouldn’t risk much for this E6.
Light Cones
Inherently Unjust Destiny | 5-star – The Preservation
Increases the wearer’s DEF by 40/46/52/58/64%. When the wearer provides a Shield to an ally, the wearer’s CRIT DMG increases by 40/46/52/58/64%, lasting for 2 turn(s). When the wearer’s follow-up attack hits an enemy target, there is a 100/115/130/145/160% base chance to increase the DMG taken by the attacked enemy target by 10/11.5/13/14.5/16%, lasting for 2 turn(s).
Aventurine’s signature Light Cone, and his best option. Provides everything he wants: DEF, CRIT DMG when shielding allies and increases damage taken by enemies when they receive a follow-up attack by the wearer, supporting himself and damaging allies, besides another debuff for characters such as Ratio and Acheron.
Moment of Victory | 5-star – The Preservation
Increases the wearer’s DEF by 24%/30%/36%/42%/48% and Effect Hit Rate by 20%/25%/30%/35%/40%. Increases the chance for the wearer to be attacked by enemies. When the wearer is attacked, increase their DEF by an additional 24%/30%/36%/42%/48% until the end of the wearer’s turn.
Gepard’s signature Light Cone. Provide less unconditional Defense than Aventurine’s, besides not giving CRIT DMG. However, it increases the chance of the wearer being attacked, which is great, since Aventurine gets 2 stacks of Blind Bet when attacked. Besides, this Light Cone gives more defense when the wearer is attacked.
Concert for Two | 4-star – The Preservation
Increases the wearer’s DEF by 16/20/24/28/32%. For every on-field character that has a Shield, the DMG dealt by the wearer increases by 4/5/6/7/8%.
A 4-star option. Although it gives way fewer stats than the 5-star ones, it still has good stats for Aventurine, being unconditional Defense and DMG increase for every shielded ally on the field, which should always be up on a team with Aventurine.
Destiny’s Threads Forewoven | 4-star – The Preservation
Increases the wearer’s Effect RES by 12/14/16/18/20%. For every 100 of DEF the wearer has, increases the DMG dealt by 0.8/0.9/1/1.1/1.2% to a max increase of 32/36/40/44/48%.
Although Aventurine technically doesn’t need Effect RES, thanks to his talent, this Cone can be used for its DMG increase, which synergizes with Aventurine’s A2, increasing damage based on base Defense, while also being an F2P option, allowing for easier access to its full potential.
Day One of My New Life | 4-star – The Preservation
Increases the wearer’s DEF by 16/18/20/22/24%. After entering battle, increases DMG RES of all allies by 8/9/10/11/12%. Effects of the same type cannot stack.
This Light Cone gives less Defense to Aventurine himself and sacrifices Damage but can be used as a team buff option.
Trend of the Universal Market | 4-star – The Preservation
Increases the wearer’s DEF by 16/20/24/28/32%. When the wearer is attacked, there is a 100/105/110/115/120% base chance to Burn the enemy. For each turn, the wearer deals DoT that is equal to 40/50/60/70/80% of the wearer’s DEF for 2 turn(s).
This option is exclusively used on DOT/Nihility teams, especially with Acheron, to enable her ultimate faster.
Relics
Knight of Purity Palace
2-Piece Effect
Increases DEF by 15%.
4-Piece Effect
Increases the max DMG that can be absorbed by the shield created by the wearer by 20%.
The best relic set for Aventurine, increasing his DEF and shield efficiency.
Knight of Purity Palace + The Ashblazing Grand Duke
Knight of Purity Palace 2-Piece Effect
Increases DEF by 15%.
The Ashblazing Grand Duke 2-Piece Effect
Increases the DMG dealt by follow-up attacks by 20%.
You can opt for this relic combo for a more aggressive build, sacrificing the shield buff from Knight of Purity Palace for 20% follow-up attack damage.
The Ashblazing Grand Duke + Pioneer Diver of Dead Waters
The Ashblazing Grand Duke 2-Piece Effect
Increases the DMG dealt by follow-up attacks by 20%.
Pioneer Diver of Dead Waters 2-Piece Effect
Increases DMG dealt to enemies with debuffs by 12%
An offensive build that sacrifices DEF for more offense, with 20% to follow-up attack DMG and increased DMG to debuffed enemies. Since this build only uses 2 Pioneer Diver of Dead Waters, the enemy only needs 1 debuff to activate the effects. That being the case, Aventurine’s ultimate alone already fulfills the role.
Pioneer Diver of Dead Waters
2-Piece Effect
Increases DMG dealt to enemies with debuff by 12%.
4-Piece Effect
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
The whole Pioneer Diver of Dead Waters set. The best option is using it on a Nihility team to easily get permanent access to 3 debuffs and get the set’s full potential. This option becomes more viable if you have both Aventurine’s E2 and Signature Lightcone. He will also apply debuffs on his Basic ATK and follow-up attack.
Planar Ornaments
Inert Salsotto
Increases the wearer’s CRIT Rate by 8%. When the wearer’s current CRIT Rate reaches 50% or higher, the wearer’s Ultimate and follow-up attack DMG increases by 15%.
Aventurine triggers this effect by default, through his traces and the CRIT RATE given by the Planar Ornament. Aventurine’s Major Trace A2 increases his CRIT RATE based on Defense, providing a 48% CRIT RATE plus 8% from the Planar Ornament already triggers the DMG increase. Besides that, this passive synergizes greatly with Aventurine’s kit, which constantly uses follow-up attacks and ultimates.
Broken Keel
Increases the wearer’s Effect RES by 10%. When the wearer’s Effect RES is at 30% or higher, all allies’ CRIT DMG increases by 10%.
Effect RES is a good stat, but one Aventurine doesn’t need. Because of that, you will probably need to adjust your relics to reach the 30% minimum to use this Planar Ornament. The upside is the support of CRIT DMG which is taken advantage of by Aventurine and the team’s DPS.
