Focusing on games new and old you might not know about, Have You Heard Of This? is set to help you discover games you may have missed.

It also includes a look at games that might not get a full review.

Terry O'Neill Terry O'Neill

Moros Protocol – Old-School Carnage Meets Sci-Fi Style

I didn’t expect Moros Protocol to hit me the way it did. From its first loading screen, it’s clear that developer Pixel Reign and publisher Super Rare Originals knew exactly what kind of shooter they wanted to make — something fast, brutal, and gloriously stylized. Released on September 18, 2025, this sci-fi FPS roguelite drags you onto the derelict warship Orpheus, throws a gun in your hands, and dares you to survive its shifting steel labyrinth.

It’s not nostalgia bait; it’s pure, kinetic energy. After several hours blasting through its metallic corridors, I found myself grinning like I did the first time I played the original Doom. Moros Protocol doesn’t just borrow from that era — it understands it.

Disclosure: I received a free review copy of this product from https://www.keymailer.co

Setting the Stage


The story kicks off in orbit, where the Orpheus drifts through the void like a graveyard of metal and regret. You wake with no memory of what happened and no one left alive to explain. It’s a setup as old as the genre, but Moros Protocol executes it with confidence and visual flair.

The art style walks a perfect line between low-poly sci-fi realism and painterly abstraction. Every corridor glows with sickly neon light, while distant machinery hums with life you can’t see. The aesthetic gives the ship personality: it’s a decaying cathedral of violence, rusted steel meeting impossible geometry. The pixel-painted textures don’t try for photorealism; they aim for mood. It’s stylish, distinctive, and unforgettable in motion.


Combat and Flow


The first thing that hits you is the speed. Moros Protocol moves like a dream — smooth, snappy, and relentless. There’s no hiding behind cover, no crouch-peek routine. You run, strafe, and never stop shooting.

The weapons feel incredible. I started with a razor-sharp katana, then stumbled upon a lovely little shotgun pistol that kicks like a riot. Each gun sounds weighty and looks gorgeous in motion. The reloads are quick, the feedback immediate, and every hit sends sparks, gore, or shrapnel flying in a way that’s just satisfying.

Enemy design complements that rhythm. They don’t linger at range — they charge, flank, and swarm. It reminded me of Doom II’s best encounters, where the key to survival wasn’t firepower but momentum. Standing still is suicide, and the game makes you feel that instinctively.

The roguelite structure keeps everything fresh. You clear an area, collect loot, upgrade your character, and push deeper. Each run offers new augments and weapon variants, giving the combat loop a sense of progression that feeds that “one more try” addiction. It’s equal parts arcade rush and tactical improvisation.

Atmosphere and Sound Design

The Orpheus may be a warship, but it sounds like a haunted organ. The soundtrack fuses industrial percussion with throbbing synth basslines, rising and falling as combat intensity changes. Between fights, the score pulls back into low ambient hums and distant mechanical groans, letting you breathe just long enough to start feeling uneasy again.

Sound effects are sharp and layered — the echo of footsteps on grates, the hiss of venting gas, the mechanical screech of enemies rounding corners. It’s the kind of soundscape that does more than fill silence; it builds tension. Even when I wasn’t fighting, I was listening.

Why It Hits Like Doom

Moros Protocol nails that same adrenaline rush the original Doom pioneered. It’s the pacing, the forward motion, the refusal to let you get comfortable. Combat arenas are designed for movement rather than cover. The level design encourages circular strafing, quick decision-making, and a sense of rhythm that keeps your blood pumping.

But where Moros Protocol sets itself apart is in how it modernizes that formula. Its roguelite backbone gives you reason to replay and experiment. Its art direction isn’t simply retro — it’s reimagined through a contemporary lens, turning nostalgia into something visually fresh. It’s not trying to be an old game; it’s trying to remind you why those games mattered.

What Works and What Can Grow


Everything that matters here works. The stylized graphics make it stand out instantly, and the combat hits like a hammer — tight, fast, and ferocious. The sci-fi setting isn’t just window dressing; it feeds into the gameplay loop through environmental storytelling, coded terminals, and subtle lore breadcrumbs that hint at why this ship became a floating mausoleum.

That said, there’s still room to expand. The first few levels lean heavily on similar corridor fights, and I’m hoping later updates or expansions push for more open, vertical spaces to take advantage of the movement system. A touch more enemy variety early on would also help maintain pacing for returning players. But those are nitpicks in an otherwise razor-sharp experience.


The Look and Feel of Controlled Chaos


Visually, Moros Protocol is a triumph of style over realism. The bold lighting and chunky geometry feel like they were lifted from a fever dream of ‘90s PC shooters and re-textured in 2025. The art direction never forgets clarity — enemies pop clearly against backgrounds, weapon effects explode with purpose, and every color feels intentional.

That aesthetic confidence gives the game identity. Even when things get chaotic, you can still appreciate the composition of every shot — the way light bursts across the gun barrel, the way the ship’s shadows seem to watch you. It’s mesmerizing.


Final Thoughts


After several sessions aboard the Orpheus, I’m convinced that Moros Protocol isn’t just another indie nostalgia project. It’s one of the best blends of old-school speed and modern structure I’ve played in years. The combat feels incredible, the progression is addictive, and the visual design is pure confidence in motion.

It captures the spirit of Doom while building something distinct — a focused, stylish, and endlessly replayable sci-fi shooter that understands what made the classics timeless.

When I closed the game after my last run, ears ringing and hands tense from the last firefight, I realized Moros Protocol had done exactly what I wanted. It made me feel like a kid again — wide-eyed, wired, and itching to jump back in. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

#keymailer #morosprotocol

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Terry O'Neill Terry O'Neill

Before Exit: Gas Station

I’ve just finished my first night shift in Before Exit: Gas Station, developed by Take IT Studio! and released in October 2025 on PC. It’s a game that takes something as ordinary as closing down a roadside gas station and turns it into a quiet, uneasy experience. You aren’t escaping monsters or outrunning disasters. You’re sweeping floors, locking doors, and trying not to notice how empty the world feels when the lights begin to hum and the customers disappear.

The concept sounds simple, but it’s remarkably effective. Over the course of my first two hours, I cleaned up spills, served the last customers, and double-checked every inch of the building before heading home. Somewhere between the mop bucket and the register, I realized I wasn’t just managing a checklist. I was managing my nerves.

Disclosure: I received a free review copy of this product from https://www.keymailer.co

First Impressions: A Shift That Feels Too Real

The game opens with a short briefing and a checklist that quickly becomes your lifeline. Everything from cleaning spills to locking storeroom doors must be completed before you can leave for the night. The interface is simple, your objectives clear, and the station itself feels believable—cluttered, functional, a little rundown.

At first, it plays like a routine job sim. You pick up litter, refill stock, and handle the last customers before the doors close. But as the minutes tick by, Before Exit: Gas Station starts layering in tension through its environment rather than direct threats. The hum of the ceiling lights feels louder, the air vents start rattling, and you begin noticing things that don’t line up. A sign is turned the wrong way. A drawer you closed is open again. A voice crackles faintly on the radio, though no one’s broadcasting.

It’s the kind of unease that makes you double-check every corner, not because the game demands it, but because it’s gotten under your skin.

Exploration and Routine

The layout of the station is tight and easy to learn: a main store floor, a small workshop area, a restroom, and the outdoor fueling area. The first hour is spent getting to know this space. You’ll clean, replace items, and follow prompts that simulate the closing shift of a 24-hour business on the brink of midnight.

The strength here is pacing. Before Exit never rushes you. It wants you to linger in the silence, to hear the air conditioning cycle off, and to realise how empty the world sounds when you’re the last one around. It’s subtle environmental storytelling, where small details—like a crumpled receipt that mentions an overdue delivery—give you tiny glimpses of something bigger beneath the mundane.

Tasks are straightforward but layered. Cleaning up a mess might reveal a note tucked underneath a counter. Fixing a light exposes a dark corner you hadn’t noticed before. Every small job feels connected to the larger mood of isolation.

The Outside Segment

About halfway through my session, I got the instruction to inspect the fuel dispensers and check the external valves. Leaving the safety of the station’s bright interior for the quiet, wind-swept parking lot changed everything.

The sound drops away out here. Your flashlight becomes your only comfort. There’s fog in the distance, a faint hum from the highway, and occasionally a car passes, its lights cutting across the forecourt before disappearing into the night. It’s calm and tense all at once.

When I reached the far pumps, the checklist updated—something about inspecting oil stains near the outer fence. As I approached, I caught sight of movement on the edge of the light. Not a jump scare, not a monster—just a reminder that darkness has a presence. It might be your mind, or it might not. The game never tells you. It’s one of the most effective uses of suggestion I’ve seen in a small indie project all year.

Puzzle-Solving and Anomalies

Before Exit uses puzzles sparingly but intelligently. They’re logical and rooted in your tasks—restoring power to a flickering sign, realigning a breaker in the workshop, or finding the right combination for a misplaced tool cabinet key. None of it feels forced. These challenges break up the routine without breaking immersion.

Where the game truly shines is in how it handles “anomalies.” At first, they’re small: an object moved, a reflection that doesn’t match the room. Later, they escalate into more psychological moments. I won’t spoil specifics, but there are sequences where you’ll question whether something has genuinely changed or if exhaustion is playing tricks on you. That ambiguity makes every shift different.

