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Review: Vultures – Scavengers Of Death

Look, protagonists of Vultures – Scavengers of Death, I can’t help but feel like you’re a bit underdressed for the zombie apocalypse. Leopoldo goes in with little more than a vest and a cigarette. As for Amber, skin-tight bodysuits have their place, but their place is not the apocalypse. I’d go the full Mad Max route and start sellotaping saucepans to every available body part. If your enemy’s main technique is to bite you, then wear something that’ll break their teeth. Simple.

Then again, I can’t punch someone hard enough to smash them into a wall, so maybe I’m not suited for the apocalypse. Facetiousness aside though, Vultures is an entertaining foray into the world of zombie apocalypses. It’s not really doing anything new with the setting, but it puts enough twists on the usual formula to keep things fresh. While there are a few issues that keep it from its true potential, it’s great fun for anyone who thinks that the zombie apocalypse needs to slow down a bit.

Vultures - Scavengers Of Death

Occupant Malovolence

Vultures‘ plot involves the city of Salento Valley. A once up-and-coming metropolis, it was brought to its knees by a bio-hazard. The type of bio-hazard that makes people all bitey. In an effort to curb the flow of zombies, a covert ops team – the Vultures – are sent in to investigate. Their operatives are Leopoldo, a gruff fellow with a cigarette, and Amber, a lady with a killer grappling hook. Together they investigate the Eugenysis corporation to try and figure out if there’s a cure. Fairly standard stuff for the genre, but it sets the scene well enough.

The gameplay is what makes it stand out. While it might appear to be Resident Evil on the surface, Vultures is a lot more tactically minded. It’s turn-based, for one. When an enemy spots you, you start a turn with three movement points – self-explanatory – and three action points. AP is primarily used for attacking, using items and reloading. Combat is very much about positioning and using the right skills at the right time. Enemies aren’t too tough, but they can very quickly tear through your health, and won’t stop to let you heal up.

To help with that, each character has their own set of skills. Amber has a grappling hook that can push or pull enemies. Leopoldo can reposition enemies around him, which is significantly more useful than it sounds. Pushing an enemy into a wall will stun them, so a lot of combat was spent getting into the perfect position to stunlock as many enemies as possible. Sounds cheap, but it’s great fun and requires thinking two steps ahead. Combined with environmental damage, Vultures really rewards creative thinking.

Vultures - Scavengers Of Death

Quiet Mound

The byword of Vultures is resource preservation. Health can be recovered somewhat easily, but items are finite. So you need to think creatively to preserve your ammo. Well, some of the time anyway. The difficulty is a bit up and down, thanks to the ease with which you can stun most enemies. It can be a bit easy to blast through at times – especially when you find the stun baton. So I was regularly offloading big batches of ammo. Though the final boss ramps it up immensely, with a three phase fight that ends in multiple waves of enemies. Not quite got through that one yet.

In terms of the ‘Horror’ part of this survival horror, I’d say Vultures is a mixed bag. The gameplay helps it a lot, as you can only see a short way ahead of you. You never know what’s on the other side of a door, and stumbling into a heap of zombies can be harrowing. It creates a constant, uneasy atmosphere. I do think the designs are a bit stock, though. On purpose, perhaps, as a pastiche of survival horror generally. But the plot is played relatively straight, so seeing zombies in straight-jackets with knife arms elicited a bit of eye roll. I did like the little shrimp fellas that could dig into the ground, though.

I have a list of other, smaller, issues. For one, PS1-style graphics are becoming so common in indie horror circles that it almost feels like a detriment. Everything is so muddy and indistinct. Secondly, inventory management is painful. Inventory is understandably limited, but we can’t combine things if the total goes over the max we can carry. So my storage box was filled with ammo that I couldn’t take because it wouldn’t combine. Lastly, Vultures is currently very buggy. Key items will sometimes not spawn, and I keep walking through doors only to spawn on the wrong side of it. Reloads fix it, but it’s an awkward place to be in.

Vultures - Scavengers Of Death

Vultures – Tactical Terror

Still, I found Vultures very difficult to stop playing. I think it’s because every room feels like a mini-puzzle. Zombies will do a lot of damage when they swarm, so you need to isolate and pick them off. Bit tricky when you’re in the middle of an office breakroom. The horror elements feel a bit like they came from the era of House of the Dead at times, but a bit of classic horror can liven things up. I do wish the protagonists got a bit more focus though. Backstory is sprinkled in, but most of the dialogue is just coldly functional.

Still, the meat and potatoes of Vultures is good fun. The difficulty is a bit bananas, but as someone who’s not tremendously tactically minded, I’m kind of glad for that. Everything feels like a desperate struggle. Running out of movement points and knowing that you’re about to take a zombie backhand is enjoyably stressful. My laundry list of minor issues does stop it from truly shining, but Vultures is a fun, classic survival horror.

(Vultures – Scavengers of Death‘s Steam Page)

Review: Skautfold: Moonless Knight

Skautfold: Moonless Knight is an on-the-fence experience. I’m not sure if I love it or hate it. The combat system requires skill and almost perfect timing. Accordingly, it is a little frustrating. However, the story is fantastic. It offers rich lore, incredible characters, and a slow, dramatic pace. Although this may not be for everyone, I liked the old-school RPG edge.

This story-driven Metroidvania was published and developed by Red Art Games. It is a single-player title that takes around 15 hours to complete. I felt out of my depth for much of this time, but the captivating story and exceptional art style were enough to keep me hooked. This is the 4th instalment in the franchise, and the 1st that I have tackled. Therefore, my confusion and struggles could simply be down to my lack of familiarity.

Skautfold: Moonless Knight tells a fantastic tale.

Much of my confusion is linked to the Lovecraftian elements. I always find this to be hard to follow. Yet, lovers of this approach will feel right at home with the weirdness and the alternative ideas.

You play the role of Gray, a knight of the Angelic Empire of Britannia. You are sent on a diplomatic mission that almost immediately goes wrong. Rather than creating a peaceful outcome, you must interact with Lunatic cultists to save the Japanese Empire.

The story takes many twists and turns as you tackle an array of bosses in any order you wish. This lack of linear structure was great, but I’d have preferred more focus. Instead, I went from mission to mission, anyway I liked.

More of an RPG than a Metroidvania.

Skautfold: Moonless Knight claims of being a full-blown Metroidvania are slightly OTT. Although there are clear moments where new elements open secrets and pathways, it is distinctly a JRPG. If I were to be picky, I’d say the Metroidvania moments play second fiddle alongside some Souls-lite elements. This may make you frown, but the latter point refers to the challenging combat guard system.

The combat is the most divisive aspect of this title. The near-perfect block and guarding system can be extremely frustrating to master. Moreover, it feels pretty slow, and this makes the story and gameplay flow particularly stodgy. Yet, if you can master this tough mechanic and deal with the snail-like pace, you’ll enjoy some of the most rewarding combat experiences.

Working your way across each semi-open arena was great. The Oda Imperial Palace is a maze of interconnected corridors that are filled with danger and secrets. Furthermore, you can explore them however you wish. This was great, even if it did make things a little more confusing than necessary.

Skautfold: Moonless Knight looks incredible!

Despite my struggles, I adore the incredibly atmospheric world. The blend of Victorian Gothic elements with the Japanese architecture supports the sinister plot. Furthermore, the smooth 60 FPS action was appreciated when tackling this on my Xbox Series X. On top of this, the level design is amazing. The world is filled with secrets, and a keen eye rewards the hardest-working players.

Unlike other RPGs, the soundtrack isn’t that memorable. However, it does a great job of adding authenticity to the Asian feel. The gothic imagery is complemented by a chilling ambience that highlights the sense of isolation and doom. Finally, each boss battle is the culmination of drama and suspense as the audio ramps up the tempo and pressure.

Love it or hate it!

The controls are a divisive element of the action. Skautfold: Moonless Knight has a love it or hate it approach that pushes you over the edge. Once you master the controls, you’ll find the combat to be rewarding. However, until that happens, it could put you off before you get into the flow.

The developer has incorporated multiple endings, relics and tools to focus on stats and sub weapons, and primary weapon consideration. On top of this, you’ll enjoy NG+ for new bosses and Ninja Pugs if you love to find collectables. Therefore, there is plenty of replay value if you can stomach the tough combat learning curve.

Skautfold: Moonless Knight is challenging but fun.

I may sound like I’m moaning, but I’m not. I want to highlight the brutality of the game so you can make an informed decision. In no way is it as challenging as a generic Souls title, but it will push your buttons. Therefore, if you lack patience, this won’t be the game for you. Yet, if you have the time to work through things, there is a lot to enjoy. Accordingly, I think it is good, and I recommend buying it here! Can you bring peace to the empire? Choose your approach, explore the Palace, and save the day.

Krafted Launches Edge on Kickstarter: The World’s First Slim Laptop Power Bank with a Replaceable Battery

Krafted Edge merges ultra-slim engineering with a modular, replaceable battery system, delivering high-capacity laptop charging without the traditional ‘brick’ footprint. A 12mm-thin power bank that lives under your laptop, charges it four times over, and lets you replace only the cells when they wear out.

Krafted, the British consumer-tech brand today announced the Kickstarter launch of Edge. Engineered to disappear under your laptop, Edge is an ultra-slim power bank designed to deliver massive, sustainable power on the go.

Designed as a deliberate response to the e-waste pattern in consumer electronics, Edge tackles the issue of disposable tech. Most standard power banks are sealed units headed for landfill within three to five years, but Edge features a modular battery cassette. When the cells eventually wear out, the user simply replaces the internal cells, keeping the premium hardware in use.

