Nomadic Games’ wuxia hack-and-slash arrives with five handcrafted stages, five bosses, two secret bosses and new stages, bosses, and worldbuilding dropping every eight weeks until launch.
Bangkok, Thailand (October 20, 2026) | Today, Nomadic Games and Rising Tide Publishing announced that Burning Sword: Death Sun, the wuxia hack and slash made in Bangkok, launches into Early Access on Steam on November 17, 2026.
Early Access opens with five distinct, handcrafted stages on Zhang Yixian’s road to Gao Tianqi, five bosses to beat and two secret bosses for the players who go looking.
The free demo released on September 30 stays up through launch, and we’ve listened carefully to player feedback. Every stage is linear and built by hand, with no procedural or randomized layouts, and every one is packed with secrets to find and upgrades to unlock. It’s a bespoke action adventure, designed with replayability in mind.
You play Zhang Yixian, leader of the Crimson Dust Demon Sect, back from the edge of death with one name left on his list: Gao Tianqi, master of the Death Sun poison and the most powerful man in the martial world. Every master standing between them has to be cut down first.
What’s in Early Access
Five stages: distinct, handcrafted and packed with secrets.
Five main bosses and two secret bosses: see if you can find them…
Replayability: secrets, upgrades and unlocks that make every run worth another.
The Burning Sword: land hits, fill the Power Gauge, Ignite, and every strike hits harder.
Quick Shot: a ranged attack with three ammo types to swap on the fly.
Qi Drain: take Qi from enemies marked with red meridian lines.
Three skills in hand: carry three and switch between them mid-combo.
Charms: found only in the stages. Pick a passive three times to keep it.
Skill branches: beat a boss and a new branch opens.
Revive: unlockable, and it costs one equipped skill.
Arena Mode: endless, arcade-style combat built around score.
“Combat is the heart of Burning Sword. We want players to feel that moment when a fight that once seemed impossible finally clicks, and they realize they’re the ones who got better. It was the team’s infinite patience and the thousands and thousands of players and their feedback that sharpened that experience to a fine edge.” Nook, Founder, Nomadic Games
After November 17
The full game runs five chapters across twelve handcrafted stages, with nine named bosses including Gao Tianqi, two secret bosses and many elite minibosses between them, all being polished now. Early Access opens the road, and more stages, bosses and skills arrive through regular updates, each with a devlog on Steam. A roadmap follows once Early Access is live, with new chapters being dropped every eight weeks packed with new stages, bosses, narrative progress, skill variety, arena challenges, and more. Gameplay refinement and tweaks weekly (possibly daily sometimes, when we’re on fire).
About Burning Sword: Death Sun
Burning Sword: Death Sun is a wuxia hack and slash built in Unreal Engine 5 by Nomadic Games in Bangkok. The martial sects have carved up the kingdom and the masters kill anyone in their way. It’s a revenge story told through swordplay, palm strikes and Qi, and the blade catches fire once you earn it.
About Nomadic Games
Nomadic Games is an independent studio in Bangkok, founded in 2020 to put gameplay at the core of every adventure. The word “nomadic” felt like freedom to the team, and that freedom is the point: follow their own path and make something unique. With Burning Sword: Death Sun, they’re out to build a top-tier martial arts game with deep, distinct systems.
About Rising Tide
We champion games with sincerity. Developers with a peculiar and singular vision. Based in Thailand, bringing Southeast Asia’s finest indie experiences to the world.
The critically acclaimed train-flipping title with over 300,000 players keeps the combo going with fresh merch and a rocking new game mode
LONDON (Oct. 20, 2026) –Denshattack!’s adrenaline-rushing, kickflipping train action is fueling up to set a high score for news, as developer Undercoders (Koa and the Five Pirates of Mara, Treasures of the Aegean) and publisher Fireshine Games (Far Far West, Duskfade) kick things into overdrive. The team today revealed a physical edition – both in a Standard and Deluxe version co-published by Fangamer – vinyl and CD soundtracks from Kid Katana, and three exclusive merch drops. To help keep your conducting skills sharp, Denshattack! will soon gain a fresh new Rhythm Mode via an update arriving on PC, PlayStation 5, Nintendo Switch 2 and XBOX Series X|S. https://store.steampowered.com/app/2524850/Denshattack/
Physical Game & Soundtrack Editions
Denshattack! is a treat for the eyes and the ears, and you can soon snag a slew of physical goodies to embrace and show off your rebellious spirit. Take a detour to complete your Denshattack! collection: https://linktr.ee/denshattack
Available via Fangamer’s Store (Sign-ups now open for physical editions, while all-new apparel and pins arrive for purchase today)
Deshattack! Standard and Deluxe physical editions* for PlayStation 5 and Nintendo Switch 2
Each version includes the full game on a disc or cartridge
Two distinctly rad T-shirts: On the Attack! and Witness Peak Beauty
An enamel Beppu Star Spinner pin
Available via Kid Katana’s Store and selected retailers (Pre-orders live Oct. 23)
3LP Trifold Vinyl soundtrack, available in the Blue, Yellow and Standard Editions
4-CD soundtrack, including a brand new music Fanzine by Fernando and Puri-kun, featuring fun facts, anecdotes and behind-the-scenes on the production of the OST
*Deluxe edition contents TBA
Free Update: Rhythm Mode Coming Soon, Plus the September PC Updates Head to Consoles
No time to catch your breath, because Denshattack!’s next major update will soon be rolling into the station for both PC and consoles. Sei’s Rhythm Showdown is a brand-new way to ride that expands the Guitar Hero–inspired mechanics from the Suzuna Sei boss battle. Guide your train along the rails to hit energy notes on-beat with the music, picking your favorite tracks to challenge – each with their own unique beat maps. New trains, skins and a locomotive-sized offering of quality-of-life updates will round out the Rhythm Showdown update.
Undercoders is an award-winning indie studio based in Barcelona, Spain, dedicated to delivering original and engaging gaming experiences. Founded in 2006, the studio has built a diverse and varied portfolio across PC and consoles, including critically acclaimed titles such as Koa and the Five Pirates of Mara, Treasures of the Aegean, SuperEpic: The Entertainment War and Conga Master. Known for its creativity, distinctive style, and unique gameplay mechanics, Undercoders continues to craft unforgettable experiences for players worldwide.
About Fireshine Games
Fireshine Games is a global publisher of video games based in London, England, with a focus on finding fun and bringing innovative indie gems to players around the world.
