JDM: Rise Of The Scorpion is a free prologue for JDM: Japanese Drift Master, a racing game about - who could guess - drift racing in Japan. It's got an open world set in rural towns to burn rubber around as well as several story missions to play. You can download it from Steam now.
JDM: Rise Of The Scorpion is a free prologue for JDM: Japanese Drift Master, a racing game about - who could guess - drift racing in Japan. It's got an open world set in rural towns to burn rubber around as well as several story missions to play. You can download it from Steam now.
Steam has updated how demos "appear and behave" within the Steam library.
In a post to the official website, Valve said that with "thousands of playable demos launching on Steam every year, and millions of players trying them out, we've noticed some trends in feedback from both developers and players about the process and functionality. We've put together an update based on that feedback".
Going forward, you'll be able to add demos to your library without having to immediately install them. Just like full games, you can simply click "add to library" and download later on them when you're ready.
Steam has updated how demos "appear and behave" within the Steam library.
In a post to the official website, Valve said that with "thousands of playable demos launching on Steam every year, and millions of players trying them out, we've noticed some trends in feedback from both developers and players about the process and functionality. We've put together an update based on that feedback".
Going forward, you'll be able to add demos to your library without having to immediately install them. Just like full games, you can simply click "add to library" and download later on them when you're ready.
Demos were once a cornerstone of PC gaming and they arguably will be again thanks to events like Steam Next Fest. The latest update to Steam seeks to make those free slices of potential delight easier to find for players, and easier to promote for developers.
Demos were once a cornerstone of PC gaming and they arguably will be again thanks to events like Steam Next Fest. The latest update to Steam seeks to make those free slices of potential delight easier to find for players, and easier to promote for developers.
The most common answer in all of game dev is always "it depends". Most game development falls along a spectrum with one extreme end being "well-oiled machine" (i.e. a project where almost everything is already well-established) and the opposing end being "no idea where they're going and holding on for dear life" (i.e. everything is new and vision/direction is constantly changing). Qualities like clarity of vision, team leadership, and total team experience will determine where on this spectrum each project falls.
If the development process is disciplined and things are proceeding to plan, the demos we show to the executives are not far removed from the final versions we release to the public because things are proceeding as expected. The better-established the game and its feature set, the easier it often is to develop. Franchise games like Madden, COD, or Assassin's Creed, or long-running games like World of Warcraft have a well-established formula, very experienced teams, and a deep tool chest that allow games and game content to be built very quickly and efficiently. They are well-oiled machines that don't often have to reinvent the wheel because they've been using and improving on that process for many years already. They know exactly what they are building and are very good at delivering it. Any demo they build to show off work in progress will be very close to what will be shown in the final version of the game. Very little work will need to be redone.
If development is troubled and the team is having difficulty hitting their goals and milestones on time for whatever various reasons, then the demos will reflect that. Most troubled development executive demos tend to be smoke and mirrors, with a lot of hacks and demo-exclusive assets that are held together by bubblegum and a prayer. These kind of demos can cause the team to enter into a death spiral because cobbling a bunch of hacks together for a demo actually puts the team even further behind schedule because we can't use those kind of hacks in real production. This means that these teams need to build almost everything twice (at least) - a hacky rushed way for the demo and then the "real" way. They constantly need to "catch up", but the hacks they put in place often cause instabilities and [technical debt] that must be addressed later on, which puts them further and further behind. This is commonly known as development hell.
These are, of course, the two extreme ends of a single spectrum. Most game development projects fall somewhere along that spectrum. More experienced and established franchises lean towards the "well-oiled machine" side because they've had all the bad practices beaten out of them over the years. Most new IP and experimental gameplay tends to lean more towards the wild-and-crazy side of the spectrum, because there are too many [unknown unknowns] on projects like that. If you ever find yourself repeatedly behind the 8-ball crunching to put together many demos in a row with lots of hacks, you may wish to consider parlaying the firefighting skills you've learned into a job elsewhere.
There aren't many ways left to put a twist on Stardew Valley, but suffixing it with "in space!" oughta do it. Little-Known Galaxy is out in a week, and currently has a demo on Steam, where you can sample many of the delights that you're used to from a Stardewlike when you're new in town: meeting the locals, growing potatoes, and tidying up the place. Also, raising alien pets, seeking out new life, and new civilisations... It all takes place on a spaceship, you see, and this has some ramifications to playing the game beyond reskinning everything to be shiny metal instead of picturesque mud. It's an intriguing proposition.
Turbo Kid is a 2015 movie set in a post-apocalypse in which a comic book fan battles a local tyrant, with gory, comedic, '80s-pastiching results. It was not a film I expected to get a metroidvania sequel, but here it is with a new demo and an April release date.
I've entered a stage in my life during which I have enormous nostalgia for the PlayStation era, and most of that nostalgia is focused on racing games and drum and bass. Enter Night-Runners, a racing game set between 1990 and 2009, scored by drum and bass, smeared with VHS filters, and just for good measure, set on and around the expressways of Tokyo.
