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  • Review: Space Haven

    A melancholic journey through space where logistics, survival, and improvisation walk side by side There is something very special when a game manages to transform small everyday problems into great stories of survival. Space Haven understands this remarkably well. Instead of delivering a cinematic space adventure full of explosions and heroism, it bets on something much quieter and, at the same time, far more immersive: survival. Here, you are not playing the role of a galaxy-saving hero, but rather someone trying to keep a small crew alive aboard an improvised ship lost in the emptiness of space. The premise is relatively simple. After the collapse of civilization on Earth, groups of survivors wander through space searching for resources, shelter, and a new beginning. What sets Space Haven apart is that it does not try to tell this story in a traditional way. Do not expect lengthy dialogues, cinematic cutscenes, or heavily scripted characters. The true narrative emerges naturally from the situations created during gameplay. Every abandoned ship explored, every medical emergency, every unexpected loss, and every bad decision gradually forms deeply personal stories. That atmosphere was precisely what hooked me the most during the experience. There is a constant feeling of isolation and vulnerability that the game conveys naturally. Everything feels fragile. Your ship is fragile, your resources are limited, and your crew is always just one problem away from disaster. GAMEPLAY Space Haven is an incredibly layered and complex space management game, but in a smart way. It does not overwhelm you all at once. Gradually, new mechanics are introduced, and you begin to realize that managing a spaceship involves far more than simply building rooms and gathering resources. You constantly have to manage oxygen, power, food, health, sleep, and the many different statuses affecting crew members. It is not enough to simply have a bed available. Your character needs to remove their spacesuit, find a safe environment, have proper conditions to rest, and still maintain their basic needs in balance. Small mistakes pile up quickly. This makes Space Haven function almost like a giant domino effect. A simple failure can trigger a chain of unexpected problems. A lack of oxygen leads to stress, stress affects efficiency, efficiency lowers production, production affects resources, and before you realize it, what seemed like a small issue has turned into a desperate crisis. Ship building is also one of the game’s biggest highlights. Little by little, your floating base starts to gain personality. At first, everything usually feels improvised, almost like a makeshift space contraption assembled from scarce resources. As the campaign progresses, more organized dormitories, industrial sectors, infirmaries, storage areas, and defense systems begin to emerge. There is immense satisfaction in looking at your ship hours later and realizing how that initial chaos has evolved into something functional. Another aspect I really appreciated was how the game handles progression. The gameplay is clearly scalable, and there is genuine enjoyment in discovering new possibilities, especially in combat and the exploration of abandoned vessels. Exploring abandoned structures creates a constant sense of risk and reward. You never truly know what may exist behind the next door, but the possibility of securing valuable resources is always tempting enough to push forward. Still, there is room for improvement. The combat system could feel more refined in certain aspects, particularly regarding manual control for equipping weapons or managing specific crew actions. At times, the interface seems to require more steps than necessary, slightly disrupting the pace of the experience. It is not something that seriously harms the game, but it certainly could feel smoother. I also believe the initial difficulty curve, especially on medium difficulty for newcomers, could be better balanced. Space Haven demands a lot from players very early on and does not always offer enough room to adapt before throwing dangerous situations at them, particularly those related to combat and advanced survival. There is definitely satisfaction in learning through mistakes, but sometimes the game feels a bit too harsh, too soon. VISUALS AND SOUND Visually, Space Haven relies on highly effective pixel art to establish its identity. It may not impress immediately in the same way major modern productions do, but there is undeniable charm in the way everything is presented. The modular ship design, cramped industrial environments, cold lighting, and the vast emptiness of space all contribute significantly to building that feeling of isolation. But honestly, it was the soundtrack that left the biggest impression on me. It fits the game’s proposal incredibly well. There is a lonely, melancholic, almost contemplative tone accompanying much of the experience. In many moments, you simply watch your crew struggle to survive while subtle yet deeply atmospheric music quietly takes over the environment. Without exaggeration, it is one of the most memorable soundtracks I have had the pleasure of hearing in a game of this style. It perfectly reinforces that feeling of being alone in space, trying to keep a small community alive despite overwhelming difficulties. The sound design also deserves praise. Alarms, industrial machinery, automatic doors, and the small ambient noises inside the ship all reinforce the fantasy of space management in a highly convincing way. ACHIEVEMENTS At the time of this review, the game did not feature achievements for analysis. TRAILER OFFICIAL FINAL THOUGHTS Space Haven is a consistent and deeply enjoyable experience for those who appreciate complex management systems and emergent gameplay. It does not try to be accessible at all times, nor does it soften its challenges, but precisely because of that, it delivers an incredibly rewarding experience for those willing to learn its rules. There is something deeply satisfying about realizing that a ship once defined by chaos and improvisation has finally started functioning. Watching your crew survive thanks to decisions made hours earlier creates a sense of reward that is difficult to describe. Of course, not everything is perfect. Some manual systems could be more refined, certain aspects of combat deserve additional polish, and the steep learning curve may intimidate newcomers. Still, none of that erases how engaging Space Haven becomes once all its systems start working together. At the end of the day, Space Haven is about surviving the consequences of your own decisions, improvising in the face of chaos, and finding beauty in the melancholic silence of a crew trying to stay alive in the absolute void. Review by Gamertag: Scoulz SCORE: 82/100

