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Monster Crown: Sin Eater Review

Monster Crown: Sin Eater

Developer: Studio Aurum
Publisher: Studio Aurum
Platforms: PlayStation 5, Switch, Xbox Series X/S (Reviewed), PC
Release Date: Available Now
Price: $24.99 USD – Available Here

Overview

When it comes to monster collection games, they tend to come in a few different kinds of flavors. There are cute ones focused more towards children, ones that tip-toe between the lines, and others that reach into the darker depths of how sinister a world can be where monsters roam free and can be tamed by nearly anyone. Monster Crown: Sin Eater happens to be the latter, focusing heavily on being a darker game that looks to set itself apart by taking from a number of familiar mechanics and combining them to make something of its own. With a retro-style design and chip tune soundtrack, is this turn-based monster battler worth picking up for those looking for a darker trip to the past?

Story

While Monster Crown: Sin Eater is the second game in the series, it does not follow the story from the first game at all outside of a few “myths” being mentioned in passing. As such new players can come in freely without worrying about missing out. Players take on the role of Asur, a farmboy in the Crown Nation who lives with his rare-speaking younger sister and mother while tending to the farm. His older brother, a well-known and accomplished monster tamer named Dyeus, has just come home and is eager to teach Asur the ropes of monster taming. The reason for this is that Dyeuss admits that a great danger is on the horizon and even the brutal totalitarian ruler Lord Taishakuten, his Four Heavenly Kings, and legion of twisted beastmen, won’t be enough to stop it.

Unfortunately, before Dyeus can help train Asur beyond the basics, one of the Heavenly Kings’ brutal enforces arrives and accuses Dyeus of conspiring against the Lord and takes him away and, despite Asur’s best efforts, the only thing he can do is watch his brother’s head be sliced from his body by the mantis-like woman that takes sadistic glee in her kills. Vowing over his brother’s grave, Asur sets out on a path of vengeance to take down every leading member of the Crown Nation no matter the cost, as long as they pay for the blood spilled that day.

Monster Crown: Sin Eater sets its tone early with one of the first major plot points being an example of just how cruel The Holy Order governed by Lord Taishakuten can be and this is emphasized countless times throughout the player’s journey as Asur comes across the ruins of towns left to fend for themselves while thriving, obedient, towns are bustling full of people under the protection of their respective rulers. Talking to NPCs throughout the world emphasises this fact, at least partially, as they’ll discuss various events happening around an area but it is also worth noting that the title does have some flaws with NPC dialogue. While some NPCs have entire stories to tell, hints on where to go or side-quests, and even some moral choices, others recycle the exact same dialogue as everyone else in town and there is no way to know without talking to everyone. Ironically, talking to the same NPC over and over again in a town can run through the town’s entire dialogue tree, with a gangster punk talking about how high class a restaurant is.

It is also a bit unfortunate that, for as interesting as the world-building ends up being through books and conversations with characters, including the fact that there are various groups that players can choose to align themselves with to create a unique storyline and encourage replayability, that the game takes its “open nature” a bit too far past the initial pair of story bosses. Moving beyond the mostly straightforward “Windy Province” location and into the rest of the world means that players will be dropped with the ability to go nearly anywhere they want, even if it means getting lost and a bit confused with their only task being told to hunt down the other Heavenly Kings. 

Ironically, the one hint that players get just before the first boss fight is to head to an island where the resistance is established, only the ability to actually “surf” isn’t given until players discover it on their own and in any order. While the lack of handholding is a bit of a nice touch, since it gives players freedom to challenge areas however they see fit compared to being on linear routes, a little extra guidance wouldn’t have hurt, especially since players gain various abilities when defeating members of the Heavenly Kings. Though it is worth noting that players cannot waltz into the final dungeon on their own, which is at least one noteworthy limitation.

Gameplay

Monster Crown: Sin Eater is a somewhat simple yet complicated beast to tame on its own. Players will be able to fight as Asur themselves, firing a gun that deals minimal damage but this is a last resort as dying as Asur will end the game. Instead Asur will gather up to eight different “pact bound” monsters that can make up his party at any given time. The monster that the player takes as their lead will follow along behind them while traveling through the world and will also be the first to fight in any monster or tamer encounters. Tamer encounters are an interesting element in the game as they are not challenges and are entirely optional, with the rewards for winning generally being a large sum of money that is useful in shops and for the game’s generous monster modification options.

