Discover the World of Aurellia: An In-Depth Look at Gear Slayer CCG

When a new collectible card game (CCG) emerges, it’s not just about the mechanics or the art it’s about the vision, the passion, and the journey of the people behind it. I had the privilege of interview the team behind Gear Slayer CCG, a free to play multiplayer card game set in the vibrant world of Aurellia. In this exclusive interview, we dive deep into the creative process, the hurdles they overcame, and the unique features that set Gear Slayer apart.

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Warship Survival Demo: A Quick Voyage Through Arcade Naval Action

First Impressions and Core Gameplay

Warship Survival Demo throws you straight into the chaos of naval combat, challenging you to survive as long as possible against relentless enemy waves. You start your journey with a modest torpedo boat, navigating open seas that quickly fill with foes. The core gameplay loop is simple and fast paced: sink enemy ships, dodge incoming fire, and collect experience to level up your vessel mid match. The game’s roguelike structure means each run is unique, with random upgrades and scaling difficulty that encourage replayability.
The demo currently offers two game modes, including an endless mode where the challenge ramps up the longer you stay afloat. As you progress, you can unlock various ship types destroyers, frigates, battleships, aircraft carriers, and even submarines. Each ship class has its own strengths and playstyle, but in the demo, you’re limited to one weapon per ship, which restricts tactical variety. While the game promises permanent upgrades and a prestige mode in the full release, these features are not yet available in the demo.

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Mycopunk: A Frenetic Fungal Firefight with Personality

Stepping into the world of Mycopunk, I was immediately greeted by a universe that feels refreshingly original. The game throws you into the boots of the New Atlas Hazard Crew, a ragtag team of robot rejects hired by the SAXON corporation for one last shot at redemption. The premise is simple but effective: you’re an exterminator, but instead of pests, you’re up against a planet wide fungal catastrophe that has corrupted both the environment and technology. The game’s opening moments set the tone perfectly there’s a quirky sense of humor, a dash of corporate satire, and a vibrant, almost cartoonish art style that stands out in a genre often dominated by grim, muted palettes.

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Prelude Dark Pain Preview – Alpha Insights and Hopes for the Full Game

Prelude Dark Pain immediately caught my attention with its ambitious blend of tactical depth, rich storytelling, and a hauntingly beautiful presentation. As someone who values both narrative immersion and strategic gameplay, my experience with the alpha demo left a strong impression-one that makes me eager for the full release. In this article, I’ll explore the game’s world, mechanics, technical details, and my personal takeaways, aiming to give fellow gamers an in-depth look at what makes Prelude Dark Pain stand out.

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Zero Medal: The Galaxy Champions – An Exclusive Interview with the Creator

Zero Medal: The Galaxy Champions is an upcoming beat ’em up game that channels the golden age of arcade action, blending nostalgia with fresh creative energy. Developed single-handedly by Rogerio Ferraz da Silva, known as Roger Ferraz, this project is a testament to passion, perseverance, and the enduring power of childhood dreams. In this exclusive interview, Roger shares the journey behind Zero Medal, the challenges faced along the way, and what makes this game a unique addition to the genre.

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A Decade in the Making: An In-Depth Interview with Alon Kaplan on Moduwar

The Genesis of Moduwar

Sitting down with Alon Kaplan, CEO, Team lead, and composer at Biohex Studios, at the Olamot convention, I was eager to uncover the story behind Moduwar-an RTS unlike any other. Alon recounted how the journey began nearly a decade ago, when he and co-creator Alon Tzarafi (CTO & Lead Game Designer), both passionate about real-time strategy games, gathered friends to brainstorm a new concept. Inspired by the cult classic NetStorm, they envisioned a game where players connect floating islands and build modular weapons. The twist? In Moduwar, these islands would be living creatures, not static landmasses.

After a pivotal phone call, the core mechanic of splitting and merging living entities was born. The team quickly built a tiny prototype, but the road ahead was anything but straightforward. Showcasing early builds at conventions, they received positive feedback but struggled to find a publisher willing to take a risk on such an unconventional idea. It wasn’t until a chance meeting with Firesquid at Gamescom that things finally clicked, leading to a publishing deal and a renewed sense of purpose to finish the game.

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