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      Game Culture

      #8DaysOfPixelFeature - Day 4: An Amazing Wizard

      #8DaysOfPixelFeature - Day 4: An Amazing Wizard

      An Amazing Wizard is a story-driven RPG where you explore procedurally generated worlds to uncover the hidden truth. To do so you need to defeat many enemies, bosses included, with spells you created by enchanting them with unique upgrades or even merging.

      Play with over 250 Artifacts, 100+ Spells, and dozens of Magic Weapons to unlock and use. After every death, you'll respawn in a different world. There are no checkpoints... 

      • 7 PLAYABLE CHARACTERS - Unlock and play as one of the 7 Elemental Wizards. Each has its subclasses! 

      • 5 NONLINEAR LEVELS - Only 5 levels? Yes, but each time you die you will respawn in one of the four nature-inspired worlds and face other enemies based on the current biome.

      • HUGE SKILL TREES - Fill the world with more content, unlock new skills and weapons, or simply become stronger. 7 skill trees and 2 shops are ready to be explored. Demo is available now : )

      An Amazing Wizard is developed by Jakub Dąbrowski. All assets used in this blog belong to the rightful owner.

      Contact them via their email: anamazingwizard.info@gmail.com

      Check their WebsiteTwitter, and Facebook! Join their Discord and follow them on Kickstarter!

      Watch the demo trailer here:

      Watch the gameplay trailer here: 

      #8DaysOfPixelFeature - Day 3: Below the Stone

      #8DaysOfPixelFeature - Day 3: Below the Stone

      Below the Stone is a punishing pixel-art roguelike about dwarves on the quest for the deepest depths. A place where each and every descent will lead to new adventures -- and where only the most determined players with many lost lives will be rewarded by the hidden world lying below the stone.

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      Every dwarf starts their adventure with two things in mind: How deep they can go, and what shiny new things they can bring up to their fellow dwarves. Each adventure will lead to new adventures as a procedurally generated underground leads you through danger, treasure, and most of all adventure. Extra resources may be brought back for one’s own use on future expeditions as well!

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      Below the Stone takes inspiration from old games we’ve all played growing up, as well as new twists and turns that can be compared to the caves you explore! If you love spending hours, or short breaks on mining, exploring, and progressing to the deepest depths of a fantasy world, Below the Stone is the game you should dig into!

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      Game Features:

      • Procedurally generated worlds which lead to a new adventure in every descent.
      • Dozens of biomes to explore with unique creatures, fauna, and resources to explore and log.

      • Multiple layers to explore.

      • Mining precious resources to progress your dwarf.

      • Full character customization.

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      • A Dwarven Kingdom with many cool characters to meet.

      • Custom Cave missions for every descent.

      • Roguelike experience (If you die, you lose everything you brought with you!)

      • Safely store extra loot and resources at the Dwarven Kingdom.

      • An hour long soundtrack to immerse yourself into a fantasy spelunking experience.

      • Future plans for potential Co-op mode.

      • Multiple Gaming Systems!

      • Dwarves!

      • Digging holes!

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      Below the Stone is developed by Strollart Studios and is published by Apogee Entertainment. All assets used in this blog belong to the rightful owner.

      Contact the team via their email: Belowthestoneofficial@gmail.com

      Check their Twitter, join their Discord server, and support them via Patreon

      Watch their Kickstarter trailer here:

      #8DaysOfPixelFeature - Day 2: dotAGE

      #8DaysOfPixelFeature - Day 2: dotAGE

      Village elder, help us! Build your village and lead your Pips to fight off hundreds of events in dotAGE, the merciless town builder. dotAGE is a turn-based roguelite village sim. Will you fulfill the Prophecy?

      You are the Elder. You had a vision of a doomed future, so you took a handful of Pips, your fellow villagers, and led them to an empty valley to start anew. They need your guidance to survive the events foretold by the Prophecy, so make sure your Pips work hard!

      History:

      Digital Boardgame: classical town-builder gameplay in a turn-based fashion, with a claustrophobic map reminiscent of European-style board games.

      Endless Content: dozens of buildings to research, with full production chains from raw materials to finished products.

      The Prophecy Looms: the complex Fate system will throw more than 500 events at you to fight off. From simple coughs to earthquakes, from tornadoes to plagues, from volcanoes to inondations, from taxes to kittens, from diseases to furious murders.

      The world changes: life becomes harder and harder as you play, keep an eye on the current levels of Fear, Sickness, Heat, Cold, and Cataclysm!

      Cute yet merciless pixels: the cute pixel art details all the harsh realities of these Dark Ages. Don’t get fooled by the happy colors! 

      All different playthroughs: Play a different game and a different story each time thanks to the Fate system and a dynamic research tree

      Listen to the Montpellier Codex: real medieval music rearranged in a retro game style is waiting for you

      An Apocalyptic goal: reach the end of these dark times and fight the Apocalypse to win the game.

      dotAGE is developed by CKC Games - Michele Pirovano. All assets used in this blog belong to the rightful owner.

      Contact Michele Pirovano via their website: https://www.michelepirovano.com, or their email: info@michelepirovano.com. Check their Twitter here.

      #8DaysOfPixelFeature - Day 1: Brocula

      #8DaysOfPixelFeature - Day 1: Brocula

      Embark on an epic journey as Brocula, a vampire awoken from a 500-year slumber in a world unrecognizable to him. Stripped of his wealth, he must navigate the daunting maze of capitalism, taking on part-time jobs at the local garage, coffee shop, and restaurant to earn a meager living. But that's not all—his ancestral castle, now in ruins, poses another challenge. Work tirelessly to repair the dilapidated fortress, all while facing the bureaucratic hurdles of reclaiming its ownership from the town's mayor.