Penacony, Land of the Dreams
Increases wearer’s Energy Regeneration Rate by 5%. Increases DMG for all other allies with the same DMG Type as the wearer by 10%.
Penacony, Land of the Dreams provides a better stat than Broken Keel since Aventurine wants to use his ultimate as much as possible, but a worse buff, given it only buffs characters with the same DMG Type as the wearer. Although Imaginary has received buffs, a mono Imaginary team is not viable.
Fleet of the Ageless
Increases the wearer’s Max HP by 12%. When the wearer’s SPD reaches 120 or higher, all allies’ ATK increases by 8%.
A more universal option than Broken Keel. If you have SPD boots on Aventurine, you can easily reach the 120 minimum and get an overall ATK increase for the whole team.
Belobog of the Architects
Increases the wearer’s DEF by 15%. When the wearer’s Effect Hit Rate is 50% or higher, the wearer gains an extra 15% DEF.
The worst option of all. Effect Hit Rate is not a necessary stat on Aventurine. You will only use this if there is no other option for the 15% DEF. You will most likely never see the other 15%.
Relic Stats
As for the relic stats, you will want a DEF% body, planar sphere, and link rope. If your Aventurine already has a 4k DEF minimum, you can opt for a CRIT DMG body and/or Imaginary DMG planar sphere for more damage. For the boots, you usually go for SPD, unless you are struggling to get 4k DEF or are running a more damage-focused relic set, then you can go DEF% boots. For the substats, DEF is the priority until the 4k minimum, then SPD, CRIT DMG, and CRIT RATE have all equal relevance, being a matter of necessity and preference. From my experience, Aventurine doesn’t need SPD, since most of what he does is passive, from his ultimate, and follow-up attacks.
Teams
Follow-up attack team
The new follow-up team. Synergizes greatly with Aventurine, providing follow-up damage support from Robin, and plenty of follow-up attacks to generate stacks of Blind Bet. Dr. Ratio being an Imaginary DPS also allows for more variety on Aventurine builds. Also, both of them can obliterate Imaginary enemies’ toughness with Ratio’s ultimate and Aventurine’s follow-up attacks.
Acheron Nihility team
The Acheron team, but Aventurine replaces Fu Xuan/Gepard. He provides great survivability and can inflict debuffs via his ultimate, SIgnature Light Cone and E2, buffing Acheron greatly.
Imbibitor Lunae team
The classic Imbibitor Lunae team, with Aventurine replacing Luocha. Aventurine serves Luocha’s role of keeping the team alive with low SP cost while also providing damage. Besides that, his ultimate makes his opponent take more CRIT DMG, which is great for Imbibitor Luane, an Imaginary CRIT DPS. With this setup, you have to manage Aventurine’s skill usage more, since he has no follow-up attacks besides his own to generate Blind Bet Stacks.
Overall, Aventurine is such a good sustain unit that he can fulfill his role successfully on any team making him a valuable character, especially for F2P players, who pull occasionally.
Conclusion
Aventurine is currently the best sustain unit in the game, providing shield, debuff, support, damage, and being an SP-positive tank, a complete character. That being the case, he becomes a valuable character, especially for Free-to-Play players, since he will see extensive use. With the addition of his E2 and Signature Light Cone, he inflicts even more debuffs, helping debuff dependant characters like Acheron and Dr. Ratio who are part of two of his best teams. Alongside Robin, he enabled the existence of the follow-up attack team, which wasn’t really a team until now. Sadly, his banner is gone, but Aventurine is a must-have on anyone’s account.
Team17 Digital and Sarepta Studio announced today a partnership to publish Thalassa Edge of the Abyss, a first-person psychological mystery game, which will be released on June 18.
Players will assume control of Cam, a deep-sea diver and member of the Thalassa’s crew. Cam’s old ship, the Thalassa, now lies shipwrecked and abandoned underwater. Players must explore, find clues left behind by the old crew, and discover the truth behind the Thalassa’s end.
Steel Seed, a dark sci-fi fantasy game developed by Storm in a Teacup and published by ESDigital Games received a new developer walkthrough gameplay video. The game takes place in a world where humanity is on the brink of extinction due to irreparable climate change. The protagonist Zoe must investigate an underground facility that holds the secret to mankind’s survival.
Steel Seed is participating in London Games Festival, as part of the London Games Festival Official Selection in the International Innovators category. The developers made a new video introducing mechanics such as stealth, modular upgrades, combat, exploration, and more.
The game will participate in WASD Live, part of Games London, booths T2.2-T2.3.
Steel Seed will be released on PC via Steam and Epic Games Store, PlayStation 5, and Xbox Series X|S in late 2024. For more information, check the game`s Steam page.
Shadow of the Depth is a roguelike action hack-and-slash game developed and published by ChillyRoom. As always, for transparency, I want to say that I received a key for this game. This however will not influence in any way my review. It is also important to say that the version I played is a preview alpha version, that being the case, the bugs I mention here can be fixed in the Early Access release, some things can change, and things that are incomplete or missing can be added in the launch version.
The things the developers confirmed to change in the release version are:
Refine Nightmare difficulty
Better BGM
Include an introduction for every character
Game completion cutscene
More passive skills
Better help manual
That being said, I will now share my experience.
Gameplay
Shadow of the Depth has a top-down view, and, as the roguelike genre requires, the levels are generated randomly. Each time you die you start from 1-1 and advance towards new levels and regions. At the end of each dungeon, you face a boss. Each dungeon, at least in the version I played has 3 levels. So for example, at 1-3 end you fight a boss to reach 2-1.
