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Any game that borrows from Metroid follows one rule: a progression made by learning every nook and crannies of the map, slowly, patiently, through hardship and perseverance.
Julian Laufer, creator of Outbuddies DX, took this rule to heart. Julian has spent 7 years (!!!) to complete his game, from the very first sprawling map designs to the 16th and last update, the one that brought the DX in the game’s title. As if that wasn’t enough already, he ticked the hardcore mode box: All of it was done while working a day job!

For our German indie dev, this project was more than just “making a game”. Outbuddies was to be an echo of the hours spent with his younger brother on the Metroid games, enthralled by the series like only kids can. His game had to not only capture those moments of fright and delight, but add all they wished to have back then — as the quality of life mechanics they, now adults, expect of a modern game.
More than a love letter to his favourite childhood title, Outbuddies DX is also a love letter to the Metroid lovers of all ages, playing solo or — like Julian had — with a sibling. One who’ll maybe ask if they too can have a try, and maybe years from now, make a game of their own.


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Deep underground, past musty caves and glistening walls, a King dreams and longs his own return. All is still, a held breath as he slumbers — all but a shade, a last servant, tasked to wait for 400 days.
Your shade.

This is The Longing. A unique game, a glorification of slowness; an ode to details, thoughts and the delicate motion made by the passage of time.
Anselm Pyta, illustrator-animator and co-founder of Studio Seufz, knows something about patience: 6 years have drifted by between the initial idea and the release. …


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When you hear about a new THE BROTHERHOOD game, you already know what to expect. In only two entries — STASIS and CAYNE — Nic and Chris Bischoff have created a strong identity for their studio: Quality writing, jaw-dropping isometric scenes, a cinematic approach to storytelling. Feats made even more exceptional given the small size of the team.

Originally thought to become a short film, BEAUTIFUL DESOLATION’s concept evolved to be their new adventure game. From long walks in their area came the post-apocalyptic tribal environment, the family dog morphing into the canine robot companion. Gone was the horror from their previous productions, replaced by the stunning, brimming-with-life landscapes that compose this dystopian South-African setting. …

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