Fighting in Sin Eater is a turn-based affair with the faster monster moving first and each monster having a designated base type as well as various move-types that they can utilize. All monsters in the game are either Will, Brute, Malicious, Unstable, or Relentless with a special Crown type being generally boss monsters. Each of these monster types are strong and weak against one different type of attack and players will want to adjust as necessary, swapping out monsters or powering through if need be since swapping out mid-battle means that the new monster will eat an attack for free. While fighting, every monster has a certain “MP” level for their moves and this dictates how much certain moves can be performed. While this will rarely be an issue, it is entirely possible to run out of Unstable MP and be forced to use less effective brute attacks or swap out the most effective fighter as a result. This can be caused by monster traits and other elements, since some monsters can inflict “gravity” requiring moves to cost more MP or even draining MP entirely from certain pools.

The most unique element when it comes to fighting in Sin Eater is the synergy gauge. This meter, which is above the HP bar, fills up over the course of attacking and receiving attacks (though some moves can drain it too) and synergy is then used to “Crown” an attack, basically amplifying its effects or strength. Crowned attacks are far more powerful and at 100% charge can be devastating for the enemy, though the enemy also has a synergy gauge players will need to keep an eye on. When battling a monster that players want to tame, with the exception of story bosses and beastmen, players can use a “pact” to add the monster to their team or send it back to the boxes. Most monsters will ignore or only slightly ponder a pact at full health while those beaten to near death or suffering from a status ailment will be far more likely to agree. Though there are a specific subset of enemy types that can only be tamed by rare pacts, signified by their red outline and will scoff at any other pact.

One thing that would have been a nice quality of life improvement for the game would have been the ability to speed up combat, to even double-speed. While players do have the option to turn off attack animations, this lowers the quality of the actual fights. As a result, players who are trying to level up their weaker monsters by having them battle stronger foes will find fights taking far longer than they should since, even with animations turned off, battles drag on against even simple foes. That isn’t to say that the combat isn’t impactful, but the option to adjust the speed would have been appreciated.

It is interesting to note that the amount of customization when it comes to creating the player’s team is outstanding in Sin Eater as both the monster breeding, complete with gene editing at an extra price, and monster fusions can help create some truly powerful monsters if players are willing to take some risks and figure out the best combinations for their teams. Some monsters are even sold in town monster shops, giving players the ability to work with extra creatures at a cost if need be. Similarly, excess monsters that the player may never use can also be sold at a Monster Shop for some money if necessary.

While out in the field and exploring, one thing to note is that Sin Eater makes use of a “predator and prey” system. This means herbivores will either ignore the player or flee from them while carnivores and omnivores will actively chase the player down. This is a nice little touch, even if it feels mostly useless in the grander scheme, but it also allows players to place bait down, such as veggies or steaks to draw in monsters that they want to either hunt down or avoid fighting entirely.

One issue that plays a major role in Sin Eater is the fact that it is incredibly easy to become too overpowered for most encounters. Thanks to the game’s open exploration after a certain point and the numerous ways players can power up their team, it is entirely possible to overlevel your primary monster and start wiping the floor with most wild monster fights and even bosses. Even rotating starters to try and spread the XP around doesn’t help much as it usually just provides extra strength to the overall party in the end. There are three difficulties to choose from and they can be changed at literally any time, this means that players can choose to up the difficulty if needed which may be needed if they become too overpowered too quickly.

Audio & Visuals

It must be said that Monster Crown: Sin Eater is an absolutely gorgeous looking game that replicates the retro styling of the “OG” monster collecting games with their sprites and environmental designs. Special characters have unique character portraits and there are a decent amount of special effects for different attacks. The designs of the monsters themselves vary wildly and while there are a base of roughly two hundred monsters, they quite literally come in every different type and the different in their base type also changes their appearance.This level of visual change is quite impressive considering how much players are encouraged to breed and fuse their monsters together to create stronger forms, especially since some can only be obtained through fusion.

There is no voice work throughout the game but the title does sport some decent sound effects that replicate what a fan would expect of the era Sin Eater is replicating. One thing that is nice to note is that the game features a wonderful sounding soundtrack, featuring plenty of unique chip-tune style songs that vary depending on the locale and even during battles, with more intense tracks playing during boss encounters or even demon fights.

Overall

Monster Crown: Sin Eater is a great improvement over the original and offers extensive team building thanks to the breeding and fusion systems available, allowing players to truly craft a team that fits their playstyle all while trying to keep some of their favorite monsters in the line-up. Between the deep combat and interesting story, this monster taming game seems like a big win if it weren’t held back by the open-ended design leaving for some confusing pacing and overleveling becoming far too easy as a result.

Capsule Computers review guidelines can be found here.

Crush Kaiju in Co-op Roguelike Deckbuilder Dream Team Supreme’s First Public Demo Ahead of Steam Deckbuilder Fest

Dream Team Supreme, the co-op kaiju battling roguelike deckbuilder from Wellington-based developer Big Adventure, pits scientists in mechs against giant monsters in its debut demo ahead of Steam Deckbuilder Fest.

