Cryptmaster – Demo Impressions

Use your words.

Cryptmaster

Developer:

Paul Hart, Lee Williams, Akupara Games

Release Date: 9 May 2024

SAY ANYTHING in this bizarre dungeon adventure where words control everything. Fill in the blanks with text or voice to uncover lost abilities, embark on strange quests, and solve mindbending riddles. Can you conquer the crypt and uncover the mystery at the heart of CRYPTMASTER?

I have never played anything quite like Cryptmaster before, and that is not only down to my lack of dungeon crawling experience. In Cryptmaster, you gain your powers through words. Exploring, finding chests, solving riddles and killing enemies grants you letters, aiding in figuring out your characters next ability in this dynamic game of hang-man.

Is it cruel to make a crew of dead people play hang-man? Probably, but it is also very fitting with the games humorous tone. A huge part of the gameplay is being able to type words at any time, which you can use to take as many guesses at the game of hang-man mentioned above, but also to interact with the world around you. Our ever so slightly demonic looking guide will converse with us depending on what we try to do, resulting in me getting chastised for my virtual kleptomaniac tendencies more times than I should probably admit.

Combat didn’t fully click with me during my two times through the demo. The first time I tried the recommended ‘real time’, but the juggling act of remembering the words and typing them accurately with haste would send me off into a clumsy panic, struggling to decipher whether what I was doing was effective or not. The second time I decided to try the ‘turn based’ approach. While I did get hit less during this mode, I didn’t quite understand what consisted as a turn. Thankfully though, the riddle based sections were enough fun to compensate for the difficulties I was having.

The last section of the demo showed a preview of mechanics yet to come, but it ended before getting to experience them, including some resource management regarding using words. Time will tell whether these mechanics will work for me personally, but I can imagine the audience that thrives on this gameplay. For me, this feels like it would be a really fun live-stream game, as the collaborative effort of solving the riddles and the over-arching word puzzle of the abilities would be a lot of fun for everyone. Not to mention, getting to meet some absolutely bizarre characters with very fun performances.

Demo Length – 45 mins
At a glance
+ The riddles are fun.
+ Being able to type at any time is a great choice.
+ The freedom to explore.
+ Fun performances and character designs.
+ The sketched art direction compliments the word based gameplay.
+ The humour is fun.
Realtime combat felt difficult, turn based felt confusing.

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The Posthumous Investigation – Demo Impressions

If at first you do not succeed, try and try again, and again, and again

The Posthumous Investigation

Developer: Mother Gaia Studio

Release Date: Coming Soon

Travel to a noir Rio de Janeiro in 1937 and investigate the mystery behind the murder of Brás Cubas, famed character created by Machado de Assis. Until the truth is out, you’ll be trapped in a time loop, amidst a plot full of conspiracy and treason.

The Posthumous Investigation has the makings of a time loop game done right. We have been tasked with solving the murder of a man, hired by the deceased himself to unravel whatever trouble he got himself into. We only have one day but fear not, if at first you do not succeed, try and try again, and again, and again.

The area in which we are investigating is alive, with events happening all around whether you are present to witness them or not. Whether this means you wander into a dramatic confrontation or stumble upon the aftermath of an incident, it makes each loop a joy as it becomes less about being in the right place at the right time, and more about reverse engineering the situation to discover what happened before.

The noir atmosphere and classic cartoon style complement each other wonderfully, setting the scene both in universe and to the player. In contrast, the UI is modern, clean and easily readable, almost as smooth as the jazz occasionally gracing our ears.

Often with these types if games it is impossible to tell in advance how well the full game will hold up. It is going to rely on the mechanics continuing to feel fresh, the story staying interesting and an appropriate runtime. However, the demo did enough to stop me playing. In a good way of course, I am interested enough that I didn’t want to play anymore until I could have the complete experience.

Demo Length – 1+ hour
At a glance
+ All in on the aesthetic.
+ User friendly options to prevent time loop tedium.
+ Lots of events happening inspiring ideas for next loop.
+ Clues carry over but items do not, creating a puzzle in the order of operations.
+/- I didn’t feel the (dialogue) writing was great but it did the job.

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Rusty’s Retirement – Demo Impressions

Not so rusty after all.

Rusty’s Retirement

Developer: Mister Morris Games

Release Date: Q2 2024

Plant crops, produce biofuel, and automate! A relaxing idle-farming simulator that sits at the bottom of your screen while you do other things.

Rusty’s Retirement is an innovative idle game that I imagine we will see inspiring other games of its kind in the years to come.

What makes Rusty’s Retirement stand out from the rest is that it is designed to be accessible when you are doing other things on your PC, whether that is watching YouTube or Twitch, working, or even playing another game. This game sits at the bottom of your screen taking up maybe a quarter of your monitor, allowing you to flick your eyes down to check on your little working farm at any time you please.