Visuals and Sound

The visuals are grounded and believable. This isn’t a high-budget production, but every texture and prop feels hand-placed to create realism. The dull gleam of the tile floor under fluorescent lights, the dusty corners of the workshop, and the oil-slick reflections outside all build a sense of place.

The lighting deserves praise. It’s harsh, flat, and utilitarian inside, yet almost painterly outside when the fog rolls across the lamps. It’s the kind of understated direction that tells you exactly how this world feels—too clean in some spots, too dark in others.

Sound design is where Before Exit really earns its atmosphere. The buzz of power lines, the metallic clank of tools, even your own footsteps on concrete all blend to make silence feel heavy. Sometimes you’ll hear faint noises that don’t belong: a cough, a door hinge, a distant engine that never arrives. Those moments stay with you long after you clock out.

Performance and Feel

Running on PC, the game’s performance is solid. No crashes or major bugs in my time with it. Controls are simple. The movement, interaction, inventory do what they need to. The UI stays out of the way, letting the world take center stage.

It’s a slow game by design, but that’s its strength. The pacing encourages you to think, to observe, and to absorb. You don’t play Before Exit: Gas Station to “beat” it. You play it to experience the quiet unraveling of routine under pressure.


What Worked Best for Me

  • The tension built through environment and sound, not scares.

  • The gradual shift from routine realism to subtle unease.

  • The use of small puzzles and maintenance tasks that make sense.

  • The way every noise and flicker keeps you second-guessing what’s normal.


Final Thoughts


After two hours in Before Exit: Gas Station, I felt like I’d lived through a real shift; and thankfully not a monotonous one. It’s intimate, eerie, and deeply atmospheric. What begins as a mundane simulation slowly becomes something psychological. You’re alone, performing tasks that should be simple, yet every time you turn around, the world feels slightly altered.

It’s not about fear; it’s about awareness. The game trains you to notice everything, to question every hum, shadow, and misplaced object. By the time you clock out, you’ll realise the job isn’t the scary part. It’s the silence that follows when you leave the lights behind.

If you enjoy slow-burn experiences that value atmosphere over spectacle, Before Exit: Gas Station is absolutely worth pulling a shift in.


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

#keymailer #beforeexitgasstation

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Terry O'Neill Terry O'Neill

Goldilock One: The Mists of Jakaíra

Goldilock One: The Mists of Jakaíra is an upcoming action RPG with survival elements developed and published by Shed of Ideas. It’s set on Nebegarde, a cold and hostile prison world, and puts you in the role of a memory-wiped exile trying to survive against the odds.

Disclosure: I received a free review copy of this product from https://www.keymailer.co


I’ve recently spent some time with the demo of Goldilock One: The Mists of Jakaíra, and I came away both intrigued and hopeful. This is an indie project with ambition, and while it isn’t perfect yet, the pieces are starting to come together in a way that makes me want to see more. In this preview, I’ll share what stood out to me, where the game still needs work, and why I think it’s worth keeping on your radar.

The game combines combat, exploration, crafting, and NPC relationships. It’s currently unreleased, but there is a playable demo on Steam that shows off many of the core systems. According to the developers, this demo represents a reduced slice of the final game, but most of the major mechanics are already in place.

First Impressions: Striking Cel-Shaded Graphics

The very first thing that stood out to me was the art style. Goldilock One leans into cel-shaded visuals that immediately made me think of Borderlands. It’s not a direct copy, though. The developers mix stylization with more realistic elements, giving the world a hybrid look that feels like a graphic novel come to life.

Even when some environments felt sparse, the visuals pulled me in. The way the world is shaded adds texture and character, making exploration feel more rewarding than it might otherwise. I’m a fan of this direction, and I think it’s a smart choice for an indie team — strong art design can carry a lot of weight when resources are limited.

Exploring the Mists of Jakaíra

The setting is just as important as the visuals, and here too, Goldilock One shows promise. The demo begins in Tenondé Village, a hub area where you pick up quests and eventually earn a weapon that lets you travel beyond its safety. From there, you can access Jakaíra’s Altar and dive into a dungeon full of creatures, puzzles, and a boss encounter against the Infected Giant Mexper.

I liked the sense of mystery baked into the world. The mist-shrouded landscapes create a mood of danger and discovery. Even though some areas felt underpopulated, I could see the bones of a world that will come alive with more polish. Games like this thrive on atmosphere, and Goldilock One has already planted the seeds for that.

Combat, Crafting, and Survival

Gameplay-wise, the demo already has a surprising amount of depth. Combat is real-time, with melee weapons being your first line of offense. There’s also a resource management layer that makes you think about how to approach fights, rather than just button-mash your way through.

Crafting plays a role as well. You can gather materials, enhance gear, and use N’skita Crystals to modify attributes or unlock new effects. It’s clear the developers want this to be more than a simple hack-and-slash. There are hints of a deeper survival loop here, where every resource and decision matters.

That said, combat balance isn’t perfect yet. Some enemies felt too spongy, and at times the pacing dragged. These are the kinds of issues I expect to be addressed during Early Access, so I’m not overly concerned, but they did stand out during my time with the demo.

Storytelling and Dialogue: The Weakest Link

Where Goldilock One struggles most right now is in its writing. Dialogue often feels flat, and the text presentation doesn’t do much to elevate it. With a premise as mysterious as this, a prisoner stripped of memory, forced to survive in a hostile world, I wanted the conversations to pull me in more than they did.

This isn’t a dealbreaker, but it is something that holds the experience back. In narrative-driven RPGs, sharp dialogue and strong character voices are key to immersion. Right now, too many lines feel generic or underdeveloped. If the writing can be improved before full release, the game will be much stronger for it. I am a huge fan of story in games, especially games like Goldilock One, so I am eager to see it succeed.

Co-op and Multiplayer Potential

One feature that I think deserves more attention is the inclusion of local split-screen co-op and Remote Play Together support. For an indie game like this, that’s a big plus. RPGs are often solo affairs, but the option to explore Jakaíra with a friend adds another layer of appeal.

The developers have also hinted at possible PvP content in the future. That’s less of a selling point for me personally, but it does show that the team is thinking about ways to extend the game’s lifespan beyond the core story.

Strengths So Far

If I had to sum up what works well right now, it would be:

Art direction that sets the game apart. The cel-shaded style gives Goldilock One a clear identity.

Atmosphere that invites curiosity. The misty landscapes and survival setup keep me engaged.

A variety of mechanics already in play. Combat, crafting, survival, and NPC choices add layers of depth.

Co-op options. Split-screen and online play make the game more flexible than many indie RPGs.

What Needs Work

On the flip side, these are the areas where the game needs the most improvement:

Dialogue and storytelling. The writing needs more polish to match the ambition of the world.

World density. Some areas feel too empty, and more environmental detail would make exploration richer.

Combat balance. Encounters sometimes drag, and resource management could use fine-tuning.

Text and UI presentation. Conversations don’t flow well, and the interface could be smoother.

The Road Ahead

The good news is that the developers are taking an Early Access approach, which means community feedback will play a big role in shaping the final game. According to the Steam page, updates will expand the world with new quests, areas, and NPCs, along with more polish across the board.

If the team can follow through on this, there’s no reason Goldilock One can’t grow into a hidden gem. The foundation is already solid, and the willingness to iterate with player input is a strong sign.

My Thoughts

After playing the demo, I’m optimistic about Goldilock One: The Mists of Jakaíra. It isn’t perfect, but it doesn’t need to be yet. What matters is that the potential is there. The cel-shaded visuals give it a striking identity, the atmosphere is compelling, and the mechanics already show depth.

Yes, the dialogue and text need serious work, and the combat could be smoother. But these are fixable issues, especially with Early Access development. For now, I’d recommend trying the demo if you’re curious. It’s free, it gives a solid taste of what the full game might offer, and it shows a project that’s trying to do something different in the indie RPG space.

I’ll be keeping an eye on how it develops. If Shed of Ideas delivers on their vision, this could be a standout adventure for anyone who loves survival-driven RPGs with a unique style. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

#keymailer #goldilockone

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Terry O'Neill Terry O'Neill

Mars Attracts

Park management games are usually full of calm, serene moments as you build a theme park the way you've always wanted — until it explodes into chaotic mayhem, that is. But what about a park management sim set in the world of a cult classic 90s movie? No, this isn't Jurassic World Evolution, this is Mars Attracts, a human abduction amusement park for the Martians. And it's pretty damn fun! Ack-ack!

Disclosure: I received a free review copy of this product from https://www.keymailer.co


If I have learned anything this year, it's that I've been sleeping on indie games. Now that I've been trying new genres, I've realized how much I've already missed in the past. If I didn't start this website, I wouldn't have tried different genres. Expanding my palette means I could find games like Mars Attracts, based on the same universe as one of my favourite movies, Mars Attacks. But then I would, yet again, be missing out on games I'd truly enjoy. But what exactly is Mars Attracts?

In Mars Attracts, you step into the shoes of mischievous Martians building a twisted theme park on the red planet. Your guests? Humans abducted from across history, placed into enclosures, and subjected to bizarre experiments… all for the entertainment of other Martians. Beyond rides and decorations, success depends on managing staff, maintaining guest happiness, and harvesting scientific discoveries from your human subjects. The game leans heavily into the dark humour that was so prevalent in Mars Attacks, blending the charm of park sims with the absurdity of alien overlorddom.

