Polish developer Paradark Studio has released new details about ExeKiller, their upcoming cyber western action-adventure game that puts players in the boots of bounty hunter Denzel Fenix. The three-minute gameplay overview, set to premiere at New Game+ Showcase 2026, promises to showcase the game’s unique blend of survival mechanics, choice-driven narrative, and creative combat approaches.
Set in a hostile wasteland where the powerful Helion Corporation holds sway, ExeKiller tasks players with tracking fugitives and extracting their SOULs, digital implants used to monitor and control the population. The game’s survival elements create constant tension, with limited inventory space, expensive supplies, and environmental hazards like radiation zones, sandstorms, and extreme temperatures all posing threats to players.
Combat in ExeKiller appears to favour creativity over traditional gunplay. Whilst firearms play an important role, the developers encourage experimentation through combining weapons, gadgets, environmental hazards, and special abilities. Players can also avoid combat entirely, with stealth and dialogue offering alternative solutions. Denzel’s cybernetic implants provide enhanced perception abilities, helping players uncover hidden elements and piece together narrative clues without relying on traditional waypoints.
The game’s mission structure emphasises player freedom, with non-linear objectives that can be approached through multiple methods. Whether choosing stealth, conversation, direct combat, or a mixture of approaches, player decisions will influence NPC behaviour, dialogue options, and the overall story, leading to different outcomes and multiple endings. Notably, not every contract needs to end in violence, giving players moral choices about how to complete their bounty hunting assignments.
ExeKiller is currently in development for PC and consoles, though no specific release date has been announced. The gameplay overview will be available to watch online shortly after its New Game+ Showcase premiere.
The quirky neck-based platformer Esophaguys has received its biggest update yet, dubbed “The Neckening,” which brings online leaderboards, expanded co-op play, and an absolutely bonkers amount of mouth-made sound effects. The award-winning indie game from Esophaguys Team now boasts over 4,500 personally recorded mouth-originated audio clips, cementing what might be gaming’s most unusual audio identity.
The update unlocks full four-player cooperative levels designed specifically for chaotic party sessions, complete with electric chaining mechanics unique to these multiplayer stages. Meanwhile, competitive players can now test their skills against the world through global online leaderboards in the brutally difficult Masochist Mode, where there are no checkpoints and presumably quite a lot of frustrated neck-stretching.
Beyond the headline features, The Neckening brings substantial quality-of-life improvements including a completely overhauled camera system that eliminates jitter, enhanced gecko animations, and satisfying confetti effects for minigame scoring. Players can also customise their characters with new emotes and variable neck lengths, because apparently neck customisation is exactly what gaming needed.
Esophaguys originally caught attention as a Tokyo Game Show 2024 Sense of Wonder Night winner, combining physics-based platforming with what the developers describe as “belly-laugh-inducing fun.” The game features the world’s first video game soundtrack based on traditional jews-harp music, which pairs surprisingly well with all those mouth-originated sound effects.
The Neckening Update is available now across Nintendo Switch, PlayStation 5, Xbox, and Steam. More information about Esophaguys and its wonderfully weird world can be found on the game’s official channels.
Swiss developer Urban Games has lifted the lid on Transport Fever 3’s overhauled infrastructure systems in the latest episode of their “First Look” video series. The upcoming transport simulation promises to address many of the community’s most requested features from Transport Fever 2, with a particular focus on improved traffic management and more realistic passenger transport mechanics.
The biggest change comes to the game’s traffic simulation, which now features vehicles that can change lanes, overtake slower traffic, and dynamically choose optimal routes. Supporting this improved AI are completely rebuilt road construction tools that allow players to create intersections at any angle and design complex junctions with realistic road markings. Players will also gain access to full lane controls, movable traffic lights, and pedestrian crossings for fine-tuning traffic flow.
Passenger transport receives significant attention, with citizens now having specific travel time expectations and comfort requirements. If journeys take too long or conditions are poor, passengers become unhappy, directly affecting the player’s reputation and city growth. Stations have been redesigned as modular systems where specialist add-ons can increase capacity, improve comfort, and extend reach. However, expansion comes with consequences, as larger infrastructure generates more noise and pollution.
The rail system now offers three distinct track types, each with unique characteristics for speed, cost, and environmental impact. Rather than having one “best” option, players must strategically choose appropriate tracks for different services and situations. Trams receive a major expansion with dedicated tracks, underground construction options, cargo support, and integration with light rail systems to help reduce road congestion.
Transport Fever 3 is scheduled for release in 2026 on PC, PlayStation 5, and Xbox Series X|S. Urban Games has released the third episode of their development diary series on YouTube, showcasing these new infrastructure features in detail.