Key Features & Specifications

  • Ultra-Slim Design: Measuring just 8.5 mm at its thinnest point (12.88 mm at its thickest) and 270 by 190 mm overall, Edge slides perfectly under a 13- to 16-inch laptop and slips easily into any standard sleeve or backpack pocket.
  • High Capacity & Fast Charging: The 20,000 mAh capacity (made of four 5,000 mAh cells) delivers four full laptop charges or five full phone charges from a single fill. It recharges completely in roughly two hours.
  • Powerful Output: Delivers up to 65W output via USB-C, which is fast enough to fully power a laptop on the go rather than just trickle-charging it.
  • Multi-Device Charging: Equipped with a second USB-C port and two USB-A ports to support phones, tablets, and accessories simultaneously.
  • Premium & Sustainable Materials: Constructed with an aluminium alloy 7075 body and an OBP-certified ocean-plastic top panel.
  • Smart Cable Integration: Includes a built-in braided fabric cable featuring a magnetic metal connector at one end and a plant-based faux-leather tag at the other.

Kickstarter Campaign & Pricing

The Edge power bank is officially available on Kickstarter

  • Early-Backer Price: £103 / $139
  • Standard Retail Price: £118 / $159

About Krafted

Krafted was founded by Charlie Rudge and Vinal Patel, two British entrepreneurs bringing together 25 years of combined experience in product design and consumer electronics. Krafted operates on the conviction that consumer technology must be more sustainable, durable, and thoughtfully designed than the disposable category leaders currently offer.

Edge joins Krafted’s existing premium product lineup, which includes Connex (a multi-charging hub) and Couch (a MagSafe-compatible wireless charger designed to hang over a sofa arm)

Review: Dread Neighbor

Dread Neighbor is a first person psychological horror. Developed by Ghostcase and published by Erabit, Dread Neighbor was released on May 7th, 2026. Players take on the role of multiple characters—or victims—through the course of the game. Each character experiences unsettling events, such as things quickly vanishing or unexplainable occurrences. They are all being stalked by a masked killer, with most of them meeting their end by the blade of the killer’s axe. Being a horror, what is probably most important to ask is if Dread Neighbor is scary—and yes, I believe it is for the first half. With a tone that is…well, dreadful, the scares come mostly in the form of atmosphere. There are a handful of jumpscares, and though they become slightly monotonous later in the game, the horror building up to them creates a sense of anxiety and anticipation.

However, Dread Neighbor is about 95% horror with little else beyond. There are small story elements, but nothing that feels fully fleshed out. The game offers almost no puzzles, no stealth mechanics, a single fleeting “combat” moment, and chase sequences that hardly function as actual chases. In practice, it plays like a walking simulator: move from point A to B, trigger a scare, and do it again. This may appeal to some players, but for me personally, I wish there was a little more depth to the game. Players can expect to spend around two hours maximum in gametime, including seeing the multiple endings. However, by the game’s somewhat humorous true end, I’m left with a rather bland experience. So, grab your red suitcase, because its time to discuss Dread Neighbor!

As usual for horror games, I will try my best to avoid spoilers. However, I will have to have spoil some things as they are relevant to my discussions. Included screengrabs will only be from the first bit of gameplay.

A Killer at Pleasant Harbor Apartments

Having previously released Dread Flats in July 2025, Ghostcase strives to improve their games with each installment. What is new in Dread Neighbor is the use of multiple perspectives. Over the course of the game, players take on the role of five different characters—Lily, Anna, Felix, Sherry, and Sophia. Each character starts in a different location with their own lives, seemingly unconnected from the rest. Lily is at home. Anna is at her fashion design studio late at night. Felix is night fishing. Sherry just wants to celebrate her birthday before being kidnapped. Eventually the game has you take on the role of Sophia who is the most important character of the bunch.

At least three of the characters live at Pleasant Harbor Apartments. I assume they all live there, but only three have the setting of apartment complex with the other two elsewhere. Pleasant Harbor Apartments is actually surrounded by a cemetery, which likely explains why so many characters feel like they’re being watched.. Sophia, gifted with the ability to see ghosts and other paranormal beings, actually experiences this on a more literal sense as eye growths appear in her apartment. Each character is being stalked and toyed with by the killer, but I will discuss them in the next section.

There are a few more common threads that tie the characters together outside of the killer and the apartments. Some of the characters can watch news reports about an escaped inmate who has violent tendencies. Some characters will have or see a stuffed rabbit toy with blinking red eyes. I believe all characters at some point will see a red suitcase. Later, we learn that the killer fills these suitcases with body parts and lets them go in the river. The idea of the killer showing each victim the red suitcase is very chilling.

However, outside of these threads, there really isn’t a deeper story from what I can tell. The killer is just a killer. The only potential reason as to why is because they have an extreme case of antisocial personality, and even this I feel is quite the stretch. The characters’ stories barely intersect, feeling tied together only by the apartment complex they all inhabit. Besides Sophia, it’s hard for me to find any reason to connect with the other four. They’re just kind of branded to be victims for the killer and nothing more.

The last thing I want to briefly discuss in this section are the endings. The game has three different endings, and though this sounds ambitious, it really isn’t a fully fleshed out aspect. The ending you receive comes down to your decision near the end of the game. Only one ending, the true ending, results in a slightly longer gameplay and though I won’t spoil what happens, I found it to be a bit more humorous than scary. Thankfully, the game lets you go back to this moment if you want to see a different ending without having to play the whole game again. However, I would have loved if the multiple ending aspect was a bit more fleshed out. It feels a little uninspired at the moment. I suppose a somewhat lack of story or connection between characters doesn’t help.

Stalked by a Masked Killer

The Killer is a large, hulking being. Though seemingly just a neighbor in the apartment complex who happens to be a serial killer, he is a tad supernatural. He is probably inspired by classic slasher killers such as Jason Voorhees or Michael Myers. They move slow and can seemingly appear and vanish at will. Like them he wears a disturbing mask and stalks his victims. As you wait for the elevator, approaching footsteps echo down the hall, and a figure leans around the corner to watch you while you scramble inside and hit the button.

He also likes to toy with his victims a bit before going in for the kill, though I question if it is actually him. For example, many scares clearly show someone setting them up. An axe scrapes its way under the bed, a stuffed rabbit dangles at the top of the stairs before falling, and a small toy truck winds up and bursts out from beneath the bed. In each moment, players can see a hand doing each action. However, the hand is bare. The killer wears a long jacket and gloves, with no visible skin showing. It makes me wonder if there is indeed more going on outside of the killer. This could connect the scares to the graveyard encircling the apartments, suggesting a ghost might be behind these actions, yet the game never commits to that idea.

The overall tone for the game is of course dread. The developers overall do a great job at building the anxiety and tension leading up to a scare. What comes as a big component to this is how visually realistic the settings look. For a game with a low price point, good graphic quality quite feels like a rare occurrence. Dread Neighbor delivers on this, slightly helping me feel a bit immersed in each of the perspectives (the lack of personal story or connection to the characters is what keeps me not immersed). Outside of the setting itself, small touches—like the axe dragging or the toy truck darting out—do a lot of work to build tension. Though it may just a be going from point A to B, they make sure that the walk between re-builds the tension each time.

Of course the tension build up is for the jumpscares. My biggest gripe with jumpscares are when they feel cheap or unearned. The jumpscares feel genuinely earned. The game shows restraint in how often it uses them, yet the way they’re executed could be sharper. Many of the jumpscares feature a dramatic zoom in. For an example, I’ll expand on the elevator moment I used earlier. After getting in the elevator and trying to go up, the doors will shut and then reopen after a bit. This sequence repeats three times before the hallway lights cut out and the button no longer works. Players need to leave the elevator, only for the killer to be right there.

This alone would make me jump, but instead the camera quickly zooms in on the killer’s mask. A similar zoom occurs during some of the other jumps. This gives me a feeling of ‘cheap’ as many cheap jumpscares like to use in-your-face jumps, an extremely loud noise, or a combination of both. The moments that use the zoom would be just as scary without it.

I must talk about the not so chase ‘chase sequences’. In these moments, the killer walks towards the player, which is fine. Most slasher killers don’t run at their victims, so I am more forgiving. However, though given the ability to “run”, these characters are surely not too keen to actually try and get away. Instead of running away in a panic, it’s more of a hurried pace, like speed walking but maybe a little slower. The tension in these moments isn’t “oh god, I have to get away from this man who is trying to kill me”, it’s “oh god, why am I moving at a snail’s pace?”

Thankfully, like the dramatic zooms on some of the jumpscares, there aren’t too many of these slow chase moments and they tend be short. Overall though, I think the game does a great job at being scary at first. I certainly felt scared through much of my playthrough. The game excels at building tension through dread, which suits its title perfectly. However, as the cycle of moving from point A to B and bracing for the next scare repeats, the fear gradually loses its edge. Without gameplay elements that really take players out of this formula, such as a puzzle or an actual chase sequence, it becomes monotonous. I was tired of the formula about 45 minutes in, and that’s roughly half the game. I hope they improve this in future games.

Be wary of your Neighbors

That’s pretty much it when it comes to reviewing Dread Neighbor. Visually, the game looks great and the settings look realistic. Tension builds effectively, and I definitely felt the dread the title promises. Jumpscares don’t feel cheap or unearned for the most part. I like the idea of playing as the different victims of the killer. I haven’t personally played Dread Flats, Ghostcase‘s previous game, but I hope that there have been improvements.

And I hope future games continue to improve. The story here doesn’t feel fully fleshed out. I don’t need everything explained to me, but I do want to know perhaps a bit more. I would also like them to maybe go a bit beyond just a walking simulator. Introducing puzzles, stealth segments, high paced chase sequences, or even more combat would have been a welcome addition to my experience. Lacking all of these makes the end experience feel bland, like I could have just watched someone else play the game without needing to play myself.

