Moving Out

Developer: SMG Studio
Publisher: Team17
Year: 2020
Genre: Arcade

Finished playing Moving Out with two of my kids a few nights ago, not counting all the bonus levels and objectives, and had a great time. In Moving Out you are a team of movers who must get everything out of a house before the timer expires. A lot of the humor and fun from playing the game comes from the chaos caused by moving everything quickly and the physics knocking everything around the house, since you are not punished for destroyed the home owner’s property. Later levels add to the chaos by throwing you into wackier environments. I imagine it’s got a similar energy as Overcooked, but I never played that one so I can’t say for sure.

top down view of a moving

What I really appreciate about the game are all the difficulty options that made it possible to play this game with my kids. My kids are 7 and 5 years old and there is absolutely no way we could have played this without the options to add more time and making items easier to pick up. The game still remained a challenge but at a much more manageable level.

My kids were also a fan of the character customization options. As you can see in the above screenshot, you have all sorts of wacky looks to choose from and it was also nice to see that your character could be in a wheelchair. It doesn’t have any effect on gameplay and is just nice from a representation perspective.

The character design choices also add to the 80’s Saturday Morning Cartoon look that the game is sorta going for through its art and music. Generally I’m incredibly bored with games and pop culture leaning into 80s aesthetics, which isn’t something this game is really doing, but the light touch of 80s Saturday Morning cartoon influence in this actually works very well.

characters moving through a field in space while a giant robot is looking at them. The field is littered with trash.

If you’re looking for a game to play with your kids, I would highly recommend Moving Out. It has a wide variety of options to make the game playable by folks of any skill level and the humor worked for my kids too. I think I actually got this game through a Humble Bundle, so you may already own it too!

Moving Out is available on Windows, Switch, PlayStation 4, Xbox One

Creating Games for the Ann Arbor District Library

I mentioned a few times that I helped organize a games anthology for the district library (anthology link on the library’s site here but I prefer you play the updated version of my game here) and even made a point-and-click adventure game for it, but I don’t actually think I actually did a post about it or why it happened? So for the sake of incredibly specific Michigan game dev history, here’s the deal with all that.

the logo for ann arbor 200, showing a map of the city and the years 1824-2024

Back on my birthday last year, in August, I got an email from the Ann Arbor District Library saying that they were interested in commissioning a video game or anthology for the city’s bicentennial celebration. The Ann Arbor District Library had been doing a series of commissioned works such as music, documentaries, interviews, writing, and other works to celebrate the city. They had proposed doing a small anthology of games, 3 in total, about a historical figure in the city named Dr. Alvin Wood Chase. He was basically the city’s version of Dr. Oz in the late 1800s and sold recipes for remedies to ailments that didn’t work and found some success doing so. The printing house he established is still standing today. You can read more about him at the link at the top. Each game would be about a different stage of his life and by a different developer. As an aside, I’m not actually the first person to make a game for the Ann Arbor District Library, that would be the text adventure games that Christopher Becker made for an Interactive Fiction program at the library.

a bearded man standing in front of a house
Dr. Chase’s First Adventure, by me

Originally I was just an organizer because I didn’t think I would be able to create a game since my family just had a baby, but then I got FOMO and asked if I could make a backup game. This got approved and with everyone picking a different era, development commenced. We had about two months to make our games, with each one having the goal of about 10-15 minutes of gameplay. Unfortunately one person had to drop out due to medical issues, but they’re ok now. It was a challenge for me since it was my first game in Adventure Game Studio, but I actually got it done. The other two games are great, one is a puzzle game about running a printing press and the other is an adventure game made in the Game Boy about the end of his life.

stacks of books in different colors
Dr. Chase’s Mean Steam Machine by Flyover Games

The games and anthology page were published on December 30th, right before the end of the year. I am so proud of this project, maybe even more than the Locally Sourced Anthology that I helped with and came out during the summer. Not because I think one is better than the other, but I got to finally check off making a game in AGS, a goal of mine for an incredibly long time. It was a delight to make a game for the Ann Arbor District Library, a place I love visiting. Most importantly, I got to show the game to my kids and one of them immediately found a few bugs that no other tester did, so I got to fix those bugs and add her in the credits as a tester. For whatever reason she wants to grow up and be a video game QA person so it was fun to be able to give her her first video game credit.

top down view of a bearded guy saying "Ah, another new morning."
Chasing Glory by Lilycore Games

Blastoff!

