HYPERDROP is a mind-melting pachinko roguelite about big combos, big scores, and big balls, coming soon to PC
Dark Dark Goose and Devolver Digital are bouncing with joy to announce HYPERDROP, a devastatingly fun pachinko roguelite where you build massive point-scoring boards and watch them explode with satisfying chain reactions and game-breaking combos.
In this hypnotic, pachinko-inspired roguelite you’ll turn an empty pegboard into an unstoppable scoring machine. Upgrade pegs to grant them incredible perks including splitting your ball into multiple balls, sending balls back to the top of the board, sucking them into physics-defying gravity wells, or triggering explosions that can ripple across the board.
Upgrade your balls – doubling them in size, infusing them with volatile energy, making them sticky, or giving them extra bounce to increase your point-scoring possibilities – and unleash unique balls, each with different properties and physics behaviours.
Pick your drop spot, release your ball, and watch the chaos unfold as you bend gravity, rewind time, trigger explosions, and chain together peg effects to keep the action going for as long as possible. But even in the midst of all this physics madness, you’re still in control, strategically placing pegs and choosing upgrades to maximise your point-scoring potential.
Progress through increasingly difficult stages filled with unique modifiers and boss battles that force you to rethink your build. Finish a run, then take on new challenges with alternate board layouts and fresh ways to play – all while enjoying neon-soaked visuals and a pulsing electronic soundtrack that evolves dynamically as your score increases.
Just. One. More. Drop.
HYPERDROP is coming soon to PC, but you can experience it right now by checking out the demo on Steam.
The arcade-style brawler celebrated by more than 1.5 million players prepares for its most maniacal, ingenious arrival yet
PARIS (August 17th, 2026) – Publisher Dotemu (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Absolum) and Tribute Games (Teenage Mutant Ninja Turtles: Shredder’s Revenge, Scott Pilgrim EX) today released the very first look at MARVEL Cosmic Invasion: The Siege of Castle Doom. This upcoming premium DLC will find the infamous Doctor Doom central to an all-new game mode arriving alongside two new playable characters for MARVEL Cosmic Invasion, the D.I.C.E. Awards-nominated, tag-team co-op beat ‘em up celebrating the golden eras of classic MARVEL storylines and entertainment. MARVEL Cosmic Invasion: The Siege of Castle Doomlaunches on PC (Steam), Nintendo Switch and Nintendo Switch 2, PlayStation 4 and 5, and Xbox Series X|S in Fall 2026.
For future updates on Doctor Doom’s ominous arrival in MARVEL Cosmic Invasion: The Siege of Castle Doom, visit the official website, and follow @Dotemu and @TributeGames on X.
About MARVEL Cosmic Invasion
In MARVEL Cosmic Invasion, the immortal Super Villain Annihilus has launched an unprecedented attack across the galaxy, threatening all life as we know it. Fighters, both Earth-born and cosmic, must now join forces in a star-spanning adventure against the deadly Annihilation Wave. Choose from a playable roster of 17 Super Heroes, tagging between duos mid-fight with the innovative Cosmic Swap system to mix and match abilities while fighting to foil Annihilus’ grand plan: spreading death across the cosmos with the help of Thanos, M.O.D.O.K, Taskmaster and his most devious allies.
After setting the bar for arcade-inspired beat ‘em ups with the acclaimed, multimillion-selling smash hit Teenage Mutant Ninja Turtles: Shredder’s Revenge, Dotemu and Tribute Games have once again modernized the timeless fun of brawlers with exciting tag-team fighting and a multi-era celebration of the most iconic comic book universe. MARVEL Cosmic Invasion embodies the spirit of classic MARVEL character designs and delivers thrilling action that’d look right at home in an arcade cabinet.
About Dotemu
Dotemu is a French publisher and developer specializing in revitalizing legendary pop culture franchises across video games, TV and cinema by releasing original PC and console games that feel like a dream come true to play. Dotemu crafts entertainment with heart in collaboration with passionate creative partners for fans around the world, both through games that revitalize a beloved IP and titles set in original universes that modernize the classic fun of all-time favorites.