I suppose I’d recommend this one to players who want a one-time scare. Perhaps as something they want to play once on a Saturday night and then never again. I don’t like putting the game in that way, but it’s overall content leaves me not much of a choice. The developers at Ghostcase are probably self-aware in that they aren’t trying to provide a game with replayability or is groundbreaking in the indie horror genre. I think they absolutely knew what they wanted to produce, and they do it well for the most part. As a player though, I can’t help wish for something more with a bit more polish or depth. I leave the experience of Dread Neighbor feeling like it was a just okay time that unfortunately did not have a lasting impression.

Thank you for reading and be careful not to get axed!

Review: MOD 007 V3 HE Year of the Dragon keyboard

The MOD 007 V3 HE Year of the Dragon keyboard from Akko is a bit special! Not only does it look amazing, and trust me, the pictures do not do it justice, but it feels great as well. The magnetic switches are responsive, and the keycaps are durable and comfortable to use. Additionally, the metal case is heavy while offering an upmarket edge.

In short, this keyboard is the ideal option if you want a substantial but compact device for your office or gaming cave. If you are looking for a head turner, this peripheral will not disappoint. The stunning keycaps look amazing, and the RGB makes everything pop. Furthermore, the colours are rich, and the Asian theme will make people gawp in surprise.

I’ve used many Akko products, and I’m always impressed. They offer a fantastic range of entry-level and high-end keyboards. The MOD 007 V3 HE Year of the Dragon keyboard is one of their leading models, and everything about it screams market-leading. The responsive switches, high-quality materials, and stunning livery will make the pickiest of users smile.

What’s in the box of the MOD 007 V3 HE Year of the Dragon keyboard?

  • The packaging is a thing of beauty. Consequently, it demands to be ripped open.
  • The MOD 007 V3 HE Year of the Dragon keyboard is spectacular. The ARGB has an impressive 500Hz refresh rate. Moreover, the magnetic switches deliver 8000 Hz polling.
  • Spare keycaps, switches, and pulling tools are provided.
  • Connect the keyboard with the USB-C cable.
  • Learn the basics with the user manual.

Technical aspects.

The MOD 007 V3 HE Year of the Dragon keyboard is designed with gaming at the fore. With Rapid trigger, Mod tap, Snap key, adjustable actuation, DKS, and TGL, this keyboard offers every modern customisation and performance-enhancing tool available. Subsequently, gamers can adjust this peripheral to match each game or profile they wish. Although I didn’t use this to its fullest, I appreciated each available option.

This is a wired-only device, and this may cause some concerns. I wasn’t bothered as I prefer low-latency inputs and no battery worries. Moreover, the slim USB-C cable is hardly noticeable. Its refined connectivity delivers a streamlined design. Therefore, there are no unnecessary switches and no Bluetooth or wireless connections to worry about.

Rapid inputs with low latency are key elements if you love to game. This keyboard offers up to 8000 Hz polling rates and a 32000 Hz scanning rate. Additionally, you’ll enjoy ultra-precision adjustable actuation thanks to the magnetic switches. Accuracy and processing power are improved because of the ARM Cortex-M4 CPU and the RT Stabiliser. Although these elements are designed with gamers in mind, I loved using this keyboard for everyday office tasks.

Build quality.

The MOD 007 V3 HE Year of the Dragon keyboard will last you a lifetime. The 3 times anodised aluminium case offers deep colours and enhanced durability. Furthermore, the cherry profile PBT keycaps boast exceptional oil resistance. Therefore, you will not experience those horrible oily marks or a loss of font detail.

The stabiliser wiring supports the magnetic switches while improving strike accuracy. Moreover, they are made from a non-magnetic material to reduce interference and increase performance. This may not be something that crosses your mind, but stable switches improve your typing and gaming experience tenfold.

Audio profiling is another essential element that makes or breaks a gaming keyboard. If the keycaps sound hollow or the device is too noisy, it is extremely discouraging and makes for a horrendous experience. Thankfully, this device offers multiple layers of acoustic material to deliver an exceptional soundscape. The keycaps have that delightful mechanical edge without being too sharp or obnoxious.

Is the MOD 007 V3 HE Year of the Dragon keyboard worth it?

I fell in love with this keyboard the moment I saw it. Visually, it is breathtaking. The keycaps, cyan colourway, and exceptional case make it a joy to look at. Moreover, the incredible switches, comfortable keycaps, and easy-to-adjust settings ensure that you never struggle to use it. Accordingly, I think it is fantastic, and I recommend buying it here!

(More information on Akko can be found here!)

The MOD 007 V3 HE Year of the Dragon keyboard from Akko has been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)

Review: Soulstone Survivors

Soulstone Survivors is one of those games that gets under your skin. You either love this type of game or you avoid it like the plague! I’ve tried my hand at practically every subgenre of this expansive game type, and I adore where the developer has gone with this title. It is challenging, loaded with content, and as casual or as hardcore as you like.

This bullet-heaven rogue-like has been developed by Game Smithing and published by Digital Bandidos. It is a single-player title with a dark and sinister fantasy edge. There are temporary and permanent buffs, a huge progression tree, and plenty of other elements to keep you focused. Additionally, there is a nice sense of synergy as you combine skills and other core elements.

Soulstone Survivors is a story-lite experience.

Like many other titles in this genre, Soulstone Survivors is light on its story. Effectively, you play the part of a Void Hunter. This is the resistance group who are defending the Kingdom and protecting the Dawnstone. However, when this isn’t enough, you decide to join a small army to jump through a portal and hunt the Void King. The plan goes wrong, and you are left in the void fighting alone. 

The story works well, but after a few runs, you forget about it and look at the madness that’s unfolding. With hordes of enemies to slay, XP to collect, and the option for a never-ending battle, there is plenty to keep you busy. The core concept is remarkably simple, and that is part of this game’s charm. Although there is plenty to work with, you can keep things easy if you wish.

Choices, choices.

Each playthrough asks you to select your hero and a magical loadout. Before you jump into the action, you can spend your hard-earned resources on permanently upgrading the world’s largest skill tree. This is essential if you wish to tackle the latter stages. However, it takes a bit of effort to unlock even the earliest elements, so some patience and grinding are necessary.

This may not be to everyone’s liking, but I like the methodical approach and the almost repetitive but slow progressive action. As the round unfolds, you’ll kill a range of tiny minions and huge demi-bosses. Once you hit the final rounds, you must kill one of 5 hellish overlords. This is where your skills come to the fore. You must identify their weaknesses as you run wild and try to survive. Sadly, death is all but assured, and only the best will get past every boss.

Once you finish your initial mission, you can choose to retire and upgrade your hero, or take things to the next level. Do you head to the deadly arena and smash everything in sight, or just take on endless waves of monsters? Either way, you’ll grab key resources to upgrade each of your favourite heroes.

How do you want to play?

Soulstone Survivors offers different playstyles throughout. Melee combat, magic, or ranged attacks are standard. Consequently, picking the right hero for your desires is key. I loved flitting between swords and magic, and I felt the ranged weaponry to be a little clunky. However, this is more of a me thing than anything to do with the game.

Once your hero is selected and your mission agreed upon, you’ll have to select some additional skills to help you with your mission. Active and passive skills improve your character in different ways. More health, increased speed or damage, or improved magical abilities are on offer. Whichever ones you pick will help you on your journey, and combining certain elements can create a powerful and match-winning synergy. 

Soulstone Survivors looks amazing.

I’m a huge fan of this genre, and I don’t mind the occasional lack of detail. Luckily, Soulstone Survivors delivers brilliant details as well as smooth animation. No matter how many enemies I faced or the volume of projectiles, this never faltered. The action is flawless, and you can simply enjoy the madness that unfolds.

The audio is brilliant. It is loud, uncomfortable, and exceptionally energetic. Furthermore, it has a dark fantasy edge that is tough to ignore. Aesthetically, this game offers sinister moments that cannot be ignored. However, the combination of never-ending sounds and silence works incredibly well.

Brilliant to play.

It doesn’t matter if you are a veteran or new to this type of game. Soulstone Survivors is easy to pick up, and all the core mechanics are well explained. Additionally, a little bit of trial and error never hurts. Therefore, you can experiment with each character layout and test new abilities without undermining your progress.

Replay value and longevity are core concepts. If you love this genre, you’ll enjoy 100+ hours. With over 22 characters to unlock, a blacksmith to visit, a huge skill tree to invest in, and runes to change your skills, this game offers almost endless replay value.

Soulstone Survivors is phenomenal.

This game was always going to be a winner, but I was blown away by its polished exterior, incredible gameplay loop, and number of characters to unlock. Moreover, it offers a little bit of risk vs reward as you get to the end of each playthrough. I adore the massive skill tree and the different builds that are available. Accordingly, it is a must-play title, and I recommend buying it here! Can you defeat the Void King and save the Kingdom? Pick your hero, select your layout, and prove your worth!

Review: Directive 8020

It’s been four long years since the horror series The Dark Pictures Anthology released The Devil In Me. Now finally, the series is back with Directive 8020! Can this survival horror story in space elevate the franchise to new heights?

Space, The Final Frontier

I’ve had a love affair with Supermassive Games since the launch of Until Dawn. Since that wonderful game released, I have played and enjoyed every single title they have developed. The developers have created these interactive horror dramas. They are driven by the characters and the choices you make and I love this! Needless to say, you can imagine my frustration and anticipation, waiting for Directive 8020. This is a bold new step in the Dark Pictures franchise. Thankfully, it was worth the wait! Directive 8020 is the best entry in the Anthology to date! That is even with some of the issues that rear their ugly heads.

The story of Directive 8020 takes place in the year 2061, a long way away from earth – 12 light years to be specific. Chosen by eccentric billionaire LaMarcus William, the owner of company Corinth, a crew of astronauts and scientists is tasked with a survey mission. Aboard the space ship Cassiopeia, the team’s mission is to survey Tau Ceti f from space. They must gather information for a ship which is landing on the planet six months later. The mission hopes to find an alternative sustainable living habitat to a dying earth. You control five members of the crew: pilot Brianna Young, commander Nolan Stafford, mission officer Laura Eisele, medical officer Samantha Cooper and engineer Josef Cernan. Of course, inevitably, this mission goes completely awry and becomes deadly.

