Search the ashes of an abandoned Latin American town and uncover 500 years of secrets. A non-linear mystery where you travel back in time and untangle the complex history of a community cursed by supernatural forces.
The final demo that I tried from the Thinky Direct 2026 was the demo for a game that I already had on my wishlist, Funeral for the Sun. We play as a historian on her attempt to unravel the past of a town doomed to flames and time.
Of all the games that I have tried that have evoked Return of the Obra Dinn in some way – my favourite game of all time might I add – Funeral for the Sun has come the closest to capturing that magic so far. Don’t get me wrong, Funeral for the Sun has its own soft, painterly art style, its own story to tell and its own unique way of telling it, but exploring the environments, discovering clues from the past and encountering the drama along the way is reminding me of the reasons that I like the genre. It is not only for the deduction of the logic puzzles – however smart that makes me feel when I have some success – but the story that unfolds along the way, the surprises, unexpected turns, and the oddities that provide another level of intrigue.
In less than 45 minutes I was given enough clues, enough fulfilment and enough strangeness to really want to continue beyond what is currently available. Exploring the same scenes in both the past and the present in order to fill out our journal, put names to faces and make the connections between them is an endlessly satisfying process, presented seamlessly. I will be keeping my eye on this one!
Demo Length – 30min-1hr At a glance + A satisfying deduction system + I have no idea where the story is going to go + Drama ramps up quickly + The way the past and present work together to present puzzles and solutions + The colour palette is evocative and art style recognisable – Only being able to save a limited amount of journal entries felt restricting
Explore the scenes, find clues, and sort out people, pets, and belongings in this cozy slice-of-life detective puzzle game. Fans of Duck Detective, Little Problems, and The Case of the Worst Day Ever will enjoy this new deduction game for all ages.
I have tried a lot of demos for Obra Dinn and Golden Idol likes (admittedly I still have yet to play Golden Idol beyond the demo), and Deductopia has been my favourite so far. It is a logic puzzle to its core and it did all of the right things. The UI is intuitive, the clues are just enough, and it pushes you in the deep end, giving that delicious initial overwhelm that unravels through exploration, turning ‘how the heck am I ever going to do this?’, to ‘if this is this then that must be that’, at a satisfying fast pace. It throws you in a scene, provides you with some questions, some clues and some solutions, and says, ‘have fun’.
Something that I really appreciate about Deductopia are the difficulty options. There is the option to experience these levels in two different ways. Easy mode checks your answers as you go, informing you if you are correct or potentially going down the wrong path. Hard mode waits until you have inputted all of your answers and deduced the entire scene to reveal whether you made any mistakes. Hard mode was exactly the kind of challenge that I am after. If you give me a way to brute force a puzzle I will, I just can’t resist it so for me, easy mode would have had me gaming the game rather than playing the game. I only bring this up because, while I am glad it exists for the folk that prefer to play that way, a lot of the reward of a deduction games for me is the dopamine flood I get when I get confirmation of my answers. From my experience so far, this is always 10x better when lots of information that you have been chipping away at all gets approved at once. These options allow me to flex whatever brain muscles that this works, while also providing reassurance that if I get stuck later down the line, I am not hung out to dry, easy mode will be there for me.
The demo offered 3 of 12 scenes to explore and solve. It took me 30 minutes total, so this is not going to be a long game. It does however seem like it is going to be an extremely satisfying version of what it is. Low stakes, sit down with a cuppa and a biscuit, and be the observation hero that everyone needs.
Demo Length – 30 mins At a glance + Difficulty settings + Thoughtful UI + A good ratio of clues:deduction so far +/- Trusts that the player doesn’t need handholding +/- Short
Stupid-smart puzzles. Genius, dumb fun. Clever all around.
Escape Academy 2: Back 2 School
Developer: Coin Crew Games
Release Date: To be announced
Class is (back) in session with Escape Academy 2: Back 2 School! Get a first look at next year’s curriculum with this new playable demo. Escape from a death-defying introductory puzzle course, kick it with new and familiar faces on campus, and enjoy a sneak peek at our brand new quest system!
There is something to be said for frantically zooming around a scene, on the clock, clicking on every little thing to help find your puzzle solutions and at least 50% of the time being provided with a pun instead. Whether the jokes land or not doesn’t matter, it is a delightful experience and surprisingly enough, the majority of them do.
