# AnnazPlays > Unique games and the tech quietly reshaping them. Public Ghost content for AI and LLM tooling. This file includes a bounded export of public pages first, then recent public posts. Append `.md` to any post or page URL to get the content in Markdown (for example, `/example-post.md`). ## Pages ### About Me URL: https://www.annazplays.com/about/ Last updated: 2026-07-14T15:07:17.000Z Who I am ## Hi, I'm Annaz. I explore and share the games that are breaking the mold, from self-funded indie gems to Web3 experiments and AI-powered works. My goal is to spotlight creators who are redefining gaming and connect their innovative worlds with players who crave something new. --- What I play & share [ 🎮 Indie Games Self-funded and crowdfunded projects with unique mechanics and bold, original ideas. ](https://www.annazplays.com/tag/indie/) [ 🔗 Web3 / Crypto Games Blockchain-based gameplay, NFT integration, and decentralized gaming experiences. ](https://www.annazplays.com/tag/web3/) [ 🤖 AI-Powered Games Highlighting AI-driven titles and guiding you to vibecode your own game from scratch. ](https://www.annazplays.com/tag/ai/) --- How I help game developers - 01 **Showcase Your Game** I play, review, and share your game with my engaged audience of forward-thinking players. - 02 **Highlight Gameplay & Hidden Gems** I shine a light on your core mechanics and the standout features that make your game worth playing. - 03 **Build Early Buzz** From teasers to post-launch updates, I help generate genuine excitement at every stage. Why work with me ## A curator who celebrates originality. I'm a gamer on a mission to help indie and emerging developers get noticed in a crowded market and connect them with the players who appreciate creativity and innovation the most. Previously partnered with ![Immutable logo](https://pbs.twimg.com/profile_images/1894340023962800130/yAJxsR4W_400x400.jpg) Immutable ![Kronicles logo](https://pbs.twimg.com/profile_images/2016199347193499648/URXXIhhL_400x400.jpg) Kronicles ![Socials Rising logo](https://pbs.twimg.com/profile_images/2040146449615478784/alfS7yXY_400x400.jpg) Socials Rising --- Let's connect Game developer wanting your title featured? Gamer hunting the next great indie, Web3, or AI-driven experience? Reach out, I'd love to hear from you! [ annaz@annazplays.com ](mailto:annaz@annazplays.com) [ @AnnazPlays ](https://twitter.com/AnnazPlays?ref=annazplays.com) [ @AnnazPlays ](https://store.steampowered.com/curator/38934765/?ref=annazplays.com) [ @AnnazPlays ](https://www.youtube.com/@AnnazPlays?ref=annazplays.com) ### ### Privacy Policy URL: https://www.annazplays.com/privacy-policy/ Last updated: 2024-04-06T01:15:59.000Z This Privacy Policy outlines how [Annazplays.com](http://annazplays.com/?ref=annazplays.com) collects, uses, and protects any personal information provided by users of our website. We are committed to ensuring that your privacy is protected and any personal information provided will only be used in accordance with this privacy statement. ## Information We Collect We may collect the following information when you visit our website: - Name and email address when you subscribe to our newsletter - IP address and location data - Usage data such as the pages you visit and the links you click on - Cookies to personalize your experience and track website usage ## How We Use Your Information We use the information we collect to: - Send you our newsletter - Improve our website and services - Personalize your experience on our website - Respond to your comments and inquiries ## How We Protect Your Information We are committed to ensuring that your personal information is secure. We have implemented physical, electronic, and managerial procedures to prevent unauthorized access or disclosure. - Physically, we have restricted access to our office and have installed security systems to prevent unauthorized entry. - Electronically, we use firewalls, encryption, and secure servers to protect against cyber attacks and unauthorized access to our network. - Managerially, we regularly train on data privacy and security and limit access to personal information only to those who require it to perform their job functions. ## Third-Party Services We may use third-party services such as Google Analytics to analyze website usage. These services may collect your information in accordance with their privacy policies. ## Links to Other Websites Our website may contain links to other websites of interest. However, once you have used these links to leave our site, we do not have any control over that other website. Therefore, we cannot be responsible for the protection and privacy of any information you provide whilst visiting such sites, which are not governed by this privacy statement. ## Affiliate Disclosure We may use affiliate links to recommend products and services we believe will be of interest to our readers. If you purchase a product or service through one of these links, we may earn a commission at no extra cost to you. We only recommend products and services we personally use or believe will be useful to our readers. Our primary goal is to provide valuable and honest information, and we will never compromise the trust of our readers for financial gain. We are committed to transparency and disclosing our use of affiliate links. This Affiliate Disclosure is intended to inform our readers about our use of affiliate links and our commitment to providing honest and valuable content. ## Your Rights You have the right to: - Request a copy of the personal information we hold about you - Request that we correct or update any personal information we hold about you - Request that we delete any personal information we hold about you ## Contact Us If you have any questions or concerns about this Privacy Policy or our use of your personal information, please contact us at [annaz@annazplays.com](mailto:annaz@annazplays.com). ### Terms of Service URL: https://www.annazplays.com/terms-of-service/ Last updated: 2023-02-23T13:22:40.000Z These Terms of Service outline the rules and regulations for the use of our website. By accessing and using our website, you agree to be bound by these Terms of Service. If you do not agree with any of these terms, please do not use our website. ## Intellectual Property All content on [AnnazPlays.com](http://annazplays.com/?ref=annazplays.com), including but not limited to text, graphics, logos, images, and software, is the property of [AnnazPlays.com](http://annazplays.com/?ref=annazplays.com) and is protected by international copyright laws. ## User Conduct You agree to use our website only for lawful purposes and in a way that does not infringe the rights of, restrict, or inhibit anyone else's use and enjoyment of our website. You are not allowed to use our website for any illegal, fraudulent, or harmful activities. You are also prohibited from engaging in any behavior that may damage, disable, or impair our website. ## Disclaimer While we make every effort to ensure that the information on our website is accurate and up-to-date, we make no representations or warranties of any kind, express or implied, about the completeness, accuracy, reliability, suitability, or availability with respect to our website or the information, products, services, or related graphics contained on our website for any purpose. ## Limitation of Liability In no event shall [AnnazPlays.com](http://annazplays.com/?ref=annazplays.com) be liable for any indirect, incidental, special, or consequential damages arising out of or in any way connected with the use of our website. ## Links to Third-Party Websites Our website may contain links to third-party websites that are not owned or controlled by [AnnazPlays.com](http://annazplays.com/?ref=annazplays.com). We have no control over and assume no responsibility for any third-party websites' content, privacy policies, or practices. ## Changes to Terms of Service We reserve the right to modify or replace these Terms of Service at any time without prior notice. Your continued use of our website after any such changes constitutes your acceptance of the new Terms of Service. ## Contact Us If you have any questions or concerns about these Terms of Service, please contact us at [annaz@annazplays.com](mailto:annaz@annazplays.com). ### Get Your Games Played URL: https://www.annazplays.com/get-your-games-played/ Last updated: 2026-06-07T14:04:44.000Z 🎮 Playtest Reviews & Game Coverage I play your game, I write about it, and I share it with an audience of **gamers interested in finding something new** Coverage Packages ## Three ways to work together Each tier is built around a different goal, from private feedback to long-term audience exposure. Tier 1 ### Private Playtest Unfiltered feedback from an experienced playtester. No public posts. Honest notes you can act on before launch. $50 - ✓ Full playthrough session (est. 2 hrs session depending on scope) - ✓ Written feedback report (gameplay feel, pacing, friction points) - ✓ First-impression notes (what new players notice that devs stop seeing) - ✓ Delivered privately (no public post, no social mention) - ✓ Turnaround within 5 business days Most Popular Tier 2 ### Sponsored Public Review A full published review on AnnazPlays.com plus X promotion. $150 - ✓ Everything in Tier 1 - ✓ Published review article on AnnazPlays.com live for 365 days - ✓ Dedicated X post promoting the review - ✓ Labeled as sponsored per FTC/ASA guidelines - ✓ 1 revision round before publication - ✓ Article link you can use for your own PR Tier 3 ### Long-Term Coverage Sustained exposure across multiple touchpoints, from early playtest to post-launch coverage. $Custom Contact for tailored package pricing - ✓ Everything in Tier 1 + Tier 2 - ✓ Multiple playtest sessions based on game build progress - ✓ Consultation & review notes for specific game build - ✓ Produce gaming content (video strategy guides, game wiki, etc.) - ✓ Planning call to align on timeline & deliverables - ✓ Final scope & pricing confirmed after inquiry What Makes This Different ## Coverage that actually converts Built for indie studios who need a real helping hand 🎮 #### Genuine Play Time Every review is built on real hours in your game from an experience playtester ✏️ #### SEO-Optimized Writing Articles are structured for search; H1/H2 hierarchy, keyword targeting, meta descriptions. Built to rank. 💻 #### Multiple Playtest Device Playtests are performed on the average PC gamer build, Steam Deck and mobile. 🎯 #### Reaching Curious Gamers The AnnazPlays audience are always trying new games, be it a unique indie, contains blockchain features, or used AI in the dev workflow. 📋 #### Clear Deliverables No vague "promotion" language. You'll know exactly what you're getting, when it goes live, and what you can reuse. ⚡ #### Fast Turnaround Tier 1 in 5 business days. Tier 2 & 3 timeline agreed upfront before payment What devs say ## Testimonials Feedback from developers I have worked with. “Annaz provided me detailed and insightful feedback with deep technical insight. Highly recommend!” LL #### Loren Lemcke gamesbyloren.com “Your testimonial could go here. Reach out after we work together!” ? #### Your Name yourgamestudio.com “Your testimonial could go here. Reach out after we work together!” ? #### Your Name yourgamestudio.com Common Questions ## Before you apply The things mostly asked #### Is this sponsored content or editorial? Tiers 2 and 3 contains sponsored paid placements, labeled as such per FTC and ASA guidelines. My opinions are my own and I won't publish something I don't stand behind, but the transaction is transparent to readers. #### Do you accept any genre? Primarily PC and iOS games across most genres: Shooters, RPGs, Simulations, Racing & Sports. However, I rarely play in the horror genre. I am also intrigued in emerging tech used in gaming and am always willing to try something new. If your game has blockchain or AI elements, feel free to send over too. #### What do I need to provide? A Steam key or equivalent access, a basic press kit or game info (if any), and your preferred timeline. For Tier 3, a brief describing your goals helps with planning or just a preferred time to set up a timeslot for a discussion. #### What if my game is in Early Access or pre-launch? This is actually the best time to contact me as I mainly focus on games that has yet to fully release. Early Access reviews are clearly labeled. #### Can I reuse the review content for my own marketing? Yes. You can quote the review and link to it freely. Repurposing the full article or using it in paid ads requires prior agreement. Just ask and we'll sort it out. #### Why is Tier 3 priced as "$Custom"? Because the scope varies significantly by scope of work required. Other than playtest review, I am also able to provide video strategy game guides, game wiki updates, game store (i.e. Steam) page optimization feedback. We confirm everything on a short planning call before anything is locked in. ## Ready to get your game covered? Contact me via below [Email annaz@annazplays.com →](mailto:annaz@annazplays.com) [X / Twitter @AnnazPlays →](https://x.com/AnnazPlays?ref=annazplays.com) No commitment until we agree on scope. Tier 3 includes a planning call first. ## Posts ### The Merchant's Eden: Cozy City-Building Meets Tower Defense URL: https://www.annazplays.com/the-merchants-eden-cozy-city-building-meets-tower-defense/ Last updated: 2026-08-12T15:39:32.000Z I've been waiting to see how The Merchant's Eden would land since trying the demo, and now that it's fully released on Steam, I can say the core idea holds up: this is a cozy city builder that doesn't let you get comfortable. **Table of Contents** - [What Is The Merchant's Eden?](#section-1) - [Defending What You've Built](#section-2) - [Procedural Maps and Replayability](#section-3) - [Controls and Steam Deck Support](#section-4) - [Final Verdict: Is The Merchant's Eden Worth It?](#section-5) --- ## What Is The Merchant's Eden? The Merchant's Eden is a medieval city builder with a tower-defense layer, built by a small indie team called Norse Sea Studio. You start with a settlement centered on a marketplace and grow it into a trading town. But unlike most cozy builders, ignoring your defenses has real consequences. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image-6.png) Initial building at the start of the game Early game is straightforward and satisfying: build houses to grow your population, add marketplaces to expand your economy, and eventually put up a parks and buildings just to bring happiness to your villagers. The growth loop is simple to learn but has enough interlocking systems; population, economy, defense. It doesn't feel shallow once you're a few hours into a run. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image-3.png) Slowly populating the map with buildings ## Defending What You've Built This is where The Merchant's Eden separates itself from a standard cozy builder. Walls, gates, and towers are the only thing keeping your town standing once raids start. Early threats are simple thieves, but the difficulty ramps as your settlement grows: bandits show up, and eventually giant berserkers are at your gates. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image-5.png) Expanded village with walls to keep enemies out What stood out to me in the demo is that neglecting your defenses doesn't just risk losing buildings but it risks losing citizens. If people don't feel safe, they leave, which directly undercuts the economy you've been building. That's a smart design choice: the combat layer isn't a separate minigame, it's directly tied to whether your town keeps functioning at all. It kept me paying attention to my walls in a way most city builders never manage. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image-4.png) Village is now fully enclosed with walls ## Procedural Maps and Replayability Replay value here is genuinely strong. You get three map biomes (Mediterranean, Forest, Desert), four map sizes (Small, Medium, Large, Huge), and the option to include or exclude rivers. Seed sharing is a nice touch too, letting you compare a specific map layout with other players instead of just describing it secondhand. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image.png) Map settings To customise each of your playthroughs, there's a few options you can tweak. Each setting determines whether it ramps up the difficulties or lowers it instead. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image-1.png) Scenario settings ## Controls and Steam Deck Support One of the most immediately noticeable things about The Merchant's Eden is how it handles input. The entire game is playable on mouse-only controls on PC, and it works just as well on Steam Deck using nothing but the trackpad. I tried this on Steam Deck during the demo period and it held up. There were no fumbling with menus that were clearly designed for keyboard-and-mouse first and ported over as an afterthought. For a city builder, that's a real accessibility win, and it's rare enough in the genre to be worth calling out on its own. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/08/image-2.png) Controls guide ## Final Verdict: Is The Merchant's Eden Worth It? The Merchant's Eden delivers on its core pitch: a cozy city builder that still makes you sweat a little. Having played the demo and now seeing it fully released, the loop holds up. If you've bounced off city builders for feeling too passive, this is worth your attention. ✅ Mouse-only controls that genuinely work on Steam Deck trackpad, not just technically function ✅ Defense is tied directly to citizen retention, giving the combat layer real stakes instead of feeling bolted on ✅Strong replayability from biome, map size, and river variation, plus shareable seeds ❌ Players looking for a purely relaxing city builder with no combat pressure should know upfront that defense isn't optional here It's out now on [Steam](https://store.steampowered.com/app/3829280/The%5FMerchants%5FEden/?ref=annazplays.com) as of today, August 12, 2026\. If you're the kind of player who wants stakes with your cozy games, this is a solid pickup at launch. What's your take on tower-defense hybrids in the city-builder genre? Let me know in the comments. --- If you're a solo dev or small studio with a demo coming up, this is the kind of hands-on coverage AnnazPlays does; [see how to get your game covered](https://www.annazplays.com/get-your-games-played/). ### Cat Isle URL: https://www.annazplays.com/cat-isle/ Last updated: 2026-07-15T17:05:30.000Z If you've ever wanted to run a tiny island resort exclusively for cats, Cat Isle is about to scratch that exact itch. Expect it to land on Steam on July 21, 2026\. After spending time with the demo, I can tell you the cozy-game crowd has a new one to watch. TL;DR / Quick Verdict click to expand ▾ - Cozy management sim where cats commute to your island by train, shop, fish, and get pet - Core loop is a supply-and-demand puzzle: stock your shops right or waste money on unsold fresh goods - Gashapon capsule machine drives cosmetic progression - Tutorial onboarding is genuinely well-paced, not a wall of tooltips - Releases on Steam July 21, 2026 --- **Table of Contents** - [What Is Cat Isle?](#section-1) - [Running Your Shop: The Supply-and-Demand Loop](#section-2) - [Progression: Gashapon, Decorations & Isle Expansion](#section-3) - [How It Plays on Steam Deck](#section-4) - [Final Verdict: Is Cat Isle Worth Wishlisting?](#section-5) ## What Is Cat Isle? Cat Isle takes its premise straight from Japan's real-life cat islands, small communities where cats roam free and visitors come just to hang out with them. Here, you're the one running that operation. Cats arrive by train each morning, spend the day on your island, and head home the same way in the evening. While they're there, they shop, they fish, and they let you pet them. It's a simple hook, but it's the right one for the genre. Cozy management games live or die on whether the "chores" feel relaxing instead of like actual work, and Cat Isle's morning-to-evening cat commute gives the day structure without making it feel like a shift schedule. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/07/image.png) Cats visiting the small isle ## Running Your Shop: The Supply-and-Demand Loop This is where Cat Isle earns its "management" label instead of just being a petting simulator. Every day, you're estimating how much your feline customers are going to want to buy. Stock accordingly for maximum profit. - Overstock and you eat the loss, since fresh supplies don't carry over to the next day. - Understock and you leave money on the table when cats show up ready to spend. It's a small loop, but it's the kind of light resource-management tension that gives cozy games actual replay value instead of becoming pure idle clicking. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/07/image-2.png) Managing the daily order quantity at the shop Fishing adds a second income stream during the day. Help the cats catch fish, and you get paid alongside them. It's a nice touch that keeps you moving around the island instead of parked at a shop counter. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/07/image-5.png) Helping the cats fish ## Progression: Gashapon, Decorations & Isle Expansion Once you've got money flowing, the first meaningful sink is the Gashapon capsule machine. Spin it to unlock new decorations. More decorations mean a cozier island, which is the game's core aesthetic reward loop. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/07/image-3.png) Use the Gachapon to unlock new stuff From there, progression scales outward: more money unlocks isle expansion, and a bigger isle means room for more shops, workshops, and aquariums. It's a clean, legible progression chain. Cosmetic reward first, functional expansion second. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/07/image-4.png) Add decorations to your buildings ## How It Plays on Steam Deck Cat Isle runs surprisingly well on Steam Deck using the trackpad for input. It's playable with the trackpad working as your mouse and Right Trigger as the Left Mouse Button. No other buttons needed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/07/IMG_9214-1.jpeg) Cat Isle on the Steam Deck The one rough edge is UI scaling, the font is sized for a desktop monitor, and it gets genuinely hard to read on the Deck's screen. This is a fixable pre-launch issue, not a design flaw, so it's worth watching whether it gets addressed before the July 21 release. ## Final Verdict: Is Cat Isle Worth Wishlisting? Cat Isle isn't reinventing the cozy management genre, but it doesn't need to. It executes the fundamentals cleanly. The supply-and-demand shop loop gives it more texture than a lot of games in this space, the tutorial respects your time, and the cat-commute structure gives the day a natural rhythm. This is an easy wishlist for anyone who likes cozy management games with a bit of actual decision-making baked in. If the Steam Deck font issue gets patched before launch, It's an easy recommendation for handheld gaming too. Cat Isle releases on Steam on July 21, 2026. ✅ Supply-and-demand shop management gives the cozy loop actual stakes instead of pure idle progression ✅Onboarding tutorial walks through supply, decoration, and cat-happiness systems step by step ✅Fishing mechanic adds a second activity loop beyond shop-tending ✅Runs on Steam Deck via trackpad controls ❌ UI font is too small for comfortable handheld reading on Steam Deck Have you tried the Cat Isle demo yet? Drop your first impressions in the comments, and check out our other [indie preview coverage](https://www.annazplays.com/tag/indie/) for more cozy and demo-stage games worth watching. --- If you're a solo dev or small studio with a demo coming up, this is the kind of hands-on coverage AnnazPlays does, [see how to get your game covered](https://www.annazplays.com/get-your-games-played/). ### Scales of Silence: The Snake Game Built for 8-Player Couch Co-op URL: https://www.annazplays.com/scales-of-silence-the-snake-game-built-for-8-player-couch-co-op/ Last updated: 2026-07-03T23:38:12.000Z Finding a game that actually works for a full party of 8 is harder than it sounds. Most co-op games cap out at 2-4 players, leaving half your group on their phones. Scales of Silence, a game developed by Aggro Games reimagines the classic snake formula, was built specifically to solve that problem. TL;DR / Quick Verdict click to expand ▾ - Supports up to 8 players on a single shared screen - Flexible input options: 8 controllers, split keyboard zones, or shared gamepads - Each snake has distinct stats (speed, acceleration, length, growth rate), not just cosmetic skins - Four battle modes plus a 10-biome story campaign with solo or 2-player co-op --- **Table of Contents** - [The Co-op Problem](#section-1) - [8 Players, One Screen: How It Actually Works](#section-2) - [Snakes With Personality, Not Just Palette Swaps](#section-3) - [Campaign and Battle Modes](#section-4) - [Ten Biomes, Hundred Maps](#section-5) - [Final Verdict: Is It Worth It?](#section-6) ## The Co-op Problem If you've ever tried to organize game night for a full party of 8, you know the drill. Most co-op titles tap out at 4 players, and the ones that claim "party game" support usually mean split into two sessions of 4, not 8 people on one couch. Scales of Silence was built around that exact gap. It takes the snake formula everyone already knows (grow, don't crash, eat the dot) and rebuilds it from the ground up as a genuine 8-player shared-screen experience. That's a deceptively hard design problem: more snakes means more chaos, more screen real estate competition, and more ways for the game to become unreadable. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-16.png) 5 players in one game session ## 8 Players, One Screen: How It Actually Works The headline feature is simple to say and hard to execute: up to 8 players, one shared screen, no splitscreen tricks. The input flexibility is what makes it actually usable in a real living room. You can plug in up to 8 controllers if you've got them. If not, the keyboard splits four ways across WASD, IJKL, Arrows, and Numpad, and you can pair two players onto a single gamepad if you're short on hardware. That's the kind of detail that signals the developer actually playtested this with real groups, not just designed it in theory. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-15.png) Various control layout for 8 player sessions This is genuinely one of the only games I've found in my library that handles 8-person couch co-op without compromise. If you host regularly and you're tired of splitting your group into "watching" and "playing," this solves that specific pain point. ## Snakes With Personality, Not Just Palette Swaps The snakes aren't just color-coded, they're mechanically distinct. Speed, acceleration, starting length, and growth rate all vary by snake type, which turns snake selection into an actual strategic decision rather than a cosmetic one. Tanks can wall off entire sections of the board. Speed Demons close gaps before you've even finished planning your route. Growers start small but snowball into serious threats as a match goes on. In an 8-player session, that means everyone picks based on playstyle which adds a layer of asymmetric strategy you don't usually get from a snake game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-17.png) ## Campaign and Battle Modes The story campaign supports solo play or 2-player co-op, so the game doesn't live or die purely on having a full party available. Each story arc follows a different serpent, and there's a mystery threading underneath all of them that none of the snakes are prepared for. That narrative layer is an unusual addition for a snake game and suggests the campaign is meant to be more than a tutorial for the multiplayer modes. Beyond the campaign, there are four battle modes: Score Battle, Timed Battle, Snake Royale, and Endless Classic. Each mode is tunable: speed, CPU difficulty, and whether you run teams or free-for-all. So the same mode can feel completely different depending on the group and mood. That tunability is what gives the multiplayer side real replay value instead of becoming stale after a few sessions. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-18.png) ## Ten Biomes, Hundred Maps The campaign spans ten biomes, and each one changes the rules rather than just swapping the background art. Forests choke your sightlines. Frozen wastes starve you of resources. Swamps poison most of the food on the board. Volcanoes plunge you into permanent darkness. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-19.png) ## Final Verdict: Is It Worth It? If you regularly host game nights with a full group and you're tired of splitting people into "playing" and "watching," Scales of Silence is solving a real and specific problem that almost nothing else on Steam addresses well. For the specific use case of "*party of 8, need something everyone can actually play together*" this is worth playing early. The game is already in Early Access and the full launch is expected on 22 July 2026. ✅ True 8-player shared-screen support with flexible input options (controllers, split keyboard, shared gamepads) ✅Four tunable battle modes plus a 10-biome campaign with environmental rule changes gives strong content breadth ✅Solo campaign and co-op story option means it's not purely a party-only experience ❌ 8-player local co-op requires a lot of hardware (controllers) that some people may not have ❌ This game is just not for you if you dont like the classic snake game --- *Are you the kind of group that can actually field 8 controllers, or will you be testing the split-keyboard setup? Let me know in the comments.* ### Task Bar Hero Review: The Idle Game Living on Your Taskbar URL: https://www.annazplays.com/task-bar-hero-review-the-idle-game-living-on-your-taskbar/ Last updated: 2026-06-07T01:40:50.000Z Task Bar Hero hit Steam and climbed into the top 5 most played games within a week. Here's whether it's worth your time and your taskbar real estate. TL;DR / Quick Verdict click to expand ▾ - Idle incremental game that runs on your Windows taskbar, genuinely unobtrusive - Simple combat loop with meaningful depth through equipment, skills, runes, and pets - The Steam Trade Ship feature lets you sell items on the Steam Marketplace - 3 Acts currently available; progress gates are fair, farming previous stages is always an option - Best suited for people who spend long hours at a PC and want passive entertainment running in the background --- **Table of Contents** - [What Is Task Bar Hero?](#section-1) - [Core Gameplay Loop](#section-2) - [The Cube: Your Most Underrated Tool](#section-3) - [The Steam Trade Ship](#section-4) - [Beginner Tips to Get You Started Right](#section-5) - [Final Verdict: Who Is This Actually For?](#section-6) ## What Is Task Bar Hero? The name isn't being clever, Task Bar Hero literally lives on your taskbar. It's an idle incremental game that runs as a persistent overlay while you go about your day on your PC. Your heroes just fight, you glance over occasionally, and the numbers go up. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-6.png) Task Bar Hero on your task bar It went viral fast. Within a week of launch it cracked the top 5 most played games on Steam, which is a wild achievement for an indie idle game. That kind of traction doesn't happen by accident, the concept is genuinely resonating with people who've been looking for exactly this kind of low-commitment gaming experience. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-3-1.png) Most played games on Steam as at 7th June 2026 ## Core Gameplay Loop At its core, Task Bar Hero is a hero management idle game. Your heroes fight waves of enemies across 3 Acts, and your job is to keep upgrading them so they can push further into progressively tougher monster territory. There are four main upgrade vectors to manage. **\- Equipment** items is your hero's gear, and it can be decorated or engraved. **\- Skills** level up with points you earn each time your hero gains a level. **\- Runes** are bought with gold dropped from monster kills and are where most of your early strategic investment goes. **\- Pets** are unlocked through killing specific monster types. If you hit a wall and can't beat the next stage, the game doesn't punish you. You can always drop back and farm easier stages for gold and materials. It keeps progression feeling earned without turning into a frustrating grind wall. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-4-1.png) Status, Hero, and Portal section of the game ## The Cube: Your Most Underrated Tool The Cube is what separates Task Bar Hero from a generic auto-battler. It's a multi-function crafting system that unlocks and deepens the longer you use it, leveling up purely through use, not through spending resources. Here's some of the early unlocks and what it does once you've put it to work: **\- Synthesis** merges two pieces of equipment into one of higher rarity. If your inventory is clogged with common drops, this is how you thin the herd and climb up the gear tier. **\- Alchemy** breaks equipment down into gold. It's useful when you're sitting on a pile of useless drops and need rune money fast. **Crafting** lets you build specific equipment types using material drops, so if your hero is missing a particular slot, you're not dependent on RNG to fill it. There's also a stash for overflow materials. The practical advice here: don't ignore the Cube early. Players who engage with it consistently have a meaningful advantage over those who treat it as an afterthought. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-5-1.png) Use the Cube to get better items through Synthesis ## The Steam Trade Ship This is the headline feature. The Steam Trade Ship lets you export items you've earned in-game directly to the Steam Marketplace, where other players can buy them with real Steam wallet funds. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-7-1.png) Use the Trade Ship to sell items on the Steam Community Market It's a smart loop that benefits both sides of the player base and gives the in-game economy staying power. \- For **buyers**, it's a shortcut that you can purchase strong equipment directly and skip early grind. \- For **sellers**, it's a way to monetize the time you're already spending in a game that runs passively in the background. This feature alone probably accounts for a significant chunk of the viral momentum. A free-to-play adjacent economy built on Steam's existing marketplace infrastructure is a compelling pitch, especially for players who are already familiar with Steam trading cards and item markets. Though keep in mind that there has been a surge of players into the game. The Developers has at multiple times needed to pause the Steam Market trading to balance and fix things up. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-8-1.png) Buy and sell items on the Steam Community Market ## Beginner Tips to Get You Started Right The first few hours can feel like you're just watching numbers tick up. Here's how to make them count: **Priority one: Rune of Command and Rune of Awakening.** The Rune of Command increases your Hero Slot to 3; the Rune of Awakening increases Skill Slots for all heroes to 2\. Both are transformative. You'll need around 200,000 gold to unlock them, so don't dilute your early gold on weaker runes. Focus first on runes that increase your gold collection rate, then save hard for these two. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-10.png) Runes section **Claim the Priest DLC immediately.** It's free when you start the game. There is genuinely no reason not to grab it. Just do it before you play your first session. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-9.png) Priest (Class) DLC **Get hands-on with the Cube early.** If your inventory is getting cluttered, Synthesize equipment to climb rarity tiers. If you're short on gold, run Alchemy on gear you don't need. If you're missing a specific equipment slot, Craft it directly. The Cube solves most early-game resource problems once you understand what each function does. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-11.png) Cube used to craft accessories **Farm intentionally for pets.** Pets aren't just cosmetic . For example, the Bat Pet (which gives a 10% common chest drop chance boost and 15% increased Exp Gain) requires killing 5,000 bats found in Act \[1-8\]. Know which monsters drop which pets and make targeted farming part of your routine rather than hoping they show up passively. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/06/image-14.png) Bat pet unlocked ## Final Verdict: Who Is This Actually For? Task Bar Hero is exactly what it advertises. It doesn't try to compete with deep RPGs or fast-paced action games. It carves out a specific niche: the "I need something running in the background while I do actual work" gamer. ✅ Genuinely lives on your taskbar. No dedicated window needed. ✅ Four layered upgrade systems keeps the idle loop from going stale ✅Steam Trade Ship integration is a standout feature for trader gamers ❌ Early game can feel aimless if you don't know to prioritize the Rune upgrades ❌ Three acts is a thin content offering for players who progress quickly ❌ Devs are making a lot updates to prevent cheaters which will affect things like item drop rates If you spend long hours at a PC either editing, writing, working through spreadsheets, or anything else that keeps you desk-bound, this is a low-friction way to have something satisfying ticking along in the corner of your screen. I played through a full work session and genuinely didn't feel like the game was competing for my attention. It was just there, progressing steadily, giving me a moment of satisfaction every time I looked over. The Steam Trade Ship feature is what gives it legs beyond the idle genre. It creates a persistent, player-driven reason to keep engaging even after the core Acts are complete. That's smart design. If you're looking for a deep narrative or a competitive challenge, look elsewhere. But if you want a well-built idle game that earns its spot on your taskbar and respects your attention, Task Bar Hero is worth installing especially since its FREE and there's a free DLC to claim on day one. Get it on [Steam](https://store.steampowered.com/app/3678970/TBH%5FTask%5FBar%5FHero/?ref=annazplays.com) now! *Already playing? Drop your Rune priorities in the comments. I'm curious whether the 200k gold save-up strategy holds up across different playstyles.* ### The Beacon Goblin's Gambit Season 1: Everything You Need to Know URL: https://www.annazplays.com/the-beacon-goblins-gambit-season-1-everything-you-need-to-know/ Last updated: 2026-05-26T17:31:24.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- The Beacon just kicked off Goblin's Gambit Season 1, and there's a 7,700,000 $BCN reward pool & special cosmetics up for grabs. Whether you're just registering for the first time or trying to figure out the most efficient way to play, here's a complete breakdown so you don't miss out. **Table of Contents** - [What Is The Beacon and Goblin's Gambit?](#section-1) - [How to Register (and Grab Your Free Loot)](#section-2) - [Where to Play The Beacon](#section-3) - [How to Play: The Three Chest Paths Explained](#section-4) - [Which Playstyle Should You Choose?](#section-5) - [Is The Beacon Season 1 Worth Your Time?](#section-6) --- ## What Is The Beacon and Goblin's Gambit? The Beacon is a Web3-integrated action game built around dungeon runs, seasonal reward pools, and an in-game economy that lets you earn, trade, and compete for real token rewards. Goblin's Gambit is the name for Season 1\. It's the first major season with a structured $BCN reward pool in play. The 7,700,000 $BCN prize pool is the headline number here. Season 1 centers on chest collection as the core progression mechanic: \- the more chests you open, \- the more rewards you stack, and \- the deeper you get into the $BCN economy. It's designed so that both casual players and more serious grinders have a viable path in. You don't have to go all-in on the token economy to enjoy the game. This is a live season, so the clock is ticking. If you've been on the fence about trying The Beacon, this is the moment to actually get in. ## How to Register (and Grab Your Free Loot) Registration is straightforward, but there's one thing worth flagging upfront: **use a referral code**. If you register with one, you get 50 Gobloonz and 1 Umbra Chest dropped into your account for free. Umbra Chests are one of the core reward containers in Season 1, and getting one on day one gives you a head start without spending anything. You can register directly at [app.thebeacon.gg](https://app.thebeacon.gg/login?referralCode=ANNAZ&ref=annazplays.com). If you don't have a referral code handy, you can use mine: **ANNAZ.** It'll get you those free items on signup. The registration process itself is quick. You'll link a wallet or create an account depending on your setup, and you're in. New player onboarding is clean enough that you won't spend 20 minutes trying to figure out what you're doing before your first run. ## Where to Play The Beacon The Beacon runs on PC. There's two ways to access it: **Browser:** Head to [app.thebeacon.gg](https://app.thebeacon.gg/login?referralCode=ANNAZ&ref=annazplays.com) and play directly in-browser. No download required. Good if you want to jump in quickly or you're on a machine where installing a new client isn't an option. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-11.png) The Beacon Webapp **Epic Games Store:** The game is also available via Epic as a playtest build. If you prefer a native client experience or just want it in your Epic library, [grab it here](https://store.epicgames.com/p/the-beacon-the-beacon-playtest-975093?ref=annazplays.com). Performance is smoother on the native client from what I've seen, especially during dungeon runs where frame consistency actually matters. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-10-1.png) The Beacon Epic store page There's no mobile client for Season 1, so desktop is your only option right now. Worth keeping in mind if you were hoping to play on the go. ## How to Play: The Three Chest Paths Explained The Goblin's Gambit season mechanic is built around collecting chests. There are three chest types: Umbra, Kraken, and Giant. There are three corresponding paths to earn them: **Path 1, Umbra Chests (via Dungeon Runs):** *Play dungeon runs → earn Umbra Shards → convert Shards into Umbra Chests.* This is the most gameplay-driven loop. You're actually in the dungeon, running content, and the chests are your reward for time invested. Umbra is the entry tier in the chest hierarchy, but it's also the most accessible route for players who want to earn purely through play. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-12.png) Dungeon run gameplay **Path 2, Kraken Chests (via Kraken Klash):** *Earn Umbra Shards → convert them into Gobloonz → use Gobloonz to compete in Kraken Klash → earn Kraken Chests.* This path introduces a competitive and luck-based layer on top of dungeon grinding. Kraken Chests sit above Umbra in the reward tier, so if you're chasing better drops, this is where you push after establishing your Shard income. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-14-1.png) Kraken Klash gameplay **Path 3, Giant Chests (via Glint purchases):** *Buy Glint (the premium in-game currency) → unlock Giant Chests directly.* Giant Chests are the top tier. This path is the most direct but involves real money. It's primarily aimed at players interested in the open market side of The Beacon which is trading in-game items, flipping assets, engaging with the token economy more seriously. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-13.png) Purchase Glints in the shop The chest tier hierarchy goes: **Glint (Giant) > Kraken > Umbra**. Higher tier = better and rarer potential rewards. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-9.png) Types of chest for Season 1 ## Which Playstyle Should You Choose? Honestly, there isn't one "correct" answer here. It depends on what you actually want out of the game. Here's how I'd frame it: **Go Dungeon Runs only** if you love roguelike mechanics and just want to play the game on its own merits. You'll grind Umbra Shards, open Umbra Chests, and participate in the season without worrying about the market or competitive layer. It's the purest gameplay path, and for players who came for the dungeon experience first, this is where the fun is. **Add Kraken Klash** if you want to push further into the reward tiers and you're comfortable with a mix of skill and chance. You'll need to be converting your Shard income into Gobloonz and competing to add the potential for meaningfully better chest rewards. This is recommended for those that want to take chances for better rewards. If you like gacha games, you'll like Kraken Klash. **Go Glint → Giant Chests** if you're here specifically for the open market and item trading angle. This path is essentially a direct buy-in to the top reward tier. It makes the most sense if you understand the economy, have a trading strategy, and are treating The Beacon more like a market than a game. You can mix and match approaches as the season progresses. Nothing locks you into one path permanently. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-8.png) Season 1 gameplay loop ## Is The Beacon Season 1 Worth Your Time? If you've been sitting on the sidelines waiting for a reason to try The Beacon, Goblin's Gambit Season 1 is that reason. A 7,700,000 $BCN reward pool is a meaningful incentive, the free loot on registration lowers the barrier to entry, and the multiple chest paths mean there's a viable loop for different types of players. It's not just the crypto-first crowd. The game itself holds up. The dungeon run loop is satisfying enough to stand on its own, which matters if you're skeptical of Web3 games that feel like the gameplay is just window dressing for token mechanics. The Beacon isn't that. My recommendation: register now (grab the free Umbra Chest), spend your first few sessions on dungeon runs to understand the Shard economy, then evaluate whether Kraken Klash is worth layering in once you've got a feel for the game. Don't go straight to buying Glint until you know what you're doing with it. Or Perhaps just focus on the dungeon runs only! Season 1 is live. The pool is there. Go get some of it. --- *Playing Web3 games or covering live service titles? Drop a comment below with what you're currently grinding. I'd love to hear what else the community is playing this season.* ### Mythic Kart Maker: The Kart Racer That Lets You Build the Track URL: https://www.annazplays.com/mythic-kart-maker-the-kart-racer-that-lets-you-build-the-track/ Last updated: 2026-05-09T03:45:47.000Z Kart racers live and die by how much fun they are after the first hour. Mythic Kart Maker's answer to that problem is smart: let players build the tracks themselves. I've been spending time with this Early Access fantasy kart racer, and here's my honest take on whether it's worth your time right now. TL;DR click to expand ▾ - Track creation: you can build while driving or from a top-down view - 3 modes (Race, Battle, Time Attack) give you solid variety out of the box - Battle mode stands out as genuinely different from anything else in the genre - 13 premade tracks to start, 30 placeable objects, 5 themes, 9 weather effects in Early Access - Long-term value depends almost entirely on the community. The tools are there, the players need to show up --- **Table of Contents** - [What Is Mythic Kart Maker?](#section-1) - [Track Creation: The Real Star of the Show](#section-2) - [Game Modes Breakdown](#section-3) - [Battle Mode: The Wildcard Nobody Expected](#section-4) - [Couch Co-op and Party Game Appeal](#section-5) - [Final Verdict: Is Mythic Kart Maker Worth It?](#section-6) ## What Is Mythic Kart Maker? Mythic Kart Maker is a fantasy kart racer currently in Early Access, and its central pitch is different from every other kart game on the market: you build the tracks yourself. The game sits in that comfortable party-game space that Mario Kart has owned for decades, but it's carving its own lane by putting creation tools directly in the hands of players. You choose from 6 kart racers at launch, pick one of the 3 modes, and go. The fantasy aesthetic keeps things light and fun. What it's going for is replayability, and the track editor is how it plans to get there. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image.png) Select between 6 different racers ## Track Creation: The Real Star of the Show This is the feature that sets Mythic Kart Maker apart, and it delivers in a way I didn't fully expect. You can build tracks in two ways: from a top-down editor view where you have full layout control, or *while you're actually driving*. That second option makes the creative process feel more intuitive, test drive while you build. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-2.png) Create the track while in driving mode The toolset in Early Access is already genuinely substantial. You get 30 place-able objects, 5 distinct themes to set the environment, and 9 weather/effects options that can dramatically change how a track feels to race on. A track you built in greeneries feels completely different in snowy areas. Once you're happy with what you've made, you can share it on Steam Workshop, which is exactly where this game's long-term potential lives. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-1.png) Mythic Kart Maker steam page 13 premade tracks come with the game to get you started. They're solid enough to learn the mechanics and get a feel for what good track design looks like. ## Game Modes Breakdown Mythic Kart Maker ships with three modes: Race, Battle, and Time Attack. Each one serves a different player mood, and together they cover the main reasons you'd fire up a kart game. **Race** is your standard format: compete against opponents across a set number of laps. For solo players, there are three bot difficulty levels: Easy, Medium, and Hard. The AI scaling felt fair in my time with it; Medium gives you something to push against without being punishing, and Hard will genuinely test your track knowledge. The bot AI is solid enough that single-player Race doesn't feel like an afterthought. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-4.png) Race mode against CPUs **Time Attack** takes a different approach. You're racing against three ghost records on each track, and the only way to beat them is to actually learn the layout. It's the mode that rewarded me most for replaying the same track. Shaving a second off your lap time by nailing a corner you'd been taking too wide is a specific kind of satisfaction. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-5.png) Time Attack against ghost records ## Battle Mode: The Wildcard Nobody Expected Battle mode is genuinely the most interesting thing in Mythic Kart Maker right now. In most kart games, Battle mode is a slightly awkward afterthought. You're still locked into driving in a fixed direction, just shooting at each other. Mythic Kart Maker breaks that entirely. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-3.png) Battle mode against CPUs In Battle, you're free to move in *any direction*. No fixed racing line, no following the flow of traffic. It turns the arena into something closer to a top-down brawler than a traditional kart race, and that freedom changes how the combat feels completely. I found myself using the environment in ways I simply can't in Race mode, cutting angles and repositioning that the standard race format never allows. It's the kind of mode that's genuinely hard to go back on once you've played it. If you're getting Mythic Kart Maker purely for a group of friends on a couch, Battle mode alone justifies the session. ## Couch Co-op and Party Game Appeal Mythic Kart Maker is clearly designed with a group in mind. Couch co-op is built in, and the game's structure; short races, accessible mechanics, creator tools that produce fresh content maps perfectly onto the "one more race" energy of a good party game session. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-6.png) Go to options menu to add more players The 6 available racers in Early Access give everyone at the couch a distinct choice without being overwhelming. Six options is enough to create a "that's my character" moment without analysis paralysis. It's a small thing but it matters when you're onboarding people who don't usually play kart games. Where Mythic Kart Maker gets most interesting as a party game is the track-sharing loop. Build a ridiculous track, share it with your friends, then race on the chaos you created together. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/05/image-7.png) Track currently available in Steam Workshop ## Final Verdict: Is Mythic Kart Maker Worth It? Mythic Kart Maker is a genuinely good party kart racer with a creation-first hook that no other game in the genre is doing the same way. The track editor is easy enough to use immediately but deep enough to produce genuinely interesting layouts, Battle mode is a standout that deserves more attention, and the couch co-op experience holds up. ✅ Track creation while driving is a genuinely clever mechanic that makes building feel fun ✅ Battle mode's free-directional movement sets it apart from other kart games ✅ Couch co-op + track sharing is a good feature that most kart games don't attempt ❌ Long-term replay value is almost entirely tied to community uptake ❌ Being in Early Access means the content suite is still developing My honest take on the longevity question: this game is only as good as its community ends up being. The tools are real, the foundation is solid, and the developer has clearly thought about what makes a kart game stay fun past the first weekend. But custom track games live or die on the volume and quality of what the community creates. If enough people show up and start sharing tracks, Mythic Kart Maker has a long shelf life. If the community stays small, you'll exhaust the premade content faster than you'd like. Right now, in Early Access, it's worth picking up if you've got people to play with, especially if those people are the type who'll want to try the editor. Solo players who don't engage with creation tools will hit the ceiling faster. *Have you tried Mythic Kart Maker yet? Drop your best track creation tip in the comments. I want to see what people are building.* ### Fire & Light: Throne of Tyberion, Bullet Heaven With a Gen-AI Twist URL: https://www.annazplays.com/fire-light-throne-of-tyberion-bullet-heaven-with-a-gen-ai-twist/ Last updated: 2026-03-29T16:18:18.000Z I've been playing demos during Steam Next Fest with one specific lens: How are indie devs using Generative AI? Is it helping or hurting the games they're building? Most of what I've seen falls into one of two buckets: either AI-generated slop dressed up as a game, or devs quietly using it well without anyone noticing. Fire & Light: Throne of Tyberion is firmly in the second bucket. And honestly? It's made me rethink how I feel about AI in indie game development. TL;DR click to expand ▾ - Bullet Heaven gameplay with a genuinely fresh Adam & Eve mythology angle - Two playable heroes in the demo, more to unlock at launch - Gen-AI assets are visible but used as intentional placeholders, not final art Solo dev. Kickstarter is now live. - Worth wishlisting and watching, especially if it funds and replaces the placeholder assets --- **Table of Contents** - [What Is Fire & Light: Throne of Tyberion?](#section-1) - [The Bullet Heaven Gameplay Loop](#section-2) - [The Adam & Eve Lore: A Genuinely Interesting Hook](#section-3) - [Where the Gen-AI Shows](#section-4) - [Why This Dev's AI Approach Is Actually the Right One](#section-5) - [Final Verdict: Should You Back It on Kickstarter?](#section-6) ## What Is Fire & Light: Throne of Tyberion? Fire & Light: Throne of Tyberion is a Bullet Heaven built by a solo developer, currently in the demo phase and live on Kickstarter (*at time of writing*). You play as heroes created by Adam, tasked with descending from Heaven to find Eve. The base of operations sits in the sky above. The chaos unfolds below. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-18.png) The game caught my attention because the developer is being upfront about using Generative AI in production. Not as a marketing gimmick. Not as a shortcut to ship something unfinished. As a deliberate workflow choice to build a playable prototype that proves the concept first. ## The Bullet Heaven Gameplay Loop If you've played Vampire Survivors or anything in that vein, the structure here will feel immediately familiar. You drop down from Heaven into the world below, your hero auto-attacks waves of enemies as you move around the map. Survive long enough to gather resources and push further. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-20.png) The hero Mystique is falling from above What I like is the map design philosophy. Your base in the sky can be expanded gradually as you defeat enemies and accumulate resources. It's a light base-building layer that gives every run a sense of purpose beyond just surviving. You're always working toward something. That feedback loop: fight, collect, unlock, strengthen, go again, is exactly what keeps Bullet Heaven games addictive. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-21.png) Heroes' Quarters can be unlocked with 3 light resources The demo includes two playable heroes, with more expected to be unlockable. The vertical layout (heaven above, battlefield below) gives the game a visual and thematic identity that sets it apart from the flat-arena approach most games in this genre use. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-26.png) Mystique on the battlefield ## The Adam & Eve Lore: A Genuinely Interesting Hook I wasn't expecting the lore to land the way it did. Adam and Eve as the anchoring mythology for a Bullet Heaven isn't an obvious choice, but it works. You're not playing as the familiar figures from the story. You're playing as the heroes Adam created to find Eve, which immediately creates a layer of separation and mystery. Why did Eve leave? What's down there? Who or what is stopping her from coming back? Should you even help Adam? ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-23.png) Mystique's dialogue with an angel It's not a deep narrative demo. But the premise is strong enough to make you care about what the full game might deliver. That's exactly what a demo's lore job is: create intrigue. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-22.png) Mystique running away from the first boss The hero designs reinforce this. The developer has stated he authored the character designs himself, using AI specifically to generate the poses and variations he needed; rather than outsourcing the design vision entirely to a model. You can feel it in the consistency of the characters' visual identity. ## Where the Gen-AI Shows To be clear: this is a demo, and the placeholders (*which may be AI-assisted*) are visible in certain places. Here's what I noticed: **Style drift across assets.** Some environments and UI elements don't quite feel like they belong to the same visual language as the hero designs. The characters have a coherent identity; some background elements feel like they came from a different mood board. **Basic UI and in-game text.** Functional, but not polished. It reads like placeholder work, which is exactly what it is. **Dialogue that's a little too clean.** AI-written dialogue tends to have a certain frictionless quality to it. It's grammatically perfect, emotionally flat. A few lines in the demo have that texture. Nothing game-breaking, but it stands out once you notice it. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-25.png) Lost scene with generic text fonts Here's the thing, though: none of this surprised me, and none of it bothered me. Because the developer isn't pretending this is the final game. ## Why This Dev's AI Approach Is Actually the Right One The philosophy here is simple and smart: use Gen-AI to build a playable prototype that proves the game works, then replace the placeholder assets before public launch. That's genuinely the best-case use of this technology that I've seen in indie development. AI fills the gaps a solo dev simply can't cover in the early stages. Concept art, item descriptions, and environmental variety may use Gen-AI without locking in those choices as final. It's a means to an end, not a substitute for craft. Compare this to the alternative: either wait years to have all the "real" assets before shipping a demo, or ship a demo that's mechanically solid but visually empty and hard to evaluate. Gen-AI as a prototyping tool solves that problem directly. It lets a solo developer communicate the full vision of a game at a stage where that vision wouldn't otherwise be visible. If Thrones of Tyberion funds and reaches launch with the placeholder assets replaced by proper art and writing, the AI's role in the development process will be essentially invisible. And that's the right outcome. ## Final Verdict: Should You Back It on Kickstarter? If you like Bullet Heaven games and you want to support a solo dev who's making smart, transparent choices about how they build, this is a good game to help crowdfund. The gameplay loop is solid. The lore premise is interesting. The hero designs are unique in their own way. And the developer's approach to Gen-AI is the model I'd point to when people ask what responsible use of this technology in indie development actually looks like. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-24.png) Kickstarter page The open question is whether it successfully gets the funding, and whether that funding translates into the visual and writing polish that will take this from "promising prototype" to "finished game." But as a Steam Next Fest demo? It did exactly what a demo should do. It made me want to see where this goes. You can play the demo on Steam [here](https://store.steampowered.com/app/3884300/Fire%5F%5FLight%5FThrones%5Fof%5FTyberion/?ref=annazplays.com), or Fund the game on Kickstarter [here](https://www.kickstarter.com/projects/fireandlight/fire-and-light-thrones-of-tyberion/?ref=annazplays.com) *Have you played the Fire & Light: Throne of Tyberion demo? Drop your take in the comments, curious whether others noticed the same things I did.