Download the new demo and wishlist Dream Team Supreme here!

Pilot the giant robot Super Supreme and defeat towering monsters in a game inspired by nostalgic Saturday morning cartoons and thrilling comic book battles! Battle giant refrigerators, bowls of noodles, traffic signs, and octopi colossi before they attack innocent citizens to save the day.

Choose two heroic pilots and their decks of specialized cartridges that match their big personalities. Lock the cartridges in strategic sequences to deliver big hits and block attacks! Mind each cartridge’s location, as their placement and order with other cartridges can unlock boosts and additional effects. Only have block cartridges this turn? Don’t worry, that’s not a wasted move: all leftover block becomes Momentum that buffs your next turn!

Team up with a friend or manage two decks solo to work together and create a kaiju-crushing synergy while enhancing the deck after every battle. Defeat monsters’ nefarious plans to earn new upgrades for the deck and Super Supreme, choose between training paths to boost stats and gain abilities, then triumph over evil!

“Co-op was an intrinsic part of our game design for Dream Team Supreme, as we wanted to make a game that was centered around managing two different characters and decks at the heart of it,” said Olivier Chrun, founder, Big Adventure. “While Slay the Spire 2 unexpectedly beat us to the punch, we want people to see how our different approach to deckbuilders and co-op feels, and this is the perfect time to try it out as part of this demo.

Dream Team Supreme’s first PC demo is now available ahead of Steam Deckbuilder Fest. To learn more about Dream Team Supreme, follow developer Big Adventure on TwitterBlueskyTikTok, and Instagram, join the official Discord community, and search the hashtag #DreamTeamSupreme on social media.

About Big Adventure

Big Adventure formed like Voltron to master making and releasing engaging roguelike deckbuilders. We’re award-winning, experienced, and passionate game devs who value player feedback, rapid iteration, and fun factor. Each of our team members, including experience with PikPok and Fox & Co, is a shareholder in our startup and we’re based in not-so-sunny Wellington, New Zealand. We’re thrilled to be sharing our debut game, Dream Team Supreme, with you.

Monster Crown: Sin Eater – Gameplay

In a land where monsters roam and humanity is held beneath the iron fist of beastmen and a twisted long-lived king, we take our first steps as Asur, a man seeking vengeance for his family. Our journey begins as we tame our first few monsters and take out the initial bosses in Monster Crown: Sin Eater.

Monster Crown: Sin Eater – Gameplay

Monster Crown: Sin Eater expands the dark monster-taming RPG universe with a brand-new adventure set in the Crown Nation. You play as Asur, a young farm boy who dreams of becoming a Monster Tamer like his brother, but when tragedy strikes his family, he is forced into a dangerous journey that could change the fate of the world. Explore detailed top-down environments, uncover hidden secrets, and build a team of powerful creatures as you venture through a grim world filled with mystery and conflict.

At the heart of the experience is the game’s advanced True Crossbreeding system, allowing players to create over 1,000 unique monster variants through breeding and fusion. Strategic turn-based battles, monster transformations, and deep team-building mechanics reward experimentation as you shape the ultimate squad. With its retro-inspired visuals, darker tone, and expanded gameplay systems, Monster Crown: Sin Eater offers a fresh and ambitious evolution of the original cult favorite.

Monster Crown: Sin Eater
Developer: Studio Aurum, Red Art Games
Publisher: Red Art Games
Platform: Xbox Series X/S, PlayStation 5, Nintendo Switch, PC (Steam)
Release Date: April 30, 2026 (Digital) / July 2, 2026 (PS5 Physical EU)
Price: €29.99 / Approx. $29.99 USD

Available here – https://www.redartgames.com/

Summary:

Recommended – “Monster Crown: Sin Eater shines with customization and engaging battles, even if its open design causes confusing pacing and quick overleveling.”

Check out our review for Monster Crown: Sin Eater here!

Check out all the latest in the world of video games, anime, and entertainment at Capsule Computers:

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MOUSE: P.I. for Hire Review

MOUSE: P.I. for Hire

Developer: Fumi Games
Publisher: Playside Publishing
Platforms: PlayStation 5, PlayStation 4, Switch, Switch 2, Xbox Series X/S (Reviewed), PC
Release Date: Available Now
Price: $29.99 USD – Available Here

Overview

When a developer is aiming for a certain aesthetic, they tend to go a few different ways. Large studios aim for larger than life highly detailed titles while indie games go for unique stylization or even 2D and sprites to help bring their vision to life in a way that helps to stand out from the crowd. Then there are the brave few that take a completely different approach, something only one real indie title has pulled off in the past and now Mouse: P.I. For Hire from Fumi Games is here to do it again by delivering a boomer shooter with as much rubber-hose animation styling as possible all set in a noir-detective storyline that is just as impressive as its gunplay.