Escape Academy 2: Back 2 School is the upcoming sequel of Escape Academy, where you are student at Escape Academy, learning to… well, escape. The pressure is high and the consequences for failure can be deadly, but that is just another day at the prestigious school. The entire premise and the writing alongside it are the dumbest of fun and I couldn’t have more affection for it. The sequel feels like an expansion of the formula of the first game in the most exciting way.
The writing is fun, the vibes are peak, and the gameplay is equally strong. There are themed escape rooms galore and the demo gave a wonderful and substantial taste of the variety ahead. Between main puzzles there are optional side puzzles, an abundance of your peers to chat to with the best – and worst – names, and an ever expanding environment to explore as you prove your capability by not dying in class.
I am usually allergic to rushing, in games and in real life, but in the case of Escape Academy 2: Back 2 School, I do recommend choosing the timed option, providing you are at least a semi seasoned escape roomist. The urgency adds a lot to the atmosphere of the game and so far I had enough time for every puzzle while also thoroughly exploring every nook and cranny of the room. You will never know whether a one liner will be worth the 10 seconds of your precious time until after you have read it, and that was a gamble that was always entertaining to take. If you prefer though, you can turn the clock off and take the game at your own pace.
Everything feels so serious and yet so light-hearted simultaneously. You will solve a puzzle so intelligently to be greeted by the dumbest joke. The puzzle itself may be a dumb joke. That is what sets this game above so many other puzzle games for me, and why I recommend it so highly. Despite the silliness, I even had to pull out a note book a couple of times! There are local and online co-op options available too.
Demo Length – 1-2 hours At a glance + Engaging puzzles + Abundant jokes and amusing writing + An improvement of an already great game in the way that great sequels are + New open world providing more opportunities for laughs and brain scratchers + Substantial demo really shows what you are getting into + Snappy pacing + Difficulty options
Deep Pixel Melancholy is a visual novel about being stuck in a time loop inside a far northern city. Unravel the mystery, and decide whether escaping is really worth it.
A unique Visual Novel demo that works on every level for me!
I realised as I was gathering my thoughts that I wanted to describe what I have played of Deep Pixel Melancholy as dystopic. When I pondered on that for only a few seconds, I realised that actually, there is nothing dystopic about it. The game is just portraying everyday life for millions of people on the planet. We go to the job that we don’t want to go to to pay the bills that we have to pay to survive, while worrying about losing the job that we don’t even want in the first place, because we need it to survive. Of course this isn’t the case for everyone in the world. If you don’t relate on some level then I am genuinely so happy for you, but it is undeniable that this is a universal experience across countries and continents for many, and a sad but real part of the human experience.
A concern that I often have trying games with these kind of themes and atmosphere is that there is a thin line between bleak, and straight up, for lack of a better term, misery porn. Sometimes this kind of fiction, depending on the way it is written, makes me want to put it down immediately and play something else. But Deep Pixel Melancholy so far runs the line perfectly. I related to my characters thoughts, feelings and actions without ever feeling irritated or ever getting that ‘too real’ feeling that makes me run away.
The pacing and prose make the story easily digestible. I am grateful for the bite-size, snappy sentances when dealing not only with a heavy world but a heavy mind. The game is written with present tense narration, guiding you as the player on what to do next, which you do by clicking on the stylised scene that you are in. You can also explore the scenes via descriptions and observations that you hover over. Each day they build on another which is another way that the game immersed me quickly. It is a subtle but true fact that my thoughts, even on a particular object, change each day depending on all sorts of internal and external factors and I loved seeing that represented.
Deep Pixel Melancholy has a gorgeously cohesive style, it presents just enough of a mystery to get its hooks in, and it has a relatable realness that I couldn’t help but want to see more. An immediate wishlist for me!
Demo Length – <1 hour At a glance + Bleak but not overwhelming + Intriguing mystery + Unique visuals + Interactions feel more diegetic than a standard VN
From the creator of The Stanley Parable and The Beginner’s Guide comes Wanderstop, a narrative-centric cozy game about change and tea.
We live in an era of hustle culture that glorifies work over wellbeing. We are encouraged to put everything we have into everything we do. If we don’t achieve our goals, we must not have worked hard enough. If we managed to take breaks or have fun along the way, did we really work hard enough? Of course, not everyone actually believes this, but we certainly all have met people who do, and based on the reception to this game by both critics and gamers alike, I would say a lot of us have internalised this mindset somewhat, whether we want to have, agree with it, care to admit it, or not.
