Monday, 31 July 2017

Hear the Roar - RPG Lionheart released


July 31, 2017 - Publisher Fruitbat Factory is happy to announce that fantasy RPG Lionheart is now available on Steam! Developed by ShiisanmeiLionheart tells the story of Leon Lionheart and his party as they explore the forbidden depths of a magical labyrinth and meet new allies. The beautifully illustrated RPG is voiced in Japanese and promises adventuring for 50 to 100 hours. 

Synopsis 
The youth known as Leon Lionheart, an adventurer like his father, seeks to explore the Magic Labyrinth, "Libra Corridor." Around the same time, the Justicar Maria Sinkirk finds Leon while on an investigation of the corridor, and, noticing the unusual "skill" he possesses, somewhat forcibly enlists his cooperation. 

The former mercenary Orsin and nun Emma also join the two, and the group begin to explore the depths of the Corridor. What hidden secrets of this dungeon will they discover? 

Only those who face forward will be allowed to proceed. 


Game Features 

  • Over 10 playable characters

  • More than 100 different monster types

  • 3 difficulty options: Casual, Normal and Heroic

  • Monster art and user interface upgraded for Steam version


English version of Lionheart’s opening can be seen on the Fruitbat Factory YouTube channel. Screenshots showcasing can be seen on the game’s Steam page. The Steam version comes with Steam trading cards, achievements and Steam Cloud support. 

Lionheart is available for $19.99 with a -25% launch discount during the first week. 


Fruitbat Factory, Ltd 
English version developer (Homepage, Blog, Twitter, Facebook, Google+ & YouTube) 
Fruitbat Factory is an independent localisation house focusing on bringing interesting Japanese games to English-speaking audiences. 

Shiisanmei 
Developer of original Japanese version (Homepage) 
Shiisanmei has been developing games since 2011. Their latest releases are Lionheart and its sequel, Lionheart II. 





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Saturday, 29 July 2017

Review - Chariot Wars

The idea of a game featuring chariot racing captured my imagination - I envisaged interesting game mechanics, thrills and spills similar to and yet different from car racing games, and... well, that's it really, just a game that brought something new and exciting to the racing genre.  Sadly, Chariot Wars doesn't deliver.

The intro sequence is quite cool and in-game graphics are mostly nice, and the music is pretty good.  That's.... it really, in terms of the positives.  The gameplay itself features no innovative control system or ideas, it's just like a car racing game, but much slower.  As you progress round the course you can collect gold coins to fill up a charge meter, which will let you go much faster for a while.  Although realism isn't necessarily a great feature of fast-paced arcade racers, it seemed an odd and uninspired idea.  If you crash or get hit by an opponent, you usually end up facing completely the wrong way and by the time you've managed to actually turn round, the race is over as a going concern, you have absolutely no chance to catch up.  Winning races gives you access to new horses and chariots but to be honest it was difficult to tell whether these made the slightest bit of difference.

There is a plot that goes with the campaign, which is told in the form of decently drawn graphic novel style artwork, and this seemed promising - the plot definitely had potential to be interesting.  The effect of going through these drawings was somewhat marred by the loud DING noise that for some fantastically ill-advised reason accompanies EVERY click on ANY menu option (including Continue).   The races themselves are really not that much fun (basically to win you have to avoid any mistake at all plus collect and all the gold coins available), and time trial, where you get used to the course without any competitors, is even less fun.  However for the sake of finding out what happened in the story, I was willing to put up with uninspiring racing for a bit longer.  Until...

Oh, wow.  When you get to the third course, it's raining.  That should not be a particular problem but the graphics are so badly optimised that having run the game at a reasonable frame rate in a decent resolution at high quality, I could now not get a remotely usable frame rate even at the lowest resolution and quality settings.  (My machine only has R7 graphics but it's perfectly capable of playing games with better graphics and faster action, so I can only assume it's poor optimisation - if you know otherwise feel free to comment.)

At this point I gave up.  Sadly this game really didn't live up to its potential at all.

If for some reason you still want to look at this game here's the Steam Page - but read the reviews and discussion there and you'll probably come to the conclusion that my review was rather kind.


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Friday, 28 July 2017

Survival game "Displaced" now available

Siberia, Russia -- July 26, 2017 -- Russian publisher Alawar announced that their single-player survival game, Displaced, is available now on Steam for $5.99/€5.99/4.79£. The 20% launch discount is available for the first week. In Displaced players guide a party of civilians out of a war-stricken country by managing the group’s physical and psychological state, completing various quests and carrying out card-style battles with other survivors. The story progresses through dialogs and changes according to how a player answers questions, uncovering the heartbreaking reality of war refugees.


