All posts by Sam D. Burr

Daymare brings back the best of 90s survival horror

It has “1998” in the title, so it’s safe to say it will be good.

Our inbox was greeted today with what looks like eye candy for anyone who enjoyed the pinnacle of survival horror games during the 90s. Daymare: 1998, developed by Invader Studios and published by Destructive Creations, will surely interest you if you’ve been a fan of the glory days of this genre.

First off, I want to say that this is the first time I’ve seen a game with a reference to the 90s in its name. It makes me feel very, very old. But I’ll take it with pride, because that era gave us so much regarding survival horror experiences, especially through Sony’s Playstation. Secondly, I’ll say it now: I will play this game.

Daymare: 1998 is a third-person survival horror game set in a quiet town turned into a deadly zone thanks to an outbreak originated in a research facility. Sound familiar? We’ll play as three different characters: a member of H.A.D.E.S. task force (Hexacore Advanced Division for Extraction and Search), a helicopter pilot and a forest ranger as they try to understand what’s happened in this little town. There seems to be a deep lore behind the facts and we’ll be able to study it as soon as we get rid of the murderous “zombies” roaming the place.

I insist: sounds familiar? I honestly don’t think it’s a coincidence that 1998 is the same year in which Resident Evil 2 was released, and just one year prior to Silent Hill’s debut. 1996? Original Resident Evil. 1999? Dino Crisis. I could go on, but you get the point.

The horror genre has a niche fan base that won’t ever fade away because they -we- just crave for the chills, especially with fixed camera angles on the side. For what we can see in today’s story trailer, this will be a faithful recreation of those feelings these titles provided us with. Tension, resource management, limited ammo, dark narratives and a closed environment are some of the elements evidenced in Daymare: 1998.

Let’s see where this takes us, shall we? Daymare: 1998 has been in development for nearly three years and is scheduled to be released during this summer for PC.

Associate Editor

Our boy from Buenos Aires, Juan has been a gamer for as long as he can remember (and possibly even longer than that). He loves a good story, and believes every indie game has a compelling one to tell.

Beyond Blue is the perfect game for nature documentary lovers

First impressions from EGX Rezzed.

For me, nature documentaries are a fantastic way to chill out. Taking you out of the rush of modern life, they serve as a reminder that there is something else at work in the world, some other system beavering away that’s beyond making and spending money. Beyond Blue is an educational exploration game that plonks the player directly into one of these unfathomably large systems, that of the ocean. I had the pleasure of playing the demo while at EGX Rezzed, and boy did it chill me the hell out.

In Beyond Blue you are cast as the research scientist Mirai, who is leading a team of scientists using exciting new technologies to discover more about the deep blue sea. In full release the game will likely have three of ocean environments to explore, but for the demo, I played through a world of coral reef, whales and dolphins. And, yes, it really is as breathtaking as it looks in the screenshots.

Swimming around whilst in communication with my team on the surface, I directed Mirai’s graceful movement as she made excited observations on the species she encountered. Using buoys dotted around the map, players lock onto the noises of various animals to find their location, and then swim off to scan them. This simple mechanic is more engaging than it may initially sound, as each haunting vibration of a possible whale or dolphin sent me flippering off in a rush to see where the noise might have come from.

Made by E-line Media, the team behind the similarly detailed and educational-in-skew Never Alone, partnered with the team behind BBC’s Blue Planet for this venture, and the level of detail and knowledge is apparent in even just the demo playthrough. In full release the team intends to use snippets from interviews with researchers from Blue Planet and marine scientists to further enrich the gameplay. I honestly can’t wait.

While the topic of the environment is likely to bring more doom than hope these days, Beyond Blue is a joyful experience, highlighting the beauty we can still experience, if we’re passionate enough to go out, find it, and look after it.

To find out more about Beyond Blue, visit their Steam page. The title is due for release sometime in 2019.

Associate Editor

Kate has been gaming since she could control a mouse. In addition to having a penchant for indie games, Kate had a World of Warcraft account when she was far too young, and has a weakness for any game with ‘RPG’ in the description.