Story

Set in a 1930s styled city called Mouseburg fresh out of a war called “The Quite Big Affair” players step into the well-traveled boots of Jack Pepper, a former war hero and cop that has turned to being a private investigator. Jack may not be the cleanest mouse around, having his own issues with gambling and being haunted by the war, but he knows how to get a job done when the cheese hits the fan. Already exhausted from his previous case in the ever growing corruption plaguing the city, a new case comes across his desk that one of his former war buddies turned magician has gone missing, and not the type of disappearing act one would usually expect from a magic show.

In an attempt to track him down not only does Jack thwart an assassination attempt on an up-and-coming politician looking to challenge the current status quo, he finds that his buddy Bendel has gotten in way over his tail when it comes to the seedier side of Mouseburg, complete with gangsters, cultists, and far worse creations. To make matters worse, even as Jack investigates this case another arrives his way pointing towards police corruption that might lead to the very heart of the precinct he once worked for, all while suppressing the already discriminated against shrew population. Then, when a mysterious dame walks into his office with a case that is ready to point Jack even further down the path to danger, he has little choice but to follow this trail, especially once everything starts to converge.

Perhaps one of the best things that MOUSE: P.I. for Hire does is tie its storyline together in a satisfying yet slow enough burn to give players plenty of ways to figure out how things are going to play out while still learning about the world and the characters. This leads to plenty of unique twists and noir style turns that will catch players off-guard, especially since everything is always building to something bigger. Rarely does one investigation end with a simple conclusion, instead it points to yet another finger in the cheesecake of corruption that is spoiling the city. It also does an excellent job making the characters players interact with, and Jack himself, feel like completely believable people in the world that they are living in, as broken as they might be inside.

Of course, in case it wasn’t already apparent, the title is also filled to the brim with cheese jokes, puns, and references and not just to cheddar. There are constant references to various noir tropes, older noir style films and developments, and even a few more recent references that feel a bit out of place but still work thanks to the theming. This means that there is plenty of cheesy humor to be had in the rotten back alleys and numerous other locations that Jack will need to shoot his way through to get to the bottom of everything. Lovers of the noir genre will also have their fill here as it features all the hallmarks of morally ambiguous characters, femme fatales, and more gravelly twists and voicework than you can shake a cheesestick at.

It is also nice to note that the game is filled to the brim with little collectables and many of them do provide interesting story tidbits and worldbuilding. While some are simply baseball cards, used on a mini-game that we’ll go over later, others are newspapers of both past and current events that provide unique insight and details about how the city came to be in the state it is in, including some background information into the heinous events that took place to the Shrews and the place they once called home. Another comes in the form of generally light-hearted, if a bit scattered, comic book strips. It is worth noting that while players cannot revisit levels they have completed before, an unfortunate design choice, players that miss picking up a collectible can later purchase it at the ammunition store.

Gameplay

MOUSE: P.I. for Hire feels like it is best described as a first person boomer shooter with a few extra additions attached to make things a bit more complex. Players will only be able to fire from the hip for their chosen weapon and will often find themselves needing to search around the current arena for ammunition for their favorite weapon, healing jugs, bits of armor, or even cheese wedges that serve as carriable medkits. Rather than being limited to only two weapons at a time, players have access to all weapons they’ve unlocked through standard play at any given time, accessible through a weapon-wheel, but it is also possible to quickly swap between the two most recent weapons with a tap of a button. 

The different weapons that players can eventually utilize come in the standard form such as a pistol and shotgun to the signature “Jack Gun” (Tommy Gun) to the wackier more unique ones such as the devarnisher that does damage over time, a freeze ray, and more. Players can quickly kick enemies with a melee attack to get space as well as dash around an arena to avoid incoming fire. There is a stamina meter to worry about but it rarely feels like an issue. 

As players gather schematics from levels they can upgrade weaponry back at the game’s hub, which is Jack’s office and surrounding area. Every weapon, after being upgraded at least once, will unlock an alt fire that is unique in nature. Similarly other fighting options in the game come from power-ups occasionally scattered throughout the game such as pepper balls that make every shot set enemies on fire, spinach cans that are blatant Popeye references that hulk out Jack for maximum punching damage, and even the ability to pick up and throw exploding barrels around rather than simply shooting them. There are even locations where players will notice heavy objects such as anvils or pianos in an area that can be shot and dropped on enemies heads in classic cartoon fashion.

Outside of the various shooting arenas players will also have plenty of collectables to gather as mentioned before. These tend to be hidden away in off-track locations and include things such as the aforementioned baseball cards, newspapers, comic strips, or simply cash. Occasionally players will also encounter locked safes or doors that will involve a fun little mini-game of lockpicking with Jack’s mouse tail with players needing to navigate his tail through a maze and not doubling back on itself. Story based doors are impossible to fail but hidden ones or optional doors will have limitations on them such as hitting all the tumblers within a certain number of moves, not hitting any spikes, or doing it within a certain time limit, or any combination of these, jamming the lock if they fail. 

