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    <lastBuildDate>Fri, 10 Jul 2026 04:20:13 +0000</lastBuildDate>
    <pubDate>Wed, 08 Jul 2026 16:00:00 +0000</pubDate>
    <atom:published>2026-07-08T16:00:00Z</atom:published>
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  <title>Dialed Indie Newsletter: July 8th, 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-jul-08-2026</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-jul-08-2026</guid>
  <pubDate>Wed, 08 Jul 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-07-08T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">It is HOT the days are LONG and I am thriving and dying in equal measure! </p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me </b><br>As promised I did a whole bunch of showcase watching in the first two weeks of June, and have collated the <a class="link" href="https://dialedindie.net/p/summer-2026-roundup" target="_blank" rel="noopener noreferrer nofollow">50 games</a> that really interested me! <br>K-YOS this bi-month (<a class="link" href="https://creators.spotify.com/pod/profile/kyos/episodes/Spring-Slump-May-June-Music-Chat-e3lq2l6" target="_blank" rel="noopener noreferrer nofollow">podcast master link</a>, <a class="link" href="https://youtu.be/eXt-91L0VJs" target="_blank" rel="noopener noreferrer nofollow">YouTube</a>) is pretty varied, with Dani and I having almost no overlap in what we had planned to listen to, only converging to catch up on and discuss each other’s picks. Artists discussed: KNEECAP, The Space Ocean, La Roux, Lykke Li, MUNA, Ray Bull, El Dusty, ONEWE, Iceage, Kim Petras, SHINee, horsegiirL, Mon Laferte, and Carly Rae Jepsen. <br>This is technically not new from me <i>yet</i>, but next week will be the debut episode of the Dialed Indie podcast! For the first in this game developer interview series I’ll be talking to musician 2Mello about his path into the industry, creative process, inspirations, and what it’s like to make music for so many games! There should actually be a few episodes out by the time the next newsletter rolls around, before slowing down to a twice monthly cadence, but I’ll leave the other guests as a surprise. Are there any developers you’d like to see me interview? Feel free to leave a comment on the site or reply to this email with your wishlist and we’ll see what I can do! </p><p class="paragraph" style="text-align:left;">VGBees! <br><a class="link" href="https://youtu.be/3yg3vir756g" target="_blank" rel="noopener noreferrer nofollow">Episode 105</a>: Hey Summer Game Fest was barely a month ago, huh folks? John and Niki called in from John’s Toyota Sienna on site at SGF in what must be the most ramshackle episode in VGBees history. It’s also much shorter than usual, firing straight from the hip with our first impressions of the SGF shows. <br><a class="link" href="https://youtu.be/_nlvF-9VxB8" target="_blank" rel="noopener noreferrer nofollow">Episode 106</a>: Everyone’s back home, yay! There’s a brief portend of Xbox’s grim doom, a persistent curiosity on the creation of waffle fries, and a smattering of extra SGF news, mostly regarding the late-coming Nintendo Direct and a bit of extra information on existing announcements. For big news pieces there’s the RPGMaker forums being wiped from the face of the planet and <i>Pokémon Go</i> using user data to train military drones, which is news to some people! If you give something your location it’s being used to train military machines, folks! John and Niki give us the scoop on the games they played at SGF (that they’re allowed to talk about so far) and I talk about my no good, very bad experience at Distant Worlds, a <i>Final Fantasy</i> live concert series. <br><a class="link" href="https://youtu.be/sNsYJE0TGL8" target="_blank" rel="noopener noreferrer nofollow">Episode 107</a>: As layoff reports continue to swirl around Xbox, Niki comes in swinging by introducing the topic of games media’s role in all this, and especially the industry’s short memory and obsession with labelling extremely predictable events as “unprecedented.” We get into the setup for what will be record layoffs for Xbox: what are they doing, what are the rumors, and how did we get here? Also, Electronic Arts is introducing a new in-game advertisement platform we definitely thought they already had, and the UK government “bans” social media for teenagers, which will cause widespread harm despite being completely unenforcable and inefficacious overall. <br><a class="link" href="https://youtu.be/ZPm2_qpN9RM" target="_blank" rel="noopener noreferrer nofollow">Episode 109</a>: The big news of the week is that Sony PlayStation is discontinuing game disc production and support come 2028 — a move that will hurt the most dedicated and the least privileged players alike to save Sony money that they will do nothing with. No one on the show falls into the category of “collector,” so we focus on the more harmful aspect of the physical media conversation, where low budget players will inevitably be forced out, because Sony is voluntarily and loudly cutting off the ladder that gets people into their ecosystem. With the embargo lifted (last week actually oops), John and Niki discuss their time with <i>Star Wars: Galactic Racer</i> back at SGF, which they loved! I’m loving <i>Anode Heart: Layer Null</i>, John is loving his brand new 3DS-like AYN Thor, and Niki continues to love spending some time in <i>Slay the Spire 2</i>! </p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter </b><br>Dani bought me a <a class="link" href="https://otakuowlet.com/products/onemutan-puella-magi-madoka-magica-chibi-figure-set-of-5" target="_blank" rel="noopener noreferrer nofollow"><i>Puella Magi Madoka Magica</i></a><a class="link" href="https://otakuowlet.com/products/onemutan-puella-magi-madoka-magica-chibi-figure-set-of-5" target="_blank" rel="noopener noreferrer nofollow"> gachapon</a> pull as penance for my driving us to an anime figure store (I got Kyoko btw), so this month’s song of the newsletter is the ICONIC <a class="link" href="https://music.youtube.com/watch?v=epgovgrMnxk&si=7k1pQEplPXuD111W" target="_blank" rel="noopener noreferrer nofollow">“Magia”</a> by Kalafina. Where do you start with this song? “J-Pop” and “Anime ED” don’t cut it to even start to explain this classically-infused rock track. Its ritualistic, dark wave melodies are nevertheless performed by j-pop trio Kalafina in a ceasless chant about precious flowers and duplicitous wishes, the core of <i>Madoka Magica</i>. It’s awesome. </p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations </b><br>As tends to happen to me in the summer with those longer days, I’m back in my nonfiction bag. <i>1491</i> by Charles C. Mann is one title you’ll see recommended over and over again, but it can be easy to dismiss on the grounds of its release date and subject matter; it’s a book about the Pre-Columbian Americas published in 2005. The many sciences used to make up our picture of historical, often unwritten life — anthropology, climatology, botany, epidemiology, and genetics, to name only a few — have advanced so far that <i>1491</i> must be an outdated relic, right? Yes and no! But it’s always presented as a new wave of old science, and so dogs disproven-but-entrenched ideas and ponders new ones with (usually) equal scientific rigor. Lots of “so-and-so believes” and “it seems” and “research suggests,” though the author’s worldview is empathetic and curious enough to maintain that position without exhausting the reader. It’s particularly interesting to read as a retrospective convergence point to contemporary anthropology, where scientific proof increasingly mounts in favor of Indigenous knowledge and oral history. It can certainly let down in its anecdotes and quotations of Indigenous activists, which are infrequent and one-note, but I was overall impressed by how much information it packs in, and how much I still learned, despite the book’s relative age and so many theoreticals.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=8598fd3b-77e5-44e9-bbe5-e81aace230f4&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>2026 Summer Showcases Trailer Roundup</title>
  <description></description>
  <link>https://dialedindie.net/p/summer-2026-roundup</link>
  <guid isPermaLink="true">https://dialedindie.net/p/summer-2026-roundup</guid>
  <pubDate>Wed, 10 Jun 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-06-10T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">I sifted through 29 showcases during the past week and a half for this summer showcase season. My rough guesstimate is that they, all together, contained about one zillion games. To keep this list down to a <i>tenable</i> 50, we have some strict preliminary qualification rules: games have to be new to me <i>and</i> unreleased. After that, it’s just what I’m into — keeping in mind that these types of shows are less good at introducing an audience to new games and more about who cuts the best trailer. There are a number of games that caught my eye but didn’t quite sell me, but either have demos or are coming out soon. I’ll get to them another time, along with those which are already available.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4277440/Apathema/" target="_blank" rel="noopener noreferrer nofollow">Apathema</a><br>Limb- and part-targeting, craftable spells, sparing or slaying enemies, a sanity system, and probably more, on top of all the other turn-based RPG mainstays. Ambitious and grungy as all hell.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/bbvwqR59CYQ" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3503500/Appa/" target="_blank" rel="noopener noreferrer nofollow">Appa</a><br><i>Appa</i> shows off a lot in a short span of time. Gorgeous pixel art in an animated comic format; grief and trauma; a few human characters and their personal demons; and a conceptual-looking card battler, with lofty concepts like aenima and contemplation.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/e846cf7a-203a-4c25-b397-12237e61871f/appa1.jpg?t=1781029751"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/2875150/Backpack_Boy/" target="_blank" rel="noopener noreferrer nofollow">Backpack Boy</a><br>A puzzle platformer with a magic flashlight that shifts everything in its path to another world — one with different platforms, paths, and hazards.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/KpVv99nM0ZM" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4429420/The_Birdsong_Tree/" target="_blank" rel="noopener noreferrer nofollow">The Birdsong Tree</a><br>Build a birch tree taller and taller, up and up with birdhouses, to attract all the local birds!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/e54f045d-88ae-494d-bbe7-b4099fd5adf4/birdsongtree1.jpg?t=1781044093"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/2459890/Bobls/" target="_blank" rel="noopener noreferrer nofollow">Bobls</a><br>An itsy-bitsy precision platformer that’ll have its own singleplayer and co-op campaigns out the gate, alongside a level editor and inbuilt level browser.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/pwG6eazY5sw" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3151220/Bot_slash_Bot/" target="_blank" rel="noopener noreferrer nofollow">Bot slash bot</a><br>A fast-paced hack n’ slash designed entirely around the mouse! It’s great to see an action game knuckle down on spacing and pacing like this, without extraneous ARPG tech to muck up the works.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/lhfuu1kmddY" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4762110/Bub/" target="_blank" rel="noopener noreferrer nofollow">Bub</a><br>I suspect this will be many folks’ best in show. It aired as part of Day of the Devs, for one, and had all the elements of a strong showcase: unforgettably unique handmade visuals, a strong, evocative trailer, and a developer talking head that sold you emotionally.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/bb40b0f8-7403-4380-bcf2-e5adda2cb62f/bub1.jpg?t=1781043993"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/2299940/The_Button_Effect/" target="_blank" rel="noopener noreferrer nofollow">The Button Effect</a><br>A first-person puzzle game where every puzzle is buttons, because you’re in an art museum of buttons.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/AyaU4BaiZOA" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4077320/Cardaire_Eternal_Aces/" target="_blank" rel="noopener noreferrer nofollow">Cardaire: Eternal Aces</a><br>A singleplayer trading card game… not a roguelike deckbuilder… not an RPG where all the abilities are cards for no reason… but an honest-to-goodness TCG…</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/d06a5972-579b-456a-a7d7-1e167a30701a/cardaireeternalaces1.jpg?t=1781043468"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4451260/Cloudlings/" target="_blank" rel="noopener noreferrer nofollow">Cloudlings</a><br>A colony sim on a floating chunk of earth in a big, open sky of other floating chunks. Skyblock with little guys!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/7be19263-db22-45c5-9276-f52544aa547e/cloudlings1.jpg?t=1781043161"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3003760/Come_to_my_party/" target="_blank" rel="noopener noreferrer nofollow">Come to my party!</a><br>One of my favorites of the whole shebang. Cute, squishy, beautifully fluid pixel art and animation belie a dark narrative core of neglected middle children and deadly school bullying.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/MRthrDnvqSs" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3444110/Cow_Chess/" target="_blank" rel="noopener noreferrer nofollow">Cow Chess</a><br>It has even less to do with cows and chess than <i>Ultimate Chicken Horse</i> has to do with chickens and horses. This is one of a couple multiplayer party games on here; contrary to the other, it’s like <i>Worms</i> with some over-the-top <i>Smash Bros.</i> physics thrown in for good measure.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/hmRCEdvZ7Ss" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3091260/Darkbound/" target="_blank" rel="noopener noreferrer nofollow">Darkbound</a><br>A low-poly survival horror game set in a dark, quasi-abandoned hospital, inhabited by plenty of other patients and staff who could use your help. In this world of kitty cats, I appreciate the dedication to giving so many of them punny names (Miguel becomes Miauguel, Adrian:Adrinyan, etc). That said… I think this is one of the worse-named games I saw. “Darkbound” is just too generic; the name slides off my brain even as many times as I’ve stared at it in this draft the past week. It looks great! But I think the name is a bad choice.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/eac075ac-718b-408b-9b43-dadc4f503a5a/darkbound1.jpg?t=1781030474"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4319950/Edwin_Earstwhile_Medical_Examiner/" target="_blank" rel="noopener noreferrer nofollow">Edwin Earstwhile: Medical Examiner</a><br>This is a detective game that takes more from <i>Sherlock Holmes</i> than <i>Return of the Obra Dinn</i>, involving coroners’ examinations as well as living interrogations — and, like <i>Sherlock Holmes</i>, the ability to get it wrong…?</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/59f250c8-55da-477c-bd45-7f8f9b749573/edwinearstwhile1.jpg?t=1781042979"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4057180/ESSOMENIC/" target="_blank" rel="noopener noreferrer nofollow">ESSOMENIC</a><br>This one still escapes me a bit, but considering it’s also a horror game, that’s only to its benefit. There are interface-driven sections as you mind dive into your “patients’” memories to extract vital information; hopefully without killing them.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/FCuQtLxP8_g" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3989550/Fallosophy/" target="_blank" rel="noopener noreferrer nofollow">Fallosophy</a><br>Pinball precision platforming! The philosophy of it all isn’t of the looksmaxxing et al variety, but puts this more in the vein of <i>Getting Over It with Bennett Foddy</i> than a basal “rage game.”</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/6SPjH7dpIK0" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4105540/Fossil_Quest/" target="_blank" rel="noopener noreferrer nofollow">Fossil Quest</a><br>I feel like excavation minigames are usually a good time (hello fellow <i>Pokémon Diamond/Pearl/Platinum</i> fans) and the addition of designing your own museum exhibits — down to the type and placement of fauna and other decorations — is a fun idea.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/cf838785-981a-4a3e-aec1-4e9b66dd145a/fossilquest1.jpg?t=1781028516"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3036360/Heaven_Crawler/" target="_blank" rel="noopener noreferrer nofollow">Heaven Crawler</a><br>There’s something that feels wrong about building combat into such an Ueda ass world, but, well, it <i>is</i> really cool, and Ueda’s putting guns in <i>his</i> next game, so…</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/v_LiNzBOtRo" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3799720/House_of_Saturn/" target="_blank" rel="noopener noreferrer nofollow">House of Saturn</a><br>This is already deeply my shit (first-person horror adventure, Catholicism, exorcism, fucked up giant mansion, lantern in the right hand??) but WOW does this trailer and voiceover kick absolute ass.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/w72LFRzvxuQ" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/2506520/GHOSTLESS/" target="_blank" rel="noopener noreferrer nofollow">GHOSTLESS</a><br>A Cold War A.I. has trashed the world and sent nigh-undetectable androids out to disrupt what guerrilla forces remain. While it is an element, this isn’t a singleplayer social deduction game like <i>GNOSIA</i> or <i>No, I’m not a Human</i>. It seems to have quite a lot going on actually, with some basebuilding and social deduction on one end and exploration and action platforming on the other.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/ecaacd17-ea5e-44cf-b029-47a2bec75ea4/ghostless1.jpg?t=1781042639"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4712630/In_The_Drift/" target="_blank" rel="noopener noreferrer nofollow">In the Drift</a><br>A game by one of the creators of <i>Sable</i>!! With Laryssa Okada on the soundtrack!!! Fuck me up!!!!!</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/ng3Vip1RuiY" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3604920/Incredibug/" target="_blank" rel="noopener noreferrer nofollow">Incredibug</a><br>An action platformer where a humble roly-poly and his co-op capable firefly friend get to live out my dream of destroying a smart home system.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/UWxDXOf6hCQ" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3969610/Job_Fit_For_a_Devil/" target="_blank" rel="noopener noreferrer nofollow">Job Fit for a Devil</a><br>Shapeshifting, gambling, lying, cheating, stealing, farting… all devilish activities to partake in in a Russian folk adventure.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/985daef4-fe91-44e4-bd66-3980eeec87f4/jobfitforadevil2.jpg?t=1781030287"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/2527940/Little_Cheese_Works/" target="_blank" rel="noopener noreferrer nofollow">Little Cheese Works</a><br>I’m a simple woman — a simple woman who loves <i>Overcooked</i>. <i>Little Cheese Works</i> is a multiplayer co-op game with meeses and cheeses, and also some in-game chat shenanigans, like a big, hungry cat you can wake up. The meeses are also very cute. That much is a winning formula, but I do wonder how the game will format itself, and whether or not level design factors in so hugely as it does with <i>Overcooked</i>, or if it’s more of a straight playthrough.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/ZE7UqJXktfA" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4466940/Lost__Found/" target="_blank" rel="noopener noreferrer nofollow">Lost & Found</a><br>A detective-ish adventure game about reuniting lost items with their proper owners, rendered in a wild and personal blend of art styles à la <i>The Amazing World of Gumball</i>.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/t_y1dFwfPLY" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4153570/The_Memphis_Chronicles/" target="_blank" rel="noopener noreferrer nofollow">The Memphis Chronicles</a><br>Now there’s a word you don’t see every day in games: “tragicomedy.” A walking sim with a theatrical bent.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/043c050e-aceb-4c9a-b3ed-635d5b0e99e5/memphischronicles1.jpg?t=1781067681"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4136640/Mimic_Meadows/" target="_blank" rel="noopener noreferrer nofollow">Mimic Meadows</a><br>The only way to explore more of the world is to gain the animals’ powers! The only way to do <i>that</i> is to transform into them by identifying and mimicking their movements.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/is9DumfwV2E" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3782840/Mingle/" target="_blank" rel="noopener noreferrer nofollow">Mingle</a><br>A top-down-but-not-clicky hidden object game where the goal is to find your twin and merge with them into a new guy; and then find that new twin; and repeat.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/f2c21634-8e04-4b23-b4f4-b19cffe0da16/mingle1.jpg?t=1781058465"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3922000/Neighborhoods/" target="_blank" rel="noopener noreferrer nofollow">Neighborhoods</a><br>A block-by-block miniature citybuilder with an emphasis on urbanism and livability, presented in a laid-back, faux claymation style.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/aU8WSWO5laM" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4455920/NOL/" target="_blank" rel="noopener noreferrer nofollow">NOL</a><br>Despite being made in a Doom engine port, something tells me this isn’t gonna be a fun time. <i>NOL</i> is set in a dream; a dream about an ordinary house whose real-world inhabitants have been massacred.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3c8cb9d2-4d81-4110-8b72-9608a591115c/nol1.jpg?t=1781041984"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4079320/The_Outer_Frame/" target="_blank" rel="noopener noreferrer nofollow">The Outer Frame</a><br>A detective game with a twist: you’re the fixer. Solve the mystery on your conspiracy board and dispatch field agents to take care of anyone who’d spill the beans.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/494c51bc-475c-491a-9a3a-1081e9afc1d0/outerframe1.jpg?t=1781041845"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4482990/A_Pocket_Full_of_Slagford/" target="_blank" rel="noopener noreferrer nofollow">A Pocket Full of Slagford</a><br>I love the cement mixer look of early 3D. I love point-and-click adventures. I love (checks notes) taking the piss out of the British.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/bf7bcb8a-ce62-4c65-b5ea-6923c04e7bae/pocketfulofslagford1.jpg?t=1781027607"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4682620/PUTRIDSHARP/" target="_blank" rel="noopener noreferrer nofollow">PUTRID/SHARP</a><br>I knew right away <i>PUTRID/SHARP</i> was nice and nasty, but I thought it was more on the visual novel/adventure side of things at first glance — not so! Its graphics are still sugary rotten, but it’s apparently an RPG with… nonogram-inspired combat?</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/PZCDYJlUTx4" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4203810/Raahi/" target="_blank" rel="noopener noreferrer nofollow">Raahi</a><br>A life sim about being a tuk tuk driver and falling in love!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/5684111e-3383-492a-bc1c-8cab92646ede/raahi1.jpg?t=1781041679"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4508420/Recollage/" target="_blank" rel="noopener noreferrer nofollow">Recollage</a><br>A creepy-cute adventure where you scrapbook yourself together again and again, adapting to new environments and old problems.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/HQq_S_BV5YY" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4353330/Rinthine/" target="_blank" rel="noopener noreferrer nofollow">Rinthine</a><br>From the developers of <i>Moncage</i> and <i>While Waiting</i> comes, of all things, a survival crafting game set in an endless Cretan labyrinth.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/d5a0a484-c9dd-45aa-afe3-7097959c21b9/rinthine1.jpg?t=1781041362"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4537090/Rubber_Bird/" target="_blank" rel="noopener noreferrer nofollow">Rubber Bird</a><br>Bird born with horrible, stretchy arms grabs the world…!</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/MeIS846sPfI" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3617080/Short_Short_Fictions/" target="_blank" rel="noopener noreferrer nofollow">Short Short Fictions</a><br>From what I can gather, <i>Short Short Fictions</i> is a game where you play a game called <i>LOST AND FOUND</i>, a game where you play two games called <i>DON’T SAY YES</i> and <i>TO:NORTH</i>, so you can find another game to play called <i>IMMEMORIAL</i>. Statistically, at least one of them must be haunted.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/-x799atw_kc" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3798860/Shutter_Story/" target="_blank" rel="noopener noreferrer nofollow">Shutter Story</a><br>A grieving boy searches his family photos for evidence of their hauntings… This is one game where the uncanny hyperreality of the latest game engines (Unity here, I think) helps the project instead of hindering it. If this is as much your thing as it is mine, be sure to check out <a class="link" href="https://store.steampowered.com/app/3255140/CORPOREAL/" target="_blank" rel="noopener noreferrer nofollow">CORPOREAL</a> as well.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3aae487f-363c-4f70-b7a2-c5a5f5175bb8/shutterstory1.jpg?t=1781041035"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4194770/Sisters_of_Solitude/" target="_blank" rel="noopener noreferrer nofollow">Sisters of Solitude</a><br>A nonlinear detective game of the ghost hunting variety, set in an abandoned convent and starring a teenage girl obsessed with the paranormal.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/19845924-72ea-4d59-81fd-624eaab45b27/sistersofsolitude1.jpg?t=1781033295"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4013910/Some_Puzzles/" target="_blank" rel="noopener noreferrer nofollow">Some Puzzles</a><br>That FLEB (<i>Strange Jigsaws</i>) is at it again… Now taking the collage theme to the next level, with each puzzle living in its own little window on your desktop!</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/FzN1TPrjG78" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3654740/Stardream/" target="_blank" rel="noopener noreferrer nofollow">Stardream</a><br>Conspiracy on a retrofuturist generation ship! It’s a neat idea to combine the “taxi driver talks to passengers” thing with the snooping and decisionmaking of a more traditional adventure game.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9483e3c1-fde9-447c-a7c0-3ca72952b84e/stardream1.jpg?t=1781032671"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/2818820/The_Telwynium/" target="_blank" rel="noopener noreferrer nofollow">The Telwynium</a><br>It’s a little weird to see such an otherwise faithful-looking MS-DOS game move at modern speeds, but that’s the beauty of living in the future. This one is from the developers of <i>The Drifter</i> and <i>Crawl</i>, and apparently started life as a series of shorter, free games made simply for the fun of nostalgia.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/d39c4c30-1449-4b78-8332-0bcca5ec4494/telwynium1.jpg?t=1781032482"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4253580/Toada_Brava/" target="_blank" rel="noopener noreferrer nofollow">Toada Brava</a><br>I think <i>Toada Brava</i> featured in the most showcases of any game here, and it’s easy to see why it was selected so often. The animation is great, the characters are cute, and a little bit of active time battle JRPG never hurt nobody.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/FLKpoXb4MOU" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3841420/TOYA/" target="_blank" rel="noopener noreferrer nofollow">TOYA</a><br>Roll the cube, get more cubes, become a bigger cube, size up into a new world. It’s hard not to think of <i>Patrick’s Parabox</i>, but that’s no insult!</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/VUc8Dj7bj4k" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3811070/The_Troll__The_Witchs_House/" target="_blank" rel="noopener noreferrer nofollow">The Troll & the Witch’s House</a><br>Another meticously hand-drawn and animated 2D game, but this time a point-and-click adventure! </p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/nPK4ISnE5DA" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4458840/TWIRL/" target="_blank" rel="noopener noreferrer nofollow">T.W.I.R.L.</a><br>This may well be my game of the shows. A child confessing a sin so apparently great that the priest immediately moves to keep it contained, though his voice still drips with disdain. I like my PlayStations X’d and my horror psychological.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9b4fe222-156d-4f9e-b8cf-dd4ee50c947a/t.w.i.r.l.1.jpg?t=1781032135"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4034440/Unseal/" target="_blank" rel="noopener noreferrer nofollow">Unseal</a><br>The <i>Little Nightmares</i> series is quietly one of the most popular of recent times, and there’s been no shortage of similar side-scrolling horror adventures since <i>LIMBO</i> popularized them. I like <i>Unseal</i> for living the aesthetic while having the audacity to move to a fully 3D space despite being an amateur team. Good luck to them!</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/c410e1ca-8f00-49fb-914b-488b7a100c20/unseal1.jpg?t=1781031289"/></div><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/4414110/WATERFUL_a_tiny_oasis_builder/" target="_blank" rel="noopener noreferrer nofollow">Waterful</a><br>I like little nature builders and anything with a conservationist kinda lean. One thing that does annoy me about the latter is a persistent tendency to equate deserts with death and decay, like they’re these impossible environments nothing and no one has ever called home. <i>Waterful</i> does, as the name implies, seem to focus on regreening, but I can only hope that the mentions of other biomes and animals’ needs means that the dunes get some love, too.</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/vmVVsImRjHo" width="100%"></iframe><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3985990/Wild_Chorus/" target="_blank" rel="noopener noreferrer nofollow">Wild Chorus</a><br>A vibrant, top-down adventure game about singing songs to little guys (and also people, buildings, and the universe) to save the world!</p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="true" class="youtube_embed" frameborder="0" height="100%" src="https://youtube.com/embed/u6ImF5xtMgI" width="100%"></iframe></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=1670997f-2348-4236-8768-a7913c3f6f3a&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Dialed Indie Newsletter: June 3rd, 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-jun-03-2026</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-jun-03-2026</guid>
  <pubDate>Wed, 03 Jun 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-06-03T16:00:00Z</atom:published>