What Could Possibly Go Wrong?!

In typical Dark Pictures Anthology fashion, the survey missions starts well, but it soon plummets into chaos and horror. Approaching the planet, the ship is hit by an unidentified object which begins to generate a growth on board the ship. This growth can take the form of anything it sees or kills; it’s clear the developers have used The Thing as a source of inspiration. Through the game’s eight episodes, you are on a journey of pure tension and atmospheric horror. The narrative is also told in a non linear format with flash forwards and backwards. I became hooked from start to finish. At its core, the game is propelled by a superb cast of characters. There are major twists and turns later on in the game’s penultimate episode. This had me shocked and pleasantly surprised that I had not discovered the twist.

The core themes of the narrative revolve around mortality, paranoia, friendship and desperation. These are all blended into a wonderful concoction of survival and body horror. Brianna Young takes centre stage; she is a brilliant protagonist as you fight to stay alive. Of course, with this being a Dark Pictures game, your choices matter. Every choice can lead to dramatic consequences. The level of replay ability available in this game is also the best to date in the series. Add in the superb new turning point and destiny systems (more on these later), and you have a recipe for a superb space horror that will have you gripping your seat and biting your nails! It is best experienced with as little knowledge as possible to fully feel the mystery!

A Short Stay

My only gripe with the narrative is that it’s a little on the short side. An average playthrough will take you around 7 hours to complete, which left me wanting so much more. The game does a great job at creating a really great environment and atmosphere but it ends too soon. Thus, I hope more titles in the series can return to this unique setting.

A More Refined Experience

The Dark Pictures games are often described as interactive horrors. That is, light on gameplay with more focus on quick time events and story. However, Directive 8020 has attempted to modernize the gameplay, with superb results. Again, the player controls the characters from a third person perspective. Now, the camera is the best it has been, with a tight over the shoulder angle. Movement and traversal are greatly improved from the early days of Man Of Medan. Wandering around the ship and environments feels fluid and responsive; with the scanner, you can inspect the area to find collectibles and text logs. Quick time events return as expected and they increase the tension during climatic moments. In addition, great new accessibility options have been added to fine tune your experience.

The developers have made a concerted effort to implement stealth into gameplay. This works brilliantly, heightening the horror and the tension. In particular, the sections where you are crawling through vents are chilling and pulsating. New to the series is the option to parry in certain chase and stealth moments. Be warned though, this won’t save you every time! There are more than enough jump scares and tense moments to satisfy the horror lovers of the world.

Death Around Every Corner

As mentioned earlier, the two new additions to the formula are the turning point and destiny systems within the game. Turning point allows you to rewind and choose a different path, saving characters from fatal incidents. As this is a Dark Pictures game, death can happen in many different ways. With up to 44 different unique death cutscenes, turning point acts as a second chance. That is, if you’re playing on explorer mode, which allows turning point. Personally, I prefer the survivor mode. This gives you no second chance and forces you to deal with the effects of your choices. I’d also advise caution using the turning point system on a first playthrough. This is because viewing the turning point screen may reveal some spoilers for upcoming scenes in that episode.

Similarly, destinies improve and polish the previous traits and personalities system. For each character, you can improve traits such as playful or serious. If you continue to choose a specific option, you will unlock the trait as a destiny; this can directly affect these characters’ endings or choices. It’s a fun way of experimenting and seeing how characters evolve but it can also lead to locking you out of certain scenes, leading to some frustration.

Finally, a multiplayer mode returns in the form of Movie Night. This allows you and up to four other people to pass the control and play as each different character. This is a fun games’ night mechanic for friends but I am disappointed that the shared story online mode from previous titles has been removed. Some of my fondest online moments have been playing these Dark Pictures games with a friend and dealing with the horror together. A real shame that the developers opted to remove it.

The Beauty Of Space

Visual presentation inDirective 8020 is some of Supermassive’s finest work to date. Everywhere on the Cassiopeia is dripping in detail and beauty. She is a modern, sleek looking ship and it feels like there is mystery in every room you enter. Character models and animations are once again top notch and if you have played previous entries in the series, you will recognise these models! It is a unique touch to have the same character models from every game but it can be jarring, reminding you of memorable moments of old. Add in superb lighting to a game that is very dark and haunting at times and you have a superb visual pallet. Of course the alien itself is horrifying and there’s more than enough blood and gore to go around!

Similarly, audio design and soundtrack are top notch. The audio design creates as much tension for the player as possible. Bursts of sound cause jump scares! Very often I would be lulled into a false sense of security, then a crashing wave of audio would pierce my headphones to create a delightfully wicked moment. The voice acting is also superb and helps bring the characters to life; it made me really care for the crew. The soundtrack of previous Dark Pictures games does not feature this time but is replaced by a different musical track during the end of each episode. I am surprised at how much I loved these songs; each feels unique and perfectly selected to the episode.

Verdict

To sum up, Directive 8020 is a brilliant new step in the Dark Pictures Anthology. It is a chilling, haunting sci fi horror mystery, with great twist and turns. Refined and polished gameplay and awe inspiring visuals help make this title the best in the series to date. Supermassive are the kings of the interactive horror genre and despite the short length and lack of shared story, this is my favourite entry in the series. I hope the developers continue to innovate and improve their formula for many years to come!

Review: Studio Max 2 headphones

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OneOdio offers some of the best professional-grade audio equipment. Furthermore, they make it affordable for you and me to invest without breaking the bank. I looked at the Studio Max 1 headphones, and I was blown away. Consequently, when the offer came to look at the Studio Max 2 headphones, I was never going to turn them down!

These headphones ooze quality from every angle. Whether it is the exceptional case, the low-latency transmitter, the incredible audio cables, or the comfortable, light, and durable design, you will not be disappointed with these studio-quality headphones.

With such a good blueprint to work from, it doesn’t surprise me that this latest iteration is more of an evolution rather than a complete rebuild. Lovers of the first headset will enjoy some nice-to-have elements and some incredible tech advancements.

What’s in the box of the Studio Max 2 headphones?

  • The packaging is unbelievably eye-catching. It screams high class, and I love the muted colours and catchy imagery.
  • The Studio Max 2 headphones have large, comfortable earcups. The buttons are functional and tactile for simplicity.
  • Gold-plated cables ensure you experience the best sound quality.
  • The 2.4 GHz transmitter offers near-zero latency for exceptional live DJing needs.
  • A hard case is provided to keep your headphones safe.
  • Learn the basics with the user manual.

Technical aspects.

The Studio Max 2 headphones use Bluetooth 6.0 for stability and low power draw. This easy-to-use system makes connecting these headphones to any compatible device a breeze. Moreover, the signal is stable for around 11 metres or 32 ft. This may not seem that far, but I had no issues when walking around my living room or gaming area.

The latency tech has been refined with the Rapid Wheel Plus 2.0 tech. This offers <20ms latency via the USB/3.5mm dongle. This is achieved as OneOdio has bypassed the standard Bluetooth stack for the ultimate in almost-zero latency performance.

1,000 mAh battery capacity offers up to 120 hours of playtime via Bluetooth functionality. This reduces considerably when you use other connectivity methods. No matter which you choose, you’ll enjoy the quick charging facility. Around 5 minutes of charging delivers 5 hours of Bluetooth playback. Consequently, you are never out of the game for too long.

Audio quality.

If you are buying headphones, it is the audio quality that is key. Thankfully, the Studio Max 2 headphones offer exceptional sound quality as they are tuned by KSHMR. Additionally, they deliver studio-relevant low-latency performance. The easy-to-handle tactile controls ensure that users can adjust the settings with ease. Moreover, the tactile volume control lets you adjust the audio levels with impressive accuracy.

I never experienced any crackling or poor performance. I turned the volume up, kept it low, and never struggled to hear any of the key components. Furthermore, these headphones don’t crack when the bass is pumping. I never experienced an imbalance in the tones or bass level, and I could easily identify the high, mid, and low points of every track.

I’m not a DJ, but one of my good friends is, and I asked him to test this on an array of entry-level and professional decks. He was impressed by the usability and particularly highlighted the connectivity and clean audio. He was impressed by the low-latency performance and liked the balance of the powerful bass line.

Build quality.

I’m a fan of large earcups that can be worn for hours. I dislike it when they are too hot or too heavy. Either of these issues causes fatigue and makes things horribly uncomfortable. Luckily, the Studio Max 2 headphones deliver a comfortable and light user experience that is perfect for hobbyists and professionals. The padded earcups and headband reduce pressure on your skull and your ears. Moreover, your ears rarely feel too hot.

The black finish is professional and clean, and I like the tactile grouped buttons. Although many aspects of these headphones are made from hardened plastic, they do not feel cheap. There is an overwhelmingly high-end feel to every part, and they look and feel more expensive than the price tag suggests. Lastly, both the cables and the wireless transmitter are durable. DJing can be a little hectic, and mistakes often happen. Therefore, I was impressed by the hard-wearing and clean nature of every part.

Are the Studio Max 2 headphones worth it?

OneOdio have somehow improved on the exceptional design of the Studio Max 1. The latest product keeps every brilliant element while evolving the leading tech. Better connectivity options, improved Bluetooth, a stronger battery, and an impressive hard case make this a must-buy product.

The audio is incredible, and I loved the easy-to-master earcup controls. The professional appearance, clean colourway, and exceptional accessories make this an ideal choice for hobbyists and professionals. Accordingly, I think they are amazing, and I recommend buying them here!

(More information on OneOdio can be found here!)