Floating on the Lotus Pond – Go Forth And Game reviews

We have reviews of four games this time – three from Concrete Canoe Games F.L.O.A.T. series and Adam’s Apple Games Thrive. Concrete Canoe Games sent us each copies of their newest 18 card, hook-box games – Ludus Senatus, Sengoku, and Istanbul or Constantinople?. F.L.O.A.T. stands for Fun, Lively, Original, Approachable, Tiny and the goal of the series is to create games that embody those qualities. Then I take a look at  Thrive, a new game from Adam’s Apple Games. All these games are currently on Kickstarter. Concrete Canoe Games is here. Sengoku, Ludus Senatus, Istanbul or Constantinople? Kickstarter Adam’s Apple Games is here. Thrive Kickstarter   We hope you will give each of these games a look. If you enjoyed the reviews consider leaving us an honest review on either iTunes or Spotify. You can leave us a comment at [email protected] or on Twitter (@tomgurg or @inquiry_meeple). You can find lots more interesting gaming content at The Inquisitive Meeple, our brother site.
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E.V.A.L Developer preview

Hello Indie Gamers! My name is Ali Husain, and I’m the founder of stoptoplay, a small indie studio based out of Austin, TX. stoptoplay started back in 2016 when a friend and I decided to pursue our passion for making games. We could probably have picked a better time, since we both worked at a fast growing start-up. Time was a very scarce resource. 

Many lunches, and crumbled pieces of (digital) paper later, we had an idea for a game that would be called E.V.A.L – The Existence vs. Annihilation Logic. E.V.A.L would be the name of the artificial intelligence, the antagonist. The game itself would be based on the following premise.

With the ever accelerating pace of life, the existence of mankind is exceedingly dependent on how fast we push buttons. Corporate, a gigantic company, has created the future fitness test, to evaluate the future fitness of human specimens that take this test. E.V.A.L was created to monitor and evaluate the specimens’ performance.

The introduction: 

The story we had decided on helped us figure out some key gameplay elements. The game would be fast paced. There would be buttons that would need pressing, frequently! An action runner would be the perfect genre.

An action runner wasn’t exactly what I had in mind for the first game I would be making. I’ve always been more of an RPG/RTS person myself. This was a welcome challenge. How would I take a genre, that was clearly not my favorite, and turn it into something fun? 

The core gameplay would be based around having a creature that could change shape and color getting through obstacles with different shapes and colors! To add some flavor to the game we started coming up with ideas for power ups and hazards that would change some game mechanics for a short time, keeping the game from getting monotonous. 

There was still something missing, and that’s when we got the idea for a new control scheme. Instead of having just the button based controls, we could have an alternate way for players to play the game. This was going to become the key differentiator. 

Since the character could take only one of three shapes, a circle, square, or triangle, and one of three colors, red, blue or yellow. We decided to split the screen in three equal parts. The players would be able to draw the shape they wanted on the part of the screen corresponding to the color they needed. 

This control scheme worked quite well and made it so that playing the game with buttons vs. drawing felt like a completely different experience! Here’s a short video that shows the control schemes.

We ended up having three game modes. Story mode, a short campaign where you learn about the game mechanics and play through the story. Evaluation mode, 20 uniquely designed levels to challenge players. Lastly, the endless mode, where players can play E.V.A.L as an infinite runner, competing with others around the world for the highest score in the future fitness test!

E.V.A.L is free to play and is exclusively for iOS . It releases on 12.20! Preorder and give it a try!





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Why Indie Games?

This article might start off a little bit… differently, but please! Bare with me here!

Do you remember the last time you felt awe playing a game? Campaigns that make you feel alive and refreshed are far and few these days. Half the time I play games I can predict exactly what’s going to happen. For the life of me, I can’t remember the last time I played a Call of Duty game that stimulated my narrative needs. Back in 2015, my gaming life consisted of multiplayer first-person shooters on an endless loop. From COD to Battlefield to Halo, over and over and over again. My whole gaming diet was lacking that sustenance. The slice of cake rich with plot twists, character designs, and emotional attachments. And then I found what I was looking for (which I’m going to assume you know from the title): Indie games.

Games that weren’t there to pander to massive demographics and had more to show than cleaner graphics compared to the previous year’s edition. Indie games envelop you. The titles, although sometimes unheard of, are unique and crafted by small teams, many times starting from nothing. I’ve just been going on and on about how indie games give a whole new life to gaming, but let me give you a more personal example.

For those who’ve played OneShot by Little Cat Feet, you know exactly where this is going. For those who haven’t enjoyed the game themselves, I implore you to go check out our review, here, and possibly pick up a copy, then continue reading. There will be spoilers ahead!


OneShot gave me something I haven’t felt from a game in a very long time. It gave me a connection. From the moment I entered the dimly lit, pixelated world, I knew something was going to be different about this game. The soundtrack from the moment I entered this game made my chest swell with excitement. If that wasn’t good enough, something refreshing happened that I was definitely not expecting. We were NOT the main character. In OneShot, the beautiful minds behind the game decided to have you play “God”. You were the influencer. While you did walk around and control Niko, all your interactions with him were between you and Niko. Two completely different entities.