* ### Goblins of Elderstone: The Story of How I Lost My King and Won the Winter URL: https://www.annazplays.com/goblins-of-elderstone-the-story-of-how-i-lost-my-king-and-won-the-winter/ Last updated: 2026-03-14T23:36:43.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- A goblin tribe-builder where your King can literally die in battle mid-winter, and you have to appoint a new one while the undead are still at the gates. I didn't expect to care this much about a bunch of green guys I can't even tell apart by gender. **Table of Contents** - [Every Goblin Tribe Starts With One Decision](#section-1) - [Building the Basics](#section-2) - [The Moment Goblins of Elderstone Started to Feel Real](#section-3) - [I Got Greedy, And Winter Made Me Pay for It](#section-4) - [The King Fell. The Tribe Survived.](#section-5) - [Is Goblins of Elderstone Worth Playing?](#section-6) ## Every Goblin Tribe Starts With One Decision It starts with a Grand Hall and a choice. Your goblin settlement spawns with a King who needs protecting and a vacant Tribe Chief position that's yours to fill. I did what anyone would do; I picked the most serious-looking goblin in the lineup and handed him the job. He didn't have the experience for it. He had the face of someone who'd seen things. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-7.png) Then came the part that the game glosses over but somehow feels the most important: pairing the Chief with breeding partners. You can't grow a goblin clan without growing the population, and the game doesn't explain the logistics here. I still don't know which goblins are male or female. I don't think the game knows either. What I do know is that you can pair anyone with the Chief, and apparently, that's enough. Don't overthink it. I didn't. This early moment, picking a chief, establishing a lineage, and making a decision with almost zero information, sets the tone for everything Goblins of Elderstone is about. You're always making consequential calls with incomplete data. ## Building the Basics The first real task is survival infrastructure, and the game walks you through it cleanly. I built a Storage hut near the berry clusters, food access before anything else. Then came the Toolmakers' Hut (goblins need equipment to work). Then Woodcutter Hut to collect logs. Then Kindler to convert logs into usable firewood. Then Warren's to house the growing population. Then a Watchtower went up to cover the perimeter. And finally Trade Hall to open routes to travelling merchants. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-8.png) Here's the mechanic that makes all of this interesting: Each building accepts up to 2 assigned goblins, and those goblins gain role-specific stat bonuses. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-9.png) Assign a goblin to Storage, and they become a Hauler. They're better at collecting and moving resources. It's a simple system, but it means every building decision is also a roster decision. You're not only placing structures but developing a workforce. By the time the tutorial wrapped up, I had a functioning small tribe. Six or seven buildings, a handful of goblins with actual roles, and the first hint of genuine attachment to this ridiculous little settlement I'd built. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-10-1.png) ## The Moment Goblins of Elderstone Started to Feel Real The tutorial ends. Then the game tells you something it's been holding back. *Undead spawn from Gravestones every winter. Use watchtowers to defend against them. As a last resort, activate Defend Mode, and your goblins will fight in ground combat.* That last line carries weight you don't fully appreciate until you need to use it. The first winter arrived. Five undead at most. My watchtower guards handled them without breaking a sweat. It was a clean, almost anticlimactic defense. My tribe was safe. Everyone lived. The season changed, and we went back to building. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-11-1.png) But here's the trap the game sets with that easy first winter: It lets you believe you're in control. Expansion felt natural. More goblins bred, more buildings went up, and the perimeter pushed outward. Frog farms are built for additional food. Weapons started being manufactured. The tribe was growing. But growth is simultaneously your goal and your biggest vulnerability. ## I Got Greedy, And Winter Made Me Pay for It The second winter is where the game shows its teeth. I'd expanded beyond my watchtower's coverage zone. Buildings sat outside the protected perimeter because the goblins needed more resources, and there was no clean alternative. I didn't have enough materials to extend the watch coverage, and I didn't have enough goblins to spare as additional guards. I knew it was a problem. I told myself I'd fix it before winter. Winter came before I fixed it. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-12-1-1.png) The undead hit the outlying buildings first. The ones I'd built outside the perimeter was completely undefended. I had no way to protect them. The goblins retreated, pulling back toward the core of the settlement while the outer structures took the brunt of it. Then the undead followed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-15-1.png) The watchtower guards weren't enough this time. Too many, coming too fast. I activated Defend Mode. My goblins poured into ground combat with the weapons I'd had time to make, which wasn't many. I hadn't prioritized the weapons stockpile. Another decision I'd told myself I'd fix before winter. I hadn't. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-17-1.png) ## The King Fell. The Tribe Survived. One by one, my goblins fell in the melee. The tribe was shrinking in real time. And then the King, the protected figurehead I'd spent the whole game keeping safe, made a decision. He walked into the fight himself. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-14.png) I don't know if that's scripted or emergent. It doesn't matter. Watching the King charge into a losing battle with a handful of undead still standing felt genuinely dramatic in a way that city builders rarely manage. He died. Mid-battle. While the fight was still happening. The game didn't pause. A new King had to be appointed immediately during the battle. The moment he was named, the remaining goblins fought on. The king is dead, Long live the king! The previous King's sacrifice had bought enough time. The wave broke. The tribe survived. I sat there for a moment after the last undead went down, looking at a smaller, battered settlement than the one I'd started winter with. And I felt it, that specific feeling you only get from games that let consequences land without softening them. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-16.png) Grow too fast without the infrastructure to support it, and winter takes what you couldn't protect. Goblins of Elderstone doesn't punish you with a game-over screen. It punishes you with the story of how your King died because you didn't have enough weapons ready in time. ## Is Goblins of Elderstone Worth Playing? If you like city builders and you've been burned by ones that eventually plateau into comfortable resource management loops, yes. Goblins of Elderstone earns its tension honestly. The goblin personality is a nice touch. The premise is light and fun, the visual style leans charming, and the early game has genuine warmth to it. But the game doesn't stay cozy. The seasonal threat cycle creates real planning pressure, and the Defend Mode mechanic (*sending your entire population into ground combat*) is a brilliant high-stakes failsafe that you genuinely want to avoid using and definitely will use anyway. It's not a flawless game. The mid-game resource juggle can feel stretched thin, and there are moments where the lack of goblins to cover every building type creates a frustrating bottleneck rather than an interesting constraint. But those friction points are usually survivable, and the story you build through the struggle is worth more than a smoother experience would have been. One king died. The tribe learned from it. That's the game. That's also the pitch. Check it out on [Steam](https://store.steampowered.com/app/693580/Goblins%5Fof%5FElderstone/?ref=annazplays.com) if you want a city builder that actually makes you feel the winters. Or have a look through the [Immutable Play](https://play.immutable.com/games/goblins-of-elderstone/?ref=annazplays.com) page for more information on the game. ### Steam Next Fest: Hard Lessons Every Dev Needs to Hear URL: https://www.annazplays.com/steam-next-fest-hard-lessons-every-dev-needs-to-hear/ Last updated: 2026-07-04T01:18:53.000Z With 3,000 games competing for attention at Steam Next Fest in February 2026, standing out has become harder than ever. I went through the event watching which demos got played, which got ignored, and which converted browsers into wishlisters. The patterns were painfully obvious. If you're building toward a future Next Fest or just shipping a demo on Steam, here's what actually moves the needle. TL;DR click to expand ▾ - First impressions are visual. your capsule art IS your pitch - Library art gets overlooked but it determines play order - Controller support is non-negotiable in the Steam Deck era - Solo-first beats co-op-only for demos - Unoptimized games get deleted in under 5 minutes --- **Table of Contents** - [1\. Your Front Page Artwork Is Your Only Sales Pitch](#section-1) - [2\. Forgetting The Steam Library Art](#section-2) - [3\. Controller Support Isn't Optional Anymore](#section-3) - [4\. Local Co-op Trend vs. What Demo Players Actually Need](#section-4) - [5\. Performance Optimization Is the Demo](#section-5) - [Final Verdict: What Separates Wishlists from Deletions](#section-6) ## 1\. Your Front Page Artwork Is Your Only Sales Pitch Steam Next Fest in February 2026 had over 3,000 games. Let that number sink in. Nobody is reading your description first. Nobody is watching your trailer first. They're looking at a grid of capsule images, and you have roughly one second of scroll time to earn a click. High-quality front page artwork isn't a polished item you handle at the end. It's THE conversion tool. It communicates genre, tone, and identity before a single word is read. The games I kept coming back to during this fest had capsule art that felt intentional: clear focal point, readable at thumbnail size, distinct color palette, related to the game's art style. The ones that blurred into the background? Most of them were fine games buried under generic art. Hire an illustrator if you need to, or [use Generative AI](https://www.annazplays.com/generative-ai-in-game-development-a-practical-guide-for-devs/) to come up with inspiration. It's one of the most cost-effective investments you can make before an event like this. ![Steam Library is shown for Adventure Exploration category](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-5-1.png) Steam Library for Adventure Exploration category ## 2\. Forgetting The Steam Library Art Here's something that doesn't get enough attention: during Next Fest, a dedicated player might download 10, 20, or even 30 demos. Their Steam Library becomes a wall of new entries. Which ones get launched first? The ones with polished library artwork, the banner image that shows inside a player's library view. It's a small canvas, but it's prime real estate. Games with dark, blurry, or placeholder library art get skipped in favor of the ones that look complete and professional. This is one of those details that feels minor until you realize it's the last visual gate between your demo sitting unplayed and someone actually launching it. Complete all your Steam store assets, all of them. ![Steam Library loaded with Next Fest Demos with different artworks](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-4.png) My Steam Library loaded with Next Fest Demos ## 3\. Controller Support Isn't Optional Anymore We're not in the early 2000s. "PC gaming" no longer automatically means mouse and keyboard. A significant portion of players are on Steam Deck, a device where a mouse and keyboard aren't even in the room. Others are on gaming PCs but just prefer a controller on the couch. If your game is playable with a controller (*and most genres are*), shipping a demo without controller support is actively losing you wishlists. Players don't give partial credit for "keyboard only for now." They play one minute, realize it doesn't support their setup, and close it. There are 2,999 other games to try. Add controller support early in development, not as a last-minute port. It's far cheaper to design for it than to retrofit it, and at an event like Next Fest, the Return on Investment (ROI) is immediate. ![Carry the Pack Rack game is shown without on screen controller tutorials](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/4323360_17.jpg) Carry the Pack Rack demo with controller support but without on screen controller tutorials ## 4\. Local Co-op Trend vs. What Demo Players Actually Need "Friend slop" co-op games are clearly having a moment. Titles like *Paddle Paddle Paddle* and *RV There Yet?* are proof that chaotic local multiplayer with friends is a viable commercial lane. If that's your genre, great. But there's a structural problem with leading with co-op in a demo context. Demo players are, by definition, solo evaluators. They're not with their friends yet. They haven't recommended the game. They're trying to decide whether to wishlist it alone, often late at night, on their own machine. A demo that requires a second player to function meaningfully puts the burden of recruitment on someone who hasn't even decided if they like your game yet. The move is a single-player option. Let one person fall in love with your game on their own. Then they'll do the selling to their friends for you. ![Chained Wheel demo shown with only online co-op available](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/20260305232715_1-1.jpg) Chained Wheel demo without the option to play local-coop or single-player ## 5\. Performance Optimization Is the Demo This one should be obvious. It never stops being ignored. A demo is a technical first impression for your potential buyers. If your game stutters, hitches, or drops frames on a mid-range machine, you won't get the benefit of the doubt. You'll get a deletion. There are dozens of other demos one click away, and players during Next Fest are operating in triage mode: what's good, what's not, move on. Optimization also matters more now because Steam Deck performance is scrutinized. Players check the Deck compatibility rating. Games that run smoothly on lower-end hardware signal a competent dev team. Games that melt a GPU on a basic scene signal a game that might launch broken. Hit your frame targets before you submit to Next Fest. It's the bare minimum for a fair shot. ![MightReya demo shown with missing shaders that can be seen in the mini camera](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-6.png) MightReya demo with missing shaders when in combat ## Final Verdict: What Separates Wishlists from Deletions Steam Next Fest at 3,000 games is a buyer's market for players. The demos that convert aren't necessarily the best games, but they're definitely the best presented ones. The wishlist winners tend to nail the same fundamentals: they look good before they're even clicked, they run on the hardware people actually have, and they respect that the person evaluating them is alone and has limited time. None of these lessons is technically hard. They're all execution discipline. The studios that treat Next Fest as a launchpad are the ones walking away with 10,000 wishlists. The ones who treat it as a "good enough" checkpoint don't get a second look. If you're building toward the next fest, start with these five, and the conversion gap will show up in your numbers. *Have a Next Fest story as a dev or a player? Drop it in the comments. I want to hear what else stood out.* ### Generative AI in Game Development: A Practical Guide for Devs URL: https://www.annazplays.com/generative-ai-in-game-development-a-practical-guide-for-devs/ Last updated: 2026-07-04T01:18:05.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- TL;DR / Quick Verdict click to expand ▾ - GenAI can cut massive time from art production, localisation, and prototyping. - Stakeholders to keep in mind: IP holders, working artists, and your players. - Always have a human review AI output, no exceptions. - There are four distinct approaches to AI in game dev, each with real trade-offs. - Style drift is the sneakiest technical problem when going full AI on assets. Generative AI has quietly become one of the biggest time-savers available to game developers right now. But most guides either oversell it as a magic fix or dismiss it as artistic cheating. The reality is messier and more interesting than either takes. Here's an honest breakdown of when to use it, how to use it responsibly, and which approach actually fits your project. **Table of Contents** - [Why Game Devs Are Turning to Generative AI](#section-1) - [Who's Affected When You Use AI in Game Development](#section-2) - [The Golden Rule: Always Keep a Human in the Loop](#section-3) - [Best GenAI Tools for Game Development](#section-4) - [Approach 1: Skip AI Entirely](#section-5) - [Approach 2: AI as a Placeholder](#section-6) - [Approach 3: AI for Non-Primary Assets](#section-7) - [Approach 4: AI for All Assets](#section-8) - [Final Verdict: Which Approach Is Right for You?](#section-9) ## Why Game Devs Are Turning to Generative AI If you're an indie dev or part of a small studio, your two scarcest resources are time and money. Gen-AI directly attacks both problems. Need a tile set for a forest biome you didn't plan for? Generate a batch, pick the best, and clean it up. Need your UI text translated into six languages without blowing your localization budget? A combination of AI translation and human verification gets you there in a fraction of the time and cost of a full agency engagement. The use cases are broader than most people realize. concept art, texture generation, sprite creation, music, dialogue, UI elements, NPC names, and even procedural narrative branches. For solo devs especially, the productivity ceiling has shifted dramatically. What once required hiring specialists can now at least be *started* with a few well-crafted prompts. And for AAA games, it's even more compelling. Arc Raiders has used AI-generated content and is currently sitting at the top 5 Most Played Games on Steam. !