Wanderstop challenges this mindset in a way that only a game really could.
These are demo impressions only, so I have yet to experience any of the story beyond the intro, but this small taster had a big enough impact that it felt really important to sum up my experience.
So far, Wanderstop is a commentary on passion and obsession. Where is the line between those things and if we are walking it, would we even realise it? Say we do take a step back and recognise, “Yes. I have a passion about something (in our main character Alta’s case, it is fighting). I am so passionate that I am going to chase this dream, idea, goal, or whatever it may be. I am going to chase it so completely that no one could possibly question my passion.” Wanderstop asks the question, “at what cost?”
We meet Boro, the most gentle, content soul, and the game asks another question. “Are you ok?”. Then, gives you all the time you need – probably more time than you would usually give yourself – to ponder it.
As someone who is prone to going all in on things and has burnt myself out multiple times before, every cutscene and conversation in this demo had an impact that I did not anticipate would hit me so hard. Personally, I am at a time in my life, I’d say a little further on than Alta is currently, where I have started to recognise the need for – and desire – balance. The moment I met Boro, his energy felt like the end goal for me. While Alta is wrecking herself, living her life with one goal in mind, desperatly clutching at one potential outcome and tormenting herself for falling short of an almost impossible goal, Boro is living in the moment, enjoying the journey, the here and the now. Alta, and I can confidently say a lot of us too, could do with taking a leaf or two out of Boro’s book (or tea… hehe).
Perhaps, feeling a longing for a Boro to find you and give you this opportunity the way that I did is an indicator that you yourself should take some time to reflect, to have no schedule, and to be. Whether that is through getting out in nature, a duvet day, doing absolutely nothing, or through making tea in Wanderstop, that is up to you – although I’d say Wanderstop is a good place to start.
The action of playing this game forces the player to do the very thing the narrative is encouraging. Slow down. Potter around. Make some tea. No rush. No worries. This is our time. Rather than just telling you that you should do these things in a way that you have likely heard 100 times before, Wanderstop teaches you through showing and doing. This, along with some beautiful artwork, voice work and dialogue, is the reason this game stands out to me among a sea of cozy games, and I am really pleased to have it accompany me during my LudoNarraCon 2025 coverage. I am thrilled by the prospect of taking a break from my other IRL projects to go all in on game content for the month, but I am going to keep Wanderstop going on the side, reminding me to take a break and check in with myself every so often. And I am rooting for Alta to do the same.
Demo Length – 1+ hour At a glance + Writing – both conceptually and dialogue. + Beautiful cutscenes. + Heavy hitting package, relatable to many. + Meta in a way that only a game can be. + Voice acting is great. + Boro is precious. + Alta is imperfect in a very real way + Themes of tunnel vision, failure, sacrifice, exhaustion, burnout and the consequences of that have already been explored in the first hour. +/- I am anxious to see where the story goes and whether it continues to resonate. +/- I am also anxious to get further into the gameplay, to see whether it is therapeutic, or becomes tedious, boring or repetative.
Watch my playthrough and first impressions of the Wanderstop demo here!
In this second season of my 12 Days series we took a look at 12 different games that I have received for free during Epic Games giveaways, trying them out for an hour or two, or a chapter or two, whichever came first. I then decided whether to continue them online as content, continue them offline for myself or to drop them, content that they are no longer part of my backlog.
Now that the challenge is over, I thought it would be nice to do a wrap up post. I recorded the videos in advance so in the time between recording and the series finishing, I managed to secretly play through a few of the games to completion.
Day 1 – Recipe for Disaster (2022)
Recipe for Disaster is a management sim that captures the fast-paced, drama-filled environment of a professional kitchen and dining room. Build your dream restaurant, create recipes, design menus and manage your staff, all while contending with demanding customers and disastrous situations!
While I thought that Recipe for Disaster was doing something interesting with its menu creator, it turned out to be a very forgettable experience for me. Despite being one of the longer videos, I did move on from it completely once the video was done. I am always on the look out for the management games that scratch the itch that I have, but unfortunately this wasn’t the one for me.
Ranking – That’s enough for me. Current Status – Dropped.
Day 2 – Frostpunk (2018)
Frostpunk is the first society survival game. As the ruler of the last city on Earth, it is your duty to manage both its citizens and infrastructure. What decisions will you make to ensure your society’s survival? What will you do when pushed to breaking point? Who will you become in the process?