The Studio Max 2 headphones from OneOdio have been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)

Review: Let Them Come: Onslaught

Let Them Come: Onslaught is the sequel to Let Them Come. I admit I didn’t play the original, but a little research shows that this title focuses on modern mechanics. Instead of 2D side-on defence ideas, we get a shift to 3D arena survival and bullet-hell madness. This approach will appeal to a vast audience as it sits alongside Vampire Survivors.

This bullet hell survival romp was developed by Tuatara and published by Digital Bandidos. It is a single-player game where the grind is real. This wasn’t too much of a surprise, but if you want to make it through the endgame elements, you’d better be prepared to invest plenty of hours.

Let Them Come: Onslaught has a sci-fi edge. 

Like many games in this genre, it doesn’t focus on a narrative. Instead, it maximises its theme and lets the action do the talking. Let Them Come: Onslaught is a sci-fi affair where aliens of all shapes and sizes attempt to rip you limb from limb. You can’t let this happen, so you grab an array of weapons and upgrades to thwart the never-ending hordes of xenomorphs.

You play the role of a human soldier who has crash-landed on an alien planet. Armed with a gun and your wits, you must blow everything to pieces. Thankfully, every killed foe offers the chance to upgrade and develop. New weapons, increased health, otherworldly abilities, and more await those who are brave enough. 

Exploration is key. 

Let Them Come: Onslaught uses many tried and tested mechanics, and this was fantastic. I’m extremely familiar with the genre, and I love the similarities to some of its big-name counterparts. However, the weapons and special abilities are not as balanced as I’d have liked. Additionally, there is a limited roster of characters to choose from. This is splitting hairs, but when others do things exceptionally well, you have high expectations. 

What this title does extremely well is its exploration mechanics. Instead of being rewarded for simply kiting your foes, you find bigger prizes in the surrounding areas. Chests, beacons, and missions demand that you traverse each of the 4 hellish landscapes. This approach takes you out of your comfort zone, and that worked for me. 

Let Them Come: Onslaught is grim and dark. 

If you love grim and dark games, this will be right up your street. Each of the levels has a unique but sinister edge. Furthermore, each alien has a different style that will test your skills and keep you interested. Even when things get hectic, this never falters. The frame rate was fantastic, and there were no obvious bugs or glitches.

The audio uses an original synth soundtrack. This was incredibly aggressive and high-energy. With several tracks to pick from, you made each level match your mood. Alongside this, the sound effects were ridiculous. No matter what you did or where you turned, the noise levels were off the charts. 

Easy to handle. 

Let Them Come: Onslaught utilises automatic aiming and a refined button layout. This was great for a pick-up-and-play design. However, if you wanted more control of the situation, this may leave you frustrated. Despite this possible downside, I enjoyed the straightforward approach.

At its core, this offers a relatively repetitive gameplay loop. However, once you unlock new gear, improve your character, and tackle new bosses, you’ll find plenty of replay value and longevity. Word of warning, the opening levels are a little bit of a grind. Therefore, some patience is needed. 

Let Them Come: Onslaught is a great addition to the genre. 

If you adore this genre, you’ll find plenty to enjoy when tackling this sci-fi experience. It is hectic, aggressive, and it will test your patience. Yet, it is rewarding as well. New weapons, better abilities, and huge bosses await those who are good enough. Accordingly, I love it and recommend buying it here! Can you overcome the odds and get extracted? Grab your gun, pray for some luck, and kick some alien ass. 

Review: Gambonanza

I thought I’d have Gambonanza on lockdown. See, I’ve been doing chess lessons on Duolingo. Not quite sure why it’s there, as not many people speak chess, but it’s appreciated. I’ve been playing chess for all of my life. I know all about pinning, forking, and other vaguely suggestively named moves. Then I start up Gambonanza and no king is on the board. That’s sort of fundamental to chess. As it turns out, a lot of key components of chess have been thrown in the bin, for better or worse.

I also wasn’t sure how the title fit in at first. When I first saw it, I pictured a Frenchman getting excited over a big plate of ham. Either way, my experience with Gambonanza was something of a rollercoaster. I enjoyed myself a lot at the start, but this quickly began to go downhill. The enjoyment came from a nice central idea, and flashy presentation. But it digs out so many chess mechanics, and the spackle it replaces it with isn’t doing the job.

Gambonanza

The Two-Halves Gambit

Gambonanza has a fairly unique take on chess. Checks and Mates are no longer a thing, instead the object is to capture all of the enemy pieces on the board. You start with a couple of pieces (one of which is usually a queen), while the enemy starts off with pawns. Before long they start throwing the heavy stuff at you. Once you’ve brushed up on how the pieces move, the challenge becomes laying traps for the AI and trying not to fall into them yourself. Pulling off a chain of smart moves does feel good.

The roguelike elements help with that too. Gambonanza has you going through five levels, with five stages each, and a boss at the end of each one. These bosses mix up the mechanics, like switching your pieces around. To help counter this, you have ‘gambits’, that do all sorts of effects. In my last game I had one that promoted pawns that moved next to a king, then skipped the enemy’s turn. The right combination of Gambits can crack the game in your favour, particularly if it complements how you generally approach chess.

On top of that is a rather nice presentation, that goes for simplicity above all else. In a game like this, you need to be able to identify pieces at a glance. You need to know when you’re about to be blindsided by a knight. Gambonanza uses the standard chess piece format, but the animations are nice and taking pieces feels like it has weight to it. The boss designs are nice too, with appropriate chess puns in their names. I like the overlong unskippable animations a lot less, but they’re nice the first time around. There’s no denying that Gambonanza is dripping in style.

Gambonanza

The Nitpicking Gambit

Initially, I was quite enchanted with Gambonanza. The exciting presentation and the ability to flex my chess muscles won me over. And yet, by the time I stopped playing it to write this review, I was quite fed up. It took some digging to figure out why, but I think it stems from one simple occurrence right at the start: I won my very first run, without much difficulty. I was given a gambit in the tutorial that skipped the AI’s turn every time I took a piece with a pawn. That broke the entire game. After that, I began to realise that every subsequent run was just… going through the motions.

Part of that is down to the roguelike mechanics. I’ve said before that roguelikes live and die on their ability to tackle repetition and Gambonanza does poorly on this front. The starting board layouts are the exact same every run, for one thing, so you’ll repeat the same moves constantly. While the bosses are fun, they also follow this pattern. Added to that is the fact that the gambits vary a lot in usefulness. I was constantly being presented with gambits that trigger off pieces I don’t have, or are just uninspired ways of earning cash.

I get that cash flow is a big part of it, but Gambonanza is heavily inspired by Balatro. The jokers in that worked had to keep things fresh. Once those elements are stripped, we’re left with a chopped up game of chess. Having no check mechanics makes kings near useless, and queens near broken. You also can’t trade pieces, a key chess mechanic, because once they’re gone, they’re gone. What definitely doesn’t help is a breathtakingly stupid AI, that constantly leaves pieces hanging or just moves them straight in the line of your pieces.

Gambonanza

Gambonanza – Brutally Stripped Down Chess

As a result of all this, all of my runs began to bleed together. The few runs where I had interesting gambits did stand out, but they serve more as reminds of what could be, rather than what Gambonanza currently is. In truth, most of my runs came to an end because I’d just lost focus. All the boards blended together and I’d lose track of what gambits I had this time because they’d mostly sit quietly in the corner. So I would end up placing a piece without double checking and be on the back foot.

That said, while Gambonanza’s spark did snuff itself after a while, there still was a spark there. It just needed to better differentiate its runs. I’d honestly rather have fewer bosses a run, but more individual stages. If those stages had more starting layouts, then we’d be in a good place. As it is, Gambonanza’s central idea is great, but it absolutely does not hold up well to the rigors of roguelike repetition.

(Gambonanza‘s Steam Page)

Review: Dark Pals: The 1st Floor

Recently, a well-known gaming Youtube channel known as Game Theory released a video titled “What Went WRONG With Mascot Horror”. The gist of the video is that the mascot horror genre has become oversaturated with content and heavily monetized with little effort being put into quality of games. The video ends on a positive note though, praising developers who take the time to fully develop their games, showcase their passion and dedication to their projects, and deliver products that bring the mascot horror genre back to its glory days. Its no coincidence that many of these developers have backgrounds in the indie horror genre in some capacity, such as in fan-made music and/or videos.

Horror Skunx on Youtube continues this trend. The channels consists of fan-made songs and videos for many popular indie horrors, such as Poppy Playtime. The channel is run by a man named Winston and has been around for a few years. The reason I mention this channel is because the developers of Dark Pals: The 1st Floor is a small team of people that come from this channel—Skunx Games. Knowing that they have a background in indie horror and are willing to put time and passion into their projects, let’s take a closer look at their first full-released game.

Dark Pals: The 1st Floor is a single player mascot horror game with puzzles, chases and a story. Developed and published by Skunx Games, Dark Pals: The 1st Floor was released on May 1st, 2026. Players take on the role of a currently unknown character in an abandoned children’s mental health facility known as UpWard. While going through the facility, players will need to solve puzzles with their Ink Blaster, the cutest little squid-like gun that shoots ink and follows you when put down. Players will also come across entities left behind in the facility. Players will need to both trust and run from these entities at different points in the game.

In similar fashion to many mascot horrors (such as Poppy Playtime), Dark Pals: The 1st Floor is just the first chapter in a series. With this in mind, I felt the game did a great job as an attention grabber, somewhat of a teaser for what’s to come later on in future installments. I’m excited to see what future floors have, with this game ending as we get to the 2nd floor. However, I think my enjoyment of the game is a bit too dependent on this. When viewing the game on its own, it’s just okay.

There’s a mix of positives and negatives here, but mostly positive. The graphics look fantastic, and I love how the cartoonish elements blend seamlessly with the decayed, decrepit facility. The game throws in the occasional strange occurrences, too. There are story elements but it is reading as a cliché so far by indie mascot horror standards. I do like the mascots/entities that exist in this first game. They’re endearing, fitting for what we might see in a children’s mental health facility, but at the same time not very scary even after years without human contact. I think overall, Dark Pals: The 1st Floor deserves some attention, and it does seem to be getting traction in the Let’s Play and streaming communities. So, hold tightly to your favorite toy, because it’s time to discuss Dark Pals: The 1st Floor!

