Showing posts with label Indie Games. Show all posts
Showing posts with label Indie Games. Show all posts

Reality Break: A New Dimension in Space ARPG

First and foremost, we want to give a huge shout out to Craig and the rest of the team at The Indie Bros for providing us with a game code for Reality Break. Also, shout out to Element Games for crossing the finish line to release this ARPG. Now, let's dive into the universe of Reality Break!


Rewrite the Universe in Reality Break

Prepare to embark on a mind-bending adventure with Reality Break, where your choices shape the fabric of the universe. This fast-paced ARPG Loot Collection Roguelite lets you break reality, rewrite your fate, and wield extraordinary powers to stop sinister forces from altering existence itself. The game delivers an electrifying experience as you discover the origin of your new abilities, bending and breaking the very rules of spacetime.

Reality Break isn't just about defeating enemies; it's about mastering the manipulation of reality to gain the upper hand. You will encounter a diverse array of challenges that test your strategic thinking and adaptability. Each playthrough offers a unique experience, ensuring that no two journeys are the same.

Mark Your Calendars

Reality Break is set to release on February 10 on Steam. Whether you're a seasoned ARPG player or new to the genre, this game promises to deliver a captivating and immersive experience that will keep you coming back for more. Don't miss your chance to explore the vast possibilities and uncover the secrets of the universe in Reality Break. Here's a small dose by way of the first 30!

Coming to Steam & GOG!

Stay tuned for more updates and get ready to dive into a world where reality is yours to shape!



 + Sophi 

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Gunfire Reborn: The Indie Game That Continues to Captivate!


Gunfire Reborn’s longevity (in my opinion) can be attributed to its continued support and the developers dedication to its player base. I remember when there were only two playable characters... and they added on over time! Despite some people feeling that the cute, furry anime characters in this multiplayer FPS with RPG and rogue-lite elements give it a child-like feel, that's precisely part of its charm. I even had a hater throw shade my way for playing the game during the review window, but it got a hard shrug because... the game is fun when you and your team set out on your adventure. Gunfire Reborn stands out in the genre with a more anime visual style that sets it apart from more realistic titles.

If parents are wary of games like "Call of Duty" or "Battlefield" due to their realism, "Gunfire Reborn" offers an excellent alternative. It's rated T for Teen, and while I’m not certain about the age range of its player base, it's clear that Duoyi Games has found their tribe, allowing their indie dev team to keep the doors open with a game that lacks blood, gore, and more.

The official launch of "Gunfire Reborn" was on November 17, 2021. Now in its fourth season, the game boasts at least ten playable characters to choose from. If you haven't played it yet or want to introduce your teen to a different title, this game is available for $15 on PC until the end of January 2025. The system requirements are low, so you likely won’t need any hardware upgrades (but if you do... you really needed that upgrade). It’s also available on PlayStation, Xbox, iOS, Google Play, and Android APK with millions of copies sold. Since they crossed the 2.5 million copy mark in 2023... I assume its over 3 million copies sold by now, and I mention that because the player base is stronger than when I initially jumped in. If you're a veteran or haven't played in awhile, check out the new characters, weapons, and tweaks to the gameplay mechanics. Compare the gameplay above to the new additions seen in the gameplay you see here:

Stay tuned for more, and as always... game on!



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One-on-One Discussions with Gamers: AAA Developers & Crowdfunding Solutions

In recent one-on-one discussions with gamers, SDGT Entertainment delved into the challenges that many AAA developers are currently facing. The myth of being "too big to fail" is one that these developers need to get over, as it's becoming increasingly clear that alternative routes must be considered to ensure long-term success. Concord could've been morphed into a single player mission based adventure. If it were me, I would've wanted to see Firewalk give the game a secondwind by taking this route, and even let them fly free with the title under the conditions that it remained a Playstation exclusive (in terms of consoles) for a solid period of time. 



IOI (IO Interactive) comes to mind as far as being a dev team being able to take their baby (the Hitman franchise) and soar, verses being wiped off the map. Hitman lives on and the team continues to make content like... The Splitter featuring Jean-Claude Van Damme as an exclusive Hitman target. They have other IPs in development, but... they took what they had and continued to build without trying to pump out title on top of title. Instead they adapted, married Hitman 1 to 3 and served up Hitman: World of Assassination. The additional adventures can be purchased for... Hitman: World of Assassination (initially released in Q1 2021), and this is one way to keep a game fresh while the developers figure out their next move. You can dive into Hitman with a free starter pack... right now, and play The Splitter free for a limited time!

I'm not saying Concord would've been able to last, especially with the track record and fanbase Hitman has, but... all that work didn't have to go to waste.

The Myth of "Too Big to Fail"

The notion that large developers are immune to failure is a dangerous misconception. The reality is that even the biggest names in the industry can falter if they don't adapt to changing market dynamics and consumer expectations. This was echoed by Chris J., an Ohio native visiting Orlando, who expressed his frustration with the current state of the industry:

"I hate when companies nickel and dime us for extra content that should've been in the game in the first place," says Chris J.

Not everyone will be able to go live with each title for online multiplayer action. The playerbase will have to come from somewhere and there are some badass games that a number of gamers aren't willing to part with just yet. Grand Theft Auto Online, Fortnight, CSGO, Minecraft, even COD Mobile are still ticking. I won't say run in fear when it comes to making online games, but... you have to know when to take a step back and do your homework to identify and take into account what warms someones heart enough to make that a purchase + microtransations would be okay vs a free-to-play setup or... additional DLC that adds to a complete game. These discussions also included Sims 4, which a couple I didn't get a chance to quote, had a major reaction about. They love Sims, but said similar to what I have in the past regarding how limited part 4 felt. We agreed that it was better off being a free-to-play game from the beginning. It took nearly a decade for that to occur, but they eventually adapted to the situation. I guess the $39.99 wasn't going to cut it anymore, especially with the cost of the DLC.

The Problem with Greed

Greed doesn't guarantee a continuous flow of money. Developers need to understand that their revenue comes from gamers with a fluctuating percentage struggling to make ends meet. Investments in gaming must make sense for these consumers. The big developers can play mind games with themselves, but reality will always keep it real with them, whether they like it or not.

When it comes to developers who are hesitant to revive fan-favorite games because they want to rake in piles of money on what appears to be the safe bet, it's understandable to seek success. However, the same gamers they want support from are the ones some don't seem to believe in. Even reaching out for crowdfunding for beloved games seems to be a step too far for some publishers.

Crowdfunding as a Viable Option

Newlyweds Trey and Diana S., honeymooning in Orlando, shared their thoughts on crowdfunding:

"I've given money to Kickstarters before, they just have to present it well and make the rewards worth it. I'll even pay a buck or two to get my name posted on a backer list. I don't have faith in the big developers to do Kickstarters bro, they're stuck up," says Trey S.

"If it's my job and I want to keep that job, I would listen to the customers," says Diana S.

Overall, if gamers are willing to put up the money for a game based on a calculated cost, it should be a no-brainer for developers to give the people what they're willing to invest in (if the goal isn't made thats the indicator to keep it moving). Giving gamers what they're willing to pay for seems to make too much sense for some publishers. Hopefully, this article... ruffles some feathers in the right way and helps more developers get over themselves if they're running into a wall.


 + Sophi 

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