Originally established in 2014, Fireshine Games has built a portfolio of acclaimed and award-winning digital titles, including Denshattack!, Duskfade, Far Far West, Core Keeper, Shadows of Doubt, Len’s Island and Popucom. Fireshine Games is part of the EG7 group of companies. For more information on Fireshine Games and its titles, visit the official website at fireshinegames.co.uk.
About Kid Katana Records
Kid Katana is a record label specialized in video game music, connecting composers with fans through premium physical and digital soundtrack releases. Collaborating with the finest studios and publishers the label pushes the boundaries of the genre. Its catalog includes acclaimed soundtracks such as Streets of Rage 4, TMNT Shredder’s Revenge, Lost Records: Bloom & Rage, Jusant and V Rising, and contributions from Mike Patton, Wu-Tang Clan, Chromatics, Hitomitoi, Tee Lopes, Yuzo Koshiro, Gareth Coker, Yuka Kitamura, Mick Gordon, and more.
The acclaimed deck builder x board game hybrid arrives on PC with new content and improvements, as Culdcept BEGINS surpasses 100,000 units sold
Tokyo, Japan, 20 October 2026 – Neos Corporation, a subsidiary of Tecmira Holdings Inc. (Head Office: Chiyoda-ku, Tokyo; President & CEO: Masashi Ikeda), is pleased to announce that the Steam version of Culdcept BEGINS will launch on October 28, 2026. Prospective Cepters can also experience the game, ahead of its full release throughout Steam Next Fest: October 2026 Edition.
New to Culdcept? Learn how to play
Culdcept BEGINS is the latest installment in the long-running Culdcept® series, which has captivated fans for more than 25 years since its debut by Omiya Soft in 1997. While preserving the series’ unique blend of board game and card game mechanics, Culdcept BEGINS introduces refreshed visuals, an updated user interface, and a renewed world setting as the first new title in the series in over a decade. Released for Nintendo Switch and Nintendo Switch 2 on July 16, 2026, the title has surpassed 100,000 units shipped worldwide, including digital sales.
Following its Nintendo Switch release, the Steam version introduces additional battle maps and user interface improvements designed to enhance gameplay visibility and usability, providing a more comfortable and enjoyable experience. In addition, players who purchase the game during the promotional period will be able to download a free Early Purchase Bonus. A Digital Deluxe Edition containing five pieces of digital content, including a Complete Card Book and Original Soundtrack, will also be available.
For existing Nintendo Switch players, a Digital Content Set containing the same digital bonus content will be offered separately, allowing them to enjoy the additional content without repurchasing the game.
Key additions and improvements:
Three new battle maps have been added, each featuring its own unique characteristics and offering a wider variety of strategic gameplay experiences.
Ten new Book Cover designs have been added for players’ in-game Books (decks). The collection includes creature-themed designs carefully selected by the development team, as well as designs inspired by maps featured in the game.
A new card name read-aloud feature has been added to the Card Library, allowing players to hear the names of creatures, spells, and other cards. Enjoy your favorite cards through both their visuals and voice playback.
Additional gameplay improvements include:
Improved visibility of character positions in Map Mode during battles.
Improved card selection usability in the Information screen during battles.
Improvised visibility of movement directions at route junctions during battles.
These additions and improvements will also be released as a free update for the Nintendo Switch and Nintendo Switch 2 versions at a later date. Additional details and release timing will be announced via the official website and social media channels.
Early Purchase Bonus
For a limited time, players will be able to download the following bonus content at no additional charge.
[Early Purchase Bonus #1] Zeneth by Satoshi Matsuura“
Dragon-Eyed Zeneth,” one of the most iconic characters in the Culdcept series and a character who has appeared throughout the series’ history, has been newly illustrated by Culdcept BEGINS lead designer Satoshi Matsuura exclusively for this bonus. Zeneth can be selected as a COM opponent and used as a player avatar during battles.
[Early Purchase Bonus #2] Najaran by Satoshi Matsuura
Najaran, the protagonist of the Culdcept manga series, joins Culdcept BEGINS with an all-new illustration created by Satoshi Matsuura exclusively for this bonus. Like Zeneth, Najaran can be selected as a COM opponent and used as a player avatar during battles.
[Early Purchase Bonus #3] Culdra (1st) Book Cover
A special Book Cover featuring Culdra, the goddess who created the world of Culdcept. The design uses artwork originally illustrated by renowned science-fiction artist Naoyuki Kato as the main visual for the original Culdcept. The Book Cover can be applied to your in-game Book (deck).
[Early Purchase Bonus #4] Onyx Book Cover (Steam Exclusive)
A Steam-exclusive Book Cover featuring Onyx, the beautiful black dragon who fought alongside Origin. The design can be applied to your in-game Book (deck). Bonus Availability Period: October 28, 2026, 00:00 JST through December 27, 2026, 23:59 JST
How to Claim: During the availability period above, download the bonus from the “Early Purchase Bonus” section under “Content for this Game” on the Steam Store page listed below.
Digital Deluxe Edition
In addition to the base game, a Digital Deluxe Edition containing the following digital bonus content will also be available.
[Bonus #1] Complete Card Book
(Japanese only / PDF format)
A comprehensive card book featuring illustrations and detailed information for every card appearing in Culdcept BEGINS. From creatures illustrated by lead designer Satoshi Matsuura to newly redesigned artwork created specifically for this title, the book offers an in-depth look at the game’s card illustrations. An essential reference for all Cepters, it can also be used to study deck-building strategies and battle tactics.
[Bonus #2] Original Soundtrack(53 tracks / MP3 format)
Composed by Noisycroak, renowned for its extensive work on acclaimed video game soundtracks, the music of Culdcept BEGINS brings the game’s rich narrative and strategic battles to life. Enjoy 53 epic and beautiful tracks that enhance the excitement of battle and capture the atmosphere of the world of Culdcept.
[Bonus #3] PC Wallpapers(5 wallpapers / 1920×1080px / JPGformat)
Five exclusive PC wallpapers featuring in-game visuals from Culdcept BEGINS are available to download. Showcasing stunning scenes from across the game world, including the majestic Royal Cept Academy, these wallpapers bring the atmosphere of your adventure to your desktop, allowing you to stay connected to the world of Culdcept BEGINS even when you’re not playing.
This audio collection includes 22 in-game system voice clips, along with card announcement voice recordings for the top 10 Spell Cards selected through a vote held on the official X account.
In addition to listening and enjoying the audio, you can also use these voice clips as notification sounds for chat applications, social media, and other alerts on your PC or smartphone.