When I received my copy of the game, the developers over at Outlier suggested clicking on a Martian behind the game’s logo in the upper left corner of the Main Menu to, and I quote, “see some true Martian Attraction!” Not one to turn down such a request, I obliged. As a result, I was taken to what I can only describe as a visual novel-style mini-game where I was a character that was abducted by the Martians and I was given interactive dialogue choices to converse with the Martian Scientist, the Martian Commander, and… part of another human, named XXX. If you have watched Mars Attacks, you can probably guess where this is going. If not, sorry, but I won't be spoiling the fun here! With so many different dialogue choices and outcomes, I ran through it multiple times to try and get to a “Good Ending.” It was very reminiscent of the Choose Your Own Adventure-style books I used to read as a kid, particularly the Goosebumps versions if anyone else remembers those. After experiencing my fill, I was eager to jump into the core game.

Now, I’ve actually never played a park management sim (as you might have guessed), so you can imagine my surprise when I found Mars Attracts to be so addictive. Keeping with the dark humour - and in a delightful subversion - of its cult classic inspiration, it isn’t about repelling an alien invasion; it’s about creating a theme park for the Martians themselves, one where the main draw is humans from any era. Starting the tutorial, I am taught the basics of how to run my meager little theme park, including keeping the humans I’ve captured on Abductions and the Martian guests happy. Running research experiments on them can also unlock added bonuses and provide some amusement to the Martian guests. My humans started from the Roman Empire period, leaving them very confused. A feeding trough and a water dispenser like for hamsters and they were surprisingly content. Or so, I thought. It didn't take long for my first “prison break.”

I've found out the hard way that escaped humans don’t just run around aimlessly. They can damage facilities, scare alien visitors, and sabotage your hard-earned progress. After breaking through the walls with their bare fists (I'm not gonna lie, that impressed and scared me) my loose Romans started a rampage through my newly created “food court” of a little drinks stand and a food market. Panic aside, this forced me to think on the fly. Thankfully I was able to call in a Martian SWAT team to “take care of escaped subjects.” The bad news, they're a once-off. So when it happened a second time a few minutes later with fresh specimens, I had to call in another strike force to remedy the situation. It's made me realize, it's not just about building bigger and better attractions, but also managing staff, security, and enclosure design. Every decision matters, and every oversight risks turning your Martian theme park into a disaster zone.

Just like in real park management sims, you need to keep guests satisfied in Mars Attracts; but here, the guests are Martians, and the ones who can cause chaos are the human exhibits. If their needs aren’t met or security lapses, they will revolt, break free, and create mayhem across your park. It invites you to pay attention to everything that is going on in your park. I am not sure how similar in design Mars Attracts is to other park Sims, but here it can, and very often will, descend into chaos at a moment’s notice. And despite being woefully unprepared for it at first, I find that very addictive. An unexpected added challenge I gave myself was running it on Steam Deck. I'll go into performance later, but the short of it is Mars Attracts is designed with PC at the forefront. Trying to keep track of everything going on in my theme park turned into a little bit of a nightmare as I struggled to find everything. But contrary to driving me away, it inspired me to keep trying.

Beyond the core mechanics, Mars Attracts leans heavily into its sci-fi identity. The game’s art style takes inspiration from pulp-era alien comics, most notably Mars Attacks, with vibrant environments and campy designs that keep things playful despite the darker under- or sometimes overtones. The mix of grotesque humor and management gameplay creates an experience that’s as entertaining to watch unravel as it is to carefully plan. And I've learned I'm not very good at planning. But that's part of the experience. I'll be messing around to create a Martian theme park that's not an eyesore. Or maybe I'll just craft the necessities and have them all over the place. That's the joy with games like this.

For players looking for a fresh take on the management sim genre, Mars Attracts delivers a darkly funny and surprisingly tense experience. The humans escape mechanic makes every playthrough unpredictable, ensuring that no two parks ever feel the same. It makes it feel like your park is just one giant tinderbox, waiting for a single spark to kick off a domino effect that could continue to escalate of you don't get it in hand. If you enjoy park builders but want something that pushes boundaries, Mars Attracts is one of the most intriguing new sci-fi games to land on Steam in 2025.

My first attempt at running a park was on Steam Deck, which as previously mentioned, most likely hindered my social experiment quicker than the human experiments. Performance overall was fine, though the battery did drain a little quicker than other games I've played. This just reinforces my view that it's meant to be experienced on PC. Since Mars Attracts is an early access game, players may encounter some rough edges such as bugs, pathing issues, and occasional UI quirks, though I never experienced anything. However, the developers have already outlined plans for more maps, additional human types, new enclosures, and expanded features. That roadmap promises even more depth and unpredictability for fans of simulation and strategy games.

Few park builders make you laugh and panic at the same time. Mars Attracts does both, and it’s only going to get better from here. Mars Attracts is available on Steam in early access, retailing for €24.50, and in my opinion, it's worth every penny. Doubly so if you loved Mars Attacks. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

https://game.page/marsattracts/GamesBroadcast

#keymailer #marsattracts #haveyouheardofthis

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Terry O'Neill Terry O'Neill

Counterclocking

Drawing heavy inspiration from titles like Devil May Cry, Bayonetta, and Metal Gear Rising, Counterclocking is a third-person hack-and-slash action game from developer Brain Hack Magic where fast-paced button-mashing and strategic timing can result in some fast and stylish combos, against cyborgs, mutants, and culminating in cinematic boss fights in a cyberpunk world. While the game is still in Early Access, it shows promise for fans of action-packed gameplay.

Disclosure: I received a free review copy of this product from https://www.keymailer.co

Set in a near-future cyberpunk world, Counterclocking leans on themes of genetic mutation, bionic implants, and robotics. Enhancements to the body and mind are common, and you play as a heavily armored fighter wielding a glowing katana and other weapons while cutting through cyborgs, mutants, and machines.

Leaving behind the glitzy grime of other cyberpunk settings, such as Cyberpunk 2077, the world of Counterclocking is darker, more morose, though it is contrasted by the more anime-inspired character designs behind all the armour.

The core gameplay revolves around real-time combat, allowing players to control their character with fluid movements and satisfying combos. The combat system is reminiscent of Devil May Cry, offering a mix of light and heavy attacks, dodges, and weapon switches. Players can equip multiple weapons, each with unique moves and abilities, adding depth and variety to the combat experience. Swapping weapons on the fly can help extend combos or freshen up the combat where most other games fall short. Defeating bosses unlocks new moves, similar to the Mega Man series, encouraging players to experiment with different playstyles.

Counterclocking features a range of levels set in diverse environments, each presenting unique challenges and enemies. The game's level design emphasizes verticality and exploration, with hidden paths and secrets rewarding curious players. Boss encounters are a highlight, offering intense battles that test the player's mastery of the combat system. Each boss has distinct attack patterns and weaknesses, requiring players to adapt their strategies and make use of the new moves they've acquired.

As mentioned previously, the game's art style is heavily influenced by cyberpunk aesthetics, featuring neon-lit cityscapes, futuristic architecture, and a mix of organic and mechanical enemies. The character design is sleek, with the protagonist donning heavy robotic armor and wielding a glowing katana. The environments are detailed, with atmospheric lighting and dynamic effects that enhance the immersion.

As an Early Access title, Counterclocking is still in development. While the core gameplay is functional and enjoyable, some areas, such as AI behavior, UI elements, and certain animations, are still being refined. The developer is actively seeking community feedback to improve and expand the game, with plans for additional content and polish in future updates.

Counterclocking offers a promising blend of stylish combat, engaging level design, and a compelling cyberpunk setting. While it's still a work in progress, the foundation is solid, and with continued development, it has the potential to become a standout title in the hack-and-slash genre. Fans of fast-paced action games will find much to enjoy, and those interested in supporting an indie project with potential should consider giving it a try.

I've played on Steam Deck for my entire run so far and I've encountered no bugs. Battery life is surprisingly consistent, and the fans don't kick up too much, even when gameplay does. The downside I've noticed with games on Steam Deck is the playtime doesn't correctly line up if I've been playing offline and connect online, but that appears to be a connectivity thing. Counterclocking launched into Early Access on Steam in April 2023, retailing for €9.75, and the devs are constantly adding in fixes and new features.


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

#keymailer #counterclocking #haveyouheardofthis

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Terry O'Neill Terry O'Neill

Kriegsfront Tactics

Set in an alternate 1970s timeline where mechs turned the tide of a Southeast Asian conflict, Kriegsfront Tactics is a procedural turn-based tactics RPG that tells the story of a mecha squad on a mission deep in enemy territory.

I don't know what surprises me more: the sheer amount of quality indie titles that release practically every day, or the fact that I have been enjoying them far more than AAA titles lately. Now, you're probably thinking I'm slow on the uptake of just how good indie games are. And you'd be right. But with the ever-increasing bloat of many AAA games, there's something refreshing about shorter, more diverse indie titles. As I have mentioned previously, I have also branched out into other genres I previously wouldn't have tried. And that's where Toge Production’s Kriegsfront Tactics joins us for this conversation.

Kriegsfront Tactics takes the tactical RPG framework made famous by the likes of XCOM and Front Mission and plants it squarely in a gritty Southeast Asian-inspired conflict. Instead of futuristic space marines or fantasy knights, you’re commanding hulking dieselpunk mechs through humid jungles, rain-soaked villages, and battle-scarred outposts. Each turn feels deliberate: move a unit, manage cover, decide whether to risk overheating your weapons, and weigh every trade-off, knowing the wrong call could leave your squad exposed.