“Displaced explores the hardships that ordinary people endure during the war. It’s sad, it’s relatable, and you will suffer the torment together with the characters, diving deeper into the story as you progress in the game”, said Yuliya Mitryukova, Marketing Manager from Alawar. ”Looking to enhance player experience, we relied on the fusion of mechanics by combining the main survival elements together with interactive quests and CCG-style combat. We hope players will appreciate the variety of mechanics integrated.”

Drawn-out conflicts between separatists and the government have left the country in complete disarray with devastated surroundings, chaos everywhere and civilians going rogue, forming gangs in order to survive. Caught in the midst of a war that has disrupted their whole world, a group of survivors sets out on a mission to escape the collapsing country. With just regular folk, without any special training or military experience, the group is thrown into the merciless wasteland where every encounter with other survivors could put their lives at stake.


In Displaced players start out by selecting five characters to form a team of survivors, shown as a token on the map of the country. In order to lead the team out of the war-zone successfully, players need to manage the group’s hunger, energy and stress levels, scavenge for supplies, complete various quests and battle it out with aggressive survivors.
About Alawar
Founded in 1999, Alawar is a large team of dedicated professionals that specialises in development, publishing and international distribution of casual games through a variety of channels across handheld, desktop and console platforms. With over 300 original games localised into 37 languages as well as 270 projects signed with various developers, Alawar focuses on bringing topnotch titles to everyone regardless of the language spoken or the platform used which resulted in a multi-million player base worldwide. For more information visit: http://company.alawar.com/games

Another indie game about the struggles of refugees: The Day We Left

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Thursday, 27 July 2017

Review - Yonder: The Cloud Catcher Chronicles

Yonder: The Cloud Catcher Chronicles is an open world RPG with quests galore, seemingly hundreds of NPCs, a vast world to explore, a crafting system, and multiple guilds to join.  Your player character was abandoned when a baby but you were given an instrument - the Celestial Compass - that would enable you to find the truth when you became old enough to seek it.  That time has come...

Now at this point you might be forgiven for thinking in terms of slaying enemies to gain gold to buy better weapons and armour, and levelling up... but Yonder isn't that sort of game.  You complete quests by gathering objects, building things and generally helping people - everyone is friendly and has either a quest, some advice or perhaps even just a joke for you.  You can go fishing and trap animals, but that's the closest we get to combat.  The whole game is focused on exploring, gathering, building and interacting with the people (and, often, animals) you meet.  You will soon enough get to run your own farm and hire people to work on it.

The sun is shining, you have your backpack on... what more could you want?!

The game is designed to encouraging free-roaming exploration and the player is never punished for any action or inaction - if you fell into deep water, for instance, your sprite immediately fishes you out, and jump off a cliff and your character opens an umbrella and drifts safely to ground.  Oh, sprites... yeah, you meet one very early in the game and find more as you go along.  There are quite a few to collect, and you will need them to get rid of "Murk" - a dark substance shrouding certain areas, and effectively reducing your area of exploration.  Some require more sprites than others to abolish them, so there will be a few you can clear quite early in the game, and others taking you much longer until you've found sufficient sprites.  As you progress through the game you will obtain various implements that will let you do more - a hammer to smash crates and quarry stone, axe to chop down trees, scythe to harvest and clear away spiders webs, etc. 

Being designed to be absolutely user-friendly, the game always tells you what implement you need to use on a particular object (not that you will need this function for very long, it's pretty self-explanatory).  You can get a lot of things by just picking them up, but to harvest things in bulk you will need to get all the necessary implements - most (possibly all) are given to you for completing simple tasks, or you can trade for them.

With a 6 year-old daughter it was only a matter of time before my androgynous avatar ended up looking this this...

The trading in Yonder is rather interesting - it's all based on a bartering system, you have no currency but everything has a relative value, and you can build up your offer with whatever materials you have available to trade against what you want from the trader.  Eventually you will fill up your backpack completely, at which point you will have to start getting rid of things or storing them at your farm.  Incidentally your farm is rather expandable, although I don't think you necessarily have to spend time on that part of the game unless you want to.  Everything grows back (or in the case of crates, magically rebuild themselves!) each day so you're never at any risk of running out of resources.

