Helldivers 2 Players Win the Day and Birth a New Black Hole, But a Creeping Worry Is Overcoming Some

Helldivers 2 players have succeeded in their mission to destroy a Terminid supercolony by turning its host planet into an all consuming black hole, but are now growing concerned at what might step through.

The creation of the black hole has been brewing since Helldivers 2’s first major order — large scale missions which shape the game’s overall narrative — as it saw players “liberate” a string of planets from the claws of a bug-like alien race known as the Terminids.

This mission, dubbed Operation Valiant Enclosure, allowed for the creation of a network of termicide-dispensing towers which were later activated in a March campaign that was also, seemingly, successful.

But the introduction of the termicide forced the aliens to evolve and create a super colony on the world of Meridian, where they reproduced at an uncontrollable rate. Super Earth’s brightest decided the only measured and reasonable way to stamp out the colony was to inject masses of weaponized “dark fluid” deep into the planet’s crust, where it would merge to transform the world into a fledgling black hole.

Many in the community have taken to social media to celebrate the the birth of their new cosmic child, but others have been left pondering if their latest win will come back to bite them in the long run. Super Earth’s campaigns have an unpleasant habit of accelerating the arrival of an ever greater, previously hidden threat, after all, and some are even questioning whether the dark expanse is even a black hole at all.

Those unsettled players have pointed out the suspected black hole is missing certain elements seen in its real life counterparts, such as a ring of glowing debris known as an accretion disk or a photon ring. Others have theorised that, black hole or n, it may even be a portal through which a new enemy could emerge.

Its impossible for anything to emerge from a black hole’s event horizon in real life, of course, but the existence of legions of murder robots, instantaneous travel between star systems, and countless other sci-fi elements have shown that developer Arrowhead Studios and its galaxy master Joel aren’t necessarily bound to realism.

The portal theory seems perfectly plausible in that regard, and even more so when considering the “dark fluid” used to create the black hole was a form of synthesised exotic matter recovered from a technologically advanced alien race called the Illuminate, who featured in the original 2015 Helldivers title but have yet to make an appearance in its sequel. Many in the Helldivers 2 community are adamant the Illuminate’s reveal is imminent after the appearance of mysterious blue beams sniping players out of nowhere (and a series of leaks revealing enemy models).

Joel only knows what will happen next, but for the time being Helldivers will likely be asked to return to Automaton controlled space to win back the planets lost last month. Super Earth scientists are working on a new and improved termicide formula in the meantime, because why learn from the mistakes of the past?

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Here’s a demo for Megacopter, a Desert Strike parody with a splash of Mars Attacks

In EA’s Desert Strike – released way back in the dim salvages of 1992 – you are a helicopter pilot scooting around a Sylvester Stallone reinvention of Iraq, shooting down tanks and fighters with guns and missiles while rescuing VIPs and fretting constantly about your wafer-thin armour and espresso-sized fuel reserves. It was a no-frills piece of Gulf War fanfic, complete with George Bush ending cameo, and a well-made shooter that used to drive me nuts on Sega Mega Drive.

Megacopter: Blades Of The Goddess is Desert Strike, but heavily Blood-Dragonified and with a big dollop of Airwolf to boot. Here, the enemy troops are naughty Reptoid aliens, the writing is scattershot-satirical (upgrades are bought with pizza tokens) and your helicopter houses the soul of a blood-drinking “AZ-TECH” goddess. Is it a nuanced parody of the Strike series? It doesn’t feel like it. Did I enjoy the demo? Yes. Does it have a crawling tentacle boss called Queen Oildusa? Also yes, and will you please stop asking questions so I can write the rest of this article.

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Dragon is Dead Preview: Just One More Run…

I beat Dragon is Dead’s first boss at 5 AM. I died about 3 seconds later. I thought I was in a cutscene, watching him die, and I was – for about three seconds. Then the cutscene ended, and one of his little skeleton minions whacked me in the face, and I was back to the start. But I knew I had a build that worked. I felt lucky. Twenty minutes later, he went down again, and I kept going. When I finally bought it and respawned at the Fountain of Life, I was happy to drag myself to bed… but I was also already planning the next run.