The game has 5 unique characters, which is already great, since 5 characters means 5 different playstyles, thus adding more replayability. Every character can attack, dash, consume mana, charge attacks, use an Ultimate, and possess 3 weapon abilities available, depending on the weapon you have at hand. Also, every character can find each other’s weapons in the dungeon and use them as a secondary attack/skill (this is an unlockable perk). Every character however has a unique skill exclusive to them, besides having exclusive abilities, an exclusive main weapon, and different stats.
Arthur is a melee fighter with high defense, but lower speed. He uses a sword and shield, that being the case, he has the block skill, which consumes mana to block enemy attacks
Arya is an assassin with dual daggers, with high damage and survivability. Her unique skills allow her to spin her dagger while attacking if the player keeps pressing the skill button.
Stephaine is a sorcerer that attacks from long range using a magic orb, however, she has a slower dash and low survivability. Her unique skill allows her to charge mana.
Phyllis is an archer, she has a limited amount of arrows and has to stop attacking to reload. Her unique skill allows her to summon animals to help in combat.
Ginzo is a swordsman that wields a katana. His unique skill allows him to counter enemy attacks and projectiles.
It is also worth mentioning that each character has many different combo routes that you can unlock. They work by pausing your attack string at certain moments and then attacking again. I didn’t use this much since I found it to be too slow, but I played mostly with Ginzo, maybe this is more useful for ranged characters.
Another important thing is that your dashes/evasive give you I-frames (Invincibility Frames), which means you can dash into attacks and not take damage, maintaining pressure on the enemy.
Exploration
As I mentioned before the levels are randomly generated. The players also spawn with a random main weapon for their chosen character. For example, if they choose Phyllis, they will spawn wielding a bow with random stats, a random weapon skill, that, in Phyllis’s case, can summon a bear, a wolf, or two eagles, and also random passives that are too many to mention.
Then, the player will find enemies, chests that can drop new weapons, support weapons (other characters’ main weapons), and mana and health potions. It is also possible to find shops that can sell passives, Dragon Hearts, that increase the player’s base health, and weapons. There are also teleport points around the map that you can teleport back to at any moment.
The main “objective” of the exploration is to find a door with green flames around it. That door leads you to the next level. If the door has red flames, usually it means you are about to face a boss.
Runes are one thing you will find during your explorations, especially after boss fights. They can be equipped before starting the playthrough and give you unique effects like taking less damage from bosses, increasing health, increasing attack, and more. There are three slots with different shapes. You can only equip one rune of each shape.
When finishing a run or dying you will gain exp to level up, unlock more characters, gain diamonds, which allow you to buy runes, and gain talent points.
Talent points can unlock many permanent upgrades for all characters, such as increased base damage, increased base health, unlock more combos, and more.
Graphics and design
Shadow of The Depth has a unique design and well-made effects. The characters’ animations are also great and fluid.
What really caught my attention was the hand-drawn visuals, especially the character design. Each character has a great design and looks unique. It is a thing that must be appreciated, especially in the AI era, where generic AI art is becoming more and more common. The only thing I could say is that I wish there were more eye-catching skills, maybe in the ultimates. They are not bad, but it would be great to see something more with the game’s art style
The game also features introductions cutscenes for some characters at the moment, but, as I stated before, the developers plan to add a cutscene to all the characters before launching to the public.
Bugs
I only faced one bug that I can remember. It happens when changing scenarios after loading, your character, for some reason, gains insane movement speed and stays like this unless you quit and load again. Fortunately, the game has an auto-save feature, so this bug doesn’t cause much trouble. I expect this to be solved by the game’s launch.
Conclusion
Shadow of the Depth has a good variety of unique characters, plus the weapons, passives, and runes systems I mentioned above allow the players to create different kinds of builds for different playstyles and add replayability. Other than that, the game is difficult, and, from my experience, in an addicting way. It has 3 difficulties Normal, Hard and Nightmare. Just the Normal difficulty is already hard.
Shadow of the Depth is a fun roguelike with a great variety of characters, good progression, and an amazing art style. The game will only launch in Early Access, and I expect the game’s content to grow even more.
Lunar Axe is a point-and-click, puzzle and mystery game, with horror elements. It is based on Brazil’s history and real locations, and through the game, you can find collectibles that unlock references in the main menu so you can read and learn more about what inspired the game. The game is already available for PC. The version I am reviewing is for consoles, PS5 specifically. That version was released on April 18.
Gameplay
The game is from the point-and-click genre, so you control a mouse pointer with the console controller and look for things to interact in the scenario, puzzles to solve, or new places to go.
This game has no repeated puzzles. Every puzzle you do is unique to the situation you are facing. One thing that I must add is that some puzzles felt like a reach to me or just didn’t make much sense. I won’t mention them here not to give out spoilers but, besides that, the other puzzles were cool.
Lunar Axe has 3 buildings for you to explore. You can access them through a map you get after finishing the first building/level. There is however one major flaw. After picking up the map, the building you just finished is highlighted as one of the options to be selected as the next step. If you select it, you will be forced to do level 1 again for no reason. The game should, at least, warn about this fact if you pick the same level.
At the end of the game, there is a boss fight, which works through quick-time events. However, the fight doesn’t work very well, since if you only press the buttons as they appear on the screen, you will fail and get damaged. You need to predict the button and press it as soon as the prompt appears on screen, which is not hard, since the buttons are not random, but that can be frustrating, especially in the first tries. It’s worth mentioning that this game has different difficulties, and I played on Hard. This can be the reason why the boss fight was like this, but either way, it doesn’t make sense.
Graphics and sound
Lunar Axe’s design appears to be handmade art, and all the scenarios and images are well done and detailed.
The final boss fight especially caught my attention, since, being point and click, most of the game is static and the boss fight features a fully animated boss and weapon for your character, both with great design.
The game’s horror elements stay more in the sound and design fields. The game has eerie music playing in each scenario, which causes a sensation of discomfort and mystery. Also, the game features some scenes with ghosts, distorted screen effects, and weird noises. However, there are other focuses.