Dotemu has published and developed a number of global top-sellers including the award-winning games Teenage Mutant Ninja Turtles: Shredder’s Revenge, Streets of Rage 4, and NINJA GAIDEN: Ragebound, as well as the new, innovative breakout hit IP Absolum. Dotemu’s development and publishing work also supported the release of the acclaimed Battlestar Galactica: Scattered Hopes, Starship Troopers: Ultimate Bug War!, Metal Slug Tactics, Windjammers 1 and 2, Pharaoh: A New Era, Wonder Boy: The Dragon’s Trap and more.
Dotemu is currently working on Warhammer Age of Sigmar: Deathmaster, Theos: Cities of Myth and unannounced projects planned for 2026 and beyond.
About Tribute Games
Tribute Games is a studio developing and publishing video games with a focus on pixel art and classic game design. The Montreal-based studio has been steadily creating entertaining, challenging and retro-inspired games since
2011 using modern game development processes and technology. Their catalogue includes: Wizorb, Mercenary Kings, Curses ‘N Chaos, Ninja Senki DX, Flinthook, and Panzer Paladin. They are also the developers of Teenage Mutant Ninja Turtles: Shredder’s Revenge, published by Dotemu, in partnership with Nickelodeon.
About Marvel
MARVEL is one of the world’s most prominent entertainment brands, built on an unparalleled library of iconic characters and stories that have shaped pop culture for 85 years. The MARVEL brand spans entertainment, including film, television, publishing, licensing, games, live events, digital media, and more.
With the flood waters continuing to rise and the Slither taking over Arkham, we step into the shoes of Calvin as he must find a way to complete the ritual to bring his beloved Faye’s soul back to her body even as monstrosities seek to block him at every step in Frogwares’ The Sinking City 2.
The Sinking City 2 plunges players into a haunting survival horror experience set in the flooded, decaying city of Arkham, where eldritch horrors and unspeakable mysteries lurk around every corner. Inspired by the works of H.P. Lovecraft, the game shifts the series toward a stronger survival horror focus, challenging players to scavenge for limited resources, solve disturbing mysteries, and confront terrifying creatures born from cosmic nightmares. As the city descends further into madness, every street, abandoned building, and flooded district hides deadly secrets waiting to be uncovered.
Exploration, investigation, and tense combat work hand in hand as players search for clues, manage scarce ammunition, and make difficult decisions that shape their journey through the cursed metropolis. Atmospheric environments, grotesque enemies, and a gripping narrative create constant tension while expanded gameplay systems encourage multiple approaches to survival. With stunning visuals powered by Unreal Engine 5 and Frogwares’ signature detective storytelling, The Sinking City 2 delivers a chilling blend of psychological horror and Lovecraftian suspense.
The Sinking City 2 Developer: Frogwares Publisher: Frogwares Platform: Xbox Series X/S, PlayStation 5, PC/Steam/GOG/EGS Release Date: 18th August, 2026 Price: $49.99 USD
Recommended – “The Sinking City 2 takes a bold genre shift and makes it work, blending tight horror pacing, brutal combat, and streamlined investigations into a gripping descent into Lovecraftian terror.”
Sometimes change happens unexpectedly or simply because someone desires something different. Other times it is a necessity to survive, and when it comes to Frogwares. Not only has the developer had to deal with legal issues after the release of The Sinking City 1 that dragged on for years, they are also currently dealing with the nightmare of a war happening in Ukraine. With such a hazardous work environment, one would expect the developers to shift focus to perhaps something a bit different from Lovecraft’s dark and twisted lore but instead the team has doubled down and shifted focus in an entirely different manner. Rather than being an open-world detective game, The Sinking City 2 tightens things up into a survival-horror experience that feels right at home in Lovecraft’s sinister mind.
The Sinking City 2 Gameplay
Story
The inland city of Arkham may have been thriving once upon a time but now a supernatural flood of unknown origins has struck and the water continues to rise with every passing day. No manner of pumping, floodgates, or man-made barricades seem to keep it out and the only thing people can do is flee the city in hopes that they can escape the rising water. Six months after the start of the flood players take on the role of Calvin Rafferty, a skilled occult adventurer that has fallen in love with Faye Bennett who shares his same passion for the occult and forbidden side of the world. During an occult ritual to enter the Dreamlands, something goes terribly wrong and while Calvin awakes with no memories of what happened on the other side, Faye remains in a supernatural slumber, with only the mysterious Nightshade Mask forming on her face as a result.
