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Indie Monthly: January 2026

Indie Monthly: January 2026

A new year dawns. January is usually a bit of a slow month for entertainment, video games not exempted. However, a lull in the quantity of releases says nothing about the quality, and there were still some interesting titles dropped this month.

There are only two games on display this month, which speaks to that lower release number but also signifies a bit of a policy change. Moving forward, we're going to feature fewer games while offering slightly longer, more in-depth reviews. Yes, I'd love to do twenty reviews a month and give exposure to the maximum number of people, but the limits of time and space make that impractical.

For now, enjoy the dancing robots before returning to your haunted hotel.

Indie Monthly: January 2026
Source: Author.

THE SPIRIT LIFT

The Spirit Lift is a horror-themed deckbuilder following a series of 90s high school archetypes as they wander through an old hotel in which every spooky thing possible has happened. It's a familiar game that's set apart by an unusual presentation and an obsession with replayability.

The goal of each run is to guide a group of three characters through the halls of the Vexington Hotel, reach the 13th floor and defeat a boss waiting there. Initially there are only three characters available, but the roster grows to eight after enough attempts. The party determines opening cards and equipment, but more importantly they set which of the four colors of cards will be available in future draws.

The core gameplay loop is similar to most deckbuilders, save that the player isn't moving along a set path but rather exploring each floor in first person. One of the rooms always contains the lift to the next floor, while the others house enemies, events or empty rooms that can be looted for money and cards. There may also be enemies and traps outside of the rooms and the lift doesn't unlock unless the player has explored at least one other room, so beelining through each floor isn't necessarily an effective strategy.

Combat is also similar to other deckbuilders, with a few twists. The most noteworthy distinction is a complete lack of a block mechanic. The player will need to find some other means of avoiding damage - dodging it, reflecting it, stunning enemies or taking them down before they can do anything. In general, the ideal strategy involves focusing on one or two cards that can be scaled out, something that's critical to beating some of the bosses with the game's restrictive 13-turn imit.

All deckbuilders are designed for replay value, but few put as much of a focus on it as The Spirit Lift. There are unlockables for each character, each enemy, each boss - dozens in all, including not just cards and gear but new events. Each run earns spirit points used to purchase permanent upgrades. Certain events yield files that point to the history of the Vexington Hotel, and it can take many runs to find them all.

Whether or not it's worth playing through the game dozens of times will vary from person to person. By genre standards, The Spirit Lift isn't too hard, and it has a few features that make chasing unlockables nicer - such as those permanent upgrades and the ability to select any boss path previously seen. However, the small number of enemies and lack of challenge settings means that runs will start to seem a little similar after a while.

Overall, The Spirit Lift is a very interesting deckbuilder that mixes up the formula without changing things too much. It has a fun aesthetic and theme and it never feels too oppressive to play, making it a good choice for both veterans and newcomers.

The Spirit Lift is available for PC via Steam. A copy was provided for this review.

Indie Monthly: January 2026
Source: Author.

Steel Century Groove

Steel Century Groove is a rhythm RPG set in a world where generations-old war machines called Tenzerks have been repurposed for the more noble sport of dance combat. It's an easy to learn, hard to master game with some unexpected complexity.

The core combat mechanics seem simple at first glance. For each stem, or phase of the fight, there is a curving line with numbered nodes. A dot moves along that line, and the player must hit a button when it passes through each node. The nodes follow the pulse of the music but aren't strictly locked to the beat, so there might be sets of tightly-grouped nodes followed by a break. Each successful hit builds the player's acclaim, and whichever character maxes out their acclaim bar first wins.

That's where the RPG mechanics come into play. While one can theoretically win by using a single button, most opponents won't give up that easily. Winning more difficult fights means mastering the special abilities.

Each Tenzerk - those available to the player and those used by opponents - has a unique set of traits and skills, and those skills only work if used in the right circumstances. For example, you might get a special attack that depletes the enemy's acclaim bar, but only if used during a part of the stem where the opponent isn't taking any action. Meanwhile, enemies have their own gimmicks and can throw status effects on the player, such as locking abilities or seeding the stem with decoy nodes.

Playing the game well requires keeping track of a lot of information at once - not just the nodes, but cooldowns, possible status conditions, and the enemy's predicted actions. It can be daunting, especially for one without great multitasking skills. However, most mechs have a few simple strategies that work well in a wide range of situations, demanding only an occasional tweak in response to an enemy gimmick.