Oh man.. Frostpunk. Les than one week after I finished recording, I had completed the entire scenario. By then, it felt like a shame not to show how it ended so I managed to find a way to add it in to the video.
This was my favourite game in the entire 12 days and I think that is for good reason. The tension kept me on my toes throughout, every decision made me question whether I had made the correct choice. The desperation was palpable and the stress had me sweating, despite the bitter cold my colony were trying so hard to survive.
An extremely memorable experience and I am really glad I have it on video for memories sake even if it isn’t a full Let’s Play.
Ranking – Continue playing offline. Current Status – Completed the scenario and moved on. May try other scenarios in the future if I ever run out of new games to play and get the itch.
Day 3 – Transistor (2014)
Discover the world of Transistor, a sci-fi-themed action RPG from the creators of Bastion.
I am a little sad that Transistor didn’t hit for me the way it seems to have for a lot of others. I found the combat difficult to navigate and the story even more so.
I respect a game that doesn’t drown you in exposition. Naturally, when a story is set in its own world like this it will take time to learn about, but I have discovered that I like at least a little more handholding than Transistor offers. Having said all of that, since playing I have enjoyed what I heard about the story while listening to podcasts and will look forward to seeing the full game vicariously as a Let’s Play with this new context.
Ranking – That’s enough for me/watch someone else. Current Status – Have listened to a podcast, looking for a Let’s Play to watch.
Day 4 – The Spectrum Retreat (2018)
Check-in to The Spectrum Retreat for a stay you won’t forget. Manipulate your way to the truth in this captivating narrative-driven puzzler.
I really liked The Spectrum Retreat as a first person puzzler. I went on to finish the game and I think it was the perfect length, never overstaying it’s welcome while regularly revealing more of the story as you go (it evolved after the video ended and I like where it went). The puzzle difficulty never got too much, adding in fun new mechanics each chapter to keep it fresh.
A pleasant surprise and an easy recommendation.
Ranking – Continue playing offline. Current Status – Completed.
Day 5 – The First Tree (2017)
A beautiful, 3rd-person exploration game centered around two parallel stories: a fox trying to find her missing family, and a son reconnecting with his estranged father in Alaska. Uncover artifacts from the son’s life as he becomes intertwined in the fox’s journey towards The First Tree.
It is never a good feeling to not gel with a game, especially an indie and especially during recording. But there were a lot of reasons The First Tree fell flat for me. Rather than get into a critique of the game, I will report that I did finish it, and that unfortunately did not fix my issues.
Ranking – Continue playing offline/That’s enough for me. Current Status – Completed.
Day 6 – Death Coming (2017)
‘Death Coming’ is a non-linear puzzle game where you must harvest human souls ‘Final Destination’ style. However, pesky mortals are not your only problem, as the Agents of Light will do everything they can to stop you.
I liked Death Coming for what it was, but after some time away I didn’t find myself desperate to play anymore. I booted it up one more time just to be sure, and as I got back into the swing of it, I enjoyed seeing what the remaining chapters had to offer. More than anything, I feel like the developers must have had a blast pooling together their ideas, and I am glad to have played through this game.
Ranking – Continue playing offline. Current Status – Completed.
Day 7 – 20 Minutes till Dawn (2023)
20 Minutes Till Dawn is a survival roguelite where endless hordes of creatures lurk from the dark. Craft an array of overpowering builds and eradicate waves of Lovecraftian nightmares. Will you be able to survive the night?
20 Minutes till Dawn made me feel very similar to Vampire Survivors. I enjoyed trying it out but there is no magnetism for me to get back in there to try to master it. I was going to replace Vampire Survivors with 20 Minutes till Dawn on my PC, but I realized it is fine enough to keep them both installed as they take up next to no space. I think one day the genre will either click with me, or I will drop it completely, but for now, I keep trying.
Ranking – Continue playing offline. Current Status – Still installed.
Day 8 – Loop Hero (2021)
The Lich has thrown the world into a timeless loop and plunged its inhabitants into never ending chaos. Wield an expanding deck of mystical cards to place enemies, buildings, and terrain along each unique expedition loop for the brave hero.
Considering how much I enjoyed this one, it is shocking how little I remember about how it played. I shelved it immediately as I knew that I could sink a lot of hours into it, but in the few weeks that have passed, I can barely remember the gameplay loop.
That doesn’t put me off continuing though, I know that it will all come back to me when the time comes and I look forward to seeing how it escalates.