[Bonus #5] Bavrashka Font(OTF format)
A font based on the Bavrashka script used throughout the Bavrashka Continent, the setting of Culdcept BEGINS. Players can install the font on their PC and use it for text input. An alphabet reference chart (PNG) is also included.
Standard Retail Price Standard Edition (Game Only) ¥6,380 / $44.99 / €39.99
Digital Deluxe Edition (Game + Digital Content) ¥7,581 / $54.13 / €49.63
Digital Content Set (Digital Content Only) ¥1,600 / $11.99 / €12.25
Players: 1–4
Genre: Board & Card Game
Supported Languages (Text): Japanese, English, Korean, Traditional Chinese, Simplified Chinese
A Launch Celebration Sale will be held from launch through November 11, offering discounted pricing on both the Standard Edition and Digital Deluxe Edition. Please visit the Steam Store page above for details.
Cyberpunk: Edgerunners 2, created by CD PROJEKT RED and TRIGGER, has officially premiered on Netflix, with all ten episodes now available to stream. Alongside the anime’s debut, CD PROJEKT RED has announced the Edgerunners 2 Update (Update 2.5) for Cyberpunk 2077, with content inspired by the anime as well as a range of other new items and features.
Snapshot:
Cyberpunk: Edgerunners 2, the second installment of the hit anime series from CD PROJEKT RED and TRIGGER, premiered on Netflix today, October 20, 2026.
CD PROJEKT RED also announced a new update for Cyberpunk 2077. Titled the Edgerunners 2 Update or Update 2.5, it will feature content inspired by the anime, and it is set to release on October 22, 2026 on PC, PlayStation 5, and XBOX Series S|X, with the Nintendo Switch 2 release to follow shortly.
More details about the Edgerunners 2 Update will be shared on October 21, 2026, during an episode of REDstreams, followed by the publication of official patch notes
Night City burns again — all ten episodes of Cyberpunk: Edgerunners 2 are now available to stream on Netflix. Four years after the release of the critically acclaimed Cyberpunk: Edgerunners, CD PROJEKT RED and Japanese animation studio TRIGGER return with another raw, uncompromising story set in the world of Cyberpunk 2077.
Through the eyes of an all-new cast of characters, each with their own hopes, fears, and motivations, Cyberpunk: Edgerunners 2 is a standalone series that plunges audiences deeper than ever into the chaos and violence of Night City, revealing new perspectives on life in the dark future. With the intertwining stories of a veteran edgerunner, a young cinephile, a chrome-obsessed delinquent, and a Snake Nation netrunner, the series tells a raw and emotional tale of vengeance and redemption.
This new installment is directed by Kai Ikarashi, with Kanno Ichigo as Lead Character Designer. Returning collaborators include Masahiko Otsuka and Hugo Award winner Bartosz Sztybor, who serves as showrunner, story writer, and producer. Both Cyberpunk: Edgerunners and Cyberpunk: Edgerunners 2 are available to stream exclusively on Netflix.
But Cyberpunk: Edgerunners 2 is coming to more than just Netflix. On the day of the series’ premiere, CD PROJEKT RED also announced a new update for Cyberpunk 2077, titled the Edgerunners 2 Update (Update 2.5). Set to release on October 22, 2026 on PC, PlayStation 5, and XBOX Series S|X, the free update will introduce a range of new items and features to the game, including content inspired by Cyberpunk: Edgerunners 2. The Nintendo Switch 2 release will follow shortly.
More details about the Edgerunners 2 Update will be revealed on October 21, 2026, during a special episode of REDstreams, which will offer a first look at what’s coming to Cyberpunk 2077. The episode will be broadcast on Twitch, YouTube, and Steam, with the official patch notes also scheduled for publication on the same day.
About CD PROJEKT RED CD PROJEKT RED is a video game development studio founded in 2002. Its flagship titles include the futuristic role-playing game Cyberpunk 2077 and its spy-thriller expansion Phantom Liberty, alongside The Witcher series of games including The Witcher 3: Wild Hunt and its expansions. In collaboration with TRIGGER, CD PROJEKT RED also created the award-winning Netflix anime series Cyberpunk: Edgerunners, set in the same universe as the game. CD IPROJEKT RED is part of the CD PROJEKT RED Capital Group. CD PROJEKT RED S.A. is listed on the Warsaw Stock Exchange (ISIN: PLOPTTC00011).
About Cyberpunk 2077
Cyberpunk 2077 is a narrative-driven, open world RPG set in the most vibrant and dangerous metropolis of the future — Night City. The game follows the story of V, a hired gun on the rise in a world of cyberenhanced street warriors, tech-savvy netrunners and corporate life-hackers. Featuring CD PROJEKT RED’s hallmark concept of choices and consequences, players will face difficult decisions that ripple through the entire game. Winner of over 100 awards at E3 2018, Cyberpunk 2077 is set in the universe of the classic pen & paper RPG system, Cyberpunk 2020.
About Cyberpunk: Edgerunners 2
Cyberpunk: Edgerunners 2 is a Netflix anime series created in collaboration between CD PROJEKT RED and the legendary animation studio TRIGGER. Set in the world of Cyberpunk 2077, it features an entirely new cast of characters and tells a raw story of redemption and revenge. Offering a fresh perspective on the lives of edgerunners in a city consumed by violence and spectacle, it was released on October 20, 2026.
Gaming livestreams, partner collaborations, and AURORA joins the fun as War Child’s Ambassador for Jingle Jam 2026
London, UK – 20, October, 2026 – War Child UK is proud to announce its series of events for gamers this holiday season in support of Jingle Jam 2026, including pop stars, Mario Kart, and even more to be announced.
War Child UK’s long term strategic partnership with Jingle Jam brings gamers, creators and their communities together to raise money for War Child as they continue to provide specialist mental health support, education, protection, and immediate aid to children around the world whose lives have been devastated by war.
Jingle Jam is one of the most unique and fun gaming charity traditions in the sector, having raised over £31 million for causes affecting children and young people since 2011. 2025’s edition – which saw over 1,000 creators unite in various fundraising festivities over a two-week period – was the second most successful Jingle Jam to date, raising over £3.5 million for eight charity partners.
“We are proud to be returning as a long-term strategic partner of Jingle Jam for the 2026 campaign with some of our biggest activations yet,” says Georgia Paton, Gaming Partnerships Lead at War Child UK. “War Child’s work ultimately aims to allow children to simply be children again, while equipping them with the tools they need to recover and reclaim their futures. Games are a huge part of that. From playing to process their trauma to game-based learning and raising funds to support this work with Jingle Jam, gaming is a fundamental part of what we do at War Child. Money raised through Jingle Jam will help our teams globally to respond to the urgent needs of children and families in conflict zones, while also allowing us to create safe spaces for young people, and provide specialist mental health support, education and the protection of children’s fundamental human rights.”