    <category><![CDATA[Newsletter]]></category>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Happy Pride Month even though I’m gay year-round!! It’s hot and stormy! Not-E3 is coming up! VGBees will be doing some special coverage with both John and Niki in attendance — they’ll both be on Giant Bomb at Nite and we’ll also be recording an episode at some ungodly hour after Summer Games Fest on Friday. Not necessarily for VGBees, I’ll also be watching just about all of the week’s showcases and putting together a list of the games (trailers, really) that I find interesting. That’ll be out sometime in the second or third week of June.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br><a class="link" href="https://dialedindie.net/p/digimon-story-time-stranger-review" target="_blank" rel="noopener noreferrer nofollow">Digimon Story: Time Stranger Review</a>: I finally went back and finished <i>Digimon Story: Time Stranger</i> after chunking down the first half or so in October, and…! It’s a game! There’s a lot to it.<br><a class="link" href="https://dialedindie.net/p/flock-review" target="_blank" rel="noopener noreferrer nofollow">Flock Review</a>: While cleaning out my Google Drive I found a half-forgotten, mostly-finished review of <i>Flock</i>, the birdy-ish creature collector from Hollow Ponds and Richard Hogg (<i>Wilmot’s Warehouse</i>, <i>I Am Dead</i>, <i>Hohokum</i>). After a bit of cleanup, it was ready to post!<br><a class="link" href="https://dialedindie.net/p/games-played-may-2026" target="_blank" rel="noopener noreferrer nofollow">Games Played, Mini-Reviews: May 2026</a>: My <i>Games Played, Mini Reviews</i> for May 2026 features: <i>Echo Chaser</i>, <i>mini pharma</i>, <i>Season 31</i>, <i>Digimon Story: Time Stranger</i>, <i>Carrot Kingdom</i>, <i>Leaftaker</i>, and <i>Panthalassa</i>.</p><p class="paragraph" style="text-align:left;">On to VGBees!<br><a class="link" href="https://youtu.be/qGrE0KxPUXA" target="_blank" rel="noopener noreferrer nofollow">Episode 101</a>: AKA the “No Bummers” Episode, as promised! When we receive complaints they’re often to lament how negative we are towards our subject matter. We’re a video game podcast in a late-stage capitalist world, covering games news during the industry’s absolute worst period for workers’ rights and safety, amidst a global rise of fascism threatening every supporting structure, from the supply chains that build our machines to the artistic freedom that creates our games. In other words: what is there to be happy about? I enjoy the feedback and do agree that there are times I could lay off or bring more balance; at the same time, VGBees’ cynicism is a defining trait in our field. At a certain point, positivity and neutrality are a betrayal of reality. Shows and publications that don’t meet that reality are just running defense — PR — for an industry that doesn’t want them and “fans” that don’t respect their individual voices. Still, this was a fun bit to attempt. One of the funniest episodes of VGBees, owing largely to John putting up a heroic performance despite being stuck in a Toyota Sienna in Somewhere, Alabama.<br><a class="link" href="https://youtu.be/eCN6alwDzRM" target="_blank" rel="noopener noreferrer nofollow">Episode 102</a>: John and I goin’ hard on the games news of the week! Sony records an enormous loss on their Bungie acquisition and also pretends that they love AI as part of a shareholder dance. Microsoft reshuffles their Israel branch as the investigation into their connection to the Israeli Ministry of Defense continues. Months after leaving Bandai-Namco, Katsuhiro Harada is heading up a brand new SNK studio to work on a game that’s never going to come out. Sega officially recognizes that live service is bad business, GameStop is loudly rebuffed by eBay, and <i>House Hunters</i> is the finest piece of hotel entertainment there is.<br><a class="link" href="https://youtu.be/YvIe625enr0" target="_blank" rel="noopener noreferrer nofollow">Episode 103</a>: Happy 15th birthday to <i>Terraria</i>! Rest in peace to the legendary Tom Kane, a voice actor whose work you certainly know and appreciate. A litany of bad news for the likes of PlayStation Plus subscribers, D&D video game fans, Quantic Dream & probably Embracer employees, and anyone who likes Bungie in any way. John bought a PS5 Pro so we grilled the hell out of him for it, booooo!!<br><a class="link" href="https://youtu.be/CQxRwbriHjI" target="_blank" rel="noopener noreferrer nofollow">Episode 104</a>: For episode 104, we were joined by a very special guest in Jeff Gerstmann! I’ve never met Jeff before and am not a “child of Giant Bomb,” so I definitely kept to the sidelines a bit here — I’d rather speak too little than too much when a guest is on. As for news: <i>The Witcher 3</i> is getting some brand new DLC in 2027, 12 years after the game’s release. Unreal Engine 6. Man. Hiroishi Iuchi, the director of <i>Ikaruga</i>, has left developer M2 and his in-progress shmup, <i>UBUSUNA</i>, is cancelled… or is it? Microsoft continues to be a mess. Valnet sinks to a new low — incredible, as already the most pathetic rag in games media — as it shifts its site TheGamer to a pay-per-click model for writers and editors. John and Jeff both played <i>007 First Light</i> for a bit and give us their preliminary thoughts, as did I for Amanita Design’s beautiful new game, <i>Phonopolis</i>. There’s also the two games I already wrote about — <i>Carrot Kingdom</i> and <i>Panthalassa</i> — and Jeff getting into Nintendo’s new definitely-not-<i>WarioWare </i>mobile game, <i>Pictonico</i>.</p><p class="paragraph" style="text-align:left;">I’ll also quietly share a future “New From Me.” As I’ve alluded to a few times now on socials, I’m putting feelers out for a game developer interview series. I’m really not interested in doing a “Hello Famous Developer, Your New Product Is Coming Out, Could You Please Tell Us Some Cool Things About The Product?” kinda thing (not to say that discussing an upcoming game or work-in-progress would be discouraged, but I think you know what I mean). The main component of this I’m still rolling around in my head is the format… I long wanted to make a podcast, but that introduces a number of problems. Most folks have a setup suitable for work calls, but not necessarily podcasts. Keeping a public show on schedule is already a daunting task, and even moreso when your punctuality also depends on that of your unaffiliated guests. There are many devs who may be uncomfortable having their voice published, because they’re queer or trans or have an accent or don’t speak English very well, or are just plain uncomfortable! To that end, I think I’m interested in a “come as you are” format. Ideally, I’d like to do these interviews over voice for the sake of conversation, and record them for the sake of easy recordkeeping. If a guest is comfortable with it being published as a podcast, then we’ll do that. If not, then it’ll be a transcribed interview (maybe with an additional, abridged article for key points). If they can’t do voice either, then we could live text chat over Discord or some such. Have I been thinking about this for too long…? If you’re a developer with thoughts to share, and especially if you’d be interested in chatting with me for 1-2 hours, please email me (<a class="link" href="mailto:dialedindie@protonmail.com" target="_blank" rel="noopener noreferrer nofollow">dialedindie@protonmail.com</a>) or, if we’re social media friends/mutuals, you can go ahead and just DM me. Keep in mind that “game developer” includes non-commercial developers, musicians, producers, and any other role or level which doesn’t get the clout a programmer/lead designer might.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>As I continue the slow ascent to my final form (señora), I’ve started listening to the radio in the car a lot more. I listen to my own playlists all the time at home, and I can get a bit annoyed deciding what to play on short trips, so radio it is. I mostly put on Majic 102.1, Houston’s R&B (and friends) station, for the obvious reason of R&B being good, but also because their programming-to-music ratio is solid most hours of the day and the advertisers always show out for their commercials there. A lawyer saying, “Oh, you think my commercials are annoying…? Get in a car accident,” is crazy. Love that. Anyways, I’d never heard <a class="link" href="https://music.youtube.com/watch?v=xoZ1OK4cVQk&si=9fomN4u_7_6dlhNO" target="_blank" rel="noopener noreferrer nofollow">this remix of “Just Kickin’ It” by Xscape</a> and I liked it a lot, so that’s the song of the newsletter!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>You don’t have to watch any not-E3 stuff if you don’t want to, y’know. It (probably) isn’t your job. Even if your job is related, it probably isn’t your job. You can always go back and read some shitty roundup from The Verge or whatever if you’re really that curious. There are many parts of life to which this could apply…</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=e38008b6-a308-4f05-9c3e-db784134f70f&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Games Played, Mini-Reviews: May 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/games-played-2026-ii</link>
  <guid isPermaLink="true">https://dialedindie.net/p/games-played-2026-ii</guid>
  <pubDate>Mon, 01 Jun 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-06-01T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Next month: <i>The Third Shift</i> and <i>Phonopolis</i>, among others. Just didn’t have enough time to finish them to a level I was satisfied with, but I didn’t wanna combine May and June into another monster post like the first, either. We’ll see how much time I end up having, given that the first half of the month will be dominated by Summer Games Fest, and I have a few events to go to as well.</p><p class="paragraph" style="text-align:left;">Echo Chaser (<a class="link" href="https://verbante.itch.io/echo" target="_blank" rel="noopener noreferrer nofollow">itch</a>)<br>This is a super quick, free, and in-browser play. <i>Echo Chaser</i> is a platformer whose primary mechanic is echolocation, which is one of those hyperspecific concepts that I always enjoy. Having to navigate a simple space in a complex way is the core of many a platformer, and I like the way that it shakes out in <i>Echo Chaser</i>. As you’d hope, the sonic experience is on point with a minimalistic headiness that PICO-8 is quite good at in the right hands.</p><p class="paragraph" style="text-align:left;">mini pharma (<a class="link" href="https://punkcake.itch.io/mini-pharma" target="_blank" rel="noopener noreferrer nofollow">itch</a>)<br>This is PUNKCAKE Délicieux Lorraine’s submission for the Falling Block Jam 2025, organized by Davemakes (<i>Mixolumia</i>). It’s very good, and very stressful! It has the same swap and grab mechanics you’d see in a match three game, but, in line with the jam, retains the movement of a falling block puzzler. But there’s a dead zone in the middle — a sorting space between conveyor belts. Past the second belt is a row of vials, which populate with ingredient requests of four items each. It’s Lucy and Ethel at the chocolate factory: organize and rearrange the continuously arriving ingredients to fulfill enough recipes to clear the stage without letting any incorrect ones get pushed all the way down.</p><p class="paragraph" style="text-align:left;">Cleared recipes show a lil visual sparkle and a score of “PERFECT!/GREAT!/NICE!/DONE!,” which have nothing to do with any order, but rather the amount of time/space between delivered ingredients, scored per vial. Delivering the full recipe with one or fewer ticks between each item grants a Perfect. It’s an interesting decision to limit the scoring to each vial, instead of allowing Perfects to be chained together for additional score, or letting the player reset the Perfect timer by interspersing other deliveries. It’s a system that rewards the skill of organization and spatial awareness above pure speed. And although speed is an important factor, quick reflexes and t-spinning won’t win the day. It’s crushing inventory management; fastidiously spinning plates as some are ordered out, though more and more keep arriving. It reminds me of <i>Wilmot’s Warehouse</i> in that way, but the timer never stops.</p><p class="paragraph" style="text-align:left;">“Time” is where <i>mini pharma</i> loses me a bit. It is so long for an arcade game. Although there’s constant stress, gameplay is often slow and methodical as you wait for the correct ingredients to arrive — there’s a lot of downtime. On the lower two difficulties, just getting to the last level takes well over an hour. There’s a “three strikes” policy for mistakes, where delivering the wrong ingredient nets a strike and wipes the board, save a tile-wide safe zone on either side. Having all the pressure instantly relieved by failure and then having to sit and wait for enough ingredients to continue playing can feel less like mercy and more like punishment, especially if that’s more a product of bad luck than poor strategy. Strikes don’t affect score, though, so moving some ingredients to the safe zones and evaporating the others in an intentional wipe is a sound strategy whose inclusion feels intentional. But the game is already so long, I’m not quite sure I enjoy this pace.</p><p class="paragraph" style="text-align:left;">(Also: lucky beads…?)</p><p class="paragraph" style="text-align:left;">Season 31 (<a class="link" href="https://cal-does-things.itch.io/season-31" target="_blank" rel="noopener noreferrer nofollow">itch</a>, <a class="link" href="https://store.steampowered.com/app/3775580/Season_31/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>, <a class="link" href="https://pizzapranks.itch.io/indiepocalypse-72" target="_blank" rel="noopener noreferrer nofollow">Indiepocalypse #72</a>)<br><i>Season 31</i> is a short narrative experience that spends a very effective half of its runtime as a management sim. As the producer for a nationally televised rally racing program, you manage employees, budgets, camera operations, and oversee track safety (or not — crashes always bring in a lot of views). Then… some stuff happens! No one knows what and it’s difficult to find out given the circumstances. You still have to (try to) manage everyone left at the track and studio, though. <i>Season 31</i> is certainly hampered in its bigger moments by a clunky and typo-ridden English script, but the broad strokes of its story work well with the light and dubiously consequential gameplay undergirding it. Made my computer kinda hot, though!</p><p class="paragraph" style="text-align:left;">Digimon Story: Time Stranger (<a class="link" href="https://store.steampowered.com/app/1984270/Digimon_Story_Time_Stranger/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>Well, this turned into <a class="link" href="https://dialedindie.net/p/digimon-story-time-stranger-review" target="_blank" rel="noopener noreferrer nofollow">a full review</a>. Mostly to cover the game’s mechanics more deeply, but also to talk about the story, which is real bad!</p><p class="paragraph" style="text-align:left;">Carrot Kingdom (<a class="link" href="https://www.lexaloffle.com/bbs/?tid=156882" target="_blank" rel="noopener noreferrer nofollow">link</a>)<br>This is another super short platformer playable in browser, though a puzzle-platformer this time. You play as a rabbit with stretchy ears used to grab stuff, and there are some pretty sweet twists on this concept revealed over the course of the game’s ~15 minute runtime. It’d be great to see a bigger game made out of <i>Carrot Kingdom</i>; as quickly as it ramps up, there’s still a lot of juice here even without the addition of extra mechanics, which also feel possible in its space. It’s so brisk that there’s not much time to feel like you’re actually solving any puzzles — more stumbling into solutions. Nevertheless, it’s a delightful play.</p><p class="paragraph" style="text-align:left;">Leaftaker (<a class="link" href="https://k-ramstack.itch.io/leaftaker" target="_blank" rel="noopener noreferrer nofollow">itch</a>)<br><i>Leaftaker</i> is right on the edge of being really special. As is the case with many supernatural mysteries, it suffers a bit for wanting to have its cake and eat it too (though not to the extent of <i>Type Help</i>, another deduction game I talked about in the <a class="link" href="https://dialedindie.net/p/games-played-2026-i" target="_blank" rel="noopener noreferrer nofollow">previous edition</a> of this blog). Playing in the supernatural horror space involves a lot of ambiguity and the fear that that brings, but deduction demands correct answers and concrete timelines. Yet, such a work needs to conceal its hand so the mystery remains a mystery for at least a time. Due to both its mechanics and its story, <i>Leaftaker</i> has to do so by force. There are so many things you can’t investigate and so many questions you can’t ask. This wouldn’t be all that noticeable, or easily forgotten as the protagonist’s own decisions/lapses in thought, if this weren’t a text parser with open dialogue prompts. Type in the right words yourself, but still no one answers. The game is certainly aware of and even does some cool stuff with this idea of the player character as a character and not just an avatar for the player, but it’s still a little too easy to see the artifice of the whole thing. They say a mystery is one of the hardest things to write; writing a mystery and then letting a player loose into it with the entire English language at their disposal is a huge ask. Everything has to be tight, tight, tight, and <i>Leaftaker</i> is one or two tights instead of three.</p><p class="paragraph" style="text-align:left;">Panthalassa (<a class="link" href="https://store.steampowered.com/app/2955720/Panthalassa/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br><i>Panthalassa</i> is, gameplay-wise, largely about fiddling with different interfaces — plugging things in, pulling levers, turning knobs, pressin’ keys. It’s a true blue menus game set at the bottom of the ocean in a good-as-alien facility full of squidgy and inscrutable technology. Not <i>that</i> inscrutable though; there were some small tutorials and protagonal nudging added since my time with the demo which I appreciate and understand from the developer’s perspective, but don’t care for myself. I liked how difficult <i>Panthalassa</i>’s interfaces were to figure out, since the puzzles themselves are relatively simple, most often involving memorization, note-taking, or reference of in-game resources. I like the kind of adventure game that shoves some bullshit in your face in the first room and says, “Look, you’re either figuring this out by yourself or you’re not leaving.”</p><p class="paragraph" style="text-align:left;">My own preferences aside, challenge isn’t exactly the point of <i>Panthalassa</i>. Like the best point-and-click adventures, it’s all about atmosphere, and the gameplay is less a test of skill than a ritual to present narrative design and move the player through the world. And oooooh, what a world. The lead character is a submersible’s AI, MAG, suddenly transferred into a dormant robot body advanced beyond anything previously thought possible. This expansion of MAG’s consciousness and intelligence, as well as the remnants of the body’s memories, leads to a much more existentially-minded narrative than I had anticipated. I won’t say much else, as the game does well to surprise with its setting, progression, and vignettes. It’s a serious aesthetic treat, a jewel-toned SEGA Saturn acid trip scored by <a class="link" href="https://panthalassaost.bandcamp.com/album/panthalassa-original-soundtrack" target="_blank" rel="noopener noreferrer nofollow">undersea DNB and ambient music for tripod fish</a>. It is sublime, uncanny, and romantic all at once.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=8acfa995-afb0-41d0-b97b-bf750786f469&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Flock Review</title>
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  <link>https://dialedindie.net/p/flock-review</link>
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  <pubDate>Fri, 22 May 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-05-22T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;"><i>Flock</i> is an enchanting game — ostensibly, a sort of fantasy birding wish fulfillment. No binoculars, no bug spray, no waking up at 5:00AM for the slimmest of chances at a glimpse of a migratory duck. In <i>Flock</i>, you yourself soar through the air on the back of your feathery steed, trailed by the cool and colorful little beasties you’ve charmed with your magnetic aura. There’s a small open world packed tight with some classic birdy biomes: a flower field, a wetland, an autumnal forest, a mossy glade, and sprawling grasslands. All of this is great, as is the brief narrative setup, but <i>Flock</i> falls short in the space of details.</p><p class="paragraph" style="text-align:left;">Before I move on, I’ll quickly address that I played <i>Flock</i> wholly singleplayer, contrary to what the game’s promotion suggests. Some of the first words in its store description are “multiplayer co-op,” so that’s sure to be the first thing a potential purchaser sees. And I’m not totally sure why! Everything’s better with friends and all that, but I don’t see <i>Flock</i> as a multiplayer game, nor one with a strong cooperative component. Like much of <i>Flock</i>, I’d describe the feature as “nice.” I’m not sure why co-op featured so heavily in the game’s marketing.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8bc105bb-5f74-4b7c-bbd2-a339361f88bb/flock2.jpg?t=1779423721"/></div><p class="paragraph" style="text-align:left;">Anyhow, the game’s setup is that your Aunt Jane, a professional zoologist, needs help gathering more information on local bird species. As a Birdrider, you’re the perfect choice, able to fly all across and up and down the area with speed and ease; and, as you find out, your bird can mimic other bird calls, allowing you to charm wild fowl. There’s your aunt’s twin, Uncle Reg, a shepherd who’ll teach you how to care for some flying sheep-sausages and collect their wool for knitting; and there’s Nadiya, a textile artist who can turn that wool (and collectible knitting patterns) into clothing for you. That’s it for characters, aside from Aunt Jane’s interns, who’re little more than wool-farming quest stations. A smattering of environments, NPCs you can count on your hands, and a grand total of 60 birds to log.</p><p class="paragraph" style="text-align:left;">Perfect. I love <i>Flock</i> as a tight, focused experience spent less than a weekend enjoying. But there’s a dragging out of that length, mostly in the form of more-than-occasional roteness. While I appreciate the attempt, <i>Flock</i> feels narratively overdesigned — not that its writing is terrible or overbearing, but because what is there gets in the way of the streamlined experience it shines as. In a peaceful, co-op capable birding game with a big checklist of creatures, the collectathon is the game, the motivation to play the game, <i>and</i> the reward itself. But <i>Flock</i>’s campaign keeps the player from the full open world — and thus, all the birds — for around two of its five main story hours. The world is only unlocked by meeting hidden list totals. Logging x amount of new species triggers a short quest, which, upon completion, opens at least one new biome. This presents some complications when it comes to game flow, as the birds behave as you’d expect (however gamified they may be), only appearing in certain biomes at certain times of day. And, some are rarer and won’t show up as often or require more involved methods to find. Early on and very late in the game, there’s a lot of time spent waiting, sitting or haphazardly zipping around, hoping for a new creature to appear and make progress possible again. It’s a beautiful moment when the cloud layer falls and the next biome is revealed, but I’m not sure it’s worth the tradeoff that this structure provides.</p><p class="paragraph" style="text-align:left;">The issue of flow is further exacerbated by the bird book itself. It contains no descriptive information for any of the birds beyond which family they belong to, which is of minimal help when searching. You can choose to receive a hint for any species you’re missing, but this feels more like a last resort before turning to an online guide than the name “hint” would imply. They usually explain precisely where and how to find a specimen; far too much when all you want is initial information. The only way to view a basic visual or behavioral description is by finding another bird in the same family and attempting to identify it, which displays unique, short descriptions of all its family members. This information only appears on-screen during the identification process and can only be done once per species. During my first playthrough, I usually found birds by remembering these short entries instead of using the hints or speaking to any of the zoologists. In a game about filling out a logbook, there’s not much reason to even look at it. As much as I can appreciate that that might break the player’s immersion or unnecessarily tear them away from the world, it feels like something’s missing here.</p><p class="paragraph" style="text-align:left;">The identification process itself is pretty obnoxious past the enchanting first handful of encounters. After identifying the bird with a lil hold-zoom, you wait as the log musically ticks up onto the screen, go through the exact same dialogue string for every entry (that’s 58 times), and then listen to the little jingle as it officially populates the list. This whole thing, menus included, doesn’t pause the game, so the bird you’re identifying may leave or escape before any attempt to tame it. This happened to me maybe a dozen times. It’s an unfittingly grating process for a short game about peacefully filling out a list.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/db63a5a1-4f9d-4bde-aacb-586c872637ec/flock3.jpg?t=1779423728"/></div><p class="paragraph" style="text-align:left;">I say that, but there are enough of these weird disconnects in <i>Flock</i> that I become less certain I know what exactly the game is. There’s the downright strange decision to roll credits not at 100% logbook completion, but after returning Aunt Jane’s bag of birdseed to her, stolen by the magpie-esque Burgling Bewls. It’s an understated conclusion to a questline that is itself understated to a fault. It feels neither like the final quest and narrative throughline for the entire story, nor pared back enough to serve as a simple, “save the princess”-esque impetus that lets the game happen and gets out of the way. So, straight back to the game, because there’s still a good 10-20 birds to find. Just as well, it’s odd that, <i>in a game about birds</i>, you can’t set up bird feeders until after the credits as a sort of postgame grinding bonus… Was I supposed to enter other people’s multiplayer games with my sunflower seeds in tow, like a high-level MMO player loitering around a difficult boss to help the sprouts?</p><p class="paragraph" style="text-align:left;">Maybe the most incongruous piece of the game is in the titular flock. There’s no narrative or gameplay justification to gather the birds! There are two mainline quests to charm two very particular birds, but they’re hard story gates. There’s one other bit of the main story that requires you to charm and keep specific species within your flock, and there’s the slight bonus that one family — Winnows — are snitches who will point out other camouflaged Winnows, whether or not you’ve identified them before. Other than that, it’s all for your own personal enjoyment. And, y’know, that’s fun on its own! But crucially, each family requires a whistle to charm its members. Once the first 30 or so minutes of the game have passed, you’ll regularly encounter birds that you can’t charm, and may not be able to until nearing the credits. How interested are you in backtracking to previous areas and waiting around for a while for a spawn <i>just</i> to charm a bird you liked into your flock? There is one optional quest to gather a certain amount of males of one speciesso they’ll perform a mating dance and lure out the female. I really, really wish there was more stuff like this or the Winnows bonus which creates interaction between your flock and the game world. The game can feel so barebones at times; not quite liminal, but nonetheless like a nebulously gamified “third space” with no one to talk to and nothing to do.</p><p class="paragraph" style="text-align:left;">The bones might be a bit bare but, well, they’re good bones. <i>Flock</i> is a pretty, pretty game with the same whimsical British spirit that Hollow Ponds and Richard Hogg have instilled in all of their previous projects. The <a class="link" href="https://elirainsberry.bandcamp.com/album/flock-ost" target="_blank" rel="noopener noreferrer nofollow">score</a> by Eli Rainsberry is wonderful as always; subtle and ambient, serving mostly to punctuate moments of exploration as well as the change in the time of day. Overall, the audio design by Dan Pugsley may be the standout of the entire game. It’s great fun to wander around quietly with the breeze and occasional musical tones and have a new flurry of birdsong catch your ear. These moments — of having your current mission interrupted by a new call, a new search — are <i>Flock</i> at its best. Finding hidden birds like the Sunset Sprug or most any of the Winnows ranks as a close second. The soundscape is <i>so</i> immersive and enveloping, especially for something as obviously artificial as <i>Flock</i> with its wingless, eclair-shaped birds and neon pastel trees. I just wish it let me really live in that space! And I wish it gave me more to do. I enjoyed my time with it and would recommend it to anyone interested in its pitch as a cute, eccentric, and peaceful sort of creature collector, but it can be frustrating how often it takes a backseat to itself.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=ac4ca9ec-d08f-457a-a02c-3ce98506c7e8&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Digimon Story: Time Stranger Review</title>
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  <link>https://dialedindie.net/p/digimon-story-time-stranger-review</link>