Developer: Edmundo Ruiz Ghanem
Publisher: Edmundo Ruiz Ghanem
Year: 2001
Genre: Adventure Game

a woman standing in a purple convenience store
Reality-On-The-Norm has discovered gradients

My playthrough of Reality-On-The-Norm continues with the 8th game in the series. It was nice to play two entries in a row without having to fuss too much with getting them to work. This one has you playing as Elandra, who has appeared in some of the previous games, and you must help an amateur rocket builder. On average the series has been improving in the quality of the art and gameplay design. This one even features a really nice location select screen.

a screen containing a notepad listing "places to go" like a town square, launch site, and airplane graveyard
The game’s location select screen

I think the writing is the best in the series so far too! It’s genuinely fun going back to these and seeing topical nerd humor like an unironic All Your Base Are Belong to Us reference. Part of the fun of playing this series is that it’s a time capsule of a specific point in the adventure game community.

a woman talking to a man outside of a building and one of the dialog choices is "All your base are belong to us"
Folks, we’ve got an All Your Base reference

Another way this thing is a time capsule of the community is how many Yahtzee references it has. I posted the following screenshot without any context, because I forgot, and someone thought that there was maybe some in-community fighting happening but no, he had helped with the art in this game and someone in the team threw this reference in there as a fun joke. Maybe there was drama at some later point but it certainly wasn’t happening with this game.

view of the outside of a military base and the words Yathzee Sucks! is spray painted on the wall

I mentioned in a previous review that a dev saw my RON posting on Bluesky and this was that game. It was entirely positive, since I did have a good time playing this game, but I still imagine that it’s probably weird to see someone playing a game you made almost 25 years ago. They even mentioned that it was like doing an excavation on their 19 year old brain when I mentioned that reference. So generally I’ve kept any and all criticism off social media, as light as it may be, because who wants someone throwing rocks at something you made that long ago when you were a kid. The only real criticism I even have with this is just that it had some frustrating pixel hunting but that’s kinda it. I may have played an updated version too? It makes references to picking up items later and a walkthrough I found references picking up an item and going to rooms that I never came across.

A fun thing about it being a shared universe is that we’re starting to get more callbacks and it’s almost a sequel to the first game. I thought the epilogue and animated cutscene in an early AGS game was fun to watch. Even though I just complained about this game having some goofy design stuff, so far I think it’s the best one I’ve played and it’s fun watching a community learn how to make adventure games and referencing stuff that happened in this universe 8 games ago. Overall I had a lot of fun with this short game and would recommend it to others. Just be sure to play previous entries like the first game before doing this one.

Blastoff! is available for free on the Reality-On-the-Norm website.

Blog Roundup (2025-3-3)

A day late and I still need to do an indie game roundup (I might just skip last week and put it all into this Friday’s post?) but here’s some more posts I enjoyed reading this week.

I really think other folks do the whole roundup things a lot better and it’s how I discover a lot of new blogs and other neat things, so here are some by videodante, Emily Price, The Works of Egan, Sweetfish, katey, and Aura. You should do one too!

Video Games

Steam Next Fest ends today, so this would have been more useful if I made this roundup yesterday, but maybe you’ll still find some games to add to your wishlist in these Next Fest roundups by startmenu, Indie Hell Zone, Adventure Game Hotspot, and Buried Treasure.