What sets Kriegsfront apart is its atmosphere. The mechs aren’t sleek machines of the future—they’re heavy, industrial war machines, patched together with visible wear and rust. Environments feel grounded, with terrain that demands smart positioning and ambushes that can turn the tide in an instant. There’s a sense of weight and grit in every move, whether you’re stomping across rice fields or taking cover in dense undergrowth.

During my time with the game, it became clear how important squad composition and customisation will be. Pilots bring different skills to the table, and their bond with you as you command them can affect morale. Managing not just the machines, but the humans inside them, adds an emotional layer to the strategic play. It’s not just about winning the fight, it’s about keeping your squad alive long enough to make it home.

Kriegsfront Tactics feels like a love letter to classic mech tactics with a fresh, grounded twist. If the full release delivers on its promise of tactical depth, squad management, and narrative tension, this could be a standout title for fans of the genre.

Combat itself is tense, deliberate, and brutal. Weapons overheat if you get greedy, and line of sight is often broken by thick foliage or half-ruined structures. More than once I miscalculated, firing off a burst I thought would end the fight, only to leave my mech exposed and overheating. That mistake cost me one of my pilots, and the loss stung. Not just mechanically, but narratively. The game takes care to make the pilots feel human, not just interchangeable stats. Watching their portrait grey out on the squad screen was a gut punch that stuck with me long after the mission ended.

What I really enjoyed, though, was how the game doesn’t force you to play recklessly. Careful positioning and patience are rewarded. I remember one mission where I set up a perfect crossfire: two mechs pinning an enemy squad in a narrow chokepoint, while my scout flanked through the underbrush for a clean finish. Pulling it off felt immensely satisfying; like a hard-fought tactical victory rather than just numbers on a screen.

Outside of combat, there’s a lot to manage. Customisation isn’t just a cosmetic touch; tweaking loadouts and balancing armor against mobility makes all the difference once you’re on the ground. My squad’s survival often depended on those small pre-mission choices, and I could feel the weight of them every time I deployed.

I've said it already, but it stuck with me so much that I have to say it again: more than anything, Kriegsfront Tactics nails its atmosphere. The rain-slick jungles, the muddy rice fields, the way the world feels worn and lived-in, it all contributes to a sense of place that’s rare in tactics games. I never felt like I was moving pieces on a board; I felt like I was commanding a desperate squad in a war that wasn’t going to let anyone walk away clean.

From my time with it so far, Kriegsfront Tactics feels like the kind of tactics game that respects your time, your decisions, and your mistakes. It demands thought, patience, and a willingness to adapt, but rewards all three with some of the most gripping squad-level combat I’ve ever experienced. Having this as my first squad-based tactical shooter in the vein of XCOM has been a real eye-opener of the genre for me. If the full release carries this tension throughout, it could easily carve out a spot as a modern tactics classic.

If you’re a fan of XCOM, Front Mission, or just love the idea of mechs grinding through the mud in a grounded, atmospheric war story, Kriegsfront Tactics is absolutely one to keep an eye on. There's a prologue demo on Steam, and I recommend you give it a shot!

I've enjoyed the time I've spent with Kriegsfront Tactics so far. I played the demo on PC and encountered no issues with it. I didn't attempt to run it on Steam Deck as a game like this should be experienced on a full PC.

There's currently no release date for Kriegsfront Tactics yet, but it's coming to Steam sometime in the future. The devs also uploaded a trailer on their YouTube confirming a console release at some point. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

Eye Of The Commando

If you've ever wanted to play through an over-the-top 80’s action movie, you're generally out of luck. At least, that's how it was before Eye of the Commando launched. Setting turn-based dungeon crawling gameplay against an 80’s action movie backdrop sounds crazy. But like the over-the-top 80’s action movies it draws inspiration from, it works exceptionally well.

Disclosure: I received a free review copy of this product from https://www.keymailer.co

As a small, indie video game website, it's hard to know what to do. I'm making it up as I go along, mostly. But one of my favourite aspects of GamesBroadcast is finding indie games to play and recommend. And as an indie outlet, working with indie games truly is a highlight of my career(?). Narrowing down games I think are worth bringing to my small audience is always fun, but having an indie developer reach out to me first is definitely a milestone for me. But I want to be clear: even if I get offered a product to promote, I will always be honest about my feelings for a game.

When I got the email from Keymailer about Eye of the Commando, I was beyond thrilled. But I wanted to make sure it was a game I wanted to play, first and foremost. If it sounds appealing, I will try it, and if I enjoy it, I will recommend it to my readers. And the premise of Eye of the Commando goes beyond being a mere action game; it's a turn-based dungeon crawler with a tongue-in-cheek action setting. It's very aware of what it is and it wears it proudly on its sleeves. It doesn't sound like it should work, but the gameplay truly takes ahold of you from the moment you load up your first level.

Despite still being in Early Access, there's four commandos to choose from, all with brawny Hollywood names and nicknames, but that's part of the charm. Eye of the Commando doesn't take itself too seriously, instead letting players live out their own action flick, but that doesn't mean they can't throw in some cheeky humour that’s right at home. Dropped onto an isolated island, it’s up to the players to take down the unnamed terror organization set up there. During the first level, I found a “Gunpower” pickup, which the flavour text assures isn't a typo and grants increased weapon damage. The devs at Adventurepro Games add just enough humour sprinkled in to keep it memorable, but not overdone to the point it would fit in an MCU movie.

I'll admit, I found Eye of the Commando to be a little challenging when I started the game, but that's more a new user error than anything to do with the game. I chose a commando that was essentially a jack-of-all-trades. The gameplay is addictive. I really wouldn't have guessed a third-person dungeon crawler would be something I would love, but I have been having a blast. So, every square I move, the game's enemies respond in kind. If I advance, they can advance, retreat, regroup, or flank me. There were certain times with spawns that felt almost overwhelming, but the challenge kept me on my toes. Once I blocked off their spawn points (usually by collapsing the hole in the wall), it was a lot more manageable. Gunplay is fun, and it reminds me of Superhot in some ways. Incoming attacks don't move until I move, giving me time to plan out my next moves and how to dodge. While the game is fast-paced, knowing when to slow down and form a plan is necessary to make it through alive. This is a blend of combat that is unique, at least in my opinion.

Every upgrade I found carried through to following levels, which keeps the gameplay curve consistent as enemies also grow stronger and newer enemy types show up to keep me on my toes. Granted, I didn’t find every upgrade in each level, but I didn’t have too many difficulties. Using coloured key cards, a la Doom, I was able to scour most of every level to find what I needed. There are secret areas in each level, providing additional upgrades. Shops in each level provide attachments, healing, or other boosts for medals of valour (the game’s currency), but these upgrade stations are limited to one per level.

There’s a good amount of puzzles to break up all the running and gunning, but thankfully they don’t detract from the game’s progression. Instead, they offer a nice break and get the ol’ brain working again. Levels are varied in design and enemy types are also dependent on each area traversed. There were a few “mini-bosses” spread throughout the missions, but the main draw is the main boss fights. While there aren’t many, I found them to be a true joy to engage in, forcing me to adjust my playstyle and strategies to come out on top.

Overall, I’ve really enjoyed my time with Eye of the Commando. The core gameplay loop is simple on the surface, but it requires thought and consideration to master. Players of any gameplay skillset can easily pick it up and do well. Adventurepro Games have a real knack for keeping the balance in tone, and I’m eager to dive back in for another playthrough. All I can do is share it as far as I can in hopes more players give it a chance. I really think players will enjoy it as much as I did. I played exclusively on Steam Deck and the game performs incredibly well, with only one or two things requiring the use of the touchscreen. Battery level is also good and I was able to get around 4-5 hours on a single charge before needing to top up. I did have an issue with an eternal black screen after the opening cutscene on Steam Deck and PC the first time I booted it up. I reached out to Adventurepro Games on Discord and they were very responsive. Thankfully, the issue resolved itself a little later in the day, but knowing developers were ready to provide support and so quickly was a huge relief.

Eye of the Commando is still in Early Access, but the devs have consistently provided additional updates. I’m personally eager to see how it unfolds. It’s available on Steam only and is retailing for €14.79. I strongly recommend picking it up and supporting the developers. We’re still early in the journey for Eye of the Commando, so stick around! But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

The Last Transmission

Assigned to a remote radio outpost known as Station 23, your duties are simple: log weather reports, monitor incoming transmissions, and follow your directives. But when a storm hits your station, things start taking a turn for the unnatural.

I've said before how much I just love stumbling across indie games when I'm least expecting it. It's one thing to find it on Steam or through a recommendation, but finding a game that looks great on your own just feels more satisfying, and those are the games I end up looking forward to the most. In this case, I found this game simply scrolling through my personal TikTok which doesn't feature many games, surprisingly. When it popped up on my page, I reached out to the developers and they were happy for me to feature The Last Transmission here for my Have You Heard Of This section, and provided me with the necessary information and a press kit to write up this little recommendation.

The Last Transmission is a first-person psychological horror game (yes, that's two recommendations in a row. But what can I say? These games always catch my eye) that's set in a remote radio station nestled deep within the mountains. As part of your routine tasks, you listen out for incoming transmissions, log changes in weather, and follow the protocol assigned to you. But when a storm rolls in, you begin to get the unnerving feeling you're no longer alone. As the storm worsens, the incoming transmissions start to sound unusual.