Believing that her soul has somehow been separated from her body, Calvin has done enough research to believe the answers lie within a book in the forbidden section of the library, but he will need to cross through the drowned out streets of Arkham and the Slither that now occupy its buildings and waterways to track it down. Though even then, this is far from the end of the journey as something far more sinister than a few worm-like creatures and eldritch monstrosities have plans in mind for the pair, nevermind the few living people that Calvin does manage to come across who have stayed behind in the flooded city.
The Sinking City 2 takes a very deliberate and heavy swing away from what players might expect after the original game and this swing is a successful one. By focusing on dialing in the narrative delivery and environmental storytelling rather than spreading themselves thin through an open world, the story here is not only filled with dread but also keeps players guessing as to what twisted thing will happen next and likely still be surprised, even for those familiar with Lovecraft’s lore. Far more than any actual detective game might since there truly are so many surprises that happen within every chapter of the game as Calvin travels from location to location. This results in a title that is not only excellently paced, but features one dark turn after another before twisting the emotional knife a few more times with the loving couple.
Notes contained within every level provide some extra context to the game’s world, including desperate pleas for those who tried surviving, pages from those exploiting the flood and eldritch beings, and more. The puzzles themselves are also far more interesting than players might expect given the game’s narrowed focus. In The Sinking City 2 the puzzles tend to be optional but also provide useful rewards as well as additional narrative purpose at the same time, especially with how horrific the consequences or results of these puzzle solutions end up being.
As for the characters themselves, while the game is a lonely experience it is an intentional one, where isolation is often only broken up by something far worse. Thankfully though the interactions between Faye and Calvin are truly wonderful throughout the story. These are told both through flashbacks of how they met as well as interactions while exploring levels. While it would be a spoiler to say how she can interact, let’s just say it works quite well from both an occult perspective and romantic element at the same time. It also must be noted that while the game does feature a New Game+, the only additional story content added are some extra notes throughout the entire game while the core storyline remains the same.
Gameplay
While the story may still feature all of the eldritch horrors and dark reveals that one would expect from a game set in a Lovecraftian world, the gameplay is where The Sinking City 2 truly sets itself apart from the original. Whereas the original game was set in a more open world and combat took a back-seat to investigations that often spanned city-wide clue hunting, this time around Frogwares has opted for a far more linear and stricter approach to the game with puzzle elements taking a bit of a backseat. Instead, the main focus now is almost entirely on survival horror through an over-the-shoulder perspective as players must now navigate through tighter corridors all while managing their limited ammo and healing items and eliminating enemies, or straight up running past them if need be, to reach their objective or a safe room.
It is worth noting that off the bat the title offers players four difficulty levels to choose from, ranging from an Easy equivalent that can even make the player invulnerable to a truly challenging hardcore mode and these difficulties can be swapped at anytime during gameplay, though the title will only recognize the lowest difficulty players went to upon completing the game. Similarly, the puzzles also have two difficulty levels and this is more of a personal challenge than anything else, especially since it is easy enough to match clues together but having simple investigations highlights specific words within clues and matching icons for specific puzzles while standard difficulty removes these hints and leaves players to their own devices to solve the riddles and combinations on the clueboard as players discover them in each area.
As players navigate through the flooded city of Arkham they will generally do so with a boat but even here the actual paths players can take are linear with only a few diverging optional areas for those looking for extra items or bonuses. While players won’t be attacked on the boat, as soon as they are on land they are potentially free game as enemies will appear almost always out of nowhere, seeking to not only spook the player but also get the jump on them at the same time. This is done by Slither controlled bodies often bursting through walls, rising from their dead-states when players solve a puzzle or open a previously locked door, or even opening up a container sometimes. Then there are those that bust through doorways, opening up new paths while also making players have to scramble to put up a fight.