There's a Kickstarter for the project now, but also a substantial prologue demo on Steam that's worth your time.
I know this sort of thing has been said before around these parts, but in scanning through the endless reams of Steam Next Fest demos earlier this month and trying to work out what these games are and whether they're worth downloading, I truly believe it's a sentiment that's worth repeating. When I first saw the name C.A.R.D.S RPG: The Misty Battlefield appear on the Next Fest landing page, I instantly thought, 'Yes, here we go, now we're talking'.
Well, my first thought was actually, 'Gee, if only there was an easy way to know what this game's about based on just the title alone,' but that's just me being facetious. Ultimately, I have a lot of respect for this kind of naming convention, and the fact it's also being made by the Octopath Traveler developers Acquire is really just the icing on the cake.
I respect a game with wild ambition. Declaring your game "the spiritual successor to Freelancer" is bold and ambitious, considering how the spaceship sim is still so beloved after 20 years that our readers voted it your 16th favourite space game of all time. This ambition is wild when the tiny development team is led by someone best known for replacing Skyrim's dragons with Thomas The Tank Engine. So while I'm not much of a spaceship sort, I had to check out the demo for Underspace, which aims to combine Freelancer shoot-o-trading space action with a dash of Lovecraftian horror.
In the event that I walk in front of a particle accelerator, get converted into digital data and am promptly isekai-ed into a gameworld, I hope that gameworld is the opening port town from the original Grandia, released on PS1 way back in 1997 (and ported to PC in 2019). There's something about that game's isometricky vantage point and precise combination of 2D pixel characters and 3D environments. The last sentence describes many virtual worlds of the late 90s, but none have stuck in my mind like Port Parm: that hodgepodge of green and rusty roofs, the canals cutting through the cobblestones, the smoky chimneys and people filling the alleyways. Bliss. I can still hear the seagulls blowing around the screen.
Oh sorry, I rhetorically lost myself for a minute there! I'm supposed to be telling you about Terra Memoria, a new RPG featuring time travel, magic crystals and animal wizards. Here's a trailer.
One of the best things in games is the freeform ability to type commands for another character, then having them respond with voiced dialogue recognising your weird directions. That's one of the joys of Cryptmaster, an upcoming typing-driven dungeon crawler where one of the first things you can do in the demo is get your disembodied necromancer pal to lick a mysterious metal object to help identify it (it's a helmet). He's like if Hand Of Fate's dastardly dealer was a bit of a dingus and also your only hope of escaping the underworld. I love this guy.
Steam Next Fest may be over for another few months, but dozens of demos are still alive and kicking, it seems - which is good news for me, who still has a good half dozen on my to do list, and also good news for you, as it means you still have time to check out the really quite good demo for Stand-Alone, a fast, 2D hack and slasher where you play as a robot-powered sheep packing a very large sword. Wolves have broken into your home and murdered all your friends, but you play as the one sheep who got away - or rather, a sheep that's been fused with a surprisingly powerful robot capable of producing a honking great greatsword to make their escape with. Thus begins the wolves' hot pursuit - not least because this robot also seems to be kind of sleeper agent for them - and your roguelike-shaped quest to avenge your fallen friends.
When I first saw Never Grave: The Witch And The Curse rising up the Steam Next Fest charts at the end of last week, I thought, "Oh! That's a neat Hollow Knight-looking Metroivanida roguelike, I'll definitely give that a go." And having played its demo over the weekend, I can confirm: it's certainly an intriguing little thing that I'll be keen to keep an eye on when it launches into early access, possibly sometime next month.
The biggest surprise was that, despite its very Hollow Knight-looking visuals, it actually plays more like Dead Cells in practice. Instead of being a sentient lump of flesh able to inhabit infinite bodies, you're a magical witch's hat that can possess, discard and rematerialise your chosen sack of limbs at the touch of a button. The second thing that surprised me was that it also has quite a substantial base/village building aspect to it on the side, and the third - well, perhaps this isn't so much of a surprise given everything I've just said, because it also turns out this is the next game from Palworld developers Pocketpair. Yep, it all makes a bit more sense now.
Take your protein pill and put your headphones on for the free demo of Asterism, an "interactive music album" exploring a solar system one song at a time. Each visit to a planet lasts as long as the song, whisking us through scenes reflecting the lyrics and mood, rendered with a mix of 3D computer art and a range of handmade physical mediums. I was delighted from the first twang. And impressively, it's mostly the work of one developer, Claire Morwood. Do have a look!
Ah sure I've enjoyed the nostalgic resurgence of Quake/PlayStation-grade 3D art in video games, but I am fully blown away by indie game Fragrance Point looking like the truest classic 3D computer graphics: the shiny pre-rendered CGI from TV show transition cards, adverts for double-disc dance music compilations, and Windows Media Player skins. My eyes are still reeling from the gloss and glitz and pulsating lights of the Steam Next Fest demo, and I welcome this pain. Grab the demo now and set out to explore a space station as a bopping security bot with snazzy boots and endless projectile lipstick.