Emily Price reviews Misericorde Volume 2: White Wool and Snow for Unwinnable, which means I have just added the first game to my wishlist.

Not a blog post and you probably already saw it elsewhere, but EA has uploaded the full source code for Command & Conquer, C&C Red Alert, C&C Renegade, and C&C Generals + Zero Hour to Github. Hopefully it’s the beginning of a trend.

It sounds like a previously unreleased C64 game, the Scramble-like Magnum Force, has been found.

The dev of Balatro now has a blog!

Speaking of Balatro, damien has modded Balatro on the PC to have touch controls.

Not a blog post but I really liked this interview that the Space Quest Historian and Richard Cobbett did with Aaron Conners and writing the Tex Murphy games AND novelizations, which I’ve heard are sometimes better than the games.

Florence Smith Nicholls talks about the wild combination of karaoke, games crit, and games preservation in You don’t see me at the club? Well I don’t see you in the 2006 MMO Wurm Online. Since I talk about Myst Online to the point of me sounding like I’m shitposting (I’m not), I fully endorse this.

Someone wrote about the world-building in Riven: The Sequel to Myst, so of course I have to include it.

And then finally, because I’m never not on my Myst Online bullshit, did you know that the game is still online, available for free, and folks have monthly meetings in them? Here are the meeting notes for last Saturday’s All Guilds Meeting, where they discussed things like making new Myst Online content, the Mysterium convention, and upcoming events like making a dutch baby.

TTRPGs

We got a new ttrpg newsletter! This one is Carouse, Carouse! and written by a collective of folks.

Clayton talks about designing a community.

Technology

Probably preaching to the choir a bit with this one but I liked reading about Why Personal Sites Matter More Than Ever.

Will Smith from Tested talks about the end of support for Windows 10 and what you can do with your old computer if it can’t do the update to 11.

Other Bits

I can’t stop thinking about this Grape-Nuts ad

A new issue of ALOCASIA is here! It’s a free journal of queer plant-based writing.

Return of Die Vie Ess

Developer: Ben Pettengill
Publisher: Ben Pettengill
Year: 2001
Genre: Adventure Game

Well this one was weird. My playthrough of the Reality-On-The-Norm shared adventure game universe continues with the 7th game in the series. I skipped ahead a few because I couldn’t get some to work in DosBox, ScummVM, or my Windows 98 VM. Return of Die Vie Ess is about a scientist in Reality who has plans to take over the world. You play as Nameless Law Official and must stop his scheme. Other than the return of Davy Jones as a character you interact with, and walking around the town of Reality, there isn’t that much of a connection to the previous games. Most of the characters are new and the scientist does all of his scheming from a room that you never go in, so it feels very disconnected from your actions. I’m assuming that some of the new characters will pop up in later games.

a young man standing in the middle of a town square

The game itself is very straightforward and only took about 5 minutes to beat. It’s still pleasant enough, except for the ending making a very odd detour with a random joke from the scientist about a sex worker and Davy Jones having a comment about unprotected sex. They come out of nowhere and it’s unfortunate mark on an otherwise fine game. Other than that, the game is ok enough and I think it’s worth playing if you’re going to take the same odd journey as I have and try to play through this series.

Like I said in other reviews, it’s hard to be too critical because these were games by teenagers and folks in their early 20s in the early 2000s. I cannot even imagine what 14 year old me would have put in a game if I made one at this time, probably jokes that have aged much more poorly than anything in these games, so I can’t judge anyone for a joke in a freeware game from almost 25 years ago and really isn’t as bad as I’m making it out to be.

I’ve been posting about these games as I play them on Bluesky and Mastodon and even with me being completely positive about the games on there, because I am genuinely having a good time playing these including this game, I think it did trip out one or two devs who worked on these when they saw them on Bluesky, since they had worked on them decades ago. I took a screenshot of an All Your Base joke and a dev commented that it’s like I’m doing an excavation of their 19 year old brain. They liked the post so I don’t think they were mad about it. I wasn’t dunking on the game, but it’s still probably a trip to have someone commenting on what you were doing at 19, 24 years later. I don’t know how I would feel about it if I had made games at that age, which is why I’m not really broadcasting these reviews despite enjoying the series, other than the automatic posts my blog does to Mastodon.