The graphics are nice with a large, interesting environment with a full day-night cycle and seasonal changes.  The ambient sound effects and music too are good.   The characters are rather MII-like but that seems appropriate enough.  No-one ever appears to sleep, and you can (much to my 6 year-old daughter's delight!) explore all through the night as well.  The time of day can affect what you're able to do as well - for instance one quest involves catching a type of fish that can only be found around midnight.  

Guess what?  There are certain places in the game where you can build bridges (with the right materials of course)

Everything in Yonder is geared towards having fun, always having new places to explore and things to do, with absolutely no risk of dying or running out of time.  This creates a relaxed atmosphere but there's enough intrigue and variety to keep you coming back for more.  IT's a game your kids are likely to love too, and you'll be happy to let them play it / watch you play it.  You may go into sugar shock at just how cute some of the animals are

Overall I can thoroughly recommend Yonder, it's a constantly enchanting experience.  I found it particular enjoyable as a large-scale RPG without any violence is something I've often thought about and come up with several ideas, but always with something replacing combat while using similar mechanics.  I think the developers of this game have come up with something better than that.


The sprites all help you, but some are a bit grumpy about it.


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Aven Colony Released

UK – 25th July 2017 – Award-winning veteran games developer and international games label Team17 and Mothership Entertainment announced today their engrossing sci-fi city-building and management sim, Aven Colony is now available for Xbox One, PlayStation 4 and PC. Today’s release sees the culmination of several years of work for independent developer Mothership Entertainment, a four-man team of industry veterans based in Austin, Texas.

Discover Aven Prime - an alien planet of deserts, tundras, and jungles light years from earth. Aven Colonyputs you in charge of humanity's first extrasolar settlement, where you build and expand your small colonies into massive, sprawling cities while dealing with the challenges faced when settling on a new world.


Dive in to an extensive dedicated single-player campaign, where you’ll need to brave Aven Prime’s harsh environments with freezing winters, lightning storms, ice storms, and toxic gas clouds. Prepare for attacks from the local lifeforms, including giant acid-spewing sandworms, “creep spores” that infect your buildings, and “plague spores” that infiltrate your colony and infect your colonists with a deadly plague. You must protect your colony from everything the planet has to throw at them, and shape the future of the survival of the human race.

All the single player content can also be explored in sandbox mode which allows players to tailor a full suite of options to customise the game experience including editing the starting resources, environmental events, minerals, and much more!

Aven Colony is available to download now for Xbox via the Xbox Store, PlayStation 4 via the PlayStation Store and for PC via Steam for £24.99 / $29.99 / 29,99€. A boxed version for Xbox One and PlayStation 4 is also available from select retailers worldwide.


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Non-Profit iThrive Games Issues Open Call for Essays and Research Studies to Highlight Positive Contributions of Video Games

NASHVILLE, TENNESSEE (July 19, 2017) iThrive Games — a non-profit that partners with game developers, researchers and youth organizations to facilitate the positive use of video games to enhance social and emotional skills — is proud to announce a partnership with academic publisher Carnegie Mellon’s ETC Press for a special peer-reviewed issue of Well Played, the analytical video game journal. The two organizations have issued a call for contributors to submit in-depth essays on the various meanings, values and experiences provided by video games in their design and during play. Essays can be empirical or theoretical. Submissions will be curated by a team of highly respected game industry academics from around the United States.



iThrive Games specializes in the promotion of games as tools for emotional and social skill development in growing teens by practicing in-game positive psychology habits, such as growth mindset and empathy. The organization collaborates with game developers, tests games with teens and provides resources to foster teens thriving through gaming. iThrive Games’ vision for this special issue of Well Played is to encourage new scholarship in the area of game design that encourages personal growth and prosocial outcomes for adolescent gamers.

The Well Played journal gives academics and junior faculty a place to share their ideas, theories and analysis of the game industry and its works as a means of advancing knowledge in the field.  Contributors are encouraged to analyze sequences in a game in detail to illustrate and interpret how the various components of a game come together to create a fulfilling play experience unique to this medium. 


Well Played journal essay submissions should be sent by September 1, 2017. Peer reviewers will assess all essays through a blind process and notify all authors of their submission status by November 1, 2017. If you have any additional questions, would like to submit an essay, or would like to speak with iThrive Games directly, please contact Heidi McDonald at heidi.mcdonald@ithrivegames.org.