       

      Engage in a captivating gameplay loop that revolves around money and societal struggles. Tend to your crops, cultivate a flourishing farm right next to the castle, and sell your harvest for profit. Immerse yourself in the art of fishing, honing your skills to reel in a bountiful catch that can be used for cooking delicious meals.

      Yet, as a vampire, your responsibilities extend beyond mundane chores. Manage your cult, restoring the once-forgotten church and conducting regular sermons to gather the lifeblood you crave. Venture into the treacherous depths of the everchanging forest, an enigmatic dungeon teeming with monstrous creatures and valuable treasures, ripe for the taking.



      Experience the rich tapestry of Brocula's world through stunning visuals showcased in our screenshots and cinematic trailer. Will you rise against the perils of capitalism, reclaim your heritage, and forge your own destiny? Unleash the immortal within and embark on an unforgettable quest!"

       

      *

      Brocula is developed by Prateek Jadhwani. All assets used in this blog belong to the rightful owner

       

      Contact Prateek Jadhwani via their website: https://www.linkedin.com/in/prateek-jadhwani/, or their email: info@brocula.com.

      Check the presskit here

      Wishlist Brocula on Steam and watch the trailer here:

      Are you afraid of the dark? - A Void Hope

      Are you afraid of the dark? -  A Void Hope

      Mega Cat Studios had the amazing moment to interview Elden Pixels, the team behind the adventure game. A Void Hope! A Void Hope takes you on an atmospheric puzzle platforming adventure to find a cure for a collapsed city. Follow the story of a tormented couple as they try to decipher reality from nightmares and overcome the shadowy threats lurking in the dark. 

      Get ready to step into the light as we discover how this game was developed! 

      How was this game born?

      At its core the story is about a couple trying to navigate a world where external threats are lurking in every corner, so I took inspiration from the world we live in today with the pandemic and all. We started development at the start of 2021 and with everything going on that year it heavily influenced the direction of the game. But something pivotal happened mid development when we established our very dark art style and all of the sudden all the pieces fell into place and the story came to fruition.

      What has development been like so far?

      Extremely different from our previous games we’ve made. Our first game was Alwa’s Awakening and we had so many classic platformers and adventure games to draw inspiration from, so designing that game was so much fun. And for our second game, which was the follow-up called Alwa’s Legacy, we didn’t really write a design document. Instead, we just made a list of the 10 most vital parts we wanted to improve on, and we just started working.

      For A Void Hope, it was a much more complex development process since this game changed so much during the development process. And we tried a lot of different ideas, design, and mechanics before we landed in what we have now. Now with everything in place and we’re getting ready to finish the game it feels amazing and we’re having so much fun!

      What makes this game special?

      It’s a very unusual game and I can’t really think of any other game that does what we do. It’s not a traditional platformer since you can’t kill anyone or anything. It’s not really a puzzle game, nor an adventure game. I think it’s an adventure platformer with a lot of ambiguity and a story very much open for interpretation. The complete lack of violence is definitely unusual.

      What games influenced this one the most?

      We didn’t look at any other games for inspiration, only movies and It Follows was probably the biggest influence. Other movies we looked at were The Road, Invasion of the Body Snatchers, Videodrome and They Live. If I have to say one game, I’d say the retro game Another World.

      Any fun stories or wild moments during development?

      Well, originally the game was a 4-player co-op puzzle platformer where you could rewind time. So each character had a 10-second run to record their moves and then the challenge was to align them all to work together in the time loop, imagine Braid combined with The Lost Vikings. As much as that sounded cool on paper, actually making that game turned out to be quite challenging and as development progressed, we changed from four characters to three, and down to two and finally down to one. And then we removed the time rewind mechanic and changed the story and art style.

      So basically, the original idea never happened and instead we made A Void Hope, which turned out to be a lot cooler and a better game. 

      Do you think preserving older gameplay mechanics in new games is important?

      N/A

       

      What's your favourite memory as a gamer?

      Oh, there are so many! Two come to mind. Doing absolutely everything possible and getting every single achievement in Skate 1 to 3. I played the first one on my Xbox 360 and they had this feature where you could load mp3:s from a USB memory stick and I just played for hours and hours listening to the same album on repeat.

      Another one was playing all the old Sierra text adventure games on my Amiga 500 and since English isn’t my first language and this was long before the internet, I always had my dictionary so we could look up words. Sometimes when I played at a friend’s house, I brought it to him so we could play Leisure Suit Larry 3.

       

      Who will enjoy this game the most?

      Very good question. I know everyone is talking a lot about defining your target audience but due to how development looked for this game we didn’t really have a target audience in mind when creating this game. I hope and I think fans of our previous Alwa games will enjoy it and hopefully people that enjoy small indie games will find it interesting as well. We spent a lot of time crafting the game and I think it shows so hopefully it’ll find an audience.

      How do you want this game to be remembered?

      Also, a very good question. Maybe as a good example of how you can create an interesting and fun game that doesn’t revolve around killing, collecting, and draining resources?

      What's next?

      A Void Hope will be the sixth title we release from Elden Pixels, three of them are our own games we developed and the other are great retro titles we are fortunate to have been able to be involved with. So, I wouldn’t be surprised if our next title is a great looking retro title!

       

      Anything else you'd like to add?

      Thanks everyone for your support and in keeping retro gaming alive!

       

       

      Check the trailer here:

      Follow Elden Pixels on their Website, Twitter and Discord to get the latest updates from them and Wishlist the game on Steam!