Is this probably more thought than what should go into a 5 minute freeware game from 2001? Yeah probably, but I like logging everything I play through on here since other folks aren’t talking about these games. Not that I’m really expecting anyone to talk about something like this on social media, and demanding that people do would probably make me sound like Jim Gaffigan wanting to talk about the movie Heat, but I think someone should since it’s an interesting time for the genre that I don’t see discussed too much. It’s also why I went back and removed the “Review: ” title from all of my review posts. You can still check out the Review category that all of these posts have, but it’s almost more of a log at this point and having it categorized in the post title made it sound too dang formal. But who knows, maybe I’ll sell out and throw it back in when I desire that SEO boost.

Return of Die Vie Ess is available for free on the Reality-On-the-Norm website.

The Soviet Union Strikes Again!

Developer: Ben Pettengill
Publisher: Ben Pettengill
Year: 2001
Genre: Adventure Game

My playthrough of the Reality-on-the-Norm series continues. I tried to get the 2nd game working but wasn’t able to so I gave up and moved ahead to the third game. It doesn’t matter too much since they’re all standalone games that make references to previous games, but that’s it.

This one has you once again playing as teen magician Davy Jones. His magical ring has been stolen by Russian spies and it’s up to you to get it back. There’s not a whole lot to say about this one. It’s not as good as the first one in my opinion but is still alright enough. It’s more immature than the first game and there’s some humor in it that hasn’t aged great, although neither game has aged as poorly as I expected, given that it was made by people in their teens or early 20s in the early 2000’s, so that’s been a nice surprise. It’s hard for me to be that critical of them since it’s such a weird project and people are also figuring out how to use the engine. So far each game has had a different project setup too.

a view of a person in an office next to a basketball court, but the court looks really far away due to some choices made while drawing it

As you can see in the above screenshot, there’s some weird perspective stuff going on in the MS Paint art, but I think that’s actually kind of the charm for me. I really enjoy that the art isn’t polished but also isn’t just trying to emulate The Secret of Monkey Island or King’s Quest. I have a lot of nostalgia for this era of adventure games, where the community decided to make their own games since Lucasarts and Sierra stopped making them, and had to figure out how to do that. Like I said with the first game, it’s hard to recommend specific 15 minute games, especially ones in the middle of a shared universe, but it is fun going through this series if you can get the games to work.

The Soviet Union Strikes Again! is available for free on the Reality-On-the-Norm website.

Quake

Developer: ID Software
Publisher: GT Interactive
Year: 1996
Genre: FPS

Much like with my attempt to review Doom, there’s nothing about this game that hasn’t been said a billion times! There’s multiple books about the making of the game so this review is more of a grab bag of thoughts about it that I had as I played through the game. My absolutely lukewarm take on the game is that it holds up. It’s still a lot of fun to play and the controls feel great.

The game occasionally gets some criticism for the weird mix of aesthetics it has, with it combining Lovecraft, medieval, and futuristic stuff all together and it not completely meshing. I get it, it’s a mess since the game went through development hell, but I dig it. There isn’t really another game doing this mix, even the ones strongly inspired by it, so it still stands out even if it’s a bit sloppy. Maybe it being messy is part of the charm too.

The plot is meaningless junk, even more so than Doom. This is what happens when you push Tom Hall out of your company! I think this is one of the reasons why they haven’t really revisited this specific Quake game with sequels or reboots. There’s just nothing to really grab onto.