About iThrive Games

iThrive Games is a team of social and emotional learning experts, psychologists and game developers that work to produce meaningful games through collaborations with game studios as well as experts in teen development and positive psychology. The iThrive Games team embraces teens’ love of video games, and explores how great games can empower teens to discover and use their unique strengths, unlock their potential and take charge of their well-being. For more information about iThrive Games, please visit www.ithrivegames.org.

About ETC Press

The ETC Press is an academic and open-source publishing imprint out of Carnegie Mellon University that distributes its work in print, electronic and digital form. It represents an experiment and an evolution in publishing, bridging virtual and physical media to redefine the future of publication.

Well Played is a forum for in-depth readings of games that parse out the various meanings to be found in the experience of playing them. Contributors are encouraged to analyze sequences in a game in detail to illustrate and interpret how the various components of a game come together to create a fulfilling play experience unique to this medium. Follow Well Played on Twitter at @etcwellplayed to learn more.


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Wednesday, 26 July 2017

Blazing fast indie racer ASTRAL TRAVELER releases first trailer

ASTRAL TRAVELER is a runner style racer where the universe is at your throat and only speed and precision may overcome the odds. Blaze your way through 47 challenging tracks as you dodge obstacles at breakneck speeds, shooting down the enemy raiders blocking your path and phasing through pulsars for an extra burst of speed. Your astral core is fading, but the warp gate to the next track is just up ahead, if your skills are tight enough to reach it.

KEY FEATURES
  • Lightning fast arcade racing action
  • Master precise platforming and snake through various obstacles
  • Shoot down armies of enemy raiders
  • Phase through energy barriers and speed boost through pulsars
  • Conquer 47 sectors across 5 different nebulas
  • Dominate your friends on the leaderboards
  • Affordable 5$ price tag.

Developers:

DRAGON SLUMBER

Founded in early 2013 to work on Arelite Core, Dragon Slumber is composed of a single member, Kevin Giguère, who fills in most of the roles necessary for proper game creation, from writing and design, to programming, to production and marketing. Further work such as visuals and music composition is done contractually.


BRAINOID
Istanbul based studio founded in 2013, worked mostly on casual mobile games until 2017.



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Monday, 24 July 2017

Indie Game ‘Alaska’ Launches Kickstarter With Demo

The one man behind Wreck Tangle Games, Adam Reed, has decided to launch a KickStarter Campaign in hopes to garner enough funds to continue development of his adventure game, ‘Alaska’, full time.

With the new details, photos and videos, we get to see a lot more of Alaska than has been previously shown. Graphically the game has had a blizzard of improvements, the sun glistens off the footprints in the snow and the colours are so perfectly implemented, they make the outside feel cold but the insides of the cabins feel warm next to the roaring fires.


New information, along with some GIFs and videos, show off some of the gameplay elements we can expect from the full version. You will learn skills as you progress through Alaska; these skills include fishing, wood chopping and hunting, and will have to be learnt to progress in objectives.

Other gameplay elements include story driven puzzles and multi choice conversations with the characters that populate the small town.

The story is the driving force of Alaska; the details that have been released explain that the game should be described in two parts, the good times and the bad. In the first half of the game, you will be spending a week in the life of our protagonist Blake; he is in the midst of getting over a divorce and decides to spend time with his neighbours in hopes to lighten his mood. This first half promises to be a real unique experience for a game; it is calm, relaxing and feels almost personal as you get to know the people of your town. Adam Reed has detailed how much time he spent working on the script, “to make sure that you really do feel like these are your neighbours, to make sure you feel close to them, to make you feel like you know them, care for them. This is important as in the second half of the game, everything changes.”


A body of one of your neighbours is found murdered on the town’s airstrip. This find will then lead you onto a traumatic adventure, where you will struggle to solve the mystery of who is the murderer. As everyone starts acting suspicious around you and more deaths occur, you must work out, who do you trust now?





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Saturday, 22 July 2017

Yonder - The Cloud Catcher Chronicles - Gameplay Videos

Got a review code for this game and it looks utterly charming. 
Have done some short videos of the game:

Intro:



Continued:



Fishing:




General exploring, gathering, and other stuff:



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First Look - Doctor Kvorak's Obliteration Game

Doctor Kvorak's Obliteration Game is a puzzle platformer hosted by an alien with god-like powers, with whole planets at stake as "prizes".  You control one of three aliens as they attempt to find all the pieces of the planet on offer in each stage.