The Sinking City 2 offers plenty of ways for players to fight against every type of enemy they encounter and most enemies have their own unique weaknesses but at the same time, so does the player. Part of this weakness is the fact that the player has a limited inventory space and every healing item, firearm, and ammo stack takes up a slot and while crafting items do stack on one another, this can make for some rather tight situations if players venture out unprepared or overburdened and unable to pick up quest items without retreating to a safe room to stash items. That being said, the enemies players face off against come in a variety of forms, ranging from simple Slither infected forms with weak spots that blister out of their bodies and can be targeted for significant damage, jumping spider-like enemies that players can dodge out of the way of and stomp to death with a single squish, evolved Slither forms that can spit bile and reinforce their weak points, and even Deep Ones themselves that end up being one of the most formidable standard enemies players come across outside of boss encounters.
One thing that should be emphasized in The Sinking City 2 is that while it is possible to probably kill nearly every enemy players come across, it really feels like that is the last thing players should do. While players can craft ammo and healing items, the amount of damage they receive from attacks and even damage enemies can absorb, especially if players are careless with the Slither and allow the worms to travel to another body without squashing them, allowing them to revive another corpse, can be quite brutal. This is alleviated a little during forced combat encounters as these locations will feature containers that will slowly refill with consumables such as healing items and ammunition, though it won’t always match the weapons players might have on hand. These weapons start with a standard handgun and eventually players will find a shotgun, tommy-gun style smg, rifle, and even a grenade launcher all of which have two attachments a piece players can sometimes find in “Emergency Relief Crates” scattered in levels that have unique one-use pens that open them. No worries on missing out though, there are enough pens to open every crate as long as players search hard enough.
Speaking of which, while players do have a melee option for both punching/shouldering enemies and stomping, it feels like it is generally a last resort or a way to thin out a single stunned enemy as they can quickly stand back up and strike if players are careless. Of course, since it is also possible to dodge an enemy attack and send them stumbling to the ground and vulnerable, it is also possible to exploit this opening for a few stomps. Similarly, dodging is perfect for seeing a hallway filled with Slither forms or even a Deep One and dodging right past them to run through a doorway or into a safe room, especially if players know they won’t need to return to that location again.
This is helped by the familiar survival horror mechanic of featuring a map that changes room color depending on if there are items or documents still in it or not. Red signifies a puzzle, item, or document might be within while blue means it is cleared. Speaking of the puzzles again, it must be said that the puzzles within the game are quite smart and require a bit of thinking to actually discover the solution to. While every puzzle features clues players can assemble on Calvin’s clueboard, with proper connections providing “Dream Essence.” There is often still some intuition involved in actually figuring out what players will need to do. Most of these puzzles are for optional things such as extra inventory space, attachments, or even just Dream Essence but many also provide useful ammo or are required to advance the story and having quite a few of them be brain teasers is a nice balance here. Not only are players tested in combat, but also just enough with the puzzles to keep things feeling fresh without halting progress too much.
Now the Dream Essences that players acquire from completing investigations and found in certain locations can be used to unlock special perks for Calvin and the player. These perks will go into the Night Shade mask which initially only has one round slot and one diamond slot available with two more diamond slots available for unlocking with a lot of essence. These various perks start at low rank and unlock as players obtain more of them and range from simple things like taking less damage from humanoid enemies or taking less damage the more healing items the player is carrying to crafting more ammo with every recipe or even having a “last stand” attack against an enemy to avoid dying. These perks must be equipped and can be swapped at any time. It is also worth noting that besides carrying perks the Night Shade mask serves a secondary purpose as a “back up” life. Should the player fall in battle and the mask is charged with a specific item, it will revive Calvin with about half of his health left and allow him to return to the fray. These items are quite useful even if we didn’t find ourselves using many throughout our playthrough, even against the few challenging boss fights that the players will need to deal with, but we’ll leave that up for players to discover.
Now, it is worth noting that the game does feature not only a New Game+ mode but also “Eldritch Achievements.” New Game+ allows players to carry over all of their unlocked mask perks and slots into a new game while also providing some extra notes scattered here and there throughout the story. The Eldritch Achievements on the other hand reward the player with Eldritch Points that can be exchanged for some powerful goodies or cosmetic ones should the player desire. This includes unlocking weapons earlier in the game, infinite ammo packs for each weapon type, and even extremely powerful perks that can only be obtained with these points. Other unlocks include costumes for Calvin and Faye, flashlight colors, and concept art.