Just a quick side-note, I will try to avoid spoilers in my review, but it would be pretty difficult to discuss without some spoilers. The game is somewhat short in length and overall content. I completed the game in an hour and half, which included exploration and occasional deaths. Plus, as mentioned, the story is so far reading as cliché, so I’m not really spoiling much.

“Here at UpWard, the only way is up.”

Speaking of story, let’s dive right in. The game begins in an elevator with players heading down to the main lobby. From what I’ve seen, no context of who you are or why you are here is given at any point. In the reception area waiting for players is the cutest little squid-like plush, the Ink Blaster. Though it may be a toy, it is certainly alive as it reaches up to players and makes noises. I’ll discuss the Ink Blaster a bit more later when I go into the puzzles.

After signing in at the reception, the facility briefly comes to life. A video plays from a man named Mr. Grin, welcoming children and their parents into UpWard. Players tackle three puzzles to advance the investigation. After completing them, the game prompts you to grab your favorite toy and head off on the tour. Before proceeding though, a garden-like area with a large fountain is accessible from the main lobby. This fountain has one of the first strange visual occurrences in the game, and though it is minor, it was super effective at giving me a feeling of unease. Dark Pals: The 1st Floor has many blink and you’ll miss it moments that let players know that not everything is as it seems—beyond the facilities dark nature they make obvious later on. It is beneficial to keep focused on your surroundings with your eyes open.

Shortly after exiting the main lobby, strange red text appears on the walls. The text writes “I am friend.” and “Do you remember?”, both of which are important. The red text is being done by an entity called Doodledoomer. Though we don’t learn this in game, we can however learn this on the Dark Pals website. I’ll discuss this a bit more at the end of this section. Doodledoomer drops hints throughout the game to help players, so it is safe to say that they are indeed friend—for now. The “Do you remember?” message seems more story focused. I think the unknown character players take the role on must have been at this facility before, though I am not entirely sure in what capacity. I personally believe they were a child here, and leave a comment if you’d like to know my reasons as to why.

The next major plot points come at the theater. In the projector room behind the theater, players will need to change the film reel. However, the instructional video on how to change the reel, as well as signs on the wall, make it obvious that there’s a darker side to this children’s mental health facility. At UpWard, the company subjects the children to full‑on brainwashing. They bind them into the theater seats, and any child who won’t obey faces punishment. After changing the reel, Mr. Grin appears again and tells the children that they’re incomplete and that they will “learn to play our way.” At the end of the video, a mantra repeats. Submit. Conform. Consume. Perform.

From what I can tell, there aren’t any major plot points beyond this so far. The only thing that seems important to note is a video of an entity being abused for not doing their duties. I would hope future games in the series go into the story a bit deeper. Currently, it feels like such a cliché. The company coerces children into specific behaviors and punishes anyone who refuses to comply. I feel like we’ve seen this many times before.

Some story elements that do make things more interesting actually come from ‘outside’ the game. On the main menu, you can click on database and it will open a link to the Dark Pals website. On the site, you can find descriptions of characters and entities that give more backstory. This includes the two major entities I will discuss in the next section, as well as the Doodledoomer that writes to us. There are also videos to watch that give more exposition to the Dark Pals organization. What seems most important is that the Dark Pals raided UpWard in 1980, leaving it in the crumbling state that its in now. This information is certainly helpful to watch and I did consume it before starting my play. However, because they are not in the game itself, I’ll leave it up to you to review the rest of the information.

Misunderstood Mascots

In Dark Pals: The 1st Floor, there are two major mascot entities. The first major one we encounter is Chompy Chasey. Chompy is a brown dog with an oversized head. He has a large mouth with a row of colored blocks on the bottom and sharp fangs on tops. At first, he watches the player from a distance, but will later…interact with them. Throughout the game, Chompy has looked happy to see us, angry, sad, overly excited, and maybe even a bit hungry too. This may seem like an obvious thing to do for a mascot horror, but there are many out there that just don’t give this attention to detail. The mascots feel two dimensional, with only one thing on their mind. Chompy however feels alive with emotions and character, and he doesn’t even talk! He’s also super cute, especially when he’s happy.

The other major entity is Binky Drinky. Binky is actually two entities fused together: a pacifier‑shaped head and a large baby body with a gaping maw. They are more of a guardian or caretaker for the children, guiding them to beds or helping them create meals. Binky acts in the same way with us (again, why I think we were a child here and not a worker who would have abused Binky) and is typically pretty caring for our wellbeing. However, this is just the pacifier part that is, as the large baby body craves human flesh. At night, players can peek on Binky feeding the lower half its pacifier to calm it. This turns out to be only a temporary fix though. Most of the chase sequences occur with Binky pursuing players, with the top half sounding distressed and unable to control the ravenous bottom half.

Like Chompy, Binky feels alive with character. I like the duality of wanting to help us and wanting to eat us. It is actually Binky in the video of an entity being abused for not doing their duties, and honestly, I felt bad for them. I think what Skunx Games has done well so far is making their mascots sympathetic and misunderstood. Both Chompy and Binky show behaviors that feel out of their control, as if someone conditioned them to act that way, or misunderstood having been abandoned and mistreated by humans. I suppose their whimsical charm helps as well, as neither are really all that scary. They’re more endearing, even when they’re chasing the player to consume them. I am excited to see more entities in future games, especially those Bitesizers.

I suppose the question then is “Is Dark Pals: The 1st Floor scary?” No, not really. It does have a few jumps here and there, especially when chase sequences start, but it isn’t scary outside of that. There are no stealth sections or super dark corridors that make me hesitant about what might be lurking. The environment might be decayed and decrepit, but it still carries some of the brightness and magic it must have had before. Sure, they may be brainwashing kids, but they’re doing it in style.

The chase sequences are okay. They’re kind of short and unforgiving though. There isn’t a lot of time for players to stray off the set path for them, making it almost trial-by-error. I had to do every single chase at least twice, and many times it was because of not knowing exactly where to go. For example, one chase involves interacting with a bed in order to complete. This proved a bit difficult to do though. If you don’t interact with the bed once you get to it in like a second, the next one will have you restarting. You also can’t skip the cutscenes either which makes the initial scares they may have had become tedious.

Ultimately, I think this first game of the series could have used an uptick in the horror. The blink and you’ll miss it moments or things vanishing suddenly does help me feel uneasy. However, going the whole game just with unease and not much actual horror feels underwhelming. Again, it leads itself to feeling like an attention grabber or teaser for the whole series, which I would hope is scarier.

One last brief thing I ran into were occasional animation glitches I think? I know little about developing a game so I’m not sure what they are exactly. Occasionally a cutscene repeated itself, leading to it overlapping. This happened during a chase sequence when I got caught by Binky, and also during the final moments of the game. It was a little odd and again, no idea what caused it, but its something worth noting. I would assume these will get patched soon, but I do have to tick a point off because of it. (Patched at time of posting, should not be an issue anymore.)

Ink Blasting Puzzles

Much like the GrabPack in Poppy Playtime, the Ink Blaster is used for most puzzles. The puzzles were okay, though nothing to write home about. I won’t cover all of them, but some of my favorites were the shooting gallery and making a cookie. The shooting gallery is as you may expect—shooting targets as they pop up. There isn’t a whole lot to discuss with this one but it was simple fun. The cookie puzzle didn’t involve the ink blaster, but was a significant point in the gameplay. This is partly because of the song that repeats the whole time. It still pops into my head days after playing. Players need to gather the right ingredients to make a cookie with Binky. The cookie ends up drugging us unfortunately, but it does sound pretty good—banana, blueberry and white chocolate.

Another very small puzzle I liked was shooting a ball into a goal. The puzzle itself was tiny, and the game never returned to the moving‑target mechanic, but I’d love to see them expand on it. Another common puzzle is finding ink canisters to equip onto the Ink Blaster and painting something. This is usually with a red and blue dragon, and it made me wonder if these things have a deeper significance. As I said though, the puzzles were okay and not anything special. I see them more of a positive despite this feeling though, simply because I felt that the pacing was done well. It wasn’t…too puzzly and I didn’t feel like I spent too much time on one particular puzzle.

The game hides three distinct types of collectibles throughout its environments. I won’t spoil what they are, but keep your eyes open for them!

Looking Forward to the 2nd Floor

Overall, I think Dark Pals: The 1st Floor deserves the recognition it is receiving. You may even have seen some of your favorite indie horror gamers playing already as it seems to be gathering traction. Despite some of the flaws, I do believe passion has been put in this game and series. I hope it strays away from the story clichés and creates its own identity so that it wouldn’t feel fair to compare it to other mascot horror games. I hope that the future games in the series uptick the horror elements and maybe even make some memorable puzzles. Fans of mascot horror should at least keep their eyes on the Dark Pals series.

On the flip side though, if you look at the game as a stand alone, I think its just okay. It feels heavily like a teaser for the series as a whole. They avoid showing all their cards upfront, choosing instead to spark players’ curiosity and keep them invested in the series. I think the game’s low price point does help mitigate this factor though, and is still recommendable. My attention has been grabbed and I am excited to see what—or who—might be lurking on the 2nd Floor.

Thank you for reading and happy brainwashing, everybody!

How Real Estate Agencies Could Use RiseAngle to Scale Short-Form Video Marketing

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Real estate marketing used to begin with the listing. An agency photographed the home, wrote the description, uploaded it to property portals, and waited for buyers to search. That process still matters, but it no longer describes how many consumers first encounter a property or a brokerage. A growing share of real estate discovery now happens through short videos that appear before a buyer has typed a single search query. The first impression may be a 20-second clip of a kitchen, a neighborhood street, a home office, or a market tip. For agencies, that changes the job from posting listings to creating continuous visibility.