Have only played the first couple of levels but I can tell you that it's a lot of fun (and my daughters - 6 and 3 years old - both love watching me play it), with lots of humour from the host's commentary on proceedings - frequently lapsing into personal reminiscences - and, for reasons I have yet to figure out, a large sentient chicken.  The game has a nice learning curve, doesn't seem too difficult to complete a stage but it's really quite a challenge to find every piece of the puzzle that will let you win the prize.

I'll do a full review when I've had time to give it a thorough test, but early signs are good!

Doctor Kvorak's Obliteration Game is available on Steam.



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Thursday, 20 July 2017

Review - Neofeud

Futuristic dystopias seem to be a fan favorite among point & click adventure game enthusiasts.  Even if the tendency isn't evident in the mainstream, it's certainly true of developers working with the Adventure Game Studio engine. Recent years have seen the release of Gemini Rue, Primordia, Technobabylon and Shardlight -- all of them grim visions of what the future (whether near or distant) holds, but each unique in style and flavor. Neofeud, likewise, presents its own angle and tells its own story in its own voice.

You play as Karl Carbon, a lowly social worker down on his luck, just trying to make ends meet - just like most people (and non-human persons) going through his office every day: single moms, war veterans and robots just wanting humane treatment. All the while, high above the vast expanses of the urban misery, the rich and powerful live lives of unimaginable wealth and prosperity - whiling away the hours in their sky castles (literally!). But something's brewing, and it isn't long before Karl finds himself right in the middle of a grand conspiracy - one that will shake the fabric of reality itself!

As an ex-cop, Karl is no stranger to danger.  He digs deeper to get to the bottom of things, and indeed Neofeud's gameplay resembles an investigation: gathering evidence, going to some shady places, asking around, questioning witnesses, suspects, informants and local bigshots.  There's a heavy emphasis on talking, and even more listening (it's worth noting the game's fully voiced). Fortunately there's not much legwork involved: there's no tedious backtracking, most puzzles can be solved via interactions only within the area you're currently in.  The puzzles themselves tend to be on the easy, common-sense side - and I truly prefer them that way, so that they don't disturb the flow of the story itself.  The plot thickens and twists abound, and Karl wouldn't get far without the help of two most unlikely allies.  The three strangers, each coming from a completely different world, will face a challenge larger than life.

The conspiracy runs deep and is quite massive in scope. Politics meet technology, philosophy meets madness. But even beyond the intrigue itself the world of Neofeud is quite a detailed and intriguing construct, with its own history and lore. It's not a shiny future. Not for all, at least. Under the guise of cyberpunk dystopia hides the world of today, with its socio-political issues: inequality, discrimination, uneven distribution of wealth. But the game's not all about serious matters and lofty speeches. It allows itself some humor, too. While the characters do have their dramatic moments, there's plenty of grim sarcasm (mostly courtesy of Karl) and over-the-top theatricality, especially in the portrayal of the dismayed upper class. There's no shortage of odd expletives (such as "Jobbs" being the equivalend of "Gawd!"), puns and curious amalgams. Karl, for instance, drives an old Toyundai. Because the future is in no way as colorful as we'd have wished.

Though then again, it is quite vividly colorful in the literal sense. From the makeshift, provisional, use-what-you-can-find architecture of the slums, through the neon-lit gangland underworld to the obscenely green grass of the skyborne islands, the art in Neofeud follows the modern trend of saturated dystopias such as Fury Road or the movies of the modern 80's cinematic revival, soaked in red and teal lights rather than the bleakness and muted colors of The Matrix in the early 2000's.  Developer "Silver Spook" also goes against the general trend of lo-res pixel art that is prevalent in commercial AGS games. The graphics in Neofeud are part digi-painted, part collage. It's not classically beautiful, and the animations are simple and somewhat stiff -- but this style suits the scrapland where most of this grand adventure plays out.


The soundtrack -- created by Silver Spook himself -- consists of various flavors of electronica; an obvious choice, given the futuristic setting. And indeed it fits in perfectly. It's minimalistic when it needs to emphasize the dreariness of the slum world. Action sequences, in turn, are punctuated by a pounding beat -- whereas a distorted piano plano creates a watercolor-like backdrop to some of the game's most powerful moments of existential reverie. As mentioned already, the game is a full talkie. It's something that's expected of a modern game -- but the workload and the quality are actually impressive. The writing, especially in some heavily stylized parts, really profits from engaged delivery -- my favorite being Proto-J's slang and the General's southern drawl. It's also worth noting that the lead and one of the sidekicks were voiced by the creator himself -- which I didn't even realize until the credits rolled in. 

