If you imagine a graph with axes labelled ‘cool to think about’ and ‘terrifying to experience’, then I think dinosaurs would sit at the maximum of both of them. They are undeniably cool, regardless of whether you imagine them with feathers or not. Everyone loves a big lizard*. But as the Jurassic Park series has shown us, them actually being real is terrifying. Lots of teeth and scary noises. Theropods isn’t helping things either. The dinosaurs shown are definitely cool but the game opens with someone being bloodily munched. I think I’ll stick to just seeing them in museums, thanks.
Though the mention of Jurassic Park is interesting, as Theropods feels like it’s part of a slight resurrection of point’n’click games recently. I guess they never truly went extinct, but there have been some top notch ones of late. Theropods is definitely a worthy contender, blending together the aforementioned coolness of dinosaurs, with a spicy sci-fi edge. It’s not the deepest the genre has ever been, both in gameplay and story, but it’s wonderfully pretty and has a fair few smart puzzles. Though it does suffer from what I’ll call, strangely, the ‘spear problem’.
Ground Control To Cavewoman
Theropods opens with us controlling a wee little cavewoman. She’s happily frolicking with her mum and dad in the woods, before a gigantic dinosaur suddenly appears. The dinosaur makes a quick snack of the mum, and the dad and girl are forced to flee. Years later, the tribe’s doing pretty good. That is until a giant glowing meteor hits the mountain and attracts the attention of murderous barbarians, who do what they do best. Meanwhile, in another genre, an astronaut crash-lands on the earth, looking for two things: a power source, and their lost child. The two protagonists eventually meet and join forces to journey back to the mountain and acquire the big glowy rock.
I’d say Theropods is quite brave with its choice of characters, in that neither of them speaks English. So characterisation is done through actions. The cavewoman learns to overcome her fears, for instance, which is shown by how she reacts to events around her. It’s quite nice, though does have some mixed results. I didn’t really buy the astronaut’s arc, for instance, which seemed a little unearned. That might be due to game’s overall brevity though. I wouldn’t say the characters are bad; I was definitely rooting for them and it was nice to see their relationship unfold. It’s just that stripping out dialogue, and limiting cutscenes purely to exposition, means that they begin to feel a little basic. The foot doesn’t come off the action pedal to let them breathe. They both have impeccable aim with a spear, though.
Point’n’Spear
Theropods is a nice blend of the old and new schools of point’n’click. So from the old, we’re picking up every out-of-place looking knick-knack and rubbing them against each other. But from the new, we have a handy button that allows us to see what we can interact with. So we’re not left pouring over pixels, trying to find a magical ladybug or whatever. It’s a blend that works well. It also keeps things relatively simple. We don’t have dialogue, after all, so we don’t have to listen to endless quips as we try and figure out what to do. Still, the simplicity doesn’t mean Theropods skimps on puzzles. There were definitely a few standout ones for me.
I liked one early on where we have to trap a dinosaur, by creating a basic rope trap and then forcing the dino to flee in a specific way. Theropods also shows its sense of humour through puzzles. I did enjoy throwing a tomato directly into the face of a rampaging barbarian. The gameplay shines when we have to put together multiple steps to achieve a goal, like building a raft. It does have a tendency to pad things out with easy solves, though. That’s the ‘Spear Problem’. So many actions are just hitting things with the spear, or using it as a lever. It got to the point where I’d just try the spear on everything first. So the big puzzles are good, but the journey to get to them can feel a bit repetitive.
Theropods – Pretty Pixel Point’n’Clickin’
My complaints are small fries, though, and are completely overshadowed by a big pro: Theropods is gorgeous. If you’ve read any of my previous reviews, you’ll know I’m a fan of pixel art. The art here is lovely. The backgrounds are stunning; full of bright, vibrant colours. The character models look appropriately basic in gameplay and lovely in cutscenes, which gives it a distinct Sierra-esque feel to things. Sound design is pretty lovely too. There are areas like the beach where you can sit back and let it wash over you. Its dinosaurs look great too. Including one scene underwater that looks rather like it’s taking a potshot at Invincible. In a way that’s also very unsettling.
Theropods is a short but sweet adventure. The brevity, and the decision to remove dialogue, does leave it feeling a little shallow at times, but the overall experience is a pleasant one. In a way, it’s refreshing. It’s just you, some nice puzzles, and a couple of people getting to know each other. Couple that with a gorgeous art and you’re set for a pleasant afternoon of running from dinosaurs.
Void Salvage is a roguelite/like that requires strategy and a good build. Developed and published by myradann, Void Salvage was released on August 11th, 2026. Void Salvage is all about automation—automated spaceship battles and automated salvaging for resources. Players can travel to various points of interest in search of upgrades and materials to craft their builds. After several jumps, a boss battle opens up and players will most likely fail the first few times they try. Void Salvage offers two different ways to play—a progressive roguelite or a challenging roguelike—and an option to customize the difficulty as you wish.
Void Salvage is a decent game that seems complex initially but becomes simpler as you get familiar. With various types of upgrades, including drones, augments, and weapons, I got the feeling that there could be a lot of different builds to try. I like the option of playing in either rogue style because it makes the game more welcoming to all types of players. I don’t think myradann is trying to rewrite either rogue style, so much of the game feels familiar to games I’ve played in the past. Though I think overall its a good game that deserves a positive score, I couldn’t help notice some things that could be improved. There’s very little story, the autonomous combat loses my interest, and the grind is excessive. This is probably not a game I’ll continue playing, but I still think it might be worth checking out.