Norwegian singer songwriter and War Child Music Ambassador, AURORA, will be getting involved with the 2026 Jingle Jam campaign. As an avid gaming enthusiast, she will be helping to raise awareness for children affected by conflict and War Child’s vital work at a time when 520 million children globally are affected by conflict.
AURORA is an active figure in both advocacy and philanthropic work, standing as a champion of social and environmental issues. Joining War Child as an official War Child Music Ambassador in 2025, she has been a vocal supporter at various War Child events.
War Child will be working on a series of activities for gamers throughout Jingle Jam 2026. Registered fundraisers will also receive access to the 2026 Games Collection, available for a one off donation cost of £35 or more.
War Child UK’s events for Jingle Jam 2026 include:
December 1st, 5pm – Jingle Jam BeginsJingle Jam will kick off two weeks’ of fundraising with the iconic Jingle Cats stream featuring Lewis and Simon of Jingle Jam founders The Yogscast
December 3rd – War Child x Future Games Show LivestreamFeaturing Rosie Caddick and Ash Millman, game lovers can join War Child and Future Games Show for an evening of entertainment.
December 5th – Tubbo Live EventIn support of War Child, major streamer and Minecraft creator Tubbo will host and produce a live 1000-person event in Brighton, with further details to be revealed on 1 November.
Creator Challenges:
War Child has also implemented a series of Creator Challenges for Jingle Jam fundraisers to make their own during Jingle Jam.
Magic: The Gathering Untap Love & HopeSupported by UltraPro and featuring creator Spice8Rack, War Child is inviting the Magic community to untap love and hope for War Child this Jingle Jam.
War Child BingoReturning for 2026, creators will be challenged to complete nine in-game goals on the War Child Bingo card, with each one telling a story about War Child’s mission.
JingleBuild Inspired by War Child’s work in Ukraine transforming ‘bomb shelters into kindergartens’ fundraisers can create a safe space on stream to raise funds and awareness for building child-friendly spaces in conflict areas.
Partnering with War Child this Jingle Jam, DHL will also be supporting the campaign through a match fund donation of £20,000.
About War Child UK
War Child is driven by a single goal – ensuring a safe future for every child affected by war. War Child works in some of the hardest-to-reach places to support those who are hardest hit. It aims to reach children as quickly as possible when conflict breaks out and stays long after the cameras have gone to support them through their recovery. War Child works with local communities and governments to help protect and educate children, and support them to heal and learn, for a safer, brighter future. Because one child caught up in conflict is one child too many.
War Child understands children’s needs, respects and stands up for their rights, and puts them at the centre of everything it does. War Child boldly campaigns on the root causes of conflict and helps to amplify children’s voices, so that it can advocate for change on the issues that matter to them.
Together with its partners, War Child delivers vital work in 14 countries across Africa,
Asia, the Middle East, and Latin America. Every day, its local teams are in communities and refugee camps creating safe spaces for children to play, learn, and access psychological support. War Child also specialises in responding rapidly to emergency crisis situations as they happen, offering immediate and critical aid to keep children safe and help them through their trauma. War Child will never give up on children affected by conflict.
Jingle Jam unites the world’s best games, creators, and their communities for a fortnight of entertainment that raises millions of pounds for charities to make the world the best place it can be for children and young people.
Since 2011, donors have turned up in their thousands to donate to their favourite creators and support causes they care about, often in return for the unbeatable value offered by the games industry-led Jingle Jam Games Collection.
London (October 20, 2026) – Today, Capcom is unleashing a free demo for Monster Hunter Wilds™ on Nintendo Switch™ 2. Monster Hunter Wilds is also now available for pre-order via the Nintendo eShop in preparation of the action RPG’s upcoming release on December 4, 2026.
Watch the Monster Hunter Wilds Nintendo Switch 2 Demo trailer here on YouTube.
The Monster Hunter Wilds Prologue Demo offers hunters the chance to get a head start on their expedition into the Forbidden Lands. All progress from the demo will seamlessly carry over to the full game, allowing hunters to continue the adventure right where they left off.
The demo features the full opening of Monster Hunter Wilds, including the game’s robust character creator, where players can design their own custom Hunter and Palico partner. Hunters can also catch a glimpse of the story and get a taste of the action by taking on monsters in the Windward Plains1. While the demo is offline only, hunters can form a party on Nintendo Switch 2 with wireless local play to enjoy multiplayer.
The Monster Hunter Wilds base game is available for pre-order via the Nintendo eShop. Players who pre-order by December 3 will receive an early adopter discount, plus the “Guild Knight Set” layered armour and “Hope Charm” Talisman as bonuses. The physical Monster Hunter Wilds Deluxe Edition is also currently available for pre-order via retailers and includes the base game and Deluxe Pack cosmetic items.
When Monster Hunter Wilds launches for Nintendo Switch 2 on December 4, it will arrive with all Title Update content including the Grand Hub; additional monsters including Mizutsune, Lagiacrus, Seregios, and the elder dragon Gogmazios; the FINAL FANTASY XIV Online collaboration; additional challenges; and more. The Nintendo Switch 2 version will also include cross-play, supporting online multiplayer with other platforms.
Now is a great time for hunters to jump into Monster Hunter Wilds and prepare for the challenges ahead, as the game’s massive expansion Monster Hunter Wilds: Ascendance™ is coming in 2027 for Nintendo Switch 2, PlayStation®5, Xbox Series X|S, and PC via Steam.
About CAPCOM
Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment for game consoles, PCs, handheld and wireless devices. Founded in 1983, the company has created hundreds of games, including groundbreaking franchises Resident Evil™, Monster Hunter™, Street Fighter™, Mega Man™, Devil May Cry™ and Ace Attorney™. Capcom maintains operations in the U.S., U.K., Germany, France, Hong Kong, Taiwan, Singapore and Tokyo, with corporate headquarters located in Osaka, Japan. More information about Capcom and its products can be found at www.capcom.com or news.capcomusa.com.
Capcom, and the Capcom logo are registered trademarks of Capcom Co., Ltd. in the U.S. or other countries. Ace Attorney, Devil May Cry, Mega Man, Monster Hunter, Resident Evil and Street Fighter are trademarks and/or registered trademarks of Capcom Co., Ltd. and/or its subsidiaries, in the U.S. and/or other countries. All other trademarks and trade names are the property of their respective owners.