["Arc Raiders in Steam's top 5 most played games: an example of AI-generated content in a successful game](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-1.png) Arc Raiders at the top 5 'Most Played' games on Steam ## Who's Affected When You Use AI in Game Development Before you fire up any AI tool, it's worth being clear-eyed about who is actually affected by your decision. The blowback is real, and it comes from multiple directions. **Companies as IP holders** They are the legal minefield. AI models are trained on existing work, and some outputs can look uncomfortably close to protected material. If your AI-generated character art resembles a major franchise a little too closely, that's a big legal problem waiting to happen. You need eyes on this before anything ships. **Artists as competitors and collaborators** They are the cultural tension. Artists have strong feelings about AI art replacing human artists. Whether you agree with their position or not, it's a factor that will affect how your game is received, reviewed, and talked about online. **Gamers as buyers** They are the market reality. Some players actively avoid AI-generated games. Others genuinely don't care. Knowing your target audience's sentiment before launch gives you options, including how transparent to be about your workflow. For a game marketplace like Steam, there's already a specific disclosure section to explain how you use AI-generated content in your game ![Arc Raiders AI-generated content disclosure on the Steam store page](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image.png) AI Generated Disclosure section in Arc Raider's store page ## The Golden Rule: Always Keep a Human in the Loop This is the one thing I'd put on a poster above every indie dev's desk: **AI is a tool, not a replacement** for expertise or judgment. Generated art needs a human check for IP similarity. Translated text needs a fluent speaker to verify it's not accidentally offensive or nonsensical. It's now basic quality control to have someone review what it produces Think of it this way: if you hired an expert translator and published their work without reading it, you'd be the one responsible when it goes wrong. AI output is the same situation. You're accountable for everything you ship, regardless of what generated it. The loop doesn't have to be slow. It can be a quick sanity check. But skipping it entirely is how you end up with a mistranslated Japanese game title that goes viral for all the wrong reasons, or an enemy sprite that looks suspiciously like it belongs in a Nintendo game. ## Best GenAI Tools for Game Development The landscape is moving fast, but here's where I'd point developers looking to actually integrate this into a pipeline: **General image generation** Tools like these are your starting points for concept art, environment sketches, and character exploration. - [**Nano Banana 2**](https://gemini.google/overview/image-generation/?ref=annazplays.com) is considered the best in the current market for GenAI art. Expect to use this tool with a mixture of others - [Grok Imagine](https://grok.com/imagine?ref=annazplays.com) is typically used by X (formerly Twitter) users. - [**Midjourney**](https://www.midjourney.com/explore?tab=video%5Ftop&ref=annazplays.com) has its art style consistency has improved significantly, and it's genuinely useful for getting a visual language established before you commit to anything. ![Google Gemini's Imagen 3 (Nano Banana 2) image generation interface](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-2.png) Google Geminie's Nano Banana 2 image creation page **Game-specific SaaS tools** These are where things get more interesting. The game-specific tools generally understand the technical requirements better than general image generators, so if your pipeline has specific format or style constraints, they're worth the subscription. - [**Retro Diffusion**](https://www.retrodiffusion.ai/?ref=Z3Z4A68R) is purpose-built for pixel art. It respects the constraints of the format rather than just generating vague "pixel-style" output. - [**MeshyAI**](https://www.meshy.ai/?ref=annazplays.com) handles 3D model generation, which is still a rougher process but usable for low-poly work or rapid prototyping. - [ElevenLabs](https://elevenlabs.io/?ref=annazplays.com) helps create captivating audio experiences. It can convert text to audio quickly. ![Pixel art sprite sheet created using Retro Diffusion AI tool for game development](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/03/image-3.png) Sprite sheet created in Retro Diffusion ## Approach 1: Skip AI Entirely This is the **traditional route**. Everything is made by hand, either by you or by commissioned artists. Before you dismiss it as the "just too slow" option, it's worth being honest about what it offers: complete creative control, zero IP concerns, no community backlash, and unambiguously original work. The cost is real, though. It's slower, and learning art well enough to do your own is a significant investment of time. Commissioning artists adds budget pressure. For games where the visual craft is central to the experience, i.e., hand-drawn narrative games, this still might be the right call. But for most small studios managing limited resources, it's the most expensive approach in either time or money. ## Approach 2: AI as a Placeholder This is actually a clever use of AI that sidesteps a lot of the ethical complexity: **generate assets purely to prove out your game concept** and build early interest, with a full intention of replacing them before launch. You get something visually coherent to show playtesters, potential investors, or early Kickstarter backers, none of which requires you to ship the AI art. The trade-off is that anti-AI playtesters can still react negatively even to placeholder content if they know it's AI. The other practical issue is that "we'll replace it later" has a way of becoming "we shipped it." If you go this route, be disciplined about the replacement schedule. Having placeholder art linger in a launch build is more common than most devs want to admit. ### Pros - Fast concept validation - Attractive to investors with something visual to show - Avoids permanent AI art criticism if replaced ### Cons - Anti-AI playtesters may still push back - Replacement schedule requires real discipline - Placeholder quality can set expectations that hurt later ## Approach 3: AI for Non-Primary Assets This is the middle-ground approach. - human-made art for your hero assets: main characters, key environments, anything players will stare at for hours - AI for the supporting cast: background enemies, environmental clutter, menu decorations, filler textures. The logic is sound. Players don't scrutinise mob #47 the same way they scrutinise your main character's idle animation. I think this is genuinely the most pragmatic approach for resource-constrained teams right now. You get meaningful time savings on assets that functionally need to exist without being remarkable, while protecting the visual identity that actually defines your game. Expect some criticism from the anti-AI community regardless. There's no clean middle ground publicly. But within your own pipeline, this is defensible and often the most efficient route. Arc Raiders is a live example of Approach 3 at scale. AI asset integration to non-primary assets on a commercial title. ## Approach 4: AI for All Assets Full AI pipeline, every asset generated, refined, and shipped as AI art. This maximizes speed and minimizes art production cost, which for some projects (rapid game jam entries, experimental prototypes, games where the visual style is intentionally lo-fi) makes complete sense. The real technical problem here isn't public perception. The **biggest problem is style drift**. AI generation is not inherently consistent across prompts, sessions, or tools. Your forest enemies might look subtly different from your dungeon enemies, which look different from your boss sprite. Maintaining coherent visual identity across hundreds of assets is a genuine, underestimated challenge. You'll spend real time curating and re-generating to keep things aligned. You have to honestly weigh whether that time cost beats just commissioning an artist to establish and maintain a style guide from the start. ### Pros - Fastest art production pipeline available - Lowest upfront cost for solo devs - Good for rapid prototyping and game jams ### Cons - Style drift across assets is a real, time-consuming problem - Strongest negative reaction from anti-AI players - IP review burden is highest with the most output ## Final Verdict: Which Approach Is Right for You? There's no universal right answer here, and anyone telling you otherwise is selling something. The honest framework: - if your game's identity lives in its visual craft and your audience cares deeply about art authenticity, avoid full AI or at minimum be transparent about your pipeline. - If you're a solo dev racing to ship a proof of concept, Approach 2 or 3 is a legitimate strategic choice. Just be rigorous about the human review step. The approach I'd push most developers toward, if they're going to use AI at all, is Approach 3 (AI for non-primary assets). It gives you real-time savings without compromising the visual signature of your game. Use Retro Diffusion or MeshyAi for the assets that need to exist but don't need to shine, and spend your energy and your commissioned budget on the stuff players will actually remember. Whatever you pick: keep a human in the loop, have a clear IP review process, and be honest with yourself about what "I'll replace it later" actually means in your project timeline. Got a take on AI in game dev? Drop it in the comments. I'm genuinely curious how other devs are navigating this. And if you found this useful, share it with someone who's about to start their first indie project. ### Are Blockchain Games Safe? How to Spot Real vs Fake Web3 Games URL: https://www.annazplays.com/are-blockchain-games-safe-how-to-spot-real-vs-fake-web3-games/ Last updated: 2026-02-22T17:00:00.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- **Table of Contents** - [Introduction](#section-1) - [Why Web3 Gaming Got a Bad Reputation](#section-2) - [Legit Web3 Games vs Scam Projects](#section-3) - [Red Flags to Watch Out For](#section-4) - [Green Flags of Legit Web3 Game Studios](#section-5) - [Real Examples of Legit Web3 Games](#section-6) - [How to Safely Try a Web3 Game Without Risking Money](#section-7) - [Final Verdict](#section-8) ## Introduction Skepticism around Web3 games isn’t irrational. If you’ve been around crypto or blockchain gaming long enough, you’ve seen the hype cycles. Massive token launches. Promises of “play-to-earn.” Discords full of hype. Then… silence. So when someone asks me, *“Are Web3 games legit or just scams?”* my honest answer is: Some are real. Many aren’t. And the difference is usually obvious if you know what to look for. I’ve tried dozens of blockchain games over the past few years. Some impressed me. Others felt like financial traps disguised as games. This article breaks down how to tell them apart. ## Why Web3 Gaming Got a Bad Reputation Let’s start with context. Web3 gaming exploded in 2021 during the crypto bull run. Games like Axie Infinity popularized the “Play-To-Earn” model. For a moment, it looked revolutionary. But here’s what actually happened: - Many projects prioritized token speculation over gameplay. - Early adopters made money. - Late adopters held worthless tokens. - Unsustainable economies collapsed. That cycle created three major problems: ### 1\. Financial-first design Games were marketed as investment vehicles, not entertainment products. ### 2\. Ponzi-like Tokenomics Rewards depended heavily on new players joining constantly. ### 3\. Overpromising marketing “AAA graphics.” “Guaranteed passive income.” “The next big thing.” When those claims didn’t materialize, trust evaporated. And honestly? That distrust is needed. ## Legit Web3 Games vs Scam Projects: Key Differences Not all blockchain games are built the same. From experience, here’s what separates serious projects from cash grabs. ### 1\. What comes first: Game or Token? **Scam mindset:** “Buy our NFT. Earn 200% APY. Massive token launch soon.” **Legit mindset:** “Here’s the gameplay. Here’s what we're expecting to launch. Blockchain enhances ownership.” If the token is the main selling point, that’s a red flag. ### 2\. Gameplay Depth Real games: - Have actual mechanics. - Require skill or strategy. - Can be enjoyed even without earning money. Scam projects: - Reduce gameplay to clicking buttons. - Focus on yield farming mechanics. - Feel more like DeFi dashboards than games. If you wouldn’t play it without the rewards, that tells you something. ### 3\. Revenue Model Long gone are the days when you'll put money into web3 games just from speculation. Legit projects think long-term: - Sustainable monetization (cosmetics, expansions, marketplace fees). - Distribution on major digital storefronts (Steam, App Store, Google Play, etc.) - Clear economic design. Scams rely on: - Initial NFT mint sales for initial development. - Speculative token pumps. - “Community hype” as the main growth engine. ## Red Flags to Watch Out For Here are the biggest warning signs I’ve personally learned to avoid. ### 🚩 Guaranteed Earnings If a Web3 game promises fixed or guaranteed returns, walk away. Games are entertainment products. Markets fluctuate. Nothing is guaranteed. When I see phrases like “risk-free yield” or “stable daily income,” that’s usually a financial trap disguised as a game. ### 🚩 NFT-Only Gameplay If the only gameplay loop is: 1. Buy NFT 2. Stake NFT 3. Earn token That’s not a game. That’s a financial instrument with a gamified UI. Staking NFTs isn't a game. Real games can be played. ### 🚩 Anonymous Teams Web3 games are huge; it's highly unlikely anyone without a prior game development background has the required skills to develop one. It needs a game studio set up as an established company that will definitely be declaring tax income. Gaming Studios aren't like Crypto founders nor Content Creators: - **Crypto Founders** might need anonymity to stay safe in public. The creator of Bitcoin (Satoshi Nakamoto) remains anonymous to this day. - **Content Creators** embrace public personas to stay immersive. Most Vtubers keep their real identities hidden. If there’s no track record, no verifiable development history, and no public interviews or AMAs, you’re trusting strangers with your money. That’s an unnecessary risk. ## Green Flags of Legit Web3 Game Studios Now let’s talk about what *b*uilds credibility. ### ✅ Gameplay-first philosophy It's a good sign if the trailer and demo focus on mechanics, combat, and progression systems. When the first question they answer is “Is it fun?” instead of “What’s the Annual Yield Percentage (APY)?”, you're heading in the right direction. ### ✅ Transparent team Doxxed founders. Visible developers. Regular updates. Teams that show their faces and ship consistently are far less likely to rug. ### ✅ Playable before token speculation Some of the better Web3 games allow you to: - Play for free first. - Understand the mechanics. - Decide later whether you want to put money into the game. ## Real Examples of Legit Web3 Games There are a few suggestions that feel more game-focused than speculation-driven. In these games, you can: - Play without heavy upfront investment. - Earn tradable cards. - Compete based on skill. ### Axie Infinity: Origins (Ronin Chain) The spin-off to the game that kick-started web3 gaming is your best place to try. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-29.png) PvE mode of Axie Infinity: Origin Players can take down evil Chimeras in the Adventure mode (PvE) or challenge in the Arena (PvP) to reach the top of the Leaderboard. You can buy the Axie NFTs after you're more familiar with the game. If you're interested in other games on Ronin Chain, you can find them on the [Ronin App](https://app.roninchain.com/?ref=annazplays.com). ### Gods Unchained (Immutable Chain) It's a blockchain-based TCG that actually feels like a competitive card game. It has also been around since 2021, similar to Axie Infinity. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-30.png) Battle session currently being played by YoinkedGaming It’s closer to a traditional digital TCG with ownership added, rather than a token farm. If you're interested in other games on Immutable Chain, you can find them on [Immutable Play](https://play.immutable.com/referral/share/3L7WpP?utm%5Fsource=referral). ## How to Safely Try a Web3 Game Without Risking Money You don’t need to “go all in.” Here’s the smarter approach I recommend: ### 1\. Start free if possible Many legit Web3 games offer free starter decks, characters, or limited modes. If they *force* you to buy expensive NFTs before touching the game, reconsider. If you're looking for web3 games on Steam, you can also check my [Steam Curator page](https://store.steampowered.com/curator/38934765-AnnazPlays/list/151321/?ref=annazplays.com). ### 2\. Treat it as entertainment, not investment Mentally categorize it like this: - Would I spend this amount on a normal game? - Am I okay losing this completely? If the answer is no, don’t proceed. ### 3\. Avoid FOMO Most bad decisions happen during hype phases. Token launch. Influencer threads. Discord countdowns. When everyone screams “last chance,” that’s when discipline matters most. The Fear Of Missing Out (FOMO) is real. Avoid at all costs. ### 4\. Use a separate wallet If you’re experimenting: - Use a fresh wallet. - Don’t connect your main holdings. - Limit exposure. Basic risk management goes a long way. ## Final Verdict: Are Web3 Games Legit or Just Scams? They’re a spectrum. The technology itself isn’t the problem. The incentives are. Approach Web3 games like you would early-access indie titles: - Expect experimentation. - Expect volatility. - Expect some failures. But don’t dismiss the entire space because of its worst actors. Legitimate teams are building interesting experiences. You just need to filter aggressively. If you’re exploring this space, I’d recommend also reading: [What Is a Web3 Game? A Simple Beginner Guide for GamersA beginner-friendly guide for gamers explaining blockchain games, ownership, NFTs, and whether Web3 games are worth playing.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-17.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/What-is-a-Web3-Game-banner.png)](https://www.annazplays.com/what-is-a-web3-game/) [Web3 Gaming on SteamEven in the web3 space, casual gamers only play on Steam! Everyone’s scared of downloading from other websites! But why do you want to list your games on Steam?![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-16.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/GabeN.png)](https://www.annazplays.com/web3-gaming-on-steam/) ### How I Developed and Published a Vibe-Coded Endless Runner on Remix URL: https://www.annazplays.com/how-i-developed-and-published-a-vibe-coded-endless-runner-on-remix/ Last updated: 2026-02-07T14:20:02.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- **Table of Contents** - [Introduction](#section-1) - [The Game Jam Context](#section-2) - [Tools and Resources I Used](#section-3) - [Step 1](#section-4) - [Step 2](#section-5) - [Step 3](#section-6) - [Step 4](#section-7) - [Step 5](#section-8) - [Step 6](#section-9) - [Final Product](#section-9) ## Introduction Vibe-coding games is one of those ideas that sound hand-wavy until you actually ship something. During a game jam sponsored by **Cryptoys**, I decided to test how far AI-assisted development could really go by building and publishing a **fully playable endless runner** using **Remix Game Studio**. This article is a hands-on breakdown of: - How I structured my prompts - Where AI helped (and where it didn’t) - How I handled assets, hitboxes, and game logic - What it actually takes to publish a vibe-coded game on Remix If you’re curious whether vibe-coding is viable for real game development or you’re thinking of using Remix, this should save you a lot of trial and error. ## The Game Jam Context (and Why It Mattered) This project was built during a **Cryptoys-sponsored game jam**, which came with two important constraints: 1. **Art assets were provided** 2. The focus was on **game mechanics and execution**, not visuals ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/Cryptoys-Game-Jam-Banner-1.jpg) Cryptoys Zoo-F-O IP to be used in the game jam That made it a perfect environment to test vibe-coding. I didn’t have to: - Design characters from scratch - Worry about art direction consistency Instead, I could focus entirely on: - Core gameplay loop - Collision logic - Difficulty tuning - Polish and publishing Given those constraints, I chose an **endless runner,** a genre that’s simple on the surface but very sensitive to feel. ## Tools and Resources I Used Here’s the exact toolchain I used, and why each one mattered: ### [1\. Remix Game Studio](https://remix.gg/?ref=annazplays.com) This was the backbone of the project. You probably will be reading the rest of this page if you intend to use Remix too. Remix handled: - Core game structure - Scene management - Physics and collisions - Publishing pipeline If you’re new to Remix, it’s surprisingly friendly for fast iteration, especially during jams. ### [2\. ChatGPT (Code Understanding and Iteration)](https://chatgpt.com/?ref=annazplays.com) ChatGPT isn't used here to “make a game”. I used it to: - Understand generated code line by line - Validate assumptions before changing mechanics Copy-pasting chunks of code into ChatGPT and asking *“explain this like I’m about to break it”* saved me hours. ### [3\. Gemini (Asset Alterations)](https://gemini.google.com/app?ref=annazplays.com) Gemini was used strictly for visuals: - Modifying existing assets - Generating background & menu art from existing assets - Keeping art consistent with Cryptoys’ style ### [4\. Kenney Game Assets](https://kenney.nl/assets?ref=annazplays.com) Kenney’s assets filled the gaps cleanly whenever Cryptoys’ pack didn’t have what I needed: - UI elements - Extra sounds - Fallback visuals ### [5\. Affinity (Manual Art Editing)](https://www.affinity.studio/?ref=annazplays.com) AI doesn’t replace finishing touches. I used Affinity to: - Resize assets precisely - Create minor custom visuals when needed ## Step 1: Designing the Prompt The **single most important decision** I made was writing a proper prompt. Before touching Remix, I created a **mini game design document**, which included: - Game Overview - Core Gameplay Loop - Core Mechanics - Win/ Loss Conditions - Scoring Systems - Progression Systems - Theme, World & Tone - Controls & UI - Camera & presentation - Technical & Production Constraints - Reference Games (Design Intent) - Design Risk & Mitigations This document was then **embedded directly into my AI prompt**: ``` 1. Game Overview • Genre: Top-down endless racer / dodger • Platform: Mobile (iOS / Android) • Orientation: Vertical (portrait) • Target Audience: Casual to mid-core mobile players who enjoy high-score chase games Core Fantasy: You’re a zoo animal escaping down an endless road while alien invaders try to abduct you. Design Pillar: Fast, readable, one-life skill test. No upgrades. Every run is pure execution. 