  • Review: Sintopia

    Between Infernal Bureaucracy and Humunitarian Crises, Sintopia Turns Chaos into Fun There is something very special when a management game manages to make you laugh while you desperately try to stop your own administration from collapsing. Sintopia understands this from the very first moments. Instead of relying only on numbers, spreadsheets and cold systems, it builds an incredibly creative universe where hell works almost like a bureaucratic company, filled with peculiar employees, unexpected crises and decisions that can quickly spiral out of control. Humor is one of the strongest aspects of the experience. The simple idea of calling Lucifer “Lu” already sets the tone of the adventure, creating a world that does not take itself too seriously while still maintaining a very strong identity of its own. The campaign becomes practically mandatory, not only to understand the mechanics, but because there is genuine pleasure in discovering new worlds, dealing with the Humus and managing each regional hell while chaos slowly organizes itself… or gets even worse. In the story, we take part in the bureaucratic machinery of the afterlife, participating in the organization of hells while following an almost corporate structure of the underworld. The so called “Big D” remains responsible for maintaining balance in the upper world, while we interfere where we can truly make a difference, taking care of the Humus, the souls and the countless administrative crises that arise along the way. This balance between partial control and the feeling of being part of something much larger becomes one of the game’s most interesting aspects. GAMEPLAY The heart of Sintopia lies in its mix of management, automation and decision making. The game constantly plays with the idea of running an infernal system as if we were managing a large corporation, recruiting little devils, organizing structures, unlocking technologies and dealing with queues, bottlenecks and productivity. What makes it more interesting is how unpredictable the experience feels. Managing the famous humunitarian crises is genuinely fun, mainly because the player’s imagination can go incredibly far thanks to the creativity of the universe. There is something deeply satisfying about watching a system work, realizing where everything is falling apart and slowly reorganizing the chaos. At the same time, Sintopia does not go easy on its learning curve. The game features interconnected systems and many small rules that can easily slip from memory if you spend some time away from it. At times, this can become frustrating, especially when you make a construction or management mistake without a quick way to reverse it. Honestly, a CTRL+Z system inspired by modern simulation games would fit perfectly here, helping during those inevitable moments of “yeah… I probably should not have done that.” Still, the reward for sticking with it is enormous. There is a very strong sense of systemic creativity here, something that recalls the overwhelming early days of Maxis in the simulation genre, when games managed to feel chaotic, deep and incredibly addictive at the same time. Sintopia captures part of that magic by delivering complex mechanics wrapped in humor and personality. Perhaps the biggest compliment comes from the campaign pacing itself. Starting from the second stage, there is a constant feeling that you simply do not want to finish that world. You want to keep expanding, testing ideas, optimizing systems and seeing how far your infernal administration can go. It is that rare type of game where completing the main objective sometimes feels less appealing than simply continuing to exist within that space. VISUALS AND SOUND Visually, Sintopia has an incredibly strong identity. The contrast between the upper world, the Humus and the infernal aesthetic creates a very distinct atmosphere, blending humor, fantasy and supernatural bureaucracy in an almost cartoonish way. There is personality in nearly everything, from the characters to the absurdly funny names given to technologies, employees and structures. The interface can feel intimidating at first, mainly because of the amount of information and active systems, but it works surprisingly well with the fantasy of managing an infernal corporation. There is a constant sensation of dealing with reports, departments and otherworldly business decisions. On the audio side, the game complements its comedic tone very well. Sound effects and atmosphere reinforce the feeling of organized chaos, working more as support for immersion than as the central focus of the experience. ACHIEVEMENTS For players who enjoy completing games, Sintopia also seems to understand the completionist mindset very well. Without going into spoilers, the achievement list creates a satisfying sense of cumulative progression, encouraging experimentation, playtime and gradual mastery of the mechanics. Instead of feeling like an artificial checklist, there is a clear perception that achieving 100% completion becomes a natural consequence of the journey. The cumulative nature of the gameplay becomes a decisive factor, rewarding players who truly dive into the game’s systems and learn how to handle its peculiarities. It is the kind of achievement list that fits naturally with the management sim formula, rewarding dedication and player growth. TRAILER OFFICIAL FINAL THOUGHTS Sintopia is one of those games that pulls you in, and anyone who embraces its proposal will hardly leave indifferent. Its learning curve demands commitment, some systems could certainly be more welcoming and certain quality of life features would make a noticeable difference. Even so, there is something truly special in the way it transforms infernal bureaucracy into genuine fun. The humor is excellent, the universe overflows with personality and the campaign works almost like a mandatory journey through different forms of administrative chaos. More than simply building or automating systems, Sintopia creates a constant sense of belonging within the world it builds. And perhaps that is the game’s greatest strength: making you look at a hell filled with problems and honestly think: “Just a few more minutes before I finish this world.” Review by Gamertag: Scoulz SCORE: 92/100

  • Review: Summerhouse

    Set up your summer home and relax. THE GAME Summerhouse is a relaxing city-building game developed by Friedemann and distributed by Future Friends Games. Choose a setting, whether city or countryside, to build your house the way you want. Use the available objects to create a relaxing and cozy atmosphere. Build it however you like. MY IMPRESSIONS With four different environments, you can build your house using the resources the game offers, such as blocks to build houses or trees, and stones to decorate the environment with nature. The graphic style follows the gameplay in its simplicity, with uncomplicated construction and a calm soundtrack that combine to make Summerhouse a relaxing experience. Although it doesn't have missions or objectives, you can unlock new pieces to build with; these pieces are accompanied by people or animals to bring some life to the environment. To unlock them, you must combine specific pieces, creating the right environment for them to appear. The game is in Brazilian Portuguese, but it doesn't have much text to read, just control instructions. You can also change the weather to day, night, or rainy to see how your constructions look in those conditions. Despite having a good variety of items to use in constructions, I feel it could be even greater, since the game boils down to just building, without any major mechanics. Summerhouse will appeal to players who just want a calm and relaxing city-building experience with beautiful and stylish graphics. Change the atmosphere to get new vibes. ACHIEVEMENTS The simplicity of Summerhouse extends to its achievements. Despite this, finding the combinations to unlock all the characters and animals in the game, which is one of the achievements, will be a challenge. Additionally, placing 10,000 blocks and placing at least one block on each of the game's 4 maps completes the list of achievements. Although it may seem difficult, completing 100% of the achievements is a fairly simple task. Build your house, whether in the city or the countryside. CONCLUSION When I first saw Summerhouse, its art style immediately captivated me. I found it very beautiful, and the idea of ​​building a city, even on a very small scale, was quite interesting, and I was curious to see where the game would go. However, it takes the path of being just a simple city builder, without objectives, just construction. Although unlocking characters by guessing their combinations is a kind of challenge, it's not something that gives you a great reward. It's a game to unleash your creativity and enjoy the moment, although I think it could have many more items and features. SCORE: 6.0/10