What I’m saying, then, is that Dragon is Dead is a game for sickos (complimentary), and I’m sickos. Developed by Team Suneat, who you may know as the team behind Blade Assault, Dragon is Dead is part Castlevania, part Diablo, part roguelite, all pixel art hack-n-slash glory. Throw in some unique RPG and progression elements, and Team Suneat’s latest dish is shaping up to be finger-licking good.

Let’s get it out of the way: whether you’re traipsing around the corrupted, skeleton-infested remnants of a once-sacred forest or just walking through a camp of tired, worn-down, hopeless soldiers, Dragon is Dead features absolutely stunning pixel art. You can practically hear these brittle tree branches swaying in the wind and smell the desperation of the small groups of soldiers working to keep the monsters at bay. Combine that with some excellent and atmospheric music, and Dragon is Dead is selling an aesthetic – and a mood – from the word go.

But mood, tone, and aesthetics are only part of the package. Dragon is Dead plays well, too. It’s a side-scrolling hack-n-slash with an obvious reverence for Castlevania – the Spellblade’s dodge animation is a very clear callback to Alucard’s dodge animation in Symphony of the Night – but it marries that with a Diablo-esque UI and loot system that allows you to re-roll individual stats on weapons and armor. The leveling system resembles Diablo IV’s – spells and abilities are segmented into tiers like “Basic Skills” and “Core Skills” with several options and upgrades, and spending enough skill points unlocks the next tier and its corresponding abilities. It opens up some neat build opportunities that encourage you to specialize in abilities that complement each other and build your gear around those skills.

There were two classes in the build I played: the aforementioned Spellblade, who specializes in elemental magic attacks, and the Berserker, who builds Madness by using his Basic Skills and then cashes out for big damage with his Core Skills. They play very differently: the Berserker is slower, tankier, and hits harder, but the Spellblade is faster, has a more generous dodge, and can build combos by stacking skills that use the same kind of magic. Both, however, feel fantastic, and it’s fun to build a cool combination of abilities and spells to cut through the demons infesting Dragon is Dead’s world.

But what I like most so far is the way Dragon is Dead handles death and progression. This is a roguelite. That means that when you die, everything about your character resets: your level, items, power-ups like Artifacts and Soul Gems, everything that makes your build your build, with only two exceptions: your gear, and Magic Stones, a special currency that you can use to buy gear and reroll your stats. After a few runs, you’ll have a good feel for the abilities you like and the stats you’ll want on your gear to support them. Building up your gear after a run matters, but like the best roguelites, what happens during the run is what separates a close victory from a brutal defeat.

During your run, you’ll come across Magic Stones and keys that will allow you to open special chests, which are always useful, and gold you can spend at stores for temporary power-ups or new abilities; Artifacts, which will let you carry more than one potion, upgrade your health and resource pools, boost your damage, or give you special perks like making enemies more likely to drop potions or dropping more Artifacts once you open a certain number of chests; and Soul Gems, which offer flat upgrades to your core stats.

Clearing areas gives you your choice of a pair of chests that contains one of these things, but you’ll also be able to buy them in stores and find them in certain areas. There are also special chests scattered throughout the environment that you can open with unique keys you can find or buy in the store. Artifacts also have synergy, which means that finding two or more of the same type will add bonuses so you can really dish out the hurt if you’re smart about how you build during a run. If you’re looking for depth, Dragon is Dead seems like it’ll have it, but you will have to get a little lucky, too.

That means that you’ll probably have to alter your build on the fly if, say, you’re a Spellblade playing with a lighting build and you get an Artifact that boosts fire damage. Luckily, it’s easy to do… provided you have the coin. Naturally, environments also change each time you go through them, so no two runs are alike, which is good, because you’re probably going to die. A lot. At least initially.

At the start of each run, you can only carry one potion, and whether or not you’ll find another one or the ability to carry more than one at a time is largely luck. Sometimes, a run just isn’t going to work out in your favor, and you’re going to die. Because your gear – and your ability to buy more gear, reroll a stat on any piece of gear you have, and the keys to those special chests – carries over between runs, you’re always progressing, even if it may not feel that way. But once you come back to the opening town after a particularly close run and replace your Magic items with Rares, and see how fast stuff dies as a result? You really feel it.

You’re always progressing, even if it may not feel that way.