2. Core Gameplay Loop 1. Road scrolls continuously downward 2. Player dodges left/right to avoid enemies 3. Player collects coins to increase score 4. Game speed increases over time 5. One collision = game over 6. Player restarts instantly to chase a higher score Primary Motivation: Beat your previous high score. 3. Core Mechanics Player Movement • Player car moves left or right only • Movement triggered via on-screen touch buttons • Players have free, smooth movement left and right as long as the button is held Enemies • Alien vehicles appear on the road • Collision with any enemy results in immediate game over • Enemy spawn rate and density increase over time Coins • Coins spawn on the road • Collecting coins increases score • Coins encourage riskier movement into enemy-dense areas Speed Scaling • Game speed increases gradually over time • Higher speed = less reaction time • Difficulty comes from speed + density, not enemy behavior complexity 4. Win / Lose Conditions • Win Condition: None (endless game) • Lose Condition: - Player collides with an enemy - One life only; no recovery 5. Scoring System • Score increases through: - Distance survived - Coins collected (primary scoring signal) • Final score shown at game over using Remix SDK 6. Progression & Systems • No upgrades • No meta-progression • Difficulty progression is entirely systemic via speed and spawn tuning 7. Theme, World & Tone Theme (assets to be added later) • Zoo animals escaping alien abductors Player Character (assets to be added later) • Animal driving a vehicle (or animal-themed vehicle) • Multiple animals are cosmetic only (optional) Enemies (assets to be added later) • Alien ships or alien-themed vehicles • Visual clarity prioritized over detail Tone (assets to be added later) • Light, playful, slightly chaotic • Bright colors, readable silhouettes 8. Controls & UI Controls • Two on-screen buttons: - Move Left - Move Right • Buttons placed at bottom left and right for thumb reach UI • Score visible at top of screen • Speed increase communicated visually • Game Over screen using Remix SDK: - Final score - Best score - Restart button 9. Camera & Presentation • Fixed top-down camera • Road scrolls vertically toward the player • Player stays near bottom third of the screen • No camera shake (unless minimal and intentional) 10. Technical & Production Constraints • Designed for short sessions (30–120 seconds) • One-handed play • No save states mid-run • Minimal asset variety • Simple collision boxes for fairness 11. Reference Games (Design Intent) • Crossy Road – clarity and instant restarts • Subway Surfers – escalating speed pressure • Classic arcade racers – pure score-chasing loop Explicitly NOT copying: • No power-ups • No progression trees • No complex enemy patterns 12. Design Risks & Mitigations Risk: Game feels repetitive • Mitigation: Tight speed curve, enemy density tuning, coin placement risk Risk: Difficulty spike feels unfair • Mitigation: Clear enemy telegraphing, consistent lane logic Risk: Low retention without upgrades • Mitigation: Fast restarts, visible personal best, clean controls ``` In fact, the only clarification it asked for was **player movement,** which is exactly where ambiguity still existed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-18.png) Response from Remix AI Why this mattered: - The AI didn’t confuse the game with other genres - It didn’t ask endless clarification questions - It generated code aligned with my intent The result of using this game design document was a playable game with placeholder assets: ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-13.png) Game generated with placeholder assets ## Step 2: Importing Assets Early I uploaded **all available assets as early as possible**, even before gameplay felt complete. I wanted to make sure **hitbox accuracy** is right from the get-go. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-15.png) Assets added into the game Early asset import allowed me to: - Frame player hitboxes correctly - Size enemies relative to the player - Prevent unfair collisions later Skipping this step is how endless runners end up feeling “cheap.” ## Step 3: Physics Debugging and Hitbox Tuning Once the game was playable, I prompted Remix to enable **physics debugging,** showing hitboxes as red outlines. You can also manually do this by switching the debug settings from 'false' to 'true'. ``` physics: { default: 'arcade', arcade: { debug: true } } ``` Then I edited the code to manually tune four critical elements: ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-14.png) Manually editing code shown on the right side of Remix Game Studio ### Player Hitbox - Decided on an appropriate **Player Visual Size** (how big the car looks) ``` this.player.setScale(0.23); ``` - Decided on an good **Hitbox Size** to reward dodging skills without frustration ``` const hitboxWidth = 340; const hitboxHeight = 480; this.player.body.setSize(hitboxWidth, hitboxHeight); ``` - Aligned **Hitbox Position** exactly with the car’s visual body ``` this.player.body.setOffset( (this.player.width - hitboxWidth) / 2, (this.player.height - hitboxHeight) / 2 + 150 ); ``` ### Enemy Hitboxes - **Hitbox Shape** is circular to match alien sprites ``` enemy.body.setCircle(...) ``` - Appropiate enemy **Hitbox Size** ``` const hitboxRadius = 180; ``` - Aligned **Hitbox Position** exactly with the alien’s visual body ``` (enemy.width - (hitboxRadius * 2)) / 2, (enemy.height - (hitboxRadius * 2)) / 2 ``` ### Coin Hitboxes - **Hitbox Shape** is circular to match coin sprites ``` coin.body.setCircle(...) ``` - Coin Hitbox Size matches the sprite ``` const coinHitboxRadius = 240; ``` - Aligned **Hitbox Position** exactly with the coin’s visual ``` (coin.width - (coinHitboxRadius * 2)) / 2, (coin.height - (coinHitboxRadius * 2)) / 2 ``` ### Road and Track Logic This is where progression came in. This simple system: - Visually reinforced progression - Made survival feel meaningful - Added variety without complexity I implemented terrain changes based on player speed: - **0–899:** Road\_Sand - **900–1899:** Land\_Sand - **1900–2899:** Land\_Dirt - **2900–3899:** Road\_Dirt - **3900+:** Road\_Asphalt The Key function: ``` updateRoadGraphics() { const speed = this.currentScrollSpeed; const tierIndex = GameSettings.assets.roadTiers.findIndex( tier => speed >= tier.min && speed <= tier.max ); if (tierIndex !== -1 && tierIndex !== this.currentRoadTier) { this.currentRoadTier = tierIndex; this.roadLeft.setTexture(`road_left_${tierIndex}`); this.roadMiddle.setTexture(`road_middle_${tierIndex}`); this.roadRight.setTexture(`road_right_${tierIndex}`); } } ``` The value of when the visuals change was set manually. This code drives the change: ``` GameSettings.assets.roadTiers = [ { min: 0, max: 899, left: ..., middle: ..., right: ... }, { min: 900, max: 1899, ... }, { min: 1900, max: 2899, ... }, { min: 2900, max: 3899, ... }, { min: 3900, max: Infinity, ... } ]; ``` ## Step 4: Locking the Gameplay Loop Before adding menus or polish, I focused on one question: **“Is this fun to replay?”** I playtested until: - Difficulty scaled smoothly - Deaths felt deserved - Speed increases were readable Only when the loop felt solid did I move on. A little extra I added to spice things up is an actual endgame. Not many people will get to the highest speed possible, but I added in a little code to give a congratulatory message if anyone actually does. - You start at **500** - Every 5 seconds you multiply speed by **1.1** - Once speed ≥ **4500**, the game is considered “won” ``` gameplay: { initialSpeed: 500, maxSpeed: 4500, playerSpeed: 1000, spawnRate: 1500, minSpawnRate: 400, difficultyScale: 1.1 } ``` The main victory message shown at the end is short and sweet. ``` const winText = this.add.text( GameSettings.canvas.width / 2, GameSettings.canvas.height / 2 - 50, 'You outran the invasion!', { fontSize: '64px', fill: '#2ecc71', fontFamily: 'Arial Black', align: 'center', wordWrap: { width: 600 }, stroke: '#000', strokeThickness: 8 } ).setOrigin(0.5); ``` ## Step 5: Creating a Proper Start Screen I used Gemini to generate a **start screen background**, using images of the player, coins, and enemies ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-19.png) Art and prompt used to generate the game art I had to reiterate on small changes to the art, but in the end I got something good. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/Banner-show.png) Art generated from the prompt in Gemini Once I had the proper art, It's time to add it into the game. Crucially it required: - No text baked into the image - Dedicated start scene - Zero gameplay logic running before “Play” This avoided accidental bugs and gave the game a professional first impression. This code is used for the start scene: ``` class StartScene extends Phaser.Scene { constructor() { super({ key: 'StartScene' }); } preload() { this.load.image('start_screen', GameSettings.assets.startScreen); this.load.audio('sfx_select', GameSettings.assets.selectSound); } create() { const { width, height } = GameSettings.canvas; const selectSound = this.sound.add('sfx_select'); // Background Image const bg = this.add.image(width / 2, height / 2, 'start_screen'); const scaleX = width / bg.width; const scaleY = height / bg.height; const scale = Math.max(scaleX, scaleY); bg.setScale(scale); // Start Button const btnBg = this.add.rectangle( width / 2, height - 150, 300, 100, 0x2ecc71 ).setInteractive({ useHandCursor: true }); const btnText = this.add.text( width / 2, height - 150, 'Start!', { fontSize: '48px', fill: '#ffffff', fontFamily: 'Arial Black' } ).setOrigin(0.5); btnBg.on('pointerdown', () => { selectSound.play(); this.scene.start('GameScene'); }); } } ``` I opted to use the same art for the Game Icon too. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-22.png) Details page of Remix ## Step 6: Publishing and Playtesting Once all the above is done, I turned off the physics debug and published on Remix: - I waited for external playtests - Collected feedback - Watched for game-breaking bugs ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-16.png) Final playtest before turning of physics debug mode This time, I got lucky; no critical issues surfaced. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-20.png) Responses from Playtesters ## Final Product You can play the final game here: [Overdrive: Alien Escape on Remix – Play Now & Create Your Own GamesPlay Overdrive: Alien Escape by @annaz on Remix. Free to play. Free to create your own games. Join the Remix community.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/favicon-1.ico)![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/opengraph-image)](https://remix.gg/g/3113fd02-788e-4985-b4ed-dbc8fc821517?ref=9D3B7BB8EF) Vibe-coding didn’t make this game for me. But it made shipping it **possible within a jam timeframe**. If you’re curious about AI-assisted game dev, Remix is one of the best sandboxes to experiment in right now. If you play the game, break it, or learn something from it, that’s a win. Related articles: [How to Develop and Publish a Vibe-Coded Game on Remix (Step-by-Step Guide)Learn how I developed and published a vibe-coded game on Remix using AI, from first prompt to review, plus lessons on AI game design.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-11.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Remix-Banner-1-1.png)](https://www.annazplays.com/how-to-develop-and-publish-a-vibe-coded-game-on-remix-step-by-step-guide/) [Remix: Turning Fake Ads into Real GamesEver wondered if fake game ads were real? HERO UP makes it happen. Here’s my review of its puzzle gameplay, pros, cons, and Remix-powered design.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-12.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Hero-Up-Banner-1.jpeg)](https://www.annazplays.com/remix-turning-fake-ads-into-real-games/) ### Inari: A One-Life Platformer That Punishes Every Mistake URL: https://www.annazplays.com/inari-a-one-life-platformer-that-punishes-every-mistake/ Last updated: 2026-02-01T04:42:25.000Z **Table of Contents** - [Introduction](#section-1) - [What Is Inari?](#section-2) - [Game Modes](#section-3) - [Visual Style and Presentation](#section-4) - [Movement and Traversal](#section-5) - [Combat System](#section-6) - [The Real Game Loop](#section-7) - [Timed Sections and Bonus Rewards](#section-8) - [Progression and Upgrades (Or Lack of Them)](#section-9) - [Boss Fight Breakdown](#section-10) - [Kickstarter Status](#section-11) - [Final Verdict](#section-12) ## Introduction **Inari** is not here to be fair. It’s here to test you. This is a precision platformer built around one brutal idea: **you only get one life**. No checkpoints. No forgiveness. One mistake and you’re back to the start. I spent hours with the demo, dying over and over again, and somehow… enjoying it. Here’s my full **Inari** review, what works, what hurts, and whether this one-life platformer is actually worth your time. ## What Is Inari? Inari is a **fast-paced action platformer** focused on **instant teleportation, tight combat, and ruthless difficulty**. You play as **Izuna**, the Executor of the High Realm known to mortals as the ***Reaper***. Your mission is simple in concept but brutal in execution: hunt down and eliminate the **Seven Daughters**, princesses who dared to defy the heavens. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-10.png) Izuna dodging enemy fire This isn’t a roguelike. It’s not a Soulslike either. Inari sits in a niche of its own, closer to games like *Katana Zero* or *Ghostrunner*, but stripped down to its most punishing core. ## Game Modes: Normal vs Story Mode When you start Inari, you’re given two options: ### **1\. Normal Mode (Intended Experience)** - You start with **one life** - Every hit is instant death - This is the default and recommended mode ### **2\. Story Mode** - You start with **three lives** - Combat is less punishing - Designed for players who want to experience the story without mastering every mechanic ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-7.png) Choose either 'Normal' or 'Story' mode I played the demo mostly on **Normal Mode**, and that’s clearly where the game shines. Story Mode exists, but Inari’s identity is built around **mistakes being unforgivable**. If you remove that tension, you remove the point. Play on Normal Mode, the way it's meant to be played. ## Visual Style and Presentation Inari uses **pixel art environments** paired with **anime-style illustrated portraits** during dialogue. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-1.png) Early game cut scene It works surprisingly well. - Cutscenes are animated pixel art - Character dialogue appears with anime-style drawings - The dominant **dusky red color palette** reinforces the grim, violent tone ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-9.png) Mid-game cut scene The art direction isn’t flashy. Everything feels deliberate. Nothing exists just to look pretty. ## Movement and Traversal The core mechanic of Inari is the **Kunai Teleport**. You learn it early, and the entire game is built around mastering it. ### **How Kunai Teleport Works** - Aim your kunai using the **right controller stick** - Press **LT** to throw it - The kunai sticks to walls or surfaces - Press **LT again** to instantly teleport to it ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-21.png) Kunai Teleport tutorial ### **What Teleportation Is Used For** In **non-combat** situations: - Navigating vertical and hazardous terrain - Bypassing environmental traps like spinning saws ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-3.png) Aiming the kunai to be thrown In **combat**: - Dodging enemy attacks mid-combat - Repositioning for stealth kills or ambushes ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-2.png) Getting ready to teleport dodge the opponent's attack At first, it feels awkward. Then it clicks. Once it clicks, Inari becomes less about reaction speed and more about **planning your movement two steps ahead**. ## Combat System On paper, Inari’s combat is minimal. You only have: - **Normal attack (X)** - **Heavy attack (Y)** That’s it. But the real difficulty comes from the rules the game enforces. Simple inputs, zero margin for error. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-5-1.png) Attacking the enemy and throwing the kunai ### **One-Hit Kill Design** - You only have **one life** (in normal mode) - Any hit = death - No health bars - No recovery window Combat becomes a positioning puzzle. You are not trading blows in combat. You are an assassin, executing enemies with precision. If you get greedy, you die. ## The Real Game Loop: Dying, Learning, Perfecting You will die. A lot. I hit **100+ deaths** just to finish the demo. And yet, that’s where the enjoyment comes from. There’s a visible death counter that keeps climbing, quietly mocking you. But every run teaches you something: - Enemy timing - Teleport angles - When to attack and when to reposition ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-22.png) 67th death in the game When you finally clear a section **perfectly**, it feels incredible. For a brief moment, you’re surgical. There was no room for error. Like John Wick, but wearing a yukata and a kunai in hand. ## Timed Sections and Bonus Rewards Some levels introduce **timed challenges**. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-4-1.png) Activate the button to start the timed challenge The idea is simple: - Clear the area - Kill the intended enemies - Do it within the time limit Succeed, and you earn **bonus items** at the end. These sections push you to stop hesitating. You’re rewarded for committing fully to the game’s intended flow. But in the demo, the use of the bonus items has yet to be revealed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-12-1.png) Bonus item received ## Progression and Upgrades (Or Lack of Them) In the demo, **there are no upgrades**. No skill trees. No passive buffs. No unlockable abilities. The only way the game gets easier is if **you get better**. Personally, I’m torn on this. On one hand, it reinforces Inari’s identity. On the other hand, a full-length game with zero progression risks becoming exhausting. I’m hoping the final release introduces: - New mechanics - Additional combat options - Situational upgrades rather than raw power boosts Without that, long-term variety could suffer. Though in the demo, there were teases of NPC interactions. This could be a teaser for upgrades to the characters through NPCs later in the full game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-11.png) ## Boss Fight Breakdown The demo ends with a boss fight against **Kamura**. He uses a **shotgun**, teleports aggressively, and punishes hesitation. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-8.png) There’s no trick here. You have to: - Learn his movement patterns - Understand when he shoots - Predict teleport timings - Execute perfectly ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-23.png) You will die repeatedly. But when you finally beat him, it feels earned. No cheese. No luck. Just mastery. ## Kickstarter Status At the time of writing, [**Inari is on Kickstarter**](https://www.kickstarter.com/projects/1hpstudio/inari?ref=annazplays.com), ending on **13 February 2026**. The game surpassed its initial pledge target of US$10,000 within days of the start of the campaign. Make no mistake, there's already a big initial interest in the game. If this style of game resonates with you, it’s worth checking out and supporting. Projects like this live or die based on a very specific audience, and Inari knows exactly who it’s for. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-6.png) ## Final Verdict **Inari** commits fully to its concept, and that’s its greatest strength. ✅ One-life design creates real tension ✅ Teleportation feels great once mastered ✅ Extremely satisfying combat when executed perfectly ❌ Very punishing for casual players ❌ Repetition may wear some players down ❌ No upgrades (in demo) It won’t be for everyone. But for the right player, it delivers something rare: **pure, uncompromising design**. If the full game expands on its mechanics without dulling its edge, Inari could easily become a standout indie title in the hardcore platformer space. **Other great upcoming platformer games:** [Vampire’s Veil: A Metroidvania That Nails the NostalgiaA hands-on Vampire’s Veil review: a Castlevania-inspired Metroidvania with classic combat, smooth controls, and promising lore. Is it worth playing?![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-9.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Vampire-Veil-banner.jpg)](https://www.annazplays.com/vampires-veil-a-metroidvania-that-nails-the-nostalgia/) [Ruins of the Titan: Titan Game Studio’s Upcoming RPGHands-on with Ruins of the Titan: a fluid side-scrolling RPG with Metroidvania roots, skill-based combat, and Soulslike bosses. Here’s why it’s worth watching.