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  <pubDate>Mon, 18 May 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-05-18T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">When I first started playing <i>Digimon Story: Time Stranger</i> in October, I was surprised how little response it had generated. It seemed like only the “Digimon people” and I were playing and talking about it. How could that be? Digimon’s a large, recognizable franchise, and it even got a couple State of Play spots. It feels like common knowledge among gamers and especially J/RPG fans that these games are well-liked. I shotgunned some 30 hours of the game and found so much to enjoy! I had to put it down to catch up on other games, but I returned and played a further 50 or so to finish the main story and all the side quests.</p><p class="paragraph" style="text-align:left;">Oh, there is so much about <i>Time Stranger</i> that is truly awful.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/39a1c06c-246b-4d55-a4bc-efbc62260a2a/digimonstorytimestranger4.jpg?t=1778812368"/></div><p class="paragraph" style="text-align:left;">Something that begins to stick out more and more as the game goes on is the dungeon design — or lack thereof. The majority of them are (you can say it with me) a collection of hallways. This isn’t something I inherently mind. There are many subjective game design choices to be made, and how well they work will be largely project-dependent. I didn’t feel one way or the other for the first few dungeons, which are: a sewer with a lever on one side and a closed door on the other, a sewer that is a spiral staircase with three extra rooms, and a spiraling radio tower. There’s nothing to them, and that’s fine. I’m here to collect, train, and battle Digimon, so the idea of more engaging or puzzling physical spaces isn’t necessarily appealing. The reality of <i>Time Stranger</i> elaborating its dungeons is, in fact, not appealing.</p><p class="paragraph" style="text-align:left;">In one late game dungeon, Dark Field, there’s a new character, Gekomon, who inexplicably begs to hear corny platitudes because they make him nauseous which makes him teleport, and you both need to go see Lord Plutomon, and Dark Field is a sort of asteroid field of floating rocks. So, you walk down a series of one-way paths, enter dialogue with Gekomon, and hope you chose the corniest of the two options or get sent to the wrong place and forced to loop back around. You do this one twice in a row, as opposed to most of the other dungeons, which you also do twice, but on a circuit, and with stronger enemies. You later spend a brief period in the heavenly penitentiary Guardian Palace, which has three (3) enemies and starts off with a scripted boss fight — not the first or last in the game, to say nothing of the final boss. At least it’s not one of the story fights where an allied Ultra Mega Plus Super Form DNA Digivoled Digimon automatically attacks until it’s over.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/43bcd59a-1894-41b3-b8ac-f6a6c04a4a90/digimonstorytimestranger2.jpg?t=1778812221"/></div><p class="paragraph" style="text-align:left;">In general, boss fights are mostly kind of bad. Not <i>bad</i> bad, but kind of bad. <i>Time Stranger</i> is aware its systems are so ripe for exploitation, but fails to do anything interesting with that information. Boss fights are simplistic and nearly identical, with big numbers and a few shared gimmicks: frequent, total immunity to status effects; the ability to attack 2-4 times in one round; the ability to grant themselves buffs, cleanse all debuffs, and “lock” buffs from being affected by the player, all without actually using a turn; and a charge move which can only be disrupted by blasting their newly revealed “weak point(s)” until their <span style="text-decoration:line-through;">poise meter</span> charge bar depletes. Interestingly, weak points don’t always have the same type weaknesses as the boss. But there’s no consistent, comprehensible logic to the elemental type matchups — unlike Pokémon, Digimon’s universe is not built on the concept of elemental types, and Digimon are not innately elemental characters — so what will be most effective against a new Digimon is often a guessing game. This can be fun, but it means that every stage of every boss fight is a guessing game, too. On a first playthrough, the first attempt of most any given boss is not a fight, but dull research that plays out the same way each time with slightly different answers. They’re completely standard JRPG fare: make sure the party is leveled enough to deal and take enough damage and spend the occasional round buffing and/or healing. The bosses that do have extra gimmicks invariably amount to even straighter level checks. ZombiePlutomon, for example, apes the classic “zombie means healing hurts” schtick, but <i>Time Stranger</i>’s design can’t accomodate it. You can’t use buffs or heals on opponents, nor can you attack or use debuffs on allies. But ZombiePlutomon can use Heal on <i>you</i> because he needs to for this concept to work. There’s no Zombie or Undead status in <i>Time Stranger</i> either, though, so the concept is narratively justified by a mysterious mist that lasts for the entire fight. Yet when ZombiePlutomon uses Heal on himself… he just heals himself. With no strategy to be had, as with most boss fights, the correct answer was to beat the fuck out of him with my main casters. This is a relief in a way, because usually the correct answer is to beat the fuck out of the boss with Aegiomon, who is explicitly designed to sidestep most of the game’s mechanics and counter most bosses. He is (heavy sigh) your companion character for much of the game and the de facto protagonist.</p><p class="paragraph" style="text-align:left;"><i>Time Stranger</i>’s story is poop from a butt. It is awful by every standard: video game, JRPG, sci-fi/fantasy, shonen for little kids… It is shoddily constructed, shoddily written, and shoddily told. There are constant melodramatic attempts to inject stakes into a plot where you time travel after any death or despair because God is literally rearranging the fabric of the universe in your favor. It is cutscene, into cutscene, into mission where you do the same thing from the cutscene for some reason, into cutscene of meandering bullshit, made worse for the fact that <i>Time Stranger</i>’s music isn’t very good and there are only like three songs. The pace is agonizing. You will watch 10 cutscenes in a row (not an exaggeration; I counted). There are frequent sepia-toned flashbacks, shown just after a character reminds you of what happened or who someone is anyways. It’s that horrid political-but-not-political plot that geek culture adores where there’s a war and War Is Bad, but the cartoonishly ghettoized refugees are talking dogs from another world, everything could be avoided every second with a single conversation, the villains are actually just brainwashed nice guys, and no one ever really dies. Like many a bad time travel story, it’s more concerned with looking clever by creating, revealing, and overexplaining time loops than presenting an intriguing plot or characters. And the game is designed, from the cluttered physical spaces to the pristine minimap and persistently vague directions, for a waypoint to lead you around by the nose. So what merit is there to paying attention? Maybe the only enjoyable thing <i>Time Stranger</i> does with its time strangeness is keep track of the side characters during the game’s primary, eight-year time skip. Digimon will move across the Digital World, change occupations and motivations, and, of course, Digivolve. When they change form they change name, too, leading to casual reintroductions, mistaken identities, not-so-missing persons, and many small glimpses of storytelling. This is no major thing, but it’s a consistently charming point of narrative design in a game otherwise lacking it.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/c24467e6-3cdd-4beb-8093-fbc36acef25b/digimonstorytimestranger5.jpg?t=1779041078"/></div><p class="paragraph" style="text-align:left;">Spending so much time and money on a bad story is particularly baffling when you consider the staggering cost of modeling and animating 470+ Digimon. Each Digimon has animations for (at least) basic attacking, using a skill/spell, being buffed, idling, nodding, walking, running, and a lil victory pose. They’re all voiced on some level, and they all have one or more unique skills, which have unique voice lines and animations. These are simple for the lower stage and/or presumably less popular Digimon, like SkullMeramon, who yells “Heavy Metal Fire!” and sprays a mercury-colored flame from his mouth. But then there’s Alphamon: Ouryuken’s Soul Digitalization, where he creates a giant summoning circle in the sky and a holographic dragon man comes out and shoots a Death Star laser from his claws. Save for some annoying organizational and menuing issues that you more-or-less get used to, the Digimonning is great and complex. As previously mentioned, there are a lot of systems ripe for exploitation. You can acquire any Digimon you can grind battles against, and Digimon can turn into and out of a whole bunch of other Digimon via a frequently diverging and converging evolutionary ladder. Digimon have personality types that you can manipulate, and each personality type has a pair of stats it helps to train as well as a number of personality-exclusive passive skills; but you can get a personality skill and then retain it as you switch to another personality more appropriate for grinding, or vice versa. Oh, and you can take any non-unique skill off of any Digimon at any time and put it on another one with no limitation or cost… and a lot, lot more. If only there was a reason to do any of it!</p><p class="paragraph" style="text-align:left;">Engaging with <i>Time Stranger</i>’s training and combat systems — or at least thinking while you do so — is not totally advisable. The dungeons are boring. The boss fights are boring. The difficulty is snapped in two with the slightest effort. As far as skills go, there’s the stunningly versatile Character Reversal, which inverts all of the target’s type matchups. Vaccine Digimon become weak to Virus Digimon, and an immunity to Darkness now means they take twice as much damage from it instead. Reverse cannot be cleansed or re-reversed (i.e., there is no way to revert a Digimon to their normal type matchups during a battle, even by using Character Reversal on a reversed Digimon). You can simply opt out of abiding by one of the game’s core systems at any time. I said earlier that the correct answer to any given boss fight for my party was to let my casters smack them around. That’s a <i>bit</i> of a fib, although it does accurately describe most of my first playthrough. There are a pair of skills called Attack Reflect and Magic Reflect. On use, they create a shield around the user for one full round that reflects 100% of the physical or magic damage dealt back to the attacker. The fastest and easiest strategy is to bring a party of four caster/support characters, one of whom has the personality skill Great Embrace, which lets the Digimon in question overheal all of their targets up to double their HP. Heal through everything, DPS for free during the charge stage, and drop the Reflects before predictable attacks so the boss kills themselves. Revive if necessary. I had to stop myself from using this strategy in an effort to actually play the game, in the same way I thought it best to stop planning Digivolutions or using the DigiFarm after I trained up to LadyDevimon fairly early and realized I had somehow broken the difficulty curve. Even the circumstance by which I found this speaks to <i>Time Stranger</i>’s wasted potential. I was primarily using casters during my first playthrough (because all the pretty, cute, and/or girl-coded Digimon are casters) and brought this as a back-up strategy against a boss I thought would be annoying, without having tested it. There’s never a need to use your Digimons’ full movelists, so, yeah, you can just load the party up with extra crap whenever you feel like it. I’d like to say that any of this is less true on the game’s three higher difficulties (Hard, Mega, and Mega+), but if anything, I find the use of such cheesy strategies to be even more reasonable there. These are “damage sponge” difficulty increases, where the enemy stats get bigger and bigger with no mechanical or behavioral changes, save some extra dungeon fodder on Mega and Mega+.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/3dfec7ec-cb47-4059-b7e2-7a792ed4cc6e/digimonstorytimestranger3.jpg?t=1778812240"/></div><p class="paragraph" style="text-align:left;">These are the major points of <i>Digimon Story: Time Stranger</i>, but there are a dozen quibbles that slowly eat away at your enjoyment over the course of the game, too. The DigiFarm not only has its own menu tree but is also in a separate realm that can only be traveled to from specific, fixed points, after which you talk to an NPC. Digimon in the DigiFarm do not appear in your menus and cannot be inspected without going to this realm and talking to this NPC. There are only two shops which sell Training Sets — which raise stats in the DigiFarm — and they both have different items available in different timelines. You can only freely access all areas and timelines during and between the game’s last two missions. Quest information screens don’t always specify when <i>or where</i> a questgiver is, and sometimes name neither (you do need to go talk to the questgiver even though they can text you, which is how you get the missions in the first place). The only way to figure that out is to manually track the quest, look for the waypoint on the minimap, and narrow it down from there; keeping in mind that you can only track one quest at a time. You may think it smart to start lumping quests together by time/place, but they have an infuriating yet inconsistent tendency to take you to and fro as part of their cutscenes, including teleporting you elsewhere <i>after the quest has completed</i>. Or they might just leave you in the (proverbial) middle of nowhere, who knows! And to go a couple sentences further on them, there is an absolute dearth of interesting or otherwise worthwhile side quests. The bulk are nothing but fast travelling back and forth between two locations and advancing through dialogue until a mini-boss appears. There are three separate “scavenger hunts” that involve revisiting previous locations and looking around for someone to press “interact” on, the grandest of which requires revisiting all areas in both timelines. That’s, like, 50 loading screens to press 13 buttons. And do nothing else. The overworld’s main interactable element is DigiAttacking, which is how you get your “sneak attacks” to start a standard battle with an extra round and damage on the opponents. It’s also sporadically used for “puzzles” involving objects like breakable walls, overgrown tree branches, and switches hanging from the ceiling, despite the fact that the camera can’t move more than about 45 degrees upwards. Every interactable in the game, from the DigiAttacks to opening a door or extinguishing a fire, takes at least twice as long as it feels it should.</p><p class="paragraph" style="text-align:left;">So… more like ‘waste of <i>Time</i>’<i> Stranger</i>, am I right???</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=f931ba94-86ea-49f7-9be5-1373b6e75f1e&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Dialed Indie Newsletter: May 6th, 2026</title>
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  <link>https://dialedindie.net/p/newsletter-may-06-2026</link>
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  <pubDate>Wed, 06 May 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-05-06T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">I hope it didn’t feel like I was away too much or too long, but I’m back! As I touched on in the last newsletter, April’s a busy month for me, and especially so this year. Mostly baseball and birding, to be honest! I took a guided tour of Fenway Park and a day trip to Worcester to see the Red Sox’s Triple-A minor league team, the WooSox, play; the latter featuring both a grand slam as well as perhaps the last minor league start of Payton Tolle’s career! A great consolation prize for seeing the Boston Fleet lose and not getting a shot at any fun merch, since TD Garden carried so little (it was a great arena experience otherwise, though). I also saw the Corpus Christi Hooks as we took a road trip to my hometown and visited all the must-see sights, like the <i>illustrious</i>, two-story Whataburger by the Bay, the Texas State Aquarium (which is so expensive now, holy shit), and the Art Museum of South Texas. We patronized not one but two award-winning South Texas restaurants: LaVaca BBQ in Port Lavaca, with a jalapeño cream corn to die for, and Southside Barbacoa in Corpus Christi, whose carne guisada landed them on <a class="link" href="https://www.texasmonthly.com/food/50-best-tacos-texas/" target="_blank" rel="noopener noreferrer nofollow">Texas Monthly’s 50 Best Tacos in Texas</a> list. As for birding, we took a detour to the Aransas National Wildlife Refuge, where we were way too lucky and somehow managed to catch one of the last whooping cranes of the season, and one of less than nine hundred left in the world. There was a trio of painted buntings (and a rattler!) at the butterfly garden in the Oso Bay Wetlands Preserve, a park I frequented when I lived in Corpus, and the peak of spring migration treated me well here in Houston, too. Capping my time off was Little Craft Fest in Conroe, a stationery and home goods convention hosted by the local Little Craft Place. The place was absolutely packed and a little disorganized as one might expect of a small convention, but I had a great time, bought some great stuff (you can see some of it <a class="link" href="https://youtu.be/fZEe562jATk?si=epIDR6Z44HYPmlrI&t=4524" target="_blank" rel="noopener noreferrer nofollow">towards the end of VGBees 99</a>), and ate some bangin’ guajillo enchiladas at Vida Mariscos before we went home. It’s been an awesome month in my life and I’m hoping to carry that energy forward, especially as I zero in on some new ideas…</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>As the first third of the year passes us, I’m starting up a new blog series! This’ll be a more in-depth recap of all the games I’ve played or been playing during the given period, starting with <a class="link" href="https://dialedindie.net/p/games-played-t1-2026" target="_blank" rel="noopener noreferrer nofollow">January-April</a> of this year. And by “more in-depth than usual,” I mean that this ended up being a collection of 200-600 word mini-reviews. I got into: <i>Formless Star</i>, <i>Type Help</i>, <i>TR-49</i>, <i>Hermit and Pig</i>, <i>MOONROT</i>, <i>Horripilant</i>, <i>Fragile Feelings</i>, <i>Terraria</i>, <i>Lost and Found Co.</i>, <i>Funi Raccoon Game</i>, <i>The Perfect Tower II</i>, <i>Lucid Blocks</i>, <i>The King of Fighters 2002 Unlimited Match</i>, <i>Flotsam</i>, and <i>CorgiSpace</i>. Links to all those games (as well as the couple of full reviews in there) are on the page as per usual.</p><p class="paragraph" style="text-align:left;">P.S. I’m often prostelytizing against social media and social media usage, but there’s really no way to have a conversation otherwise, is there? To that end, I’ve enabled logged-in comments on the above post as well as <a class="link" href="https://dialedindie.net/p/video-essays-i" target="_blank" rel="noopener noreferrer nofollow">“A Bunch of Gaming(ish) Video Essays I Like”</a> from a couple months ago. They seem like good starting candidates! I won’t have comments on every post from now on, but if y’all are into it, then I’ll make it a more regular thing.</p><p class="paragraph" style="text-align:left;">It’s been a couple months, which means that Dani and I have amassed enough music to record n’ release <a class="link" href="https://creators.spotify.com/pod/profile/kyos/episodes/Big-March-March-April-2026-Music-Chat-e3iud9f" target="_blank" rel="noopener noreferrer nofollow">another episode of K-YOS</a>! This one is a juicy two hours, owing largely to the glut of late March releases. Keeping in mind that the <a class="link" href="https://youtu.be/0g5LTYUQn4A" target="_blank" rel="noopener noreferrer nofollow">YouTube version</a> of the podcast has timestamps (not chapters though because they keep taking away our advanced features since I won’t give them my ID (again)), here’s the full list of artists we talked about: waterbaby, Blessing Jolie, Giant Claw & galen tipton, James Blake, The Scratch, The Sophs, BTS, Coco Jones, Naomi Scott, underscores, galen tipton (again!), Charlie Puth, Fetty Wap, Robyn, Slayyyter, Thundercat, The Strokes, Jessie Ware, the Foo Fighters, and Jam2go.</p><p class="paragraph" style="text-align:left;">It’s a much shorter VGBees section this month, as I was away for most of our recording hours, but I did make it onto two episodes!<br><a class="link" href="https://youtu.be/fZEe562jATk" target="_blank" rel="noopener noreferrer nofollow">It’s Okay For The Boys To Be Childish</a>: This episode takes its name from some unbelievably incriminating shit in Mr. Beast’s employee handbook, uncovered by a lawsuit levied against him/his company by a former employee. Ludum Dare Jam is entering its “Cher Farewell Tour” era, wherein it will be technically-kinda-sorta officially over. Some goofy corporate decisions: Playdate allows AI-generated coding but not AI-generated art, the BAFTAs pull a game trailer at the last second for “triggering” content, and <i>Call of Duty</i> will no longer be day one on <a class="link" href="https://nogamesforgenocide.com/" target="_blank" rel="noopener noreferrer nofollow">Xbox Game Pass</a>. John is poking around <i>Titanium Court</i> and I didn’t have time to play many games since I was doin all the stuff I talked bout in the intro!<br><a class="link" href="https://youtu.be/vVC6ETdGZIc" target="_blank" rel="noopener noreferrer nofollow">Episode 100: GameStop Preps eBay Purchase, ustwo CEO’s Blunder, Paste Games Shuts Down</a>: It’s episode 100, wow! We didn’t do anything in particular for it and kept it pushin’. GameStop is allegedly preparing to buy eBay, something they definitely have the money to do, while Saudi Arabia is seemingly slowing down on its many, many video game investments and Atari snapped up another emulation studio. The developers of <i>Magic: The Gathering Arena</i> have unionized, which I’m sure Wizards of the Coast/Hasbro will be happy to recognize! The CEO of Ustwo Fampany Ltd. put her foot right in her mouth during an interview with GameDeveloper, GameMaker gives the a-okay to vibe coding (WHY), and Paste has officially shuttered all of their games coverage. Rest in peace to the A.V. Club, Endless Mode, and Paste Games as a whole. Shoutouts to the food trucks in Niki’s area, kind of, the discussion of whom briefly interrupts the pod. I talk about <i>Flotsam</i> and <i>CorgiSpace</i> and Niki’s been playing <i>Tomodachi Life</i> proper, and is starting to find more of its strange and unique features!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>Fuck it: 11-minute house song. <a class="link" href="https://music.youtube.com/watch?v=3vahGrswiQM" target="_blank" rel="noopener noreferrer nofollow">“Fantasy (Def Club Mix)”</a> by Mariah Carey and Def Mix Productions is the longest song in any of my playlists by a pretty wide margin, coming in at 11:16. Not every house track needs to be long, but house is one of the music genres that most makes use of repetition and progression, both of which take time to do right. The Def Club Mix makes use of every second of its gargantuan runtime, introducing epic builds and drops, anticipated highs and sudden lows, and brand new vocals recorded by Carey just for the remix. The whirlwind infatuation is more pronounced with those slightly sped-up vocals and driving percussion, while the romance also grows stronger juxtaposed against it, with the instrumentation stripped down beneath even sweeter singing than appears on the original single. It might be the perfect remix — not just of “Fantasy,” but ever.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>I have now watched untold hours of <a class="link" href="https://www.youtube.com/@Majuular/videos" target="_blank" rel="noopener noreferrer nofollow">Majuular’s videos</a>. I’m sure he’s been recommended in my YouTube sidebar before — his videos are all about games, and he has a few in the million-plus club to boot — but it was only after seeing Super Lesbian Animal RPG developer Bobby Schroeder post about an <i>Ultima Underworld II</i> video that I went and checked him out. These kinds of “video essays,” where the creator gives a minute-by-minute recap of the Content in question, are normally quite disappointing; needlessly long, overly granular, chock full of crappy meme sounds, and without much to say at the end of the day. But not so with Majuular! While his videos are well on the long side, and while they do get very granular, it feels justified by the finished product. At their core, they’re extremely dense and extensive critiques of games with equally dense and extensive systems and narratives, conveyed with a broad review and full story recap as framing and organizational devices (to the detriment of their length, but rarely in an unentertaining way). He has several videos dedicated to FromSoftware’s <i>King’s Field</i> and <i>Shadow Tower</i> series. I’m sure that there’s quite a few of you perverts who might like that!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=62c0ac06-6053-499c-94eb-4866efe6bfe1&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Games Played, Mini-Reviews: January-April 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/games-played-2026-i</link>
  <guid isPermaLink="true">https://dialedindie.net/p/games-played-2026-i</guid>
  <pubDate>Mon, 04 May 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-05-04T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello and welcome to a new blog series! Like all good, new ideas, this one is actually just stolen; I read Aura Triolo’s <a class="link" href="https://auratriolo.com/blog/tag/games-auras-playin/" target="_blank" rel="noopener noreferrer nofollow">“Games Aura’s Playin’”</a> religiously. You’ll see lots of repeats from the “what we’ve been playing” section of VGBees since I mention almost every game I touch there, but here they’re written out all nicely, and with a little more thought and time.</p><p class="paragraph" style="text-align:left;">Formless Star (<a class="link" href="https://splendidland.itch.io/formless-star" target="_blank" rel="noopener noreferrer nofollow">itch</a>)<br>The creature collector genre is a stagnant one, with most entries modeling themselves 1:1 off of <i>Pokémon</i>, with the occasional <i>Digimon World</i> or <i>Monster Rancher</i> nod. All of those are about making the creatures fight each other, not understanding that the real allure is in having lots of cool creatures to look at and, hopefully, befriend. <i>Formless Star</i>, the latest game from developer and funny guy designer splendidland, cuts all the faff from creature collecting. A trio of researches are sent to the titular Formless Star, an amorphous planet in a constant state of re-generation. Their goal is to record all 60 of the planet’s inhabitants, done by simply finding and interacting with them, at which point the alien is logged with a short description; and they’ll usually perform a little action like a dance or form change to show off their unique character, too. There’s a huge amount of variance in the aliens: creepy, cute, and cool, sometimes corresponding to the strange biomes of Formless Star, and often breaking any “rules” the group might’ve seemed to establish. As anyone who’s played the excellent RPG <i>FRANKEN</i> might expect, splendidland’s humor is on display here with the creatures, as well as the handful of scenes our research crewmembers share. <i>Formless Star</i> is short, free, and unexpectedly affecting at times, and you’d do yourself a favor to set aside a couple of hours to play it.</p><p class="paragraph" style="text-align:left;">Type Help (<a class="link" href="https://william-rous.itch.io/type-help" target="_blank" rel="noopener noreferrer nofollow">itch</a>)<br>After talking about <i>Kinophobia</i> again for the VGBees Best of 2025 episode, I remembered that there was another detective game I needed to check out: <i>Type Help</i>. This one has more general audience hype to it, as it’s being “remastered” with audio and visuals by the same team that spruced up <i>The Roottrees Are Dead</i> from its generative AI-laden concept. I’d heard good things, and if nothing else, I was curious to see how the eventual remaster would differ from the text-based original. I enjoyed my time with <i>Type Help</i> overall, but I didn’t and won’t finish it. As with <i>Kinophobia</i>, I love this approach to mystery games, which peels back as much pretense as possible. But where <i>Type Help</i> fell flat for me is in its story, which I don’t think works well for a detective game. The deduction and mystery falls entirely on the single-sentence high concept (“What really happened at Galley House?”) as opposed to the low concept (the micro-stories and subtleties which make up the entirety of something like <i>Return of the Obra Dinn</i>). Once you figure out the basics of the high concept, <i>Type Help</i> is effectively over. Filling in the blanks is entirely optional and can be quite tedious, because the interpersonal stories and (inter)actions aren’t terribly interesting. There’s not all that much to solve, which I found disappointing. While I do think it’ll lose something in the remaster, the addition of audio will be welcome, as <i>Type Help</i> is, really, an audio drama with no sound. As it stands, many passages read a bit awkwardly, since they have to pull the entire weight of exposition and setting despite being primarily written dialogue.</p><p class="paragraph" style="text-align:left;">TR-49 (<a class="link" href="https://store.steampowered.com/app/3838370/TR49/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>Keeping with the “database thriller” theme, inkle hopped in this January with <i>TR-49</i> in a studio/genre match made in heaven. Funnily enough, <i>TR-49</i> is also an audio drama, though I thought this was the weakest aspect of the game, despite it being a much larger and more intentional part of it than <i>Type Help</i>. The game itself is contained entirely within the machine, TR-49, as our player character and her compatriot chat via unexplained means. Unlike <i>Type Help</i>, <i>TR-49</i>’s audio drama doesn’t contain any of the information pertinent to solving the mystery and focuses on the setting and inciting drama — probably because this audio can’t be replayed or viewed as a log anywhere. This can make it feel tacked-on at times, as it’ll regularly interrupt the actual deduction gameplay to deliver more exposition, and not always well. The dialogue for the secondary character, Liam, is horribly stilted, as he knows much more than the protagonist and is actively keeping secrets from her. This persistent caginess, alongside lead Abby’s regular questioning and a mildly subpar vocal performance, makes the real world of <i>TR-49</i> feel awfully fake and inconsequential even after introducing Nazi new world order-level stakes (to the point I spent some time wondering if there was an additional conspiracy and Liam had helped to orchestrate some kind of escape room test scenario with an actor and everything…). This is the only real mark against <i>TR-49</i> for me, but it makes up a large component of the game by design; and although it can sometimes be skipped, that’s a hard desire to follow on a first playthrough. But other than this (and some grievances with the tutorialization pop-ups which I believe they’ve since fixed), the game is excellent. The database feels appropriately massive and esoteric not just initially, but also progressively as you dig deeper into its inner workings and the entries hidden therein. There are plenty of interesting substories; some major, dramatic parts of the narrative and others deliciously immersive worldbuilding or enlightening character moments. Definitely a must-play for anyone who likes a good deduction game — and a good mystery.