And once you get into the groove of Dragon is Dead’s combat, it feels incredible. Like any roguelite, a lot of learning to deal with any given enemy is just practice. At first, you might not know what an enemy does or how to deal with them. The first time I fought Longmore, a three-headed tree that serves as the game’s first boss and the guy that kept me up until 5 in the morning, I had no idea how to deal with the insane number of flaming, demonic skulls he was sending at me, and when I got to him, I barely had any health left to learn. Needless to say, I died real fast.

The last time? I was cutting down the enemies standing between me and him like they were barely there, and when I made it to the fight, the skulls barely hit me. I was wearing items with more dodge, so I was avoiding some of them automatically, but I was also better at dodging them manually. I barely got hit. In my time with it, Dragon is Dead’s progression rewarded me for creating a build over time and being smart with my gear, but it also rewarded me for getting better as a player. It’s a hard line to walk, but Dragon is Dead seems like it’s on the right path.

With Dragon is Dead, I had to stop because I needed to sleep.

I do have a couple of minor concerns. First, while Dragon is Dead’s lore is cool, its writing is a little flat. Characters announce who they are, what they do, how they feel, and then dispense lore without much flavor or personality. It’s a small qualm, but when everything else looks and feels so good, it does stand out. The other is that the UI, especially in shops, doesn’t always give you a good idea of how many resources of each type you have. But it’s early days, and Team Suneat has plenty of time to iron this stuff out.

Usually, when I finish previewing a game, it’s because I’ve done everything I want to do. With Dragon is Dead, I had to stop because I needed to sleep. In a world where I didn’t have to type this up, dear reader, I’m still playing Dragon is Dead. So far, it’s beautiful, feels wonderful to play, has interesting and unique progression systems that reward long-term planning and player skill, and every run feels unique. If Team Suneat can keep this up, well… the sky’s the limit. For now, I’m left thinking of the next run. In another world, I’m past Longmore, past that cave, cutting down demons and slinging spells like the daylight is never coming. Unfortunately, previews don’t write themselves. But tonight? I’m diving right back in. I have a dragon to kill.

Don’t expect big reveals at Summer Games Fest, says Geoff Keighley

Since the death of E3, June has descended into a chaotic clusterfunk of trailers, broadcasts, announcements, and a generalised frenzy of publicity-seeking barking noises. Summer Game Fest has emerged as a hub for a lot of developers seeking eyes. The 2-hour show hosted by marketing man Geoff Keighley will be broadcasting on Friday, blasting you in the ocular nerves with, probably, a lot of games. However, most of these games will not be brand new, exciting reveals, said Keighley himself in a fresh Twitch Q & A. “There will be, definitely, new announcements,” he said, “but the show is largely focused on, I think, existing games that have new updates for fans.” He’s mentioning this ahead of time, he said, to set expectations.

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Don’t Expect Kingdom Hearts IV News At Summer Game Fest 2024, Says Keighley

“People are setting themselves up for failure”.

Those expecting more news of Kingdom Hearts IV at this year’s Summer Game Fest might want to temper their expectations as a recent message from Mr. SGF himself, Geoff Keighley, suggests that Sora’s next adventure won’t be making an appearance in the showcase (thanks, Push Square).

The message comes from Keighley’s latest Q&A Twitch stream where the show’s organiser and host ran through what to expect from this year’s event.

Read the full article on nintendolife.com

How to Watch the Xbox Games Showcase and Call of Duty: Black Ops 6 Direct on Sunday

How to Watch the Xbox Games Showcase and Call of Duty: Black Ops 6 Direct on Sunday

Xbox Games Showcase Black Ops 6 Direct Hero

It’s almost time – this Sunday, June 9, we invite players from around the world to a huge double feature: the Xbox Games Showcase 2024, immediately followed by Call of Duty: Black Ops 6 Direct. This will mark the first Xbox Showcase featuring games from our portfolio of studios across Activision, Blizzard, Bethesda and Xbox Game Studios, not to mention our incredible third-party partners. Plus, the Showcase will be immediately followed by a deep-dive into Call of Duty: Black Ops 6.