Proximity voice chat, skins, emotes, treasure chests and collectible bugs arrive in the free demo of the one-rope co-op platformer, playable now through October 26.
October 19 – OFF BOX Studios today released a major update to the free demo of FLING UP TOGETHER, its 2-player co-op physics platformer, as the game joins Steam Next Fest. The updated demo is playable on Steam throughout the festival, from October 19 to October 26.
FLING UP TOGETHER ties two friends to a single rope and sends them up a vertical Arabian-inspired world of sky islands, floating ruins and monumental bridges. Players pull and fling each other across gaps, catch each other mid-fall and share one fate: when one player falls, the whole team loses progress.
The headline addition is proximity voice chat. Players can now talk to each other directly inside the game, so every plan, panic and apology happens right there on the rope, exactly where the moment unfolds.
The update also brings customization skins and emotes, letting players dress up their climber and then celebrate a perfect fling, apologize for a bad pull or point fingers after a fall. For teams who want more than the main route, treasure chests are hidden off the beaten path, rewarding anyone brave enough to risk a detour when one slip costs them both, while collectible bugs are tucked across the world for players who want to explore every ledge of the climb.
“Next Fest is where a lot of players will meet the game for the first time, so we wanted the demo to feel like a real taste of the full climb. Proximity chat was the big one. The rope already makes you talk to each other, now the game is part of that conversation,” said Ammar at OFF BOX Studios.
The core of the game stays the same: the rope is an active tool, not a passive chain. Anyone can pull at any moment, so every rescue and every disaster has an author. The new features are built to make those moments louder, funnier and easier to share.
KEY FEATURES
Rope-and-fling mechanic: Pull the rope to launch your partner across gaps or catch them mid-fall, or accidentally ruin the whole run.
Forced interdependence: No solo progress, no separate checkpoints, one fall that resets everyone.
Color-coded co-op puzzles: Each player can only stand on platforms of their colour, forcing constant coordination beyond the rope.
Proximity voice chat: Talk, plan and blame each other without leaving the game.
Skins, emotes and secrets: Customize your climber, express yourself mid-run and hunt treasure chests and collectible bugs across the world.
Comedy through failure: Physical comedy, silly characters and moving obstacles keep every mistake funny rather than punishing.
FLING UP TOGETHER is coming to Steam. The updated free demo is available now as part of Steam Next Fest, running October 19 to October 26.
With humanity destroyed by monsters and only zombies roaming the Earth, the zombie Davy wanders until he finds the frozen girl of his dreams. After gaining unique power, Davy dives into the underworld non-stop in an effort to revive not only her but all of humanity in GPTRACK50’s Stupid Never Dies.
Stupid Never Dies – Gameplay
Stupid Never Dies is a fast-paced 3D action RPG starring Davy, quite possibly the weakest zombie in existence. Living at the bottom of a monster-ruled society, Davy discovers a human college student named Julia frozen to death inside a shopping mall freezer and immediately falls in love. Determined to somehow bring her back to life, he ventures into a deadly otherworldly dungeon to defeat KOM, the King of Monsters, recover humanity’s lost knowledge, and hopefully get the chance to finally ask Julia out on a date.
Combat revolves around Davy becoming ridiculously powerful at breakneck speed. Style Eat lets him devour elite monster cores and transform into 11 different Styles, including Werewolf, Vampire, Harpy, Golem, Lich and Demon, each offering distinct abilities and approaches to combat. Body Hack allows Davy to replace parts of his undead body with powerful Overtech equipment, while Davy Burst temporarily sends his abilities into overdrive as the world transforms through his wild imagination. Combining rapid character progression, extensive build customization, bizarre humour and stylish action, Stupid Never Dies turns one hopeless zombie into an increasingly unstoppable monster-slaying machine.
Stupid Never Dies Developer: GPTRACK50 Inc. Publisher: GPTRACK50 Inc. Platform: PlayStation 5, PC/Steam Release Date: 5th October, 2026 Price: $49.99 USD
When a gacha game reaches its “End of Service” and is shut down, the best most of its fans can hope for is taking some screenshots of their favorite characters. In recent years some more prominent gacha games were at least given “offline” versions that allowed fans to still view their characters and any story that they had unlocked for them. For other lucky fans, their favorite gacha titles were simply put into permanent maintenance mode where the servers are kept alive but no new content is ever made, but that has never been the case for a Square Enix gacha title. Despite having a large number of gacha games under their belts, every single one that was shut down was never given any special treatment. That is until the announcement of Final Fantasy Resonance as it looks to take advantage of Final Fantasy Brave Exvius after being shut down two years ago. The question is, has Square Enix successfully managed to transform the gacha game and its mechanics into a solid RPG?
Story
Rumor has long been told that the eight elemental crystals that exist in the world serve as a balance and that should they ever be broken, destruction would be wrought upon the land. In the Kingdom of Knights, Grandshelt, Rain is the commander of the airship squadron and has been ordered to investigate the Earth Shrine containing the Earth Crystal after reports that the magical barrier has vanished. Alongside Lasswell, his friend and right-hand man, the two find that a mysterious soldier has made short work of the guards and practically kills both Rain and Lasswell with a single swing of his blade.
After disabling both fighters, the dark knight destroys the Earth Crystal right in front of them and prepares to finish the pair off, only for him to be driven back by a mysterious girl that was trapped within the crystal. Upon fleeing the shrine, Rain and Lasswell find that their airship squadron has been destroyed and the capital is aflame as the dark knight, calling himself Veritas of the Dark, and leading a squadron of similar knights, are leading a crusade to destroy the crystals around the world and kill anyone that should stand in their way. After suffering such a crushing defeat, Rain and Lasswell, under order of the King and their own free will, choose to set out after Veritas to try and protect the other crystals.
Before doing so however they find themselves being followed by the strange girl who was within the crystal who has managed to wake up, only now she remembers nothing about herself other than her name. Fina. With Fin by their side the pair set out in an effort to chase after the knights only to find themselves one-step behind every step of the way, finding even darker forces that have allied themselves with the knights as long as it serves to suit their greater interest for evil.
Final Fantasy Resonance does a solid job adapting the original starting arc of Brave Exvius and making it not only coherent but also bridge together the various places players will explore, side-characters, and the plot points without making them seem unnecessarily padded like they were originally. It also reworks a few character arcs for better flow, including some origins and the way that characters interact with one another outside of the core storyline, including some fun little interactions as players explore the world in “skit” like dialogue sequences that pop-up and play while traveling in a town or the overworld.