I used to really dislike the boss in the first episode, I think everyone was pretty critical of it at the time, but I’m into it now. Doom’s bosses aren’t actually that interesting mechanically so I think it’s fun that this one is kind of a puzzle. I’m guessing the disappointment is that it’s this massive guy but you don’t even shoot at him, which is understandable, but if that was the case I think the boss battle would have just been circle strafing around the boss and shooting it, much like the cyberdemon.

first person view of a goofy green fish with two buck teeth and the text "The dopefish lives!"

The secret level in the first episode has the really fun novelty of it being low gravity. There’s no other level in the game like this so it’s a really fun gimmick for a one off and feels like a nice reward for finding the secret level. Which makes it odd that none of the other secret levels have any gimmicks. They’re fine, but they’re just more levels.

I think it’s odd that Episodes 2 and 3 do not have bosses. I really wish they did. The end of ep 3 is especially a big “huh, that’s the end? Well ok.” At least the end of Episode 2 introduces a new enemy type, the Vore.

Speaking of which, the enemy types introduced towards the mid point and end aren’t as fun! The projectiles for the Vore are too accurate so it feels like you have to slowly work your way through them, which hurts the pacing. The leaping blobs are the absolute worst. They’re no fun at all to fight and they may actually be the most difficult enemy in the game since they’re the hardest to hit. The first episode of Quake is the strongest partially because it doesn’t have either of these.

The other reason I prefer earlier Quake levels is because of the designers. Sandy Petersen’s levels in latter of the game are a mixed bag for me. They either work really well or they’re too big and ruin the pacing. All lean into the Lovecraft theme very well though, which I suppose makes sense because he was the Call of Cthulhu guy. I get why they relied on him to make the last episode of levels.

I know everyone hates the last boss. I used to as well but now I don’t mind it! To me the final boss is getting through all of those enemies and then actually killing the big boss is just doing the final blow to end the game. It works for me!

first person view of a big church like building that's on a very narrow bridge

I played this through the Nightdive remaster from a few years ago, which includes the two official expansions from the 90s and the two newer episodes from MachineGames. It’s fantastic and IMO much, much better than the more recent Doom rerelease, which I thought was poor and can go into in a later post. The two official expansions from the 90s are a mixed bag for me but the newer episodes have some incredible level design. Whenever new levels are made for an old FPS, they often make the levels too big and have you hoarding ammo to make it more difficult, but all it does is kill the pacing of the game. Not a problem in these! I loved them and would recommend them to any Quake fan. The first MachineGames expansion is available for free so even if you don’t have this remaster, you can still play them.

There, those are my thoughts on a game that’s nearly 30 years old. The first time I played this game was on Thanksgiving at my cousin’s house, so much like how people have Christmas and Halloween games, this is a Thanksgiving game to me.

Quake is available on Steam, GOG, and a billion other platforms.

Blog Roundup (2025-2-24)

If there’s something we can all agree on, it’s that 2025 is The Year of the Blog. V Buckenham is saying it and Robert Yang is saying it, so here is another roundup of blog links. If you find anything you enjoy, be sure to subscribe to their sites with your RSS feed reader so you can catch further updates.

Video Games

Voting on the MAGS adventure game jams is now open. Even if you don’t have an interest in voting, Wraithkal’s link is a nice little roundup of point-and-click adventure games made in jams that you may have missed.

Aysha U. Farah has a new buttondown newsletter and writes Alan Wake 2 Knows Writers are Weird Little Freaks.

Jolt Country writes about the shareware classic Abuse.

There was a new Ink console announced that sounds like a disaster to me but smarter people like Andrew Plotkin and V Buckenham have already posted about it.

Atari Archive goes into the history of the Superman game from 1979.

Rob asks Who Gets To Sonic Meme?, a reference to the meme featuring Sonic saying they want shorter games with worse graphics made by people paid more to work less.

RetroStreamers reviews one of my favorite modern ZX Spectrum games Last Train to Tranz-Central.