Audio & Visuals
The Sinking City 2 is quite the gorgeous looking game in its own hideous way at times. The flooded streets of Arkham have their own dreary charm to them, seeing echoes of what used to be a thriving town with brightly lit signs advertising long evacuated or dead businesses all while the monsters that players face off against are especially grotesque and show believable body damage when attacked, at least when it comes to standard humanoid enemies. When shooting or even destroying an explosive barrel against a humanoid enemy they will appear burned and charred if they stand back up, or feature torn apart flesh from bullet impacts and bursted weak points. Similarly the NPCs that players do meet that aren’t hostile match the aesthetic of a Lovecraftian tale perfectly, even if they are few and far between. It is worth noting that while my time throughout the game was mostly flawless, the game did suffer a hard crash mid-cutscene and during a prolonged forced-battle long distance enemies appeared to move at an odd frame rate compared to closer foes, making it difficult to target them.
The voice work throughout the game is handled exceptionally well with a great deal of emotion being put into Calvin and Faye’s performances, especially the few times a character happens to sing here and there. The background noises and sounds of the monstrosities help create a creepy atmosphere wherever players are traveling, especially given that background music is kept to a minimum or only used for dramatic effect during boss battles.
Overall
Frogwares was taking a big risk when it came to changing the formula so hard for The Sinking City 2 but it has paid off with dividends. Not only has the story managed to stay more focused in delivering the eldritch horrors and dark twists that fans of Lovecraft come to expect but it also combines a satisfying mix of challenging combat that balances the player’s instincts of when it is time to take a stand and fight or make a run for it and save some ammo/healing items for the next encounter. Combine this with modified investigations that align better with a survival horror’s progress and item management and we have a game that is not only ready to scare players with existential dread as often as it does with a fresh enemy bursting through a wall ready to send tentacles through Calvin’s face.
Capsule Computers review guidelines can be found here.
The free-to-play mobile game has amassed over 150M downloads and will be making its first public appearance at a gaming event.
LIMASSOL, CYPRUS, 17 AUGUST 2026 | PlayDucky, the publisher behind the globally successful ragdoll physics game, Melon Sandbox, is excited to share that they will be attending PAX West 2026 this upcoming September 4th through 7th. Visitors can stop by the interactive booth to try the game, pose with life-size cutouts, and earn chances to spin a prize wheel for goodies.
Ragdoll Mayhem
Melon Sandbox is a thrilling sandbox game where players unleash creativity through brutal experiments with reactive ragdoll physics. Launched in 2022, users can test unique interactions between objects like vehicles, weapons, explosives, and tools to create chaos in an open world. A variety of map environments are available, from cities, acid pits, and lava to underwater worlds, each with unique physics, items, and interactions. Melon Sandbox also boasts aneditor that allows users to create their own gameplay experiences to share with fellow players. This UGC can be purchased by others, providing a payout to the creator for every mod download. Melon Sandbox recently introduced a Lua Chip item that allows players to inject custom Lua script directly into the game, opening up new possibilities for in-game expression.
Stop by Booth #1014!
PlayDucky will be showcasing MelonSandbox at PAX West in the Arch Building, Level 4, at Booth #1014. Tablets will be set up so visitors can try the game without downloading it to their own devices. People who stop by the booth can walk away with a Melon Sandbox trading card or stick around to earn additional game-branded merch! Take pictures at the booth, play whack-a-mole, and more to earn spins at the prize wheel, giving everyone a chance to win branded pins, coins, and more.
Melon Sandbox is free to download. The latest update is available now on iOS, Android, and browser. Players can join the game’s official Discord to discuss the game, share modded content, and receive tips for their UGC experiences.
About PlayDucky
PlayDucky Game Publishing is a premier, global mobile game publisher focused on casual games. With years of experience in the industry, PlayDucky provides developers with essential support and resources, allowing them to thrive in an increasingly competitive market.
About Melon Sandbox
Launched in 2022, Melon Sandbox is a physics-based world where players use a massive toolkit of objects and vehicles to create emergent gameplay. Available on iOS, Android, and Browser, it has surpassed 150 million downloads and is becoming the go-to launchpad for the next generation of indie developers.