  • Review: Wardrum

    Feel the rhythm of the battle. THE GAME Wardrum is a turn-based tactical roguelite developed by Mopeful Games and published by Team17. Unbalanced magic has taken over all the lands, and settlements have fallen. Now, only your band of warriors can stop this evil, using rhythmic spells and attacks to defeat the enemies that stand in your way. Think carefully about every move on the battlefield. MY IMPRESSIONS At first glance, Wardrum might seem like a roguelite, a fact worth mentioning to avoid frustrating newcomers. Losing repeatedly will be part of the journey, and each restart will offer improvements, allowing you to enhance certain aspects for your next attempt. With that said, let's discuss its main mechanic: rhythmic attacks. In this turn-based combat game, every attack or skill, whether a melee strike or a spell, requires the player to press buttons in the correct rhythm for optimal results. This mechanic is essential, often being the deciding factor in battle—perfectly timing the rhythm for good or missing a beat for evil, leaving your opponent alive for another turn. Always pay attention to which buttons you need to press, as each action and skill requires a different button combination, which can often be confusing. Although there's a pre-attack phase that's a kind of training to learn the required combination, when it really counts, it doesn't make that much difference, since you'll need to concentrate to do your best. Despite each action always having the same rhythm and button pattern, this doesn't make your life any easier, as there are different types of characters with different abilities, and the variety of buttons is very large, making this part of the game much more important than any other. Your journey takes place on a board where you decide which path to take, knowing what awaits you in your next step. Each character has their own characteristics, and throughout the game, you unlock new characters to assemble your team in the way that best suits your play style and skill combination. And if the variety of abilities already existing in each character isn't enough, you can forge rhythmic belts, which allow you to equip runes you find on your journey to create new abilities. The game is in Brazilian Portuguese, making it easier for the player to understand each of these mechanics, which are well explained through tutorials. The game's art is beautiful, a 2.5D style that is very animated in its beats, which are felt by the player; each impact makes you feel the weight of the game. The soundtrack shines, with the predominance of drums, obviously. Despite being repetitive and sometimes tiring, Wardrum's main mechanic is very creative, as well as very punishing when played on higher difficulties. It's designed to be mastered, almost as if you were learning a song on a new instrument. It's up to the player to master the rhythm and have fun in the process. Attack at the perfect pace for better results. ACHIEVEMENTS While Wardrum demands a lot of rhythm, the achievements will be simpler. Besides beating the game with each character, each one has an achievement related to one of their main abilities, such as landing 100 critical hits with the archer. Traversing certain areas of the journey and defeating the bosses in those areas also yields achievements. Most of Wardrum's achievements are about numbers, such as defeating a specific number of enemies or dealing a specific amount of damage. Finally, there are, of course, achievements for perfect hits in rhythmic stages. And there are quite a few! Being a roguelite, repetition will eventually lead you to 100% of the achievements, although it will take time and require the player to maintain a good rhythm. Select the warriors that best suit your fighting style. CONCLUSION Wardrum's core mechanic is really fun and original. Hitting the various buttons in the correct rhythm really feels like playing an instrument, and in this case, you're learning it, so making a lot of mistakes is perfectly normal. I just think the variety of buttons is too confusing and might initially put players off, even though there's the option to play on a lower difficulty that's less punishing. While it's really cool, I felt the battles are so focused on this mechanic that everything else is too simplistic. It's not that it's bad, but it feels like the rest of the game doesn't quite match the fun of attacking with rhythm. As I said, the game ends up being quite repetitive, and being a roguelite makes it even more so. Would Wardrum be less tiring if it had a linear campaign? I don't know, but I think for short playthroughs, it works very well as it is. SCORE: 7.5/10