It’s our biggest moment of the year to show you the future of gaming with Xbox, and we hope you can join us. With that in mind, here are all the details you need to know ahead of Sunday:

What time does Xbox Games Showcase begin? The Showcase will take place on Sunday, June 9, beginning at:

  • PT: June 9, 10am
  • ET: June 9, 1pm
  • BST: June 9, 6pm
  • CET: June 9, 7pm
  • JST: June 10, 2am
  • AEST: June 10, 3am

What time does Call of Duty: Black Ops 6 Direct begin? Immediately following the Xbox Games Showcase.

How do I watch the Xbox Games Showcase and Call of Duty: Black Ops 6 Direct? The Xbox Games Showcase and Call of Duty: Black Ops 6 Direct will be streamed live on official Xbox, Bethesda, and Activision Blizzard channels, including the below:

The show will also be streamed out simultaneously on regional Xbox and Bethesda channels around the globe.

Please note the /Xbox, /Bethesda and /ActivisionGames streams on YouTube will be in 4K at 60fps, while all other channels will be 1080p / 60fps.

Is the event available in languages other than English?  We will be providing subtitle support in  the following languages: Albanian, Arabic (MSA), Bangla, Bosnian, Chinese (Simplified), Chinese (Traditional, Taiwan), Chinese (Traditional, Hong Kong), Croatian, Czech, Danish, Dutch, Estonian, Finnish, Filipino, French, French (Canadian), Gaelic (Irish), German, Greek, Hebrew, Hindi, Hungarian, Icelandic, Indonesian, Italian, Japanese, Korean, Latvian, Lithuanian, Macedonian, Malay, Maltese, Māori, Norwegian, Persian (Farsi), Polish, Portuguese (Brazilian), Portuguese, Punjabi (Gurmukhi), Romanian, Russian, Slovak, Spanish (Castilian), Spanish (Mexican), Swahili, Swedish, Tamil, Thai, Ukrainian, Urdu, Vietnamese, Welsh and Zulu. While we expect to have all languages available with the show’s live broadcast, it is possible that select languages may need to be added in the days following the broadcast if they have not finished translating.

The easiest way to find your preferred language is to go to your region’s Xbox page, or by viewing on the official Xbox YouTube channel at YouTube.com/Xbox and clicking the gear icon in the lower right corner.

Is Xbox Games Showcase going to be Accessible to those with low/no hearing or low/no vision? There will be a version of the show with Audio Descriptions (AD) in English on the Xbox YouTube channel, American Sign Language (ASL) on Xbox’s YouTube channel and the /XboxASL Twitch channel, and British Sign Language (BSL) on Xbox On’s YouTube channel at YouTube.com/XboxOn.

I’m not going to be able to watch, where can I find out what was announced? As announcements roll out during the broadcast, the Xbox Wire team will be publishing detailed blog posts for key announcements right here on Xbox Wire (with localized versions in Brazilian Portuguese, French, German, LATAM Spanish, and Japanese to follow). A full show recap will be published on Xbox Wire immediately following the end of Xbox Games Showcase, and a separate recap for Call of Duty: Black Ops 6 Direct will go live after that show ends. Plus, stay tuned to Xbox Wire in the days following the show for more exclusive articles.

Will Xbox be broadcasting post-show content? Starting from Monday, June 10 and running throughout that week, the Official Xbox Podcast will be airing a series of special episodes offering updates and deeper dives into titles featured during Xbox Games Showcase. These shows will be published daily on Xbox’s YouTube channel and podcast services, with accompanying articles on Xbox Wire. We look forward to sharing more details after the Showcase concludes.

Co-streamer and content creator notes for the Xbox Games Showcase and Call of Duty: Black Ops 6 Direct: We at Xbox greatly appreciate any co-stream efforts and aim to ensure you have a smooth experience if you choose to do so. However, due to forces beyond our control, we cannot guarantee that glitches or disruptions by bots and other automated software won’t interfere with your co-stream. For those planning to create post-show breakdowns of the Xbox Showcase in the form of Video on Demand (VOD) coverage, we recommend you do not use any audio containing copyrighted music to avoid any action by automated bots, and to also consult the terms of service for your service provider.

We can’t wait for you to join us for Xbox Games Showcase, followed by Call of Duty: Black Ops 6 Direct on Sunday, June 9.