Short-form video works particularly well for real estate because housing is visual, emotional, and location driven. A static listing tells buyers square footage and price. A short video can show morning light in a living room, the feel of a walkable neighborhood, or the appeal of a backyard built for entertaining. These are not minor details in a purchase decision. They are often the details that make someone pause, save, share, or ask for more information. Real estate agencies that understand this shift can use video not only to advertise properties but to shape buyer imagination.

RiseAngle’s relevance to real estate begins with that media shift. The company describes its platform as an AI-powered short video automation system that helps creators, entrepreneurs, and brands generate, schedule, and publish faceless videos across YouTube Shorts, TikTok, and Instagram. For a real estate agency, the value is not simply that AI can make a video. The larger value is that automation can help an agency keep showing up in the places where attention increasingly moves first.

The Real Bottleneck Is Not Creativity, It Is Production Capacity

Most brokerages do not lack ideas for content. Agents can talk about mortgage questions, neighborhood changes, staging mistakes, open house strategy, investment risks, and local market conditions all day. The problem is turning those ideas into edited, formatted, captioned, scheduled videos several times a week. Short-form platforms reward consistency, but consistency is exactly where many real estate teams struggle. A busy agent may film three videos one week and none the next. A brokerage may launch a social campaign around a new listing and then go quiet for a month.

This is where automation becomes strategically important. RiseAngle promotes an Autopilot-style workflow for recurring video streams, automated publishing, and channel growth over time. In practical terms, that kind of system could help a brokerage move from sporadic posting to scheduled output. The agency would still need to define its market, its tone, and its customer priorities. But it would not need to rebuild the production process from scratch every time it wanted to post a short video. That can matter for firms that understand content marketing but cannot afford a full-time production department.

The economics are especially relevant for independent brokerages and smaller regional agencies. Larger firms may have in-house marketing teams, video editors, and paid media budgets. Smaller agencies often depend on agents to handle their own social presence while also managing showings, negotiations, inspections, and client calls. That creates a structural disadvantage in a market where attention compounds over time. AI video automation does not eliminate that gap entirely, but it can reduce the cost of staying visible. In local markets where many agencies still post inconsistently, that reduction in friction can become a meaningful advantage.

A Real Estate Agency Needs More Than Home Tours

The obvious use case for short video in real estate is the property tour. A well-cut walkthrough can highlight a home’s best features and make a listing feel more immediate. But agencies that rely only on listing videos are limiting the channel’s potential. Inventory changes constantly, and many firms do not have enough new listings to support a daily or weekly publishing schedule. If content depends entirely on fresh properties, the calendar will eventually break. A stronger strategy treats listings as one category inside a broader real estate media operation.

Agencies can use short videos to explain the market in simple language. One clip might cover why days on market are rising in a specific neighborhood. Another might explain what first-time buyers misunderstand about closing costs. A third could compare condo living with single-family homes in a particular city. These videos may not sell a specific property immediately, but they build authority. They also attract audiences earlier in the buying or selling journey, when people are still learning and deciding whom to trust.

RiseAngle’s preset library is important in this context because it suggests a move toward industry-specific content systems rather than generic AI creation. The company lists a presets library for AI video templates and styles, and the broader product messaging emphasizes viral-ready AI presets and trend-driven formats for short video platforms. For a real estate agency, this matters because the best content calendar is not made of random videos. It is made of repeatable formats that can run over months. Market tips, neighborhood spotlights, buyer education, seller advice, and home design commentary can become recurring franchises rather than one-off posts.

The “Faceless” Format Solves a Real Brokerage Problem

Real estate has long been a personality-driven business. Many agents build trust by appearing on camera, speaking directly to clients, and presenting themselves as local experts. That approach still works for agents who enjoy video and have time to produce it consistently. But it does not scale easily across an entire brokerage. Some agents are uncomfortable on camera. Others are strong salespeople but poor content creators. A brokerage that depends entirely on individual agent personalities can end up with uneven branding and unpredictable output.

Faceless video offers another path. A faceless real estate video can use property visuals, captions, AI narration, motion graphics, maps, neighborhood footage, or lifestyle imagery. It can explain a concept or promote an area without requiring an agent to film a personal monologue. This does not mean removing human expertise from marketing. It means separating the knowledge behind the content from the burden of appearing in every post. For brokerages, that separation can make content production more consistent and easier to manage.

RiseAngle directly emphasizes faceless video creation, with messaging around generating original faceless videos, publishing daily, and avoiding filming or manual editing. That positioning is well matched to real estate teams that want social reach without turning every agent into a full-time creator. A brokerage could still use on-camera videos for high-trust content and client introductions. But faceless automation could handle the steady baseline of educational, lifestyle, and market-oriented clips. In that model, human agents remain the experts, while AI helps keep the media engine running.

Neighborhood Content May Be the Most Underused Opportunity

Real estate agencies often focus too narrowly on homes and too little on places. Buyers do not purchase only bedrooms, bathrooms, and finishes. They buy commute patterns, school zones, parks, restaurants, walkability, noise levels, weekend routines, and identity. Short-form video is unusually good at packaging those details. A 30-second neighborhood clip can show a coffee shop, a tree-lined street, a dog park, and a local market in a way that a listing description cannot. That kind of content can make an agency feel deeply local.

Neighborhood videos can also help agencies reach audiences before they are ready to transact. Someone considering a move to a city may search for neighborhoods months before contacting an agent. A relocating professional may watch videos about lifestyle differences between districts. A family may want to understand which areas feel quiet, lively, affordable, or upscale. Agencies that publish this kind of content consistently can become a guide before they become a vendor. That is an important distinction in a high-trust industry.

RiseAngle’s automation framework could make this kind of publishing more realistic. An agency might create recurring formats for “best streets for walkability,” “hidden neighborhood amenities,” “what $900,000 buys here,” or “three things buyers should know before moving to this area.” The format could stay consistent while the neighborhoods and details change. Over time, that becomes a searchable and shareable local media library. It also gives an agency a way to market even when it does not want every post to feel like a direct sales pitch.

Short Videos Can Support SEO, AEO, and Local Discovery

The old real estate marketing playbook treated search visibility as a website problem. Agencies optimized neighborhood pages, wrote blog posts, gathered backlinks, and tried to rank for local property terms. That playbook is still relevant, but it is no longer complete. Consumers increasingly discover businesses through social search, recommendation feeds, YouTube results, and AI-assisted answers. A brokerage’s digital footprint now includes videos, captions, descriptions, comments, profile signals, and platform engagement. Short-form video has become part of the broader discoverability stack.

This is where video volume and structure begin to matter. A single viral video can help, but a library of targeted clips can create more durable visibility. Videos about “moving to Austin,” “buying a condo in Miami,” “selling a home before renovation,” or “best neighborhoods near downtown” can align with real consumer questions. If titles, descriptions, and captions are written clearly, those assets may support both platform discovery and broader brand authority. For agencies thinking about SEO, GEO, and AEO, short videos should not be treated as separate from search strategy. They are increasingly part of it.

RiseAngle’s product messaging highlights automated short-form generation, scheduling, publishing, and audience growth across major video platforms. For real estate agencies, the key is to use those capabilities with a search-minded editorial plan. Automation should not produce vague content for the sake of posting. It should help agencies publish targeted videos that answer real buyer and seller questions. The best use of AI in this context is not merely faster production. It is more consistent coverage of the topics that define local demand.

Agencies Should Treat AI as a System, Not a Shortcut

There is a risk in adopting any AI content platform without strategy. Real estate agencies could flood their channels with generic videos that look polished but say little. That would miss the opportunity. Short-form video marketing works best when it combines consistency with specificity. A brokerage needs to decide which neighborhoods it wants to own, which customer segments it wants to reach, and which questions it wants to answer repeatedly. AI can accelerate execution, but it cannot replace market judgment.

The agencies most likely to benefit from RiseAngle are those that already understand their positioning. A luxury brokerage may use short videos to highlight architecture, lifestyle, and market scarcity. A first-time buyer specialist may focus on affordability, financing, mistakes, and step-by-step education. A relocation-focused agency may publish neighborhood comparisons and cost-of-living explainers. A property management firm may use videos to attract landlords and investors. Each strategy requires a different content mix, even if the production engine is automated.

This is why RiseAngle’s industry-specific preset approach is notable but should not be treated as a complete substitute for editorial direction. As an example, RiseAngle’s Dream Homes short video preset is created for real estate marketing and can reduce creative friction and provide useful structures. They can help agencies avoid the blank-page problem. But the strongest results will likely come when brokerages customize the strategy around their local market and brand voice. In real estate, relevance is local. A video that feels specific to a neighborhood, price point, or buyer concern will generally carry more value than one that could apply anywhere.

The Competitive Advantage May Come From Compounding

Real estate marketing tends to reward momentum. A brokerage that stays visible week after week can build familiarity that is difficult for competitors to match quickly. Short-form video strengthens that effect because content libraries accumulate over time. A video published today can attract viewers tomorrow, next month, or during the next buying season. A series of neighborhood explainers can continue supporting brand recognition long after the original publishing date. This is why automation matters most as a long-term system rather than a short-term campaign tool.

For agencies, the compounding effect can appear in several ways. More videos create more chances to be discovered. More recurring formats create more audience familiarity. More educational content creates more perceived expertise. More platform activity creates more data about what audiences actually watch. Over time, the agency can refine its content strategy based on performance rather than guesswork. A brokerage that treats video as a continuous feedback loop may develop a stronger marketing operation than one that posts only when a listing needs attention.