Ranking – Continue playing offline. Current Status – Still installed.
Day 9 – Breathedge (2021)
Survive in outer space! Together with your immortal chicken, discover the truth behind your sudden spaceship crash. Craft tools, pilot vehicles, and even control space stations to survive and explore the wreckage.
Breathedge is a game I enjoyed as I was playing it, but am hesitant to say that I will definitely play the full thing through. Going out on little expeditions and gradually upgrading my equipment is fun, but I do wonder how long that fun will last.
I am so thoroughly confused as to how I am remembering this as a chill game that I could perhaps listen to a podcast to, yet we were in such a precarious situation in the most dangerous setting there is. I will find out whether the podcast idea works out when I pick it back up soon enough.
Ranking – Continue playing offline. Current Status – Still installed.
Day 10 – Beyond Blue (2020)
Beyond Blue is a single-player narrative adventure that takes you deep into our planet’s beating blue heart. Explore the awesome wonder and unbounded mystery that exists within the world’s ocean.
Beyond Blue is the game that I always wanted. It isn’t a huge game, but the focus on the ocean and what lives within, having an ongoing story while giving you the freedom to take your time, educating you while entertaining you, all create a Noob tailored combo that I would love to see more of. I, predictably, ended up spending a lot of time in photo mode, the results of which will be shared on the blog soon enough.
While I am most interested in the life below, I was grateful that the game took the time to acknowledge the people that work in the field. I had no idea the sacrifices they make, but their passion is clear and it is a good thing we have people like them in the world, striving to not only understand, but do so in an ethical way.
Ranking – Continue playing offline. Current Status – Completed.
Day 11 – Kingdom Come: Deliverance (2018)
Story-driven open-world RPG that immerses you in an epic adventure in the Holy Roman Empire. Avenge your parents’ death as you battle invading forces, go on game-changing quests, and make influential choices. Explore castles, forests, villages and other realistic settings in medieval Bohemia!
Kingdom Come: Deliverance was more difficult than I expected, but also so much more engaging. I love a dramatic story like this and I am curious to see the twists and turns that may be presented as the narrative unfolds.
I am still intimidated by the gameplay. Research has told me that you can get quite strong to make the game easier, however that is my biggest worry about continuing online. Either way, I had loads of fun and would love to see how the story continues one day, despite the game not making it to my 2025 backlog list.
Ranking – Continue playing online/Continue playing offline. Current Status – Not on my immediate backlog but would like to play fully in the future.
Day 12 – Wilmot’s Warehouse (2019)
Wilmot’s Warehouse is a puzzle game about keeping a warehouse running in tip-top shape. Just remember where you put everything, because when the service hatch opens, you’ll need to find the things people want quickly, in order to earn the coveted Performance Stars.
Wilmot’s Warehouse is even more niche than I expected. I didn’t know 100% what to expect going in, but it is literally exactly as the description says. It is the kind of game that is satisfying when it goes well, and makes my brain itch in all of the wrong ways when it doesn’t.
I have played more since the video and appear to be exactly half way through. I am enjoying it but almost feel as though I have had my fill. I will continue as I have a feeling it is going to become absolute chaos, but I have to admit, the game running slightly long for what it is for me.
Ranking – Continue playing offline. Current Status – Half way through. I don’t know how I am going to do the rest 😂
Playing new games always feels nice. Even if I don’t like the game, removing it from my backlog list is satisfying in itself. Playing so many in a short space of time doesn’t really reflect a natural way of consuming games, but I think I will always enjoy it.
We had some very different results when compared to Season 1. It has been great to play through some of the ‘continue offline’ games during my holiday, and I am going to strive to finish them all up throughout the year, as well as Tunic which is the only game that remains from the Game Pass season.
A dice-driven RPG, in a human and heartfelt sci-fi world. You are an escaped android, with a malfunctioning body, a price on your head and no memory of your past. Get a ship, find a crew, and take on contracts while you navigate across the Starward Belt.
The Citizen Sleeper 2 demo throws you straight into the narrative. We are a sleeper. We are disoriented and lost as we come to our senses in an unfamiliar situation. The eloquent introductory scenareo does a great job of filling you in if you have yet to play the original, while not lingering too long for those that are already acquainted with the fiction. The ever familiar UI and soundscape provide comfort to me as a player as I get to know a new individual in an entirely new scenareo. We are no longer confined to the Eye, and based on what I have played so far, I cannot wait to see the stories that are yet to be told throughout the rest of space.
