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He-Man and the Masters of the Universe: Dragon Pearl of Destruction arrives April 28

27. Únor 2026 v 11:28
Another good one for fans of retro-styled beat 'em ups, as He-Man and the Masters of the Universe: Dragon Pearl of Destruction is releasing April 28th.

Read the full article on GamingOnLinux.

Meat Grinder – Beta Demo

21. Únor 2026 v 07:21

Meat Grinder is an open-world simulation-adventure where you run a hot dog shop and discover how far you’ll go to keep it running.

In Meat Grinder, you’ve opened your own hot dog shop in the foggy streets of Grimshore. Prepare, cook, and serve sausages to customers during the day. But when stock runs low, you’ll resort to unusual methods at night to replenish your … Read More

The post Meat Grinder – Beta Demo first appeared on Alpha Beta Gamer.

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SLAUGHTER VOID – Beta Demo

20. Únor 2026 v 23:46

SLAUGHTER VOID is a brutal hack and slash game that combines speedrunning with 80s arcade action in a blood-spattered fantasy world.

In SLAUGHTER VOID, carve your way through demons and cultists on a path to vengeance. Combat is quick and merciless – a single hit kills you, but the same goes for most enemies. Agility and aggression are essential as you die fast and … Read More

The post SLAUGHTER VOID – Beta Demo first appeared on Alpha Beta Gamer.

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Scott Pilgrim EX – Beta Demo

20. Únor 2026 v 02:51

Scott Pilgrim EX is a brand new pixel art action-adventure brawler where you fight across space, time, and the streets of Toronto.

In Scott Pilgrim EX, Toronto has been taken over by three rival gangs – the Vegans, the Robots, and the Demons. When Scott’s bandmates are abducted by shadowy forces, a brand-new adventure begins. Fight as Scott, Ramona, and more through fractured time … Read More

The post Scott Pilgrim EX – Beta Demo first appeared on Alpha Beta Gamer.

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Nox Mortalis – Beta Demo

18. Únor 2026 v 02:34

Nox Mortalis is a retro-style open world survival game where you gather resources, craft gear, and explore sinister dungeons.

In Nox Mortalis, face hellish creatures and fight to survive in a nightmarish world. Gather resources throughout dangerous landscapes, craft essential gear for survival, and delve into sinister caves and dungeons hiding deadly threats. The game features PS1 aesthetics that enhance the atmospheric ambience throughout … Read More

The post Nox Mortalis – Beta Demo first appeared on Alpha Beta Gamer.

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Maldita Castilla: Requiem - A fantastic Ghost'n'Goblins homage is coming to the Dreamcast and Megadrive via PlayOnRetro!

In 2012 Locomalito released Maldita Castilla for the PC which was a fantastic arcade platformer homage to Ghost'n'Goblins, and many others while taking influences from medieval paintings and places, and inspired by the best chivalry book ever: The Amadis of Gaul. It was indeed one of the finest retro inspired games I have ever played! Well, here's a rather special heads up if you also thought

Duke Nukem 3D at 30: The Loudmouth Shooter That Helped Shape the FPS Genre

23. Leden 2026 v 15:00

If id Software’s DOOM is generally regarded as the ‘godfather’ of the first-person shooter genre, then Duke Nukem 3D must surely be its wayward, beer-drinking, loudmouth, blond-headed stepchild. With countless P.I.G. cops wasted, innumerable wisecracks delivered, and enough gooey gibs to fill a small continent since its original release in 1996, it is now, on its 30th anniversary, that we take a step back in time to examine how Duke Nukem 3D revolutionised the first-person shooter genre.

Build It, And They Shall Come Get Some

Although the Build engine made its debut just a few months earlier with the much-underrated and oft-forgotten first-person melee fantasy effort Witchaven, it was arguably with 3D Realms’ Duke Nukem 3D that this remarkable piece of game-engineering arcana achieved sustained global fame. Simply put, the Build engine represented an outsized technical leap over the DOOM engine that preceded it. Brought into being by the talented Ken Silverman, the Build engine not only enabled far more dynamic maps and environments – where rooms could seemingly be stacked atop one another – but also allowed players to swim through deep expanses of water, soar through the air, and enjoy a thrilling sense of verticality that DOOM could only dream of.

Duke Nukem 3D on MS-DOS

This, in turn, gave Duke Nukem 3D’s level designers fertile ground upon which to dream up tremendously intricate and expansive levels for players to explore and blast their way through. Further afield, the Build engine was also notably user-friendly, allowing aspiring level designers to construct their own maps quickly and easily, share them within the community, and extend the lifespan of Duke Nukem 3D’s adventures even further.

Interactivity On An Unprecedented Level That Made Every Map Feel Authentic

Beyond its technical innovations, the Build engine also endowed Duke Nukem 3D with a level of interactivity the genre simply had not witnessed up to that point. Long before EA’s Battlefield franchise ever demolished its first wall or reduced its first building to rubble, Duke Nukem 3D was already doing so years earlier. Players could blow holes in the sides of buildings, shatter interior walls, smash furniture into splinters, and occasionally trigger explosions that would raze entire structures to the ground.