</p><p class="paragraph" style="text-align:left;">Hermit and Pig (<a class="link" href="https://store.steampowered.com/app/2408350/Hermit_and_Pig/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br><i>Hermit and Pig</i> was one of my more <a class="link" href="https://dialedindie.net/p/26-for-2026" target="_blank" rel="noopener noreferrer nofollow">anticipated games of 2026</a>, arriving nice and early in the first week of February. Its quirky-cute visuals and exurban Americana setting do speak to its influences; most obviously the <i>MOTHER</i> series as well as Mario’s various RPGs. That said, I’m pleased to report that <i>Hermit and Pig</i> has its own personality, and a lot of it. The character designs are of particular note, although so many of those characters are Guy In Shirt or Mosquito or Squirrel. These designs exude the same kind of charm you’ll find in Akira Toriyama’s work on <i>Dragon Quest</i> enemies — when you get that simple, silly face and blobby body right, stop, and make another! It’s always entertaining to see these enemies’ faces contort in a single frame as you land a strong blow, punctuated by a crashing snare, due to both sheer slapstick humor and satisfaction. Like the Mario RPGs’ various timed attack systems, <i>Hermit and Pig</i> has a timed input system, requiring the player to quickly select a move and then punch in its three-button code to perform the correct action. This also works with an effectiveness system more grounded in reality than the “type matchup” variety: stomp on bugs, smack venomous critters away with your cane, punch bad guys, etc. I normally tire of this active input kinda thing that games like <i>Paper Mario</i> have, but the combination of systems in <i>Hermit and Pig</i> really worked for me. Although the similar “QTE bar” blocking system did start to grate, I do appreciate the stress it and the overarching round timer introduce to what would otherwise be a little too comfortable of combat. There are a lot of combat options like the super moves, accessories, and plethora of status effects that get overriden by the power of good blocking. In particular, Hermit and Pig are truffle hunters, and you’ll naturally and quickly amass a whole vault of mushrooms which function as your heals, status heals, and thrown status inflicters (as well as a couple raw damage options). If I was rarely required to interact with these systems and use those items, then blocking may just be too dang strong. I’ll need to go on a no-blocking run and make use of some of the accessories that seem explicitly built for such a thing and report back. I wonder just how much more engaging a game I already enjoyed could be on a totally different playthrough, which is a rarity for me! I do think the game kinda falls on its ass narratively right before the final boss, but… c’est la vie. Maybe once I get to that other playthrough this one’ll get a proper review too.</p><p class="paragraph" style="text-align:left;">MOONROT (<a class="link" href="https://brodnork.itch.io/moonrot" target="_blank" rel="noopener noreferrer nofollow">itch</a>, <a class="link" href="https://store.steampowered.com/app/3622230/MOONROT/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>I wrote <a class="link" href="https://dialedindie.net/p/moonrot-review" target="_blank" rel="noopener noreferrer nofollow">a full review</a> of this one!</p><p class="paragraph" style="text-align:left;">Horripilant (<a class="link" href="https://store.steampowered.com/app/3525970/Horripilant/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>And <a class="link" href="https://dialedindie.net/p/horripilant-review" target="_blank" rel="noopener noreferrer nofollow">this one</a>, too!</p><p class="paragraph" style="text-align:left;">Fragile Feelings (<a class="link" href="https://ebihime.itch.io/fragile-feelings" target="_blank" rel="noopener noreferrer nofollow">itch</a>, <a class="link" href="https://store.steampowered.com/app/2025700/Fragile_Feelings/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>I was unknowingly and tangentially familiar with developer ebi-hime’s work for her veritable army of yuri visual novels. I had heard good things about the gorgeous <i>Cage of Roses</i> and had both it and <i>Blackberry Honey</i> recommended to me by Steam a number of times. But Steam recommendations mean nothing to me, so I had paid them little mind! It wasn’t until logging ebi-hime’s body of work for my <a class="link" href="https://store.steampowered.com/curator/45073924" target="_blank" rel="noopener noreferrer nofollow">Steam Curator</a> that it truly got my attention. Evidently I was in a fluffy mood as what got my time first was <i>Fragile Feelings</i>, a romance about a sheltered technically-not-Catholic-schoolteacher and a gothy, big city medical professional who takes a temporary contract as the school’s nurse. It’s very sweet! The romantic relationship between our lead Ann and nurse Kohaku is of course the star of the show, but it’s the other relationships Ann has with her friend and former classmate Runa, her managing/co-teacher Miss Kayano, and her students that really bring her to life. Kohaku feels a bit underdeveloped as the love interest, even after the story’s epilogue (which is mostly, and very successfully, devoted to Runa). I don’t necessarily mind this — it does preserve Kohaku’s effortless coolness — but it can make what is on paper a slow burn romance feel thin and brisk, as we don’t spend significant time with her or her feelings until late in (and never from her point of view). The calendar timeline is slow burn, but as paced by the game? Eh, not so much. This even moreso in the free adult patch which adds explicit visual and written sex scenes to the game — one of which takes place immediately after the pair’s first kiss! But in general, the sex scenes didn’t work too well for me. Like that one, they felt disjointed from the actual plot in their eroticness (except for an early scene with only Ann).</p><p class="paragraph" style="text-align:left;">There’s an important detail of the story I’ve avoided mentioning ‘til now to get all that other stuff done on its own: beyond being young, sheltered, and raised conservatively in a former abbey, Ann is also terminally ill and has been outlasting her given life expectancy for some time. As a result of this as well as the associated chronic pain and fatigue, she has no life plans, dreams, or finances, and friends are hard to come by given her age and position at the school, on top of everything else. While the actual writing of her fatigue and pain can be a little repetitive at times, when it hits, it hits. Individual lines about her depression and physical condition still stick with me some months later. Contrary to the many romances and adventures which use disability, illness, and injury as paltry hurt/comfort set dressing, Ann’s is integral to her being, the way others treat her, and the way she feels about that treatment. So while <i>Fragile Feelings</i> does waver at times, the sureness with which it handles its main character and her relationships is what carries it, and there’s <i>plenty</i> of drama and tension even in its bucolic setting.</p><p class="paragraph" style="text-align:left;">Terraria (<a class="link" href="https://store.steampowered.com/app/105600/Terraria/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>Ah, <i>Terraria</i>. The first game in my Steam account, which I’d barely touched until some seven years after I got it, when a group of new friends realized we all owned it. Much like <i>Minecraft</i>, my interest in playing <i>Terraria</i> doesn’t wax and wane so much as suddenly onsets every couple of years. And, it happened again. This time, playing in a significantly smaller group has required me to learn and engage with the game’s myriad mechanics and systems on a much deeper level, as opposed to just fishing, building an underwater mansion, and only showing up to boss fights as insurance with a loadout granted to me by the real grinders. And, well, <i>Terraria</i> is very good, and much better this way!</p><p class="paragraph" style="text-align:left;">I’m tempted to say that it’s not a terribly well-known fact because <i>Terraria</i>’s reputation is that of “sideways <i>Minecraft</i>,” but it’s much more of an MMO-flavored action RPG than anything else. The defining progression checkpoints are the buckwild boss fights, which usually feature giant mechanical or eldritch monsters that zip around the screen, filled with their own projectiles, as their multi-thousands health bars dwindle and they enter their second, enraged phases. They can be absolutely brutal, and require careful planning in the form of efficient grinding for materials, gold, and mob drops to outfit yourself with adequate weapons, armor, ammo, and potions. Then there’s the arena building, where you create big-and-tall, open areas full of platforms, minecart rails, or sometimes ropes to provide enough maneuvering space during the fight itself. The aforementioned gold grinding also comes in handy if you wanna build a battle room in the arena for the nurse, an NPC who can be paid to heal you to full and cleanse all debuffs instantly. This is a smart move, given that almost all healing items in <i>Terraria</i> give the consumer Potion Sickness, an unremovable debuff which prevents them from using another healing item for a full minute — an eternity in boss time. I’ve become the de facto potion master of our group, since my status as master fisher has me harvesting so many of the materials and paying attention to the weather and moon phases anyways. Engaging with the game so much more has also exposed me to even more of the wacky, nerdy stuff littered all throughout the game. I was already very familiar with the Megashark, a molded metal shark with a gatling gun protruding from its mouth. I had completely forgotten about the Solar Eclipse, a mid-or-later-game event which blots out the sun for an entire day and plunges it into an even more dangerous form of night. In much greater addition to the typical zombies and flying eyeballs are a cast of legally distinct horror monsters, like vampires, mummies, swamp creatures, and wall-crawling girls in need of exorcism. There’s also Pin- I mean, Nailhead, who only spawns after we defeat another boss; something I’m looking forward to, since he has a 4% chance to drop a gun that fires exploding nails. When it rains, goldfish crawl out of their ponds and start walking around on land. When it’s windy, the normal daytime slime enemies instead parachute down on balloons. Town NPCs like the nurse sometimes throw parties, but you can start one manually after purchasing an item from the Party Girl, an NPC with an uncanny resemblance to a certain pink pony. A huge, great game.</p><p class="paragraph" style="text-align:left;">Lost and Found Co. (<a class="link" href="https://store.steampowered.com/app/2101390/Lost_and_Found_Co/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>This is another one of the games I was looking forward to this year and it absolutely exceeded my expectations. What I liked about <i>Lost and Found Co.</i> dating all the way back to its demo is, of course, the art. This is most obvious in the style — it’s got that squishy cartoonishness that’s perfect for chibis and stickers — but every facet of the art really sings when joined together by the game’s visual storytelling. In fact, my only real dig on <i>Lost and Found Co.</i> is that all of its dialogue segments are unnecessary (and often annoying). Many of these scenes are punctuated by short, lightly animated comic panels which do all the work of the dialogue in a much more charming way; and what can’t be conveyed there can usually be done with either objective names or by poking around the level and putting the visual cues together yourself. There are some more tangential or absurdist missions, and more confusing sequences of events and story details, but the dialogue doesn’t exactly help to clear things up there. That’s all totally forgivable with the absolute strength of everything else, but the game persistently misses the opportunity to improve its pace and let the visuals speak for themselves. It’s more confusing than anything, as if there’s one thing <i>Lost and Found Co.</i> is great at taking advantage of, it’s reusing assets and its limited set of animations. Even the smallest areas are chock full of stuff, like water bottles and soda cans, towels and shoes, openable trash cans and boxes, cup noodles, sauce bottles, cat toys, rolled-up posters, gems, fountain pens, remotes, and the list goes on and on and on. These items aren’t meaningless filler, but a way to flesh out the world and areas themselves with that stellar visual storytelling, and provide boundless opportunity for mostly-unstructured play. <i>Lost and Found Co.</i>’s world is intrinsically rewarding to observe and explore because of this. Sometimes this observance leads to tangible rewards in the form of progress of the main or optional objectives, but it also keys the player into where those objectives <i>aren’t</i>. Perhaps more importantly though, these stories and interactions are valuable just for existing; because they’re funny, or cute, or you feel good for having noticed something crafted and placed with care. There was no explicit reward for finding a woman at her work desk, nor for noticing that her desktop background is her two cats, who’re posed in a similar manner to their photo as they lovingly watch their owner work. But the game is better for their inclusion, and there are dozens of vignettes like this all over <i>Lost and Found Co.</i>. It’s a real treat of a game by a team with a strong eye.</p><p class="paragraph" style="text-align:left;">Also, shoutouts to the UI/UX team. It’s noteworthy how good the volume sliders feel, not to mention this is a game built on clicking with a cursor!</p><p class="paragraph" style="text-align:left;">Funi Raccoon Game (<a class="link" href="https://store.steampowered.com/app/3599690/Funi_Raccoon_Game/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>If I’ve said it once I’ve said it a thousand times, but written, planned comedy is one of the hardest things to do successfully. Many games have tried, and the majority of them have failed horribly, often by working entirely in the lowly and extremely difficult forms of comedy like satire and referential comedy. Like all great comedies, <i>Funi Raccoon Game</i> runs the gamut of comedic styles at a mile a minute. If a gag doesn’t work, it doesn’t matter. The game presents each one and moves on to another of a different kind without waiting for applause. It’s a collectathon/3D platformer about a raccoon (optioned in a variety of colors with a variety of stupid names like Asbestos) trying to catalogue the entire world of items in their home dumpster, with the help of the supercomputer that lives there. The challenge is in finding new areas and new items, by either poking around a level enough, shuffling items around, or performing the occasional fetch quest, like snatching a police officer’s sidearm and skedaddling as an army of cop cars beeline after you. There’s a core cast of memey sound effects employed with such constancy that they start to feel less like jokes and more like straightforward artistic choices; until they start feeling like jokes again, because a stock explosion or car crash will never not get some enjoyment out of me. Just about anywhere there could be a gag there is one, with barely enough “normal” text or design to let the more unexpected ones really shine; like the audio menu, which is perfectly standard except for the “Tinnitus” slider, which does exactly what you think it does; or the handbrake on the car, which will instantly stop the vehicle flat, totally disregarding any momentum or gravity that was previously affecting it. Now, explaining the joke infamously doesn’t work very well. You really do have to see these in action and, ideally, let them catch you off guard, which is why I won’t try to explain any more…</p><p class="paragraph" style="text-align:left;">The Perfect Tower II (<a class="link" href="https://store.steampowered.com/app/1197260/The_Perfect_Tower_II/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>I got this one straight from “Games Aura’s Playin’.” Sources and reviews for incremental games are few and far between, so her blog has been an invaluable way to get acquainted with them. <i>The Perfect Tower II</i> is one of the more expansive ones out there, in terms of the number of systems at play. There are a good dozen buildings, each with their own mechanic, resource, and often minigame (or multiple minigames, in some cases). There’s also a somewhat more concrete goal than other incrementals in the form of the tower defense segment for which the game is named. Tower defense being a quiet favorite of mine since I was a kid, this is what initially interested me in the game. I’ve cooled on it a bit since my initial frenzy, not only out of basic exhaustion with no-lifing a game, but also because I unlocked a lot more farming and offline efficiency, as one does. It seems I’ve firmly entered the midgame, and now leaving the game to idle and only playing actively once a week or so will be my new M.O. The tower defense portion has gotten a lot of juice to it now, as I’ve unlocked most modules (like equipment for the tower, from stat modifiers and procs to active abilities) and therefore have a lot of strategization at my disposal. This is definitely the part of the game I’ve come to enjoy the most — important, considering that that’s the whole draw! But I did foolishly make a major upgrade in favor not of the Tower but of the Factory, a building which helps generate resources while idle and has a whole crafting system to it. Hopefully I can spec into the tower defense more later, or prestige and retroactively change that decision, as it was definitely a mistake…</p><p class="paragraph" style="text-align:left;">Lucid Blocks (<a class="link" href="https://store.steampowered.com/app/3495730/Lucid_Blocks/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>This may be the most disappointing game I’ve played thus far this year. I wanted to like it, but I really don’t. <i>Lucid Blocks</i>’ opening moments managed to impart a bleary nostalgia that’s quite rare for me; but that feeling was slowly replaced by a pervasive annoyance which would occasionally spike to such highs I could only roll my eyes, save, and go do something else. It’s a very, uh, online zoomer kind of game, the “liminal horror” trend lived through a sort of <i>LSD: Dream Emulator</i> by way of <i>Minecraft</i> — especially the <i>Minecraft</i> that first lived on the internet, full of mystery and fear and Herobrine. What first struck me negatively about <i>Lucid Blocks</i> (other than the beautiful but eye-searing dithering which can, mercifully, be turned down) is how much its gameplay focuses on violence. It takes obvious inspiration from a game whose primary verbs are “dig” and “make,” but the most important thing to do in <i>Lucid Blocks</i> after “walk” is “kill.” Not survive, but kill. Like most of the game’s proper nouns, the “apotheosis” crafting system is linguistically lofty and nothing more, and loses its luster once you realize that, despite its unique quirks, it’s just a reason to kill cool things for rare materials. Ho-hum.</p><p class="paragraph" style="text-align:left;">The King of Fighters 2002 Unlimited Match (<a class="link" href="https://store.steampowered.com/app/222440/THE_KING_OF_FIGHTERS_2002_UNLIMITED_MATCH/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br>My fighting game series of choice has been having a protracted, public implosion for the last couple years with its latest entry, <i>Tekken 8</i>. I bought it on launch and haven’t played more than 20 hours, dropping it sometime in mid 2024. It is, unfortunately, not fun. The latest major update was initially sold as coming in to unfuck the fuckening wrought by the previous year’s and bring <i>Tekken</i> “back to basics,” but it’s been a disaster. The game’s cooked for the foreseeable future. The other series which has piqued my interest, <i>Virtua Fighter</i>, is kinda on ice until <i>New Virtua Fighter Project</i> gets real, which probably won’t be for another couple years. What’s a girl to do?</p><p class="paragraph" style="text-align:left;">Well, I’m not immune to propaganda, and fell down a <i>King of Fighters</i> rabbit hole after coming across <a class="link" href="https://youtu.be/ONm6gbpY9Gs" target="_blank" rel="noopener noreferrer nofollow">this video</a> about SNK’s legendary pixel art and <i>The King of Fighters XII</i> and <i>XIII</i>’s bank-breaking art process. A few days later, the particularly well-regarded <i>KOF 2002 Unlimited Match</i> was on sale for $2.24 USD on both Steam and the PlayStation Store. Azalea was kind enough to nab it for me on PlayStation and I ended up liking it so much I used some of my leftover Steam Wallet funds (thanks Azalea x2!) to get it on PC as well.</p><p class="paragraph" style="text-align:left;">I don’t like spectating, performing, learning, or being hit by long combos, and I’m not too keen on meters or limited-use mechanics in fighting games, either. This makes virtually all 2D fighters a no from me. <i>KOF</i> had my curiosity because it’s beautiful, but <i>‘02 UM</i> got my attention because it’s so fast and fluid. There are certainly meters, complicated cancels, supers, frame traps, et al, but the game elicits that same feeling as <i>Tekken</i> (and maybe <i>Smash</i>), where you instantly feel like you’re in a real fight, frenetically trading little blows with a characteristic kind of randomness. Yet, it arrives there not by slowing things down like <i>Tekken</i>, but instead by going <i>way</i> too fast. The importance of movement — this is a game with four jumps, after all — and each character having a similar base moveset makes this as much a “movement fighter” as anything else, and synergizes well with the 3v3, no tags format, allowing you to transfer some mastery between characters with movement skills alone. And that format does well, too, to justify an enormous 66-character roster which showcases SNK’s pixel art and character design chops. It’s also <i>so</i> nice to play a competitive game that’s finished; no DLC fighters, no power creep, no patches, no content creator-demanded nerfs, nothing. I’m having a blast with this thing and am really looking forward to nailing down the movement and figuring out my main squad.</p><p class="paragraph" style="text-align:left;">Flotsam (<a class="link" href="https://pajamallama.itch.io/flotsam" target="_blank" rel="noopener noreferrer nofollow">itch</a>, <a class="link" href="https://store.steampowered.com/app/821250/Flotsam/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br><i>Flotsam</i>’s a moving citybuilder that first hit my radar ages ago now, a bit before it released into early access in 2019. It reached 1.0 this past December with the help of new publisher Stray Fawn, who themselves developed another moving citybuilder, <i>The Wandering Village</i>. It’s set in an apocalyptic waterworld scenario, where survivors have fled to the high ground of church spires, apartment blocks, and hilly forests; and, in your case, a big ol’ boat ripe for the scaffolding. Things start off simple, with your Drifters (“villagers”) swimming out to scrounge up plastic and wood to build out, as well as seaweed to eat. Over time, things complicate into farming and restaurants, electricity and solar panels, chem labs and medicine, and more! While I’m not sure if I’d describe <i>Flotsam</i> as deep, it’s appealingly busy, what with the moving city and all. There’s always something to do, something to manage, something on the horizon. It’s all sold by the game’s art, beautifully rendered in a distinct European cartoon style. It’s what I imagined Pacifidlog Town from <i>Pokémon Ruby/Sapphire/Emerald</i> to be when I was looking at that tiny GBA SP screen and letting my imagination run wild. There are shoddy wooden walkways loosely linking the town together, while the ship has an appropriately cutesy weather vane on top of its bright yellow purified water tank. Instead of hiding away in menus, items are satisfyingly stacked in precarious-but-perfect piles in open-air storage units or on salvage boats. And when your Drifters go out on those boats, you can see them row, anchor, zigzag up the hill or fire escape or what have you, and dismantle or nab whatever they’re out for. They’re pretty simple visuals, but effective ones, and a nice touch.</p><p class="paragraph" style="text-align:left;">The campaign involves finding a Radio Technician/DJ and using his radio tower to contact other unique survivors, who unlock more build options (like the farms and chemistry labs), eventually culminating in the game’s end. When it comes to the Specialists and the campaign that hosts them, there’s a lot of bloat. The Specialists’ character designs are real cute, but there’s a Botanist and a Farmer; a Radio Technician, Electrician, Engineer, and Architect; an Aquaculturist and a Birdkeeper. They sure don’t <a class="link" href="https://youtu.be/3ymwOvzhwHs" target="_blank" rel="noopener noreferrer nofollow">feel special</a>, especially considering how lacking they usually are in the way of stats. The bloat embiggens with the many buildings, several of which do conceptually identical things (such as cleaning pollution off of one type of caught fish versus removing plastic bottles from another, or the four different food producers). The game seems to deliberately lack a lot of friction, so the piling on of these quibbles doesn’t introduce difficulty so much as one of its lesser siblings: tedium. Further, I don’t think the finale questline fits thematically with anything <i>Flotsam</i> does, and sucks out loud on top of that. There are plenty of implications that climate change is what caused the sea levels to rise, yet <i>Flotsam</i>’s endgame requires an oil refinery and jet fuel. Still, I played, like, 40 hours of this in a week for good reason. It got its hooks in me <i>bad</i> and the first three quarters of its campaign are a great time, even if the last is a total chore.</p><p class="paragraph" style="text-align:left;">CorgiSpace (<a class="link" href="https://finji.itch.io/corgispace" target="_blank" rel="noopener noreferrer nofollow">itch</a>, <a class="link" href="https://store.steampowered.com/app/4044300/CorgiSpace/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>)<br><i>CorgiSpace</i>’s seemingly odd name ushers in one of the most brilliant taglines of any game ever: “a collection of games that have short legs on purpose.” All designed in the PICO-8 engine by game designer and Finji co-founder Adam Saltsman (aka Adam Atomic), the 19-strong group spans a wide range, although there’s a consistent throughline of puzzle-solving that gives <i>CorgiSpace</i> a lot of cohesion. It can be overwhelming to take in such a huge group and choose a starting point — especially because this freakin’ guy keeps adding new games; <i>six</i> so far!! — but the short legs make it an enjoyable, true pick-up-and-play experience (having the games’ box arts and names initially hidden doesn’t hurt, either). The games on offer here are, intentionally and admirably, lopsided. Some were conceived and created in hours while others took weeks. Each game can be understood in seconds, and you can get a strong handle on one’s mechanics and/or finish it in an hour or less. It’s refreshingly easy to just go “ehh this ain’t the vibe” and dip; every “dud” is a matter of personal taste. It’s no surprise that I liked <i>Kuiper Cargo</i>, a falling block puzzler about loading a space freighter, or <i>Dino Sort</i>, a likes/dislikes-based positioning puzzler. But the surprise of the bunch for me is <i>Prince of Prussia</i>, a mini cinematic stealth platformer about escaping a Nazi prison and killin’ em all on the way out. I didn’t care much for <i>Vampire Versus Pope Army</i>, but it did give me the phrase “you have to drink popes and break out of jail,” so there’s a little something in every one of the games here. That’s pretty impressive.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=7a655a2b-68b3-41ec-a2f5-2e56500474c3&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Dialed Indie Newsletter: April 6th, 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-apr-06-2026</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-apr-06-2026</guid>
  <pubDate>Mon, 06 Apr 2026 16:00:00 +0000</pubDate>
  <atom:published>2026-04-06T16:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hooray, it’s April! We’ve finally gotten some much-needed rain here and now that I’ve said that it’s gonna start storming crazy style. But I like that, too! If it could hold off just enough to not muck up my personal plans for this month, we’re gucci. A lot of stuff falls in April for me, and this year’s even busier than usual: there’s a few birthdays, including mine, bird season, and the start of baseball as always, plus a handful of new or new-to-me events that I’d like to make. This is why I’ll unfortunately be gone for the next two episodes of VGBees! I did consider recording on the road because it’d be kinda funny, but my mic can barely handle my <i>unique vocal tone</i> as it is, and I shan’t subject y’all nor my cohosts to hotel wi-fi. So I’ll be around, and we may even get April’s K-YOS out pretty soon here, but you won’t be seeing much of me for the next couple weeks!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>I’ve only got one piece of writing for y’all this week, and it’s not video game-related in the slightest. As you may already know (especially ‘cause I mentioned it in the opening graph there), I’m a big baseball fan! My passive viewing of baseball’s preseason spring training was interrupted by the World Baseball Classic, an international tournament severely hamstrung by American business interests, and which the USA manages to embarrass itself in every year with the players’ and fans’ persistent corny ass chickenhawk austerity. It was hard to watch for a number of reasons, only some of which <a class="link" href="https://dialedindie.net/p/world-baseball-classic" target="_blank" rel="noopener noreferrer nofollow">I get into</a>. Even if you’re not into baseball, I hope you give it a read!</p><p class="paragraph" style="text-align:left;">Another thing I mentioned briefly in the intro is K-YOS, which is officially back as of March! You can find all our podcast links <a class="link" href="https://creators.spotify.com/pod/profile/kyos/episodes/New-Year--New-Us-January-February-2026-Music-Chat-e3glp89" target="_blank" rel="noopener noreferrer nofollow">here</a> and watch/subscribe on <a class="link" href="https://youtu.be/XgpjDbs_7rY" target="_blank" rel="noopener noreferrer nofollow">YouTube</a>. I’ve said this a few times but ooonce more, as an intro: K-YOS was originally a k-pop music review podcast I started with my friends Dani and Azalea, joining them in what was supposed to be a one-off episode. But, we liked doing it a lot, and y’all were tuning in, so Dani and I just kept it going (with Azalea joining us on occasion). K-pop has gotten less and less robust with each passing year, though, and 2025 was particularly weak — so much so that we didn’t do our normal year-end favorites podcast, and trimmed our lists from 25 down to 10. So! Especially considering the positive feedback to an episode we did in the summer of 2024, K-YOS is now an all music podcast with some k-pop sprinkled in as we see fit. We both listen to quite a bit of music and are always interested in broadening our horizons, but as far as our “home genres” go: Dani has just about anything in the “man yells over guitar in garage” family covered, be that emo, screamo, rock, or pop punk, while my natural purview is EDM, house, pop divas, and indietronica et al.</p><p class="paragraph" style="text-align:left;">And now for what will just about always be the beefiest section of the newsletter: VGBees!<br><a class="link" href="https://youtu.be/aDixorcH0aI" target="_blank" rel="noopener noreferrer nofollow">At Long Last, Nintendo Gets Litigous</a>: Finally, a Nintendo lawsuit we can really get behind: against the U.S. government, over the tariffs. We briefly touch on the ways that the Japanese game industry exploits and, yes, fires its workers; contrary to popular maxims about how great Japanese labor laws are and how much the Japanese industry respects its employees. Unity has bungled things again, this time due to regional differences with the Chinese branch of Unity. And, speaking of China, sinophobia rears its ugly head again as the U.S. government eyes Tencent and its American investments, as it did ByteDance and TikTok. Also, Sony has realized it doesn’t wanna port games to PC anymore. Alright. John and Niki have gotten super into <i>Pokopia</i> and the goodness of a Pokémon world, while I’ve gotten back into <i>Terraria</i> in a big way, playing (and occasionally streaming) it with two of my good friends. There’s also a bit of discussion on <i>Resident Evil 9</i> and <i>Marathon</i> before we get into the Hive questions!