From devoted family man to convicted killer, the third character reveal introduces a man whose life was destroyed by betrayal
CONTENT WARNING: This character reveal contains themes of domestic violence, abuse and murder.
London, United Kingdom – August 17, 2026. Indie developer Buzzin’ Games continues The Damned Files, its character reveal series for Rock, Paper, Severed, introducing Edward Mullen (aka Metal ‘Ed), the third of four playable characters brought together by The Old Sire.
A psychological horror tabletop strategy game that puts a dark, horror-infused twist on the classic hand game Rock, Paper, Scissors, Rock, Paper, Severed challenges players to outwit their opponents in a deadly game where every throw you lose costs you a finger. Each character arrives at The Old Sire’s table carrying their own secrets, guilt and reasons for being there.
THE DAMNED FILES // 003 Edward Mullen (aka Metal Ed)
Edward Mullen was never considered particularly clever. A scaffolding yard worker from Dagenham, Ed was a simple man who took pride in the life he had built with his wife Linda and their daughter Zoe. After long shifts, the three would gather around the kitchen table playing parlour games late into the evening, ordinary family moments that Ed treasured.
But behind the happy home, whispers about Linda had been circulating for years. Ed chose to ignore them, trusting his wife because he needed to believe in the life they had built together.
Until one night, he came home early.
Ed discovered Linda with another man. What followed was a brutal loss of control that would destroy his family forever. When the two lovers regained consciousness, Ed had tied them to chairs and laid out a collection of tools across the kitchen table.
Then he explained the rules.
Rock. Paper. Scissors.
The game ended with both Linda and her lover dead, while Ed himself was left with catastrophic injuries after Linda fought back. Their daughter Zoe would discover the aftermath the following day.
Ed survived and was fitted with a steel plate to replace part of his shattered skull. A court ultimately convicted him of the killings, though his sentence was reduced on the grounds of diminished responsibility. After serving two years, he was released on licence and began a lonely existence in a bedsit in Romford.
Zoe was placed into care, and Ed is now forbidden from contacting her. Yet he still watches from a distance, following her life from across the street and wondering whether she sometimes recognises the father she lost.
Known as Metal ‘Ed, the steel plate beneath his scalp is a permanent reminder of the night that changed everything. But it is not the only thing he carries with him. Guilt, obsession and the memory of his family have followed him to The Old Sire’s table.
The Rules Are Simple. The Tools Are Not.
At the heart of Rock, Paper, Severed is the classic hand game of Rock, Paper, Scissors, with one horrifying difference: every throw you lose costs you a finger. Players must read their opponents, manage the risks and make every decision count as the game becomes increasingly desperate.
A collection of items gives players another way to shift the odds, allowing them to bend the flow of the game, outmanoeuvre their opponents and survive a little longer. Use them wisely.
Across the single-player and multiplayer experiences, players encounter the game’s cast in different configurations, gradually learning more about the people sitting around The Old Sire’s table. Their stories are seeded throughout the experience for those willing to look deeper, but the focus remains firmly on the strategic gameplay, risk and survival at the heart of every game.
Rock, Paper, Severed will be playable for the first time at gamescom 2026, with members of the development team on hand throughout the show to walk media and players through the game, discuss its characters and offer hands-on sessions.
NEXT FILE: Eleanor “Nellie” Ashford – Opening soon
Rock, Paper, Severed is currently in development for PC via Steam. Wishlist today.
Burn your cards, summon demons, and discover how far obsession can take you in Nozomu Games’ narrative deck-burning card game
Munich, Germany (August 17, 2026) – Independent developer Nozomu Games has announced that its narrative-driven deck-building game Burn With Me will launch on October 12 for PC via Steam.
Check out the Burn With Me release date trailer:
Blending strategic deckbuilding with an emotionally charged supernatural narrative, Burn With Me introduces players to the “deck-burner” genre, where sacrificing your own cards grants immense power – but burn too much, and you’ll be left with nothing. Every decision carries weight as players navigate forbidden rituals, dangerous obsessions, and the cost of making a pact with a demon.