  • Review: Outbound

    Traveling and enjoying nature is very relaxing. THE GAME Outbound is an exploration and base-building game developed and published by Square Glade Games. Aboard your electric van, embark on a journey through nature, enjoying the scenery and building a retractable base on the vehicle's roof. The Outbound festival awaits you at the end of this trip, but enjoying the journey along the way will make it a lot of fun. Prepare your van for travel. MY IMPRESSIONS Before saying anything else about Outbound, I must point out that this game is a calm and relaxing experience. Don't expect grand objectives. Outbound focuses on creating a road trip atmosphere, with resource gathering to keep your vehicle running and generating parts to strengthen your van. The game can be considered slow-paced, as the idea is to explore little by little. With that in mind, we can talk about the game in parts. Your van, which is also your base, runs on electricity, generated by wood, which you collect from fallen logs or stumps found in the environment. Cutting down trees is not an option, as Outbound values ​​sustainability and environmental preservation. There are other ways to get energy for your van, with wind and solar power, captured by generators that you build along your journey. The base mounted on the retractable roof of your vehicle can be created however you want. You can add colors, walls, and furniture, many of which are unlocked by activating the towers found on the maps. These towers also unlock upgrades for your van and your tools, allowing you to acquire new types of materials. The game is in Brazilian Portuguese, although the text is simple, but it's always interesting to have as many languages ​​as possible in games. You'll have two ways to explore the maps. The first, with the van, to cover long distances, always remembering to keep your engine running. The second, on foot, for shorter distances and places the van can't reach. Your character, although with few options, is customizable. They also have a health bar, a hunger bar, and a stamina bar. The health bar, despite there being no enemies in the game, exists so you don't go jumping off cliffs to cut corners. The hunger bar is what's consumed when you use tools like the axe and pickaxe, taking a little with each use, and to recover, you just need to eat, obviously. Finally, the stamina bar is used for running, since your character walks slowly and running consumes this bar, but if you start walking normally again, it recharges. The relationship between the van and the character is almost symbiotic, since you won't explore the entire map on foot and you also need to store your items in the van, as exceeding the weight limit makes you increasingly slower. The day and night cycle dictates the pace, with exploration happening during the day and night serving to end that cycle, as your character cannot run at night, therefore, no nighttime exploration unless walking doesn't bother you. Furthermore, inclement weather can occur, such as wind and rain, which can even be helpful at times, either by generating wind energy or replenishing your water supply and irrigating your crops. Outbound has its own pace, allowing you to enjoy the journey without rushing. Game progression is based on your tools and van upgrades, as the van needs to be improved to climb steeper ramps. To do this, you'll need to acquire materials that you can only obtain with the right tools at the right levels. Often, you'll have to travel extensively across the same map to gather the resources you need, so it's crucial to collect plenty of resources at all times. And if all that isn't enough and you still want a bit of a challenge, there are collectibles scattered throughout the maps, such as gnomes, monuments, and paintings. And there are quite a few. You can also adopt a dog to help you on your adventure. Who doesn't love dogs in games, right? And you can even invite friends to play with you. I believe Outbound isn't a game for everyone, but it delivers what it promises. A relaxing experience that will please you with its simplicity, without the need to rush through the maps or feel rushed to your destination. You are free to build a base on the roof of your vehicle. ACHIEVEMENTS If the game itself doesn't offer enough challenges for you, the achievements will do the job. A large portion of them you can unlock just by playing the game normally. Another good portion are achievements for specific objectives, such as cooking all the food in the game, creating the best equipment and vehicle upgrades, or painting your vehicle ten times. They are laborious, but nothing beats the achievements related to collectibles. The paintings are easy, but the gnomes and the molds are a different story. They are scattered throughout the maps, some more hidden, others more obvious, but even so, it's quite tiring work going from one place to another searching in every corner. It will be a long journey to get 100% of the achievements. Call your friends and enjoy the trip. CONCLUSION Outbound goes against the grain of frantic, action-packed games. As mentioned before, it's not a game for everyone, and I'm sure many people will play it with a completely wrong idea of ​​what it is. And that's not the developers' fault, since it's very clear what Outbound is and what it promotes: sustainability and environmental preservation. I started playing without any expectations, and before I knew it, I was excited to visit every corner of the maps. The game clearly outlines how it wants the player to progress to enjoy each aspect of the game, even if one thing or another doesn't work so well, it's a very relaxed game, perfect for slowing down and playing without worries. I mean, I'm still frantically searching for collectibles, but that's beside the point. If you buy into the idea, understand what the game is about, and know how to have fun with what it offers, I'm sure you'll love it. SCORE: 8.5/10