Citizen Sleeper is a Narrative RPG in which we use dice rolls to determine and distribute our actions. As is the case in Citizen Sleeper, your character has stats to give an advantage to certain types of tasks over others based on your strengths. Building these up over time as you gain experience in the world is just one of the mechanics in play in this management style, choices matter story.
What strikes me about the sequal so far during my 2 hours with it is that while a lot of the tone is synonymous with the first, there is a subtle change that has huge implications in both the gameplay and the narrative experience. We have a crew. In the first game we met plenty of people, got to know them, relied on them, even grew to love some of them, but deep down, it was a wholly solitary experience. For me at least, it felt deliberate as we go through the personal struggle of acceptance of what/who we are. People can help us along the way but that journey has to be ours and ours alone. I went to sleep alone at night, and I made my decisions based on what was best for me as survival had to be my number one priority. The small shift of having a crew is going to ripple out not only into my decisions, but into my way of thinking, and that is an exciting proposition.
Another impactful mechanic added to 2 is the contract system, changing up the day to day gameplay. If you are not currently on a contract, you are probably going to want to stock up for the next one as these multi-day jobs take you away from any bustle, to focus solely on the hustle. This new system is sure to complement our nomadic lifestyle, but presents its own challenges in resource management, risk reward and possibly even crew relations. I can tell you that my first contract absolutely did not go as I intended.
The writing is just as engaging as the first and with the universe at our fingertips, the possibilities feel endless. And with the recent announcement of a January 31st release date, we don’t have long to wait.
Demo Length – 2 hours At a glance + Meaningful changes from the first game. + A comfortable familiarity with the general structure and UI. + Choices matter, even during contracts. + Time pressure still feels weighty. + The addition of crew stress adds more plates to spin in an interesting way. + Writing and design remain stand out. +/- Looking forward to seeing the rest of the structure of the game.
A relaxing puzzle game where you recreate towns from people’s memories. These people will give you written puzzles and to solve them you’ll be able to either modify the buildings or use different tools, such as one that makes wind, and many others. Each puzzle will surprise you in a different way.
Townframe is an incredibly lo-fi, chill game that allows you to solve the puzzles of friendly folks hometowns or favourite locations based on the clues that they share with you. You begin with a landscape acting as your canvas. It is your job to recreate their memories by placing the correct buildings or objects in the correct places, allowing a nostalgic glimpse into their past.
The game couldn’t be simpler to pick up, offering a point and click interface. There is no need for any extended tutorials as the game is self explanatory and the UI is as clear as it is pleasing. The soothing music is complemented by the pastel colour palette. It is bright but never harsh maintaining the soft, airy aesthetic throughout.
This not going to be a long game. The demo included 8 puzzles which took 15 minutes to complete, with no indication of how much more complexity to expect. For now, it feels like it is going to be a lovely, short puzzle game for a rainy day or for winding down for bed. I am thoroughly charmed and wish all of the best for the release!
Demo Length – 15 Mins At a glance + The colour palette. + The vibes are perfectly relaxing and nostalgic. + The UI is clean and clear. + Easy to pick up and play. +/- Total playtime will be 2-3 hours. +/- Puzzles in demo were very simple.
Developer: Sokpop Collective, Tom van den Boogaart
Release Date: 4 October 2024
A gardener gets hired for maintenance work over the weekend. A simple task, but strangely some tools are missing…The owner of the garden isn’t around, and their house is off-limits. Perhaps new tools can be found in the mysterious town, or maybe some of the reserved townsfolk have seen them?
Grunn mixes together a type of game that I love with a type of game that I hate. Together, they become a genius concoction that I absolutely don’t want to play despite REALLY wanting to play. Let me explain.
I love a task simulator. Give me games like Powerwash Sim, House Flipper or similar and I can play them all day, getting myself into that hyper fixated state of ‘just one more task’. The entire idea of this genre – in my opinion – is to allow for a flow state, zoning out of your everyday life, keeping your hands busy and your dopamine bar full. No thinking, only doing. As soon as I begun cutting the grass in this slightly overgrown garden I instantly fell into this zone, my safe zone, forgetting any uncanny feelings I may have had prior. What a perfect zone to get someone in before intruding, pulling the rug and making their hair stand on edge.