Outside of combat, Steel Century Groove features a design with some definite Pokémon inspiration. The storyline is simple, following the protagonist and their friend on a journey to earn the right to compete in a tournament. Said entry requires defeating a series of expert opponents, all the while dealing with a rival who always seems to be one step ahead. There is another layer to the story, one involving the lost history of the Tenzerks that is revealed little by little over the course of the game.

The RPG elements are fairly basic but add a bit more mechanical complexity. There's no money or shops, but the player will find mods that can add minor mechanics or refine existing strategies. The overall loop also grows more complex as the player fights other pilots and gains levels.

Overall, Steel Century Groove is a solid addition to the burgeoning rhythm combat genre. It's not too hard to get the hang of it and there's just enough variety in the builds and enemies to keep things interesting.

Steel Century Groove is available for PC via Steam. A copy was provided for this review.


That wraps up our first go with the adjusted format, having looked at two indie games that caught our attention in January. Be sure to come back each month for more of those sweet, sweet indie games you need to know about!

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Unbeatable Is Messy, But Somehow Still Hits

Unbeatable Is Messy, But Somehow Still Hits

To steal a line from Unbeatable, I could feel the game's last chapter in the space between my eyes. It's the place where tension builds before you're about to cry—a unique feeling of feelings that manifests through pain. Played in episodes, the sixth of which is the culmination of it all, Unbeatable is set in a world where music is illegal. So illegal, in fact, that the world's become a fascist police state; musicians and music lovers still exist, but they’re pushed to the margins of society. Music is the key theme here both narratively and mechanically; the story is centered around it, tied to traditional rhythm-based gameplay where you push buttons to a beat. 

Storywise, where Unbeatable lands is the idea that music and art are not only "amplifiers" of feelings, as Unbeatable's characters put it, but are feelings. The last chapter is where all of this becomes clear, and the game's rhythm gameplay, stylish animation, incredible music, and high-stakes story work together to reinforce that.

The problem is that it takes five episodes to get there. When Unbeatable is good, it's really good, but there's just too much time where it's not. Up until the last episode, I couldn't tell you why music is illegal, how the main character Beat was dropped into this world, or even who she really is. After the last episode, I still can't answer some of those questions, but it doesn't really matter. Unbeatable feels like the sort of game that's supposed to be a bit messy. This ending section of Unbeatable, though, is  where the game gets to the heart of its characters, what drives it all—not the overly complicated story and slow pacing. For most of Unbeatable, the game gets in its own way.

Unbeatable Is Messy, But Somehow Still Hits
Image: D-Cell Games/Playstack

Unbeatable is about music, but it's also about grief. It's about making mistakes, creating good and bad art, about feeling things. There's one scene, at the end, where the main character, Beat, is talking to her much younger companion, Quaver, about loss. The circumstances of their losses are different—from each others' and my own–but the feeling is universal. Just last night, I was talking about this: It's too painful to remember what I've lost. If I don't think about it, I don't feel it—that tension between my eyes. But in refusing to remember, I lose the overwhelming love that makes the loss much too painful. Beat and Quaver don't necessarily have the answers, and I don't either.

From this conversation, the screen cuts to white. Quaver starts to sing. The instruments come in, and I can start hitting stuff on beat—the perfect emotional release after the game's most poignant moment.

But the rest of the game, aside from several other moments here and there, move too slowly, with too many extraneous details, and way too much walking around. There's one section, early on, where the crew is trying to escape from prison. There's some rhythm elements, and it works as a sort of tutorial. There's a part where you get a prison job. A baseball minigame. A lot of walking around with bad camera work. It's so painfully slow, while also somehow moving way too fast—narratively, I have so many questions. Later, there's a random platforming part to restore power to an arcade that never comes back up in the story. The problem with these sections and several of the others is that the material within doesn't necessarily point towards the core of the story, what's at the center of the last chapter. Unbeatable is shrouded in a mystery that makes this feel intentional. I haven't mentioned this yet, but there's also a supernatural element: Cops are arrested musicians and music lovers, but there's also a big black hole that's threatening to engulf the whole world. You're kind of fighting both at the same time, but it's not until the last few chapters where Unbeatable reveals why. (I still don't entirely get it.)

There were a lot of times during Unbeatable when I wanted to quit the game's story mode. And right when I was thinking that, I hit one of the moments where the visuals, music, and writing really work. Those moments do a lot of work in forgiving the bad parts. It's easy to see the vision of developer D-Cell; the game drips both heart and an undeniable cool. But you can also see where the focus was—rightfully on these big, key moments—and where everything went off the rails.

Yet, by the end, I found myself shrugging off its failures. That's kind of the takeaway of Unbeatable, no? It's messy. Sometimes bad. And yet it still made me feel.

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