A Salvage ShipSalvaging Salvage & Shooting
Normally I’d start my review briefly discussing the story but there really isn’t one here. There are small pieces of a story in Void Salvage—like text logs that appear when starting a new run that mention not knowing how you’re still alive—but it absolutely does not take center stage. As far as I am aware, players play as a lone pilot, salvaging scrap floating in space and shooting down bad guys for the fun of it. Instead, I’ll jump right into some of the gameplay elements and try to explain them as best as I can. Void Salvage seems more complex initially but becomes simpler as you get familiar with the game.
I should probably discuss the different rogue styles as this is the first decision when starting a new game. This decision is also permanent for that save file (up to 5 can be kept) so it is important to know what each one does. There are three settings—incremental, progressive and roguelike. Incremental is probably closest to “easy” mode with forgiving death penalties and relaxed exploration. This mode plays like a less challenging roguelite with almost guaranteed progression in every run. Roguelike is on the opposite end—plays more like a roguelike obviously with a forced fresh start after death and very minimal between runs to improve your chances.
Progressive, the difficulty I played on the most, is the customizable middle ground between the two. I preferred the roguelite style, but also wanted some roguelike elements such as restarting back at sector 1 instead of staying in the current sector. Overall I’d say the game plays more like a roguelite with the option to make it a roguelike, but it is your choice for how’d you like to play.
There are 4 key factors when it comes to Void Salvage-Resources, Combat, the System and Core Upgrades. I’ll discuss the first two in this section. When it comes to resources, there are three to keep track of—XP, cred, and fuel. Most actions, such as salvaging scrap flying by or defeating enemies in combat earns you XP. This gets used in Core Upgrades which I will discuss later. Cred is the money you can spend to purchase various upgrades. This includes things to upgrade your ship’s System—another thing I will discuss in the next section—repairs for your ships hull, or even XP and fuel.
Fuel is required for travelling around. Instead of free movement around space, the ship actually stays in one spot the entire time. Players can travel to different points of interest along the map, each one offering a loot reward, safe area, ping location, or even hazardous areas that earn you more XP. Though the visual of the ship zooming to the next location is nice, this is a system I’m all too familiar with. After several jumps, a boss gate opens up and players are able to jump straight to it or continue travelling. If you continue, you gain stacks of continuum which will make the entire run more challenging, even if you head to the boss. It only resets on death. Continuum can earn you high tier loot though so it may be worth while depending on your combat strength.
Combat in this game is autonomous. Your ship will fire at enemies all on its own, but you can direct it to fire at specific enemies by clicking on them. Ships have a shield, a first layer of protection, and a hull, the ship itself. Most points of interest will start with combat after you travel there, typically ranging from 1 to 6 hostiles. Defeating ships earns you scrap, cred and often fuel. After combat, you will earn a reward of specific loot—such as augments, modules, drones or sockets that I will discuss in the next section. You can then decide if you want to hail more hostiles to your location. This will not earn you additional loot rewards, but you will gain XP, cred and fuel from defeating them. It is worthwhile to hail them if you are able to because having these resources is important.
Combat being autonomous means that players have very little agency or input. Beyond targeting ships, you will spend most of the time watching the combat play out. Eventually you can unlock a secondary weapon which makes things a bit more exciting, but even then, it quickly becomes stale. Hailing enemy ships for extra XP becomes even more important as you work toward Core Upgrades, which matter no matter how you play. The process feels repetitive, though, and I need a more hands‑on approach to stay invested. I don’t need a full spaceship battle but I’d like to feel part of the combat rather than just observing. I love trying out new builds and strategies and seeing how they pan out in combat, but I get the picture after the first few combats.
The boss battles are no joke. They play out like any other combat, but the bosses come with unique abilities that can easily destroy your ship. Tons of enemies are summoned over time as well, making combat even more destined for failure. It will most likely take you a few tries to defeat a boss. I know it took me a while to defeat the very first boss. After defeating the boss, you move to a new sector. If you’re playing in the roguelite style, you will stay in this sector even after death. For roguelike (or if you customize it like I did), you will respawn back to sector 1 after death.
Another brief thing I’d like to mention is that Void Salvage can be made into an idle desktop companion. The ship will stay it the current area, salvaging scrap and fighting any hostiles it comes across. This is nice if you want to let it run while you focus on other things. Personally I didn’t get much use from it. There seem to be offline gains as well, but the game never explains how they work. I think I only got like an hour and 45 minutes worth of rewards even though I was offline for a lot longer. For me, these aren’t really a positive or a negative—just something I wanted to mention before moving on.
Upgrades & The Grind
When starting a new run, you can choose one upgrade to start with—a module, drone or augment. These are three of the five types of upgrades—weapons and sockets being the other two. You slot upgrades into the System, where strategy finally kicks in. The System only offers a limited number of spaces, and while you can buy more through Core Upgrades, you still have to choose carefully. You can swap upgrades out whenever you find a higher tier or something that fits your build better. The possibilities are not really endless, but you could still try out many different builds.