The defining properties of the Build engine were not limited solely to destruction, either. In Duke Nukem 3D, every map was functional in ways that were entirely new to genre fans at the time. There were fully usable pool tables, CCTV terminals that could be snooped on, working light switches, and toilets that could be flushed – or promptly destroyed and drunkenly imbibed from to regain health. In another technical first, the game also featured properly functional mirrors that accurately reflected the player. And yes, dancers could be tipped with dollar bills as well.

Duke Nukem 3D on MS-DOS

In addition to these elements, Duke Nukem 3D’s many levels were grounded by a distinct sense of place. Supermarkets, strip clubs, burger joints, and city streets all served as battlegrounds against the encroaching alien menace intent on enslaving humanity. These locations were a refreshing change from the oppressive warehouse greys and endless browns and reds that typified much of id Software’s own output at the time.

An Outlandish Hero With An Outlandish Arsenal To Match

While shooter fans had hardly grown tired of the traditional lineup of pistols, shotguns, chainsaws, rocket launchers, and miniguns offered by earlier genre entries, Duke Nukem 3D nonetheless went all-in on a bespoke arsenal of weaponry. It straddled the familiar (pistols, shotguns, pipe bombs, and machine guns) with the exotic, including shrink rays, freeze rays, expander rays, and laser trip bombs. The result was an arsenal that made each new acquisition feel like a genuine thrill from one level to the next.

Duke Nukem 3D: 20th Anniversary World Tour on PC

These weapons also enabled Duke Nukem 3D to introduce a level of tactical play in its multiplayer mode that the genre had scarcely seen before. Rather than everyone simply rushing for the rocket launcher or shotgun, as was common in multiplayer shooters of the era, cunning players could fortify areas with laser trip bombs and make use of the new inventory system. This allowed them to boost themselves with speed-enhancing steroids, strap on a jetpack, or deploy a ‘Holoduke’ to create a decoy version of Duke to distract enemies.

The Last Action Hero – How Duke Nukem 3D Gave The FPS Genre A Personality

Perhaps more than anything else, Duke Nukem 3D will be remembered for giving the first-person shooter genre something it desperately needed in its formative years: personality. Breaking away completely from the mute protagonists that had dominated shooters until then, Duke Nukem 3D featured a main character who simply never stopped talking. Brought to life by the gravelly yet gloriously over-the-top delivery of Jon St. John, our blond-haired, impossibly buff, all-American action hero took aim at everything – and everyone.

Duke Nukem 3D: 20th Anniversary World Tour on PC

The game’s endlessly quotable protagonist also took playful potshots at id Software itself. These included nods to the developer’s past – “Another DOOMed space marine” upon discovering a mangled corpse – and its future, with the immortal “I ain’t afraid of no Quake!” uttered as an earthquake levelled an entire building. Though pointedly, while id Software’s Quake would indeed usher in a fully 3D era for the genre, it would be more than a decade before Duke Nukem followed suit.

The Aftermath And The Surprisingly Great Copycats That Would Follow

Between the release of Duke Nukem 3D and the sadly risible Duke Nukem Forever, many years later, 3D Realms’ marquee shooter would go on to directly inspire a host of other games. These titles not only leveraged the Build engine but also introduced their own wisecracking protagonists who thrived in distinctive settings. From Blood, the macabre yet darkly humorous cultist revenge shooter, to the outrageous antics of Shadow Warrior and its eye-rollingly named corporate ninja anti-hero Lo-Wang, Duke Nukem 3D didn’t merely inspire a wave of copycats. It reminded players and developers alike that the first-person shooter genre could not meaningfully evolve without the personality and charisma needed to push it to the next level.

The post Duke Nukem 3D at 30: The Loudmouth Shooter That Helped Shape the FPS Genre appeared first on Green Man Gaming Blog.

God of War Sons of Sparta – Mega Cat Studios discuss origins of Kratos and company’s name

16. Únor 2026 v 15:04

When Mega Cat Studios sat down to dream big, one name sat at the very top of their wishlist: God of War. Years later, that long-shot ambition has become God of War Sons of Sparta, a newly released prequel developed in collaboration with Santa Monica Studio (SMS). Set at the earliest point in the series timeline, the game casts players as a young, devout Kratos before he knows his true nature as a demi-god, weaving a story about brotherhood and the meaning of being Spartan. Sons of Sparta pairs retro action-adventure design with an emotional God of War story.

Mega Cat Studios Founder and CEO James Deighan and Game Director Zack Manko also discuss the origins of the game’s title and the name of the studio. For the full conversation listen to the latest Official PlayStation Podcast episode.

God of War Sons of Sparta – Mega Cat Studios discuss origins of Kratos and company’s name

PlayStation Blog: What can you share about the origins of this collaboration with Santa Monica Studio?