Narrative
Lunar Axe has a narrative based on real historical facts of Brazil and creates its own narrative. In the game you must gather three scattered pieces of the Lunar Axe to defeat a beast that was asleep underground and now, after centuries, has reawakened, and only the Axe can defeat it.
Longevity and Replayability
Lunar Axe is short. You can beat it in less than two hours easily, considering you don’t get stuck in any puzzle. Technically you can replay it to gather collectibles to unlock references and know more about the game, but there is not much.
That being said, it is a good and enjoyable short game. It’s not rushed and being short makes sure that everything you do is interesting and not forcibly long. It is a matter of what you seek in a video game.
Conclusion
Lunar Axe combines good puzzles, a good narrative, and a good point-and-click experience. If you are a puzzle enthusiast that seeks extremely complex and challenging puzzles maybe this game isn’t for you. The same can be said for someone looking for a deep and diverse history. But the game gathers the elements well and will be a good experience for almost anyone.
Gladiator’s Arena, developed and published by Afil Games is an indie top-down arena shooter rogue-lite where you play as a gladiator in an arena and defeat enemies that come in waves. Its base game loop is similar and probably inspired by Vampire Survivours. I want, in benefit of transparency, to start this review by stating that I got an early review key for the game. This however will not influence in any way my analysis. I would like to thank the developers/publisher.
Gameplay
Weapons
You start the game by choosing between 7 different weapons, such as a sword, bow, crossbow, lance, and more. From the start, you only have a sword and a shield. To unlock more you need to reach certain feats in-game, for example, defeating 100 enemies without being hit. Then you are put in an arena where enemies start coming from every side in waves.
Upgrade System
Like other games from the genre, there is an Upgrade System. Every time you kill an enemy you gain coins. When the wave reaches the end, you will be able to choose between three upgrades to buy. I don’t know exactly what triggers it, but sometimes the store will allow you to reroll. I think the game should be more clear about that.
In the main menu, it is also possible to purchase new upgrades to appear at the store.
Enemies
There is a good variety of enemies. Most of them are just the same with a new design and more hp, but others introduce new challenges to the game. Certain enemies can: dash, run faster, deploy other enemies, and throw projectiles. However there are no bosses, and every enemy gets two/three shot in the mid-late game.
Abilities
At the end of some waves, in the same stores where you buy upgrades, you will be able to buy Abilities instead. There are only passive abilities. Some of them do damage, while others are scalable, like giving the player 0.1 attack speed until a max of 3.
Gameplay conclusion:
Gladiator’s Arena can be fun when experiencing it for the first time, however, it is lacking in some important gaming aspects that make the experience less enjoyable.
The game has 7 weapons but none of them really make a difference. Some have more range, others have more attack speed, but none add new experiences to the game. You don’t feel like testing a new weapon because, in the end, it is the same as the weapon you are already using. Besides they are far too easy to unlock. I unlock almost all the weapons, missing two in my second run, without even trying.
The game also has only one character and one map, losing the chance to add a bit of progression and the playthrough seems endless. At least I played until wave 50, which took something like half an hour or more and nothing special happened.
The enemies are added progressively as the waves advance, and while enemies have new designs, as I said before, most of them are redesigns of the old ones with more hp. Now, to be fair, some enemies do some things differently as mentioned above, but even then I feel like the challenge is too easy. In the late game your money basically never goes down, you have all the abilities and there is nothing for you to do.
The upgrades are also a bit lackluster. While Vampire Survivours and many other games of the same genre have upgrades that add new weapons, visual effects, sounds, etc. this game’s upgrades are usually just stats, so you don’t feel you just purchased an upgrade. The abilities are more similar to the above-mentioned game’s upgrades, but there are extremely few of them.
To sum it all up, the game doesn’t encourage the player to continue replaying, which is crucial for these kinds of games, since there isn’t a progression system. Vampire Survivours, for example, encourages the player to keep replaying by unlocking new maps, new characters, and new secrets.
You can unlock new things in Gladiator’s Arena, but they are few, don’t really matter and, in the end, the game, aside from being easy, doesn’t have an ending or goal whatsoever, which is a shame, in my opinion
Graphics and sound
The game has a minimalist, pixelated design, which is fine. In my opinion, especially these top-down rogue-lite/roguelike games have more liberty when choosing the game’s design style, which is great.
The sound is pretty generic, all the enemies’ deaths have the same sound, which is fairly common since they are all “normal” enemies, and weapons also have the same sound, changing only between melee and ranged.
The background music appears to be short and loops over and over, nothing memorable really.
Conclusion
This game uses a good genre and concept, but does it poorly with little content and an almost non-existent progression system. This is the type of game you will play for 30 minutes and never touch again.
OutRage: Fight Fest is a 16-player beat-em-up game that will be released for PC via Steam. The game will allow the players to punch, kick, and use weapons on each other in short sessions Battle Royale, Free For All, and Team-Based game modes. Hardball Games, developer and publisher, released a demo on Steam to let the players have a taste of the game before launch.
The demo allows the players to participate in a 4-player Survival match, where there can only be one left standing. There is also the 8-player, team-based Domination, where the players must capture control points. For last, players will be able to go into the training area to improve their skills.
There isn’t an official release date for OutRage: Fight Fest. The demo is already available for anyone to download on Steam.
Wardens Rising, an RPG, hero shooter, and base defense game developed and published by Big Moxi Games, allows the player to be the last line of defense against interdimensional threats alone or Co-Op with friends. Your mission is to protect energy cores from enemies by building defenses and placing down towers, traps, portals, and more.
There are five heroes to choose from, with distinct abilities. The player will also be able to upgrade and customize their gear.
The game will have 24 maps and four bosses in the story campaign. In the Co-Op mode, there will be 12 maps with random invasions.
Wardens Rising will be released for PC and consoles later this year, 2024. For more information, visit the game’s official website.