I’d like to briefly discuss each upgrade and to start, I’ll talk about my go to—drones. Drones circle around the ship performing various tasks. Combat drones help defeat hostiles. Some drones assist in defense by granting brief invulnerability or repairing the hull. Some even perform outside tasks like being a distraction for enemies or helping with salvage. Drones can suffer damage from enemy attacks, and repeated hits will eventually destroy them. I personally liked it because I felt it was the most effective at making progress for me. Unfortunately, it does not seem possible to have multiples of the same drone which I wish wasn’t the case. I’d love to go full combat and burn through enemies.
Augments and modules are similar but focus on different areas. Both options give passive effects, but modules focus on improving your ship while augments enhance your weapons. Examples of modules include less hull damage received or improved drone effects. Examples of augments include shots that bounce off of enemies or the screen, or shots that go in a loop.
Obviously, weapons you eventually come across go along with augments. Different types of weapons will do different things. Ships can have two weapons and players can switch between the two. Eventually you can also purchase different ships to use, each coming with different stats, usages, and effects. Lastly, upgrades may come with sockets which provide additional, but simpler passive benefits. This includes things like extra shields or simple increased damage. You can unlock more upgrades but I am unclear on the process of doing so. It seems most likely tied to your overall progression, but it could just be based on your overall stats. Void Salvage doesn’t really explain all of this right away so there’s a decent bit that you have to learn as you play.
Moving on the last thing I’d like to discuss are the Core Upgrades. These upgrades are like a skill tree with multiple different branches all connected to the same general theme, like for shielding or weapons. You can spend any accumulated XP in this tree when you start a new run, or during a run if you choose roguelike difficulty. Some special nodes offer stronger passives, including the central one that expands your System slots.
Normally, I enjoy these. However, many of these upgrades can be repurchased multiple times, commonly 5, 10, or 15 times. Some traits almost require multiple purchases in order any impact during gameplay. With each purchase, the XP cost increases making the game feel like a super long grind. Now I love a rogue style game that I can grind away hours in, but the actual gameplay itself needs to be a bit more exciting for my tastes. Simply watching the auto-battles unfold on repeat is not something I’d find a lot of enjoyment in over time. I also can’t confirm this, but there seems to be at least 35 sectors, which is quite a lot considering that each sector requires 10 or so jumps before the boss battle. There might not be an end to this game, but again, I can’t confirm this.
It should also be said that XP and most Core upgrades get reset when you die in the roguelike mode. If this is more your style, you probably won’t have this grindy feeling. You will most likely focus on the nodes that are beneficial to your current build. This grindy feeling is strictly for if you are not playing in this style which is still a legitimate way to play. This kind of feels like one way where maybe using the same idea/structure does not work for both roguelite and roguelike.
Salvaging the Void, One Scrap at a Time
Overall, I think Void Salvage is a decent game. Despite the slight complexity in the beginning, it becomes a lot more interesting once you have a better understanding. I like the option for either a roguelite or roguelike experience and think that for the most part, gameplay is balanced between the two. Both feel like legitimate ways to play. Trying out different builds is enjoyable especially when you go for a full drone army.
However, a lack of story, very repetitive auto-battles, and a long grind in roguelite make me not as invested in the game. If these things don’t bother you then I’d recommend checking this one out. It might not one you play all the time, but over time in small doses. If you need a “background game” while you do things or while you’re in queue for other games, then this one could be for you.
Super Woden Rally Edge brings back the thrill of rally driving in this isometric racing experience. It has a delightfully retro design that kept me playing for hours. Although it is oddly addictive, you will scream with rage as every minor error is enough to push you over the edge.
Vijuda developed this retro racing game, and Eastasiasoft Limited published it. It is a single-player and couch multiplayer experience. Consequently, it focuses on that classic game-night setup around one TV screen. This was fantastic as it increases the sense of competition as you race each other for that top spot during split-screen madness.
Super Woden Rally Edge has no story.
I didn’t expect the multiplayer mode to have a story, but to have no story at all was a little upsetting. I was hoping the developers incorporated a sense of rivalry or a fall from grace. Unfortunately, this never happened, and the action focuses on its challenging courses and the desire to top every leaderboard.
The online leaderboard is the most inane but demanding element of this title. I should and could have ignored it, but I wanted to be the leader of the pack. I admit this never happened, and the people who were at the top must have superhuman skills. This was a nice touch and something that’ll appeal to gamers who have a point to prove.
Simple mechanics.
Super Woden Rally Edge is broken down into 2 main elements. There is your career championship mode where you must purchase the right class of car and compete against AI opposition. As it is a rally-focused game, you are rarely on the track with another person. Instead, you aim to complete the course against the clock. The alternative is the occasional head-to-head race where both cars zoom around the track aiming to keep ahead of one another.
The latter was great as the racing was competitive and keeping in front of your opponent was never easy. If you don’t fancy the core gameplay mode, there is an arcade option to test your skills. This randomly selects an array of courses, and you must complete each race before the timer runs out. It is hellishly challenging, and you will swear repeatedly as the timer hits zero and you miss the finish line by a matter of metres. Despite this, I enjoyed the challenge it posed and the easy-to-access roster of cars.
Super Woden Rally Edge has a pleasant and dated finish.
Super Woden Rally Edge isn’t the prettiest racing game, but it has a great old-school finish. The slightly pixelated visuals, the split-screen action, and the simple movement are reminiscent of gaming from a bygone era, and I loved it. On top of this, the tracks are interesting, and I liked the different types on offer. Additionally, you’ll endure rain, snow, and the challenge of racing in tight spaces. This adds to the madness and keeps you on your toes.