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-10.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/game-banner-1.jpg)](https://www.annazplays.com/ruins-of-the-titan-early-look-at-titan-game-studios-upcoming-rpg/) ## ## ### How to Develop and Publish a Vibe-Coded Flick Game on Remix (Step-by-Step Guide) URL: https://www.annazplays.com/how-to-develop-and-publish-a-vibe-coded-game-on-remix-step-by-step-guide/ Last updated: 2026-07-04T01:19:37.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- **Table of Contents** - [Why I Tried Vibe-Coding on Remix](#section-1) - [What Is a Vibe-Coded Game?](#section-2) - [The First Game I Built](#section-3) - [Developing a Game on Remix: The 4 Core Stages](#section-4) - [Stage 1: Vibe Code](#section-5) - [Stage 2: Game Details](#section-6) - [Stage 3: Integration Checks](#section-7) - [Stage 4: Submit for Review](#section-8) - [Advice for Anyone Getting Into Vibe-Coded Game Development](#section-9) - [Should You Try Developing a Vibe-Coded Game on Remix?](#section-10) ## Why I Tried Vibe-Coding on Remix I’ve been experimenting with AI-assisted game development for a while now, mostly out of curiosity. Like many developers and creators, I wanted to see where the line really is between *AI doing the work* and *humans still needing to think*. When Remix announced an early-2026 game jam, it felt like the right excuse to finally ship something instead of just prototyping ideas. This article documents my firsthand experience developing and publishing a **vibe-coded game on Remix**, from the first prompt to final approval. If you’re curious about AI game development, Remix as a platform, or whether vibe-coding is actually viable beyond toy demos, this guide should give you a grounded answer. ## What Is a Vibe-Coded Game? Vibe-coding is the process of building software or games primarily through **natural language prompts**, using AI models to generate and modify code. Instead of writing everything line by line, you describe the *intent*, *feel*, or *mechanic.* You go with the “vibe” and iterate from there. On Remix, vibe-coding is built directly into the platform: - You can use Remix’s in-house AI or external models - Prompts are tightly scoped to game logic and SDK needs - Generated code is fully editable (and often needs to be) In practice, vibe-coding speeds up early development but doesn’t replace understanding how the game actually works. That distinction matters a lot later. ## The First Game I Built The game I built for Remix is called **Quantum Flicks**. Try the game in the link below: [Quantum FlicksPlay this game on Remix![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/favicon.ico)Play on Remix![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/app-icon-Rio6RDlaYXIMWuNVFibaezgYvOu5dW.webp)](https://remix.gg/g/299bfd3d-3b7c-456d-a7a0-07f38f29e3fb?ref=annazplays.com) At its core, it’s intentionally simple: - You flick a ball toward a goal - Each level is procedurally randomized - The more levels you clear, the higher your score - The goal shrinks as level increases ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-3.png) Use the walls to bounce and hit your target The twist and the reason the game stands out is a mechanic inspired by **quantum tunneling** (and yes, DC's Flash comics definitely contributed to this). I requested AI to add this feature only after the basic game code has been generated. If the ball reaches a high enough velocity, it can **phase through obstacles instead of colliding with them**. This introduces an interesting risk–reward layer: - Play it safe and bounce carefully - Or flick aggressively and “tunnel” through walls, and probably the goal too ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-2.png) The ball is phasing through both the goal and the wall at high velocity From a design perspective, this single mechanic does most of the heavy lifting. From a development perspective, it was also where AI-generated code needed the most human correction. ## Developing a Game on Remix: The 4 Core Stages Remix structures game development into four clear stages: 1. Vibe Code 2. Game Details 3. Integration Checks 4. Submit for Review This structure is one of Remix’s underrated strengths. It forces you to think beyond just “does the game run?” and toward “is this publishable?” ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-1.png) Launch Steps for Game Development on Remix Below is how each stage played out for me. ## Stage 1: Vibe Code The **Vibe Code** stage is where you generate the initial codebase for your game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-4.png) Stage 1 is to Vibe Code the game At the 'Create' page, you're introduced to a blank canvas with the space below to input your prompts. I started with a very straightforward prompt tied to the game jam theme: - A game in which players need to score the ball into the goal - Flick-based controls - Physics-driven ball movement - Level progression with increasing difficulty (randomized level and shrinking goal size Within minutes, Remix’s AI generated a playable prototype. That part genuinely feels magical the first time. The AI asked follow-up questions by itself, hoping to get complete information to complete the game loop. It was easy to get a basic game made. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-10-1.png) 'Create' page Keep in mind that each user has a specific daily limit on how much AI they use. I'd suggest developing your game incrementally rather than trying to finish everything up in one day, so that you don't burst that limit. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-13.png) Daily AI usage tracker However, the moment I introduced my quantum tunneling mechanic, things got more complex. I needed to make sure my UI/UX supported the game mechanic I wanted players to use. ### What Worked Well Based on my initial prompts, Remix was able to generate this correctly out of the box: - Basic physics setup - Input handling - Level randomization logic - Detecting velocity thresholds accurately ### Where Human Coding Was Required - Adding UI/UX to show how fast the ball was going - Changing the UI texts so that players can understand the game better - Balancing quantum tunneling so it felt intentional, not buggy Amending the code is not as hard as you'd imagine. The code is show at the right section of the 'Create' page. As long as you understand the code, you can freely amend and save the changes. Refresh the game each time you've made changes so that you can try it out instantly. I frequently had to: - Read through AI-generated code - Adjust conditional checks - Manually refactor logic for edge cases This is where a common misconception breaks down: **vibe-coding does not eliminate coding; it prioritizes when and where you code.** ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-8-1.png) 'Create' page showing the Code section ### Adding Assets After I was done with the game logic, it was time to add assets to the game. I opted to just use code for the graphics of the game. So I only needed to add Audio files to the game. Adding files to the game is as simple as drag-and-drop into the Asset section in the 'Create' page. And then I simply copy the name of the asset and tell the AI to integrate this sound during specific events in the game - when the player flicks the ball - when the player scores the goal - when the player loses ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-11.png) Drag-and-drop assets into the Assets section If you need assets to be used in the game or just placeholder assets while you develop, here are some good resources to find them: - [Humble Bundle](https://www.humblebundle.com/?ref=annazplays.com) (there are usually game dev assets on sale here) - [Kenney](https://kenney.nl/?ref=annazplays.com)'s Free Game Assets ### Adding Store Features Another additional feature in the game development on Remix is the Store. You can create exclusive rewards, items, or features that players can unlock by boosting your game. It's a method to monetize your game and reward your supporters. Since this was my first game, paid unlocks weren't in my list of things to add in. Perhaps another time, once I have good ideas on great features or skins I can add in. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-12.png) Select Boost Tier and Items to be unlocked ## Stage 2: Game Details Once the game works, Remix moves you to **Game Details**. This stage is deceptively important because it directly affects: - How your game appears in Remix - Whether players understand it at a glance - Click-through and retention ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-5.png) Step 2 is to add game details The details required are straightforward to fill up. Here’s what you can configure: - **Game Name** - '**Remixing**' option, if you want to enable others to remix your game - **Categories**, up to three game genres - '**Game Jam**' entry, if you're submitting the game for any open game jams - **Game icon** ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-14.png) 'Details' page ### Vibe-Coding a Game Icon Remix lets you generate a game icon directly using AI. I used a screenshot from Quantum Flicks as the base image and prompted the AI to stylize it. The results were surprisingly usable, especially for a jam-scale project. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/app-icon-Rio6RDlaYXIMWuNVFibaezgYvOu5dW--1-.webp) Quantum Flicks game icon For a game jam, I'd definitely recommend using this feature. But if you have time for a proper game launch, it's a good idea to create your own game art. I suggest using [Affinity](https://www.affinity.studio/?ref=annazplays.com), the free app for design and photo editing tools. ## Stage 3: Integration Checks This stage ensures your game is properly integrated with the **Remix SDK**. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-6.png) Step 3 is to integrate the Remix SDK Without this, key platform features won’t work: - Scoring - Progression - Platform-level analytics The good news: Remix provides a **ready-made AI prompt** that asks the model to implement the SDK correctly. The less-good news: you still need to test everything. ### My Workflow Here 1. Copy the Remix SDK integration prompt 2. Return to the Create page and input the prompt 3. Retest the game thoroughly 4. Fix conflicts between my UI and Remix’s SDK UI Once everything is implemented correctly, Remix shows green checkmarks for each requirement. Treat those checks seriously, they save you time during review. ## Stage 4: Submit for Review Submitting for review is the final step. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-7.png) Step 4 is to finalize and submit for review After clicking submit, your game goes through **playtesting** to catch: - Game-breaking bugs - SDK conflicts - UX issues In my case, the main issue was self-inflicted: I had layered my own start and game-over screens on top of Remix’s SDK screens. On my first review, I had a custom background game-over sequence that conflicts with the Remix SDK's game-over sequence. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-17.png) The second review, I had a custom intro that I had to remove. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-18.png) The review process was smooth. I just had to wait for playtesters to provide comments, which were usually less than 24 hours after submission. If we did not understand the feedback provided, Remix suggested that we head to their Discord to ask further. It didn't take long for them to respond once a ticket was raised. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-19.png) Version tracking of the game on Remix Once you've submitted a version without game-breaking bugs, that version will become Version 1 of the LIVE game. - Everyone can now try out the game on the Remix App ([Quantum Flicks](https://remix.gg/g/299bfd3d-3b7c-456d-a7a0-07f38f29e3fb?version=e1f9a5c9-0361-4f63-a7ba-73378260afd9&ref=annazplays.com)) - The Analytics page will also now be populated with data on how much the game is played ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-15.png) Game page for Quantum Flicks ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-16.png) Analytics page for Quantum Flicks Well Done! Now you've created your first game. You even get an achievement for it. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/01/image-20.png) 'Game Creator' achievement for creating your first game ## Advice for Anyone Getting Into Vibe-Coded Game Development After building and publishing Quantum Flicks, here’s the advice I’d give without sugar-coating it. ### 1\. Learn to Code Anyway AI helps you move faster, but **editing code is unavoidable**. Even tiny gameplay changes often require manual intervention. It was faster for me to edit the minuscule details in the game myself rather than depending on the AI. ### 2\. Unique Game Design Is the Real Differentiator Now that everyone can generate code, gameplay quality matters more than ever. Mechanics, pacing, and feel still win. It's a good idea to play more indie games to see how many unique games are out there, ### 3\. Enjoy the Process Vibe-coding shines when curiosity drives it. If you’re only chasing trends, burnout comes fast. Passion is your best friend. It'll all be worth it once that game is published. ## Should You Try Developing a Vibe-Coded Game on Remix? If you’re curious about AI-powered game development and want a platform that encourages shipping, Remix is a strong place to start. Based on my experience, Remix sits in an interesting middle ground. ✅ Extremely fast prototyping ✅ Clear publishing pipeline ✅ AI assistance that’s actually contextual ✅ Low barrier to entry for solo devs ❌ You still need real coding knowledge ❌ AI output can be fragile at scale ❌ Advanced mechanics require manual tuning If your goal is to learn, experiment, or ship small-to-mid scope games, Remix is absolutely worth trying. If you expect AI to replace design thinking, it won’t. If you’re interested in more experiments like this, keep an eye on AnnazPlays. I’ll be documenting more AI and game development explorations soon. **Other games on Remix:** [How I Developed and Published a Vibe-Coded Endless Runner on RemixI built and published a vibe-coded endless runner on Remix during a game jam. Here’s the exact process, tools, prompts, and lessons learned.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-13.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Article-Banner.png)](https://www.annazplays.com/how-i-developed-and-published-a-vibe-coded-endless-runner-on-remix/) [Remix: Turning Fake Ads into Real GamesEver wondered if fake game ads were real? HERO UP makes it happen. Here’s my review of its puzzle gameplay, pros, cons, and Remix-powered design.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-6.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Hero-Up-Banner.jpeg)](https://www.annazplays.com/remix-turning-fake-ads-into-real-games/) ### What Is a Web3 Game? A Simple Beginner Guide for Gamers URL: https://www.annazplays.com/what-is-a-web3-game/ Last updated: 2025-12-30T09:06:15.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- **Table of Contents** - [Why “Web3 games” confuse most gamers](#section-1) - [Web1, Web2, Web3, explained in plain English](#section-2) - [What actually makes a game “Web3”?](#section-3) - [Web2 games vs Web3 games](#section-4) - [What Web3 does not automatically mean](#section-5) - [Blockchains matter, but games matter more](#section-6) - [Who Web3 games are actually for right now](#section-7) - [Are Web3 games worth playing?](#section-8) ## Why “Web3 games” confuse most gamers If you’ve been gaming for a while, you’ve probably heard the term *Web3 game* thrown around. It usually is followed by words like *blockchain*, crypto, *NFTs*, or *play-to-earn*. If you’re like most gamers I talk to, your reaction is somewhere between confusion and skepticism. I felt the same way at first. The problem isn’t that Web3 games are impossible to understand. It’s that they’re often explained using crypto-first language instead of gamer-first language. This was the problem I had when I tried playing web3 games back in 2021. In this guide, I’m stripping out the jargon and explaining Web3 games in a way that I wish someone had explained them to me. ## Web1, Web2, Web3, explained in plain English To understand the use of the 'Web3' terminology, it's helpful to take a step back to learn the exact definitions. - **Web1** was the early internet. - You could *read* content, but not interact much. - Static websites. - No ownership. - **Web2** is the internet we use today. - Social media, live services, online games. - You can create content, but platforms like Meta, X, or Google owns it. - **Web3** shifts ownership to users. - Your assets live on a blockchain. - Data is not on a company’s private server anymore. In gaming terms, that last point matters. If a Web2 game shuts down, everything tied to that game disappears with it. In Web3, your items can still exist independently of the game studio. Ownership is recorded on the blockchain. Another game developer can carry forward the data used to continue with the development of that game. That’s the core idea. Everything else is built on top of it. ## What actually makes a game “Web3”? A Web3 game isn’t defined by art style, genre, or budget. It’s defined by **how it handles ownership**. ### 1\. You use a wallet Instead of everything living inside one game account, Web3 games connect to a **wallet**. Think of a wallet like: - A universal inventory - A save file that exists outside the game - A proof-of-ownership system If you mostly play games on one blockchain, you usually only need **one wallet**. ### 2\. Items are tokens or NFTs Items you earn or buy are stored as: - **Fungible Tokens** similar to soft currencies or premium currencies - **Non-Fungible Tokens (NFTs)** comparable to equipment, characters, skins, or mounts If you’ve played MMOs with auction houses, this will feel familiar. The difference is that these items are no longer locked to a single game client. ### 3\. Ownership is verifiable Ownership isn’t based on trusting a company database. It’s recorded on-chain in a public ledger. That means: - Developers can’t delete items arbitrarily - Ownership history is transparent - Assets can be traded outside the game This is the real innovation sought by those in the web3 space. ## Web2 games vs Web3 games Here’s the cleanest way I’ve found to explain the difference between web2 and web3: | Feature | Web2 Games | Web3 Games | | -------------- | ------------------------------------------ | ------------------------------------------- | | Item ownership | Controlled by the developer or store | Owned by the player via blockchain | | Trading items | Locked to in-game or official marketplaces | Can be traded on open secondary markets | | Asset records | Stored on company servers | Recorded on a public blockchain | | Game shutdown | Items are lost | Items still exist in your blockchain wallet | If you’ve ever lost skins, characters, or progress when a game closed, you already understand why Web3 appeals to some players. ## What Web3 does not automatically mean This is where most misconceptions come from. ### Web3 does NOT automatically mean “Play-to-Earn.” Yes, you’ve probably seen stories of people making money from Web3 games, especially Axie Infinity back in 2021\. You could even be interested in web3 games because you've been hearing about this specifically. But a Web3 game is simply a game that uses blockchain as part of its design. - Earning money is a **side effect**, not the core goal - Most modern Web3 games focus on *play-and-own*, not grinding for cash - Open economies exist whether or not you participate financially If a game only works when new players pump money in, it’s not a sustainable game, Web3 or not. ### Web3 does NOT automatically mean Pay-To-Win This is another common fear. Yes, players can buy powerful items. But that’s already true in many free-to-play games today. The difference is in **design balance**: - Skill still matters - Competitive modes usually cap advantages - Expensive items don’t guarantee leaderboard dominance Good Web3 games still reward mastery, not how thick your wallets are. ## Blockchains matter, but games matter more Web3 games are often grouped by the blockchain used. The major blockchains competing in the gaming space are Immutable, Ronin, Arbitrum, AVAX, Solana, and Abstract. But here’s my honest advice: > **Pick the game first. Not the chain.