Set within an occult university, the game follows a group of students drawn into ancient rites by their enigmatic and obsessed teacher. As each student confronts their deepest desires, fears, and ambitions, players must decide whether to master their obsessions or be consumed by them. Each of the game’s six chapters introduces its own cast, mechanics, cards, bosses, and emotional themes, ensuring every ritual feels distinct.
At the heart of Burn With Me is its unique deck-burning mechanic. Rather than protecting every card, players are encouraged to sacrifice valuable tools in exchange for devastating effects, constantly balancing immediate power against long-term survival. The mechanic mirrors the game’s central themes, where every gain demands a sacrifice.
An unsettling atmosphere is brought to life through distinctive hand-drawn artwork created entirely by narrative designer and artist Eva Manuilovich. Alongside the illustrated world, the mysterious Hand appears through live-action footage, creating a striking contrast that reinforces the game’s surreal, otherworldly tone.
Originally created during Ludum Dare 55, Burn With Me quickly rose into the competition’s top 1% and has since attracted more than 20,000 players through its prototype. The project also received praise from Daniel Mullins, creator of Inscryption, helping cement the team’s vision for a full commercial release.
Burn With Me key features:
Strategically burn the cards in your deck to unleash powerful abilities
Six handcrafted chapters, each with unique mechanics, cards, bosses, and stories
Uncover a dark supernatural narrative about obsession, sacrifice, and forbidden rituals
Risk-versus-reward gameplay where every card burned could mean salvation or disaster
A beautifully handdrawn world alongside surreal live-action elements
Memorable characters, each wrestling with desires, fears, and personal demons
An atmospheric experience inspired by occult mysteries, jazz, and psychological horror
Nozomu Games is a self-publishing indie game studio founded in 2023. The core of the team is Ivan Bushmin and Eva Manuilovich, a married couple located in Munich, Germany. The extended team includes composer Nikita Melnikov, sound designers, additional artists, and marketing managers.
Nozomu Games aims to make games packed with surprises, unique mechanics, and novel experiences, preferring gameplay-based storytelling. The studio’s debut commercial game was Robot Detour, a puzzle game with a unique cable mechanic. The team is currently working on their narrative-driven “deck-burner”, Burn With Me.
August 17, 2026 | Triomatica Games, the award-winning studio behind Boxville, is excited to announce that the demo for I Want to Play the Villain!, their upcoming theatre-themed logic puzzle game, is now live on Steam as part of Ukrainian Games Festival 2026. This marks the first chance for budding theatre directors to step backstage and get hands-on with the game.
The demo contains the entire first chapter, 18 unique challenges to overcome.
To create the perfect show, you must match actors to their roles. But every actor has their own ambitions, fears, and wishes. Rearrange the cast, change the story, and use your logic to make everyone happy.
About the Game
A Story You Rearrange
I Want to Play the Villain! is a theatre-themed logic puzzle game where every character on stage has their own personality, and it’s up to you to arrange the cast so the show actually works.
Give Every Actor Their Perfect Role
Every actor has their own wishes, ambitions, fears, and favorite roles. Rearrange the cast, switch costumes, and change the story to make everyone happy on stage. Give an actor their dream role, pair them with the right partner, or keep them away from situations they fear.
Every Chapter, a New Puzzle
Explore unique chapters, each with its own setting, characters, mechanics, and story. A single change can transform the entire performance.
Key Features
Solve clever theatre-themed logic puzzles
Explore unique chapters, each with its own setting, characters, mechanics, and story
Change modular stories to create different performances and outcomes
Learn each actor’s personality, preferences, ambitions, and fears to solve increasingly challenging puzzles
Every performance is different. Can you create the perfect show?
About Triomatica Games Triomatica Games is a young but ambitious Ukrainian independent game development studio, founded in 2020 by artists and developers. The studio handles the full stack of development and publishing in-house, and is best known for Boxville, winner of the GDWC 2023 Mobile Award and PGA’23 Best Indie International Game.
Debut title occult deck-burner ‘Burn With Me’ haunts PC via Steam Oct. 12, 2026
LISBON, PORTUGAL – August 17, 2026 – Inner Pocket, a new label co-founded by industry veterans from CRITICAL REFLEX, Gaijin Entertainment, and indie studio Nozomu Games, launches today. By combining extensive experience across games marketing, publishing services, development, and business strategy, the Inner Pocket team aims to utilize its well-rounded composition to empower indie studios.