The audio is pretty basic but effective. There is a nice soundtrack that is suitable for the genre. Furthermore, the sound of the engines lacks complexity, but the aggression and obnoxious nature of the overrevving engines work particularly well.
Excellent controls.
Super Woden Rally Edge is extremely easy to understand but tough to master. The control layout is straightforward, but the inputs are a little sloppy. This was a deliberate design choice, as you must drift around long, winding corners as your co-driver screams instructions. The only difficulty is when you misjudge tighter corners, and you lose time or crash into barriers. This is heartbreaking, but a challenge many of us are willing to take on.
Replay value is limited to purchasing different cars, upgrading vehicles, and maximising your star rating on each event. This will appeal to petrolheads, but normal gamers will be happy with completing every race and mastering the arcade elements. If you have a good group of friends, you’ll enjoy the split-screen madness more than the solo racing.
Super Wooden Rally Edge is good but limited.
Super Woden Rally Edge does a nice job with its retro racing, simple design, and interesting racetracks. There is a reasonable roster of cars, and I like the upgrade system. Furthermore, the split-screen gameplay took me back to my childhood. Although it isn’t top-end, it is a fun indie experience, and I recommend buying it here! Can you become a legendary rally driver? Choose your car, listen to your co-driver, and smash those times.
Biomechanical Toy is a relatively short but action-filled game that will appeal to lovers of retro gaming and slightly unusual experiences. Moreover, it has a dark and eerie edge to its violent platforming gameplay. I admit that I would have missed this if I wasn’t a reviewer, and I think that does it a disservice. It has a unique concept, some excellent moments, and it is a fun but challenging 2D platformer.
This Metroidvania title was developed and published by QUByte Interactive. It is a single-player title that reaches a steady 60 fps. This was impressive as the action is hectic and the game would have been a pig to play if the frame rate were terrible. Its retro design is interesting, and I liked the shortish levels, the enemies on offer, and the tough boss battles.
Biomechanical Toy is a mysterious game.
Much of Biomechanical Toy’s story is a mystery. Yes, it unfolds as you play, but the developer has deliberately held back numerous valuable points to keep you guessing throughout. This may cause frustration, but I like the snippets of lore and information while I pieced together the madness.
You play the role of a mysterious toy-like character in a strange and hostile mechanical world. He has no idea of what is happening, and he must explore his surroundings, find new abilities and items, and defeat everything that stands in his way.
A nice flow.
Although much of Biomechanical Toy lacks originality, I liked the tough boss battles and the key Metroidvania elements. Moving from one area to the next could be frustrating. Platforms that were out of reach, doors that won’t open, and secrets that cannot be revealed. It feels like a nightmare, but that’s the crux of the genre. It rewards players who love to explore and those who can cope with feeling lost.
This game does this aspect extremely well. You are pushed towards different bosses as you try to find new gear and pathways. The bosses never make you feel out of your depth, but you must study their attack patterns and weaknesses if you wish to succeed.
This ability-based progression offers a satisfying, balanced edge that works well with the action. Although I’m not the biggest fan of the genre, I liked the retro design, the flow of the secrets, and the fair but testing encounters with every boss.
Biomechanical Toy is brilliantly retro.
The stage design, pixelated visuals, and sharp colours offer a glimpse into the past. However, it is the smooth 60+ fps, the clever secrets, the huge bosses, and varied enemies that make Biomechanical Toy a brilliantly retro game. Projectiles are tough to avoid, platforms can be unfairly placed, and there is a slight clunkiness that works wonderfully with this game and genre.
The audio leans on the theme to great effect. The sound effects are mechanical in nature, and this offers a cold and sombre edge. However, this is juxtaposed by the atmospheric background music. Although the songs aren’t as memorable as its peers, they do a great job of setting the scene.
Satisfying controls.
A platformer/Metroidvania title needs tight and easy-to-follow controls. Fortunately, this has both, even if there is a little old-school clunkiness. Each new ability is well explained, and memorising each key element was a breeze. Subsequently, Biomechanical Toy is a relatively easy game to pick up and play.
Unlike some of its bigger peers, this game can be completed in around 10 hours. This is much less than expected, but I think the developer got things just right. Had it gone on for much longer, it would have become tedious. Therefore, its replay value and longevity are limited.
Biomechanical Toy is good, but not great.
I enjoyed many aspects of Biomechanical Toy, but it isn’t a headline act like many of its peers. The bosses are challenging, and many elements are well considered. However, it doesn’t offer many new layers, and this was disappointing. However, I think it’s good, and I recommend buying it here! Can you get to the bottom of the mystery? Explore the world, learn new abilities, and see what your foes are hiding.
Feudal Baron: Kings Land begins with a dramatic premise: a corrupt and evil king has seized control of the kingdom you rightfully own, leaving you and the villagers who remain loyal to you without a home. Having been exiled to the only remaining piece of land that you own, you have but one goal in mind. Rebuild your kingdom take back what was stolen from you. This would be a strong setup for a game. Unfortunately, I don’t think the game is able to fully deliver on the premise.
Feudal Baron: King’s Land is a strategy and development game that was released on Steam, on the 23rd of October 2024. It was then released on Xbox Series X/S on the 16th of July 2026 with the PlayStation version of it being released just under a month later. Coming out on the 6th of August. This game was developed by Sim Farm, a Polish studio which is known for the Farm Manager series of games.
Feudal Barons story is not very strong.