S.O.L Search of Light, developed by Trigger the Monster and published by Firenut Games, is a fantasy adventure management game, with tower defense mechanics. The player will be able to explore The Underground to hunt for resources, customize their character, and defend their base from enemies.
Firenut Games confirmed the release date to be April 25, 2024. S.O.L Search of Light will be released for PC via Steam, PlayStation, and Nintendo Switch. For more information, visit Firenut Game’s X or YouTube
Kill It with Fire 2, a first-person-shooter, sequence to the first game, from the developer Casey Donnellan Games and publisher tinyBuild, is already available on Steam via Steam Early Acess with a 10% launch discount for two weeks.
The game will bring a new potion-brewing mechanic and multiplayer options with two game modes: Campaign Co-Op, up to three players, and Spider Hunt, a human vs spider PvP mode.
Kill It With Fire 2 costs $14.99 and supports English, French, German, Spanish (Spain), Russian, Brazilian Portuguese, Japanese, Korean, and Simplified Chinese. For more information, visit the game’s official website.
Selecta Play announced that NetherWorld, a dark-humored 2d action-adventure narrative game, will come to PC via Steam and Nintendo Switch via eShop and physical boxed edition.
In NetherWorld, the player journeys through a disturbed land with mobsters, sociopath kids, old perverts, and many more quirky characters in the skin of Medoo, a jellyfish and the game’s protagonist.
It will be possible to earn money and other items by participating in drinking competitions, dabbling in amorous encounters, shooting stuff, or controlling a bionic tick through rogue-like dungeons.
The game will also feature boss fights. When a quest is completed, players can be awarded special hats, masks, weapons, and other mission items.
NetherWorld, developed by Hungry Pixel and published by Selecta Play, will be released in 2025 for Steam and Nintendo Switch. A special boxed edition will also be available for Nintendo Switch. For more information, check the game’s website.
The Open Playtest for Project Warlock II: Reworked Chapter 1 is live. Starting today, April 15, until Monday, April 22, every Steam player can participate by downloading it from the game’s Steam page.
The changes in chapter 1 reflect on player feedback and set the stage for chapters 2 and 3. Such changes include fully revamped upgrades, perks, and skills systems, new weapons, adjusted weapon enchantment, and more.
During the open playtest, both Project Warlock and Project Warlock II will participate in a Steam FPS Fest, receiving, respectively, 80% off and 33% off until April 22.
Sweet Transit, a city-building game with a rail network system developed by a single developer Ernestas Norvaišas, and published by Team17 Digital, will receive its 1.0 update, coming out of Steam Early Access. The new update will bring new Civic Buildings, Production Chains, newspaper stories, a new population, bug fixes, and quality of life improvements.
In Sweet Transit, players start with a single warehouse and build an interconnected world as they expand their railing network and evolve their society. The game passes through distinct eras of the railway and the player should plan the most economical expansions using the technology at hand.
The game also has full modding support via Steam Workshop, allowing modders to create structures, locomotives, in-game rules, progression markers, and graphics. Sweet Transit also has support for Steam Deck.
Sweet Transit 1.0 will be released on April 22. The game is already available on Steam Early Access and will also come to Epic Games along with the update. For more details, check out the game’s Steam page.
Lotus Lantern: Rescue Mother is a rogue-lite action game inspired by Chinese mythology. The game was developed by Unstable Games and published by indie publisher 663 Games. The protagonist must part in a quest to rescue his mother, battling using martial arts skills from Sun Wukong.
The game has various styles of martial arts factions, over 20 magical artifacts, and Nuwa’s blessings, which allow regular attacks and skills to carry additional elemental effects. Players can combine these powerups and create their own builds as they advance in the game.
After beating the main story, players will have the freedom to adjust difficulty settings to their preference for added challenges.
Players should encounter many famous Chinese mythology characters, all fully voiced.
Lotus Lantern: Rescue Mother is now available on Steam for $9.99 with a launch discount of 10%. Check the game’s Steam page.
Soulmask, an upcoming survival open-world developed by CampFire Studio and published by Qooland Games, will receive a limited-time global open beta on May 1st and will be online until May 10 on Steam. The open playtest will have up to the first 40 hours of the game.
The game had a successful demo during the Steam Next Fest, reaching 3rd in the list of most played titles.
The game promises features like Masks, Tribal Management, and a physics-based Combat System.
Masks: allow the player to control most of the game’s NPCs and embody the spirit of ancient heroes to unlock new abilities.
Tribal Management: a system that allows the player to build their own tribe, recruiting up to 20 tribesmen. Each tribesman has a unique personality and the tribe can be automated and customized by the player
Physics-based Combat System: Soulsmask has 8 weapon types and 67 skills, allowing the players to create their own fighting style.
Wing, Head of Marketing at Soulmask
“We’re overwhelmed with the incredible amount of support and feedback we received from players who joined us for our massive 40-hour demo during Next Fest.Thanks to the invaluable feedback from players, we’ve been able to make some exciting changes, such as making all terrain climbable in the game. Even though our team is made up of veterans with over 10 years of experience working on MMORPGs, this is our first PC title, so we are beyond appreciative for all of the feedback and support from players. By working alongside players throughout the development process, we hope to make Soulmask something entirely new for the genre that players want to keep coming back to again and again.“
Those who want to participate in the open beta should check the game’s Steam page. Soulmask is planned to enter Early Access on early-mid June 2024.
JDM: Japanese Drift Master, a racing game developed by Gaming Factory, received today, April 12 an announcement stating that Subaru, a Japanese car company, is the first one to sign a license with the game to allow the use of their cars in-game.
If you didn’t know, JDM: Japanese Drift Master will receive a prologue called JDM: Rise of the Scorpion, which should come out in the summer of 2024 for PC. JDM: Japanese Drift Master is planned to be released in 2024. For more details, check the game’s Steam page.