<br><a class="link" href="https://youtu.be/dd2WVgAr4xM" target="_blank" rel="noopener noreferrer nofollow">The Battle of Yerba Buena</a>: Sony secretly started a dynamic pricing test! Niki’s on-the-ground impressions of GDC, which is voluntarily returning to San Francisco for some reason! PEGI is revising its ratings system to include guidance for lootboxes and dark patterns, and we learned some of the reasoning behind Jeff Kaplan’s sudden departure from Blizzard and <i>Overwatch</i> back in 2021. Niki and John have gotten into <i>Slay the Spire 2</i> and are having a blast learning its intricacies and getting into some different characters/builds, and (you’ll keep hearing this) are <i>really</i> liking <i>Pokopia</i>! I played and finished one of the games I was really looking forward to this year, <i>Lost and Found Co.</i>, and am pleased to report that I loved it! It has some little quibbles here and there but is ultimately an excellent hidden object game with a super cute style and a great sense of visual storytelling.<br><a class="link" href="https://youtu.be/VKGSHb4I3tk" target="_blank" rel="noopener noreferrer nofollow">Deep Learning Super Sampling Five</a>: Wow, this already feels like an eternity ago. DLSS5 AI-filtered <i>Resident Evil 9</i> nastiness. We all hate it. We all hated on Nvidia’s Jensen Huang. That was a fun moment of camaraderie on the internet. Industry icons Red Storm Entertainment, a subsidiary of Ubisoft and shepherd of the <i>Tom Clancy</i> series (and cofounded by Clancy himself), will no longer be developing games and are facing large layoffs as they shrink to a support studio. We got into some good games this week at least, with John dipping his toes into the wonderfully weird and Newgrounds-y <i>Rubato</i>. Both John and Niki continue to update us on their <i>Pokopia</i> exploits — and Niki on <i>Slay the Spire 2</i> — while I bring to you <i>Funi Raccoon Game</i>, a very goofy, mile-a-minute comedy platformer that’s more than worth the price of entry.<br><a class="link" href="https://youtu.be/Zja3-mC756A" target="_blank" rel="noopener noreferrer nofollow">Nintendo’s Slice of Life Spring</a>: John and Niki took a look at the latest <i>Tomodachi Life</i> demo, and contemplate its release coming so close with <i>Pokopia</i>’s as well as <i>Animal Crossing</i>’s big update. Epic laid off 1,000 people and claimed it was because <i>Fortnite</i> was underperforming. Yeah, like, <i>Fortnite</i>? That’s crazy. Anyways, Alex <i>Street Fighter</i> married his sister-cousin, OpenAI and Disney had an awkward breakup as the former shitcanned Sora (yippee!), and, hoo boy, pricing is gonna keep getting worse and weirder. Nintendo will be pricing physical and digital games differently, while PlayStation will be pricing all their hardware… more. Nintendo is also allegedly planning another <i>Ocarina of Time</i> remake as well as a new <i>Star Fox</i> game; this same story broke the sad news to John that there’s forreal forreal not a 3D Mario game coming this year. I finished <i>Funi Raccoon Game</i> and came to find out it’s more Irish than I initially realized! Neat!<br><a class="link" href="https://youtu.be/Of3VOQza680" target="_blank" rel="noopener noreferrer nofollow">Garry’s Mod II: Electric Boogaloo</a>: With Niki on the International Space Station coaching the Artemis II astronauts through <a class="link" href="https://bsky.app/profile/nikigrayson.com/post/3miik2wzosk25" target="_blank" rel="noopener noreferrer nofollow">their Outlook issues</a>, John and I hold down the fort for a lighter episode, and one in which we answer every single Hive question we got! Eidos-Montreal gets hit with another large round of layoffs, Shift Up (<i>Stellar Blade</i>) acquired Shinji Mikami’s new studio Unbound, <i>Stormgate</i>’s gotta get an offline mode going ‘cause their server provider got bought out by some AI schmucks, Nintendo got one of their American patents revoked, <i>s&box</i>, the follow-up to <i>Garry’s Mod</i>, is out soon, and the Gaming Historian is retiring from his YouTube channel! Also don’t buy those classic Capcom games on Steam they’re literally just the GOG versions but with DRM. John gives a quick and spoiler-free review of <i>Project Hail Mary</i> and his reality TV minute on Bravo’s <i>Summer House</i>, while I’ve gotten DEEP into incremental game <i>The Perfect Tower II</i> and am still sussing out my mixed feelings on <i>Lucid Blocks</i>.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>There’s been a lot of good music lately, but that’s for K-YOS to discuss. I’m here to tell you about The Pussycat Dolls’ underrated hit, <a class="link" href="https://music.youtube.com/watch?v=-jH3dH_kMEA" target="_blank" rel="noopener noreferrer nofollow">“Hush Hush; Hush Hush,”</a> a house remix of the breakup ballad “Hush Hush” from their 2008 album <i>Doll Domination</i>. While Nicole Scherzinger doesn’t have the diva-level vocals associated with house, her performance and the natural 90s body of her voice made “Hush Hush” ripe for this kind of remix. And, sure, throw in a mini cover of “I Will Survive” at the end there. Why not? I’d love a longer mix to really let it build to the chorus, but damn if that piano doesn’t hit you like a truck when it first comes in.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>Go look at a bird and report back to me!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=eb354cbf-2524-4476-83b3-5b48c182d1c7&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>The World Baseball Classic and American Imperialism</title>
  <description></description>
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  <link>https://dialedindie.net/p/world-baseball-classic</link>
  <guid isPermaLink="true">https://dialedindie.net/p/world-baseball-classic</guid>
  <pubDate>Thu, 19 Mar 2026 14:00:00 +0000</pubDate>
  <atom:published>2026-03-19T14:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Baseball is a game of failure and randomness, and the numbers that coincide from those factors colliding. Baseball players and fans are notoriously superstitious. If one team is down by a notable margin in the sixth inning or later, their fans take their hats off, turn them inside out, and wear them backwards or sideways to try and collectively manifest a comeback. Ichiro Suzuki, one of the greatest hitters of all time, attributes one of his rare slumps to a single point in a single game, when he threw his bat on the ground instead of laying it down gently as he normally does; that being ungrateful towards his bat gave him some kind of bad juju he needed to work off. In 2024, the Minnesota Twins&#39; hitting coach, David Popkins, began one random game in April by taking a plastic-wrapped, gift salami and asking each of his players to tap their bats on it before their at-bats. They hit back-to-back home runs in the sixth inning and another in the eighth. They proceeded to further seal the salami in plastic bags and pack it into a shoe for safekeeping, so they could take it with them on their road games. They won six in a row — a first for the franchise — and then extended that perfect road trip to an 11-game win streak. Baseball is a game of coincidence, which is why it can be difficult not to be conspiratorial, too.</p><p class="paragraph" style="text-align:left;">The Dominican Republic was eliminated from the 2026 World Baseball Classic not quite directly by the United States, but certainly in a game against them. In the bottom of the ninth, the U.S. was up 2-1, with one Dominican player on third base. Geraldo Perdomo stepped up to the plate, his team down to their last man, and fought. He worked pitch after pitch from Mason Miller in an at-bat that was nowhere near as long as it actually felt. Perdomo had worked through the fouls and eyed in to catch and then maintain a 3-2 count for himself. One more off pitch from Miller, and Perdomo would both walk to first without needing to hit the ball and earn another chance for the DR. Anything could&#39;ve happened from there, because anything could&#39;ve happened to get there.</p><p class="paragraph" style="text-align:left;">Baseball is a game of failure and randomness and coincidence, and a lot of dominoes need to fall at just the right time for you and not your opponent. This is a game where the difference between an average batter and a great batter is hitting the ball correctly 5% more of the time — an increase from 25% to 30%. And when the bat meets the ball, it&#39;s millimeters that separate an out from a hit or home run. Miller threw a slider at 89 miles per hour, and Perdomo saw it. The bottom dropped out of the ball well before it should&#39;ve met him in the strike zone, to the point the catcher needed to reach down and snatch it from the air maybe a foot off the ground. The Dominican dugout cheered. Perdomo had earned his walk, and they were alive. He gripped the barrel of his bat hard with one hand, preparing to throw it across the field in celebration. But, after a loud pause from the pitch being caught, the (American) umpire called it a strike. In an instant, Perdomo was out, the game was over, and the Dominican Republic was eliminated from the tournament despite entering this single game 5-0 to the United States&#39; 4-1. This is where conspiracy is born.</p><p class="paragraph" style="text-align:left;">It&#39;s impossible to follow the World Baseball Classic and not feel that the United States gets some preferential treatment. It is, after all, organized in part by the U.S.&#39;s own Major League Baseball and Major League Baseball Players Association, with at best tangential input from the likes of Japan&#39;s Nippon Professional Baseball, La Liga Mexicana de Beisbol, La Liga de Beisbol Profesional de la Republica Dominicana, El Federacion Cubana de Beisbol, Puerto Rico&#39;s La Liga de Beisbol Profesional Roberto Clemente, South Korea&#39;s KBO League, and on and on. In other words: the World Baseball Classic is an American tournament in which American baseball is played.</p><p class="paragraph" style="text-align:left;"><span style="font-size:1.5rem;">Tumba Eso</span></p><p class="paragraph" style="text-align:left;">On Wednesday, March 11th, Cuban left-handed pitcher Liván Moinelo received two pitch clock violations in a row against Canada’s Josh Naylor, walking him on two pitches. So far as we can tell, Moinelo has never played with any pitch clock system before. He was born and raised in Cuba, which does not use it, and for nearly 10 years has been playing in the NPB, which also does not use it. Puerto Rico, where Pool A was hosted, also does not use a pitch clock. One had to be installed into Hiram Bithorn Stadium for the tournament. In the moment, play-by-play announcer Tyler Maun said, “I did ask [Cuban manager] Germán Mesa about that earlier today. We’ve seen some pitch clock issues, we’ve seen some pitchcom issues with Cuba, and he said, ‘I mean, yeah, they’re complicating factors. Our guys haven’t really dealt with this before.’”</p><p class="paragraph" style="text-align:left;">Moinelo has probably never used a pitchcom, either; and this is all true for his catcher, fellow Cuban Andrys Perez, as well. A pitchcom is an in- or over-ear device worn by the pitcher and catcher which allows the pair to wirelessly and wordlessly call and confirm which type of pitch will be thrown. Without this system, the typical way a catcher recommends each pitch is by throwing an often complicated series of signals with their body (you’ve probably seen a joke or commercial about this at one point or another). This presents a “problem” — although the batter can’t, the rest of the opposing team can see the catcher and their signals. Through careful observation, that team could figure out which signals mean what, and then use their own signals from the dugout to help their batter. This is called “sign stealing” and it is not actually a problem. Every team signals, and every team knows they’re signaling, because they’re signaling, too. Baseball is a game of smaller games; one of which is an ever-escalating arms race of making, learning, changing, relearning, and elaborating signs.</p><p class="paragraph" style="text-align:left;">Signs and sign stealing are part of baseball, but they are problematic to American baseball. Like a pitcher without a pitch clock, they can take a long time, and American baseball no longer likes to take a long time. American baseball, being a business, has a schedule to adhere to, because its broadcast partners have other games to play, and their advertisers expect to get what they pay for, and they do not want to give them extra spots for no additional cost. American baseball also dislikes sign stealing because it infringes on its rigid and sometimes nonsensical ideas of fairness.</p><p class="paragraph" style="text-align:left;">American baseball is a game about rules. Business-minded American rules, even sports rules, are inflexible to the point of being contractual. But in reality, sports have rules — and baseball has <i>so many</i> rules — only to help guide fair play. If a batter hits a foul ball, that is a strike. The batter is not doing their job of hitting the ball well. However, a batter cannot strike <i>out</i> on a regular foul ball. While the batter is not technically doing their job, the difference between a foul ball and a hit is measured in millimeters, and requires a degree of precision that isn’t always humanly possible (especially against a good pitcher). The batter is partly doing their job. They’re putting the bat to the ball, so they shouldn’t be punished with an out. This is a unilaterally accepted rule. That’s baseball.</p><p class="paragraph" style="text-align:left;">Baseball becomes business baseball if, say, a baserunner steals second by sliding in headfirst, and after a challenge by the opposing team, multiple replays from five different camera angles, and 10 minutes of careful consternation by an external review team, they are able to determine that the baserunner’s palm appeared, from some angles, to come off the base by a quarter of an inch, and the baseman appeared to be touching him with a gloved ball at that exact time. The umpires were wrong to call the runner safe, and the runner did a bad job by allowing his hand to come off the bag in a manner undetectable to the naked eye. The runner is punished with an out; the contract said so. And thanks to millions of dollars of usually unused technology, we are able to enforce our contracts with lethal, inhuman precision. The United States loves lethal, inhuman precision.</p><p class="paragraph" style="text-align:left;">Less than a week after Cuba was eliminated from the World Baseball Classic, the island was plunged into darkness. Once again, in the mindless pursuit of oil, the United States has only caused further shortages as it begins its slaughter in the Middle East; this time in Iran. It continues to support Israel&#39;s genocide and colonization of the region, now reaching Lebanon, displacing and killing its people, too. And once again, the United States is intensifying its blockade of Cuba, cutting off the oil supply to a small island which already struggles with power generation, and which lacks renewable energy sources thanks to persistent American enfeeblement. Even if the technology were to be allowed through the blockade, would pitchcoms be worth the electricity they consume?</p><p class="paragraph" style="text-align:left;"><span style="font-size:1.5rem;">Pl</span><span style="font-size:1.5rem;">á</span><span style="font-size:1.5rem;">tano Power</span></p><p class="paragraph" style="text-align:left;">How hard can it be to win a dick-measuring contest when you&#39;ve spent the last 250+ years cutting off most of your competitors&#39; dicks? When you&#39;ve invented the sport, and both codify and maintain the ruleset? It&#39;s easy to cheer for the underdog when the disparity is so vast — the Olympics have the Jamaican bobsled team, for example, or freestyle swimmer Eric Moussambani, an Equatoguinean who had never seen an Olympic-size pool and struggled to swim its full length.</p><p class="paragraph" style="text-align:left;">We know, as we watch, that &quot;third world&quot; nations like Cuba, Jamaica, Equatorial Guinea, or the Dominican Republic shouldn&#39;t be able to win anything. They are poor. They have no infrastructure. There&#39;s no shortage of clips from the DR of little kids playing with shitty toy bats in alleyways or teenage hopefuls busting their asses throwing tires and practicing with makeshift training gear for pitching practice. We love Dominican baseball especially because, despite it all, they are the best.</p><p class="paragraph" style="text-align:left;">Shohei Ohtani set a record in the world of sports with his $700 million contract with the Los Angeles Dodgers; and like any MLB record, a Dominican promptly set a new one. A year later, Juan Soto landed himself a $765 million contract with the New York Mets, with none of his salary deferred and additional possible value equaling over $800 million. The story from there is consistent, whether you ask a speculative media or Soto himself: the Mets offered more money — and showed more respect for his family — than the Yankees did. Soto grew up in a Santo Dominguen neighborhood dangerous enough that his mother wouldn&#39;t always let him play outside, so he played baseball indoors, alone, with paper balls. His father threw his early batting practices with an improvised form of conditioning: bottle caps instead of balls; smaller targets that are harder to make fly. Soto, Sr. also encouraged his son to throw with his left hand despite being right-handed, because that would give him an advantage (and, therefore, make him massively more appealing as a prospect) should he become a pitcher. His father must&#39;ve known, even then, that his son could give his family a real chance. And now, as an adult, Soto himself must know that, too. Who cares if the Mets are a losing team? Juan Soto is playing business baseball now.</p><p class="paragraph" style="text-align:left;">Like many Dominican-born baseball players, Soto&#39;s real shot at generating wealth for his family was in making it to the MLB. And to get into the MLB, he had to get through the farm system. While the farm system is so named to liken its young players to crops, tended to and protected by skilled trainers, the euphemism&#39;s double meaning is clear when it comes to the DR. The United States created its banana republics throughout Latin America and the Caribbean because black and brown bodies were cheaper, and their land more readily commandeered for foreign forces. Now, it has its baseball republics: Spanish-speaking colonies repeatedly destabilized by the United States, from which poor bodies, made skilled by hardship, can be harvested. Like sugarcane or textiles, these bodies are less expensive here; more efficient resources ripe for import and refinement to be sold to the people of the United States of America. Juan Soto, like many Dominican baseball players before him, &quot;made it.&quot;</p><p class="paragraph" style="text-align:left;">Emphasis on &quot;many.&quot; The Dominican Republic has the deepest baseball talent pool in the world, producing more professional baseball players per capita in San Pedro alone than entire regions of the United States or Japan. The MLB as it is today could not exist — and certainly not at its present skill level — without the skill of Dominican players, nor their capacity to accept low wages and abuse their bodies for them. Yet it&#39;s the Dominican Republic, a country with all the talent but none of the political cache or wealth, which must limit itself to a single team on the world stage, while the United States grants itself three.</p><p class="paragraph" style="text-align:left;"><span style="font-size:1.5rem;">The Rules</span></p><p class="paragraph" style="text-align:left;">Of the 30 players Israel fielded for the World Baseball Classic, one was born (and raised) in Israel. The rest are Jewish Americans (or in at least two cases, simply married to Jewish women) born and raised in the United States, whose baseball talents were developed in American schools and academies, who live in the United States, and who play for MLB organizations. Israel is not a baseball country. And, like so many proposed Israeli cultural touchpoints, baseball is not Israeli in origin; its presence in the area predates any recognition of Israel as a state; and it was brought to Israel through Jerusalem, a territory which it militantly occupies but does not own.</p><p class="paragraph" style="text-align:left;">When attempting to create an international and nation-based baseball tournament like the World Baseball Classic, there&#39;s an immediate and obvious problem: there are not that many countries which play baseball that well. If this tournament needs to be nation-based (and, apparently, it does), then this doesn&#39;t fly. Even just to have a basic playoffs format, with both semifinal and quarterfinal rounds, there need to be at least eight participating teams. But that&#39;s not really a tournament, is it? A real tournament would have a pool stage, with multiple independent groups of countries playing single games against each other. In the double round robin and Swiss formats, this gives you a clear ranking in each pool, which can determine both which countries move on and at what level they&#39;re seeded in the following round, incentivizing competitiveness in pool play. (The WBC, of course, uses the single round robin format for pools, which leads to the atrocious tiebreaker rules they currently utilize). But in order to have pool play, we&#39;d need not just eight participants, but at least 12; and, preferably, 16. There are not 16 competitive baseball countries, with 30 players each, in this world. So, naturally, the WBC actually has 20 participants split into four groups of five, with the fifth nation in each pool joining via a separate qualification tournament for the countries who don&#39;t play baseball like that.</p><p class="paragraph" style="text-align:left;">To have the truly greatest athletes in the world compete against one another at the highest possible level, some of them would have to compete against their own countrymen as well as the other international representatives. This creates a number of new problems in trying to create a fair competition, which is why the World Baseball Classic simply does not care about any of this. As I&#39;ve implied, the World Baseball Classic is not about fair competition. Even less than something like the Olympics, it is not about finding the best individuals, nations, or regions at any given sport. It is purely about proliferating American baseball so American businesses can become wealthier. If it was about fair and international competition, it would not be single round robin, the playoff rounds would be determined by best-of series instead of single games, the rules would not be mapped directly to American baseball, pools would be randomized with preferential seeding based on recent performance, and Israel and Italy would not be able to recruit nearly their entire teams from another country.</p><p class="paragraph" style="text-align:left;">29 of Team Israel’s 30 fielded players are American; for Italy, that’s 23 of 33. Because of the aforementioned issues with appropriately populating the World Baseball Classic, it has an expansive set of eligibility requirements for any given player to represent any given nation.</p><div class="blockquote"><blockquote class="blockquote__quote"><p class="paragraph" style="text-align:left;">A player is eligible to participate on a WBC team if any one of the following criteria is met:</p><p class="paragraph" style="text-align:left;">The player is a citizen of the nation the team represents.<br>The player is qualified for citizenship or to hold a passport under the laws of a nation represented by a team, but has not been granted citizenship or been issued a passport; in this case, the player may be made eligible by World Baseball Classic Inc. upon petition by the player or team.<br>The player is a permanent legal resident of the nation or territory the team represents.<br>The player was born in the nation or territory the team represents.<br>The player has one parent who is or, if deceased, was a citizen of the nation the team represents.<br>The player has one parent who was born in the nation or territory the team represents.</p><figcaption class="blockquote__byline"></figcaption></blockquote></div><p class="paragraph" style="text-align:left;">This is why Israel and Italy&#39;s teams are almost exclusively American. These nations do not have enough world-class baseball players to make up a team, so they&#39;re encouraged to recruit them from the United States in order to compete. Italy, as a <i>jus sanguinis</i> nation, has access to any player with a direct, Italian-born or citizen ancestor, with no generational limit. If an Italian man immigrated to America and married an American woman before 1983, that woman would become an Italian citizen, even if her husband later became a citizen of the U.S. Her grandchildren (as well as great-, great-great-, etc.) would be eligible for Italian citizenship, and so would be eligible to represent Italy in the WBC.</p><p class="paragraph" style="text-align:left;">I&#39;m not here to comment on the Italian-ness of Italian-Americans. As an American of Irish, Mexican, and Guatemalan descent, I&#39;m certain I&#39;ve heard all the same bullshit they have. What I will say is that our individual cultures are unique, and much of that culture has been retained even through generations of immigration. But it has also been changed by time and distance, and the influence of both broad American culture and the many other immigrant cultures which now neighbor our own. Being Anything-American isn&#39;t about being less Anything, but about being a new thing that happens to be uniquely American. Why another nation should be allowed to claim that specifically in a competition of nations is difficult to explain.</p><p class="paragraph" style="text-align:left;">Things are a bit different for Israel, since it&#39;s a genocidal ethnostate. Morally speaking, either one of these facts should see them excluded from all international competition, but clearly that isn&#39;t going to happen any time soon. What is so disturbing about their inclusion in the World Baseball Classic in particular is that, per the WBC&#39;s strained eligibility rules, it explicitly affirms and condones Israel&#39;s position as an ethnostate. The World Baseball Softball Confederation sees that Israeli citizenship is directly dependent on ethnicity and doesn&#39;t blink. The WBSC sees that Israeli citizenship deliberately excludes Arabs from its annexed lands and marks them as citizens of no nation to be disposed of and says &quot;We can&#39;t wait to have you.&quot;</p><p class="paragraph" style="text-align:left;">This is why it is so disgusting when Israel and Italy are sold by the announcers and the press as &quot;underdogs.&quot; They, as Americans playing for wealthy, colonial nations, have every advantage in the world; while the United States has intervened in, occupied, overthrown, invaded, bombed, and otherwise controlled every single Caribbean and Latin American representative in the World Baseball Classic. And now that the United States hosts its own international tournament with its own rules for its own sport on its own broadcasts, it can field itself thrice, and cast its own as the perennial favorites as well as the romanticized longshots. The press and announcers make clear, over and over, how earth-shattering it would be if Israel or Italy were to beat the likes of Cuba, Puerto Rico, or Venezuela; yet paradoxically, any of the latter three beating the United States would be an upset. This is why it is always so, so gratifying to watch the Americans lose — whichever jerseys they’re wearing.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=15c1421e-7c79-4a8c-85c3-1b00d2f79f8e&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Dialed Indie Newsletter: March 6th, 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-mar-06-2026</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-mar-06-2026</guid>
  <pubDate>Fri, 06 Mar 2026 17:00:00 +0000</pubDate>
  <atom:published>2026-03-06T17:00:00Z</atom:published>