TTRPGs

Jeff Stormer from the ttrpg podcast Party of One has thoughts about Actual Play as nonfiction.

Music

Nat Clayton writes about her favorite music of 2024.

Dev Logs

.plan updates are back and on erysdren’s blog.

Harris Powell-Smith talks about how they write their Choice of Games interactive fiction.

Tech

Will Smith (not the actor) declares email bankruptcy and endorses fastmail (I love fastmail too).

Izzy keeps making updates to the blogging tool Bimbo.

I haven’t used it yet but Rewild, a tool for hosting a site from your own computer, sounds interesting.

Poetry

A new issue of Beestung is out! It’s a poetry magazine for non-binary writers and I think it’s fucking great.

Not Blog Posts But

I liked reading about the early history of MMORPGs in Brazil.

A retro gamer YouTuber uploaded a Wolfenstein 3D video but it’s mostly about how Elon Musk is a Nazi.

Lunchtime of the Damned

Developer: Ben Croshaw
Publisher: Ben Croshaw
Year: 2001
Genre: Adventure Game

In the early 00’s, adventure games were in a weird spot with Sierra imploding and Lucasarts pulling away from adventure games. There were still a few commercial adventure games being made but with the advent of tools like Adventure Game Studio, the adventure game community decided to make their own adventure games. One of the most interesting projects from this time was Reality-on-the-Norm, a community effort to create a shared universe. This universe ended up having dozens of games, with the most recent being released in 2019. Anyone can still make a RON game, you just need to follow the rules that have been established over the development of this universe, created so one game dev doesn’t step on the toes of another dev by doing anything drastic like killing an established character.

a man standing in the center of town, with a dead body on the ground

I had never actually played any of these before, so I thought that it would be a fun opportunity to check out the series through the Adventure Game Club (see link at top), starting with the first game. Lunchtime of the Damned is a point-and-click adventure released in 2001 and created by Ben Croshaw, who went on to be the YouTuber Yahtzee and makes a lot of videos that I don’t think are any good. This one has you accidentally creating a zombie and then stopping him before he can murder more people.

So, what did I think about it? It’s alright! It’s hard to be critical of it because it’s a game created by a community that was not only learning how to make adventure games, but also learning a new tool. It’s got obtuse moments with some puzzles being implemented in a clunky way and it’s doing the adventure game trope of an area not having anything interesting, but then leaving and coming back revealing something new to interact with. Some of the humor is dated and edgelordy but it’s still way better than I expected. There’s still something about it that’s charming to me though. I didn’t play any of the RON games at the time but I did play some of the other ones created by the AGS community, so the MS Paint art and lack of polish really works for me. I also think parts are genuinely funny and while there are some bits of puzzles that have issues, most of it is perfectly fine. It makes me wish I had played more AGS games at the time, because I think I would have really loved following along with these games and playing them as it came out. I also wish I didn’t spend more time figuring out how to get it to work, but that’s not the game’s fault. ScummVM does support AGS but I don’t believe it supports anything this old at the moment, so I ended up using a Windows 98 VM because DOSBox wasn’t working for me either.

It’s hard to have a Would I Recommend? thing for this because it’s only 15 minutes long and so much of it hinges on if you have been playing adventure games for a long time since it’s a little tricky to get this working. I can tell you I had fun playing it though. I would definitely recommend going back and just exploring the early AGS games if you’re a fan of the genre. Not just because I think it’s historically interesting and you can see where a lot of today’s adventure game designers came from, but also because there’s still a lot of good stuff in there.

Lunchtime of the Damned is available for free on the Reality-On-the-Norm website.

Indie Game Roundup (Feb. 21, 2025)

Don’t have a whole lot to say in this intro paragraph. If you enjoy these, do a blog post with your own game and art recommendations. If you don’t have a blog, consider starting a free one on neocities or bear blog. I also have start putting more effort into my recommendation list on Itch.io if you want more recommendations. Consider starting one of those too. I’ve heard they’re way cooler and sexier than Steam Curator pages. I like these ones by Meagan and WildWeasel. And leave nice comments on things you like! Anyway, as Geoff Keighley always says, “Now more than ever, video games.”