Another mini-game that is entirely optional, but does offer a powerful gun if players are devoted enough, revolves around the baseball cards and game. Players can take their collected deck and try it out around Jack’s office or any of the roadstop’s along the way. The game itself is rather simple and easy to understand with players having five turns to bat and five turns to pitch, with the higher valued cards winning out with either home runs and base hits or strike-outs depending on what side the player is on if they win. This little side activity is fun and a nice little optional bonus to dabble with in-between missions.

Various platforming and light puzzle solving is also worked into the game here and there though most of these tend to involve simply following the path. Similarly, most of the platforming gimmicks tend to only really take priority in the levels they are introduced in other than the double-jump and wall run. Things such as using Jack’s tail to swing around or hover between currents of air are used less and less even as players unlock these abilities. Another disappointing aspect of the gameplay is less exploration or combat based but more structural in nature and that is the actual “detective” work. While there are optional clues to find here and there, the clues simply involve placing things on a corkboard and Jack either being stumped and having a new lead fall into his lap or put things together on their own, rather than giving players a chance to put things together themselves.

Audio & Visuals

Fumi Games has fully committed to the whole “rubber hose” style of cartoon animation by making every single moving part of the game animated in such a bendy and bouncy manner. Everything about the UI, down to the health meter being animated, unique excited bullets for every firearm, and even wacky reload animations are as bouncy as possible. The character designs for unique NPCs that players talk to are impressively unique and even enemy types have a great amount of variety, especially when it comes to boss design. Even the death animations for some are cartoonishly brutal, with heads popping off with little geysers of “ink” or bodies melting to skeletal remains when shot by a devarnisher gun, melting the ink right off their bones. The entire black and white aesthetic is also glorious looking, with every shade of gray used between to present a perfect looking feeling of a 1930s era cartoon. Players can even select various visual grains if they wish to replicate the era better, or forgo them entirely if they want to avoid a potential headache.

The voice work for the game pulls a lot of weight when it comes to making this noir story land so well. Troy Baker does a wonderful job as the battered down but ready for more Jack Pepper and the slew of other voice actors and actresses all fit their roles perfectly here as well, fitting their voices to fit the theme of a noir movie wonderfully. It is also great to note that the title features an exceptional collection of background music that plays as players explore levels and take part in various firefights with all of the tracks having a jazzy bouncing rhythm to them, encouraging players to keep on the move as much as the gunplay does.

Overall

Mouse: P.I. For Hire pulls off both style and substance with its choice of black and white rubber-hose animation style and designs combined with tight gunplay. Combine this with an engaging storyline and a wonderful voice cast that helps bring that story to life and even the few drawbacks do little to stop this boomer shooter from being the sharpest cheddar on the block, making it a must play for any fan of the genre.

Capsule Computers review guidelines can be found here.

Priest Simulator: Vampire Show is coming to Xbox on May 7

On May 7, the highly-rated action game Priest Simulator: Vampire Show will release on Xbox Series X|S. Set in a grotesque and absurd atmosphere, this title combines shooter, hack ‘n’ slash, simulator, renovator, and sandbox genres. The game targets fans of characters like Bogdan Boner, the South Park series, or games like No More Heroes and Postal. Priest Simulator: Vampire Show is also available on PC and PlayStation 5.

Priest Simulator: Vampire Show was developed by the independent Polish studio Asmodev, which also publishes smaller titles such as Booze Masters: Freezing Moonshine and Priest Simulator: Heavy Duty. Released on PC in 2024, the game was well received by players and currently has 94% positive reviews on Steam (based on over 700 reviews). The publisher is Ultimate Games S.A.

A totally absurd shooter with exorcisms

Priest Simulator: Vampire Show is an uncompromising first-person action game. It blends multiple genres, including shooter, hack ‘n’ slash, simulator, renovator, and sandbox.

In the game by Asmodev studio, the player controls Orlok the vampire, who, after crazy events, becomes a priest in the village of San de Ville. The main goal is to fight evil and care for the faithful. The story is set in a grotesque and absurd reality.

Xbox Store – https://www.xbox.com/en-us/games/store/priest-simulator-vampire-show/9P8S0W4PCTSS

The story in Priest Simulator: Vampire Show is told through cutscenes styled as a mockumentary. The gameplay is varied, including activities such as performing exorcisms and rebuilding the church. Players can also expect other intriguing mechanics, many side quests, and races.

On the day of the game’s release on Xbox Series X|S, the Her Ghost DLC will also be available, featuring a new storyline.