In Grunn, we are hired to do some gardening. We are left some instructions, a deadline, and that is all you get as you are let loose into this sandbox of oddities. I am not going to spoil in which way this is a horror game, you will have to play yourself for that, but I will say that at one point I did squeal. Once you notice something strange, you may notice something else, until the things you are noticing are probably nothing at all. Or.. If you are like me you will just get on with the job you were hired to do, happily snip-snip-snipping away without a care in the world. Once you realise, however, that things don’t quite seem ordinary, the dread creeps in and the real game begins.
You have been placed into a playground and the world is yours to explore, experiment and tidy up.. or not. Every action you take, object you find or information you obtain will lead you to the next, adding to your knowledge banks ready to take action somewhere down the line. The game takes place with a running clock, which means you only have limited time to do what you need to do, and there is far more to do than you could achieve before the deadline. The time pressure looms as you make your choice on what you pursue. I recommend a notebook as you find yourself zipping around, following clues without context and discover leads that you may want to follow up on.
I found the games unique aesthetic to be a little jarring at first. The generally soft colour palette draws you into the initial ‘cozy’ atmosphere, but it never feels perfect as what can only be described as a surreal wobble obfuscates your environment. This can be turned off in the settings but I quickly got used to it, preferring to keep it on as a scapegoat for any potential peripheral movement that should not be, that I would rather deny happened.
The demo contains 5 endings, with the full game presumably adding many more. In my playtime I found 2, neither of which being the true ending of the demo. While I had ideas of more things to try, I decided to wait for the full game to puzzle it out. Maybe then, I will finally dare to stay out after dark.
If you enjoy weird and wonderful, subversions and curiosity, I recommend giving this one a go. Something is going on here, and it is NOT wholesome.
Demo Length – 1+ Hours At a glance + All in on the surreal aesthetic that can so easily turn creepy. + Tasks feel good to do and complete. + Freedom/No handholding. + So weird. + Multiple endings feel achievable in a game this length and densely packed. + Non-traditional puzzle game. + Contrasts cozy ideas with less cozy moments.
Slow is smooth. Smooth is fast. Fast is panic. Oops, let me repair that for you. Repeat.
Uncle Chop’s Rocket Shop
Developer: Beard Envy
Release Date: November 2024
Come on down to Uncle Chop’s Rocket Shop, for all your roguelite spaceship repair simulation needs!
WARNING: Untested genre not suitable for people with tentacles for arms or an aversion to dying horrifically. Side effects include improved reading comprehension under pressure and a furry fetish.
Uncle Chop’s Rocket Shop is a roguelite puzzle game that is built around minigames. We have been soulbound tasked to run the local Rocket Shop, and not only do passers by need their ships fixing to the highest standard for you know, safety, we have rent to pay and the better job we do, the more sweet sweet space cash we earn.
This is a game about problem solving, following instructions and being strategic where it matters. In focused mode you can take your time, meticulously getting to know the machines you are repairing and the components within. In frantic mode, the more jobs that you get done within a certain timeframe, the more money you earn. Personally, I enjoyed the idea of frantic mode, feeling reminiscent of games like Among Us, Tin Can, Keep Talking and No One Explodes and Papers, Please. However, for me, focused mode was the way to go, feeling more akin to House Flipper or a building flat pack furniture situation, allowing me to take my time, dig deep into the detailed and amusing instruction manual, and still somehow manage to do something wrong.
Not only does the gameplay have a high concentration yet flow state inducing element to it, the entire design is great. Everything is simple enough and clear to read, while also being very distinct and colourful. Everything you click on is responsive and makes visual changes that communicate to the player clearly. The design of the different aliens arriving at the shop and the vehicles in tow are creative and fun, the dialogue is funny, the random events that occur always made me smirk and I continued to be surprised at the new things occurring each run.
The game has run based progression that is erased when you die/lose, as well as a classic meta progression system that ticks over with you onto your next run. Dialogue and scenareos are slightly altered each run, adding more elements and allowing forward momentum as you get more familiar with the loop. It is the type of game where familiarity is going to help you improve equally as much as the upgrades.
The attention to detail is fantastic, the game play is silky smooth and my time with the demo was an absolute joy. I am going to be keeping an eye on this one for sure.
Demo Length – 2+ Hours At a glance + High concentration yet flow state gameplay. + Funny. + Polished. + Two key options for gameplay offer different experiences. + Keeps on giving. + The roguelite aspects feel seamless.