There’s something genuinely appealing about a game that doesn’t pretend to be something it’s not. Everdark: Undead Apocalypse is a first-person survival horror shooter that wears its B-movie inspirations proudly, and honestly, that’s exactly what makes it work. This is a lean, mean vampire-hunting experience that understands tension, resource scarcity, and the raw satisfaction of driving a stake through a bloodsucker’s heart. It’s got rough edges, but the core experience is genuinely fun.
The 80s Horror Atmosphere Actually Lands
Everdark commits fully to its retro-horror aesthetic, and you feel it immediately. The 80s vibes aren’t just window dressing—they permeate everything from the synth-inspired soundtrack to the neon-lit streets and fog-drenched environments. Built on Unreal Engine 5 and running at native 4K and 60 FPS on Xbox Series X|S, the game leverages dynamic lighting and volumetric fog to create atmosphere that actually feels threatening. Shadows stretch across alleyways, flames flicker in abandoned churches, and moonlit streets feel genuinely unsettling.
The developers, a small team of fewer than twenty people, clearly grew up loving this genre, and that passion shows. Every environment from ruined cities to desolate cathedrals has been crafted to evoke genuine dread. This isn’t a AAA production with a massive budget, but the artistic direction more than compensates for any technical limitations.
The Combat Loop Works Better Than It Has Any Right To
Here’s where Everdark surprises you: the gunplay is actually solid. You’ve got an arsenal of rifles, shotguns, and melee weapons, and the action flows nicely. But the real genius is the staking mechanic. Vampires don’t die from bullets alone. You need to stagger them, close the distance, and drive a stake through their heart. It’s a risk-reward dance that makes every encounter feel like a genuine hunt rather than just another shooter.
This creates brilliant moments where you’re desperately managing limited ammo, strategically choosing which enemies to confront and which to avoid. The survival horror elements kick in here—you can’t just run in guns blazing. Sometimes you have to be smart, bait enemies away, sneak through areas. The garlic safe zones become literal sanctuaries where you catch your breath and plan your next move.
The adrenaline rush when you narrowly escape a pack of vampires and make it to safety never gets old. Neither does the satisfaction of perfectly executing a stagger-and-stake combo. It’s simple on paper, but the execution feels rewarding.
Where It Stumbles Slightly
Everdark isn’t perfect, and it’s worth being honest about its limitations. The difficulty curve is genuinely punishing, and some players will find checkpoints frustratingly short. Dying can feel abrupt, especially early on when you’re learning the systems. The health bar isn’t always crystal clear, and there’s no death animation, which means you can be retaliating one moment and back at a checkpoint the next.
The core FPS mechanics, whilst functional, aren’t strong enough to carry the game alone. Without the survival horror elements and the staking mechanic, this would feel like a fairly standard shooter. Some areas, particularly longer levels like the sewer section, can wear on you with repetitive encounter design.
There are also occasional visual glitches and some rough dialogue that, whilst charming in a B-movie way, occasionally undermines the atmosphere. But here’s the thing—these issues don’t significantly detract from what Everdark does well.
A Lean Experience That Respects Your Time
At its core, Everdark respects the player’s time. It doesn’t overstay its welcome with bloat. You get a focused campaign, a clear premise, and solid gunplay loop that doesn’t drag on forever. For a £19.99 title, that’s genuinely good value.
The game is aware of its budget limitations, and rather than pretending to be something it’s not, it doubles down on atmosphere and focused gameplay. That’s the right call.
High Stakes!
Everdark: Undead Apocalypse is a stylish, atmospheric vampire shooter that punches well above its weight. Yes, it has rough edges and occasional technical hiccups, but the core experience—managing resources, planning encounters, and executing perfectly timed stake kills—is genuinely satisfying. If you love 80s horror, survival mechanics, and don’t mind a challenging shooter that demands smart play alongside quick reflexes, this is absolutely worth your time. Small team, big vision, and a game that knows exactly what it wants to be.
Formula Legends has received a substantial update that brings two new downloadable content packs alongside significant improvements to the core racing experience. Developer 3DClouds has released the Early 2010s Season Pack and Turbo Power Pack for PC, Xbox and PlayStation platforms, with Nintendo Switch players getting access later this month.
The Early 2010s Season Pack, priced at £4.99, focuses on motorsport’s turbo-hybrid era with two new cars, fresh teams, drivers and scenarios that integrate into the single-player campaign. Meanwhile, the Turbo Power Pack costs £2.49 and delivers two iconic vehicles, the GoodJob Mi90 and Fyrex Early 70, which promise to pack quite a punch on the track.
All players benefit from the free content update regardless of whether they purchase the DLC. Notable additions include optional manual shifting for better control and performance, a new “Very Easy” difficulty setting to welcome players of all skill levels, and proximity indicators to help during close racing. The update also brings 8K screen support and an end-of-race countdown timer to show remaining time once the winner crosses the finish line.