Considering the storyline does work on adapting mostly the entire first arc of the gacha game, players who are well versed in it will find that outside of the various tweaks in Final Fantasy Resonance the narrative won’t surprise them much. Thankfully for newcomers this will feel like a classic JRPG storyline following a trio of heroes gathering allies along the way as they seek to save the world from destruction and numerous unexpected twists and turns, including many that will be quite shocking to newcomers. There are also a large number of side-quests that tend to be quite emotional which is a nice touch and also appear to be almost entirely new to the game, as many focus on expanding the world lore or giving extra depth to the player’s party members.
Gameplay
Final Fantasy Resonance is incredibly close to some of the most original Final Fantasy titles as it makes use of many of those same elements while exploring, such as having players travel an overworld map on foot, then on chocobo, and eventually even an airship to navigate around. Unlike more recent Final Fantasy titles, Final Fantasy Resonance features a random encounter system that is indicated by a flashing circle on the player’s mini-map, going from green, to yellow, to red when battle is about to commence. These battles only happen within a dungeon or on the overworld while players can freely explore a town without issues. This does mean that trying to go an alternate route to unlock a treasure chest or obtain a collectable item, such as the tablet fragments that a certain princess wants for bonus rewards, will trigger extra battles.
As players enter a fight they will find themselves taking part in turn-based fights but the game does not feature any ATB system, instead the player’s party and their opponents will act out their turns dependent on their speed, with faster units being able to attack early. It is also worth noting that players can adjust the speed of combat should they wish animations to play out faster, though it does not appear that the game remembers the player’s speed choices. Players will want to make use of their skills to figure out an enemy’s weakness as almost every enemy has a weakness to at least one element and while players can use Libra to reveal it at the cost of some MP and a turn, it is easy to figure out most of them on their own. Every enemy has two meters, their HP meter and stagger meter and while normal attacks will drop the stagger meter a set amount, striking a foe’s weakness not only deals more damage but drains the stagger bar heavily. Once a foe is staggered not only will they not be able to take an action on their turn, but they will receive additional damage for the rest of that turn and give the player’s party member that staggered them a “Free Attack” at the end of the turn to lay down some extra pain.
Players will want to take advantage of this stagger system as it will play a major role in other mechanics as well. Should the player stagger all of the enemies on the field, or if there is only one foe, then they will trigger a Sweeping Stagger that not only gives every character in the player’s party an extra attack but also allows them to select one of their equipped Visions to use their ultimate skill. Depending on the Vision the skill can heal the player’s entire party, deal massive elemental damage to a single foe, deal massive damage to an entire group of enemies, and more. This, along with the fact that players will obtain extra EXP for finishing a fight without getting damaged, extra money for overkilling enemies, and bonus Mastery Points for finishing off staggered enemies, means players will want to take advantage of these systems to overpower their foes.
Thankfully there are a lot of ways to do this and Final Fantasy Resonance isn’t afraid to give players all the tools that players can handle and this comes in the form of Visions. These Visions are the gacha game’s equivalent of the characters that players would have pulled for in the original gacha only now a large number of them have been made available for easy access simply through exploring. Upon arriving in each new land or unlocking a new area, players will find that there are various Shrines of Light that each contain one Vision featuring a hero from a past game in the franchise such as Cloud, Warrior of Light, Terra, Tidus, or even simpler ones such as a Chocobo or White Mage. Fighting with each of these Visions equipped to a character provides that Vision’s skills as secondary options for that unit and also rewards mastery points at the end of every battle.
After players have gained a mastery level they will often obtain a bonus of some sort, this can be a new skill, a new permanent stat boost, increased AP, or more. The special aspect of this is that when players swap out their Vision with a different one, it is possible to re-equip all previously unlocked abilities and boosts at the cost of AP. This can be as simple as boosting healing by 10% for 10AP to making a fighter a non-stop attacking machine by training them and then equipping them with Counter Physical Attack and Counter Magical Attack, each at 20 AP a piece, learned from different Visions, and making it so they will always attack the enemy that targeted them. In fact, the player can even do this to their entire party if they feel like grinding it out, making it possible to create an absolutely broken team should players feel like it, especially since the Normal difficulty already feels very tame.
Other than equipping various pieces of armor and accessories to boost the party member’s stats, there are also magicite shards, fragments, and larger, that can be used to “Limit Break” a Vision and unlock their higher tier skills. For a Vision such as Terra, this means she will be able to cast spells such as Fira and Watera instead of their base versions as well as additional buffs and debuffing spells. Speaking of limit break, that is also a mechanic that has returned in combat though it will likely only rarely appear due to combat difficulty being a bit on the lower side outside of boss fights. After taking and dealing enough damage every character will slowly fill up their Limit Break meter that, when activated, triggers their ultimate skill to deal massive damage to a foe.
Similarly, a certain character in the player’s party will eventually be revealed as an Esper, a character that can communicate with summoned spirits. This means that players will be able to summon a powerful ally at a high MP cost that will fight alongside them for three turns before delivering their devastating ultimate attack and vanishing. Only one summon can be active at a time and players will need to hunt down extra summons beyond the first one that they receive due to story reasons, but this adds an extra layer to combat, especially should a boss start to turn out to be more challenging than players expected.
Audio & Visuals
For quite some time Square Enix has been making use of their “HD-2D” style to produce some of the most unique and best looking pixel art games throughout the years and now Final Fantasy Resonance shows just how impressive that can be when applied to an already established franchise. The environments and character sprites are gorgeous looking with highly detailed portraits used during dialogue. It is worth noting that while most of the game’s combat and scenes are presented in the pixel-art style, special cinematics and the Visions’ ultimate skills are presented with a more modern presentation. In fact, whenever a named Vision uses an ultimate attack it appears to be ripped directly from their version from Brave Exvius.
Players have the option of playing with either the English voice track or the Japanese voice track and it is worth noting that a large portion of the game is surprisingly voiced. The English voice actors do an admirable job with their characters, especially during dramatic scenes, but it is worth noting that all of the cinematic attacks from the Visions are only available in Japanese, so even if players are using the English dub. The soundtrack is handled quite nicely with a mix of original tracks and classic theme songs used liberally throughout the game, and it is also nice to note that whenever players are acquiring a Vision from a specific game, such as Final Fantasy I or Final Fantasy VII, one of those game’s themes will play during the moment.