Priest Simulator: Vampire Show – Key Features:

  • Fighting evil;
  • An absurd and grotesque storyline;
  • Mockumentary formula;
  • Exorcising and shooting;
  • Exciting side activities;
  • An original soundtrack (by the black metal band Gruzja);
  • Over 10 hours of gameplay.

Priest Simulator: Vampire Show will release on Xbox Series X|S on May 7, 2026. The standard price on consoles is $19.99/€19.99 or equivalent. The Her Ghost DLC will also launch for $2.99/€2.99.

Acclaimed Artistic Metroidvania Constance Out Now On Switch, PlayStation & Xbox

Play as a paintbrush-wielding artist in stunning 2D hand-drawn adventure with flow-state gameplay

Cologne/Berlin, Germany – May 1st, 2026Blue Backpack and co-publishing partners ByteRockers’ Games and PARCO GAMES are pleased to announce that their acclaimed 2D hand-drawn metroidvania, Constance, is out now on PS5, Xbox Series X|S and Nintendo Switch for $19.99 / €19.99 / £16.75.

Winning glowing praise when it was released on PC late in 2025, Constance has been called “among the best the metroidvania genre has to offer” and has won comparisons to the likes of Hollow Knight and Celeste. With today’s release, console players can now experience the metroidvania exploration and flow-state platforming and combat that PC players loved for themselves.

Transform into paint to dive into the ground and walls, slice through the air and enemies, and utilize an array of unique brush techniques to experience a constant state of flow. But beware: using your brush techniques will corrupt your paint. Rely on them too much and you’ll become fully corrupted, so learn to strive for balance! Become stronger by unlocking new brush techniques, defeating threatening foes, overcoming platforming challenges, and solving complex puzzles to advance your progress as you uncover Constance’s past! Help her understand her personal struggles, unlock her creativity, and find her inner purpose. 

Explore more than six unique biomes in Constance’s inner-world, with each region featuring a unique set of enemies and characters representing different aspects of her psyche and personal history. Uncover countless secrets, multiple paths, deadly boss battles, characters, side quests and collectibles in this nonlinear interconnected inner-world. 

About Blue Backpack
Blue Backpack is an independent developer and publisher for narrative driven games. Based in Berlin and Cologne, Blue Backpack is currently working on two games: Constance and The Berlin Apartment.

About ByteRockers’ Games
Berlin-based development studio and publisher of indie games that loves to rock n’ roll. Currently working on the code-based bullet hell Net.Attack() and a space-themed mining simulator named Exovia, the company has a long track record of releasing quality games since 2018. As publishing partner and proud resident of the German games capital, supporting small teams with fresh ideas has become the signature of ByteRockers’ Games, who make a point to show face at local events of all sizes and even take on the role as industry advocate with the politicians and media in town.

About PARCO GAMES 
PARCO Co., Ltd. has launched a new business venture to apply its unique discernment and creativity cultivated in the fields of fashion, entertainment, and art to the gaming industry. The company has made a full-scale entry into the game publishing business and established a new label, “PARCO GAMES.” ‘PARCO GAMES’ serves as the umbrella brand for PARCO’s game-related businesses, incorporating the newly added publishing division. Through events, collaborations, and in-store promotions at PARCO retail locations, the company aims to comprehensively and globally advance its game business.

Hack-and-Slash “SoulQuest” Vows Retribution Against the Gods Today on PC

Buenos Aires, Argentina – May 1, 2026 – SoulQuest, the stylish hack-and-slash action adventure by TomasJPereyra and publisher Indie.io, banishes gods in the name of love on PC via Steam today, as revealed during the Latin American Games Showcase at Gamescom Latam.

Embark on a journey of vengeance to defy the Celtic gods’ judgment as Alys, a scorned widowed warrior on a warpath. A story of love, loss, and hope meets fast-paced gameplay, as Alys slashes her way through hordes of undead to reach the pits of oblivion for the very soul of her beloved husband. 

With sword in hand and head held high in defiance, charge forth to confront Morrigan, the goddess of death. Cleave demonic forces in fluid combat, launching them into the air with high-powered magic, and follow up with aerial slices, sending foes to the ground for an ultimate finish. Master combos and creativity, harnessing Alys’s Celtic abilities to unleash unspeakable fury while ripping out the souls of those who stand in the way. 

Set in the era of Celtic Folklore and Arthurian myths, traverse across the retro-styled hills and crypts of the British Isles with Alys’ nimble traversal moveset. Listen to the medieval-inspired soundtrack while soaking in the vistas of picture-perfect animations. Brandish the sword, retrieve a lost soul, and let nothing stand in the path of love. Show the deity of death that the strength of devotion knows no bounds. 