    <category><![CDATA[Newsletter]]></category>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">A merry spring to you all! It’s kinda <i>been</i> spring down here on the Gulf Coast (more on that later) but with birds chirping, flowers blooming, and clocks flipping, this weekend makes it official. I haven’t turned any new leaves lately, so the change in season and return of glorious, constant sunlight must be what’s gotten me writing so much lately. I’ve only ever been sporadically prolific, but I get better every year at taking advantage of these sudden onset writing spells. So, I’ve been tickity-tacking away the second the mood strikes me, and a good amount of stuff for the site’s come out as a result!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>Chief among them are my reviews of <i><a class="link" href="https://dialedindie.net/p/moonrot-review" target="_blank" rel="noopener noreferrer nofollow">MOONROT</a></i> and <i><a class="link" href="https://dialedindie.net/p/horripilant-review" target="_blank" rel="noopener noreferrer nofollow">Horripilant</a></i>, two games I hadn’t planned to review or write about at all, and two games I ended up writing about for very different reasons (well, the desire to write about them struck me very suddenly as I mentioned previously, so they do have that in common). <i>MOONROT</i>, despite its short length and straightforwardness, stuck in my brain in a very, very good way. It’s the kind of thing with such a clear, consistent vision that you could fool yourself into thinking the developer didn’t make any decisions at all, so I got really caught up exploring that decisionmaking and the subtle little things that make it so great. <i>Horripilant</i>, on the other hand, is a game so convoluted I was most interested in untangling it and trying to figure out why, precisely, it just didn’t work for me.</p><p class="paragraph" style="text-align:left;">Last but not least for writing, you may know I’m a <i>biiig</i> YouTube watcher, and I can be perhaps concerningly not picky at times. I always have my watch history disabled, so my recommended videos are only based on whatever video I’m currently watching — they don’t even give me a home page of recommendations anymore! Not that I mind, really. That abstraction of recommendations makes for much more varied options than I might get if the system was able to create a profile of me; and as tempted as I am to finish that sentence with an “as bad as they can be,” they can be pretty freakin’ bad no matter what. This is all to say: I get exposed to a lot of different videos that I (and other people, both like and unlike me) wouldn’t normally see due to the unknowable intricacies of the algorithm, and I’m always down to give them a shot if they manage to catch my attention. That openness has led me to some awesome creators, games, ideas, and individual videos I don’t know how I would’ve found otherwise. I guess I’m my own algorithm… Keeping it just to gaming(ish) this time, I wrote a listicle of <a class="link" href="https://dialedindie.net/p/video-essays-i" target="_blank" rel="noopener noreferrer nofollow">a bunch of video essays I like</a>!</p><p class="paragraph" style="text-align:left;">Now: VGBees! <br><a class="link" href="https://youtu.be/O4MrHPR4p2I" target="_blank" rel="noopener noreferrer nofollow">Tycho and The Heavy Fold</a> is a leaner and vibier episode, and it’s a good thing we took that chance while we still had it… little did we know what this month would have in store for us… A little bit of scattered news — including the return of <i>Poker Night at the Inventory</i> and the pause of <i>Borderlands 4’s</i> Nintendo Switch 2 version — and the games we played: John on <i>Ball x Pit</i>, Niki on <i>Tears of the Kingdom</i>, and me on <i>Titanium Court</i> (demo) and <i>Hermit and Pig</i>!<br><a class="link" href="https://youtu.be/OX6s6xgJevo" target="_blank" rel="noopener noreferrer nofollow">Are You Strong Enough To Be My Cat w/ Charles Harte</a>: A great eppy where the wonderful Charles Harte, a fellow ex-Fanbyte and now-Game Informer, joined us to talk about <i>Mewgenics</i>, which he’d already gotten to put around 90 hours into before its release. We spent a good amount of time ragging on it and its many weird idiosyncrasies and ideals of “apoliticalness,” especially to give Charles a break from his buttoned-up position as a reviewer. We briefly touched on the State of Play before heading into a murderer’s row of news: Discord’s age verification and teen council, layoffs at the studios behind the just-launched <i>2XKO</i> and <i>Highguard</i>, and Ubisoft employees’ mass strike against the company’s latest phase of “restructuring.” John started <i>Relooted</i>, Niki ranked up on the Peloton and we got to see an insane motivational video about it, and I saw Markiplier’s <i>Iron Lung</i>. It wasn’t good! But I’m glad they tried!<br><a class="link" href="https://youtu.be/wwZnPkObGCg" target="_blank" rel="noopener noreferrer nofollow">Xbox Deserves This</a> might be the best episode I’ve been on thus far, and it’s over three hours to boot! Xbox’s highest level of leadership has been obliterated, including Sarah Bond — whom the episode title comes from — in a very icky departure. Niki went long eviscerating Sony and their disastrous complacency, showcased this week with their closure of Bluepoint Games. We got some juicy tidbits, mostly from John, about the inner workings of Tencent given the news that ~allegedly~ Tencent was behind <i>Highguard</i> (and therefore its mondo failure). <i>Call of Duty: Black Ops 7</i> got into hot water in the UK for a “haha isn’t sexual assault so funny!” ad which was subsequently banned. Oh, and the Saudi Arabian crown now outright owns the largest fighting game tournaments in the world in Evo. We also said goodbye to two industry legends: Shutaro “Curry the Kid” Ida, known for his work as a programmer at Konami and later for directing <i>Bloodstained: Ritual of the Night</i>, and Hideki Sato, “The Father of Sega Hardware.” John played <i>Overwatch</i> and was reminded it kinda sucks; I played <i>MOONROT</i> and it was great!<br><a class="link" href="https://youtu.be/wlQTvbqKdZ4" target="_blank" rel="noopener noreferrer nofollow">Voluntarily Surrendering Your License To Print Money w/ Michael Higham</a>: Another Fanbyte alum, Michael Higham, now at IGN, joined us to share his (no spoilers) thoughts on <i>Resident Evil Requiem</i>, which he had completed for review. We quickly went over an update of the ongoing worldwide shortage of RAM and storage as it pertains to our industry, an entirely John-validating report on <i>Highguard</i>, and there’s a smattering of chatter on the Pokémon Direct. The state of New York is suing Valve over their lootboxes violating state gambling laws, which feels intensely performative but would be nice to see them care about and win. Microsoft Japan is under investigation for monopolistic practices we already know they deploy in the United States, which feels intensely performative but… you get it, lol. Lastly for news, a continuation of the dumbest shit ever: Sony <i>hates</i> money. (Looks like this is gonna come up <i>again</i> on the next episode, huh? Geez…) Also, Niki and Michael both tried out <i>Marathon</i> during the server slam and gave us their early thoughts.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br> <a class="link" href="https://music.youtube.com/watch?v=d_nMUKBXxXI" target="_blank" rel="noopener noreferrer nofollow">“Sorry For Your Loss”</a> by The Beaches has been my tuuune for the past couple weeks. I vaguely knew about this group through their social media hit “Lesbian of the Year,” a song I think is just okay, particularly when compared to the rest of this album. <i>No Hard Feelings</i> is a pop rock lesbian breakup/angst album, and folks, you just love to see it. “Sorry For Your Loss” is my favorite song on there, owing to its mix of melancholy, spite, and energy, and its crazy catchy pre-chorus: “Please get well soon / If I left me I’d be lovesick too / Please, it’s the truth / Only want the best for you.” If you really wanna get angsty with it (as you do), then “I Wore You Better” is a solid second — a more lyrically dense and higher-paced track about being used by other women for your sexuality, often as they try to define their own; a lesbian tragedy common enough to become parody.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>Finally… the sun is out and winter’s harsh prunings have led to vigorous growth. Everything’s greening up, growers are sharing their new availabilities, and plant sales and festivals are on the horizon. Nowadays I fall pretty firmly into the native/pollinator category of gardener, something that I’m always heartened to see is becoming more and more popular; and it’s always been a little more popular in Texas, I think, between our many different ecoregions — some more challenging than others — and famously hot, sunny, and seasonally dry climate. “Traditional” gardening here is an uphill battle you just lose. Native plants are easier and less resource intensive, and an outright necessity if you want year-round greenery (even under watering restrictions), blooms past spring, and, of course, the three B’s: bees, birds, and butterflies. My interest was inevitable — I’ve always been a treehugger, and my dad’s got one of the greenest thumbs in my entire hometown. So, I’ve been flipping through butterfly and moth books, browsing nursery plant lists, scoping out those festivals, cleaning up the balcony, and plotting for the future. It might be the most rewarding and consistently enjoyable hobby I have, especially when all that labor bears fruit (be that literal fruit, flowers, visiting caterpillars and butterflies, or the occasional bird that bothers to come all the way up here despite the lack of tree cover). You should have access to a lot of great, free resources on where to get started via your local botanical garden, independent nursery, parks, or Native Plant Society chapter (or similar, like WildOnes). Give it a go! Plant some Asteraceae!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=328cc590-c26a-49c5-9ffb-3cde7817bdd6&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>A Bunch of Gaming(ish) Video Essays I Like</title>
  <description></description>
  <link>https://dialedindie.net/p/video-essays-i</link>
  <guid isPermaLink="true">https://dialedindie.net/p/video-essays-i</guid>
  <pubDate>Tue, 03 Mar 2026 00:01:54 +0000</pubDate>
  <atom:published>2026-03-03T00:01:54Z</atom:published>
    <category><![CDATA[Listsnlinks]]></category>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Some time ago now I was asked for any works on games I recommended that fall into the realm of art criticism or media studies, and really enjoyed putting a list together! So, here that is: my favorite video essays on games, in no particular order. These are not “““analysis””” videos that recount the plot in excruciating detail accompanied by a smattering of development facts. These are videos which treat games as an art form worthy of criticism, sincerely examine narratives, and acknowledge the real world politics which influence everything from individual lines of dialogue to overarching development decisions.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/VuIEExWzesg" target="_blank" rel="noopener noreferrer nofollow">“Yellow Paint”</a> and <a class="link" href="https://youtu.be/ww0IlxvNbgE" target="_blank" rel="noopener noreferrer nofollow">“Remaking Silent Hill 2 is a Complete Waste of Time Sorry”</a> by Caleb Gamman. Gamman is a really talented creator whose disaffected delivery, marked by his quiet sarcasm, both speaks to me deeply as a terminal hater of games; gamers; games media; the games industry; YouTube; all media, actually; and perhaps all creators, and contrasts well with his obvious and latent passion for games as an artistic medium. I guess that’s relatable to me, too. I love both of these videos, with the one on <i>SH2R</i> landing more on the contained criticism end of the spectrum, while “Yellow Paint” necessarily (for us and Gamman) blows up into something much greater than itself. The ending third of the video in particular is permanently tattooed on my brain as a beautifully written soliloquy to the entire ecosystem of video games which I understand and internalize more deeply with every listen.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/rBpjk1jS684" target="_blank" rel="noopener noreferrer nofollow">&quot;</a><a class="link" href="https://youtu.be/rBpjk1jS684" target="_blank" rel="noopener noreferrer nofollow">Zombies are political?! A VERY Deep Dive into Telltale&#39;s The Walking Dead</a><a class="link" href="https://youtu.be/rBpjk1jS684" target="_blank" rel="noopener noreferrer nofollow">”</a> and <a class="link" href="https://youtu.be/Af9kcJ59NGI" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/Af9kcJ59NGI" target="_blank" rel="noopener noreferrer nofollow">“Everything is Political”: Institutional Racism in Life is Strange 2</a><a class="link" href="https://youtu.be/Af9kcJ59NGI" target="_blank" rel="noopener noreferrer nofollow">”</a> by Game Assist. Game Assist is one of few to delve so unflinchingly into deep political readings of games, as these titles more than imply. From essays on ableism and misogyny in <i>Life is Strange</i> to de/colonization in <i>Assassin&#39;s Creed III</i>, they meet games where they are and examine their narratives earnestly while still acknowledging their shortcomings. I recommend virtually everything they make, and I only add that “virtually” caveat because I don’t think I’ve actually watched everything just yet.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/rRl0Z-HYe2g" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/rRl0Z-HYe2g" target="_blank" rel="noopener noreferrer nofollow">Phyrexia is Hell | A 30-Year History of Magic&#39;s Most Sinister Villains</a><a class="link" href="https://youtu.be/rRl0Z-HYe2g" target="_blank" rel="noopener noreferrer nofollow">”</a> by Rhystic Studies covers the design and evolution in design of the cultish and body horrific Phyrexians, some of <i>Magic: The Gathering’s</i> most important villains. Rhystic Studies makes some excellent videos on <i>Magic</i>, largely focused on or at least concerning themselves conceptually with visual art and its creation. This is my favorite, but his entire body of work is worth a watch — particularly <a class="link" href="https://youtu.be/I06luPguzrk" target="_blank" rel="noopener noreferrer nofollow">“The Zugzwang Machine | A History of Lantern Control”</a> for something more mechanically- and competitively-minded.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/-9QMFcntRkI" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/-9QMFcntRkI" target="_blank" rel="noopener noreferrer nofollow">In Search of Undersea Wildness in My Octopus Teacher, Abzu, and In Other Waters</a><a class="link" href="https://youtu.be/-9QMFcntRkI" target="_blank" rel="noopener noreferrer nofollow">”</a> and <a class="link" href="https://youtu.be/9JbfFYUVR-U" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/9JbfFYUVR-U" target="_blank" rel="noopener noreferrer nofollow">What Is the Games Industry Missing?</a><a class="link" href="https://youtu.be/9JbfFYUVR-U" target="_blank" rel="noopener noreferrer nofollow">”</a> by Pixel A Day. Kat at Pixel A Day is one of the sharpest in this field and these two videos show exactly why, in two very different ways. The former obsesses over both the beauty of oceans and humanity&#39;s tendency towards anthropomorphism, while the latter digs personally into the ugliness of both the games and games media industries.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/sDa6agrtvlc" target="_blank" rel="noopener noreferrer nofollow">“Shinobi & The Art of Vengeance”</a> by SpidersSTG. Spiders’ shotgun blast approach to making videos immediately drew me in, although this one in particular is probably best known (and, sometimes, mistakenly maligned) for jokingly introducing the term “consentroidvania” to deride <i>Shinobi: Art of Vengeance’s</i> slow, shallow enemy design. A ceaselessly thorough arcade pervert, Spiders does his due diligence tracing the entire lineage of the <i>Shinobi</i> franchise, to and far through 1986’s <i>Rolling Thunder</i>, and uses this framework to go much deeper than a simple game review would’ve. Further than that, though, the breadth of ideas Spiders works through, and the pace at which he works through them, does good to transmit his reverence for arcade era design philosophy and his bitterness at its unforced decline directly into the viewer.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/KS0NtNxlX-s" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/KS0NtNxlX-s" target="_blank" rel="noopener noreferrer nofollow">Prey - A Critique of the Mind Game</a><a class="link" href="https://youtu.be/KS0NtNxlX-s" target="_blank" rel="noopener noreferrer nofollow">”</a> by Joseph Anderson. Joseph Anderson is one of the better known independent game critics, mostly owing to his extraordinarily popular series of videos on From Software&#39;s games and his propensity to have opinions. I don&#39;t always agree with him, but I find his critiques to be interesting, close-up examinations of games which are well-written and with good intent (although I do think they can get overlong, to the point of bloat). He often has the effect of making me want to play a game (again) after watching his critiques — even the overwhelmingly negative ones.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/m8PAWO4Y_rY" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/m8PAWO4Y_rY" target="_blank" rel="noopener noreferrer nofollow">The Most Abused Term in Videogame Criticism</a><a class="link" href="https://youtu.be/m8PAWO4Y_rY" target="_blank" rel="noopener noreferrer nofollow">”</a> by SolePorpoise. An interesting exploration of the original “ludonarrative dissonance” essay.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/JN8Q0KASClE" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/JN8Q0KASClE" target="_blank" rel="noopener noreferrer nofollow">Animal Crossing and the Ideology of Chill</a><a class="link" href="https://youtu.be/JN8Q0KASClE" target="_blank" rel="noopener noreferrer nofollow">”</a> by Yaz Minsky. An examination of “cozy games” and what our view of relaxation reveals about our cultures via <i>Animal Crossing: New Horizons</i>.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/C9S83Xmuq4A" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/C9S83Xmuq4A" target="_blank" rel="noopener noreferrer nofollow">Why I haven&#39;t played Hades ⚱</a><a class="link" href="https://youtu.be/C9S83Xmuq4A" target="_blank" rel="noopener noreferrer nofollow">”</a> by LambHoot. Probably the most personal essay on here, this one is about the complicated feelings a game like <i>Hades</i> stirs in its Greek-Canadian host. This goes largely into contemporary Greek — and especially diaspora — culture and identity and some of <i>Hades’</i> shortcomings regarding it.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/7tL3Pbc_zhU" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/7tL3Pbc_zhU" target="_blank" rel="noopener noreferrer nofollow">The Problem with Greek Myth Retellings</a><a class="link" href="https://youtu.be/7tL3Pbc_zhU" target="_blank" rel="noopener noreferrer nofollow">”</a> and <a class="link" href="https://youtu.be/x_zIRxLp_-4" target="_blank" rel="noopener noreferrer nofollow">“</a><a class="link" href="https://youtu.be/x_zIRxLp_-4" target="_blank" rel="noopener noreferrer nofollow">The Endless Reinvention of Greek Mythology</a><a class="link" href="https://youtu.be/x_zIRxLp_-4" target="_blank" rel="noopener noreferrer nofollow">”</a> by Kate Alexandra. While not technically about video games, Greek myth&#39;s constant presence in games (as seen above) makes them pertinent. A fascinating look at Greek myth retellings/inspiration from someone with clearly deep knowledge and passion for the subject.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=fd076b91-9e10-40c9-a80f-4468077b6e51&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>Horripilant Review</title>
  <description></description>
      <enclosure url="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/47e257d7-6313-4bc0-a43a-8fdffef80453/horripilant1.jpg" length="462684" type="image/jpeg"/>
  <link>https://dialedindie.net/p/horripilant-review</link>
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  <pubDate>Thu, 26 Feb 2026 19:45:04 +0000</pubDate>
  <atom:published>2026-02-26T19:45:04Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">I have played over 80 hours of <i>Horripilant</i>. At the risk of sounding like one of those Steam reviews: I&#39;m not sure if I like it! I don&#39;t think I do.</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://store.steampowered.com/app/3525970/Horripilant/" target="_blank" rel="noopener noreferrer nofollow"><i>Horripilant</i></a> self-describes as an idle/incremental dungeon crawler, inspired in part by Plastiboo&#39;s Vermis I, a grimy art book for a nonexistent video game. There are puzzle elements, too, but like each of <i>Horripilant&#39;s</i> many different moving parts, I personally found them to be oversold.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/1f93cace-789a-4f68-905d-f28488446381/horripilant1.jpg?t=1772133617"/></div><p class="paragraph" style="text-align:left;">I think where <i>Horripilant</i> struggles most is also where it would be the most apparent, because it&#39;s the core concept — it just can&#39;t marry the idle gameplay with the RPG and dungeon crawling elements. Generally, dungeon crawler gameplay involves preparing to and then advancing through each floor of a semi-randomized dungeon. Usually, this preparation involves considerations of character build, equipment, and spells; purchasing of consumable items; and, in party-based dungeon crawlers, planning of party composition. But, because <i>Horripilant</i> is a single character incremental game, it has very little of this. You play as one knight-style guy with no classes, spells, or interchangeable or new equipment to speak of.</p><p class="paragraph" style="text-align:left;">The incremental elements also, by design, create an arms race against exponentially spongier damage sponges. These ideas together mean that the majority of stats in the game feel pretty meaningless, as do their corresponding upgrades for the player character. Because both enemies and your character attack and defend automatically, and especially because enemies cannot heal themselves, there&#39;s no meaning to their having any different mixture of health, defense, or evasion. They all amount to increasingly beefy punching bags with different sprites. This does mean you can get a bit unlucky, like if a brand new (and therefore bigger-numbered) enemy shows up more often than you expected once introduced. However, because health and damage pools rapidly balloon into the thousands and then millions, and, again, because everyone automatically and mandatorily performs identical attacks, neither encounters nor dungeon runs are won with meticulous, per-attack planning. The enemy composition on any given floor is almost inconsequential past your first couple of runs. And because your own numbers get so big and so unwieldy so quickly, which causes the game to move at a rapid clip, there&#39;s no meaningful distinction between your own stats, either. Other than the two kings in attack and attack speed, every stat is an opaque resource bucket which amounts to slightly improved chances of survival. Add in the unlockable resource storage limits and you&#39;re left with a lot of stats that you&#39;re upgrading just because you can and it&#39;d be a waste for the resources to sit around, and any semblance of decisionmaking or character building is reduced to nothing.</p><p class="paragraph" style="text-align:left;">This all really stuck in my craw because I like incremental games, which are, (in)famously, about the completely meaningless amassing of resources. But I like how honest they are. You&#39;re gathering all these resources and building these buildings and researching these technologies and caring an awful lot about being efficient at times because that&#39;s all there is, and it&#39;s fun! <i>Horripilant&#39;s</i> hybridization introduces a lot of friction, which may be the worst thing an incremental game can do. After all, they&#39;re commonly referred to as &quot;idle&quot; games — games that play themselves while you&#39;re away to decent effect until you return to get things back on track. Crucially, because <i>Horripilant</i> is a hybrid of specifically an incremental game and dungeon crawler, its two halves have to sleep in different beds. You can&#39;t cookie-click or purchase upgrades of any kind while dungeon diving. Ostensibly, this means that the gameplay loop must be to cookie-click and/or idle, purchase a bunch of upgrades, dungeon dive, idle the dungeon dive, and repeat, but that isn&#39;t quite right. Whether or not you should idle the dungeon crawling half of the equation or not still escapes me; not because I haven&#39;t done the math, but because both methods feel quite bad. (This also explains my unreasonably high 80-hour playtime; I spent a lot of time experimenting before dropping it).</p><p class="paragraph" style="text-align:left;">As mentioned before, there are a lot of RPG stats that don&#39;t feel well-coordinated. For both our hero and enemies, there&#39;s attack, attack speed, health, defense, and evasion. But we can also unlock for ourselves: health regeneration, double hit chance, critical hit chance, reflect chance, and two resource gain modifiers for meat and experience. (There are actually a lot of other stats but they&#39;re confined to the &quot;prestige&quot;-style progression system, so I won&#39;t mention them just yet.) Health is only improved by leveling up, which you can do by gaining experience, by killing monsters. The other 10 are available as incremental upgrades. After each floor’s boss, you receive a new-roguelike-style three-item &quot;boon&quot; menu, with 1-3 small percentile upgrades of these 10 stats, occasionally accompanied by a couple instant heal options, and, always, the option to return to camp immediately without incurring the normal meat loss for leaving in the middle of a floor. Attack, attack speed, defense, evasion, and health regeneration (primary stats) can be improved by upgrading the different pieces of your equipment with your primary clicky resource, wood. After a bit of time alternating between wood farming and dungeon diving, you&#39;ll unlock the secondary resource, rock, and discover you can increase your crit chance, boon effectiveness multiplier, reflect chance, opportunity attack chance, and vampiric hit chance. Although these do briefly have some novelty (three of them aren&#39;t even mentioned prior to unlocking them, so they&#39;re totally new), you&#39;ll quickly realize they&#39;re total ass. Critical hits and attacks of opportunity do almost no damage, and vampiric hit rate is both expensive to invest in and heals for very little. You&#39;ll eventually unlock the third and final resource, iron, which lets you upgrade your critical hit damage modifier, item slot number, reflect damage modifier, opportunity attack damage modifier, and vampiric hit heal modifier, which finally creates an avenue for the rock upgrades to be worthwhile.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/8778443f-99f8-4a69-97a9-445c5b7f59b5/horripilant4.jpg?t=1772134311"/></div><p class="paragraph" style="text-align:left;">This is already hell to a lot of people, but this is more or less incremental gaming. It&#39;s the extremely necessary and harsh split between the three different resource upgrade paths that sticks out. It&#39;s a good thing that all those latter upgrades are separated into rock and iron, because there&#39;s no reason to buy them for a long, long time, and certainly not above the wood upgrades. There&#39;s just no beating raw numbers. Why buy a slightly increased chance of regaining some health on hit when you could just buy more DPS or straight up health regeneration? For most of the game&#39;s runtime, the only reason to buy the rock and iron upgrades at all — maybe with the exception of the boon effectiveness multiplier — is because idle farming is free, so it feels like an inefficient use of time to not passively farm rock and iron and spend those resources on upgrades. As is often the case, this reminds me of a <a class="link" href="https://www.tumblr.com/saccharine-tar/721753152925368320/bidoof-what-farming-items-in-mmorpgs-has-taught" target="_blank" rel="noopener noreferrer nofollow">tumblr post</a>:</p><div class="blockquote"><blockquote class="blockquote__quote"></blockquote></div><p class="paragraph" style="text-align:left;">Dear reader, incremental games are all about making ice cubes, but <i>Horripilant</i> often made me <i>feel</i> like I was just making ice cubes. Despite its little roguelike patterns, its persistent engagement of me with clickable damage orbs, the oh-so-satisfying constant thocking, or your entertainingly ridiculous attack speed, I was frequently made aware of the fact that I was making ice cubes. I was also frequently aware of the fact that this is nowhere near the most fun I have had making ice cubes, and sometimes I thought the game would be a lot better if it stopped forcing me to make ice cubes so I could go back to making the other ice cubes.</p><p class="paragraph" style="text-align:left;">As I was saying, what hurt the dungeon crawling sections most is the particular way in which they create friction for the incremental game. With incremental games, being present (i.e. clicking) is always going to be the most efficient way to play the game. But you get tired, or busy, or you need to do some math for your progression path, so you need to stop clicking, and the game will keep clicking a bit for you. <i>Horripilant</i> will keep clicking the wood and rock and iron forever, but it will not keep clicking the dungeon crawler forever. Even by idle standards, the dungeon crawler is seriously inefficient without intervention. The 10 stats which you can upgrade each floor are of wildly differing importance, with attack and attack speed way, way, way up at the top, the other primary stats in the middle, and the &quot;rock stats&quot; at the bottom alongside meat gain improvement. So, leaving the game to select each level&#39;s boon at random means you&#39;re wasting a lot of important stats (not to mention that it can choose to heal you or your familiar at nearly-full health instead of selecting a stat increase). Additionally, the dungeon crawler introduces the random element of these little orbs which, when clicked on, do an entire attack of damage (or more) to your opponent. Prestige upgrades can increase the total number, frequency, damage, and more of these orbs — as if getting regular extra attacks wasn&#39;t powerful enough. But these are still random, and boons still only appear after each floor&#39;s boss is killed; meaning that playing through the dungeon crawling half &quot;actively&quot; still means a lot of doing nothing, since rapid clicking has no extra effect, and you cannot farm your material resources from the dungeon. Just as well, you will eventually die, and although there&#39;s no truly serious penalty for doing so, you do not automatically re-enter the dungeon. Further, you cannot idle this part of the game while it&#39;s closed, as opposed to the resources, which stock up passively. The dungeon crawler can be idled in a way, but it screams for your attention every second, whether it&#39;s up or down.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/dd9087b0-1e12-42fb-937f-710891ecb781/horripilant3.jpg?t=1772133704"/></div><p class="paragraph" style="text-align:left;">So, this specific relationship is where <i>Horripilant</i> threatened to completely fall apart for me. It&#39;s never quite an idle game or a dungeon-crawling RPG, yet these are the game&#39;s two pillars, but they don&#39;t play nicely enough together to make a new thing, either. When I first demo&#39;d the game and talked about it on VGBees back in October, I said that what it most reminded me of was actually <i>Loop Hero</i>, one of few roguelikes I really enjoy. Of course, this is mostly because these are both, thematically, hellishly endless games where your protagonist and the enemies they encounter all attack and defend automatically; but this initially shallow comparison helped me to understand what wasn&#39;t working about <i>Horripilant</i> for me. <i>Loop Hero</i> doesn&#39;t style itself as an idler, but idle farming is an important aspect of the game, especially in the later stages. You create a plan for whichever resources you need to farm, build a card deck to help execute that plan, and then play through the act&#39;s boss to a point of stability. Then, you just leave the game on until you&#39;ve accrued what you need. What&#39;s different with <i>Horripilant</i> is how little planning there is; really, you just have to ask yourself if you&#39;re willing to enter the dungeon with your current upgrades or if you&#39;d like to spend some time clicking up to the next ones before you go. (There are some consumables too, to be fair; but at the same time, those aren&#39;t used automatically either, so they&#39;re another point against idle farming in <i>Horripilant</i>). Importantly, there are also many, many more resources in <i>Loop Hero</i>, and many more to be gained by farming in the &quot;dungeons,&quot; as opposed to <i>Horripilant</i>, whose dungeon only contains meat (a resource which quickly becomes worthless), experience, and, technically, Hemalith.</p><p class="paragraph" style="text-align:left;">Hemalith is the prestiging or resetting resource. In modern and longer incremental games, you can choose to completely reset your progress for some kind of exclusive resource and/or other bonuses. Hemalith is gained by clearing new floors (a non-prestiged save which has gotten through the boss on Floor 21 will have 21 Hemalith) and is spent on reset in an RPG-style upgrade tree. Similar to the game&#39;s RPG stats, there are a tremendous amount of upgrades which are not very good. There&#39;s just no beating raw numbers. Why would you ever spend precious, limited resources on the tacked-on familiar system or minor cookie-per-click improvements when you could get a multiplier on all resource gain forever? Why spend a boatload of Hemalith on resurrecting once per dungeon run when you could just get enough primary stats to do it right the first time?</p><p class="paragraph" style="text-align:left;">(The Hemalith upgrade tree also has some verbiage issues that needed a second pass. Upgrades like &quot;Get an amount of boons for each 10 floor under which your[sic] start your run from&quot; or &quot;Adds another count of each upgrade&#39;s base production value on level up.&quot; Even disregarding the typos, these are poorly written which makes them difficult to understand.)</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/9400203a-eeed-4f44-a92e-239687d0227d/horripilant2.jpg?t=1772133651"/></div><p class="paragraph" style="text-align:left;">The answer would usually be that these are optional stop-gap upgrades if you&#39;re struggling to farm up to the big, useful, expensive ones. In other words: ice cube checkpoints. But importantly, all Hemalith upgrades are persistent, and the Hemalith floor counter resets when you do — you don&#39;t need to clear a higher floor each time you reset to get any Hemalith at all. For each reset, Floor 21 is Floor 21, and comes with 21 Hemalith (or more, because there are also prestige upgrades to improve Hemalith gain). So the path to getting the big, expensive upgrades is not littered with smaller, less efficient, quasi-mandatory ones; it&#39;s just a matter of ice cube-making. But this ice cube maker is so powerful that it trivializes the meat of the game, and, to make matters worse, is introduced extremely early.</p><p class="paragraph" style="text-align:left;">All of this is the friction at the core of <i>Horripilant</i> which I had such a hard time with. Whenever it tries to be an incremental game, there&#39;s an RPG in the way trying to give meaning to your farming, resources, and statistics, but fails such that it mostly just makes you wonder why you&#39;re doing any of this at all. At my least charitable, I&#39;d call it an idle game that demands your attention; an RPG with a lot of indistinguishable stats; a dungeon crawler without planning; and a puzzle game with puzzles so simple I barely even mentioned them, and won&#39;t now.</p><p class="paragraph" style="text-align:left;">There is a big &quot;and yet&quot; here, but not for me. I think for roguelike and/or RPG lovers who enjoy the feeling of intense scaling and fall a little bit more on the number-crunching side of things, <i>Horripilant</i> could be a really good time. But as someone who was looking for another idle game to enjoy, I found it quite disappointing, if not intensely compulsive.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=34b66e24-9330-4429-8c55-e5048f604b29&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>MOONROT Review</title>