Everything about the game just oozes the love for sci-fi: the literary cyberpunk and the 80's and 90's movies. It utilizes familiar motifs and plays around with the tropes from Blade Runner, Robocop and Terminator (on a side side-note: the main character sounds a little bit like Arnold at times - and the token juvenile delinquent reminded me of young John Connor from Judgement Day). But even more interesting than the theme of the blurry line between man and machine - explored in Neofeud in many ways - is the personal aspect of the story's background. The creator writes most his characters with a tongue in cheek - especially the filthy rich. But there's one group that he treats with a great deal of earnestness. The disenfranchised. The ones living on the flipside of paradise. And that is what makes good sci-fi: a social commentary on the world today. A very personal story dressed in a cyberpunk trenchcoat.


Reviewed for Indie Game News by FiTZ.


Neofeud is available for $15.00 from Itch.io.


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Creavures - Gameplay Video

A quick snippet of gameplay from the enchanting puzzle platformer Creavures.


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Wednesday, 19 July 2017

Gas Guzzlers Extreme - Gameplay Video

Sorry all for the lack of updates, I do have a couple of things lined up but in the meantime, I did at least manage to record a gameplay video for Gas Guzzlers Extreme, a brilliant racing game:


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Monday, 10 July 2017

Seven years in the making, deadly game show extravaganza Dr Kvorak's Obliteration Game for PC

Welcome to the biggest game show in the galaxy –Doctor Kvorak’s Obliteration Game, a single-player puzzle adventure starring three talented alien contestants, a mysterious rhyming chicken and a dastardly deity with an ego problem.



  • Play the deadliest game in the galaxy – defeat dangerous traps, solve complex puzzles, rescue your friends and save your world from doom
  • Control all three individual characters, each with their own special power, who must work together to outwit the evil Doctor and win fabulous prizes 
  • Collect weird and wonderful artefacts to unlock skins for your contestants
  • Follow the fully crafted story told over fifteen challenging game zones,  with unique dynamic camera view allowing you to play from many different perspectives
  • Explore an omnipotent being’s inner journey through his enormous ego and solve the mysteries of life itself.
  • Create and share your own maps using the comprehensive level editor, fully integrated into the Steam Workshop.




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Thursday, 6 July 2017

FMV and absurdist arthouse cinema collide in THE AWKWARD STEVE DUOLOGY

Release date: July 17, 2017



IN A WORLD, FRAUGHT WITH STRANGERS...
ONE MAN MUST FACE HIS FEARS
AND INTERACT WITH THEM IN A TOTALLY NORMAL AND HEALTHY WAY



Introducing The Awkward Steve Duology! A pair of absurdist arthouse FMV games about social interaction and how to avoid it, coming next month to Steam and itch.io—and soon to be showcased at the Smithsonian American Art Museum as part of the SAAM Arcade.



First, help Awkward Steve psych himself up to answer the door in A STRANGER COMES CALLING! Lower his Anxiety by hiding under tables, petting rabbits and more, so he can build the courage to open his front door to somebody he doesn't even know.



Then, in DON'T TURN YOUR BACK ON THE OCEAN, Steve gets trapped in the bathroom while his roommate's throwing a wild rager! Hang out in the bathroom with Steve until it's over—or until...?


KEY FEATURES:

·         Two games, for the price of two games!
·         A full TV show's worth of full-motion video.
·         Photorealistic graphics. So many frames per second.
·         Multiple endings to unlock!!
·         Written, programmed and filmed by one person.
·         Probably the weirdest thing I've ever made.
The two games will be bundled together as The Awkward Steve Duology and released together on Steam and itch.io on July 17. Anyone who previously purchased the original game on itch.io will be upgraded to the new release, free of charge.




About Oh, a Rock! Studios
Oh, a Rock! Studios is an indie game-development studio/loosely connected group of friends that makes funny, weird, and sincere computer games. It was founded in 2014 by award-winning beard grower Paul Franzen, and its titles include Cat President: A More Purrfect Union, a visual novel about handsome cats running for office; and a throwback point-and-click adventure game called The Beard in the Mirror. The studio's work has been shown at Boston FIG and will be showcased at the Smithsonian American Art Museum as part of the SAAM Arcade in August. For more information, follow us on Facebook or Twitter, or check out oharock.com.



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