RiseAngle’s pitch fits this compounding logic because its platform is built around recurring creation and automated publishing rather than isolated video editing. The company describes tools for creating videos instantly, automating everything, and scaling across accounts from one dashboard. For multi-agent teams, that could be especially useful. A brokerage could manage content across office brands, neighborhood pages, agent channels, or property categories. If executed carefully, AI automation could turn short-form video from an inconsistent marketing chore into a repeatable growth asset.

The Real Estate Firms That Adapt Early Could Set the Standard

The real estate industry is unlikely to abandon traditional relationships, referrals, or local expertise. Those remain central to how clients choose representation. But the way consumers discover and evaluate that expertise is changing. A buyer may still want a trusted agent, but the first signal of trust may come from a short video watched months before the first phone call. A seller may still compare local firms, but the brokerage with a visible, informative social presence may enter that conversation with an advantage.

RiseAngle is part of a broader shift toward automated content infrastructure for businesses. Its platform reflects the idea that attention can be built through consistent short-form publishing, not only through paid advertising or occasional campaigns. For real estate agencies, that premise is especially relevant because the product is visual, local, and emotionally charged. Homes are naturally suited to video, and local expertise is naturally suited to recurring educational content. The missing piece has often been production capacity.

The agencies that use AI video automation thoughtfully could reshape how real estate brands compete online. They will not simply post more videos. They will build repeatable content systems around neighborhoods, market education, buyer questions, seller concerns, and lifestyle storytelling. RiseAngle may help make that kind of system more accessible to firms that lack large marketing departments. The result could be a market where more brokerages behave like specialized local media companies. In that environment, the firms that publish consistently, speak specifically, and use automation strategically may have the clearest path to scaling short-form video marketing.

News: When safety and cycling go hand-in-hand.

Cycling is a global phenomenon and is much-loved by many people. However, when you speak to cyclists, their first words are rarely about the joy of a calm and pleasant ride. Instead, most highlight the daily dangers of their commute or hobby. This is a worrying trend and something that I can attest to. I was involved in a serious bike accident where my safety gear was the difference between life and death. Yet, I could have improved matters had I been wearing a MIPS-rated helmet. Additionally, although I wore bright, high-visibility clothing, I could have improved my chances of being spotted if I had better lighting. This is where Unit 1 and their Faro helmet come to the fore!

This forward-thinking company address everyday concerns with their exceptional product design. Their backpacks, lighting, and helmets improve visibility while addressing many common safety concerns. Durable material, next-level clasps, signalling, remote controls, and vibrant lights make the helmets and bags stand out from the crowd. Furthermore, the MIPS technology is a game-changer for concussive injuries. Therefore, if you want the best protection, peace of mind, and increased road safety, Unit 1 is the way forward.

Turn signals, lighting, and mind-blowing tech.

The Faro helmet blew me away. After all, my previous helmets have all been off-the-shelf, “standard” affairs! Therefore, when I saw the turn signals, lights, and free-to-download app, I couldn’t believe how much tech could be stuffed into a bike helmet. With customisable lighting, you can adjust it to match your safety needs. I used the helmet on the road and the trails, and adjusted things accordingly. When on the road, I rode with the lights on full blast. This reduces the battery life considerably, but when safety is paramount, I didn’t care.

My mindset changed considerably when off the road, however. With zonal lighting, I could focus on the headlight only. Not only did this maximise my battery life, but it turned off all unnecessary systems as well. The result is increased visibility for the user and anyone you encounter. The Faro helmet shouldn’t be used without bike lights, but if you are caught in an awkward situation, the lighting is bright enough to keep you safe, no matter the surface you cycle.

The turn signals were another interesting element that took a little getting used to. I’m pretty old-school, so the classic hand out to indicate my way is my go-to method. The Faro helmet and other Unit 1 products offer a modern take on this well-known methodology. If you invest in the remote signalling system, you’ll enjoy wireless connectivity and accurate turn-signal lighting. This was great for people passing you from the rear. However, anyone in front of you would miss this indication. Therefore, the vibrant lighting must be used in conjunction with classic methods to get the best results.

MIPS.

Undoubtedly, MIPS technology increases the price of your helmet. However, safety over cost output is a no-brainer. After all, the reduction in concussion symptoms is a huge plus point. Had I had a MIPS helmet during my accident, my 6-month battle with a concussion would have been reduced considerably. Alongside this, there is no reduction in wearer comfort or satisfaction. Unlike other safety systems, this doesn’t add bulk or weight. Consequently, you enjoy improved health and safety benefits without any change to usability or comfort.

MIPS will not reduce the chance of an accident happening. However, it gives you confidence in reduced injuries and longer recovery periods. Brain injuries and concussions are key concerns for cyclists, and the Faro helmet and other products from Unit 1 help to reduce the risk. Knowing the impacts of concussion and the battle with recovery, I push MIPS on anyone I know. No matter the age or sport, I tell people not to invest unless it has that valuable yellow label.

Unit 1 and the Faro helmet for the win!

There are plenty of great brands available, but Unit 1 has revolutionised the cycling market. The Torch backpack offers comfort, style, and lightweight commuting safety for all your daily needs. Yet, it is their helmets that make them stand out from the crowd. They have child-focused options, urban gear, or everyday commuter designs. Each comes with an array of special lighting effects and other technological safety systems to overcome a large list of problems.

On top of this, they look and feel fantastic. They are easy to clean, simple to charge, and the free-to-download app is a joy to use. Customising your light array is a breeze, and adjusting things to match your ever-changing needs is a cinch. Accordingly, if safety, style, and comfort are your main concerns, you need to buy your helmet here!

(More information on Unit 1 can be found here!)

Unit 1 has been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)

Review: Torch Backpack

The Torch Backpack from Unit 1 is a fantastic option for cyclists or commuters. It does come at a premium, but in this world, you get what you pay for. Therefore, you will not be disappointed with the exceptional build quality, usability, and safety features. However, the latter option increases the price, as you have to purchase the special light and other accessories separately.

This review unit did not come with the added accessories, but I’m not that bothered. Instead, I’ll probably invest my cash to make my riding as safe as possible. With fantastic Bluetooth capabilities and the option to link it with your Unit 1 helmet, this backpack increases visibility during low-light or poor-visibility rides.

Technical aspects.

The Torch Backpack has a 23L capacity and is a fantastic option if you commute for work. Alternatively, if you want a high-quality day bag, you should pay attention. Not only does it look amazing, but it has plenty of storage options. There is a space for spare shoes, pouches for your delicate and expensive items, and plenty of room for your laptop or tablet. You could store your uniform for work as you cycle from home to the office as well.

Unlike other commuter bags, this doesn’t offer a through charging segment. This wasn’t an issue for me, but if you want to charge things while sitting on the train, you’ll have to go old-school and remove a plug from your bag. The magnetic tech pouch is where this bag stands out from the crowd. If you love to run or cycle, you can add a safety light. This can be connected to the free-to-download app or linked to other Unit 1 products. This is a great design choice, even if you have to buy it separately.

Sadly, I wasn’t able to test this option, but I believe that safety-conscious commuters will adore this special feature. Moreover, if you use the active braking facility, your light will react as you slow your bike to a crawl. This will improve your roadcraft and the approach of other road users.

Build quality.

When investing in a premium product, you expect it to last. Luckily, the Torch Backpack is unbelievably durable and weatherproof. The 500D Cordura is the go-to product for anyone who loves to hike, ride, or run. This heavy-duty material is ideal during rain showers or moderate, continual rain. If you happen to get caught in a monsoon, this bag may struggle. Thankfully, the UK isn’t renowned for its biblical rain, so that shouldn’t be a problem.

The waterproof zippers are used for every external zip. This complements the Cordura material and helps to keep the contents of your bag dry. On top of this, the zips are chunky, easy to handle, and strong when opening and closing them. This is reassuring as clumsy or heavy-handed users will not break the zips when they are in a hurry. Alongside this, I was impressed by the easy-to-manage clasps. Opening and closing the bag was a breeze, and I had no issues when I ran or cycled with this backpack.

The straps feel extremely comfortable against your skin or a T-shirt. I didn’t run topless or in a running vest, so I cannot comment on any abrasive issues. However, I found it to be perfect when cycling or during long hikes.

The cons.

Although I love the Torch Backpack, there may be some bits that annoy certain users. If you carry large or bulky items, the slim design may not be suitable. This compact design impacts the shoe compartment as well. If you have large feet, you may struggle to store your shoes. I have size 10 UK shoes, and they were a bit of a squeeze. Therefore, if you have larger feet, you may need to consider this before investing.

The Pros.

Cycling is all about the thrill of speed. However, when you commute and carry a backpack, this isn’t always achievable. Thankfully, the Torch Backpack helps you to blend both elements with ease. The low-profile design creates a streamlined effect that reduces wind resistance and power input. Furthermore, the 23L capacity helps to keep weight demands to a minimum. This makes this the ultimate choice for power-to-weight ratio.

If you’ve used other backpacks, you’ll know the difficulty of safely balancing one on your back. A slight weight shift can be the difference between a safe and comfortable ride and a trip to the tarmac. Luckily, the quality straps and safety catches prevent the bag from moving. This increases user confidence, especially when traversing swooping downward trajectories.

The biggest pro for this product is its safety considerations. Once you add the light, it makes you visible to every passing vehicle. You could argue that retroreflective strips are as effective, but nothing screams look at me more than a flashing light. Therefore, if you want the ultimate in road safety, the Torch Backpack has to be your go-to choice!

Is the Torch Backpack worth it?

This is a fantastic bag! It screams high quality, and the weather-resistant material, comfortable straps, and impressive 23L capacity were enough to keep me happy. However, I think it would have been better if the safety light had been included. I understand why it wasn’t, but it would have improved the safety element of the bag while complementing every other Unit 1 product. Despite this minor shortcoming, I think it is worth every penny, and I recommend buying it here!

(More information on Unit 1 can be found here!)

The Torch Backpack from Unit 1 has been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)