Am I Nima – Demo Impressions

A unique form of narrative puzzle in an uneasy package.

Am I Nima

Developer: HO! Games

Release Date: 8 October 2026

Am I Nima is a psychological-horror game where you must convince your mom that you really are her daughter. Combine words together in your brain and use them to talk. Get her to trust you.

In the Am I Nima demo, you wake up tied to a chair with a stranger looming over you and no idea what is going on. The lingering discomfort of the unknown and well executed creepiness of the environment and interactions keep you consistantly uneasy through the entire duration, with the mystery unravelling – or deepening? – as you discover new thoughts.

This game feels like a fantastic innovation of Doodle God/Alchemy style games, where you combine elements to create new elements, and combine those with the new and old elements to create more. While those games are all about finding the next thing for discoveries sake, Am I Nima has a narrative reason for doing so. The screen is split and the top right corner is dedicated to Nimas brain. In there, you will receive words. These are thoughts based on the conversation taking place, or findings as you explore the room. Within the brain, you can combine words to create different words. This, in my opinion, is such cool way of delivering a story.

The words that you combine are telling, when you take the time remember that they are thoughts. Combining Nima and Dad results in grief, which must be the feeling that Nima gets when she thinks about her dad. Due to this, I know something happened. I have contextless pieces of information that allow my imagination to fill in the gaps, and the curiosity to fuel my incessant pairing of words. I can continue combining to find more contextless clues, knowing that at least some of the context will be revealed by the rest of the game as we go. It feels like the equivalent of environmental storytelling but baked directly into the gameplay and mechanics. I feel rewarded for being observant, even though it hasn’t really got me anywhere yet.

Then there is the other half of the game. You are conversing with a woman who appears to be your Mom. As she talks, asks you questions and allows you to ask questions, you can reply using the words that you have stored in your brain by dragging them down to the active conversation. I am unsure how far you can go with using any word at any time (I did unlock a lot of words but I only played the demo once so I only got to see what I chose in the first instance), but it certainly feels like you need to be careful with your choices, to get the information that you need without putting yourself in danger.

The demo allowed for a lot of word gathering but I don’t feel like I have a good grasp on how the rest of the game will go/present itself, and how I will get to use the words that I have conjured. But it did feel like a promise of an interesting experience that I would be keen to continue, especially given the intrigue of story hook we are left on.

Demo Length – 40 mins
At a glance
+ Uneasy vibes are on point
+ Freedom to experiment
+ Intriguing mystery off the bat
+ I feel rewarded for finding new words because not only do they present the opportunity to find more words, but they have narrative relevance.
+/- I have no idea how linear the game actually is or really the gameplay loop beyond the conversations in the demo.

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Desktop Explorer – Demo Impressions

Step aside logic puzzles, there is a new contender in town.

Desktop Explorer

Developer: Recurring Dream

Release Date: 17 Jul 2026

Rummage through the abandoned profiles of an old PC to unravel an inherited mystery. What secrets hide in this eerie adventure of cryptic games and outdated software? Who was using this computer? And what happened to them?

Desktop Explorer is what I want to call an OS exploration game, but not like any other I have played. The entire premise of the demo revolves around solving the puzzles on the system, incrementally unlocking new folders and using the files within to solve the next puzzle. They are presented to you through a light horror adventure, laterally unravelling the presumably real life mystery of your uncles amnesia/history/life.

The immersive nature of the OS threw me at first, as puzzle solutions can and will be found throughout the functions of the programmes themselves. Every solution had me feeling like a tech genius, despite – or should I say, especially because of – the brain scratching moments that had me starting at the screen, browsing back and forth wondering what on earth I was supposed to do. The information is there for those lightbulb moments and I feel that is all that you should know going into this game.

After seeking out logic puzzles for the last while, Desktop Explorer is an absolute breath of fresh air and I can’t say I have played anything else like it. I was thoroughly invested in this demo both mechanically and narratively and I highly recommend checking it out for yourself.

Demo Length – ~1 hour
At a glance
+ Excellent puzzles
+ Diagetic puzzles
+ Diagetic hints
+ Immersive
+ Engaging story
+/- Doesn’t feel hand holdy
+/- Disturbing enough. Not too scary (yet)

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Tales of Kenzera: ZAU – Demo Impressions

A smooth, stunning, spiritual adventure.

Tales of Kenzera: ZAU

Developer: Surgent Studios

Release Date: 23 April 2024

Wield the dance of the shaman. Reclaim your father’s spirit. Brave the beautiful and treacherous land of Kenzera with the God of Death in Tales of Kenzera™: ZAU, a metroidvania-style adventure crafted by Surgent Studios.

Games like Tales of Kenzera: ZAU are the reason I am so glad that demos exist. Viewing a trailer of a 2.5D metroidvania – while it does convey the aesthetic and themes of a game – doesn’t really tell me whether it is a game for me. Feeling it with my own hands however is another matter.

As someone who doesn’t play games for challenge or mastery, this one could have easily passed me by. But the similarities to Ori and the opportunity to play the demo have instead cemented this game onto my Wishlist.

The similarities to Ori are strong. The entire structure of the game provides a comfortable, familiar feel while the use of setting, backgrounds, lighting and music provide that awe inspiring beauty to make it stand out from the rest. While themes of grief and connection are present in both games, ZAU does bring its own take on the genre.

The combat is the biggest notable difference, and the game does not hold back, giving you plenty of tools from the get go. ZAU has two styles of combat. One draws from the sun, bringing the heat with your fists in close range. The other draws from the moon, sending lunar projections out to damage enemies from afar. Switching between styles is instantaneous and encouraged. Each has its own skill tree that is upgraded through a shared currency, allowing you to make decisions based on your preferences.

The demo also provided a satisfactory look into the platforming side of the game. It feels good in the hands to move at a fast pace, weaving through the obstacles with a series of jumps and dashes. I felt like I had good handle of Zau and whenever I did have a fateful meeting with some spikes, I couldn’t blame a lack of control.

Finally, as for the metroidvania side of the game, I am specifically looking forward to seeing what abilities are going to be found throughout the entire experience. The demo displayed that not only will new abilities grant you access to previously inaccessible areas, but they are also usable in combat, allowing for great immersion and an even greater excitement about what we may find next.

While I may be slightly intimidated by the potential complexity of the combat, Tales of Kenzera: ZAU is not only a story that I want to witness, but a world that I would like to explore and ultimately, a game that I would like to play.

Demo Length – 1 hour
At a glance
+ Stunning.
+ Atmospheric.
+ Regular checkpoints.
+ Movement is fun.
+ Kalunga.
+/- Combat has potential to be very complex. I only put this in the neutral section as this will be music to some folks ears, but kill it for others. Personally, I hope for difficulty options.

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