The post How to Watch the Xbox Games Showcase and Call of Duty: Black Ops 6 Direct on Sunday appeared first on Xbox Wire.

PlayStation VR2 players can access games on PC with adapter starting on August 7

When PlayStation VR2 launched last year, we were thrilled to introduce PS5 players to a new generation of VR games with innovative gameplay and immersive sensory features. Inspired by our passion to bring gamers even more content options, we’ve been working to enable access to additional games on PC, complementing the diverse PS VR2 games lineup available on PS5. Today, we’re happy to share that we’ll be rolling out this support on August 7.

Players will have access to buy and play Steam’s expansive library of thousands of VR games, including fan favorites like Half-Life: Alyx, Fallout 4 VR, and War Thunder.

To start, players will need to purchase a PlayStation VR2 PC adapter, which will be available for an estimated retail price of $59.99 / €59.99 / £49.99 at select retailers and direct.playstation.com where available.  Players will also need a commercially available DisplayPort cable (sold separately) that is compatible with DisplayPort 1.4, as well as a Steam account and a PC that meets the minimum requirements below.*

Minimum PC requirements

Here are the minimum requirements for PS VR2 gameplay on PC:

Operating systemWindows 10 64-bit / Windows 11 64-bit 
ProcessorIntel Core i5-7600 / AMD Ryzen 3 3100 (Zen 2 or later architecture is required)
RAM / memory8 GB or more
GPU / graphics card-NVIDIA GeForce GTX 1650 or later (Turing or later architecture is required)-NVIDIA RTX series-AMD Radeon RX 5500XT or later / AMD Radeon RX 6500XT or later
(For the best performance, we recommend that you use an NVIDIA GeForce RTX 3060 or later or AMD Radeon RX 6600XT or later graphics card)
DisplayPortDisplayPort 1.4 (must have a standard DisplayPort or Mini DisplayPort output port)
USBDirect connection only
BluetoothBluetooth 4.0 or later**

Setup is easy: simply connect PlayStation VR2 to your PC using the PS VR2 PC adapter and the DisplayPort 1.4 cable. Then, download the PlayStation VR2 App and the SteamVR App from Steam. This will allow you to set up PS VR2 on your PC, customize your settings and play area, and start purchasing and playing games in SteamVR.

As with all PC gaming technology, performance may vary depending on your PC setup, including system compatibility and the quality of your DisplayPort 1.4 cable. Please ensure your setup meets the minimum requirements. SteamVR titles also have individual system requirements, so please refer to the game information on Steam.

Feature differences with PS VR2 on PS5

PS VR2 was designed from the ground up specifically for PS5 – so you’ll notice that some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC. However, other high-fidelity and sensory immersion features of PS VR2 are supported, including 4K visuals (2000 x 2040 per eye), 110-degree field of view, finger touch detection, and see-through view, as well as foveated rendering (without eye tracking) and 3D Audio in supported games.***

While the most immersive way to experience PS VR2 gaming remains on PS5, we hope players will enjoy the ability to play an expanded lineup of VR games on PC using the same headset. You can check out Steam’s huge library of multiplayer open worlds, survival horror and stealth action games, sports sims, puzzlers, and free-to-play fan favorites on the Steam Store

Additionally, as part of our Days of Play celebration, gamers in select regions can get $100 off PS VR2 and the PS VR2 Horizon Call of the Mountain Bundle (for PS5) until June 12. Be sure to check direct.playstation.com (available in select markets) and participating local retailers, as offers and promotion dates may vary by region.

Let us know which games you’re excited to try!

*While DisplayPort 1.4 is a common standard, be sure to check that your PC supports it before purchasing a cable.

**Some Bluetooth adapters may not work due to Bluetooth adapter compatibility. We will share more details closer to launch.

***The 3D Audio experience uses SteamVR’s audio technology instead of Tempest 3D AudioTech, which is only supported on PS5.

Naughty Dog ‘Will Not Be The Last of Us Studio Forever’ as it Works on ‘Multiple’ Single Player Projects, Neil Druckmann Says

The Last of Us and Uncharted developer Naughty Dog has “multiple single player projects” in the works, studio head Neil Druckmann has said.

Speaking to the Los Angeles Times, Druckmann didn’t mention what projects the PlayStation studio was working on or if any had entered full development, but did suggest it was looking to break away from being predominantly associated with The Last of Us.