  • Review: Dungeon Clawler

    Are you good with a gripper machine? THE GAME Dungeon Clawler is a deck-building roguelike game with a claw machine developed by Stray Fawn Studio and published by Stray Fawn Publishing. After becoming indebted through gambling, your hand is ripped off as payment. Seeking revenge, you attach a claw to the place where your hand once was and venture through the dungeons to reclaim your lost hand. Using a claw machine mechanic, similar to those found in shopping malls with plush toys, you must grab whatever you can and face enemies until you reach your final objective. Plan your movements carefully. MY IMPRESSIONS If you've ever experienced the thrill of trying to grab a stuffed animal from a claw machine and clearly failed, Dungeon Clawler manages to replicate that experience in game form. Much less frustrating than in real life, your claw machine is filled with various items that can be used to attack, defend, or inflict advantages and disadvantages. You grab the items, which are pulled and sent into a hole. The claw physics are very well done, often failing to grab everything you want or dropping something grabbed on the way to the hole, which makes the dynamics correct and demands strategy when trying to grab what you want from the machine. The initial items in the machine will depend on which character you choose. Each one has a different mechanic, whether it's a different type of claw, like a magnetic claw, or how it interacts with the items. You unlock new characters as you fulfill specific requirements. Despite the playful name, Dungeon Clawler isn't really a dungeon crawler. While the idea of ​​exploring a dungeon exists, choosing which way to go rarely makes a drastic change. However, the pun is so good that it doesn't matter. The game is in Brazilian Portuguese, making it easier for Brazilians to understand the game's mechanics and item effects. Items inside the machine can always be altered, deleted, or added in various ways. By defeating enemies, you can choose a new item. To remove items, you must visit the shredder, which, for a fee, destroys the item you want to eliminate. You can also upgrade an item at the blacksmith, making it more powerful. Furthermore, items have material properties that interact differently with claws and environments. For example, metal items, when used with a magnet claw, are attracted to it. Finally, there are passive items that don't enter the machine but greatly aid your journey. In turn-based gameplay, you grab whatever you can, already knowing what your enemies' actions will be: attack, defend, inflict advantages and disadvantages, or place items on your machine to hinder you. There are also different rooms, such as luck rooms, where you play a game of chance like roulette, for example, or surprise rooms, where you use your claw to try to win prizes, although you might end up with a loss. Whenever you defeat the final boss, in addition to unlocking modifiers and items for future attempts, you can also continue playing from there. Every time you start a new attempt, everything resets, but if you've already won with your chosen character, you can apply modifiers to them, as well as increase the difficulty level. Dungeon Clawler has a wide variety of possibilities, since many characters have different ways of playing, and therefore, an attempt can vary greatly depending on what you have to create synergy between items, but when you achieve that synergy, it's very satisfying. If you're looking for a game to play occasionally, whether it's a try before bed or to play until you're tired of it, Dungeon Clawler is a great option. Are you feeling lucky? ACHIEVEMENTS Dungeon Clawler features many characters, and therefore there's an achievement for winning on one attempt for each of them. This alone covers almost half of the game's achievements, meaning you should try all the characters, which will be challenging since the mechanics of some of them will be difficult to master. The remaining achievements will be linked to in-game interactions, such as winning a slot machine game or winning using modifiers. In addition, there's an achievement for winning on difficulty level 20, which will demand a lot from the player but will be a great challenge. Dungeon Clawler's achievements will be laborious to obtain, but satisfying to achieve 100% of them. Defeat the final boss and get your hand back. CONCLUSION Never has a claw machine been so much fun. Creating item synergies and combos in Dungeon Clawler is very satisfying. Each character opens up a range of possibilities that makes everything very interesting. Some will be very annoying, like the character that gives you a short amount of time to act, others will have terrible claws, like the fan claw, but when you win an attempt with them, you already feel relieved and, theoretically, you'll never have to go through that again. However, the other characters compensate with fun dynamics that can potentially break the game, to the point where you're running over enemies, which is extremely fun. It's a great game to play occasionally, as a great pastime. For those who like roguelikes where you can create absurd strategies, Dungeon Clawler will offer you that and a lot of fun. SCORE: 8.5/10

  • Review: Monster Crown: Sin Eater

    The monster RPG that replaces cuteness with corruption, mystery, and disturbing experiments Developed by Studio Aurum in partnership with Jason Walsh, Sin Eater does not try to be just a direct sequel to the first Monster Crown. It feels almost like a complete reconstruction of the franchise, both mechanically and artistically. And honestly, that may have been exactly what the series needed. The story follows Asur, a young boy from the countryside who dreams of becoming a Monster Tamer like his older brother. But the game quickly abandons any expectation of a “comfortable adventure.” I have to admit I was genuinely surprised by the journey opening with that death, that severed head, and all that blood. From the very beginning, the game makes it clear that its approach is completely different from most monster tamers on the market. The Crown Nation is a broken place. There is corruption, religious fanaticism, bizarre experiments, and a constant feeling that something is deeply wrong with that world. And that atmosphere works incredibly well. What makes Sin Eater even more interesting is that it does not try to directly copy Pokémon. In reality, it feels much closer to experiences like Dragon Quest Monsters and even a more accessible version of Shin Megami Tensei, especially because of its darker atmosphere and the way it handles its creatures. GAMEPLAY The true heart of Monster Crown: Sin Eater is still its crossbreeding system, and here it has been massively expanded. The game transforms monster capturing into something far deeper than simply collecting creatures. There is now an almost genetic layer to the system, since monsters carry inheritable positive and negative traits, creating specific bloodlines with unique characteristics. And without a doubt, the fusion system is robust and one of the best I have ever seen in the monster taming genre. In practice, you are not just building a team. You are creating descendants. This creates a massive amount of depth for players who enjoy buildcraft systems. Exploration has also received a huge upgrade compared to the first game. Monsters now have their own behaviors on the map, running away, chasing the player, watching from a distance, or even appearing in threatening ways inside more dangerous areas. All of this gives the world much more personality. It is genuinely fun to see features fans have been asking for in the genre finally appear naturally here, such as mounts and your main monsters following you throughout the adventure. The extremely fluid movement also helps a lot. The game completely abandons the stiff feeling of the original Monster Crown and now offers much more freedom during exploration. One of Sin Eater’s greatest strengths is precisely this sense of organic discovery. Many moments feel less “guided” and far more interpretative, as if the player is simply being thrown into that world to experiment with possibilities. VISUALS AND SOUND Visually, Monster Crown: Sin Eater is beautiful within the style it aims to achieve. The pixel art inspired by the era of Pokémon Crystal and SNES-era JRPGs works extremely well, especially in the environments and monster animations. The sprites have a lot of personality, and the game constantly delivers visually disturbing creatures in very creative ways. But the biggest leap is clearly on the technical side. The first Monster Crown became infamous for bugs, crashes, and countless performance problems. Sin Eater finally feels like the realization of the franchise’s original vision in a much more stable and polished form. The soundtrack also deserves praise. There are several noticeable references to classic franchises like The Legend of Zelda, especially during more atmospheric and exploration-focused tracks. And honestly, the music does a fantastic job supporting the melancholic and mysterious tone of the journey. ACHIEVEMENTS The achievements also reinforce the game’s darker tone. Without entering spoiler territory, names such as “Day Turns to Night,” “Sin Eater,” and “Otherworld Apparition” already say a lot about the heavier direction of the narrative. There is a constant feeling that the game is hiding something much bigger behind the main campaign, especially through secret creatures, strange events, and hidden content scattered throughout the map. TRAILER OFFICIAL FINAL THOUGHTS Monster Crown: Sin Eater may be exactly what this franchise needed. It does not try to compete directly with Pokémon through gigantic budgets or massive commercial scale. Instead, it focuses on identity, heavy atmosphere, deep gameplay systems, and a very clear passion for retro JRPGs. There are important issues in combat, especially regarding visual feedback and some balancing decisions. At times, battles can feel too simplistic compared to the complexity offered by the rest of the game. But even so, it is impossible to ignore how much Sin Eater has evolved. The exploration is excellent. The crossbreeding system is incredibly addictive. The atmosphere is memorable. And perhaps most importantly, the game finally feels like it delivers the ambitious vision that the original Monster Crown promised years ago. And honestly, for someone who always wanted to see monster-catching games return to a more classic 2D aesthetic without sacrificing modern gameplay possibilities, Monster Crown: Sin Eater comes very close to that dream. Review by Gamertag: Scoulz SCORE: 85/100