“Fight with dignity, fight with grace, and most importantly, fight for love,” said Tomas Pereyra, solo developer of SoulQuest. “I’m eternally grateful to finally share SoulQuest with the world. Experience a tragic tale filled with grief, hardships, and most importantly, love, as a woman’s undying determination will stop at nothing to reunite with her beloved.”

SoulQuest launches today on PC via Steam for $19.99, with a 20% launch discount and full Steam Deck compatibility. The game supports English, Spanish (LATAM, Spain), and Brazilian Portuguese.

For more information, wishlist SoulQuest on Steam, follow developer Tomas Pereyra on X/Twitter, and join the official Discord!

About SoulBlade Studios

A small, independent studio from Argentina, SoulBlade was founded in 2023 with the goal of creating fun and engaging games that captivate gamers. The ambitious SoulQuest is their second title, combining lightning-fast gameplay with dazzling visuals and a riveting story.

About Indie.io

Indie.io is home to over 100 of the world’s best independent video games and developers. Our platform was built to provide independent developers with the resources, services, and management tools needed for success. Through collaboration and passion, we strive to cultivate a diverse and vibrant gaming landscape that resonates with players and creators alike.

Duskfall Settles in with UnderMine 2’s 0.7 Update, Available Today!

Face off against new challenges, including a major boss fight and an unforgiving difficulty mode.

[May 1st, 2026] – Duskfall shrouds UnderMine 2 with today’s 0.7 Update, introducing a new starting area, a new boss to overcome, a market filled with goods, and an entirely new difficulty mode. The 0.7 Duskfall Update is another step towards UnderMine 2’s 1.0 launch and adds hours of content to keep you in the depths.

What’s new in the 0.7 Duskfall Update

  • Explore new areas like the Duskfall starting location and the Thimble Thicket market to purchase relics, arcana, and potions themed around growing and shrinking.
  • Take on the new difficulty mode, The Grim Crucible, a combination of UnderMine’s Summoning Stone and Hades’ Heat.
  • The unrelenting boss duo of Bul & Gogi awaits you in the depths of the Undermine, ready to end your run.

UnderMine 2, the sequel to the acclaimed action-roguelike UnderMine, expands upon its predecessor with new intriguing characters, two-player local co-op, branching paths where you decide which route to navigate, and a new Arcana system that introduces interactable relics to help you fight, heal, and explore. 

Early Access is just the beginning and the 0.7 Duskfall Update is out today! Take part in the journey on the road to UnderMine 2’s full launch, join the Discord to chat with other players, and share your feedback to help shape the future of the Undermine!

About UnderMine 2

  • A Band of Hopeful Heroes: Discover, unlock, and play as new characters such as the lucky and ambitious Black Rabbit, or the dark and brooding Inquisitor Danté. The trusty Peasant is, of course, still an option. Each character has unique upgrades, abilities, and interactions, making for a fresh experience every run.
  • Embrace Endless Challenge: The Well, a never-ending challenge, awaits you at the bottom of the Undermine. Powerful enemies and bosses will test your skills and build. Discover its unique challenges, plan your run to overcome them, and see how far you can truly delve in this highly replayable adventure.
  • Harness the Power of Arcana: Wield new, interactive relics called Arcana. Each adds new abilities to your character. Leave your regular, basic abilities at the door, and form unique builds around devastating meteor barrages, sentient homing bombs, skeletal army totems, or dozens of other wild options.
  • It’s Dangerous to Go Alone: Grab a friend and play through the entirety of UnderMine 2 with two-player local co-op. Discover character and item synergies that only exist when playing with a partner, or have someone to hold you if things get overwhelming.
  • Full Mod and Workshop Support: Easily create new items, characters, encounters, quests, and more with paintable tilesets, a visual scripting editor, and other included development tools. You can also easily download other players’ creations through Steam Workshop.

About Thorium Thorium is a 3-man studio with over 40 years of combined industry experience. We stay small and build deliberately to avoid compromise and maintain vision over our games. We partner with other individuals and teams that we trust to achieve what we couldn’t on our own.

Mini Motorways to Add a New Map based on Player Votes

Mini Motorways, the award-winning minimalist strategy traffic management sim with over nine million players from developer Dinosaur Polo Club, puts the future in the hands of its community with a new player voted map event starting today.

Four Mini Motorways map suggestions will go head-to-head in a community-driven vote to decide which fan-favorite city Mini Motorways travels to next! The fan voted map update is due for Q3, 2026. Voting for the map begins today, with four different popular fan suggested choices presented! Voting closes on the 15th of May, 2026 NZT – so be sure to have your say!

Choose between emulating Vienna’s star-shaped system of motorways, Auckland’s coastal metropolis in the Southern Hemisphere, Singapore’s futuristic island city, or the vibrant desert metropolis of Lima!   Only the community votes will decide which city Mini Motorways will add as a map later this year. To place your vote, visit https://dinopoloclub.com/news/.