Looking ahead to 2026, 3DClouds CEO Francesco Bruschi promises an exciting year with steering wheel support, reworked vehicle collisions, and the introduction of online functionality through community beta testing. The roadmap also includes new seasons, track packs, and the game’s first officially licensed championship. To celebrate the ongoing success since September’s launch, all previous DLC and the base game are available at 20% off during end-of-year sales.
Formula Legends is available on Steam, Epic Games Store, PlayStation Network, Nintendo eShop, and Xbox Games Store.
Moon Studios has revealed that the highly anticipated co-op update for their Soulslike action-RPG No Rest for the Wicked will launch on 22nd January 2026. The update, dubbed “No Rest for the Wicked Together”, promises to bring four-player cooperative gameplay to the Early Access title, complete with shared persistent realms and homesteads.
During their latest “Wicked Inside” developer livestream, the team showcased never-before-seen co-op gameplay footage and detailed the upcoming features. Players will be able to tackle the game’s challenging combat with up to three friends, sharing resources and building communal homesteads in persistent worlds. The update will also introduce weapon improvements and other enhancements to the core gameplay experience.
For those eager to get their hands on the new content early, Moon Studios has launched a public beta test that’s available now to anyone who owns the game. This beta offers a taste of what’s to come when the full update releases next month. The base game, which follows a holy warrior called a Cerim battling an ancient plague on the island of Isola Sacra, is currently available on PC via Steam with a 30% discount during the Winter sale.
No Rest for the Wicked represents Moon Studios’ venture into darker territory, moving away from their previous acclaimed platformers Ori and the Blind Forest and Ori and the Will of the Wisps. The game challenges players to navigate a painterly world filled with corruption, scavengers, and mysterious beasts whilst building their character through various weapon types and enchantments.
Players can watch the full developer livestream on YouTube and Twitch to see more of the co-op gameplay in action and learn additional details about the upcoming update.
Barcelona-based indie studio PAFI Games has announced MeCatVR, a free virtual reality experience that puts players in the paws of a cat exploring a whimsical fantasy world. Founded by two graduates from CITM Barcelona’s Video Game Design and Development programme, the studio is launching their debut title on SteamVR and the Meta Quest Store this November.
The game centres around exploring a friendly witch’s cozy home from a feline perspective, combining elements of parkour, puzzle-solving, and exploration in what the developers describe as a “cozy-style” VR experience. Players can expect a relaxing adventure without combat or time pressure, designed to let them discover the magical environment at their own pace.
Accessibility appears to be a key focus for PAFI Games, with co-founder Aram Galarza explaining that the team wanted “everyone to be able to play it.” This philosophy has influenced both the game’s free-to-play model and its completely wordless design, requiring no text or language comprehension to enjoy the experience.
MeCatVR promises a stress-free virtual reality adventure that combines the developers’ passion for gaming with their love of animals. The game will be available on both SteamVR and the Meta Quest Store when it launches in November 2025.
Polish developer Soft Crunch Games has announced Foxy Dumplings, a cozy cooking game that promises to deliver a relaxing culinary experience when it arrives in 2026. The game follows Lisa, a professional chef recovering from burnout who decides to rediscover her passion for cooking through her family’s dumpling recipe and a food truck adventure around the world.
Rather than focusing on challenging gameplay mechanics, Foxy Dumplings is designed specifically for “slow gaming” enthusiasts who prefer a more peaceful experience. Players will explore 12 different cultures whilst learning authentic dumpling recipes from around the world, managing both the business side of running a food truck and helping local communities along the way. The game features dozens of cooking-focused mini-games, over 40 plants to grow in a personal greenhouse, and more than 60 ingredients for creating custom recipes.
One standout feature is the in-game “Foxtagram” social media system, which allows players to photograph their culinary creations and share them both within the game and with friends outside of it. The developers promise an engaging storyline with charming aesthetics that specifically avoids AI-generated content, whilst offering new daily challenges for creative chefs and plenty of customisation options for kitchen equipment and decorations.
Foxy Dumplings will launch across multiple platforms in 2026, including PC, PlayStation 4 & 5, Xbox Series X|S, Nintendo Switch, and the upcoming Nintendo Switch 2. The game will support both full controller and touchscreen controls. Players can watch the announcement teaser trailer and follow Soft Crunch Games on various social media platforms for development updates leading up to the release.
Independent developer Smasher Team has announced their debut cyberpunk VR shooter Smasher will launch on Meta Quest and SteamVR on Christmas Eve, 24th December 2025. The neon-soaked action game promises to blend elements from Superhot, John Wick, and Borderlands into what the studio describes as an “arcade adventure with disposable guns”.
The game’s unique selling point appears to be its throwaway weapon system, where players can shoot their guns and then hurl them at enemies before grabbing new ones. Beyond traditional firearms, the arsenal includes flamethrowers, void cannons, shotguns, and katanas that fire death energy waves. Players will also have access to magical abilities including fireballs, frost rays, void shields, and telekinesis spells.