Like most games, Feudal Barons: King’s Land (which I will refer to as Feudal Baron going forward) the campaign is presented as the core of the game, and it should be what draws the players in. I have to say that my experience with the campaign was disappointing, with the brief introduction at the start of the game being essentially the entire story. While in a game such as this you won’t be seeing much, if any, character development it would have been nice to have a small cast of characters that you could follow as your kingdom grows.
In a genre where the story isn’t always the most important, this would not be cause for issue- if it weren’t for the campaign being presented as the core of the game. The story feels rushed and unplanned. When you look at the game without considering the story that was given, then the game feels better. The gameplay is simple, you must build homes, workshops, markets etc. So that the people you now rule can continue to live their lives. There is a mechanic in the game, in which you must pay the king after a set amount of time has passed. While I think this is a good idea it can soon become an issue.
The tutorial of the game is one of the things that I did not enjoy whatsoever, while the meta-aspect of having a seer talking about pushing buttons can be funny, I feel it only works depending on the style of game. ther than that, I feel like the tutorial wasn’t the best and at times I was left confused about what I had to do leaving me to push random buttons until I found what I needed.
Sound and Graphics of Feudal Baron
When it comes to the music and background music. I only heard the one repeating track which led me to playing with the sound off just so I wouldn’t hear the track on loop. Typically, this would be a disappointment to me in a game but in games of this genre I don’t find it to be an issue. I would rather listen to my own thing as I play the game.
I can say if my feelings towards the graphics are similar, while I know you will not get the same style as a AAA game. It wasn’t bad to look at, I wouldn’t have said the graphics were that of a game made a few years ago. However, while I may not have liked how it looked there is one thing that I cannot fault them on that is the design of the buildings. They were able to make the buildings stand out from one another and be easy to tell apart. Which would become useful in later gameplay
Additional Thoughts.
after finishing the game I wanted to do some research into the game before I wrote the review. One thing of note that I found out was that there is combat within this game although I sadly never got to the point where I could experience it myself. However, from what I have seen it is turn-based tactical grid based mechanics. what I have seen of it leads me to be glad I missed it as it would have brought the overall score of the game down for me.
Final thoughts
As an idea Feudal Baron is brilliant, but I think that it falls short of the mark with a very shallow story, a poor tutorial holding it back from being the kingdom-building game it could be. This certainly will not be one that I will revisit anytime soon. This game feels like it is something that could be improved in time or a sequel.
Fractured Worlds is the latest title from developer Laser Guided Games and bills itself as a dark, unforgiving top-down souls like RPG. You as the hero must explore different facets of a shattered reality guided by a mysterious entity who asks you to aid him piece together important events from the past by gathering lost memories. Unlike most Souls like games where the story is left to you to figure out, I found myself getting more and more invested in the cut scenes that appear when you collect a lost memory which reveal the events of the past which led to the area you are exploring and explains how it came to its current downfall. While exploring, the areas you adventure through are varied and interesting for example destroyed and ruined farmlands, caverns with luminous plant life and a polluted smog ridden steam punk version of Victorian London each with different sets of enemies that require different tactics to defeat.
While the story is enjoyable, the combat is really where Fractured worlds shines . There are numerous unique enemy types which inhabit the different areas all with different move sets. While on their own the telegraphed attacks are easy to dodge, block and counterattack. However, when you start adding numerous different enemy types into the combat this is where things start to get chaotic as you will be dodging enemy’s melee attacks, also keeping an eye out for off screen ranged attacks all while desperately preparing a ranged spell of your own. Each area has a unique boss with challenging abilities and moves, however if you are experienced with games like Dark souls, Path of Exiles or Elden ring you will probably find these rather easy to defeat.
TAILOR YOUR PLAYSTYLE WITH DOZENS OF SPELLS AND ITEMS.
Speaking of spells, the game has dozens of different spells and abilities, each varied and interesting and are discovered at random as you explore the levels and each one can alter how you approach the game. if you are more of a huge hammer skull crushing type player you might find an ability that closes the gap to the monsters with a charge or a leap, or if you are like me, I favoured ranged abilities kiting enemies and wearing them down with an AOE poison mist attack which was particularly satisfying.
One thing I enjoyed and found challenging was the “extraction” aspect to the levels, once you venture into an area there is no escape, so you have to be very careful while you explore. You have to manage your healing ability carefully as you only have a finite amount that has to last you for the entire 3 levels and if you die you lose all the gold and items you have found which can lead to very upsetting moments particularly if you find a nice upgrade die and lose it for good. There are also rare and useful consumable items you discover from monsters and treasure chests that help greatly and should be used as they help massively.
The loot you find is varied and interesting and if you have played games like Diablo or Path of exile you will find the loot system familiar, although I found the extremely rare legendary items a bit underwhelming as although powerful, they aren’t really build defining. However, the crafting system I did really enjoy. If you find a base item with a stat or effect, you like you can essentially take powerful aspects from other items and put it onto your base item creating a personalised piece for you to use. After playing dozens of RPGs with convoluted crafting systems, I found Fractured Worlds system to be a refreshing yet simple take.
NOT ALL PHANTOMS ARE FRIENDLY!