Image courtesy of Hidden Veil Studios

The developers over at Hidden Veil Studios have been focusing on crafting a deep narrative that is rich in atmosphere and an underlying sense of dread. Instead of relying on jump scares or pulse-pounding chase sequences, The Last Transmission instead focuses on a tighter, more claustrophobic feeling. With a creeping silence that is only broken by the raging storm outside and the interspersed bursts of radio signals, The Last Transmission will slowly build up the tension as the story unfolds. This minimalist approach will also mean combat will be absent, instead focusing on a more narrative-driven experience, which I am here for.

As part of your logging and recording duties, you will have access to a radio, a typewriter, and a phone to interpret and detail the transmissions you receive. With only a small number of tools at your disposal, you must use what you have to decipher the mysterious signals you've been receiving. But as the storm rages outside Station 23, the signals start to get a little stranger. With radio broadcasts urging you to seek shelter from the storm, it seems a no-brainer to stay hauled up and wait for it to pass. But when the phone rings, you realize you're being watched. The man on the other end of the line says he used to do the job you do. He adds that he's in the house across the lake from you, before ending with the vague promise that he would see you after the storm ends.

Image courtesy of Hidden Veil Studios

With an unnatural storm raging outside and a mysterious stranger on the other end of the phone planning a meeting, there's already tension brewing. Will you risk braving the outdoors to meet your mystery caller or will you stay locked up in Station 23? The building sense of isolation will most likely drive even the most resilient of players insane, especially with the increasing phone calls. And that's saying nothing about the curious or fearless players. To me, the slow-burning lead up to the events that will unfold in The Last Transmission is what I'm most excited for. I only know the basics of what the story will entail, but I'm already looking forward to seeing how it all plays out.

The Last Transmission is already oozing in atmosphere and mystery from the first trailer. The setting lends itself well as a major part of the story, especially when the storm rolls in, and it'll make players feel truly isolated as it progresses. With a more contained cast of characters and scenarios, The Last Transmission can focus more on delivering a story that will keep you on your toes. This minimalist take on game design is a palate cleanser from all the over-the-top, almost action-like horror games that seem to take the focus away, and I feel like it will play well into how the game and its story lead to its natural conclusion.

Image courtesy of Hidden Veil Studios

If you’re a fan of anything horror, then The Last Transmission should be right up your alley. A slow-burning mystery that builds up its story until the tension hits a crescendo, before the story (and you) slowly unravels to tell what’s promising to be a deeper, more contained narrative. The team at Hidden Veil Studios is hard at work, and this will be one to keep an eye on if you love indie horror. If you haven’t already, you can wishlist The Last Transmission on Steam, as it will mean a great deal to the developers. There’s no set date for The Last Transmission just yet, but it will be coming to Steam around Q1 2026. I’m looking forward to picking up the game when it launches, and I hope you do, too! But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

Mouthwashing

After a crash leaves their spaceship heavily damaged, five crew members are left drifting through space. With dwindling supplies and rescue light-years away, Mouthwashing follows the events of the Tulpar as they unfold, leaving the shipwrecked survivors struggling to maintain order.

Harkening back to the days of PS1 horror titles, you might think Mouthwashing doesn't exactly sound like a horror title. And I agree with you. But it starts to make sense the further you get into the story. Inspired by the old and oft-forgotten horror games from the PS1 era, Mouthwashing is a first-person psychological horror game that will leave you questioning the events unfolding around you. With retro graphics and minimal voice acting, Mouthwashing hits you hard with its story nonetheless. Copious amounts of violence, gore, and an unsettling feeling of unease will keep you on your toes as you witness first-hand just what exactly being trapped in space can do to your psyche.

After colliding with an asteroid, the crew of the Tulpar, a freighter hauling a mysterious cargo for the Pony Express corporation, is left to fend for themselves while waiting for rescue. The crash leaves the ship's Captain Curly limbless and maimed beyond recognition. Unable to speak, Curly is left in the care of the remaining crew, who now must uncover what caused the incident while trying to come up with a plan to survive. Relationships between the survivors begin to fracture, exacerbated by the depleting supplies and having to care for their injured captain. With the looming reality of starvation ahead and rescue from their employers at Pony Express too far off, the survivors begin to take action. But isolation and claustrophobia are not a good combination. Paranoia quickly takes hold, and the group withdraws from each other more.

Mouthwashing balances the thrills of a psychological horror with a deeply artistic narrative, one that is loaded with thought-provoking and sometimes even downright jarring moments. It’s a story that has some familiar beats, with a wide variety of emotional and traumatic scenes that will test your mental resilience as much as your gore tolerance level. Descending into madness would be expected for a crew lost in space with nothing more than a few weeks of food and water to keep them going, but Mouthwashing is so much more than that. It’s a gripping and sometimes emotionally terrifying experience. It questions how people would react in a scenario when the structure of our everyday lives is ripped away at a moment’s notice.

I will admit that, while I was excited to give a new indie horror title a shot after my time with Look Outside, I wasn’t immediately gripped. I loved the artistic style reminiscent of horror games long since past, and I am a sucker for the whole “scenario goes wrong in space” media (thanks Event Horizon), which is another key factor in luring me into playing Mouthwashing, I was questioning my enjoyment early on. But it didn’t take long for the story to unfold.

The story is told in chapters, with the events unfolding in two different periods: before the crash and after the crash. Now, as the player, I got to see the story in a way the rest of the crew was oblivious to in the beginning. Avoiding spoilers, I did find it a little confusing at the start of the game when the actions I was making did not match what I would have expected, but I soon realized it was just the narrative. Mouthwashing was subverting my expectations as I played, and I quickly fell in line. Some scenes would end with a brief freeze effect as it transitions to the next chapter or scenario, and the first time I experienced it, I thought the game had crashed on me.

The healthy members of the crew, Jimmy, Anya, Swansea, and Daisuke, are deliberating their odds of survival. They’ve already implemented rationing and begin to discuss the cargo they are hauling for Pony Express, with the crew divided on the next steps they should take. Anya argues it could be useful to them, with Swansea refusing and saying the company will dock their pay if they tamper with their cargo. It was at that point that I took control of Jimmy, who assumed the role of acting Captain.

As the story progresses and the crew begins to distance themselves, I got to see how each member of the crew began to react to the traumatic events. Taking responsibility plays a significant role in the story, but it also highlights the burden placed upon each crew member as they confront isolation and the tasks they undertake to ensure survival. The loneliness of space and the weight of trying to unite a team nearing the end of their ropes begins to take its toll. The story carefully lays the groundwork of the slow descent into madness disguised as maintaining control of the crew, showcasing just how much things slip away when trying to keep order.

With time running out, the crew agrees to breach company protocol and open up the cargo hold in the hopes of finding food and medicine to keep them going. But the cargo they're hauling isn't what they were expecting. It's boxes and boxes of… mouthwash (I told you it would loop back into the title). The bottles of mouthwash have too high a sugar content to be used for medicinal purposes, but upon closer examination, it’s found to have 14% ethanol. Swansea, the Tulpar’s resident mechanic and recovered alcoholic, sees it as good a time as any to relapse, seeing as it seems unlikely he will live long enough to regret it.

While there is social commentary woven throughout, it is expertly crafted to fit the narrative to the point you’d be forgiven for not noticing it, instead getting caught up in the experience. There were plenty of times where I had to really stop and think about something that seemed initially obscure. The characters, their moments both on-screen and alluded to in other scenes, the slipping into darkness that you think you see coming. It’s lightened here and there by moments of levity, but Mouthwashing goes beyond showing a darker side of human nature. It practically holds the mirror up to your face and shows you how you can be the biggest part of the kinds of horrors the game presents.

Not every theme will be relatable to each player, but some are uncomfortable in how relatable they are: fear of loss, being held accountable for your actions, moral complexity. The writers behind Mouthwashing did an excellent job presenting dilemmas that made me question to what ends people would go to to survive or to avoid repercussions for their actions. It’s bleak, but it’s well-crafted. The sound design, the narrative, and the setting are all highlights, in my opinion. It took my expectations and surpassed them. By the end of the game, I was left reeling. The last few story beats solidify Mouthwashing as a must-play, but if you aren’t mentally prepared for a draining psychological horror that leaves you questioning the human mind, you may want to take it slow.

I played Mouthwashing exclusively on Steam Deck. It isn’t a demanding game, so I was able to fully enjoy my time with it without worrying about battery life. It’s also an easy game to pick up and play if you only have a few minutes throughout the day. It was completely bug-free for my playthrough. I had a little trouble with some of the game’s puzzles, but it was rewarding when I was able to figure out what to do next. Mouthwashing is thematic and well-written. While people might find the gameplay to be a little lacking, the story and setting more than make up for it. It doesn’t risk outstaying its welcome with a bloated or confusing plot, nor is it bogged down with unnecessary segments. Everything is crafted to give just the right amount of psycho thriller you’d expect (and some you wouldn’t) to make it memorable. Even writing up this article is giving me the urge to dive back in for another playthrough to focus on the story knowing the outcome. While the title might be a little out there for a horror game, Mouthwashing is bloody and disturbing in all the right ways, choosing to rely more on the horrors of isolation and human error rather than jump scares or a threat you can easily fend off. It’s the threats that you can’t fight that you need to watch out for. But until then, Have You Heard Of This?