Smasher features a story-driven campaign with varied gameplay objectives that go beyond simple shooting. Players might find themselves protecting alarm buttons, hacking computers mid-battle, or monitoring conveyor belts as they face waves of different enemy types including bandits, corporate soldiers, droids, and warlocks. The adventure includes three multi-stage boss encounters against foes called Mother Drone, Crystal Elemental, and Rift Titan.
The small development team at Smasher Team says they’ve created the game specifically for experienced VR players who appreciate classic arcade-style action. They describe their approach as combining nostalgia with VR innovation, complete with what they promise is a humorous story featuring a chatty sidekick trapped in a drone shell and plenty of “nonstop insanity”.
Coatsink has launched Men In Black: Most Wanted today for Meta Quest 2 and Meta Quest 3, allowing players to step into the shoes of a neuralised agent investigating a hostile alien invasion across the United States. The VR title draws from the Sony Pictures film franchise that earned nearly $2 billion at the global box office.
The game combines investigation, infiltration, and combat as players explore various locations including motels, black markets, and airbases. Armed with iconic gadgets from the Men In Black universe, players must solve environmental puzzles and battle alien threats whilst maintaining the organisation’s secrecy by using the neuralyser to wipe civilian memories.
Key tools at players’ disposal include magnet gloves for manipulating distant objects, the Scout Bug for accessing hard-to-reach areas, and the Omni Scanner for gathering valuable intel. The experience aims to blend these investigative elements with action sequences featuring the franchise’s recognisable weaponry.
“At Coatsink, we are no stranger to working on iconic franchises, having previously created the Jurassic World: Aftermath series and Transformers: Battlegrounds,” said Richard Snowdon, Coatsink CEO. “Adding Men In Black to that list is a great honour and we’ve worked really hard to capture iconic elements from the series in an experience that blends infiltration, investigation and combat.”
Men In Black: Most Wanted is available now exclusively on Meta Quest 2 and Meta Quest 3 headsets through the Meta Store.
Barcelona-based VR studio VirtualAge has unveiled Guardians Planetfall, a tactical co-op extraction shooter that throws players into an intense galaxy-wide conflict. Revealed during the UploadVR Showcase, this new VR experience promises squad-based combat across hostile alien worlds when it launches in Early Access next year on Meta Quest 3/3S and Steam VR.
The game centres around four-player squads battling for humanity’s survival across diverse planetary environments, from scorching deserts to frozen outposts. Players operate from their own customisable strike ship, selecting drop zones and coordinating extraction missions that directly impact the wider galactic campaign. Each successful mission shifts planetary control in humanity’s favour, with the ultimate goal of pushing back two enemy factions: the advanced Void Empire and an evolved alien bug race.
VirtualAge has designed the game specifically for VR, incorporating natural movement mechanics like antigravity gloves for climbing any surface and an arm-driven jetpack system. Combat revolves around tactical teamwork, with players able to call in orbital strikes using throwable beacons whilst navigating high-risk operations behind enemy lines. The studio, known for previous VR titles including Guardians Frontline and Gladius, has focused entirely on PvE extraction missions rather than base-building elements.
Between missions, players can upgrade their strike ship using resources and blueprints collected during operations, unlocking new orbital abilities and customising weapons for different playstyles. The game also features a comprehensive in-VR map editor, allowing the community to create and share custom missions that can appear in the broader galactic campaign, potentially expanding the available operations over time.
Guardians Planetfall will enter Early Access in 2026 for Meta Quest 3, Meta Quest 3S, and Steam VR platforms. Players can already add the game to their wishlist on both the Meta Quest Store and Steam, with development updates available through the existing Guardians community Discord server.
SOCIAL POST: New tactical VR shooter Guardians Planetfall drops squads into galactic warfare! Co-op extraction missions across alien worlds coming to Quest 3 & Steam VR in 2026 #GuardiansPlanetfall #VRGaming #MetaQuest3 #SteamVR
AstroBeam is preparing to launch what they’re calling the first voice-powered VR adventure game, Stellar Cafe, which arrives on Meta Quest platforms on December 11th for £11.99. The title promises to let players have unscripted conversations with robot characters using advanced AI technology that responds to natural speech in real time.
Created by Devin Reimer, who previously co-created the popular Job Simulator, Stellar Cafe takes place in an intergalactic cafe filled with quirky robot patrons. Players use only their voice and hands to interact with these characters, helping solve their problems through tasks like writing resignation emails or appearing as guests on robot podcasts. The game’s AI system uses large language models to understand context and generate unique responses based on what players actually say, rather than relying on traditional dialogue trees.
The experience is built entirely around voice input and features hand-tracking technology from Owlchemy Labs, allowing players to navigate without controllers or menus. This means you can physically grab objects, pour coffee, or gesture naturally while having conversations. Each robot character has been designed with distinct personalities and goals, creating what the developers hope will be genuinely dynamic interactions.