Omega Crafter, an open-world, survival-crafting game, developed by Preferred Networks, got its plans for Early Access revealed. One of the additions is biomes, adding more variety and life to the game’s world.
One of the main focuses of the upcoming updates is automation features. Players will be able to access coding blocks and code Grammis in a way extremely similar to how Scratch, a programming tool designed for beginners, works. Besides that, you will be able to customize them with new appearance options.
Omega Crafter will receive a cartography system to document cleared areas and ways to level up characters further and test skills in the form of a Battle Simulator.
Alongside these updates, there will be quality-of-life improvements, updated UI, full controller support, and support for more languages. Currently supported languages are English, Japanese, French, German, Spanish (Spain), Thai, Portuguese, Simplified Chinese, and Traditional Chinese.
Omega Crafter is available on Steam through Early Access for $24.99. For more information, visit the game’s Steam page.
Startenders, developed by Foggy Box Games and published by Yogscast Games is an intergalactic bartending VR game already available for PSVR2 and Meta Quest, however, it`s now also coming to Steam on April 25.
The game has many recipes and liquors, allowing players to craft up to over 2 million beverages, according to Foggy Box Games.
The game has a Story mode and a Free Mix mode, which are pretty self-explanatory. There is also Pass the Headset mode, a mode to be played locally with other people, in which one player goes through a level, gets a score then passes the VR headset to the other and this goes on until the last person decides who gets the best score. For last, there is the Daily Run.
Startenders is playable either standing or seated.
Startenders will arrive on Steam on April 25, with a 50% discount on its normal price of $14.99. For more information, check the game’s Steam page.
Slapshot: Rebound, a free-to-play, physics-based 3v3 ice hockey game developed and published by Oddshot Games, received today, April 11, its 1.0 update, leaving Steam Early Access. The new update also brings a new virtual hangout spot, a new ranked season, and a season pass.
The Pond, the before-mentioned new hangout area, was previously only available to be joined in custom lobbies. Now it is accessible to all players, directly, or while in queue for a match. With the new patch, Season 1 started. Along with it, there was a soft ranked reset, and the Season 1 season pass is now available with new items on the free and premium tracks.
Oddshot Games also stated some additional features, such as Quick Play, where the player gets matched against other players of their region to improve their ranking, a Practice Mode, and Custom character customization. The player will also be able to continue their progression along the Pre-Season Pass.
Streets of Rogue 2, an open-world RPG sandbox adventure game from solo indie developer Matt Dabrowski in partnership with publisher tinyBuild, received an Official Gameplay trailer at today’s Trile-I Initiative Showcase.
A sequel to the first game, Streets of Rogue 2 invites players to embark on an endlessly replayable adventure in its crazy, immersive, and unpredictable open world, solo or co-op with friends.
Check below the game’s highlights:
Dozens of unique and quirky playable classes (i.e., Ninja, Werewolf, Investment Banker, Alien…)
Seamless, procedurally generated open world with a map 100 times the size of a single level from Streets of Rogue 1 and multiple unique biomes from bustling cities to creepy forests
An absurd amount of intertwined gameplay systems in the best tradition of immersive sims: destructible environments, hacking, smart NPC AI, mind control, farming, building, vehicles, etc
You can pet the dog. And also ride the dog!
Wreak havoc with a vast arsenal of items and weapons: shrink rays, bear traps, rat-summoning ocarina, Necronomicon, landmines, firearms, rocket launchers, and many more
Matt Dabrowski stated:
“Streets of Rogue 2 is the culmination of nearly 10 years of ongoing work on the series. I’m looking forward to giving a sneak peek with the demo, and getting more content into everyone’s hands via Early Access later this year!” said Matt Dabrowski, creator of the Streets of Rogue franchise”
With more than 300.000 wishlists on Steam, Streets of Rogue 2 is one of the most anticipated indie games of 2024.
Streets of Rogue 2 will be coming to Steam Early Access in 2024. The playable demo will be available on Steam during Next Fest in June 2024. Check for more details and updates on X
Botany Manor, a botanical puzzle game developed by Ballon Studios and published by Whitethorn Games, is now available to be purchased on Steam, Nintendo Switch, and Xbox One/Xbox Series X|S for $24.99. Members of Xbox Game Pass can download the game for no additional cost. Keep in mind that the game, until April 14, has a 10% launch celebration discount on Steam.
The game is set in a historical English homestead. Players will uncover long-forgotten seeds and piece together clues as they solve puzzles to help each rare plant grow.
Botany Manor is home to the retired botanist Arabella Greene. After a long career, she has amassed a collection of rare, long-forgotten plants that require research to help them live again. Play as Arabella and explore the manor and its grounds to look for clues in her notes, books, posters, and items scattered around the residence to determine the correct set of circumstances to help the flora flourish.
Unlock new seed varieties and plant them. Interactable items around the property that can be turned and flipped will provide information to help you solve each gardening puzzle, grow the plants, and discover their mysterious qualities.
Laure De Mey, Founder of Ballon Studios stated:
“We can’t wait to share Botany Manor with the world and see players solve the puzzles and learn more about Arabella’s life. The whole team worked incredibly hard and put tons of love into the game. We all have a passion for English manors and gardens, so to now bring that experience to all kinds of people is just incredibly exciting to us.”
Dr. Matthew White, CEO of Whitethorn Games said:
“As an avid botanist myself, it’s been a joy to work with Balloon Studios to bring Botany Manor to launch. This game represents our commitment to crafting inclusive, accessible experiences that captivate and inspire players. Botany Manor will immerse players in a stunning world of exploration, engaging puzzles, and an engrossing narrative for them to uncover. We couldn’t be happier to share it with the world.”
Key Features of Botany Manor are:
Explore the peaceful grounds and many calming rooms of the beautifully rendered, historically accurate 19th-century manor.
Pick up, flip, turn, and rotate the many items found around the estate to piece together the clues to solve each plant-based puzzle.