  • Review: ZPF

    Um shooter 2D, com uma arte incrível e fases bem desafiadoras. Um grande retorno aso clássicos. Jogo ZPF é um jogo de shooter, 2D, retro inspirado, lançado originalmente para o Mega Drive/Sega Genesis (sim! temos versões de cartucho para ele). Aqui, você pode escolher entre 3 "personagens" jogáveis diferentes, desde uma nave até um guerreiro, cada qual com suas habilidades de shoot, melee e especial. O jogo conta com diversas fases bem desafiadoras, e com uma arte incrível. A música também é bem envolvente e promove a continuar jogando por mais horas. 3 personagens disponíveis para jogar É possível também encontrar caminhos alternativos, o que te leva a novos lugares e conquistas, fazendo com que o jogo possa dar aquela variada boa! Após uma run/fase, com os pontos coletados, temos a possibilidade de comprar alguns buffs e/ou dicas das fases e dos chefes, o que torna a jogatina cada vez mais interessante. Arte bem trabalhada e níveis desafiadores Minhas impressões ZPF é um jogo bem desafiador, como a maioria dos shooters retro que temos noção do passado, com fases cheias de inimigos, e muitas vezes simultâneos. Com um scroll lateral, e com um cenário rico, muitas vezes acabamos nos perdendo de nosso personagem, acabando por ser destruído por falta de atenção (mas nada que tire a vontade de continuar jogando mais e mais). A proposta do game é simples, mas divertida, e segue em grande parte os conceitos de jogos do passado do mesmo estilo. Mas não se engane, o jogo pode ser bem desafiador! Muitas vezes temos grande quantidade de elementos na tela A cada estágio final, podemos descobrir tesouros e desbloquear segredos escondidos, o que torna mais ainda variado o jogo, não ficando somente na mesmice de repetir infinitamente cada fase. Como estamos tratando de estágios, suas vidas valem no estágio em que está, ou seja, não precisa zerar o jogo todo de uma vez só. Ufa! Conclusões ZPF é um jogo que nos faz voltar as raízes dos clássicos shooters (até para quem não teve a oprtunidade de jogar em arcades por exemplo). Com uma mistura de arte maravilhosa e fases desafiadoras, o jogo é uma grande aposta, e que ainda por cima possui uma versão para MegaDrive/Sega Genesis, o que torna seu valor ainda maior! Conquistas O jogo conta com um total de 28 conquistas, dentre as quais são fazer algumas coisas básicas, como comprar alguns buffs na loja, bem como estar no TOP 1 dos scores. Já outras, são como derrotar alguns chefes específicos, ou até completar o jogo com todos os 3 personagens disponíveis. Nota: 9.0/10.0

  • Review: Far Far West

    The Wild West is calling for action. THE GAME Far Far West is an action FPS developed by Evil Raptor and distributed by Fireshine Games. When the Wild West theme meets robots, the result is Far Far West, a game where you assemble your team (or play alone) and complete missions across the diverse scenarios the Wild West has to offer, using your firearms or magic to defeat hordes of enemies, grab your horse and explore the map to be rewarded with great treasures. Face powerful enemies and try to survive to tell your story at the nearest saloon. Play alone or call your friends for an adventure in the Wild West. MY IMPRESSIONS Although still in early access at the time of this review, Far Far West proves to be a very fun game. It's important to say that while it's much more fun when played in a team, playing alone is perfectly possible and doesn't spoil the experience at all. Obviously, I recommend playing with friends, but the lack of company isn't a reason not to try Far Far West. And even if you want to play in a team and don't have friends, the game allows you to pair up with other players, so you'll have no excuse not to play. The game is in Brazilian Portuguese, making it much easier to understand the various mechanics and abilities it offers. The game's art style is very cartoonish, perfectly matching the humorous and expressive tone of the game, even though the characters are robots. You start in a saloon in the middle of an old west town. This will be your lobby, where you can do various activities before embarking on a real mission. You can do trivial things like play darts or take the opportunity to improve your equipment and stats, change appearances, or modify your abilities. All of this, obviously, you'll improve by playing and gaining levels, souls, and coins. Then, you take the train and set off on your mission, which can be chosen through a map. On the map, you can also increase the mission's difficulty, increasing your rewards. The main missions are diverse, and all of them require some level of cooperation and attention from the players. After completing them, you will face a boss, which will be a major challenge on the map. Upon defeating it, you must go to a train station and call your locomotive, which will arrive to rescue you and complete the mission. This is the basic thing you will have to do, but those who think that's all are mistaken. Every map has several other tasks that can be completed and that generate benefits for the player. At the end of the mission, you will receive more experience for having done more than the basics. Exploring the map is easy because you can call your horse and ride quickly, which makes the game much more dynamic. The combat in Far Far West is frantic; enemies will appear from all sides, and that's great because shooting in this game is very satisfying. There's a good variety of weapons, which can always be improved with upgrades. Magic also plays an important role, with diverse elements, each with its own use on the battlefield. By defeating enemies, you have a chance to obtain wild cards, which are cards that provide benefits that can be applied to weapons and your character. Far Far West will provide you with a dynamic and fun experience, very good gameplay, and plenty of content to explore. The action is frantic. ACHIEVEMENTS As mentioned earlier, at the time of this review, the game is in early access and does not have achievements, leading us to believe that they will eventually be added. It's certain that the game has many options to connect with achievements; let's wait and see if they will be added later to provide more challenges for players. Face off against stage bosses to complete missions. CONCLUSION Every time a cooperative game is released and proves to be really fun, I'm happy. Although I generally don't have many friends with similar tastes in gaming, playing Far Far West alone works very well, and it's a credit to the developers that they made the game still very fun even though it's designed to be played as a team. The amount of content it has is great, with a lot of character customization and upgrades, as well as a vast array of magic spells that allow players to create their own strategies. While playing, you'll immediately be reminded of games like Helldivers and Deep Rock Galactic, which also emphasize cooperation and good humor. Even though it's still in early access, it's safe to say that Far Far West has the potential to rival the games mentioned above. SCORE: 8.5/10