Fractured Worlds borrows heavily from Dark souls with the multiplayer system, you can leave “helpful” hints for your fellow players and in true Dark Souls’ style you can imagine what these messages entail. You can also leave a summon sign to help out players and interestingly if you are offline these persist and a player can summon a phantom of your player with behavior you can preset yourself such as defensive or aggressive personality. You can also invade players worlds killing them and steal loot and gold found or if you prefer you can leave a red phantom in an area to patrol and ambush unsuspecting players which you can then amusingly rewatch your phantom murdering people in separate saved highlights with your victims’ names.
The game has fantastic replayabilty, once you complete the game in true souls’ tradition you can restart in NG+ to get harder areas and monsters, one aspect I found very interesting was the “Map shard” system occasionally you might discover a map shard as loot which can be completed by yourself you can then share this shard with other players. When you share “Map shards” other players can purchase the shard from a merchant in town and complete it, each person can leave a permanent comment warning others on what to expect such as bosses or elite monsters. You can also if you wish, use the shards as a trap by leaving a high-powered red phantom version of yourself to farm players of items.
SIMPLE, BOLD AND COLOURFUL.
Fractured Worlds is a nice-looking game, the worlds are varied, colourful and interesting to look at and explore. While the graphics won’t blow any minds or GPU’s this doesn’t take away from the experience but may not be some peoples cup of tea. The cut scenes as you progress through the story, I found charming, vibrant and I particularly enjoyed the hand drawn art style which contrasts with the more simplistic graphics of the playable areas. The music and sound effects are all pleasant and I enjoyed the voice acting throughout.
The game performed perfectly, not once did I experience frame drops, lag or any issues whatsoever and surprisingly this game ran great on the Nintendo Switch which as its older hardware surprised me even with multiple enemies on screen. in my opinion this game is better played on a handheld device once you get to grips with the controls; I found lounging on a sofa grinding out the levels really fun and the fact it runs so well meant it was a joy to play in this way.
COMPELLING GAMEPLAY.
I loved Fractured Worlds, although initially it took a while to get to grips with the game once I got deeper into the story and figured out the crafting and multiplayer aspects, I realised that while Fractured Worlds seems a very simple game the more, I played, the more I realised it was actually surprisingly deep and complex. If like me, you enjoy ARPGs or Souls like games I would defiantly recommend you give this game a try and the game can be purchased here or for Switch here.
Get game-ready sound without the fuss with the Turtle Beach Airlite Fit Wired Gaming Headset, officially licensed by Nintendo for the Nintendo Switch 2 and designed for players who want reliable audio without spending a fortune to get it.
Features
Officially Licensed by Nintendo® for Nintendo Switch 2
This headset is also compatible across Nintendo Switch, Nintendo Switch Lite, and Nintendo Switch – OLED Model
High Quality 40mm Speakers for Superior Sound
Sound Isolating, Bi-Directional Mic with Flip-to-Mute Functionality
Premium, Noise-Isolating Ear Cushions with Comfortable Over-Ear Fit
Lightweight Headset Design
A Closer Look
Final Thoughts
Comfort is clearly where Turtle Beach put a lot of thought into this headset. The ear cushions and headband are wrapped in jersey knit fabric over foam, which not only feels soft against the head but is also said to help with bass response, and over longer sessions that extra bit of padding is noticeable. At just 228g (0.50 lbs), it’s light enough that you can wear it for hours without it becoming a chore, and the over-ear, closed-back design does a decent job of isolating outside noise so you can focus on what’s happening on screen.
The Mario Star colourway is a nice touch for anyone who wants their gear to match their game, and it’s one of four options alongside Ghost Purple, Charcoal Black and White/Black, so there’s a bit of choice depending on your taste. Because it’s a wired 3.5mm connection, the Airlite Fit isn’t just locked to the Switch 2 either — it works across Nintendo Switch, Switch Lite and Switch OLED too, which is handy if there’s more than one console in the house.
Turtle Beach’s tagline for this one is “The Perfect Fit for Comfort and Performance”, and honestly it’s a fair description. This isn’t a headset chasing premium features or a premium price; it’s aimed squarely at comfortable, dependable audio for handheld and docked play, and on that front it delivers.
For a headset that costs so little, the Airlite Fit punches above its weight on comfort, and the flip-to-mute mic and onboard volume wheel are welcome touches that make day-to-day use that bit easier. It won’t replace a high-end gaming headset, but that was never really the brief — this is about solid, official Nintendo-licensed sound for the Switch 2 without breaking the bank.
The Turtle Beach Airlite Fit Wired Gaming Headset is available now priced at £14.99 (down from £19.99), and comes in Mario Star, Ghost Purple, Charcoal Black and White/Black.
Here is our review of the Vantrue Pilot 2 Thermal Dash Cam.
Turn your daily commute into a fully monitored, night-vision-equipped drive with the Vantrue Pilot 2, a 4-channel dash cam built for drivers who want more than just a rear-view recording of their last fender bender. Vantrue is pitching this as the world’s first thermal imaging dash cam to combine true multi-channel footage with AI-powered safety alerts, and after digging into the spec sheet, it’s clear this isn’t just another dash cam with a gimmick bolted on.
The Pilot 2 records from up to three angles at once (front, cabin, and rear) at a maximum combined resolution of 1440P + 1080P + 1440P, all at 30FPS, and then adds a fourth thermal lens on top that can pick out a pedestrian, cyclist, or deer at up to 330ft using infrared heat signatures rather than light. That last part matters more than it sounds. Normal night vision needs your headlights to actually reach whatever’s up ahead; thermal imaging doesn’t care whether it’s pitch black, foggy, or the road is choked with smoke, since it’s reading heat rather than light.