Learn about Arabella’s life and career, and the challenges she faced as a woman scientist during the 19th century as you explore.
Fall in love with the calming soundtrack that perfectly compliments the environment and flowers you bring to full bloom.
Whitethorn Games prides itself on publishing inclusive, accessible games. Check Botany Manor`s accessibility page for a list of all the features.
Botany Manor is available in the following languages on all platforms: English, French, Italian, German, Japanese, Latin American Spanish, Brazilian Portuguese, Simplified and Traditional Chinese.
Global indie publisher Grindstone and developer Games Farm announced Jötunnslayer: Hordes of Hel, a new roguelike horde-survivor game set in the dark realms of Norse mythology. The game puts you against waves of creatures to earn the divine blessing of ancient Norse Gods. Grindstone also announced that a demo for Jötunnslayer: Hordes of Hel will be coming to Steam in May.
Peter Nagy, CEO at Grindstone stated:
“We are thrilled to announce Jötunnslayer: Hordes of Hel and to be working with the talented team at Games Farm.With Games Farm’s proven track record in creating immersive and challenging game worlds, we are excited to introduce players to this brutal horde-survival experience.“
Embark on a hazardous quest through the dark realms of Norse mythology. Select a fallen soul condemned to suffer in Helheim and wield your blade against legions of foes in a relentless quest for redemption. In this desolate domain, divine blessings are scarce, earned only through the spilling of rivers of blood. Navigate through the hostile realms of the Norse underworld, invoking mighty bosses through ancient rituals only to sever their heads in pursuit of salvation.
Check below some of the game’s features:
Engage in intense and adrenaline-fueled battles against relentless waves of enemies, all while under the pressure of time. Each encounter is a test of skill and reflexes as you fight to survive against the overwhelming odds of the Norse underworld.
Embark on challenging tasks and missions within each run to test your abilities and add depth to your journey through Nine Worlds. These quests may require you to complete specific objectives or overcome additional obstacles for greater rewards.
Progress and improve your character with meta-progression systems that offer unlockable perks and upgrades. As you continue to upgrade, you’ll unlock new abilities, enhancements, and bonuses to customize your playstyle and enhance your chances of survival.
Choose from a variety of diverse characters, each with their own unique set of skills, abilities, and weapons. Experiment with different combinations to find the perfect match for your playstyle and adapt to various challenges and scenarios encountered throughout the Hordes of Hel.
Confront powerful boss enemies that pose increasing levels of threat as you progress through the game. Employ strategic kiting tactics to outmaneuver and defeat these formidable foes, utilizing the environment and your skills to gain the upper hand and emerge victorious.
Jötunnslayer Hordes of Hel will be released for PC via Steam Early Access this autumn. Check the game’s Steam page.
Team 17 Digital and Ambertail Games have today, April 9, announced a partnership to publish a prehistoric shop management simulator, Amber Isle. Each customer has their own unique needs and behaviors, so players will need to haggle, pawn, and counter-offer to get the best price possible, making their shop a success and saving Amber Isle from fossilization.
The key features of Amber Isle are:
Open Shop: Customise, name, and run your shop your way – use the profits to unlock new shop décor, walls, floors, and more, making the space uniquely yours.
Rebuild the Island: Rebuild, decorate, and unlock new areas to explore on Amber Isle, and with enough improvement, Paleofolk will start to take up residence on the island permanently.
Meet the Neighbours: Ambler Isle is home to 48 different Paleofolk to befriend, including Ice Age mammals, Permian amphibians, marine life, invertebrates, and more.
Paleo-you: Express your penchant for the prehistoric and design your very own Paleofolk – change your clothes, crests, and colors, to create your perfect paleo-persona.
Amber Isle will come out for Steam and Nintendo Switch. For more information about the game, check the official website.
Spiderling Studios, the studio behind Besiege, announced a new expansion to their physics-based builder. Besiege: The Splintered Sea, which will be released on May 24 on Steam, is focused on a pirate and sea exploration theme.
In the new expansion, players battle through a 10-level oceanic campaign, introducing new block types and using elements of hydrodynamics to challenge players to explore buildings capable of above-water combat and undersea exploration. The player can test their creations in the expansion’s new sandbox mode, which puts the player in a vast archipelago, allowing them to test their engineering on water courses and explore ancient ruins.
Gameplay features include:
Oceanic Campaign Challenges: Dive into ten new water-themed campaign levels, pitting your creations against your enemy’s formidable fleet and treacherous sea creatures.
Building Aquatic Machines: Harness the power of 8 new blocks specially designed for maritime madness, including floats for buoyancy, a rudder for improved steering, a harpoon launcher for engaging enemies, and more.
Immersive Water Simulation: Play with hydrodynamics, including shape-dependent drag, density-based buoyancy, and higher-speed impacts, offering a realistic and engaging aquatic building experience.
Brand New Sandbox: Explore a rugged archipelago, challenge mighty galleons, terrorize local fishermen, and navigate treacherous waters in a sandbox built specifically for The Splintered Sea.
Multiplayer Madness: Engage in multiplayer combat with friends, create custom levels with the in-game editor, and unleash chaos in Besiege‘s water-filled arenas.
On launch, an expansion bundle will be available for new players to purchase. Players who already own Besiege can purchase de expansion separately. For more information, check Besiege: The Splintered Sea’s Steam page
Game Pill, a Canadian development studio, announced a new “snack ‘n’ slash” action RPG called Hangry. In this game, players take the role of Hangry, on an intergalactic hunt to carve up and devour delicious beasts across various exotic locales. Hangry is a third-person action RPG with fast-paced combat and visuals powered by Unreal Engine.