  • Review: Commandos: Origins: No Man Left Behind(DLC)

    Not every war is won with gunfire, some demand absolute precision and a cold mind. Commandos: Origins: No Man Left Behind is not just a set of additional missions, but a direct extension of the tactical experience that defines the franchise. The goal here is clear: reinforce the more strategic and methodical side of the game while adding new layers of pressure to the player. With a stronger focus on infiltration, sabotage, and intelligence gathering, the DLC positions itself as content that demands more attention and planning. There’s a natural evolution compared to the base game, both in how objectives are presented and in how the player must deal with the battlefield. GAMEPLAY The foundation remains classic RTT, but with adjustments that make everything more tense and engaging. One of the biggest highlights is the introduction of the radio operator, an enemy unit that completely changes mission dynamics. In practice, he acts as a constant risk point. If not carefully neutralized, he can call in reinforcements or trigger global alarms. This forces the player to rethink priorities. It is not enough to eliminate isolated enemies. It is necessary to control the flow of the mission. This change is extremely welcome. It adds a strategic layer that demands situational awareness and clean execution. Instead of slowly advancing and eliminating everything, it is often better to act with surgical precision. The objectives also evolve in interesting ways. It is not just about reaching a specific point, but investigating clues, understanding what is happening, and acting accordingly. The presence of a German superweapon as a central element of the missions creates a more engaging context, connecting exploration with purpose. Overall, everything feels very well crafted. Each mission seems designed to test the player in different ways, always encouraging planning and full control of the situation. VISUALS AND SOUND Visually, the DLC maintains the base game’s standard, with detailed environments built for tactical readability. Each area feels intentionally designed, offering alternate routes, cover points, and clear strategic opportunities. The atmosphere strongly reinforces the feeling of operating behind enemy lines. There is a constant tension in the air, supported both by the map design and how elements are distributed. The sound design does its job effectively. Effects like footsteps, gunfire, and interactions help maintain immersion, while silence in critical moments can be just as important as any soundtrack. It is the kind of game where listening carefully makes a difference. ACHIEVEMENTS The achievements list follows the game’s philosophy closely, rewarding precision, patience, and mastery of mechanics. The focus is not on quantity, but on how you play. Some achievements encourage full exploration, such as investigating all clues in certain operations, reinforcing the investigative aspect of the missions. Others reward clean execution, such as completing objectives without triggering alarms, which aligns directly with the DLC’s stealth approach. There are also more creative challenges, such as eliminating multiple enemies at once using the environment or silently neutralizing specific threats. These moments encourage players to experiment and better understand the system’s possibilities. Overall, it is a very well-aligned list. It does not force players out of the intended experience. It simply deepens the level of mastery required to achieve everything. TRAILER OFFICIAL RESUMO No Man Left Behind is a DLC that fully understands what makes Commandos work. It does not try to reinvent the formula, but adds elements that make the experience more strategic and more intense. The introduction of new threats, the evolution of objectives, and the stronger focus on investigation show clear care in mission design. Everything feels built for players who truly enjoy planning every move. In practice, the experience is extremely positive. There is a constant sense of control and responsibility, where every decision directly impacts the mission outcome. For those who already enjoy the franchise’s style, this DLC not only complements the base game, but also elevates the overall experience. Review by Gamertag: Scoulz SCORE: 85/100