Farming and automation feel like a perfect fit for the idle genre, I am surprised I haven’t played this mixture before but I am glad that this one was my first. Growing crops in this game is simultaneously faster and slower than in a regular farming sim. Faster in the sense that you don’t have to wait for in-game days to pass, but slower in the sense that all you have to do is wait, at least early on. As you progress though you can turn your attention to other things such as upgrading your machines for better productivity and decorating your little slice of agricultural heaven.

I had the game running in the background for quite a lot of time during the Steam Next Fest. It is very refreshing to have it sat at the bottom of a second monitor, just checking in every now and again to plant new seeds and checking what I needed to produce in order to unlock the next type of vegetable. The progression doesn’t require a lot of focus but I personally found it nice to take a minute whenever there was a halt in my work and be distracted, ready to focus again once I had planted my seeds.

One thing to note – I wouldn’t really recommend Rusty’s Retirement as a first Idle Game, or at least the version of the demo that I played. This is simply due to the lack of tutorial. I have played a couple of idle games and various automation games but I still wasn’t 100% certain what to do at first glance. Of course, some of the fun for some folk may be figuring that out, but I feel previous familiarity would be very beneficial.

Overall, I honestly think Mister Morris Games are onto something here. I would not at all be surprised to see this concept take off with all sorts of other ideas that I can’t even imagine yet. It is a companion game that doesn’t demand your constant attention all of the time, just being there for you when you have a moment. The way that the larger games industry leans more and more towards live service and monetization every passing year, demanding full attention, daily logins or thousands of hours, Rusty’s Retirement feels humble, elegant and for the player. I wish them all of the success.

Demo Length – 8+ hours
At a glance
+ A genius innovative idea.
+ Cozy vibes.
+ ‘Always on top’ option allows me to interact with other windows without hiding or affecting the game.
+/- Only as engaging as it needs to be (allowing you to get back to work between planting sessions)
Could use a small tutorial

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Crypt Custodian – Demo Impressions

One man’s trash is another cat’s treasure.

Crypt Custodian

Developer: Kyle Thompson

Release Date: 2024

Crypt Custodian is a charming metroidvania about cleaning up the afterlife. Play as Pluto- a mischievous cat who has died, and is sentenced to be the afterworlds janitor… FOREVER! Hang out with other doomed ghosts, battle beasts, and explore a vastly expansive landscape.

For a game that I expected to be action packed and all about the combat, I did not expect to be so completely and utterly charmed by the writing, dialogue and characters of Crypt Custodian, while a beat later holding back a tear.

The Crypt Custodian demo was huge. Every time that I thought ‘there can’t possibly be more’, there was more. More areas, more mechanics, more enemies. So much in fact that I didn’t complete this one. I reached a boss but after multiple attempts and multiple failures, I had to call time. There were optional upgrades that I could have pursued that could have helped me, as well as areas that I had yet to explore, so I am confident that with more time I could have made it through.

Generally, the game felt good to play. There is an overall reminiscence of Dark Souls with the bonfire-esque shrines, but the combat almost reminded me of The Binding of Isaac, not in mechanics but in rhythm. As you progress, you will meet new enemies and master the patterns of beating them, with that continuously being shaken up as you come across new waves and combinations. The health system is the other similarity being simple to understand, being hit takes away 1 health. Get hit 3 more times and you die. I personally didn’t get along with the dodge cooldown, finding myself frustrated at times, but there are difficulty options including both an easy mode and more personalised settings in the assist section of the settings menu.

Crypt Custodian is as much about exploring as it is about fighting, with worthy puzzles scattered around, sometimes halting and sometimes guiding your progress. The simple, colourful aesthetic perfectly complements the dark humour of the game and while I don’t have a hankering to continue with the fighting side of the game (which would be impossible to avoid as there are enemies around every corner), I could see myself making use of the difficulty features to make it though the rest as I feel quite enamoured by the world and the characters within.

Demo Length – 1+ hour
At a glance
+ Humour
+ Characters
+ Aesthetic
+ Exploration
+ Puzzles
+ Difficulty options
+/- Combat

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Astronomics – Demo Impressions

We’re bringing the factory to you.

Astronomics

Developer: Numizmatic

Release Date: Coming Soon (Early Access)

Top-down action and space exploration meet asteroid mining automation! Command a faithful crew of bots and get to work in the asteroid belt. Impress your employer, upgrade your equipment, fight off pirates and save up for that ticket to Earth so you can finally come home… for the very first time.

Astronomics isn’t your typical automation game. Where often you would expect to build from a fixed base outwards, mining ores, constructing and optimising your structures, in Astronomics, we bring the factory to the asteroids.

This game is all about collection. The more resources that we collect, the more one time use machines we can build to speed up collection. The more that we then collect, the more we can bring back and sell. The more that we sell, the more we can upgrade our machines to speed up collection, and so on.

The overall goal is to buy a ticket to earth, which is gradually done by taking a percentage of our earning. These are earned through expeditions. As the player, we get to take a look at asteroids that are close to our base spaceship (space base? base ship?) and make our choice which ones to deplete based on how much time they will remain within the radius of our reach.