Overall
In many ways Final Fantasy Resonance does exactly what Square Enix was likely hoping for, taking a failed gacha project and turning it into a successful RPG that can still be enjoyed for everyone who missed out on the mobile game’s short lifespan. With tight and decisive combat with a laundry list of options for building the player’s team to take on enemies, and a predictable enough but enjoyable storyline, this is a game that harkens back to the roots of Final Fantasy in a number of successful ways even with its few lingering gacha-style elements hanging around. That being said, those familiar with the game’s origins will likely find themselves a bit unimpressed with the game’s storyline since it is mostly the same and retreading old ground, meaning this is mostly for newcomers that never touched Brave Exvius or those who loved the gacha game and want another taste only in an actually real RPG.
Capsule Computers review guidelines can be found here.
Of all the reasons to put your life in danger, risking it for your true love is perhaps the most pure take on romance around. But what if that life just so happened to already be over and that romance was with a girl who was also already dead? That is the type of bizarre question that Stupid Never Dies likes to pose as GPTRACK50 has crafted a unique new action game focused entirely around dying as many times as possible, growing stronger with every run as the lowest rank tries to overcome the strongest there is, all in the sake of love. Featuring a unique transformation system, limited dive time, but plenty of customization and even more randomized runs the further players advance, is Stupid Never Dies a successfully fresh new action game featuring a rotten lead character?
Story
One day, monsters rose up from the Earth and tried to join humanity only to be treated as side-shows or hunted down and killed. This pushed monsters to the point that a mysterious and powerful monster known as KOM triggered the Great War and annihilated nearly all of humanity, pushing it to the brink of extinction. Since then the monsters have returned to the lower layers of the Earth leaving only the lowly zombies left to roam the land. One such zombie happened to be Davy, who is already treated like trash among the other undead for fleeing the frontlines during the war. Making due in a deserted shopping mall Davy stumbles upon the frozen body of a human girl locked away in a store freezer, keeping her perfectly preserved even in death.
While spending his undead days talking to this mystery girl one day Davy stumbles upon a strange new set-up within the mall as well as a strange “egg” and eats it only to find himself imbued with a strange new power. He’s soon confronted by the human Dr. Frank who tells him that what he ate was a vital component in reviving humanity and now that Davy has eaten it, it lies on his shoulders to dive into the dungeon layers and seek out KOM to try and restore humanity’s lost intelligence. Alongside a fellow zombie cook that drives around on a motorcycle to retrieve him from the dungeon, a were-chihuahua skilled in managing Over-Technology utilized by the monster forces, and even a Gargoyle that is all-knowing and incredibly forgetful at the same time, Davy must dive as far into the dungeon as he can, defeating anything and eating his way to victory by stealing the powers of other foes and taking the fight to KOM’s underlings, generals, and other soldiers in an effort to revive the girl of his dreams.
Stupid Never Dies lives up to its name in many ways, since while Davy is stupid and never does die, the absurdity of the story is also borderline stupid if it wasn’t also hilarious at the same exact time. Literally everything that the players will encounter as they talk to the various allies in the mall, including the fact that Davy rides around on a modified Roomba since shuffling around is too slow, is ridiculous. These allies will have new things to talk about the further players progress into the dungeon and even make various comments about Davy’s progress on their own, often giving him various rewards at the same time, ranging from purely cosmetic to intriguing peaks behind the world’s lore.
This is especially true for the Doc who will keep notes on literally every enemy that the player defeats and “Style Eat” forms that Davy can eventually transform into. These notes are in-depth and also completely off the wall for some of the enemies. This could easily have been throwaway text that few people would read, but there is a lot of humor to be found in this extra bit of info and considering the amount of time players will be spending diving into a dungeon, it’s always good to get a bit of extra info about the enemies, even if it is just some odd habit a boss might have that has nothing to do with their fighting style.
Similarly, as the player continues to make dives into the dungeon, through a toilet of all things, Goyle the Gargoyle will slowly make progress at decoding and recovering information from the frozen girl’s cell phone. This includes everything from photos of the girl’s life before everything went to hell and the war began, info about her classes and family, including how much she misses her beloved dog, to video messages including heartbreaking ones where she knew she was going to die. This eventually results in revealing her name, though we won’t spoil this here. This recovered info provides a bit of extra context to the world and the frozen beauty that has stolen Davy’s non-beating heart in a way that is shockingly, and ironically, heartwarming, especially set against the absurd backdrop of the player’s allies, Davy himself, and the various bosses that he faces off against and the ridiculous humor that pops up at the most random of times. If there is one thing to take away from Stupid Never Dies’ narrative, players will almost always have no idea what will happen next, which is an absolute delight.
Gameplay
The gameplay loop for Stupid Never Dies is a rather interesting one as this action game is specifically designed to basically dive as far as possible within a time limit and then retreat, or defeat the current targeted boss and be forced back out of the dungeon anyways for story purposes. The biggest point of this is that Davy cannot die permanently and even if he does die inside of the dungeon, one of his allies will drive down and chuck his corpse into a garbage bag and drive him back to the surface with most of his goodies still intact, at least from what the player had obtained by the last “landing platform.”
The biggest drive into diving, or flushing, into the dungeons since Davy literally enters it through a toilet, is that the more enemies that he kills or eats, the higher his percentage of XP gain will be every single time. This means that while the first dive may see Davy leveling up incredibly slowly, players will eventually see themselves gaining 2,000x XP and leveling up multiple times simply from defeating an elite level foe on the first floor, setting themselves up for a number of bonuses for that run right out of the gate. Similarly, other various benefits continue to unlock the further Davy makes his way into the dungeon and through the story.
This includes Over Technology equipment from enemies that a certain were-chihuahua can transform into OT Gear that Davy can have slotted onto his Left Arm initially, gaining an extra secondary attack on a cooldown that varies depending on the type of gear that is installed, and eventually being able to wear OT Gear on his Head, Legs, and Right Arm, each of these providing various buffs depending on the rarity and gear such as increased defense, health, faster bite gauge build-up, passive skills being triggered, and more. These elements allow players to take equipment that fits their playstyle the best and immediately take it into the dungeon the next time around, aiming to get as far as they can as fast as they can.
The reason for this is that every dive is also placed on a time limit due to miasma that permeates the dungeons. While Davy is a zombie, he still is the weakest monster around meaning he can only stay in a dungeon for ten minutes to start with and if that timer runs out not only does his attack strength drop significantly, so does his movement speed and his health meter will continue to deplete, forcing players to either retreat, rush to finish their current stage, or die. Players can extend their time by performing special versions of “style eat” that we will go over momentarily, defeating boss enemies even if they’ve defeated them before, reaching certain floors, and even applying certain boss drops to permanently expand their total time after unlocking a specific shop in the mall.