Mike Sorrenti, president of Game Pill stated:
“We’re honestly salivating at the thought of people finally getting the chance to sink their teeth into this game, puns intended. Our team has worked on dozens of licensed games over the years that we’re immensely proud of, but we can’t wait to show off more of our original IP and deliver something deep and rewarding for RPG fans, but also light-hearted and fun enough for anyone that appreciates a tasty pun.”
Hangry promises a gameplay loop of hunting, eating, and evolving. You will hunt down creatures, then you will cook and serve dishes to grow your character, upgrade stats, and unlock new weapons
CFK, the game publisher, announced today, April 8, that it has decided to release the Steam version of Shikhondo: Youkai Rampage and introduce key features of the game before its release.
Shikhondo: Youkai Rampage, developed by a Korean indie game company named Deerfarm, is a vertically scrolling shoot’em up game set to an Eastern background, centered around a plot where the protagonists must avoid the attacks of the youkai who have escaped from hell, collect souls, and then overturn their foes with their powerful attacks. Check below some of the game’s features:
A unique concept hard to find among indie, shoot ’em-up games: Shikhondo: Youkai Rampage stands out for having been created by a Korean developer and having a unique setting that’s hard to find among other games in the genre. In staying true to the shoot’em up genre, Shikhondo: Youkai Rampage features colorful bullet patterns and quick movement while also flavoring the game with new systems unique to this game.
Reimagining Korean folktales and legends from a new perspective: Featuring the Shingiwonyo (신기원요/伸妓寃妖), Chang-gui (창귀), and other mythical creatures from Korean folk legend, Shikhondo: Youkai Rampage presents a creative reimagining of this material as it reworks the youkai from Korean traditional stories into bosses with uniquely grotesque designs.
Soul Collect System: The “Soul Collect” system presents a high-risk, high-reward mechanic. Players gain souls every time they avoid attacks, gaining more souls the closer they get to enemy bullets. Once the Soul Gauge has been filled, it can be activated. Activating Soul Collect temporarily turns all bullets on the screen into souls. If used correctly, players can use this to escape dreadful situations, while earning large amounts of souls, thus earning more points.
New modes and a new array of difficulties
Shikhondo: Youkai Rampage has expanded and adjusted the modes and difficulty levels of its base game to open up the game to more players. Check the game modes and difficulties below:
Game modes
Arcade: A mode for enjoying the classic shoot ’em-up experience Boss Rush: A mode for taking on the bosses all in a row Hardcore: A high-difficulty mode that charges the soul gauge twice as quickly, but any damage will result in a game over Novice: A mode that unlocks the bombs and life given as clear rewards Dual: A new single-player mode added to Shikhondo: Soul Eater Refine, allowing players to enjoy both characters by switching between the two when moving at lower speeds. This allows players to switch out and attack according to the situation or enjoy the co-op story through a new single-player mode.
Difficulties
Difficulties range from Easy, Normal, and Hard, with added Extreme and Story modes. The Story mode plays out like Extreme mode, but players avoid all damage.
The team behind Shikhondo: Soul Eater is aiming to produce the “perfected version” of this game as Shikhondo: Youkai Rampage by improving gameplay and adding new modes. It is planned to make the game more accessible to all players and reach a new global audience on Steam and the Nintendo Switch.
It’s important to note that if owners of the previous title purchase the deluxe version of Shikhondo: Youkai Rampage they will get up to 55% off. Check the game’s Steam page to read more.
JDM: Rise of the Scorpion is a free prologue to give players a taste of the full game: JDM: Japanese Drift Master. In the prologue, players will discover the beginning of the narrative of the titular “Scorpion” through a story guided by manga panels. Check the announcement trailer/teaser below:
JDM: Rise of the Scorpion will allow players to access new areas, unseen in the JDM demo. The areas available are not only landmarks but also the source of new adventures and challenges.
The game has a dynamic weather system that adds an unpredictable element to the racing experience. The different weathers not only change the appearance of the world but also affect the car’s performance. There is also a day and night cycle. Riding in the glare of local shop lights at night, or at sunrise will be different experiences and challenges.
The prologue will have a car upgrade system, adding more progression to the game and allowing the player to gradually reach the full potential of the car. It is also implied that it will be possible to unlock new cars.
The free prologue for JDM: Japanese Drift Master, JDM: Rise of the Scorpion, will be released this summer 2024 on Steam, Epic, and GOG.
Spirit City: Lofi Sessions, developed by Mooncube Games studio, is a gamified focus tool inspired by the popular trend of lo-fi streams. The game is made to help players concentrate, by listening to a lo-fi playlist while they work, study, or do other tasks, while also providing game features, such as earning XP, character customization, unlocking rewards for spending time in-game, and more.
With over 75K+ wishlists, the game offers lo-fi Spirit City provided in partnership with Homework Radio. Check the game’s key features below:
Calming Lofi Beats: Sit back and relax as you listen to a carefully curated catalog of lo-fi tracks and themed playlists for every mood and occasion.
Avatar and Spirit Companion Customization: Players can choose from a variety of hairstyles, outfits, custom colors, and more to bring to life their own unique Spirit City persona.
Personalize your Space: Customize your room with a large variety of lighting, floor, wall, and furniture options! Make your space reflect your mood, creating your perfect cozy chill-out spot.
Adorable Hidden Spirits: Decipher in-game hints to find the right combination of soundscapes and activities to lure cute spirits out into the open, unlocking them as your companions.
Productivity Tools: Use the built-in to-do list and Pomodoro timer functions to keep yourself on schedule and to remind yourself to take regular breaks while providing positive energy for your work sessions.
Earn Rewards: Earn XP while spending time in-game, increasing your Spiritographer level. With each level comes exciting unlocks in the form of customization options and bits of lore about Spirit City.
Distraction-Free Focus: Spirit City: Lofi Sessions was designed to let you focus for as long as you want, and will never throw in distracting bits or notifications. Time to settle in for some productive work sessions without any distractions and get work done!
Spirit City: Lofi Sessions is available now on Steam.