“For the first time in VR, players can talk and gesture freely to see what emerges when characters truly listen and respond,” said Reimer, who sees this as pushing the boundaries of what’s possible in VR gaming. The studio positions Stellar Cafe as just the beginning for voice-first gaming experiences, with plans to explore how authentic conversation can become a core gameplay mechanic.
Stellar Cafe will be available on Meta Quest 2, Quest 3, and Quest 3S from December 11th. Players can already add the game to their wishlists on the Meta Quest store ahead of its launch next week.
Virtual reality gaming is about to get a cyberpunk twist with Xploit.zero, a mixed-reality tower defence game that transforms your entire room into a digital battlefield. Developer AAA Game Studios has announced the title will launch exclusively on Meta Quest 3 on 28th January 2026, following its reveal at today’s UploadVR Winter Showcase.
The game casts players as human firewalls defending against waves of computer viruses in a neon-soaked digital world. Your mission is to protect the NeuroGate, described as the only link back to reality, from incoming threats including crawling DDoS attacks and flying enemies called Malworms. The mixed-reality technology means these digital nasties will appear to invade your actual living space, creating what sounds like a properly immersive experience.
Players will need to strategically place defensive turrets around their room, taking into account both the weapons’ field of vision and the physical layout of their space. The game promises to make full use of room-scale VR, requiring players to look in every direction to spot incoming flying enemies that can be swatted away with hand gestures. Defeated viruses drop Memory Cores that can be used to upgrade your defensive capabilities.
Two game modes are planned for launch: Countdown Mode offers a series of increasingly challenging timed levels, while Infinite Mode lets players see how long they can survive endless waves of digital threats. A global leaderboard will track the best defenders, adding a competitive element to the cyber warfare.
According to Antonio Marín, CEO of AAA Game Studios, the game explores themes around humanity’s relationship with rapidly advancing technology. More information about Xploit.zero can be found on the developer’s official website and social media channels.
Buffalo Buffalo has announced that their cozy birdwatching VR game Birdseed will receive its full 1.0 release in March 2026, bringing with it online co-op multiplayer and a host of new features for virtual nature enthusiasts.
The standout addition is online co-op functionality, which will allow players to explore the game’s relaxing forest environments together. Friends will be able to chat whilst photographing birds, tackle daily challenges as a team, or simply enjoy the peaceful virtual wilderness side by side.
Alongside multiplayer features, the 1.0 release will introduce Scout’s Shop, a premium cosmetics store offering camera skins, viewfinder charms, and other customisation options. Buffalo Buffalo has emphasised that these items will remain purely cosmetic, with no impact on gameplay mechanics. The update will also include new telephoto lenses for capturing distant birds, additional bird species to photograph, and the foundation for future seasonal events featuring themed cosmetics and challenges.
Birdseed VR is currently available in Early Access on Quest 3, allowing players to experience the core birdwatching gameplay ahead of the full release. The game positions itself as a relaxing escape into nature, focusing on the meditative aspects of wildlife photography without competitive pressure.
Ahoy there, VR adventurers! Pirates VR: Jolly Roger is preparing to drop anchor on Meta Quest 3 and 3S on 29th January, bringing swashbuckling action to standalone VR headsets. The immersive pirate adventure, originally developed by Split Light Studio and now being co-developed with Incuvo for Meta Quest, promises treasure hunting, skeletal combat, and tropical exploration in full virtual reality.
The announcement came during today’s Upload VR Showcase, with Incuvo (the studio behind Green Hell VR and TRACKED: Shoot to Survive) revealing their latest VR port. Players who’ve already experienced the title on Steam and PlayStation VR will soon be joined by Meta Quest pirates ready to search for Davy Jones’ legendary treasure. The game drops players onto a sun-soaked tropical island filled with mysterious shipwrecks, cursed pirates, and undead skeletons lurking in dark caves and rocky cliffs.
Pirates VR: Jolly Roger focuses heavily on physical interaction and coordination-based mechanics. Players will need to manually reload their flintlock pistols, hold lanterns to illuminate shadowy corners, and grip tightly to ziplines whilst navigating the island. The experience includes puzzle-solving elements that require genuine physical movement, with traps that might force players to duck, dive, or leap aside. Every pirate adventure needs a feathered companion, so players will be accompanied by a sarcastic parrot throughout their journey.
Both development teams express enthusiasm about bringing the pirate fantasy to Meta Quest players. Andrzej Wychowaniec, CEO of Incuvo, highlights their excitement about channelling their immersive adventure experience into “a whole new story about exploration, mystery, and the search for treasure.” Meanwhile, Przemysław Turski from Split Light Studio notes that combining their Steam and PlayStation VR experience with Incuvo’s approach to immersive experiences gives them confidence that Meta Quest pirates will “hoist a full sail on this adventure.”