  <description></description>
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  <link>https://dialedindie.net/p/moonrot-review</link>
  <guid isPermaLink="true">https://dialedindie.net/p/moonrot-review</guid>
  <pubDate>Sat, 21 Feb 2026 22:04:45 +0000</pubDate>
  <atom:published>2026-02-21T22:04:45Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">It&#39;s hard not to think of <i>Iron Lung</i> when first introduced to <i>MOONROT</i>. Each of them puts the player in the position of controlling an imprecisely built machine sent to an alien moon in a desperate search for something to bail out the last remnants of the human race. Each game&#39;s primary goal is to travel to a series of coordinates on that moon and document what you find; each game constantly displays the player&#39;s coordinates and the angle they&#39;re facing; and each moon is haunted. The major difference between the two — <i>Iron Lung&#39;s</i> underwater submarine versus <i>MOONROT&#39;s</i> on-the-ground rover — may feel entirely aesthetic at first, but comes to guide the gameplay and define the atmosphere in a major way.</p><p class="paragraph" style="text-align:left;"><i>Iron Lung&#39;s</i> rusty sub descends into an ocean of blood with zero persistent visibility. The only manner by which the player can see is by taking photos through the onboard camera and waiting for them to develop. A photo of a massive skeleton shows that there were, at one point, living leviathans here. The occasional deep, resonant tones and warbling calls that reach you in the sub indicate that these leviathans do indeed still live, but real life knowledge of how well sound travels in large bodies of water can kill this horror very quickly. We can hear whales calling underwater from 1,000 miles away. And whales don&#39;t attack submarines — they actually seem to really like hanging out with them, funnily enough! But even without this knowledge, <i>Iron Lung</i> does struggle to scare the player, and deploys maximum smoke-and-mirrors tactics to do so. A proximity alert buzzes intermittently when the sub drifts too close to cave walls, or to imply that something is giving chase. Extra heavy on the &quot;imply&quot; here — it’s not like it’ll catch you. Something bangs on the back interior of the sub partway through the game. Why? Well, to scare you. So you won&#39;t get bored. What was it? I dunno. A ghost or whatever. There is something in here and there is something out there, and we’re to be afraid of their aggression, but this is only <i>implied</i> aggression which is never actually threatening.</p><p class="paragraph" style="text-align:left;">I don&#39;t say all this to dog on <i>Iron Lung</i>. It&#39;s a short horror game with a lot of good ideas. But <i>MOONROT</i> is a short horror game with a lot of better and subtler ones. Not all of them shake out perfectly, and there are certainly some pacing things I&#39;d like to see enhanced (spoiler warning when I get to those), but it&#39;s one of the most enjoyable horror experiences I&#39;ve had in a while.</p><p class="paragraph" style="text-align:left;"><i>MOONROT&#39;s</i> little rover is stellar. I do think it&#39;s a little too chipper for the setting (although I guess it is named HOPE, after all), but its slippery bounciness provides a lot of character, welcome jank, and a little bit of friction. Being able to see in every direction may feel like freedom at first, but the steep limitations placed on your vision create a much thicker atmosphere of dread than not being able to see at all. This game is visibly quite dark, and the monochromatic purple-black topography frequently creates paths and pitfalls that don&#39;t exist, as well as shadows that come from nothing in particular. The isometric-ish view from which the player sits creates more pointed claustrophobia than the closed-off submarine does. The rover and field-of-view are perfectly proportioned to make you slam the brakes as what turns out to be a small hill and not a bottomless pit comes into view; to feel like something could approach you from the south at any moment and you wouldn&#39;t see it until it was too late; to make everything that you see feel like something you aren’t supposed to. Where <i>Iron Lung</i> writes checks it can’t cash, <i>MOONROT</i> is content to sell good old suspense straight to the consumer.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/77aafe6d-2aac-4335-8595-d6598461755b/moonrot1.png?t=1771709291"/></div><p class="paragraph" style="text-align:left;">There are three important components of the rover: the solar panels, the camera, and the antenna. The solar panels comprise the only real survival element of the game, which is needing to stay powered by finding the rare shafts of light filtering down to the moon&#39;s surface and recharge there. I had a bell-curve relationship with this mechanic: I thought it was kinda pointless, and then cool and stressful, and then kinda pointless again. A bit more on that later, but I felt that this was a pressure point that could&#39;ve been expanded upon and manipulated to greater effect. The game&#39;s opening crawl — another commonality with <i>Iron Lung</i>, I suppose — warns that sunlight is scarce and every opportunity to recharge must be taken. This isn&#39;t true, and that&#39;s obvious pretty much immediately. The sunny areas are persistent and carefully breadcrumbed between every couple of target coordinates. What if the clouds covered these spots sometimes, and you had to sit and wait in the dark for the sun to return? How long would it take for you to lose confidence in your memory of the coordinates? What if I couldn&#39;t rely on my &quot;gamer sense&quot; to know exactly when and where each new sunny spot was going to be?</p><p class="paragraph" style="text-align:left;">With that all said, the aforementioned jank of the rover and difficulty navigating the dark moon may be why this didn&#39;t go harder. I did die a couple times and found the autosave to be (perhaps overly) generous, presumably for this same reason. It&#39;s easy to see how these things could become a pain point without the developer easing up like this. And, as I mentioned with my bell-curve experience, there was a short stretch in the middle where I felt that this was appropriately stressful.</p><p class="paragraph" style="text-align:left;">Moving on to the rest of the rover, the camera and radio antenna are how you collect data from the moon and progress. I adore the camera. The crispy-crunchy &quot;PONPH!&quot; sound of the flash bulb is perfect, as is the flash itself: bright enough to be helpful, but fading quickly enough to leave you feeling vulnerable. The camera combined with the field-of-view is where the game can really shine, leaving things just dark enough to need to be illuminated by the camera, or just out of the player&#39;s view to require the camera to see them at all. If anything, I wish this was done a little more. That much is a sentiment I can extend to the antenna, which feels a little underbaked. There are some really fun ideas for it; namely, that the antenna is attached to the back of the rover, compared to the camera on the front, which requires you to carefully reverse into position to capture signals. Likewise, you have to remain still to do so. While this all creates some good tension here and there, it never went quite far enough to justify its inclusion to me. Maybe it&#39;s because the signals themselves aren&#39;t particularly compelling or scary to listen to. I wish there was more in the way of half-unintelligible sounds and speech, or more three-dimensional, building action, but it mostly sounded like a lot of staticy whatever. There were also some random points of interest which were not themselves target sites which I had hoped to hear signals from or get some other &quot;reward&quot; for finding, like a scary little Easter egg photo.</p><p class="paragraph" style="text-align:left;">Overall, my negatives for <i>MOONROT</i> are all &quot;there should have been more of this&quot; — a great problem to have. I loved my time with the game and hope that developer Bee Braun, not at all known for horror, does more in the future. You can get it on <a class="link" href="https://brodnork.itch.io/moonrot" target="_blank" rel="noopener noreferrer nofollow">itch</a> or <a class="link" href="https://store.steampowered.com/app/3622230/MOONROT/" target="_blank" rel="noopener noreferrer nofollow">Steam</a>.</p><div class="image"><img alt="" class="image__image" style="" src="https://media.beehiiv.com/cdn-cgi/image/fit=scale-down,format=auto,onerror=redirect,quality=80/uploads/asset/file/2d02922d-8890-4403-ba2b-99b7a6688146/moonrot2.png?t=1771711651"/></div><p class="paragraph" style="text-align:left;">I have some more to say about some pacing things to do with the ending. For both <i>MOONROT</i> and <i>Iron Lung</i>, this is your</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><span style="font-size:1.5rem;"><b>SPOILER WARNING</b></span></p><p class="paragraph" style="text-align:left;">The ending stretch of the game is the synthesis of my little complaints. This is absolutely the most visually interesting area, where the game fulfills the latent promise of spectactle that dropping onto an alien moon gives. But I found the leadup to it to be a bit awkward from a pacing standpoint. The name of the final target site (The Anomaly) sends a very clear message that this is the finale, and you are not coming back. However, following the coordinates directly from the previous target site is futile, which is really, really unfortunate. Heading due east towards The Anomaly, the player finds themselves in the lowest visibility zone yet. Although the terrain is mostly flat, there&#39;s a thick, purple fog blanketing the area, and zero ambient light whatsoever. Although it&#39;s not always necessary, this darkness encourages the player to use the camera flash to safely traverse the dark, even though it can only illuminate a few meters in front of the rover (and only for a split second) at a time. The prior site is also close and on a direct enough path from the most recent sunbeam that, all charged up, I felt encouraged to go on a full descent into madness run and operate with total disregard for anything but the end goal. There was never a return trip planned, anyways. But it&#39;s not up there! You have to go back to the sunbeam and take a totally different, much safer, and more clearly lit route. Given the nature of the ending, which includes the removal of a couple HUD elements, I&#39;d be all for a total failure of the HUD conveniently allowing the player to continue on as if the battery is full to ensure that this final stretch really feels like a final stretch — uncomfortably and improbably long. As it is, it sets itself up as another standard trip to a coordinate, while the name of the target site and descent itself make it obvious that this is it. I wanted that tension drawn out even more.</p><p class="paragraph" style="text-align:left;"><i>MOONROT</i> also makes the mistake of totally releasing that tension at the very end when it isn&#39;t that kind of game, nor that kind of story. Because <i>Iron Lung</i> struggles to create real horror, its ending is punctuated by a jumpscare of a giant, silly-looking fish busting into the back of the submarine. <i>MOONROT</i> does something somewhat similar right as it cuts to the end crawl, which I was disappointed to see. I enjoyed the brief, intense flash of fear as a Thing dropped down from the ceiling and lunged at the rover, but was then met with a real sense of dissatisfaction. I was afraid of these entities when I had seen them earlier, but I wasn&#39;t exactly under the impression that they were hunting me. I don&#39;t even know what they are. I was afraid of The Anomaly, but I don&#39;t know what that is, either. That uncertainty is more powerful than them acting as regular ole evil aliens. If this is a story of futile desperation, where HOPE is killed, then I would want its death to be as slow, excruciating, and unknowable as the proposed extinction of humanity which bookends the game&#39;s simple narrative. Does it spin its wheels until it runs out of battery, grasping for purchase in the mysteriously slick and fleshy caverns of The Anomaly? Does a sinkhole open up beneath it on its way to the surface in what may or may not be a freak accident? Do these Things uncaringly pick it apart or keep it captive for eternity? I don&#39;t know, but the period at the end of this game&#39;s sentence was a bit of a disappointing one, especially for how well it seemed to understand itself for the rest of its runtime.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=b2486a45-587c-45fa-bd97-de0280a6ea9a&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>(Archive) Dialed Indie Newsletter: January 1st, 2026</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-jan-01-26</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-jan-01-26</guid>
  <pubDate>Thu, 01 Jan 2026 06:00:00 +0000</pubDate>
  <atom:published>2026-01-01T06:00:00Z</atom:published>
    <category><![CDATA[Newsletter]]></category>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">WOW it’s been a long time since I sent one of these out. Over a year, in fact! Really screws up the whole “just subscribe to my newsletter if you don’t wanna follow me on social media” dealio, but at least we can say I’m not spamming y’all. Due to that long time and it being the end of the year, this is gonna be a long one, folks!</p><p class="paragraph" style="text-align:left;">Much is the same for me going into this year from the last, but there are two major changes with some knock-on effects that will all be relevant here. Firstly, I left my old job, which compensated me very well but took up an inordinate amount of energy. Not the best news of course, but I think my life is better for it and I’m happy to have more time for myself and my personal projects (at least in the short term). Secondly, I’ve joined the VGBees podcast as a full-time cohost!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>The primary new-from-me business item here is of course my joining VGBees, but I’ll expound on that in a bit, at the appropriate time as we get into a chronological recap of this past year. I’ll keep it as trim as I can, but some pretty good stuff happened, despite it all!</p><p class="paragraph" style="text-align:left;">K-YOS, slowly but surely, kept on truckin’! We had some serious soundproofing issues on first moving into our new space, but we got it done! We introduced some light format changes in the January episode, mostly concerning the fact that we began discussing more non-k-pop music on the show, especially in months we felt were light on k-pop we wanted to talk about. I’m glad we had the foresight to do this, but, wow, it was not a good year for k-pop. That light change was just not enough to keep the pod going on even a monthly cadence in a year this rough. We haven’t released an episode since July, and even that episode combined April, May, and June into one, for a lack of releases to talk about… Should we adapt even further and become a more general music podcast that <i>also</i> appreciates k-pop, unlike many others? If we do, how does that affect our “Best of the Year” programming? These are the questions I’ve been asking myself lately!…</p><p class="paragraph" style="text-align:left;">In streaming news, there hasn’t been much streaming news. I did say that that job was sapping all my energy, after all! The biggest thing we did was a late pride charity stream back in July for Organizacion Latina Trans en Texas. Owing to my busyness, it was put together quite quickly, with a very loose schedule and the only incentive being a de facto double donation match; I was donation matching up to 1,000 USD, and I verified ahead of time that my at-the-time job could donation match my own contribution. In the end, y’all donated a whopping 725 USD, which I then donation matched, and then my job did afterwards! That’s $2,175!</p><p class="paragraph" style="text-align:left;">I also wrote a couple things this year over on the Patreon, both very much informed by video games discourse (womp womp). <a class="link" href="https://dialedindie.net/p/metroidbrainia" target="_blank" rel="noopener noreferrer nofollow">The first</a> concerns a sort of proposed genre term I and many others have quickly come to loathe, “metroidbrainia,” and its inherent lack of merit as a critical, commercial, and even basic informational tool. To me, it’s a signifier of the long, downward trend of video game design and experience where we just don’t remember how to think while we play games anymore, so ubiquitous is over-tutorialization and handholding. <a class="link" href="https://dialedindie.net/p/friendslop" target="_blank" rel="noopener noreferrer nofollow">The second</a> thing I wrote of substance this year is, of course, <i>also</i> about a (much less serious) genre term: “friendslop.” Specifically, friendslop is an extremely online, Gen Z, consumer-driven idea, and I was frustrated to see so many people speaking derisively of it while clearly not understanding it on even a basic level.</p><p class="paragraph" style="text-align:left;">Now: VGBees! In case you’re unfamiliar, <a class="link" href="https://vgbees.com/" target="_blank" rel="noopener noreferrer nofollow">VGBees</a> is a games site, podcast, and community run by my friend and former boss over at Fanbyte, John Warren. He and Niki (another friend and ex-coworker from Fanbyte!) have been hosting VGBees together for the past 18 months or so, joined by loads of cool guests like Jeff Gerstmann, Dan Ryckert, Jenna Stoeber, and many more! I was also on a few times before (drumroll) being invited to come on as a permanent cohost in October, and I’ve been on every regular episode since. I was very much honored as someone who already listened to the pod and, plain and simple, really values the coverage and knowledge that John and Niki bring to the scene. They’ve both been in the industry for a hot minute, and their sharpness for industry business is matched only by their humor. As much as I know and love them for acting the fool and having a grand ole time of hateration, they’re unafraid to get a little more serious and tackle things critically — be that games as art or financial decisions or hype trains — in a way that I’ve always found very refreshing. I think other folks like myself who’ve become disillusioned with the influencer and media side of games for that signature one-note obeyance of popular opinion will also enjoy VGBees, John, and Niki as I have. I’m happy for the opportunity to talk about games in a somewhat professional capacity with people I respect so much while we all have our own personalities, idiosyncracies, likes, and dislikes. It’s a breath of fresh air and I hope you’ll give us a listen! A wall of links ain’t gonna look too pretty in this format, but what can you do? Here’s every episode I’ve been on thus far, in order:</p><p class="paragraph" style="text-align:left;"><a class="link" href="https://youtu.be/nsAW82cSCd4" target="_blank" rel="noopener noreferrer nofollow">Inquiries on Animes</a>, <a class="link" href="https://youtu.be/zAlftLuXe-U" target="_blank" rel="noopener noreferrer nofollow">Gamifying HIPAA Violations</a>, <a class="link" href="https://youtu.be/UKAM_mRYaYY" target="_blank" rel="noopener noreferrer nofollow">1-900-GAMBLER</a>, <a class="link" href="https://youtu.be/CtsqDqnPNew" target="_blank" rel="noopener noreferrer nofollow">Stuck in a House, No Outside</a>, <a class="link" href="https://youtu.be/TL2dq6E-Ei8" target="_blank" rel="noopener noreferrer nofollow">Assassin’s Creed: Roku City</a>, <a class="link" href="https://youtu.be/mZQ7WgcOLCY" target="_blank" rel="noopener noreferrer nofollow">Body Works, Body Worlds, Body Bath & Beyond</a>, <a class="link" href="https://youtu.be/E6DUJYtcQoc" target="_blank" rel="noopener noreferrer nofollow">Phil & Todd Flood the Zone</a>, <a class="link" href="https://youtu.be/W17pNSI846E" target="_blank" rel="noopener noreferrer nofollow">Competing with Steam as a Goof</a>, <a class="link" href="https://youtu.be/S_7VVaXDEco" target="_blank" rel="noopener noreferrer nofollow">Matt Booty’s 10,000 Testers</a>, <a class="link" href="https://youtu.be/FWQT-72_TC4" target="_blank" rel="noopener noreferrer nofollow">Even You Could Be Samus Aran’s Sidekick</a>, <a class="link" href="https://youtu.be/6-cpGEToHAQ" target="_blank" rel="noopener noreferrer nofollow">The Joe Pesci of Podcasts</a>, <a class="link" href="https://youtu.be/MoGvR8wRSlo" target="_blank" rel="noopener noreferrer nofollow">Hold Your Horses</a>, <a class="link" href="https://youtu.be/AIOIYa9qtWI" target="_blank" rel="noopener noreferrer nofollow">Everything is Safe in Netflix’s Capable Hands!</a>, <a class="link" href="https://youtu.be/JUGrlLwux98" target="_blank" rel="noopener noreferrer nofollow">Protecting Muppet Kayfabe</a>, <a class="link" href="https://youtu.be/HqoDRbuHVkE" target="_blank" rel="noopener noreferrer nofollow">Gibbed in the MRI Machine</a>, and <a class="link" href="https://youtu.be/cUvtl6xiud8" target="_blank" rel="noopener noreferrer nofollow">VGBees Games of the Year 2025</a></p><p class="paragraph" style="text-align:left;">Man, that sure looks like a lot when they’re all written out like that. I should also mention that VGBees has their own <a class="link" href="https://discord.gg/vgbees" target="_blank" rel="noopener noreferrer nofollow">Discord server</a> (where I and many other cool folks are quite active!) as well as their own subscription and related perks, like a special section on the Discord and the ability to send in listener questions every week. That supports everyone involved with the show and site, myself included!</p><p class="paragraph" style="text-align:left;">Moving on to the last couple things here: I started a couple little joke accounts on <a class="link" href="https://bsky.app/profile/geimuchronicle.bsky.social" target="_blank" rel="noopener noreferrer nofollow">Bluesky</a> and <a class="link" href="https://www.instagram.com/geimuchronicle/" target="_blank" rel="noopener noreferrer nofollow">Instagram</a>! Basically, I had written up some submissions for a games media satire site, but unfortunately was not accepted. But, I had a <i>lot</i> of fun writing my proposed headlines and got into quite the groove, with a good 20 or so I was happy with. So I just said screw it and made my own accounts to post them, alongside anything new I think of that’s funny enough, and maybe even some submissions from friends! I named the fake site Geimu Chronicle, in an effort to have something immediately recognizable as both a gaming outlet and something that no one in their right mind should take seriously. I love and hate it. I’ll be posting there about once a month with each account being identical, so drop me a follow wherever you prefer! Once I get a proper website I can give it some space over there, but til then, it’s just socials for me.</p><p class="paragraph" style="text-align:left;">Also, the new year cometh, and that means I’m working on this year’s installment of the “XX (Indie) PC Games Coming In 20XX” video. I decided <a class="link" href="https://youtu.be/xWZld6OUy-g" target="_blank" rel="noopener noreferrer nofollow">last year</a> that 2025 would probably be the last year the number of games and year would match, as much as I loathe to leave behind my nice little naming convention. But with every increase, it gets harder and harder to make a good list that I’m really proud of. 25 is already about as far as I can push it while still honoring the spirit behind the “indie” label <i>and</i> trimming games that seem unlikely to come out in the given year. Games get delayed all the time, but given the concept of the video, I do think it’s important to be selective and choose those with more concrete or realistic release windows when possible. Also, hey. 25 is just a good number for a list, and I don’t wanna get stuck on an uglier one! So look forward to “25 (Indie) PC Games Coming In 2026” hitting your screens in the near future.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Music of the Newsletter</b><br>I haven’t quite decided on my favorites of 2025 yet as far as music goes, but it’s the beginning of the year so I may as well drop my frontrunners!</p><p class="paragraph" style="text-align:left;">SOTY: Despite my late in the year obsession with “Lola’s Theme” by The Shapeshifters (a really great ‘04 dance track you should give a listen when you have a spare seven minutes), there’s no song I listened to more than <a class="link" href="https://youtu.be/aFrQIJ5cbRc" target="_blank" rel="noopener noreferrer nofollow">“KNOW ABOUT ME”</a> by NMIXX. Pop music doesn’t get much better than this, especially when specifically Pop Grading, which necessarily includes an appraisal of the music video, choreography, and overall styling. Who else had a 720 degree ponytail flip? No one. Was any dance break as exciting as this one, with the center and youngest member pulling out high harmonies while performing live? Not that I know of! Did anyone look more beautiful than Bae in her frosty bob, especially at 2:25 and 2:31 in the MV? Debatable, but it’s not looking good. There was no pre-chorus/chorus combo more addicting than that in “KNOW ABOUT ME,” made all the sweeter by NMIXX’s live performance and vocal chops.</p><p class="paragraph" style="text-align:left;">AOTY: <i><a class="link" href="https://music.youtube.com/playlist?list=OLAK5uy_kTo7Di8vEXkXIO8htaONhtVbXsfZHbCco" target="_blank" rel="noopener noreferrer nofollow">I Love My Computer</a></i> by Ninajirachi totally came out of nowhere for me. I was enchanted by one single in particular, “iPod Touch,” with no knowledge of a forthcoming album. It’s a bright electropop track that is nevertheless an easy listen, with its softly sung melody and choppy vocal accompaniment. It’s got a nostalgic streak without sounding unoriginal or overly referential, which makes it a good representation of <i>I Love My Computer</i> as a whole; although there are certainly some sonically harder-hitting songs throughout the album, like “CSIRAC” and “All At Once,<i>”</i> that are great fun of a different kind.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>I think the most important thing to mention here is the creation of <a class="link" href="https://nogamesforgenocide.com/" target="_blank" rel="noopener noreferrer nofollow">No Games for Genocide</a>, a website dedicated to the BDS movement and the boycott of Microsoft as it pertains to the games industry. I’d recommend watching People Make Games’s <a class="link" href="https://youtu.be/Ybj10537yi4" target="_blank" rel="noopener noreferrer nofollow">related video</a> for a more robust explanation, but TLDR: Microsoft has very direct ties to the Israeli military and, therefore, the ongoing genocide of Palestinians in Gaza. Boycotting all of Microsoft is nigh impossible, but BDS organizers have given us a clear and straightforward target to help increase pressure on Microsoft: Xbox. There’s a lot that anyone can do, and the site has these all laid out in plain language. And, remember: You can always commit to something small and then ramp things up later. Everything counts. The more average, everyday people learn of Microsoft’s complicity, the more the pressure increases, and every day is another step towards real change. So be like me and share the PMG video with the gamers in your life! As grim as things feel sometimes (often), we know this shit works, and we know a lot of people care. Just scrolling the pledge list and seeing all those names (I’m on there, and so are a lot of other people you know; maybe even friends!) can be incredibly heartening.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">That’s it for now! Thanks for reading this extra long update and continuing to follow my work. It’s been a tough year and I’m just glad we’re still here, lol. Cheers to all of us for surviving the nonsense and finding the many things worth living for each and every day. It’s not always easy, but they’re always there. Seeya soon!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=770f39f8-1d7b-44f0-85fc-76468ac406df&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>(Archive) Dialed Indie Newsletter: August 3rd, 2024</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-aug-03-2024</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-aug-03-2024</guid>
  <pubDate>Sat, 03 Aug 2024 05:00:00 +0000</pubDate>
  <atom:published>2024-08-03T05:00:00Z</atom:published>