Features
Thermal camera module – a 12μm WLP high-performance Vanadium Oxide uncooled infrared detector with a resolution of 1024×768, rated IP67 for waterproofing and built to flag pedestrians, animals, and obstructed visibility that a normal lens would miss entirely
Front + cabin + rear cameras – Sony IMX675 5MP sensor up front, Sony IMX662 2MP in the cabin, F1.8 aperture, and a 158°+165°+160° combined field of view, so blind spots are hard to come by
AI-powered safety alerts – front collision detection, pedestrian detection, animal detection, and thermal-specific detection all run in the background without you having to lift a finger
6.25″ IPS touchscreen display with Apple CarPlay and Android Auto built in, plus AR Display support for overlaying navigation and alerts onto the road ahead
24/7 parking mode backed by G-sensor impact detection and a super-capacitor instead of a battery, which holds up far better in a hot car than lithium-ion does
GPS module with automatic timing and mileage statistics, handy if you ever need to prove exactly where you were and when
WiFi 6 (2.4G/5G) and Bluetooth for pulling footage straight to your phone through the Vantrue app, no SD card juggling required
Voice control in five languages, microSD support up to a generous 1TB, and PlatePix license-plate-capture support for when you need a clean read on the car in front of you
Specifications
What’s in the Box?
A Closer Look
Final Thoughts
Vantrue sells the Pilot 2 in three configurations, and it’s worth paying attention to which one you’re actually buying. The P2 Full System is the one to go for if you want the complete package: front, cabin, and rear cameras plus the thermal lens, the 6.25″ display unit, all the mounting hardware, and the cabling to tie it together. Drop down to the P2 Thermal System or the P2 Dashcam System and you lose either the standard multi-channel setup or the thermal module, so double-check the listing before you check out. Whichever version you pick, installation is DIY-friendly and Vantrue says it’s designed to adapt to various vehicles without much fuss.
Unboxing the Full System, the first thing you notice is how much thought has gone into keeping the setup tidy. Everything routes through Type-C, from the front and rear cameras to the thermal module itself, which means one connector standard to remember instead of three different proprietary plugs. The display unit itself feels like the centrepiece rather than an afterthought, with a screen bright and sharp enough to actually read CarPlay directions on rather than just glance at for a recording status light.
Setting up the Pilot 2 is easy – the hardest part is tucking all the cables neatly inside your vehicle, but Vantrue includes tools in the box to help you do just that.
Where the Pilot 2 really sets itself apart is in how it handles the thermal feed alongside the regular footage. Rather than treating thermal as a novelty add-on, Vantrue has built the AI detection around it, so pedestrian and animal alerts are pulling from heat data as well as the visible-light cameras. Driving at night down an unlit country road, that’s the difference between spotting a deer at the edge of your headlights and getting a heads-up well before it’s anywhere near your bumper. Don’t expect it to replace good driving habits, obviously, but it’s a genuinely useful extra layer rather than a marketing bullet point.
The parking mode is worth a mention too. Swapping the usual battery for a super-capacitor is a smart move, since it means the buffer that powers parking mode recording isn’t sitting in a hot car degrading the way a lithium cell would. Combined with G-sensor impact detection, it’s there working quietly in the background whether you’re at the shops or parked outside your house overnight.
The Vantrue Pilot 2 P2 Full System is a genuinely ambitious dash cam, and it mostly earns that ambition. Between the 1440P+1080P+1440P multi-channel recording, the thermal lens rated to spot a heat signature 330ft out, CarPlay and Android Auto baked right into the display, and a parking mode built around hardware that actually suits the job, this is aimed squarely at drivers who see a dash cam as a proper piece of safety kit rather than a box that just happens to be filming. It’s not a cheap purchase, and the tiered package system means it’s worth reading the fine print on exactly what you’re getting before you buy. But for commuters, rideshare drivers, or anyone who spends a lot of time driving after dark, the thermal camera alone makes a strong case for stepping up from a standard dash cam.
The Vantrue Pilot 2 (P2 Full System) is available now direct from Vantrue, currently listed at £699.99 (down from £899.99), with the Thermal System and Dashcam System packages priced separately for anyone who doesn’t need the full setup.
Kynseed is one of those games that makes you happy to play. It doesn’t make demands; instead, it asks you to create a life that inspires you to do better. Moreover, it has a generational element that makes it stand out from its peers. Yes, it has plenty of familiar mechanics, but that’s what makes this genre thrive. The sense of familiar mundane tasks that have a wholesome undertone. Additionally, the limited violence and structured missions offer a brilliant feeling of achievement.
PixelCount Studios developed and published this life sim game. It is a single-player title where you must build a reputation and business to be proud of. There are people to help and areas to fish. You can also plant seeds, customise your farm, and mine for materials. As I said, it is familiar, but it does each of these things extremely well.
Kynseed tells a typical fantasy tale.
You reside in the world of Quill, where darkness threatens your way of life. Your goal is to uncover the mystery of the “Darken” and save the day. However, this isn’t a tale of a hero against a huge boss. No, it is a story of generational development, friendship, love, and support. Moreover, you must build relationships, have a family, and eventually take control of your offspring.
This is the most unique element of Kynseed. It demands that you think of the greater picture. Your relationships form the backbone of your journey, and if you are a lone wolf, you will not get the best out of your experience. How you wish to live and what you want to do is up to you. This freedom makes for a refreshing change from the usual growing certain crops and breeding certain animals.