As a publisher, Inner Pocket will deliver a curated library of titles and recommendations to audiences seeking memorable experiences that stick with players for years to come. Inner Pocket seeks to elevate and support games that are intimate and engaging, capable of immersing players and providing quality time. Inner Pocket games are deliberate and personal, active and driven forward by compelling stories that reward both introspection and discussion, not unlike a good book.
The team at Inner Pocket will assist developers from start to finish. This includes positioning and go-to-market counsel, store-page setup and optimization services, PR and creator outreach, press kit creation, trailer production, paid marketing and user acquisition, localization services, functional QA and release-readiness support, and platform relations. Porting and additional production services may be available depending on project details and final agreement.
Inner Pocket has partnered with Nozomu Games to bring narrative-rich occult deck-burner Burn With Me to PC via Steam as one of the publisher’s debut titles, set for release on October 12, 2026.
In addition to its traditional publishing efforts, Inner Pocket aims to foster a community of gamers through curation efforts on Steam, YouTube, and Discord. Inner Pocket plans to launch a bespoke list of compelling, tonally interesting titles on Steam through its official Curator page.
“We’re choosing a pretty specific niche from the start, and we’re going to be very picky about the games we publish,” said Yaroslav “Pangolin” Kadyshen, Co-founder of Inner Pocket. “At the same time, there are already great titles out there that capture exactly the kind of feeling we’re after. We want to help grow this space in two ways: as a publisher, by supporting developers making curiosity games and helping more of them get made; and as a curator, by surfacing the great ones that are already out there. The kind you still think about years later – the games you keep close to your heart.”
Feed your curiosity about Inner Pocket on the official website and connect with fellow enthusiasts on the official Discord server.
About Inner Pocket
Inner Pocket was founded by people who believe games should leave a lasting impression. As lifelong players, the team is drawn to experiences that spark curiosity, pull people into unfamiliar worlds, and stay with them long after the credits roll.
A retro mini-roguelike inside a slot machine. Steady your blade – and spin.
Indie dev Friedemann (Summerhouse, Islanders) and publisher Future Friends Games (CloverPit, The Cabin Factory) have just launched Slots & Daggers on Mobile for Apple and Android! The game launched on Steam late last year and became an instant hit with 300,000 copies sold and over 6,500 reviews at 94% positive.
Arm yourself to the teeth and set out on an adventure across strange and dangerous lands! In combat, your actions are decided by a spin of the wheel: attacks, potions and spells are represented by symbols on the slot machine.
From the creator of SUMMERHOUSE comes Slots & Daggers – a compact retro-fantasy roguelike where battles play out on a slot machine. Arm yourself to the teeth and set out on an adventure across strange and dangerous lands, where every spin could be your last!
In combat, your actions are decided by a spin of the wheel: attacks, potions and spells are represented by symbols on the slot machine. You’ll need a keen eye, quick reflexes and good old fashioned luck to triumph over an eccentric cast of foes: Gunslingers of the Red Desert, Knights of Kul, Hammer Goblins and a guy named Ike. Victory will earn you powerful modifiers – extra wheels, new weapons, spells and more.
Fine-tune your loadout, hone your strategy, and turn the odds in your favour until victory is secured!
Features
A compact, addictive roguelike from the creator of SUMMERHOUSE
Satisfying slot machine gameplay meets white knuckle fantasy fights
Battle through ten levels, each with unique foes and bosses
Unlock game-changing new weapons, equipment and abilities as you go
Adapt your loadout and strategy on the fly as you play through each run
About the developer
Friedemann is an independent game creator based in Berlin. As one of the 3 founders of Grizzly Games alongside university friends Paul Schnepf and Jonas Tyroller, he helped create breakout indie hits Superflight & ISLANDERS. He also made Pizza Possum alongside Kingdoms creator Thomas van den Berg. Last year he released his first solo project SUMMERHOUSE, with publishing help from Future Friends Games, a partnership that’s continued into his latest game, slot machine roguelike Slots & Daggers.