  • Review: Outlive 25

    A Brazilian classic that returns more strategic than ever It is a great pleasure to have the opportunity to review Outlive 25, especially after already having contact with its demo version. For those unfamiliar, we are talking about one of the most important strategy games ever made in Brazil, originally released in an era dominated by giants like StarCraft, and which still managed to leave its mark with its own identity. The narrative begins by establishing an interesting backdrop. At the beginning of the 21st century, humanity faces a severe crisis of mineral resources and a significant increase in global conflicts. In response, the World Council emerges, created in 2035 by leaders and major corporations, giving rise to the Outlive program with the goal of exploring resources beyond Earth. The choice of Titan as a destination leads to a central ideological conflict between two approaches, genetically modified humans or robots, something that is directly reflected in the gameplay. GAMEPLAY Outlive 25 maintains the classic essence of a traditional RTS. You build your base, manage resources, and must completely destroy your enemies. The simplicity of working with a single main resource, money, makes it easier to get into, but does not reduce the strategic depth. The quality of life improvements are easily noticeable for those who played the original. It is now possible to define unit rally points more conveniently, including sharing the same point between multiple factories. Production queues are more organized, and visual indicators greatly help with readability, clearly showing the state of structures and units. Among the new features, the replay system is one of the highlights. It allows you to revisit matches with full control, pausing, fast forwarding, or even removing the fog of war. More than just an extra feature, this turns the game into a learning and analysis tool, something the original never offered. Another important change is the headquarters influence system. It creates an area where allied troops receive bonuses while enemy structures suffer penalties. This alters the pace of matches, reducing the strength of early rushes, although they are still a viable strategy. This change brings a more modern strategic layer, encouraging territorial control. The differences between humans and robots remain a strong point. Each side has clear advantages, such as the robots’ energy independence, but nothing is absolute. The game continues to demand adaptation and reading the opponent, maintaining balance between the factions. VISUALS AND SOUND Visually, Outlive 25 presents a considerable leap compared to the original. The models are more detailed and well crafted, and it is noticeable that there was additional care in the final polish beyond the demo version. Even at higher resolutions, such as 1440p, the experience remains stable and enjoyable. Even so, there are some questionable points, such as the lack of clearer resolution configuration options, which feels odd in a modern game. The interface could also use small adjustments, especially in areas like maintenance and research, which end up somewhat hidden within the UI. On the audio side, the game gets it right by maintaining its original identity. The soundtrack, with a strong heavy metal presence, remains extremely striking and helps reinforce the game’s atmosphere. The voice acting also remains one of the most memorable elements, bringing that nostalgic feeling for those who experienced the title years ago. ACHIEVEMENTS The achievement list in Outlive 25 is extensive and follows the player’s progression well. A large portion of them rewards natural actions during matches, such as producing units, eliminating enemies, destroying structures, and accumulating resources. This gradual progression helps keep the player engaged without forcing artificial objectives. At the same time, the game also encourages the exploration of its deeper mechanics. There are achievements related to specific systems, strategic interactions, and even new features such as the replay system, reinforcing the analytical side of the experience. This shows a clear effort to make the game not only playable, but also something that can be studied. For those seeking a greater challenge, there is a set of achievements aimed at more dedicated players, including campaigns on higher difficulties, long term goals, and full mastery of the mechanics. Overall, it is a well distributed system that caters to both casual players and those who want to extract everything the game has to offer. TRAILER OFFICIAL FINAL THOUGHTS Outlive 25 is a clear example of how to revitalize a classic without losing its essence. It does not try to reinvent everything, but improves exactly where it needed to, bringing quality of life enhancements, modern tools, and strategic adjustments that make sense in today’s context. At the same time, the game keeps intact the elements that made it special, such as its sound identity, straightforward gameplay style, and the balance between factions. There are small points that could be refined, especially in the interface and in some usability decisions, such as a construction queue that could be automatically chained, among other things, but nothing that compromises the overall experience. In the end, Outlive 25 achieves something difficult, pleasing both those who experienced the original and those who are just arriving now. It is a respectful and competent return that reinforces the historical weight of one of the greatest RTS games ever made in Brazil. Review by Gamertag: Scoulz SCORE: 82/100

  • Review: All Hands On Deck

    Cooperative work, one hand washes the other. THE GAME All Hands On Deck is a cooperative adventure developed by Studio Mantasaur and Wikkl and distributed by Studio Mantasaur. Team up with a friend and embark on this puzzle-filled journey where cooperation is essential. Each of you will control a little hand that can grab, pull, and interact with the environment. Coordinate your movements to reach the end of each level. A game about teamwork. MY IMPRESSIONS The first thing that needs to be said is: you need a friend to play All Hands On Deck. Even though it has an online mode for those who don't have friends, the fun is in playing with someone you know, both to solve puzzles and to laugh at unusual situations that will eventually happen. The game consists of visiting levels and advancing to the end, solving challenges and collecting coins and collectibles. Coins are used to buy customizations for your little hand. The game is in Brazilian Portuguese, although this isn't a crucial factor since the game has little text and is well explained in tutorials with images. The level of challenge the game offers is quite honest, being simple but creative in its solutions. In short, you'll have to think at times, but nothing that will hold your mind for many minutes. Because the characters are hands, they have postures based on rock-paper-scissors, which changes how you interact. Furthermore, holding items and equipment is essential at certain points, adding interesting mechanics to the game. Its simple and lively visuals, along with the creative mechanics and fun moments, make All Hands On Deck a great choice for those who enjoy playing with friends. Personalize your little hand. ACHIEVEMENTS The achievements in All Hands On Deck are quite varied. Because there's a lot of interaction with the environment and equipment, some achievements are related to them, such as finding secret rooms or gliding with an umbrella for three seconds. Furthermore, since it's a cooperative game, interacting with your partner will also grant achievements. Finally, as there are collectibles in every level, they also have related achievements; completing 100% of all levels is also an achievement. I believe that getting 100% of the achievements will be an easy and fun challenge. Pay attention to the collectibles scattered throughout the levels. CONCLUSION Imagine a game for all audiences. That's All Hands On Deck, a very fun and, above all, simple game. Anyone who picks up this game to play with anyone will have fun and understand its mechanics very easily. It's not a punishing game, it has reasonable challenges and is 100% cooperative. All Hands On Deck prioritizes fun over the frustration that many cooperative games force. I'm sure you'll have a good time. SCORE: 8.0/10

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