James Deighan: So one of the things we’ve always done at Mega Cat are these leadership retreats where we talk about what we want to do… what we want to be known for… what inspired us to join the games industry. And one of the things that we’ve maintained, kind of ceremonially, is this “wishlist” of franchises we wish we could collaborate on. And we’ve had God of War listed as number one since the very beginning. And part of that wishlist is also the probability of us being able to do that, which we’ve always had listed very low. And as we continued to grow and make bigger, better games, and got a lot more confidence we started taking bigger swings, and eventually we just made a pitch and reached out and got really lucky that somebody read it, and they were open to having a conversation about what our idea was for a prequel and some kind of pixel art treatment extension of the franchise that we all adore.

…so it really is just on multiple layers, a dream come true, working with such a talented team [at Santa Monica Studio], with a franchise we adore.

How is Kratos’ relationship with the Greek gods at this point in his life?

Zack Manko: This is Kratos as a boy. So it’s pre-god powers. He doesn’t even know he’s a god. But that also means he has a very different relationship with the gods. He’s very devout. He has this faith that he leans on and turns to when things look darkest. And in Sons of Sparta, you see how that pays off. You get Gifts of Olympus, these artifacts blessed by the gods, that allow you to do all these crazy puzzles, exploration, and combat. Ultimately, seeing Kratos as this devout, faith-filled figure, and knowing what comes later with his relationship with the gods…adds a new dimension as well.

What went into the decision to set the game at the earliest point in the series’ timeline?

Manko: I think there are two reasons, really. First, like you said, it’s a prequel. Our initial pitch was, you know, imagine what God of War would have looked like on [the original PlayStation], you know, what a God of War zero, if you will, would look like. So I think with that in mind the narrative team at SMS thought this time period you know, Kratos as a boy, his formative years, would be interesting to explore, because the events here and what he goes through and what he experiences, it really adds a texture to his character that kind of you can see throughout the rest of the saga. It certainly adds a new lens onto him [when looking back at the Greek games].

Early on, we did think about maybe [making the story] a little bit closer to the events of the Greek saga games that fans are familiar with. But again, I think the writers at SMS thought this is what we need to go to, because seeing Kratos as a boy here resonates throughout the rest of the series, not only with the Greek games, but also, you know, the Norse saga, where you see Kratos as a father with Atreus, and how the events in Sons of Sparta may influence that. And the same sort of, same sort of context, the influences on Kratos as a boy, how that lines up with Kratos’ parenting style in the Norse saga. These formative years of Kratos, this character, seeing all these things that happen and these influences on him. It just adds so much to this character that fans are familiar with throughout the rest of the games.

Meet Mega Cat, the feline the God of War: Sons of Sparta studio is named after.

What can you tell us about the origins of the game’s title and name of the studio itself?

Manko: James wanted to name it something Greek yogurt themed, you know, high protein, fitting for Kratos [laughs]. But, um, no, in all seriousness, God of War Sons of Sparta was chosen because it just encapsulates the main themes in the game so well. You know, Kratos and Deimos are the sons of Sparta, and they’re discovering what that means. What it means to be a Spartan, what are the demands there, what’s the cost?

Deighan: [Regarding the studio name Mega Cat Studios] we had a beloved cat that I had as a pet that passed. One of our [team members’ now-wife] volunteers at a local animal shelter here, and she was serving a few bottle babies. [Bottle babies] are whenever the shelters are completely overburdened with animals, the trained [certified] volunteers can take [cats] home and help raise them. I was dealing with some pet-loss heartbreak, as you do, and [the shelter had] this one, really aggressive runt in the litter that we ended up taking home and bottle feeding and spending some time with. That was Mega Cat. 

So when we first came up with a list of many ideas and names for the company, we included [“Mega Cat”] on the list and started voting and sharing it around with our friends, family, and colleagues. And there was this really overwhelmingly positive response [to the name]… which kind of rolls off the tongue. Early years, it really worked to our advantage, because people confused us with Mad Catz [laughs].

We had all these names that we really went deep on, and we added a Mega Cat at the end of the list. Even our UPS driver was like, “that one’s awesome, man.”

God of War Sons of Sparta is available now on PS5.

OpenXcom Extended takes over from OpenXcom for the classic X-COM / UFO: Enemy Unknown

16. Leden 2026 v 13:20
Remember the classic X-COM / UFO: Enemy Unknown? It's one of my favourite strategy games from the 90s, and now the open source OpenXcom is switching hands.

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Read the full article on GamingOnLinux.

Epilogue reveal the SN Operator to play real SNES cartridges on various platforms

2. Leden 2026 v 16:06
Much like Epilogue did with the GB Operator for playing actual Game Boy cartridges, they've recently revealed the SN Operator for the SNES.

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Read the full article on GamingOnLinux.

Knights of Frontier Valley – Beta Sign Up

3. Leden 2026 v 06:41

Knights of Frontier Valley is a challenging roguelike RPG inspired by classic titles where you go from humble beginnings to glory in a procedurally generated open world filled with tactical combat and impactful choices.

In Knights of Frontier Valley you guide an adventurer through years of life in a dynamic world with realistic day/night cycles, seasons, and weather. You fight in gridless turn-based tactical combat … Read More

The post Knights of Frontier Valley – Beta Sign Up first appeared on Alpha Beta Gamer.

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