This game isn’t going to be for everyone, but I particularly wanted to highlight it as it has a satisfying loop. My favourite part of automation games tends to be the beginning, with the task of getting established. Once things progress, they can sometimes become too complex or too stagnant for me, both of which inevitably cause me to lose interest. Since in Astronomics you are always visiting new areas, you get to do the beginning part over and over, with the progression from manual labour, to commanding an entire workforce of robots.

In Astroneer I enjoyed driving around collecting scrap. In Sea of Thieves I enjoy sailing around collecting treasure. This is a game about collecting, but this time with tools, and I will be keeping an eye on the development through Early Access and beyond.

Demo Length – 50 mins
At a glance
+ Expedition based gameplay.
+ Growing your team feels satisfying.
+ Going to new spaces and making priorities on the fly.
+/- A slow start (for me this made upgrades feel very valuable but won’t be for everyone).
+/- I didn’t have many interactions with Pirates so I can’t say how balanced is feels.

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Duck Detective: The Secret Salami – Demo Impressions

A quacking time.

Duck Detective: The Secret Salami – Demo Impressions

Developer: Happy Broccoli Games

Release Date: 2024

Solving crime is no walk in the pond. You are a down-on-his-luck detective who also happens to be a duck. Use your powers of de-duck-tion to inspect evidence, fill in the blanks, and bust the case wide open, in a narrative mystery adventure where nothing is quite as it seems.

Duck Detective: The Secret Salami leaves an immediate impression. Within the first 30 seconds of the demo I was staring at the screen, slack-jawed, processing what I was experiencing with amused delight.

In Duck Detective we scour environments, taking clues both officially and through context. We chat to friends, strangers and presumably suspects. The goal is to fill in the de-duck-tion sheet, placing the correct clue into the correct place in the story. Only then do we solve the immediate mystery and move onto the next, learning about our main chacter as we go. It is simple but fun as there are multiple solutions that will make sense. It is up to the player to fill in the gaps with the background knowledge that you will find via snooping.

While Duck Detective may feel like a light hearted comedy, there is more to it than that. It has a tragic side as it oozes noir, with the voice over dialogue and soft jazz. The game presents its dad puns openly, but between the lines, dark humour and satire are equally present.

I was overjoyed to discover the game is fully voiced. It is like a multiplier on an already atmospheric and charismatic game, not only making it more streamable for creators like me, but allowing the jokes to land in the way that the writers intended.

Finally, the full demo was short and sweet, showing everything it needed to and nothing more. At a time where demos seem to become increasingly more lengthy, it was a refreshing treat to be able to jump in and be sold within 20 minutes.

Demo Length – 20 mins
At a glance
+ Noir atmosphere.
+ Voice acting.
+ Logic puzzles requiring you to pay attention to context.
+ Funny puns and satire.
+ Attention to detail.
+/- The puzzles were quite simple.

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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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Oddsparks: An Automation Adventure – Demo Impressions

A spark of great potential.

Oddsparks: An Automation Adventure

Developer: Massive Miniteam

Release Date: 24 April 2024 (Early Access)

Design automated workshops for your odd and adorable Sparks to carry and craft everything, including more of themselves! Lead your squad of Sparks into combat. Explore a strange fantasy world, in single player or online co-op. Unearth the ancient mystery of the Sparks!

Oddsparks: An Automation Adventure combines the automation and optimisation process of games like Satisfactory or Factorio, with the crafting and creature collecting of games like The Wild at Heart into an expansive yet cozy package. The generous demo provides a lengthy look at what the game aims to be ready for its Early Access release in April.

After a slow start, Oddsparks begins to shine as it reveals the star of the show – Sparks. Sparks are mysterious little forest friends that seemingly exist to serve you. Whether moving ever forward on a predefined route carrying anything in their path as they go, or following you around ready to harvest resources or even fight, these valuable little critters are the heart of the game.

In any automation game, the freedom to be able to relocate your buildings and constructs, make changes to your set up and alter and rebuild paths without penalty is crucial in encouraging creativity. This game allows for that perfectly. As I unlocked new things and discovered new areas I was free to experiment with my set up which, in my opinion, is half of the fun of the game.

The game (at least as far as I got) is set in two areas. The village, and what I will call the wilderness. The village is where the NPCs live, giving you tasks in order to help you learn the game while drip feeding story and flavour. The wilderness is where you will do your building. It is large, full of resources, and potentially more dangerous the further that you go.

The village itself is the weakest point of the game for me. I was never excited to return, only going back because I had to hand in my quests but never looking forward to it. There was a disconnect between me and the dialogue that didn’t allow me to connect with the characters, making it feel less like a home base and more like a chore to return.

I am looking forward to following the development of Oddsparks and very interested to see what changes – if any – are made throughout Early Access. While it wasn’t a home run for me, I did stop playing the demo early as I was sold on the full game. That is a sign of a demo doing its job!

Demo Length – Long
At a glance
+ Simple rules.
+ Encourages creativity.
+ A great mixture of game genres.
+ Glad it is going into Early Access rather than full release.
– A little too talky for me as I was not invested in the dialogue.
– I never wanted to go to the village.

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