Mouthwashing is available now on Steam for €12.79 or your regional equivalent, with a console release slated for sometime this year. It sits at a nice Overwhelmingly Positive rating from its players.


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

Cursed Companions

Horror games tend to lose their scare factor when co-op is introduced. But the potential for humour increases significantly, especially with the right group of friends. That's where Cursed Companions comes in, a co-op horror game full of humour, charm, and memorable moments.

We all have the ability to be little devils. Especially if it may lead to hilarious moments with our friends. Throw in a game that actually listens to what everyone is saying and reacts accordingly, and you have a recipe for excellent comedy. Side effects may include a rift in your friend group or affected team members looking to pay you back in kind. Cursed Companions is a game rife with opportunity for experiencing laughs and panicked moments.

One of the more intriguing features in Cursed Companions is that the game is listening in on players and how they play. Now, I don't mean the game is actively listening to every single thing players say, but it is always listening out for key phrases. In Cursed Companions, your voice is your greatest tool. Traps and puzzles can be overcome by simply saying a command. Sounds simple, right? Well, if you aren't careful, you could accidentally cause a friend to plummet to their death or draw the attention of something big and nasty you don't want to. As funny as it will no doubt be for you to cause your friend who's lagging behind to get caught in a trap, it could also end your run prematurely. It's all about teamwork, after all.

The trailer showcases some of the phrases and what might happen when you say them. There are some great benefits, such as casting spells to light the way forward (well, a torch) or to heal your teammates should they have fallen victim to one of your poorly-timed trap activations. Choose your words carefully, as even asking your team to follow you can result in dire consequences. Knowing what words to avoid can be the difference between surviving or ending your run. Unless you intentionally want to try and complete the game solo, in which case have at it.

No two runs will be the same. And that's not counting the times you end your run because you want to see what would happen if you kill off half your team. Each dungeon you dive is procedurally-generated and they get deeper the further your team progresses. The more you play, the higher chance you have of getting lost, meaning you'll have to keep going if turning back isn't an option. The next room might just have the treasure you must seek to please the Dark Queen, who reassures you the dungeons and their denizens are safe.

Players serve the Dark Queen in her quest for treasure. And like any rightful queen, she sends minions to do all the hard work and plunder ill-gotten gains in her name. Returning the treasure safely results in you earning favour with the Dark Queen. Failing to do so, or to hit the required amount, can result in extreme consequences. Said treasure just so happens to be cursed, too, making things even more challenging. Speak the forbidden words on the treasure and risk damage or even death to you and your team. But you wouldn't want a boring run with nothing happening, right?

And that's if you can pry the lustrous loot away from the creatures blocking your way. Not every monster is inherently hostile; some are just content to get in the way. But if you rile them up, you better hope you can get outta Dodge fast. Some of the critters hunt by sound, though, so running isn't always a good idea. Maybe if you try to shoo them away or send them to their room, you might just survive long enough to bring the treasures home.

Additional loot can be found along the way. While the cursed treasures go to the Dark Queen, there's nothing wrong with pocketing a little loot here and there to make your efforts worthwhile. Cash in your findings to upgrade your skills and buy fresh equipment. But be sure to keep some of that gold aside, as you can use it to upgrade your home base and make it more than just a place to relax in. That's if your friends have forgiven you for that last stunt you pulled.

If you're not one for teamwork, you can always switch to Cursed Companions’ Traitor Mode. Leaving behind the camraderie and somewhat trustworthiness, Traitor Mode lets you turn on each other. The traitors have two unique abilities that other players won't have access to: the ability to see the health and death curses of other Companions (kinda like Shinigami eyes from Death Note) and the ability to dole out death curses to whomever you wish. It's up to the Companions to track down and vote out the Traitors before they all get eliminated.

There's no set release date for Cursed Companions just yet, but it is due to launch in Early Access on Steam sometimes this year. Once I have a release date, I'll be sure to share it with you. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

13Z: The Zodiac Trials

A hectic hack-and-slash rogue like pitting players against trials of power, determination, and increasing challenges, 13Z: The Zodiac Trials sets players on a quest to become the 13th Zodiac.

Finding and spotlighting new and lesser known games is the most enjoyable aspect of the Have You Heard Of This section. Sometimes I get recommended games from people who want to bring more attention to upcoming projects. In this case, I was recommended 13Z: The Zodiac Trials, and, after a quick look at the game’s Steam page and released trailers, I knew this would be something I would love to draw attention to.

13Z: The Zodiac Trials offers players the option of a small cast of challengers, including Fox, Raven, and Panda, each with their own unique animal spirits which come into play throughout the trials. In addition, there is an upgrade system implemented to help further diversify gameplay, giving gamers the option of creating a playstyle best suited to them. Scrolls and skill books offer further upgrades and players can unlock new playable characters as they progress.

If you have some friends who are keen on diving into something new together, 13Z: The Zodiac Trials offers up to four player co-op to take on the trials together as a team. Enemies and bosses will scale in difficulty as more players join the fray, so be sure to bring your A-game. If, however, you're like me and want to try the game out solo first, you can take on everything in a single-player experience instead. It won't be as difficult, but it's sure to provide a challenge that'll keep you on your toes. But that's not to say the game isn't beginner friendly. I had no issues getting into the thick of things.

As for my own experience with the game so far, I have been having a blast. Not long after being recommended 13Z, I saw that the developers were launching a Global Playtest, so I signed up and got my invitation shortly after. I installed the Playtest and after booting it up and adjusting my settings, I dived into the game for the first time. After a nice opening cutscene that introduced me to the game’s lore, I was greeted by one of the Zodiac who advised me if I wanted to become one of them I would need to complete a number of trials. A quick tutorial on basic gameplay combat and the movement system followed, and I was faced with two options for my first real trial.

The gameplay and combat feels fluid and responsive and I was quite impressed with how it felt to battle my way through an assortment of enemies to complete the first step in my trial. Each trial shows an overall grading on how well you did, based on things like time taken to complete, enemies defeated, and damage taken. I am not certain, but I think combos also play a factor in how much score you receive. I cleared the trial in around a minute and earned a B rating, which is higher than I expected for my first foray. Before moving onto the next section, I was given a choice for a fire-themed upgrade to one of my combat abilities.

I did notice that health didn't regenerate after each battle, which added to the challenge. And while there were the occasional health pickups dropped by enemies I defeated, the health restoration they gave was paltry. In comparison to the damage I sustained during each trial, I do believe it was part of the experience, however I feel like it could be tweaked a little more. There is also a parry option available, which I have yet to Master, so maybe taking more damage is on my fledgling skills. But with a little increase to health drops, I reckon we'll hit that sweet spot of challenging and rewarding.

I really can't stress how much I loved the art style and animations in this game. The damage indicators felt crisp and punchy. The world I experienced in my trials was vibrant, the colours vivid and I never had to worry about enemies blending in to a dull background. The character models I've seen so far are full of detail, and there was a decent variety of enemy types, distinctive in their looks as well as their combat encounters.

I'll also give a special mention to the giant frog boss that ended my first trial run right quick when I got cocky and thought I had a win in the bag. It's the first of a number of bosses to encounter in 13Z: The Zodiac Trials. It's moves we're well telegraphed, but it is surprisingly agile. Combined with my already dwindling health and my overconfidence, it's safe to say I will respect it a bit more on my next run against it.

Though it's currently running through a playtest, there is a lot of details and improvements gone into the game since its last playtest. While I missed out on that one, watching the trailers gave a quick recap. I must say it's quite impressive to see how much work and love has gone into this game so far, and I am quite excited to see how well it plays out at launch. Fingers crossed there's further updates to keep me coming back post-release, but even if not, they have definitely gotten my attention.

I played through using a controller on my PC and everything was fast and responsive. I didn't encounter any glitches or bugs during my playthrough, which is quite refreshing. Of course, each individual playthrough will vary and some may suffer issues. The devs do preface this by mentioning what may be missing or errors that may occur, but I didn't experience anything like it

We don't have a set release date for 13Z: The Zodiac Trials just yet, but I'll share more news on it as it comes. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

Look Outside

A survival horror taking place in a single apartment building, Look Outside tasks you with figuring out what happened to your neighbors while fighting to stay alive. And whatever you do… don't look outside.

We all love staying at home some days. Enjoying the comforts of a familiar location is a nice and relaxing experience, especially when the weather isn't good. But what would you do if you couldn't go outside? What if something happened that prevented you from leaving your apartment block or even from looking out the windows or doors? Well, that's the main premise of Look Outside, a survival horror game that takes place in a single apartment building while chaos descends outside. Like any good survival horror, players must explore and loot a limited amount of supplies to figure out what exactly has happened to cause everything to go sideways.

Taking on the role of Sam, players wake up one morning as an unknown event unfolds across the world. As Sam goes to open his curtains, he's warned against doing so. After a conversation with his neighbor, who explains what's going on elsewhere and advises that whatever is happening should subside in 15 days, we get to explore Sam’s apartment and the rest of the third floor where he resides. But not everyone in the apartment building is as fortunate as Sam, who was living as an unemployed recluse before the events began to unfold. Many of the building’s residents have fallen victim to the mysterious event going on outside, resulting in them mutating into all kinds of abominations and then getting trapped in their homes or various other rooms within the apartment block. As time goes on, the number of residents dwindles, leaving Sam as one of the few remaining survivors.