“I promise you, we will not be The Last of Us studio forever,” Druckmann said, speaking of Naughty Dog’s beloved post-apocalyptic franchise that debuted in 2013 and received its “Part 2” sequel in 2020. The studio is otherwise best known for creating the Uncharted franchise, though this was put to bed with 2016’s Uncharted 4: A Thief’s End and smaller follow-up The Lost Legacy a year later.

I promise you, we will not be The Last of Us studio forever.

Naughty Dog hasn’t released a game since The Last of Us: Part 2 beyond remasters, remakes, and collections, and while the studio confirmed it had decided on its next major title in March 2023, nothing is known about it externally.

Druckmann’s comments suggest it may not be a new The Last of Us game, however, if he’s certain Naughty Dog won’t be predominantly known for the franchise in the future. It’s also entirely possible The Last of Us is just one of these “multiple single player projects” in the works at Naughty Dog. Only time will tell.

Druckmann didn’t say these projects were all in development either, but simply being worked on, meaning several, if not all, could still be in early conceptual phases and far from being worked on proper, never mind released. Projects this early in development are also regularly cancelled or drastically changed.

Regardless, Druckmann did say Naughty Dog’s incoming games would follow the same principles as the studio’s previous. “We create experiences that are steeped in story and character, especially relationships,” he said. “The stories have some sort of philosophical core that everything is going to revolve around and feed into.”

These comments will hopefully not be retracted like another media appearance from Druckmann was, as in a bizarre turn of events, Naughty Dog owner Sony published and then deleted an interview with him after several misquotes.

Myriad comments from Druckmann were published incorrectly, forcing him to release clarifying statements online. “We apologize to Neil for misrepresenting his words and for any negative impact this interview might have caused,” Sony said.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Baldur’s Gate 3 once had a portable hole, but Swen Vincke says it would have been a “crime against humanity”

I’m sure you could fill a bottomless pit with the things Larian decided not to add to Baldur’s Gate 3. One of those things was, in fact, a bottomless pit. Not just a bottomless pit, but a conveniently portable, Looney Tunes-esque hole into which you could seemingly chuck everything from items and equipment to characters. Speaking to me during the same interview in which they discussed long-abandoned plans for bringing back Baldur’s Gate 1’s Candlekeep, Larian CEO Swen Vincke and Baldur’s Gate 3 lead writer Adam Smith (RPS in peace) touched on the subject with tantalising brevity. Argh, if only I hadn’t had to run off and catch a taxi, I’d still be there now, discussing the many applications of a portable hole. Bypassing carrying capacity limits would just be the start of it.

The hole came up during a discussion of whether Larian have considered testing any smaller, more focussed videogame concepts, perhaps to let younger developers try their wits on something less sprawling than a Baldur’s Gate. “Oh, you mean within Larian in terms of incubation? But there’s always stuff happening that you never see,” Vincke began. “I think people still underestimate how much work these big RPGs are already, and how many components there are in there – you never see a lot of small things that are being done, but there’s a lot of innovation happening, other things that never see the daylight.”

“You see small groups, and juniors in those small groups, you know, they’ll bring the things that they care about,” Adam added. “You can see, I think, in Baldur’s Gate 3 that there a lot of scripters who are immersive sim fans, and who are bringing ideas from elsewhere. The world is sandboxy, and within that they are playing with their favourite genres. I get to play with horror, you know, one of my favourite genres, in the storytelling. An RPG of that scale, you’re kind of making lots of things all at the same time. So there’s definitely the space to do that.”

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I made the witchy cottage of my dreams in Tiny Glade

If you love cosy games where the biggest challenge is choosing between which farm utensil to place next to your barn doors, then Tiny Glade may be just the game for you. It’s a creative building game like The Sims 4 but with none of the fuss of actually controlling lives – and no quests, combat or arbitrary challenges of any kind.

Instead, Tiny Glade simply offers a meadow and tools with which to build. The vibe of the game is cottage-core at its finest, with enough whimsigoth finery that you’ll soon lament that you can’t actually live inside your glorious creations. I’ve played the charming demo as part of Steam Next Fest, and you’ll find some thoughts from my time with it below.

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