Be whoever you wish to be.
I mention crops and animals because they are a lifestyle choice. Alternatively, you can run the blacksmith, a pub, the general store, and more. These choices all follow a similar flow, but you get a sense of buy-in as you choose your path. This reflects upon your friendships and relationships as well.
I adore this sense of freedom, but it is the aforementioned generational element that makes this game unique. Everyone ages and you lose your friends and family along the way. Moreover, the hero eventually withers and dies while leaving a dynasty behind. You get to choose to continue the family business with your offspring or enjoy a new path. Additionally, everyone has different personalities to add depth to the mix.
Kynseed is beautifully pixelated.
I feel that the phrase beautifully pixelated is a contradiction in terms. After all, pixelated visuals are dated and a little rough. However, Kynseed makes it work well. The world is interesting, earthy, and well constructed. There are “normal” areas and places that are awash with fantasy magic. Moreover, customising your slice of the world was amazing. Although it isn’t modern, it looks brilliant, and I appreciated the minor touches.
The audio is folksy, relaxed, and calming. There are moments of drama and despair, but it focuses on an upbeat edge to match the positive atmosphere. This is complemented by the ambient sounds, nice sound effects, and sense of rural living.
Excellent controls.
Playing Kynseed was a walk in the park. Despite the layers of complexity, it was easy to master. The game offers nice tutorials to keep you on top of new elements. Additionally, the control layout is easy to follow, and I knew what I was doing in no time.
I can’t really put a timescale on how long I played this. Nor can I say how long it would last. Theoretically, you could remain in this fantasy existence for as long as you wish. However, if I had to put a figure on my first playthrough, I’d say I sunk around 25 hours into it.
Kynseed is calm, wholesome, and a little slow.
Kynseed’s only downside is its slow start. This may put some people off, but I like the gentle learning curve and the lack of time restraints. If you love this genre, you’ll enjoy the laid-back style, the brilliant pixelated graphics, and the lack of pressure. Accordingly, I think it is great, and I recommend buying it here! Can you uncover the mystery of the “Darken”? Choose your path, form new friendships, and live your best life!
Combolands is a brand-new short indie game with a deceptively big idea. It shrinks the city-builder genre down to bite-sized, roguelite-flavoured turns. The game combines all of it with combo-chasing satisfaction and dopamine, as seen in games like Balatro. It is a combination that sounds almost too cute on paper, but it works, and it works really well. As of now, it currently stands at a 97% positive Steam reception that is genuinely earned rather than inflated by hype.
A City Builder That Isn’t Really A City Builder
The easiest way to understand Combolands is to stop thinking of it as a city builder at all. Structurally, it presents its own identity that plays far closer to a roguelite. Each run of the game starts from scratch. There is no persistent metropolis that grows over hours and hours. Each run is its own little puzzle that prompts you to place buildings in ways that stack combos and synergies effectively. The main focus is the combo-chasing gameplay instead of simply filling space efficiently. The game calls itself a roguelike, but it is definitely more roguelite in nature. The game leans heavily on meta-progression that unlocks between runs.
What Combolands offers is much closer to a roguelite city-building puzzle than a traditional roguelike. This distinction actually matters for setting expectations correctly going in. The puzzle box structure is where the game’s best moments live. It is extremely satisfying to watch buildings start triggering each other left and right. This snowballing leads to a genuinely satisfying scoring cascade. Runs are short, typically landing somewhere between 20 and 50 minutes, which makes Combolands an easy game to fit into a lunch break or a single sitting without feeling like you’re leaving something unfinished.
Depth That Rewards Sticking Around
Combolands has real longevity built into its system, which is surprising considering how moderately scoped it is. There are around 21 guild combinations, a mix of guild-specific and universal items, ten difficulty settings, and a randomly generated map every run. This leads to a genuine amount of variety that players can chew through. There are also two secret guilds in the game to add an extra layer of discovery and combination. Unlockable heirlooms and blueprints continue to open up new strategic options as players progress, and the shop system has already seen improvements, making runs feel more rewarding over time.
That said, difficulty is the one recurring soft spot for Combolands. Even at the highest difficulty setting, the game leans too easy once the systems are understood. It is not a dealbreaker by any means. It can also be argued that the difficulty curve has been created gently enough so that new players can ease into the genre. However, veteran strategy players looking for a real challenge at the top end may find themselves wanting more resistance than the game currently offers.
Final Verdict: An Impressive Feat
One of the most remarkable aspects of Combolands is how well it performs across a wide range of hardware. This is made more remarkable by the fact that the game was developed by a two-person team. The gameplay is extremely smooth whether it is on Windows PC, Steam Deck, or older Linux laptops. The game has been optimized carefully rather than assuming that the players will have high-end rigs on hand. At a price point of 8-10$, the value proposition is hard to argue with.
Combolands takes a genre mashup that could easily have felt gimmicky and turns it into something genuinely compelling. It features tight gameplay, combo-driven runs with real strategic depth, a huge amount of build variety to explore, and performance that punches well above its modest development team size. Its biggest weakness is a difficulty curve that flattens out a bit too gently for players craving a real late-game challenge, but that’s a minor complaint against a game this replayable and this cheap. For fans of city builders, roguelites, or anyone who’s ever gotten lost chasing one more combo in Balatro, Combolands is an easy recommendation.