Time passes if you stay at home and take part in a number of different activities, such as cooking, showering, or playing video games. I have heard it’s possible to stay inside and play video games until things return to normal (how very meta), but I can’t imagine it being as fun as actually experiencing the game. However, the quickest way for time to pass is to explore new locations for the first time or participate in combat. Every trip outside the safety of Sam’s apartment feels like it could be the last one you make, but that is what makes the exploration so much fun. The bid to push yourself just a bit further in the hopes of finding enough healing supplies to get through the day or a new weapon to replace the one that just broke in your last combat encounter is something you'll be trying to convince yourself you need to do, and it's something you'll do often as you progress because the next room might have just what you're looking for or you might not make it out.

Look Outside features turn-based combat, which isn't overly common for the genre, but it really adds to the experience. As players progress through the game and the various rooms and apartments, they'll eventually come across a wide variety of NPCs that can be recruited to their party, each with their own levels, abilities, and gear. Some of these party members will turn up on your doorstep when you're at home between excursions, and if you're anything like me, you won't answer the door to the majority of folks. Though not everyone who turns up means to do you harm, as occasionally you'll have traders turn up. It's up to you to make a judgement call and engage with them, or pretend like no-one is at home until they go away. Like a true anti-social adult! It took me until I reached the ground floor from the third floor before I got my first companion, which was no easy feat.

While resources are scarce, there are a couple of vendors who choose to take advantage of the ongoing chaos to mark up the price on the goods they have, and it’s up to you to decide if you want to splash the extra cash while you have it or save it for when you might really need some supplies. Exploring a neighbouring apartment can net you a crafting kit to keep back at home and mix up some deadly cocktails or some juicy healing supplies. If you’re running low on health, return home and cook up a delicious meal with the food you take from your neighbour’s fridges. The longer you explore, the more time passes, and the more time passes, the more experience earned when returning to the apartment.

It’s an addictive gameplay loop that is difficult to break once it has got its hooks into you, but that’s yet again part of the charm. Every floor I progressed through, every room I looted, left me feeling like there was more content just waiting for me around the next corner. And when I assumed I cleared a floor or an objective, I found more reasons to go back and ensure I was as thorough as possible in my explorations.

There is a lot of content in this stunning little indie title, and the more time I put into it, the longer I want to play and explore more. The story is intriguing and leaves me desperate to figure out what is going on and why. Like traditional survival horror games, it doesn’t hold your hand with story beats, encouraging you to try and figure things out on your own, with only cryptic hints from other NPCs to decipher. And while there’s the option to let 15 days pass, I don’t want that to be my experience. The game has multiple different endings, so players will be able to play through again and again if they want to see how each unfold. I have already put in about 8 hours and I and eager to dive in for more every chance I get.

I played Look Outside exclusively on Steam Deck on my breaks, on public transport, or even a few minutes before sleep every night. Throughout my game time on Steam Deck, I haven’t encountered a single issue with the game or the device itself. It’s still early in the year, but I have a feeling I already have a strong contender for my personal Game of the Year, and I just know I’ll be planning a full review at some point. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

Tokyo Xtreme Racer

Taking inspiration from PS2-era racers, Tokyo Xtreme Racer is a fast-paced, high-octane arcade racer taking players to the highways of Tokyo.

Gear up for an arcade racer where you take on other drivers to become the number #1 street racer in Tokyo. Image copyright, © Genki

If you miss the simpler times of arcade racers from the PlayStation 2 era, then you’ll be pleased to know that particular style of games is making a comeback. Lately, there hasn’t really been to many mainstream racing titles that focus on pure, simplistic fun. While the Gran Turismo series has kept things relatively grounded, and the Forza Horizon series has been blending the realism of the Motorsport series with arcade-style racing, there hasn’t been much focus on good, solid arcade racing. This is where Tokyo Xtreme Racer comes in. It feels like EA has long since given up on making a new entry into the Burnout franchise and Rockstar’s Midnight Club has been forgone in favour of Grand Theft Auto and Red Dead Redemption, so it’s small wonder why it feels like the arcade-racing genre is on life support.

Tokyo Xtreme Racer aims to revitalize things, and so far, fans of the genre have been pretty receptive to the game Genki Co., Ltd. are building. And I’m happy to say that I’m one of them. I dabbled in all manner of games on my PS2 when I was younger, including some racing games like Need For Speed: Underground 2. While I didn’t really appreciate racing games when I was a teen because I hated losing, I did love Underground 2. And that’s the kind of experience I felt after booting up Tokyo Xtreme Racer for the first time.

After selecting your first car from the three options presented, it’s time to dive in. Image copyright, © Genki

Tokyo Xtreme Racer is an arcade racing game set in many racing fans’ dream of a near future Tokyo. Drawing inspiration from the street racing set on the Shuto Expressway in Japan’s Greater Tokyo Area, players compete against powerful AI drivers to try and become the best racer on the Shuto. No one wants to be the worst racer in a racing game, that’s no fun, but how the player goes about this is what makes the game so addictive. Giving players access to dozens of real cars to choose from and customize to their own liking, and take to the carefully crafted race courses, Tokyo Xtreme Racer keeps the idea of fast-paced, frenetic fun in mind throughout.

Not knowing a whole lot about cars, I went with the above car that caught my eye from the available choices, a Mazda Roadster RS ‘15. I like the design compared to the others, and when I made my choice, I was shown through some text-based tutorials and tips, and finally set loose onto the Shuto Expressway as a novice racer. Now, what I said earlier still applies. I don’t like to lose. But overall, even when I lost a race in Tokyo Xtreme Racer, it never felt unfair. The few times I did lose races were more of an inherent power gap between vehicles, more than a lack of skill. And while there were times when simple luck or bad timing caused a very quick loss, I was eager to challenge the racer again to correct my mistake.

Head-to-head races against other drivers are the key to Tokyo Xtreme Racer’s gameplay. I did not have this many credits in my playthrough, this screenshot is courtesy of the developers. Image copyright, © Genki

Loading into the Shuto Expressway course from any number of different starting points, the idea is to find racers to challenge, drive up behind them, and initiate an SP Battle race. Usually, this results in you being behind the other driver as the race starts, but that never lasts too long. The idea of the SP Battle (Spirit Point Battle) race is that both racers drive as fast as they can to deplete their opponent’s SP bar, which appears on the top of the screen, while taking care not to let their own SP bar hit zero. The idea is to get as far ahead of your opponent as possible as quickly as possible. While that’s the general idea of a race, the SP bar depletes in other ways if you’re not careful. Speed is obviously important, but crashing, grinding your car against walls and other cars, and even careless driving at top speeds can all lead to sapping your own SP bar first.

It’s fun to win a race with only a sliver of your bar remaining, but it’s also disheartening to come from behind in a race and take the lead from your opponent only to have victory snatched from you because you ended up drifting a little too hard and are now trading paint with the scenery and watch the last of your SP bar disappear. Lightning-quick reflexes and knowing when to make your move are just as important as speed, and that’s what makes Tokyo Xtreme Racer so much fun. An interesting aspect is that when you win around 5 races (maybe more, depending on your opponents), you’ll stumble across Team Leaders who will drive up behind you and challenge you to a race for beating their team members. This usually comes after you’ve finished a race, so be wary in letting your guard down if you’ve noticed a trend with the racers you’ve already beaten.

Get too cocky and defeat too many racers in a team and the team leader will have something to say about it. Image copyright, © Genki

There’s still a lot I want to cover for Tokyo Xtreme Racer, so I’ll be expanding upon my thoughts in a review for it at some point. I want to thank the team at Genki Co., Ltd. for providing me with some of their own images to pair with the screenshots I took from my own playthrough, and for making such a fun racer to begin with. I played just over 4 hours of Tokyo Xtreme Racer, mostly playing on my Steam Deck while on breaks at work. It performs extremely well, and if you want a game where you can easily drop in for a few minutes at a time, this might be worth considering.

Tokyo Xtreme Racer is currently available in Early Access on Steam, where it sits at a Very Positive rating with over 10,000 reviews. Genki has extended the Early Access period until the end of September of this year to further fine-tune the game based on player feedback, but for anyone looking for a fun arcade racer, I recommend taking the risk and picking it up now. I will be coming back to the game over time and will have my own review ready to coincide with the game’s full launch. But until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

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Terry O'Neill Terry O'Neill

Forsaken Realms: Vahrin’s Call

Plenty of bigger titles are heavily promoted at all kinds of showcases. However, plenty of lesser-known releases are often stumbled upon when you least expect it. Forsaken Realms: Vahrin’s Call is one of those titles. So just what exactly is Forsaken Realms: Vahrin’s Call? Read on below to find out.

Image credit: Titan Roc

Forsaken Realms: Vahrin’s Call is a brand-new action-RPG from up-and-coming indie studio, Titan Roc. Based in the South-west of England, United Kingdom, the team over at Titan Roc is already hard at work on Vahrin’s Call, bringing their own passion for gaming to this original franchise. Though the team is small, numbering only in the single digits, this streamlined approach makes it easier to build a more cohesive experience for players.

Set within the high-fantasy world of Leyda, Vahrin’s Call sets players on a quest to reach Vahrin, a city ravaged by war. Stepping into the worn leather boots of a seemingly conventional mercenary, it’s not long before they’re thrust into an unfamiliar location and help those remaining to reclaim the city of Vahrin from a threat great enough to wipe it and every other human city from existence.