Now, while Davy’s base form as a zombie can dish out some punishment and has its own unique acid-puke skill, as well as other skills that can be unlocked, the biggest way combat is handled is through the aforementioned “Style Eat.” While fighting against elite enemies such as Werewolves, Harpies, Cyclops, Liches, Snow Fairies, etc. Davy can attack and perform his own “Stupid Parry” by literally dodging into yellow-glowing attacks to trigger a special version of Style Eat that not only boosts the player’s total time in the dungeon but also rewards them with the ability to transform into that foe for three floors. It is worth noting that simply killing the foe and then eating their floating “core” will also reward players with their form.
Biting at enemies to steal their forms isn’t only for combat adaptability but also a way to heal as Davy will accumulate healable damage when parrying incoming blows or simply taking attacks head-on and this can be recovered by biting and eating enemies. Eating a smaller weaker enemy will grant the player an “instant skill” related to that enemy which is basically a one-use attack. On the other hand, being transformed into a Werewolf or Harpy means that Davy will be able to make use of their unique skills whenever they want to reach certain treasures such as the werewolf’s wall jump, harpy’s ability to fly, or even the cyclops’ ability to smash certain walls. Each elite enemy form has a unique skill of their own that also works on a cooldown similar to the OT gear but it will vary from form to form, as two different werewolves might have different attack skills.
As players fight their way through the dungeon and level up, they will also obtain “zombie receipts” which are immediate buffs that last throughout the current dungeon dive. These include things such as increased defense against all attacks, increased critical damage or chance, faster bite gauge recharge, boosting jumping attack damage, and much more. Players will eventually gain the ability to reroll these receipts once or twice per dive and these receipts can be a real dealbreaker on how lucky the player might be depending on how their run is going, especially if they choose to take down a boss they’ve previously defeated in order to acquire their unique Boss receipt and the power it provides to their fighting style.
Another element of combat that players will eventually get is something called a “super mode” called Davy Burst that boosts all of his stats and, if upgraded by giving presents to the frozen girl, can even regenerate health. While in this mode Davy is able to dish out more damage, endure more damage, recharge his attack skills faster, and even shrug off flinching attacks sometimes, making him a force to be reckoned with but it is worth noting that filling the Davy Burst gauge does take quite a while, meaning players may not be able to trigger it when needed or will sit on it, waiting for a boss that they may not reach within the time limit, even when players do unlock the ability to start skipping various floors, sometimes as many as five or six at a time as long as they feel like they can stand up to the foes at that level.
Now it must be said that the combat in Stupid Never Dies is as chaotic as can be and while that does feel great most of the time, it also tends to be a bit frustrating. The lack of a proper lock-on mechanic is tedious when dealing with fast moving enemies or crowds of foes, especially when facing off against bosses. It is also worth noting that while there are a number of Style Eat forms that have ranged attacks, the range is incredibly short or terrible at targeting foes in the air, often ignoring them entirely unless the player is jumping to attack at the same time. This isn’t a major negative as the frantic pace of combat does make tearing through foes with your favorite transformation feel incredibly satisfying, but there are some frustrations to be had, especially with the camera.
It also feels like the game is rather poorly balanced at times with some of the Style Eat forms being clearly superior to others. While some players may be able to enjoy them, forms such as the lich and cyclops feel far too slow and weak, even with their unique skills, compared to faster moving forms like the werewolf and the harpy. This also means that if players should happen to get unlucky and find their first few style eat targets being one of the lackluster elite forms, then it may ruin a run right from the start or at least slow the player’s pace down incredibly. Along these same lines it must be noted that while dying is obviously part of the game, some of the game’s juggle mechanics when it comes to bosses, especially involving elemental damage, feels a bit cheap at times, at one point seeing my character at full health absolutely wrecked through a chained combo from a boss opponent only to die while trying to recover on the ground and go for a bite since Davy was on fire.
That being said, for those who are having a tough time or simply want to see the story, or are tired of a specific boss fight, the game does surprisingly feature an “easy mode” of sorts. In the game’s options there is an option that can be turned on and off at any time that will make Davy incredibly strong and durable to the point that he will be practically unkillable while trouncing most elite enemies and downing previous bosses without an issue. Players can turn this option off at any time and there is no apparent punishment for utilizing it, so it is nice to see that there is at least a “screw it” option available for those who want to cut down on the grind a bit or are tired of a certain boss and just want a nudge past it and that’s it.
Audio & Visuals
Stupid Never Dies features a unique looking art style with thick almost comic-like lines and an aesthetic that is absolutely gorgeous in motion. While traveling around the mall is fairly simple, with some great character designs for Davy’s allies and even Davy himself, the real shining example of the art comes from the dungeon dives. Diving into a dungeon, or flushing into a dungeon, features a large variety of different looking stages depending on how deep the player is into the dungeon, though it is worth noting that the various enemies players face off against will vary wildly depending on how far players have gotten and unlocked. This means while an enemy deep at a layer can still show up on a near surface level only at level 1 or 2 instead. The designs of these enemies are wide-ranging and not only do small enemies have a good amount of variety, the larger foes that Davy can “style eat” and transform into have their own design as well as Davy’s unique transformed version.
The voice work throughout the game is also handled exceptionally well as it is very obvious that the English actors are just having a blast with how ridiculous some of the dialogue can be. The swap between Davy and other zombies’ slow speech outside the dungeon and normal speech inside it is not only fitting but also gives the character a chance to really shine with his comebacks to how ridiculous things end up being, especially in regards to a certain egg and other later enemies he encounters. The soundtrack also features a wonderful collection of background music that players can unlock and even create their own playlist that will play as they fight through the dungeon. Unfortunately not all of the songs can be added into the playlist but they can be listened to at any time within the mall.
Overall
Just like the various monsters that Davy chows down on, Stupid Never Dies has a rather unique taste thanks to its wonderful presentation and comedic storytelling that is so off-the-wall that players never will know what to expect next. But alongside that the game’s roguelite systems and floaty feeling combat can feel hit and miss more often than not, even if it is designed to ensure that Davy is slowly but surely growing stronger every dungeon dive. Thankfully even with these issues with combat and the occasional issue with lackluster roguelite runs, Stupid Never Dies is the type of experimental action game developers should try to embrace more, rot and all.
Capsule Computers review guidelines can be found here.