Nominations will be tallied soon after voting closes, and Dinosaur Polo Club will reveal the final map winner in an announcement later this year! London, England; the top voted map of a previous Player Voted Map competition in. As seen in Mini Motorways 

The player-voted map will be available for free across all current platforms including Apple ArcadePC and Mac via Steam, and Nintendo Switch. For more information, please visit the player voting rules page on the news section of the Dinosaur Polo Club website.

About Dinosaur Polo Club

Dinosaur Polo Club is an independent game development studio based in beautiful Wellington, New Zealand. Founded in 2013 by brothers Peter and Robert Curry, the studio first made waves with their award-winning and BAFTA-nominated debut Mini Metro. Created in collaboration with Disasterpeace and Jamie Churchman, Mini Metro explores relaxed and minimalist subway design. The second game developed by Dinosaur Polo Club introduces a brand new type of city management with colorful road-building and resource management found in Mini Motorways. Combined, Mini Metro and Mini Motorways make up two parts of an expanding Mini Collection. 

With an inclusive and supportive culture that believes in giving back to its creative community, the studio has grown and is now home to nearly 35 dinos as it works on new titles with relatable simplicity.

GAME ANNOUNCEMENT: YOGSCAST GAMES REVEALS EERIE DEEP-SEA MINING EXPLORATION GAME ‘THE SUBMINER’

Live. Dive. Repeat.

BRISTOL, UK, 1 MAY 2026 | Today, publisher Yogscast Games and indie developer Tech Turtles are thrilled to reveal their upcoming underwater mining exploration game, The Subminer. The game is now available to wishlist on Steam. Hop in your submarine and get ready to survive increasingly treacherous depths, with each mining opportunity darker than the last.

Humanity’s Last Hope

The Subminer is a survival-exploration game that drops you into the waters of an alien planet and puts the hope of humanity on the hull of your submarine. A catastrophic explosion has decimated the Enceladus research base, and all contact has been lost. You’re just a prototype, a bio-droid designed for deep-sea tasks, but you’re the only hope humans have left. It’s up to you to descend into the ocean’s depths, where each level is darker, more claustrophobic, and deadlier than the last. Mine for vital resources, and battle — or cleverly avoid — corrupted creatures that are ready to strike at any time. Live. Dive. Repeat.

Don’t ‘Mined’ the Mouths

Three depth levels stand between you and the truth. With a variety of environments and threats, plus a procedurally generated, fully destructible world, each dive offers a different experience. Be careful where you mine, as your survival depends on your ability to read your environment and defend against the terrors hiding behind every crack and crevice. Unwanted eyes and gaping mouths are an ever-present threat, all ready to make you part of the food chain as you encroach on their territory. Do you have what it takes to overcome your fears, reach the planet’s core, and uncover the truth of what happened?

Uncover the Secrets of the Depths

Resources aren’t the only thing waiting for you in these waters. NPCs, side quests, shop corridors, and many secrets worth uncovering are also lying in the depths. Swap between piloting your submarine and exploring in your diving suit to find what your ship can’t, but be mindful that you’re more exposed in the open ocean. Rescue specialists who will help you set up your base above the water, expand your abilities and suit systems, and upgrade your submarine to explore farther than before. Knowing when it’s worth it to return to base with your precious cargo, and when to push into the unknown, is what separates the miners who make it back from those who don’t.

Gameplay Features:

  • Deep sea roguelike exploration across three increasingly dark and dangerous depths
  • Procedurally generated environments so no two runs are the same
  • Fully breakable terrain with chain reactions that can open paths to progress or peril
  • High risk/reward roguelike loop with meaningful meta-progression
  • Rescue NPCs, complete side quests and rebuild the surface base
  • Bosses, traps and corrupted creatures waiting in the dark

The Subminer will be available on Steam, so be sure to wishlist the game for a reminder when it launches. Keep up-to-date with all of the latest Yogscast Games news and information by visiting the Yogscast Games website.

About Yogscast Games 

Yogscast Games was established in 2017, with a simple goal: to work with independent teams to develop and publish games that are as fun to watch as they are to play. Responsible for a string of hits such as PlateUp!, which has sold over two million copies on Steam, and Dungeons & Degenerate Gamblers, which grossed over $1m in its first month on sale, it prides itself in working with tiny teams doing brilliant things.

About Tech Turtles

Tech Turtles is an independent game studio from Türkiye, born from a shared passion for creating games. The journey began with two developers who met during their university graduation project. After stepping into the mobile game industry, they found their excitement for game development slowly fading. Deciding to take a different path, they left their jobs to pursue what they truly cared about.