Image credit: Titan Roc

Citing inspiration from other RPG heavy-hitters such as the Fable and The Elder Scrolls franchises, Titan Roc is focusing on making a story-driven RPG with an overarching story that will span through subsequent games in the Forsaken Realms series, with narrative cohesion and choices that make you think, infused with just the right amount of humour from what I’ve seen so far.

Though the world is vibrant and full of mysterious oddities to marvel at, it’s not without its share of challenging enemies and head-scratching puzzles to keep players on their toes as they explore the handcrafted world within Forsaken Realms: Vahrin’s Call on their quest to save it from certain destruction.

Image credit: Titan Roc

Gameplay-wise, Vahrin’s Call features the kind of gameplay mechanics you’ve come to expect from a fantasy RPG, letting players choose their own combat styles in which to take on the wide variety of enemies throughout the game. Magic, melee, and ranged combat are all present, but Titan Roc are giving players freedom with how they wield their chosen method of killing, letting players mix and match weapons, clothing, spells, skills, and more to suit their own personal preferences.

Players can plunder treasures lost to time to further bolster their own gear or currency reserves and uncover forgotten secrets that will help bring the world and the story of Vahrin’s Call into sharper focus. Puzzles will be uncovered through exploration, which players will need to solve to progress in the game or hopefully find a shiny new weapon to play around with.

Image credit: Titan Roc

I stumbled across this game while browsing social media, and it piqued my interest. Looking into the game some more, it definitely seems like my kind of game to sink some time into when it launches. I reached out to the development team to ask if I could feature Vahrin’s Call here and they were only too happy to oblige. I’ll be picking up a copy when it launches and, time permitting, planning a review once I get through a good chunk of the story.

Forsaken Realms: Vahrin’s Call is set for a 2025 release, but no specific date is set in stone just yet. It will be arriving on PC when it launches, though no word yet if it’ll come to other platforms. Until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

Read More
Terry O'Neill Terry O'Neill

Pixel P.I.

If you’ve ever felt like you’d be a good detective, testing your skills in Pixel P.I. is a great place to start. Can you get to the bottom of a number of cold cases, or will the crimes remain unsolved?

Find out how good your deduction skills are to figure out six cases in Pixel P.I.

The next indie title I’m recommending is one I’m personally very excited about. After years of watching crime shows and reading mystery novels, I was fortunate enough to stumble upon Pixel P.I., a game that has piqued my interest and given me a chance to see if I can solve a number of cases as the titular character, Pixel, a hacker detective.

Diving into a futuristic world of crime, I got a brief intro to Pixel and her mysterious past. Like any good mystery novel, part of the core gameplay will be to take on six of Pixel’s old cases and unravel each mystery in turn in the hopes of learning what happened to Pixel.

Each individual answer was deciphered as my interviews progressed, granting me with case specific clues and more generalized clues. To ensure I wasn’t hitting a dead end, I was able to consult with Ethan at any time, who would prompt me to take a different approach or advise what I should ask next.

If I uncovered certain information that was different from what I was originally told, I could use the new clue to catch the suspect in a lie. Doing so reminded me of how often I would see a detective in a TV show do the same thing, and it felt satisfying to catch someone out and force them to change their angles or reveal a little more information I could use.

Certain clues would also lead to more interviews in the case. I didn’t need to unlock every answer in one interview to move onto the next, so I started to bounce between interviews, testing each suspect and seeing what clues I could come up with. That level of freedom helped keep my mind fresh so I wouldn’t hit a mental block. When I had exhausted all the obvious questions to ask, I had to really rack my brains and wonder if I simply needed to rephrase them or if I should go through my accumulated clues to see if I missed something.


Asking the right questions is a challenging, but rewarding experience

The game opens with a mysterious figure warning Pixel not to pursue a redacted case or individual, as chasing up on this could result in getting herself killed. One morning, Pixel wakes up to find she’s missing the last two years worth of memories. Here, we’re introduced to Ethan, a robot companion who will help Pixel with her cases. Playing against her distrust of robot’s, Pixel nonetheless teams up with Ethan to try and restore her lost memories using a physical notebook she has found with old cases.

It’s here where I got to sample the cases first-hand, starting with an interview with the first suspect, Alex. And this is where my favourite feature of Pixel P.I. is introduced. You see, unlike every other mystery thriller game I’ve ever played, I got to ask the actual questions. And I mean that quite literally.

In order to gather clues and progress through the cases, players need to type in the questions they want to ask to get the answers they seek. Now, you don’t need to be incredibly specific with your questioning to get answers. As long as you’re in the rough ballpark with your questions, you’ll trigger the response from your advesary. If your question didn’t meet the requirements, you get prompted to try again.


Finding Pixel P.I. was an interesting feat for me. Unlike other games I’ve found through word of mouth or searching the Steam store, I actually stumbled across Pixel P.I. on a subreddit for writing. A notification popped up on my phone, I checked it out, and I found an indie developer who was looking for advice on their work, part of which was the aforementioned Pixel P.I. they were building. I reached out to the developer, Crischu, and we got to discussing the game.

I watched the preview trailer for Pixel P.I. on Steam and then booted up the available demo, immediately losing track of time trying to crack my first case. I was able to provide feedback on my experience so far with the game which Crischu was only too happy to receive. I enjoyed my time with Pixel P.I. so much, and I requested to feature it here on my website, hoping to draw as many more eyes onto it as possibile. Crischu was only too happy to oblige.

Being able to reach out to an indie developer and be able to feature their work on my website is a huge honour for me, and I am grateful for Crischu to give me this opportunity and to be the first indie developer I feature directly here.

There’s no definitive date for Pixel P.I. just yet, but I have already added it to my Steam wishlist. Once I get an update, I will be happy to share it here. Until then, Have You Heard Of This?

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Terry O'Neill Terry O'Neill

Jotunnslayer: Hordes of Hel

There are a ton of indie titles popping up on every platform in 2025. Is Jotunnslayer: Hordes of Hel worth keeping an eye on?

Fighting your way through the Nine Realms is quite the challenge, but never did it seem so easy

Ever since I started reviewing video games, I’ve been looking to expand my horizons for what games I can play. I was never really interested in indie titles, but after taking a step back and browsing through Steam, I’m happy to say that changing my opinion on how I perceive indie games is one of the best things I’ve done so far this year.

Jotunnslayer: Hordes of Hel is a roguelike horde-survivor game in the same vein as Vampire Survivors. While that game was a critical and commercial darling, it never really appealed to me. But after taking a chance on Jotunnslayer and seeing the appeal of the genre, it’s safe to say I would probably enjoy Vampire Survivors too. While vampire games are undoubtedly cool, the concept of fighting my way through the multiple different realms of Norse Mythology has a much greater draw for me. And at only €10, I figured the risk wouldn’t be too great. And that risk has paid dividends.

Now, as much as I am enjoying Jotunnslayer, I do have to point out that it’s an early access title. But what you’re getting for that low entry fee is worth it. And even as I was working on this mini recommendation, the developers over at Games Farm have pushed out another update, bringing with it a new God, new weapons, and a host of other improvements. I’ve put around 8 hours of gameplay into the game so far, grinding out gold coins to improve my character’s abilities in addition to powering up the bonuses the Norse Gods grant per level. Each run can range from around 12 minutes and up, counting the timer and additional tasks, and the final Jotunn fights at the end, which has been perfect for me, squeezing in some game play while travelling or taking breaks.

Summoning the Gods of Asgard, both Old and New grants many a boon

As a game in early access, Jotunnslayer features only 3 of 5 realms at the moment, though those 3 realms differ greatly, featuring gameplay elements and enemies exclusive to each map. Players have the option of 4 different classes to take into the land of Jotunns, and like the realms, they offer unique playstyles. The Berserker melee class is the default option, but it won’t be long before all four classes currently available will be unlocked. To add new levels of replayability to Jotunnslayer, each class has access to multiple variations of their main weapons which are unlocked with Soul Stones for beating Jotunn or occasionally found in chests and come with their own boosts.

There’s a Skill Shop for players to increase the benefits of each class and the Gods whom will be lending you their strength on each session. Gold is earned at various points, and players will be using that Gold to unlock more skills and boost their powers. Each realm will come with its own set of challenges to beat to unlock modifiers. These modifiers often increase the difficulty in some ways, with the trade-off being an increase in resources earned. Having multiple modifiers active is a great way to farm Gold and Soul Stones to make subsequent runs easier. Only the first available realm, Niflheim, has the Easy Difficulty, but the two other realms available go as high as Insane Difficulty. After hours of grinding, it’s safe to say… I’m not there yet.

There’s a lot going on at any one time, and as the time ticks down, things only get more hectic. And that’s fun

While not everyone will agree, there’s a lot on offer in Jotunnslayer for such a low entry price. The developers are actively working away to provide additional content and from my experience, it enhances the gameplay and fun factor. I started off with the intention of just bringing more attention to this game, but I will be writing up a full review once the game is a bit further along and I’ve put in even more time. Until then, Have You Heard Of This?


I created this website as I feel the state of the games industry and games reporting as a whole has gotten overly negative and full of clickbait. While I understand both of these are a great way to generate engagement, it’s a detriment to those gamers (like myself) that are just trying to enjoy games and not have to worry about the negativity of the current state of the gaming industry. I want a space where gamers can come for unbiased news that doesn’t rely on clickbait or rumours with a dash of humour and have the opportunity to share their passion for games.

Read More