We went the whole game watching and bonding with Niko. We explored the world with Niko. We met every individual we could spot with Niko. Helped countless people with Niko. And in the end, what does the game do? It presents you with a choice of two wrong answers. You can sacrifice Niko to save the world or you could sacrifice the world to save Niko. Reading this without playing the game might not do you much good, being that you didn’t grow that connection that felt eternal with Niko. Me myself, I didn’t know what to do. I won’t lie, it brought tears to my eyes. This poor innocent boy who’s done no wrong is faced with an ethical dilemma and turns to you, his God, for help. I couldn’t take it. I shut off the game then and there.

Too many thoughts clouded my mind, I returned the next day, ready to make a decision. The only choice that would be right was saving the world at Niko’s expense. But, when I finally hit clarity, the game threw a curve-ball that hit me in the gut as hard as a truck. I opened the game and saw this:


Indie games are your favorite stories mixed with your best friends. So, why indie games? Because they’re the closest thing to true, real games.

The Adventures of Sullivan – Developer Preview

Hi, we are Bumper Car Studios; the two man team of brothers behind The Adventures of Sullivan.
We grew up playing some of the world’s most iconic 2D games ever made. Some of our best memories are in front of a screen, endlessly playing Nintendo, Game Boy and several other consoles, often to the great despair of our parents who would have preferred we spent more time outside.

Ever since those days, weeks, months, and years of staring awe-struck into a world of pixels, we have wanted to create our own video games, and evoke the same feelings in others who share our love and respect for the experiences video games give us. The Adventures of Sullivan is our first project, and we hope there will be many more to come.

In development since September 2017, The Adventures of Sullivan is an arcade styled, 2D run and gun side-scroller, set in a science fiction world with pixel graphics. We will be releasing The Adventures of Sullivan on Steam in 2019, with plans to release on three other digital platforms.

To help this project come to life as organically as possible, everything in Sullivan has been created from scratch. All of our code, artwork, levels and music are being created and designed from the ground up, to create a nostalgic experience, mixed with modern gaming elements, to deliver fluid and entertaining game play. We aren’t borrowing code, or flipping another game’s design to crank out a cheap, shallow indie title.

The Adventures of Sullivan

Beyond profits and paychecks, we believe games should be fun. We also believe games should be accessible, and affordable; You won’t need high-end hardware to run Sullivan, or any of our other future games. We will never include micro-transactions in our projects, and we also aim to price our games at a very modest rate. We will be selling The Adventures of Sullivan for $5.

The Adventures of Sullivan

When we set out to make a game, we were inspired by the classic shoot ’em ups and side-scrollers of the 80s and 90s. Games kids would play right after getting home from school. Games that made car rides infinitely shorter. Games that defined the 2D genre and will never be forgotten. That meant making a simplistic, straightforward shooter with tight mechanics and fast, fun gameplay. We also wanted it to feel like an arcade experience, putting a quarter into a machine, and seeing how long you could survive, what level you could make it to, and how many enemies you could defeat along the way. This is also shown in our art style, which is an intentionally chosen, smaller resolution. Instead of hyper detailed, fine pixels, we prefer the larger, blocky pixels that really throw you back in time.

The Adventures of Sullivan

The Adventures of Sullivan will consist of 7 levels, with over 60 different and unique enemies, 18 usable weapons, environmental hazards, dodging mechanics and epic boss battles all surrounding a heart felt story with an original sound track. There’s no procedural generation in The Adventures of Sullivan, there’s no inventory system, there’s no crafting, and there’s no loot! It’s an indie title truly inspired by the arcade style classics, brought to you in 2019.

The Adventures of Sullivan

Consider supporting us on Kickstarter and helping to bring this passion project to life!

Find us at:


Surgeon Simulator Switch release date and trailer announced

Perform alien autopsys and other bizarre operations on the go.

Surgeon Simulator is the critically-acclaimed and infamously difficult operation sim by Bossa Studios. Starting life as one of Bossa’s well-renowned game jams, it was originally launched on PC in 2013, and due to popular demand, has since been successfully released on PS4, PSVR, iOS and now on the Nintendo Switch. It has generated over 2 million fanmade Youtube videos and has remained a popular favourite amid influencers including PewDiePie and Fernanfloo since launch.

Fully revived and feeling better-than-ever, the upcoming Nintendo Switch version takes advantage of the console’s much-lauded functionalities to create the most immersive surgeon experience yet. You can watch that on your tv-box. By snapping out a Joy-Con controller, players will be able to swap to motion controls at any time for nail-biting precision, while HD Rumble will help bring the full roster of tools – from hammers to hatchets, buzzsaws to laser pens – to life like never before.