Video Games

I have been playing adventure games my whole life. If there’s a hater of slider tile puzzles, it’s me. That said, I think landflip (Itch.io) is different enough that it’s not one of those, or at least they cracked the code and made a good one. It’s probably the best looking one too.

mausimus released version 1.0 of ShaderGlass (itch.io) last night and it does a really need CRT monitor effect on whatever game you’re playing. I tried it with Doom 2 and it was really neat. I don’t buy into the thought all old games must be played on a CRT by some folks in the retro gaming world, but it’s still fun to look at.

I haven’t played twin stick shooter roguelike Star of Providence (Steam/Switch) but I guess it just got a release on the Nintendo Switch and I’ve seen so many people praise it. It also got an update on the PC.

view of a curved bowling lane with floating stone heads. One says "Bowl" in blue letters except for a red O.

Super 10 Pin (Itch.io) just got a demo and I haven’t seen a game nail the feel of the N64 era of games like this in long time. Even it being a bowling game makes it feel like more of a N64 game to me. Fortunately it’s a good one and does more than just “roll a ball down a lane.”

Open-and-Shut (Itch.io) is a free noir sci-fi point-and-click adventure game made for the Cyberpunk Jam on Itch.

I missed this one when it came out early this month but Slender Threads (Steam) is a paranormal point-and-click adventure that I’ve seen get a lot of praise by folks in the adventure game community.

Oplero (Itch.io) is just a really solid bullet hell shmup that you can play in your browser window.

FISH FEAR ME (Steam) by Heather Flowers is possible the world’s first fishing roguelike?

Adam Saltsman has been on a roll lately with all the PICO-8 games he’s been making. His newest game Weasel (Itch.io) is a Snake-like.

SNØ: Ultimate Freeriding (Steam) looks like an incredibly chill skiing game and has a demo too!

text saying "You are inside the cave. You hear the sounds of small animals scurrying away. You look for a place to dig. You dig and find some gold coins!"

People are still making games for the Commodore 64. Pirates of the Black Seas (Itch.io) is a new text adventure available for Pay-What-You-Want created with the classic IF writing software Quest Writer by Loadstar.

Smol Gods (Itch.io) is the newest game by game dev collective PUNKCAKE Délicieux. It’s a card deck creating game where you try to have a powerful deck of monsters by drawing and swapping cards.

I love covering games by local devs and this week some students at Michigan State University have created a zero gravity horror game called BURN (Steam), which looks like if someone used the classic game Descent to make a horror walking sim (complimentary).

This bluesky post describes it better than I could, so please read that, but Fahmi Mohammad’s final game Afterlove EP (Steam) is here after being completed by his studio after his passing.

view of a very low poly cruise ship

Rapture Island (Itch.io) is a low poly walking simulator where you explore an island in a relaxing environment. Available for Pay-What-You-Want.

This week’s Downpour game is Back of My Hand #HISS (Downpour site) by Florence Smith Nicholls.

guy with a small face tattoo in a large curved room looking at you and talking

Neyyah is a Myst-like game that’s been in development for quite a while and now it has a demo on Steam!

Peripeteia (Steam) is a first-and-third-person role-playing stealth game taking place in alt-history cyberpunk Poland. It has just entered Early Access and sounds wild. A lot of folks are excited for it but have recommended playing the demo first before buying it.

Star Fox-like Whisker Squadron: Survivor (Steam) has just left Early Access and is on sale as part of the full version launch.

The tabletop rpg Pale Dot is running a Kickstarter for a print run. It has already reached its funding and is just looking for additional funds to do more now. The digital version of the game has been out for a while now and I recommended it if you’re looking for an Outer Wilds inspired ttrpg.