Pirates VR: Jolly Roger launches on 29th January for Meta Quest 3 and 3S, priced at $14.99. Early birds can secure a 13% preorder discount, bringing the price down to $12.99 for those ready to set sail ahead of launch day.
Chaos Manufacturing’s debut title SOL Shogunate was unveiled today during PC Gaming Show: Most Wanted, introducing a space-samurai single-player third-person action RPG set across a colonised solar system ruled by a powerful shogunate. This striking alternate future makes the way of the sword law across gleaming lunar metropolises where tradition meets sci-fi warfare.
Ronin Revenge Narrative
Players follow Yuzuki, the shattered heir of a samurai family massacred by a rival clan, now an outlaw ronin carving a bloody vengeance path through Earth’s moon. The lunar settlements feature towering space elevators, bullet trains, and opulent districts where the shogunate elite enjoy Earthlike comforts through artificial gravity and simulated night.
Beneath glittering cities, countless workers serve the shogunate in harsh conditions—their unseen labour powering the regime’s dominance. This class divide creates narrative tension beyond personal revenge, suggesting broader revolutionary implications.
Elemental Combat Systems
Elite-trained Yuzuki wields an arsenal rooted in tradition yet reforged for future battlefields. Players infuse elemental energy into attacks, amplifying swift precise swordplay whilst exploiting enemy weaknesses through multiple weapon types offering unique fighting styles and ranged or melee capabilities.
New abilities and skill combinations unlock progressively, enabling evolving tactics against increasingly formidable opposition. Gene splices provide customisation through bio-ceramic skin, enhanced vision, and additional upgrades transforming Yuzuki into the ultimate weapon transcending flesh and steel limitations.
Dynamically Scored Boss Encounters
Major encounters feature dynamic music scoring where combat and soundtrack rise in unison to heighten intensity. Collaborating with Japanese rock acts including AliA (アリア), each boss fight aims to feel like a dazzlingly violent music video where every strike receives amplification through driving, emotionally charged tracks.
These multiphase cinematic encounters challenge players to identify and exploit weaknesses whilst the evolving soundtrack reflects battle progression and player performance.
Lunar Metropolis Exploration
The moon’s artificial gravity-creating cities each pay homage to revered Japanese historical eras whilst symbolising the SOL Shogunate’s solar system dominion. Astro-feudal biomes enable traversal through gravity assist gear whilst uncovering secrets from a long-forgotten war.
This environmental variety promises distinct visual identities and thematic resonance connecting historical Japanese aesthetics to futuristic colonisation ambitions.
Development Timeline
CEO Guy Costantini explains their vision: “We’re realizing our vision for the first samurai space opera, which brings fluid, spectacle-driven combat to a sci-fi universe that pays homage to the majesty of feudal Japanese tradition. We’re fusing combat, story, and music into an experience that we hope players will find thrilling, emotional, and unforgettable.”
SOL Shogunate remains early in development with release timing dependent on readiness rather than fixed schedules. The Steam wishlist page is available now.
SOL Shogunate targets action RPG enthusiasts seeking spectacle-driven samurai combat with dynamic musical integration.
There’s something wonderfully appealing about a game that knows it’s ridiculous. Folly of the Wizards, this colourful roguelike adventure on Xbox, absolutely embraces the idea of playing as a catastrophically unqualified wizard apprentice trying to save the world. The premise is silly, the characters are quirky, and the whole thing has this tongue-in-cheek charm that makes you want to keep plugging away at “just one more run.” But, and I say this with genuine affection for what’s here, there are some significant bumps in the road that prevent this from being the magical experience it could be.
A World Worth Exploring (Visually, At Least)
Let’s start with what Folly of the Wizards absolutely nails. The art direction is gorgeous. Each biome feels distinct and alive, from the demonic worms erupting in the desert to the noxious clouds lurking in forests. The character designs are whimsical without being cutesy to the point of annoyance, and there’s real personality in how every NPC is written. When you meet characters between runs, they feel like they belong in this weird wizarding world.
The humour is genuinely decent too. The game doesn’t take itself seriously, and it actively mocks you when you fail. There’s something oddly motivating about your wizard getting roasted after a bad run. It’s self-aware in the best way possible.
The Gameplay Loop: Familiar But Stretched Thin
The core gameplay is straightforward. You jump into procedurally generated dungeons, clear rooms, collect upgrades, and face bosses across multiple floors. You’ve got your basic spell attack, a double jump, a dash, and access to elemental spells. On paper, this is solid roguelike stuff, and to be honest, the structure works fine for the first few runs.
Having spent the last few weeks building my own platformer, I genuinely appreciate how difficult it is to nail movement mechanics and responsive controls. Folly of the Wizards gets some things right. The shooting is twin-stick style, which feels intuitive, and the platforming sections aren’t overly demanding. But here’s where things get messy.