    <category><![CDATA[Newsletter]]></category>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">How long has it been since one of these? What do you mean I never finished the April one? Oh Lord. My bad.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>K-YOS episodes for (checks notes) <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Review-February-2024-e2h5896/a-ab2rfv2" target="_blank" rel="noopener noreferrer nofollow">February</a> and <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Review-March-2024-e2i3f08/a-ab55pd1" target="_blank" rel="noopener noreferrer nofollow">March</a> and <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Review-April-2024-e2jgsl3/a-ab8mgu7" target="_blank" rel="noopener noreferrer nofollow">April</a> and <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Review-May-2024-e2kv5v2/a-abc58j7" target="_blank" rel="noopener noreferrer nofollow">May</a> and <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Review-June-2024-e2m5ctg" target="_blank" rel="noopener noreferrer nofollow">June</a>...</p><p class="paragraph" style="text-align:left;">After learning of the bizarrely branded &quot;Triple-I Initiative,&quot; an independent video game showcase for so-called &quot;triple-i&quot; games, I decided to <a class="link" href="http://dialedindie.net/p/triple-i-initiative" target="_blank" rel="noopener noreferrer nofollow">write up my thoughts</a>.</p><p class="paragraph" style="text-align:left;">Against all odds, Pressed Petals&#39; <a class="link" href="https://www.patreon.com/posts/braiding-by-wall-104919486" target="_blank" rel="noopener noreferrer nofollow">first ever book review</a> is by <i>me</i>! I finished Robin Wall Kimmerer&#39;s highly acclaimed <i>Braiding Sweetgrass</i>, a non-fiction social media hit about the relationship between traditional Indigenous knowledge and Western science as viewed through the life of a Potawatomi ecological scientist.</p><p class="paragraph" style="text-align:left;">Just a couple weeks ago at EVO 2024, it was announced that Heihachi Mishima would be returning to <i>Tekken</i> as <i>Tekken 8</i>&#39;s third DLC character. <a class="link" href="https://dialedindie.net/p/tekken-is-officially-out-of-ideas" target="_blank" rel="noopener noreferrer nofollow">This sucks</a>. On the bright side, this was also my <a class="link" href="https://vgbees.com/tekken-is-officially-out-of-ideas/" target="_blank" rel="noopener noreferrer nofollow">debut on VGBees</a> — my old Fanbyte boss&#39; new games media website.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>There&#39;s no real Song of the Newsletter this time around, but I wanna let you know to keep an eye out for the next episode of K-YOS! There have been quite a few times in K-YOS&#39; history where we just didn&#39;t have much to talk about and the episodes ended up shorter than usual. But spoiler alert: there&#39;s never been a month where we had so little to say as July 2024. As such, we&#39;re organizing a special non-k-pop episode. You can look forward to a full episode of song recommendations and discussion from myself, Dani, <i>and</i> Azalea soon!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>Any horror game fan should be sure to check out eurothug4000&#39;s <a class="link" href="https://youtu.be/NqXzstd8kuI" target="_blank" rel="noopener noreferrer nofollow">Forbidden Siren 2 video</a>, providing a full breakdown of the game as well as its themes, concepts, and development process. While I&#39;m not necessarily the biggest fan of her work, both of her <i>Forbidden Siren</i> videos are excellently done. Just superbly well-researched and beautifully told presentations.</p><p class="paragraph" style="text-align:left;">understitch, is arguably the best fashion creator on YouTube; if nothing else, she is far and away the best researcher. She&#39;s provided us with a real treat in <a class="link" href="https://youtu.be/6c-hILJtLEY" target="_blank" rel="noopener noreferrer nofollow">“The Life and Death of Elsa Schiaparelli,”</a> a notoriously complex and difficult to research figure in fashion, as eminent as she was. If you&#39;d like to learn about some of fashion&#39;s most famous figures and brands, look no further.</p><p class="paragraph" style="text-align:left;">Regardless of how disconnected you may be from the hip hop sphere, you&#39;ve no doubt heard about the beef between Kendrick Lamar and Drake. A lot of the discourse — and the few attempts at legitimate analysis — fall horribly flat, especially as they fail to provide any greater context with regards to music history. Video essayist F.D. Signifier knocked it out of the park with <a class="link" href="https://youtu.be/AEsf7QmIJTQ" target="_blank" rel="noopener noreferrer nofollow">“I’m What the Culture Feeling,”</a> his 3 1/2 hour critical analysis. In general, I highly recommend F.D. Signifier&#39;s work.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=24d02d9f-f991-4152-9d19-b70860be2ef8&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>(Archive) Dialed Indie Newsletter: February 2nd, 2024</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-feb-02-2024</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-feb-02-2024</guid>
  <pubDate>Fri, 02 Feb 2024 06:00:00 +0000</pubDate>
  <atom:published>2024-02-02T06:00:00Z</atom:published>
    <category><![CDATA[Newsletter]]></category>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Happy New Year everyone, hope it&#39;s treating you well so far! Why yes it <i>is</i> February, but I don&#39;t put these out very often by design, now don&#39;t I?</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>K-YOS completed its first year of regular episodes strong with the <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Recap-November-2023-e2dgi0u" target="_blank" rel="noopener noreferrer nofollow">November 2023 re-cap</a>, followed shortly thereafter by our <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/2023-K-Pop-Songs-of-the-Year-e2e20vt" target="_blank" rel="noopener noreferrer nofollow">end-of-year finale</a>, where Azalea joined Dani and I to discuss our top 25 k-pop songs of the year. A few rules apply to make sure that our lists are varied and interesting, so I hope you&#39;ll check out that monster of an episode, and let me know some of your own faves! In other K-YOS news, the pod is now available to stream on all major podcasting services, including <a class="link" href="https://podcasts.apple.com/us/podcast/k-yos/id1723700387" target="_blank" rel="noopener noreferrer nofollow">Apple</a>, <a class="link" href="https://pca.st/aqlky4r6" target="_blank" rel="noopener noreferrer nofollow">Pocket Casts</a>, <a class="link" href="https://open.spotify.com/show/1GOxaof7Kxt2AbOr3a5SlV" target="_blank" rel="noopener noreferrer nofollow">Spotify</a>, <a class="link" href="https://www.youtube.com/playlist?list=PLuq_gzQ2XcRFYAQDaE_GUU8GKeYpCQ21Q" target="_blank" rel="noopener noreferrer nofollow">YouTube</a>, and via <a class="link" href="https://anchor.fm/s/9e795f60/podcast/rss" target="_blank" rel="noopener noreferrer nofollow">RSS</a>.</p><p class="paragraph" style="text-align:left;">And, as we announced at the end of that episode and all across our socials, Pressed Petals Creative Collective is finally here! <a class="link" href="https://www.patreon.com/pressedpetals" target="_blank" rel="noopener noreferrer nofollow">Pressed Petals</a> is one unified place for the creative efforts of Dani, Azalea, and I, across the many topics we enjoy. If you&#39;re already a Patron of mine, you&#39;ll notice that this is actually the same Patreon page; you don&#39;t need to sign up for another one or do anything new. In fact, my work will remain largely unchanged. You&#39;ll still get early access to my games videos, writing, special episodes of <i>K-YOS</i>, and more. Only now, you&#39;ll <i>also</i> get exclusive and early access to Dani&#39;s work, Azalea&#39;s work, and anything new that we choose to do, both together and apart. We all have big plans for 2024, and are super excited to &quot;officially&quot; be working together now.</p><p class="paragraph" style="text-align:left;">Speaking of 2024, here are <a class="link" href="https://youtu.be/SR2H2QXxQrQ" target="_blank" rel="noopener noreferrer nofollow">24 (Indie) PC Games Coming in 2024</a>! The latest video in my annual &quot;20-something games for 2020-something&quot; series is finally out, and I&#39;m pretty happy with this one! I&#39;m always a little worried when December rolls around that I won&#39;t have enough games to talk about, but this year, it hardly crossed my mind. The release schedule for 2024 is so stacked that I actually had to be pretty strict, resulting in maaaybe my favorite list thus far. It&#39;s only the games I, personally, am really, <i>really</i> excited for (as opposed to a bunch of games that I think look pretty cool, for a general audience), <i>and</i> that have an official release window of 2024. That doesn&#39;t happen often, y&#39;know!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>Picking a song of the newsletter was tough this time around, as the free time afforded to me by the Christmas-New Year&#39;s deadzone (including the 8-hour roundtrip I drove to see my dad) as well as end-of-year music list bingeing meant I was listening to even more music than usual. But at the end of the day, I had to pick my consistent fave of the past few months, <a class="link" href="https://youtu.be/l0TPZkByEvw" target="_blank" rel="noopener noreferrer nofollow">“Bouncin”</a> by Tinashe. It&#39;s the rare ass-shaking song you can shake your ass to at the precise pace you desire: slow n’ sensual, casual, earthquaking, the world is your oyster. It&#39;s an unbelievably catchy tune with its synthy, blippy, and utterly addictive instrumental. And the choreo is great too! They just don&#39;t make pop stars like Tinashe anymore.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>Pixel A Day is back with an extra-long (and a tinch more personal) <a class="link" href="https://youtu.be/9JbfFYUVR-U" target="_blank" rel="noopener noreferrer nofollow">video essay</a>; this one chiefly about the very narrow view and lacking imagination of the wider video games industry, including developers, critics, and gamers alike. Ms. Kat is, as always, a measured and hopeful critic, providing a list of overlooked video essays in part to illustrate some of her overall points and to contribute to the future of video games and games media she wants to see.</p><p class="paragraph" style="text-align:left;">As your local social media professional with an expertise in indie games, I am once again asking you to get the fuck off of Twitter. This absolutely applies to the lurkers (those of us who use social media primarily to follow the creators we enjoy, and to talk to friends/family casually) in the interest of moving <i>everyone</i> off the site, but I say all this primarily to the developers and artists who use social media as a form of marketing and engagement. A lot of people apparently didn&#39;t know this, but Twitter, as far as advertising/marketing/discoverability is concerned, is dead and in my professional opinion has been dead for several years. Its engagement and conversion rates (particularly concerning links) have always been terrible. Advertising was more likely to get you blocked by your core audience than to reach a new one. Going viral on Twitter was great if you were trying to get your game or shop out there, but you know what&#39;d be even better? Going half as viral on literally any other website.</p><p class="paragraph" style="text-align:left;">In my personal opinion, Instagram is most worthy of your time in this regard; it&#39;s the only social media app I feel comfortable recommending to any type of creator with any amount of time to put into socials. Following IG, in order: TikTok (if you have a <i>lot</i> of time), tumblr (if your creations relate to some &quot;niche&quot; cultures of particular interest on tumblr, namely being queer and/or a furry; having a strong artistic element is also preferable, but not mandatory), and then YouTube (primarily YouTube Shorts, which you should use similarly to TikTok, but requires significantly less time). I love Cohost, but it&#39;s not very good for this sort of thing; it&#39;s just a nice place to be where you&#39;re likely to have/read some good discussions among smaller game developers and games media personalities. In other words, it can be very helpful for individual professional and personal development, but it&#39;s not really the place to &quot;reach new fans.&quot;</p><p class="paragraph" style="text-align:left;">As Jeff Gerstmann said in <a class="link" href="https://cohost.org/jeffgerstmann/post/4218596-also-if-you-re-just" target="_blank" rel="noopener noreferrer nofollow">his reply</a> to the <a class="link" href="https://cohost.org/eniko/post/4216419-waiting-until-twitte" target="_blank" rel="noopener noreferrer nofollow">post(s)</a> that spurred this section of the newsletter: &quot;You might have a lot of followers [on Twitter], but they ain&#39;t clicking on your links. Go somewhere else!... Spread yourself out. It&#39;s a hassle, but what else are you going to do? Keep hanging out with the porn and crypto bots that spam replies on Twitter?&quot;</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=602b3b76-dd4c-4911-8f9a-0c7e5cbcd8c7&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>(Archive) Dialed Indie Newsletter: November 19th, 2023</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-nov-19-23</link>
  <guid isPermaLink="true">https://dialedindie.net/p/newsletter-nov-19-23</guid>
  <pubDate>Sun, 19 Nov 2023 06:00:00 +0000</pubDate>
  <atom:published>2023-11-19T06:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">I foolishly delayed this newsletter once because it was a bit too short for my liking, and then I had to keep waiting for some news... now that it&#39;s late it&#39;s quite a bit larger than average, like a baby. Anyways,</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>I have two different trailer roundups ready for y&#39;all, available free to view over on Patreon: one for a combination of the Gamescom Future of Play, Mini Indie, & MIX Next Showcases, and one for EEK3 2023. You can read them <a class="link" href="https://dialedindie.net/p/summer-2023-roundup" target="_blank" rel="noopener noreferrer nofollow">here</a> and <a class="link" href="https://dialedindie.net/p/eek3-2023" target="_blank" rel="noopener noreferrer nofollow">here</a>, respectively.</p><p class="paragraph" style="text-align:left;">I got a job! This was the big holdup, as I was waiting until everything was officially squared away to announce it. I&#39;m going to be System Era Softworks&#39;s new Senior Social Media Manager (you may recognize them from their hit game, <i>ASTRONEER</i>). I don&#39;t yet know how much this will affect the stream or my schedule overall, but like I said, I expect to be a bit scarce on Twitch and will thus rely more on pre-recorded and written work; after all, my job at Fanbyte cut my streaming hours in half, and that was just a junior position. As a precaution, I&#39;ll be pausing billing on Patreon until the beginning of next year when I expect to have more to share. These scheduling changes will not, however, affect K-YOS.</p><p class="paragraph" style="text-align:left;">Speaking of K-YOS, I&#39;m so late that I have two monthly episodes to share with y&#39;all again. The episodes for <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Recap-September-2023-e2aicmm" target="_blank" rel="noopener noreferrer nofollow">September</a> and <a class="link" href="https://podcasters.spotify.com/pod/show/kyos/episodes/K-Pop-Recap-October-2023-e2c1ngs" target="_blank" rel="noopener noreferrer nofollow">October</a> releases are now available on Spotify. Just one more regular episode and then we&#39;re on to our annual Top 25 K-Pop Songs of the Year, when Azalea joins us for the pod! That episode is usually monstrously long, too, so please look forward to it.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>SOTN was a little harder to decide this time around. Like I said, this newsletter is a bit delayed, <i>and</i> we&#39;re right in the middle of that hot autumn album release season. And yet, I find myself going back to an old favorite. C418 is best known for his contributions to the <i>Minecraft</i> soundtrack with <i>Volume Alpha</i> and <i>Volume Beta</i>, but I&#39;ve grown fond of a more recent release of his: 2018&#39;s <a class="link" href="https://music.youtube.com/playlist?list=OLAK5uy_n_b5cjnm9jtxbAi_20ybH8UIaLumcULOE" target="_blank" rel="noopener noreferrer nofollow"><i>Excursions</i></a>. The first and title track in particular has been on repeat lately as I&#39;ve been waking up earlier and reading a bit while I try and manifest birds to appear at our meager balcony feeder setup. The nearly six minute song has been beautiful and calming company on these quiet mornings, with heavily layered, glistening strings interspersed with nature sounds like birdsong, crickets, and wind.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>A bit late to the party, but I promised on stream I would provide y&#39;all with some of the best Halloween costumes I saw on Instagram this year. <a class="link" href="https://www.instagram.com/reel/CzCx3ZqOTEG/?igshid=MzRlODBiNWFlZA%3D%3D" target="_blank" rel="noopener noreferrer nofollow">Click</a> <a class="link" href="https://www.instagram.com/reel/Cy_z4SKpCtu/?igshid=MzRlODBiNWFlZA%3D%3D" target="_blank" rel="noopener noreferrer nofollow">each</a> <a class="link" href="https://www.instagram.com/reel/Cy9nxvcptM8/?igshid=MzRlODBiNWFlZA%3D%3D" target="_blank" rel="noopener noreferrer nofollow">word</a> <a class="link" href="https://www.instagram.com/reel/Cy-SFmPrGLc/?igshid=MzRlODBiNWFlZA%3D%3D" target="_blank" rel="noopener noreferrer nofollow">to</a> <a class="link" href="https://www.instagram.com/reel/CzAY5EXLP09/?igshid=MzRlODBiNWFlZA%3D%3D" target="_blank" rel="noopener noreferrer nofollow">view</a> <a class="link" href="https://www.instagram.com/reel/Cy_9M44v2u4/?igshid=MzRlODBiNWFlZA%3D%3D" target="_blank" rel="noopener noreferrer nofollow">them</a>!</p><p class="paragraph" style="text-align:left;">At TwitchCon, <a class="link" href="https://help.twitch.tv/s/article/simulcasting-guidelines?language=en_US" target="_blank" rel="noopener noreferrer nofollow">Twitch announced</a> that all streamers without specific exclusivity agreements in place may now simulcast across multiple platforms — including YouTube. I may experiment with this to take some of the headache out of reuploading VODs and just branch out a bit; see what streaming on YouTube is like and whether or not it&#39;s a viable platform for my/our needs.</p><p class="paragraph" style="text-align:left;">I really liked this piece, <a class="link" href="https://noescapevg.com/cyberpunks-critical-reevaluation-feels-rushed/" target="_blank" rel="noopener noreferrer nofollow">“Cyberpunk’s Critical Reevaluation Feels Rushed,”</a> from NoEscape. We&#39;ve all noticed how weird it is that the mainstream consensus is overwhelmingly complimentary of <i>Cyberpunk 2077</i>, lauding it as a labor of love, giving it multiple out-of-place Game Awards noms, likening it to <i>No Man&#39;s Sky</i> for its meteoric rise out of the legitimately harmful dumpster fire it launched as... right?</p><p class="paragraph" style="text-align:left;">On a serious note, I would like to encourage everyone reading this to follow the official BDS boycott list. BDS (Boycott, Divestment, and Sanctions) is a Palestinian movement which promotes the aforementioned political actions against Israel. On the most basic level, they compile lists of companies and brands which act in direct support of and/or are owned by Israel and Israeli businesses. What&#39;s difficult about this on first glance — and something you might&#39;ve come across, if you&#39;re still active on sites like Xitter — is that many large monopolies such as Nestle and Coca-Cola support Israel. I can&#39;t speak for other countries, but in America, it is virtually impossible to buy groceries, or even just to eat and drink, without purchasing something from these brands or one of their subsidiaries. This is why BDS calls for a focused effort in the form of targeted boycotts of specific companies for maximum impact. You might&#39;ve seen a few different infographics and calls to action going around, but here&#39;s one of a few <a class="link" href="https://twitter.com/luccyducc/status/1719179356713468399" target="_blank" rel="noopener noreferrer nofollow">official BDS shortlists</a>. Please download and share this around, though note that there are two notable omissions which are very easy to avoid: Starbucks and Sabra. For the Starbies lovers, there are many past instances of Starbucks employees posting official recipes so you can make them at home. If <a class="link" href="https://x.com/IamKalyanRaksha/status/1713008559473234161?s=20" target="_blank" rel="noopener noreferrer nofollow">this Twitter thread</a> of recipes ever goes down, know that that information is just a search away.</p><p class="paragraph" style="text-align:left;"><i>&quot;</i><i><a class="link" href="https://www.instagram.com/reel/CPMIPinht0N/" target="_blank" rel="noopener noreferrer nofollow">In Guatemala</a></i><i>, there was never a civil war. It was always an agreement between the United States and Israel. It never was a civil war in Guatemala. That is why we love, encourage, and care deeply for the people of Palestine. Life and freedom, freedom and life, long live Palestine! We love you sister, we love you! We are one people, people of the world!&quot;</i></p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=1569f8ff-89df-4525-bcfb-deaa4d87bd41&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>(Archive) Dialed Indie Newsletter: September 8th, 2023</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-sep-08-2023</link>
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  <pubDate>Fri, 08 Sep 2023 05:00:00 +0000</pubDate>
  <atom:published>2023-09-08T05:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hello again everyone! Autumn is approaching, temperatures are finally, <i>finally</i> starting to dip here in the subtropics, and I&#39;ve got some great news and new stuff to show you!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>After playing through the highly-anticipated <i>Bomb Rush Cyberfunk</i> a few weeks ago, I left the game with a lot of mixed feelings. Enough feelings to write a proper review, though, which is always a fun time! It&#39;s <a class="link" href="https://dialedindie.net/p/bomb-rush-cyberfunk-review" target="_blank" rel="noopener noreferrer nofollow">available</a> for free. Patrons got it a week early!</p><p class="paragraph" style="text-align:left;">Our k-pop podcast K-YOS is back as it is every month, but twofold for this newsletter! The <a class="link" href="https://open.spotify.com/episode/4ckw4NXEtauuh9qoO0YMp6" target="_blank" rel="noopener noreferrer nofollow">July recap</a> was pretty late as I was travelling, and then sick, but it as well as the <a class="link" href="https://open.spotify.com/episode/3hQ4t5NsD3UeLSCu435wAo" target="_blank" rel="noopener noreferrer nofollow">August episode</a> are available now. I&#39;ve also had some people ask me about the podcast&#39;s platform availability; I&#39;m afraid it&#39;s only available on Spotify right now. We&#39;re doing a lot of planning behind the scenes, though, and hope to share some exciting news soon.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>Late one night after we got our approval back, I was planning the layout of my future bedroom on Milanote. I told myself I would just make sure the scale was correct for the base layout and then go to bed. And then <a class="link" href="https://music.youtube.com/watch?v=tkKnhm2cbn4" target="_blank" rel="noopener noreferrer nofollow">“Psychedelic Switch”</a> by Carly Rae Jepsen came on, and then it was 2:00AM. It&#39;s such an energetic contemporary disco/boogie track, and one of CRJ&#39;s best — and she&#39;s got a lot of great tracks! It&#39;s from <i>The Loveliest Time</i>, the B-side album of her big 2022 release <i>The Loneliest Time</i>, both of which I would recommend giving a listen if you like pop, disco, house, and everything in between.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>Starting on October 16th, the Epic Games Store will offer developers 100% of net revenue on new releases in exchange for six months of PC storefront exclusivity. Not only does this deliberately mention <i>PC</i> storefronts, meaning that a developer could simultaneously release on all consoles and the Epic Games Store, but also that a game&#39;s Early Access release is considered its official launch date. Theoretically, a game could release in Early Access on the Epic Games Store for 100% net revenue share and then make its 1.0 release on Steam with no adverse effects; even avoiding the often unpleasant situation of having Early Access reviews and opinions follow them into 1.0 on Steam. <a class="link" href="https://store.epicgames.com/en-US/features/epic-first-run-program" target="_blank" rel="noopener noreferrer nofollow">Here&#39;s</a> the official statement if you&#39;d like to read the specifics. As per usual, I&#39;m interested to see what effect this will have on the indie gaming sphere, and if this can make a dent in Valve&#39;s monopoly on PC game distribution. While Steam won&#39;t be seriously challenged for the foreseeable future, it&#39;s nice to see someone attempting to court their dev-side userbase, as indie game developers are pretty poorly served by Steam. Ah, the stiff competition bred by the free market.</p><p class="paragraph" style="text-align:left;">It&#39;s really difficult to talk about the nuanced feelings we, as queer people, have about queer media without feeling we&#39;re undermining the rare piece that&#39;s allowed to exist (let alone become popular, or even celebrated). Eli Cugini threads the needle quite honestly <a class="link" href="https://www.dazeddigital.com/life-culture/article/60684/1/who-gets-to-write-about-gay-men-heartstopper-red-white-royal-blue-alice-osemann-" target="_blank" rel="noopener noreferrer nofollow">for Dazed</a>, discussing the politics and messy feelings of what gay shit gets to succeed and why.</p><p class="paragraph" style="text-align:left;">Lastly, I&#39;ll leave you with one of my favorite fashion YouTubers, ThisIsAntwon. While he started off as a relatively straightforward techwear creator, he&#39;s further evolved into an extremely compelling fashion video essayist. He&#39;s created, in my opinion, some of the best — and certainly most approachable — writing on personal style out there with his video <a class="link" href="https://youtu.be/uAT4v1jPWhM" target="_blank" rel="noopener noreferrer nofollow">“Why Personal Style Is (Mostly) A Lie.”</a> It&#39;s a dissection of the alleged differences between fashion and style, a dichotomy that&#39;s endlessly propped up by both well-meaning fashion enthusiasts and the absolute grifters we&#39;ve come to call &quot;influencers.&quot; He has an extremely pragmatic perspective on the process of finding your own style, one that I think especially applies to those just starting on their fashion journey, who&#39;ve found themselves drowning in a sea of ultimately unhelpful and confusing advice that they don&#39;t quite realize is so.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">Thanks for reading! I&#39;ll be seeing y&#39;all in this newsletter again in a month or so, hopefully writing from a new space after a smooth move.</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=e7ded343-1aac-4398-8775-8081adf95a61&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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  <title>(Archive) Dialed Indie Newsletter: July 22nd, 2023</title>
  <description></description>
  <link>https://dialedindie.net/p/newsletter-jul-22-2023</link>
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  <pubDate>Sat, 22 Jul 2023 05:00:00 +0000</pubDate>
  <atom:published>2023-07-22T05:00:00Z</atom:published>
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</style><div class='beehiiv__body'><p class="paragraph" style="text-align:left;">Hey y&#39;all! Hope you&#39;re all well and ready for your first round of newsletter updates :)</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>New From Me</b><br>My latest games writing is out for everyone! <a class="link" href="https://dialedindie.net/p/indie-games-influences" target="_blank" rel="noopener noreferrer nofollow">Indie Games Are More Than Their (Supposed) Influences</a> is an essay about the way we, collectively, talk about indie games; how they are almost always reduced to a sum of the influences we impose upon them, instead of works discussed on their own merit. Let&#39;s talk about why we do this, and why it hurts.</p><p class="paragraph" style="text-align:left;">The latest episode of our k-pop podcast, <a class="link" href="https://podcasters.spotify.com/pod/show/kyos" target="_blank" rel="noopener noreferrer nofollow">K-YOS</a>, is out as well, recapping all the June releases we care to talk about. Artists discussed: Stray Kids, fromis_9, The New Six, &Team, Ateez, SHINee, Treasure, and UKISS</p><p class="paragraph" style="text-align:left;">Patrons, y&#39;all also have early access to a new short video review, this time for <a class="link" href="https://www.patreon.com/posts/86358705" target="_blank" rel="noopener noreferrer nofollow">The Spirit and the Mouse</a>. You may recall the game winning third place in the Third itch Trailer Gauntlet earlier this year, and I played the majority of it on stream afterwards. The video will be publicly available in a week!</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>Song of the Newsletter</b><br>A song recommendation? Hey, why not. I&#39;ve been listening to “One That Got Away” by MUNA on repeat lately. They&#39;re already my favorite band, owing to their alt-pop beats, incredible lead vocalist, and being very gay, dishing out sad, dramatic ballads and synthy bops in equal measure. One That Got Away splits the difference; it&#39;s a catchy post-breakup revenge tune that sings of heartbreak from the high horse of not being the one who fucked everything up. It came out a month and a half after a really rough breakup on my end, a week after my birthday, and all three members of MUNA look super hot in the <a class="link" href="https://youtu.be/-auMY71v5cs" target="_blank" rel="noopener noreferrer nofollow">music video</a>. So clearly they made it just for me, but y&#39;all can listen to it too if you want.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;"><b>News & Recommendations</b><br>Humble Games worked with an independent analyst group to investigate the general habits of gamers with regards to indie games, and presented the findings of this investigation at GDC. These findings are, of course, aggregated survey responses that can&#39;t serve as a perfect representation of consumer data, and shouldn&#39;t be taken as concrete fact. That being said, a ~5,000 person sample size is nothing to sneeze at, and there&#39;s a lot of interesting data to sift through. GI.biz put together <a class="link" href="https://www.gamesindustry.biz/indie-games-who-buys-what-and-why" target="_blank" rel="noopener noreferrer nofollow">a great article</a> collating the facts, sharing interesting tidbits about preferences of gameplay, story, playtime, pricing, and more. One of the most interesting data points is that a whopping 60% of gamers surveyed said they hadn&#39;t bought an indie game in the last year <i>at all</i>. The &quot;casual&quot; gamer is often left out of the conversation entirely among enthusiasts and armchair analysts, so the answers they gave are perhaps the most interesting of all.</p><p class="paragraph" style="text-align:left;">As an environmentalist, I often find friction between myself and games, particular those of the wholesome/comfy/cozy variety. When we anthropomorphize nature, we risk sanding away reality, and depicting a world that exists both as a result of and in service to humans. <a class="link" href="https://youtu.be/-9QMFcntRkI" target="_blank" rel="noopener noreferrer nofollow">“In Search of Undersea Wildness in My Octopus Teacher, Abzu, and In Other Waters”</a> is an excellent video essay that explores this topic using a very popular Netflix film and two oceanic adventure games.</p><p class="paragraph" style="text-align:left;">Do you remember being in school and learning the whole &quot;men hunt while women gather and take care of the home&quot; thing, and being told that that&#39;s been true since the beginning of civilization? Well, <a class="link" href="https://12ft.io/proxy?q=https%3A%2F%2Fwww.newscientist.com%2Farticle%2F2380011-the-myth-that-men-hunt-while-women-stay-at-home-is-entirely-wrong%2F" target="_blank" rel="noopener noreferrer nofollow">turns out it probably isn&#39;t</a>.</p><p class="paragraph" style="text-align:left;">Also, well-known LGBTQIA+ nonprofit organization The Trevor Project is most definitely unionbusting. The tired old tale of a charity unsustainably, ignorantly expanding and then cutting off the lowest rungs of the ladder plays out yet again. You can learn more and follow the situation as it develops by following the union, <a class="link" href="https://ftunited.org/" target="_blank" rel="noopener noreferrer nofollow">Friends of Trevor United</a>, or their larger labor affiliate, the <a class="link" href="https://cwa-union.org/" target="_blank" rel="noopener noreferrer nofollow">Communication Workers of America</a>.</p><p class="paragraph" style="text-align:left;"></p><p class="paragraph" style="text-align:left;">That&#39;s all for now! Thanks for reading, and I&#39;ll be seeing you again soon!</p></div><div class='beehiiv__footer'><br class='beehiiv__footer__break'><hr class='beehiiv__footer__line'><a target="_blank" class="beehiiv__footer_link" style="text-align: center;" href="https://www.beehiiv.com/?utm_campaign=992af57c-0c7a-4403-a40d-74b0900ea4c6&utm_medium=post_rss&utm_source=dialed_indie">Powered by beehiiv</a></div></div>
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