Also taking advantage of Nintendo’s split Joy-Con support, players will be able to tag a second surgeon in at any time, whether it’s at home or on the go, to immediately launch local co-op play! Because sometimes you need a second opinion…

Containing all the original heart-in-your-mouth (or wherever else you decide to put it!) operations, including the additional teeth and eye transplants from the A&E Edition, Surgeon Simulator CPR also includes the highly-classified Alien Autopsy mode, too! Coupled with the console’s effortless portability and multitude of play options, it’s safe to say operating on the go’s never been easier.

Surgeon Simulator will be available on the Switch from the 13th of September, priced at £9.99. you can also pre-order now and get a 10% discount. If you’d rather not wait, you can pick up Surgeon Simulator on Steam Surgeon now, where it’s received very positive reviews.

Elea launches on Xbox One and Steam

The first episode in this space adventure is available now.

Last week saw the release of the first episode of surreal sci-fi game Elea, as it launched on to Xbox One, and Steam.

In Elea, you play as space scientist of the same name. In 2073, Earth was struck by a horrid childhood disease and Elea’s husband Ethan joined an expedition to colonize Solace, a habitable exoplanet, to save humanity from extinction. The interstellar ship he was on, Pilgrimage, went radio silent shortly after it reached planet Solace. Thirteen years later, our protagonist joins a recovery mission to investigate the faith of the expedition. What follows is an episodic and wondrous journey through space.

The first episode takes us somewhere else however, as Elea awakens in what appears to be Mexico. In reality however, she is not in her home but in a recovery room somewhere, years later, revisiting her memories in some sort of simulation. As the memory trip progresses, the house and its surroundings start to change and deteriorate, as time passes and grief descends on a home that was once full of love and expectations.

Key Features of the game include:

  • Unravel a rich, touching story inspired by books of classic sci-fi writers
  • Submerge yourself in amazing graphics powered by Unreal Engine 4
  • Discover gorgeous space environments, spectacular vistas and detailed interiors
  • Expect the unexpected on this curious journey through outer space

The first episode of Elea is available to purchase now from Steam and the Xbox One store.

Our Steam sale picks – February 2018

Play as an exiled ‘wum’ looking for a new home in this bizarre but charming world, filled with strange creatures, puzzles, monsters and political chaos.

Superflight is an intense, easy to learn wingsuit game with an infinite number of beautiful procedurally generated maps. A great game to relax for half an hour and chase your latest highscore!

Lisa is a quirky side-scrolling RPG set in a post-apocalyptic wasteland. Beneath the charming and funny exterior is a world full of disgust and moral destruction.

A frantic 1- to 4-player couch co-op action space shooter. Explore a colorful galaxy in a massive neon battleship that you control together by manning turrets, lasers, shields and thrusters.

Play as an exiled ‘wum’ looking for a new home in this bizarre but charming world, filled with strange creatures, puzzles, monsters and political chaos.

Immortal: Unchained is unleashed on PC and consoles

Play as a human weapon saving the cosmos in hardcore action RPG.

In Immortal: Unchained, you have been unleashed from your eternal prison, you are an ultimate weapon tasked with saving the Cosmos from a cataclysmic event threatening to end all worlds. Experience fast-paced tactical combat that combines ruthless gunplay with brutal melee combat. Explore unforgiving sci-fi worlds and defeat legendary bosses to acquire powerful weapons and delve into a vast array of weapon choices and builds.

Robin Flodin, CEO of developer Toadman Interactive said:

“We’re thrilled to finally put Immortal: Unchained into player’s hands. We’ve worked tirelessly to deliver a game that matches the vision that
Game Odyssey brought to us, and that our fans and community have been asking for. I’m incredibly proud of what the team and the studio has achieved.”

“I’m very happy to see our ideas and worlds come to life in Immortal: Unchained,” added Nader Moukarim, CEO of Game Odyssey Ltd. “I hope gamers all over the world will appreciate and enjoy the game, and that this is but the start of something greater.”

“As Sold Out’s first physical and digital release, Immortal: Unchained marks a major milestone for the company,” said Garry Williams, CEO of Sold Out. “It’s a really unique game, and we think this new IP will offer a compelling alternative for fans of the hardcore action-RPG genre.”

Immortal: Unchained is available now on Steam, with a 10% discount running until the 15th of December, putting the game at £35.99 / $44.99 / €44.99. The game is also available for both PS4 and Xbox One from today.