The controls on console are genuinely bizarre. Jump is bound to LB/L1. LB! In a game where jumping and dashing are absolutely vital to survival. I understand why this bothers people so much because, frankly, it’s weird. The game doesn’t feel natural to play on controller, and what makes this even more frustrating is that X/A is just sitting there, unused. At minimum, letting players remap controls would have solved this entirely.
The System Confusion Problem
Beyond the controls, Folly of the Wizards suffers from what I’d call “system inflation without explanation.” You can grab from a pool of 130 relics, tomes, and scrolls during a run. That’s a lot of variety, and theoretically, that’s brilliant. In practice? You’ll often pick something up and have absolutely no idea what it does.
The in-game catalogue offers visual descriptions but almost nothing about actual functionality. You might grab something that accidentally replaces your favourite weapon, and there’s no way to get it back. It’s frustrating not because the systems don’t exist, but because they’re never explained. A simple tooltip system would have changed everything.
The affinity system with NPCs has similar problems. Depending on your conversations, you’ll build relationships that apparently determine what items become available. But here’s the thing: it’s never explained how this actually works. You’re largely guessing, and whilst the writing is charming, the systems behind it remain opaque.
The Grind Against Repetition
Here’s my honest assessment after several runs: Folly of the Wizards is engaging in shorter bursts, but it doesn’t quite have that addictive “one more run” feeling that roguelikes need to survive. The visuals carry the experience initially, but after a couple of longer sessions, the repetition starts to wear on you. The bosses help break things up, but the room-to-room combat loop doesn’t vary enough to keep pulling you back.
The game is perfectly playable in 30-minute chunks, but it doesn’t inspire marathon sessions. And when the roguelike genre is absolutely packed with options, that’s a significant problem. You need something special to keep players invested, and Folly of the Wizards relies too heavily on its charm rather than its mechanics.
What Actually Works
Don’t get me wrong: there’s real fun to be had here. The moment-to-moment gameplay feels good when things click. Learning which enemies are vulnerable to specific elements creates actual strategy. The boss fights are creative and memorable. And honestly, the writing throughout is consistently entertaining.
For players who genuinely love roguelikes and don’t mind the steep difficulty curve, there’s absolutely something worth exploring. The 22 unique bosses, 9 biomes, and multiple endings give you reason to keep going. It’s just that these good elements sit alongside genuine frustrations.
Folly of the Wizards is a charming roguelike let down by unintuitive controls, poor system explanation, and repetitive gameplay loops that wear thin after a few hours. There’s real magic buried here, but it’s weighed down by mechanical clunk. Worth trying if you’re a roguelike enthusiast, but casual players will likely bounce off quickly.
Vertigo Games, collaborating with Maze Theory and Eidos-Montréal, has launched Thief VR: Legacy of Shadow today for PlayStation VR2, Meta Quest 2/3/3S, and PC VR at €29.99. This immersive stealth experience brings the legendary Thief franchise to virtual reality for the first time, returning players to the City where dangers lurk around every corner and countless secrets await discovery.
New Protagonist in Established Universe
Players assume the role of Magpie, a cunning thief raised on the streets who steals for survival until discovering something greater: a legendary artefact bearing a legacy from the past. This fresh protagonist provides entry point for VR newcomers whilst maintaining series continuity through the tyrannical Baron Ulysses Northcrest’s oppressive rule.
The City setting retains the dark, steampunk-inspired aesthetic that defined the franchise, now rendered with VR presence enabling spatial exploration impossible in traditional flatscreen perspectives.
Physical Stealth Mechanics
Legacy of Shadow blends classic stealth gameplay with next-generation immersion through real physical movements. Players physically bypass and pickpocket guards, open secret compartments, and pick locks using hand motions rather than button presses.
This embodied interaction transforms abstract mechanics into tangible actions where lock-picking requires manual dexterity and pickpocketing demands careful hand positioning avoiding guard detection. The physical requirement creates genuine tension beyond watching on-screen failure states.
Arsenal and Traversal Options
Arrow and tool varieties enable distraction, incapacitation, or enemy elimination whilst climbing across rooftops, sneaking through narrow alleys, and uncovering secrets throughout the steampunk world. Multiple paths and playstyles accommodate different approaches—complete stealth avoidance or striking from shadows.
This player agency respects franchise tradition where observant players discover alternative routes rewarding environmental awareness and creative problem-solving beyond prescribed linear progression.
VR-Specific Immersion
Experiencing the Thief world in VR for the first time leverages spatial audio for guard positioning awareness, peripheral vision for monitoring multiple threats simultaneously, and physical crouching for stealth positioning. These VR advantages create immersion impossible through traditional controllers whilst introducing accessibility considerations for players unable to perform extended physical movements.
The €29.99 price point positions Legacy of Shadow competitively within premium VR releases whilst remaining below AAA flatscreen pricing.
Thief VR: Legacy of Shadow targets stealth enthusiasts seeking physical immersion when it launches today across all major VR platforms.
Kwalee and internal studio Kwalee Labs have unveiled “The Eye Has Opened,” a new atmospheric trailer for Luna Abyss, their upcoming first-person bullet-hell action-adventure launching in 2026 on PC (Steam and Epic Games Store), PlayStation 5, and Xbox Series X|S. The single-player, story-driven experience features fluid platforming and intense combat as players uncover mysteries within a mimic moon’s depths.
Prisoner Protagonist Framework
Players assume the role of Fawkes, a Luna prisoner caught between cryptic prophecy and prison sentence whilst exploring a derelict megastructure sprawling beneath the mimic moon’s surface. The artificial prison guard Aylin oversees every move as Fawkes recovers forgotten technology from within the Abyss and the lost colony it consumed.
This prisoner framework justifies dangerous exploration whilst establishing antagonistic relationship with the overseer AI monitoring progress.
Environmental Storytelling Through Ruins
Centuries-old ruins echo with maddening secrets of once-prosperous Greymont and its terrible fate. The Scourge, All-Father tenets, Collective choir, and Abyss voices whisper strange missives creating layered mythology revealed through exploration rather than expository dialogue.
“Don’t be afraid, little wanderer. You need only go deeper, the better to be seen by us. The slumbering silent one breathes deep and waits. All we need is the key. All we need is you.”
This cryptic communication style suggests cosmic horror influences where complete understanding remains elusive whilst fragments coalesce into disturbing implications about the colony’s downfall and Fawkes’ prophesied role.
Fluid Platforming Through Brutalist Architecture
Sprint, jump, and dash mechanics enable fluid first-person traversal through the brutalist alien megastructure. This movement emphasis distinguishes Luna Abyss from static FPS experiences, requiring spatial awareness and timing precision across forsaken chasms.
The platforming integration creates pacing variety between bullet-hell combat encounters whilst leveraging architectural verticality for environmental puzzle navigation.
Bullet-Hell Combat Design
Corrupted souls and twisted cosmic horrors populate Luna Abyss with weapon-based confrontations demanding mastery, on-the-fly adjustment, and survival through overwhelming projectile patterns. The bullet-hell designation indicates screen-filling attacks requiring precise movement and situational awareness beyond typical FPS gunplay.
Tool mastery suggests weapon variety or ability combinations creating strategic depth through loadout choices appropriate for different enemy types and encounter scenarios.
The demo introduces multiple locations whilst facing corrupted enemies and cosmic horrors, providing hands-on evaluation before the 2026 release. This pre-launch sampling allows assessment of whether the platforming and bullet-hell combination resonates with individual preferences.
Luna Abyss targets FPS enthusiasts seeking atmospheric exploration with challenging combat when it launches next year.
Cave Crave, the spelunking VR adventure available on Meta Quest. PSVR2, and now SteamVR with hardware enhancements delivering advanced lighting and shadows, dynamic water reflections, sharper textures, and richer atmosphere. The release includes a meticulous VR recreation of Utah’s sealed Nutty Putty Cave built using official maps and rescuer data.
Four Distinct Game Modes
Story Mode provides narrative journey with free-roam option, Tourist Mode offers safe guided exploration, Horror Mode delivers dark claustrophobic experiences with optional spider-free settings, whilst Arcade Mode arrives on SteamVR shortly after launch following its Meta Quest debut. All Meta Quest free updates will maintain parity with SteamVR versions.
This mode variety accommodates different comfort levels and experience preferences, from players seeking therapeutic relaxation through safe exploration to those craving psychological tension through horror elements.
Nutty Putty Cave Recreation
The historically accurate VR recreation of Nutty Putty Cave—sealed in 2009 following tragic circumstances—enables exploration of a location no longer physically accessible. Built using official maps and data from rescuer Brandon Kowallis, the Tourist Mode experience provides respectful educational context through voice notes explaining the cave’s history.
Players navigate freely through walking, crawling, crouching, and climbing whilst learning about the infamous Utah cave’s geological and historical significance.
Physical Awareness Mechanics
Cave Crave emphasises physical problem-solving beyond typical VR gameplay through chalk path marking, controlled breathing during tight squeezes, and maintaining calm under pressure. These mechanics create embodied experience leveraging VR’s spatial presence for realistic spelunking simulation.
The mud-covered gloves, tight squeezes, and total darkness combine to deliver immersive claustrophobia appropriate for cave exploration without actual physical danger.
PC VR Enhancement Focus
SteamVR edition specifically leverages PC hardware capabilities unavailable to standalone headsets, creating visual distinction beyond simple resolution improvements. Dynamic water reflections and advanced lighting systems enhance atmosphere appropriate for underground environments where illumination dramatically affects spatial perception.
Cave Crave targets VR enthusiasts seeking physically immersive exploration when it launches on SteamVR next week.