** As a player, you’ll feel game design, pacing, and progression long before you feel infrastructure differences. If you’re curious, here are two methods to find web3 games. ### 1\. Browse from Game Storefronts On **Steam**, it's as easy as following Steam Curators that tag or review web3 games. - [**Blockchain/NFT Games**](https://store.steampowered.com/curator/44775230-Blockchain-NFT-Games/?ref=annazplays.com)Steam Curator has a simple tagging of all games using blockchain on Steam. There is no review to provide more details. But this is already helpful as it is, as Steam does not have a '*blockchain'* tag in the Steam store yet. - My own [**AnnazPlays**](https://store.steampowered.com/curator/38934765-AnnazPlays/list/151321/?ref=annazplays.com) Steam curator page has a smaller list of web3 games that I've already reviewed. Consider using my list if you're finding specific games to play based on good gameplay reviews. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-10-1.png) "Blockchain/NFT Games" Steam Curator On **Epic**, there's a tagging on each specific game if it contains any blockchain/NFT elements. Though this tagging can't be used to browse on the Epic Store. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-11.png) Ravenquest on Epic Store with a 'Blockchain/NFT' tag ### 2\. Search directly from Blockchain landing pages Certain blockchains that are focused on gaming have their own page for games. Some of these are: - [**Immutable Play**](https://play.immutable.com/referral/share/3L7WpP?utm%5Fsource=referral) Immutable's quest programme for gamers to enjoy rewards while playing games that use the Immutable chain. Signing up there allows you to create your Immutable wallet and find games directly on the site. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-12-1.png) Immutable Play landing page - [Ronin App](https://wallet.roninchain.com/app?ref=annazplays.com) Ronin's all-in-one application for gamers to get started. You can either download the app on iOS/Android or via a web app instead. All games using the Ronin chain are listed in the app. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-13-1.png) Ronin App landing page ## Who Web3 games are actually for right now Web3 gaming isn’t for everyone, yet. But based on what I’ve played and reviewed since 2021, it *does* make sense if you: **1\. Care about permanent ownership** You don’t like losing items when servers shut down. **2\. Enjoy trading and player-driven markets** You liked auction houses, trading posts, or skin economies. **3\. Spot inefficiencies** You enjoy buying low, selling high, and understanding supply/demand If you just want a casual, zero-friction experience with no setup, Web2 games are still simpler. That’s the trade-off. ## Are Web3 games worth playing? Web3 games aren’t a replacement for Web2 games. They’re an **alternative model**. When done right, they combine familiar game mechanics with real ownership and open economies. When done poorly, they feel like financial experiments disguised as games. My rule of thumb: > If the game isn’t fun *without* the blockchain, it’s not worth your time. **Web3 Game recommendations to get started:** [Wildcard: A Wild Mix of MOBA, TCG, and Football FlairWildcard blends MOBA strategy with TCG mechanics and a football twist. Now in Steam Early Access, here’s what to expect and whether it’s worth playing.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-5.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Wildcard_2025_Main.jpg)](https://www.annazplays.com/wildcard-a-wild-mix-of-moba-tcg-and-football-flair/) [Immortal Rising 2 - Global LaunchThe global launch for Immortal Rising 2 is coming soon. Having played the Closed Beta Test, I can confidently say it’s a game you don’t want to miss! It’s an AFK ARPG game unlike any other. Closed Beta Test #2 You always have an option to control![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-2.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/GSiZUvubkAERC-T.jpg)](https://www.annazplays.com/immortal-rising-2-global-launch/) [Villains: Robot Battle Royale, Is MarbleX’s New Mobile BR Worth Playing?Dive into Villains: Battle Royale, MarbleX’s chaotic mobile BR where villains, robots, and Web3 upgrades collide. Is it worth playing? Full review inside.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-3.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/image-31-1-1-1.png)](https://www.annazplays.com/villains-robot-battle-royale/) ### Spider Tanks: Core of Chaos, Is this PvP Brawler Worth Playing? URL: https://www.annazplays.com/spider-tanks-core-of-chaos-is-this-pvp-brawler-worth-playing/ Last updated: 2025-12-20T00:43:32.000Z **Table of Contents** - [Introduction](#section-1) - [What Is Spider Tanks: Core of Chaos?](#section-2) - [Platforms and Controls](#section-3) - [Core Gameplay](#section-4) - [Tank Customization and Progression](#section-5) - [Game Modes](#section-6) - [Final Verdict](#section-7) ## Introduction Spider Tanks is a name that refuses to stay buried. After being taken down from Gala Games, the title has resurfaced under a new banner on Immutable. The developers' GAMEDIA have rebranded it as **Spider Tanks: Core of Chaos**. Naturally, that raises questions. Is this just a relaunch with a new logo, or does it actually justify your time in a crowded multiplayer market? I spent time jumping back into Spider Tanks across its available modes, testing builds, queue times, and overall flow. Here’s the honest breakdown of what works, what doesn’t, and who this game is really for. ## What Is Spider Tanks: Core of Chaos? **Spider Tanks: Core of Chaos** is a **multiplayer 3v3 PvP brawler** where players customize mechanical spider tanks using modular parts, then jump into fast-paced arena combat. The core loop is simple: 1. Build your tank in the garage using different weapons, movement parts, and utilities 2. Queue into a match with teammates or random players 3. Outmaneuver, outshoot, and outplay the opposing team ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-3-1.png) Aiming sight on the enemy tank Matches are short, chaotic, and designed to reward positioning and movement more than raw mechanical aim. From a genre perspective, this sits somewhere between: - Arena shooters - Hero brawlers - Physics-heavy PvP games It’s not trying to be deep in the MOBA sense. Instead, Spider Tanks leans into accessibility and moment-to-moment action. ## Platforms and Controls: PC vs Mobile Experience Spider Tanks is available on: - PC via the [**Epic Games Store**](https://store.epicgames.com/en-US/p/spider-tanks-d3b6ae?ref=annazplays.com) - Mobile on [**iOS**](https://apps.apple.com/us/app/spider-tanks-cores-of-chaos/id6746262642?ref=annazplays.com) and [**Android**](https://play.google.com/store/apps/details?id=nl.gamedia.spidertanks&hl=en&ref=annazplays.com) After testing both, I’ll be blunt: **this is a PC-first game pretending to be cross-platform**. ### Why PC Feels Better - Mouse and keyboard offer significantly better aiming precision - Movement-based combat feels more responsive - Managing cooldowns and positioning is easier on a larger screen On mobile, controls work, but they feel compromised especially in higher-pressure situations where predicting enemy movement matters. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-4-1.png) launching grenade on the enemy **Recommendation:** If you have the option, play on PC. Mobile feels more like a casual extension than the intended way to experience the game. ## Core Gameplay: Movement Over Raw Aim If you’re expecting a traditional shooter, you’ll need to recalibrate. In Spider Tanks, **movement and prediction matter more than twitch reflexes**. **What Actually Wins Matches:** - Strafing and momentum control - Predicting enemy movement paths - Controlling space with weapon arcs - Knowing when to disengage ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-8.png) Aiming enemy tanks behind cover A lot of weapons have travel time or area denial effects, meaning success comes from anticipating where enemies *will be*, not where they are. This gives Spider Tanks a distinct rhythm. When it clicks, it feels satisfying. ## Tank Customization and Progression Customization is where Spider Tanks tries to create long-term engagement. ### Parts and Builds You start with: - A basic **Cannon** - A simple **Muzzle** part ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-5.png) Default Cannon weapon equipped From there, progression unlocks: - New weapons - Utility parts - Visual skins Different parts dramatically change how your tank behaves, encouraging experimentation rather than strict meta chasing. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-6.png) Cannon was swapped with the Gatling Gun ### Warchests, Missions, and Grinding Progression is driven by obtaining Warchests through: - Daily & Weekly **Missions** - **Assignments** (Achievements) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-7-1.png) Claim a Warchest from completed Assignments Opening Warchests grants resources used to: - Upgrade existing parts - Craft or unlock new components - Customize cosmetic elements ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-9.png) Items possibly contained in the Warchest is shown before opened This system is functional but not groundbreaking. It rewards consistency rather than skill expression, which may or may not appeal depending on what you’re looking for. ## Game Modes: Is Too Much a Good Thing? For such a mechanically simple game, Spider Tanks offers **a surprising number of modes**: - Competitive - Casual - Survival - Practice - Exhibition - Tournaments (Beta) On paper, variety is great. In practice, this is one of the game’s biggest structural issues. ### The Player base Problem By splitting players across multiple queues, matchmaking, especially in **Competitive mode** suffers badly. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-1.png) Competitive mode queue takes a long time Even though the game has been live for over a month, competitive queues often feel underpopulated. Casual modes pop faster, but that creates a feedback loop: - Players avoid Competitive due to long queues - More players stay in Casual - Competitive becomes even harder to sustain For a PvP-focused title, this is dangerous. Spider Tanks would benefit from fewer modes with healthier queues rather than spreading players thin. Without a strong competitive ecosystem, rank incentives, visible progression, or meaningful stakes, it’s hard to convince players to stick around. This is where I started questioning the game’s direction. ### A Single-Player Alternative? At times, Spider Tanks feels like a game that **might have worked better as a single-player or co-op experience**. The movement mechanics, tank builds, and chaotic encounters could shine in: - A story-driven campaign - PvE challenge modes - Boss-focused encounters Instead, everything is forced through a PvP funnel that the current playerbase may not fully support. The game has planned upcoming content updates. I'm hoping this can attract new players. But we don't have clear information on what the new updates are all about yet. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/12/image-2.png) Upcoming Content Updates ## Final Verdict: Is Spider Tanks: Core of Chaos Worth Playing? Spider Tanks: Core of Chaos is a competent arena brawler with flashes of smart design, held back by fragmented matchmaking and an unclear long-term vision. Here’s the honest answer. I’d **only recommend Spider Tanks: Core of Chaos if you already enjoy 3v3 PvP brawlers** and value quick, chaotic matches over deep progression systems. ✅ Fast 3v3 gameplay emphasized on strategic movement & prediction ❌ Over-segmented game modes ❌ Weak competitive population ❌ Mobile controls feel secondary The game isn’t bad. It just feels directionally uncertain. If Spider Tanks ever consolidates its modes or expands beyond PvP, it could evolve into something more compelling. For now, it’s a niche experience for a specific audience. --- **Similar games on Immutable:** [Villains: Robot Battle Royale, Is MarbleX’s New Mobile BR Worth Playing?Dive into Villains: Battle Royale, MarbleX’s chaotic mobile BR where villains, robots, and Web3 upgrades collide. Is it worth playing? Full review inside.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-1.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/image-31-1-1.png)](https://www.annazplays.com/villains-robot-battle-royale/) ### Villains: Robot Battle Royale, Is MarbleX’s New Mobile BR Worth Playing? URL: https://www.annazplays.com/villains-robot-battle-royale/ Last updated: 2025-11-30T09:01:03.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- **Table of Contents** - [Introduction](#section-1) - [What Is Villains: Robot Battle Royale?](#section-2) - [Gameplay Overview](#section-3) - [Villains, Robots & Progression](#section-4) - [Web3 Integration Explained](#section-5) - [Final Verdict](#section-6) ## Introduction When a game introduces itself with “Villains,” you know subtlety isn’t the goal. *Villains: Robot Battle Royale is* MarbleX’s bold new entry into the mobile Battle Royale space. The game leans hard into outrageous characters, over-the-top robots, and a world where survival is the only law. I’ve been testing the game since launch on iOS, and the premise is simple: you’re not here to be a hero. You’re a villain competing against villains. And that tone runs through every part of the experience. If you’re curious whether this new *game* is worth playing, especially with its Web3 integrations, this review breaks down everything that matters, from gameplay flow to progression to NFT mechanics. ## What Is Villains: Robot Battle Royale? Set on **Hellcatraz**, a prison planet built specifically for the galaxy's worst criminals, the game drops you into a chaotic battlefield where only the ruthless survive. You control a villain, pilot customizable robots, and fight your way through shrinking zones and enemy ambushes until one player remains. MarbleX clearly aims to position the game alongside mobile BR staples, but with a twist: **villains, robots, and Web3-powered progression**. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/Villains-Banner-1.jpg) Diverse cast of villains within the game ## Gameplay Overview ### **A Simple Start, Fast Gameplay Loop** The game drops you into a quick tutorial where you learn: - Basic movement - Your villain’s special abilities - How to use robot-specific skills - Loot and upgrade mechanics If you’ve played games like **Brawl Stars**, **Survivor.io**, or any modern mobile BR, you’ll get the hang of it immediately. The controls feel intuitive, and the pacing is fast. Most matches last only a few minutes. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7945-1.png) Tutorial at the start of the game ### **Maps at Launch** Currently, the game features **two maps** in rotation: **Hellywood**, Lawless Slum. It's map is hexagonal shaped with the focus as if the final duel will be at the center of the map. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7951.png) Hellywood Map **Wild Waste**, Wasteland of Death. The map has more sproadic placement of objects throughout the map. It's mostly dry land on the left side of the map while large bodies of water at the right side of the map. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7954.png) Wild Waste Map Both maps offer: - High-ground spots to ambush enemies - Tight chokepoints for close-range brawls - Water paths where you *cannot* attack while crossing - Ample power-ups scattered across the map ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-34.png) Villain ability to attack opponents The terrain design encourages flanking and mobility. I found it rewarding to use the blind corner to get behind unsuspecting players. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-35-1.png) Flanking unsuspecting enemies ### **Leveling & Power-Ups** Throughout each match, you’ll find three major power-ups: - **Hellburgers** → Level up your abilities - **Gears** → Upgrade your robot’s stats - **Shields** → Restore or expand shield capacity This creates a dynamic mid-match strategy: you’re not just fighting, you’re constantly improving your kit to survive late-game battles. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-36-1.png) Collecting Hellburgers to level up ### **Survive, Win, Earn** Win or lose, you’ll still earn: - **Trophies** to rank up - **Gold** to spend in the shop - **Notoriety** for unlocking villains, robots, and cosmetics Longer survival = better rewards. And honestly? The progression loop feels addictive without being overwhelming. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7959.png) Winning screen after a match ## Villains, Robots & Progression One of the best parts of *the game* is unlocking and testing new characters. ### **Villains (30 at launch)** Each villain has a distinctive: - Aesthetic design - Special ability combos - Synergy with different robots My current favorite is **Viper the Snake Empress**, who channels a Medusa-style petrification ability that can turn close encounters into instant wins. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-37-1.png) Viper the Snake Empress ### **Robots (10 unlockable at launch)** Robots function as your “vehicle form,” each bringing a different combat identity. My pick so far is **Cannoneer**, a slow but devastating bot that hits like a truck. When upgraded with Gears mid-match, it turns into a rolling battlefield hazard. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-38-1.png) Robots available ### **Is progression grindy?** Short answer: yes, but in a satisfying way. Unlocking everything will take time, and that’s by design. A Battle Pass accelerates things, but free players still have a lot to work toward. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7953.png) Higher Notoriety unlocks more rewards Fortunately, there are many events during the launch. I already got a few Villains and Robots just by playing for a few days. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7952.png) Events are shown in the Event page ## Web3 Integration Explained One key difference between *Villains: Robot Battle Royale* and more traditional mobile BR titles is its Web3 layer. Here’s how it works. ### **1\. Villains as NFTs (Awakening System)** While all villains start as normal in-game characters, you can **“awaken”** them into NFTs when they reach Level 20. Awakening provides: - Upgraded stats - Blockchain ownership - Trading ability on secondary markets (e.g., TokenTrove) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-30.png) Villains on sale at TokenTrove The leveling path is: - Start at Level 1 - Grind to Level 20 - Awaken → NFT with enhanced traits It’s a straightforward system, and it gives progression real-world value without forcing casual players into blockchain participation. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-33.png) Villains character guide ### **2\. Night Stones (Ranked Rewards)** At the end of each Ranked season, players receive **Night Stones** based on their placement. These stones can be: - Sold on marketplaces for cash/crypto - Used to further enhance awakened villains For competitive players, this adds a layer of “play-to-earn, but not in-your-face.” The incentives are there, but not mandatory. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-32.png) Night Stone usage guide ### **3\. Immutable Passport Integration** The game integrates smoothly with **Immutable Passport**, which acts as: - A secure wallet - Account login - Web3 identity You also get a **free Foxy villain** just for connecting it, which makes this a no-brainer. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/IMG_7946.png) Unlock Foxy by connecting your Immutable Passport If you don’t have an Immutable Passport yet, you can create one and redeem the reward immediately. Use my referral link to create an Immutable Passport [here](https://play.immutable.com/referral/share/3L7WpP?utm%5Fsource=referral). ## Final Verdict Is Villains: Robot Battle Royale worth playing? Here’s the straightforward take: If you like mobile battle royales with personality, fast matches, and meaningful progression, this game is easy to recommend, especially if you enjoy collecting characters or experimenting with builds. If you’re deep into Web3 gaming, the awakening system and Night Stones add an extra layer of value. If you hate anything blockchain-related, you can still ignore all of it and have a solid mobile BR experience. ✅ Short match durations perfect for mobile sessions ✅ Lots of characters to unlock ✅ Optional blockchain perks ❌ Require access to a browser for blockchain interactions I’m excited to see how MarbleX expands this world in future updates. For now, it’s already one of the more unique battle royales you can play on mobile. If you have yet to try, use my [referral link](https://ua.withhive.com/en/ua18109690c?t=1719821132&st=12&ref=annazplays.com) on mobile to get started! Related Games: [Hoarding Cute Dragons in Meta Toy DragonZ SagaThere’s a new game coming from MarbleX. It’s a gacha tower-building game where you collect toy dragons, expand their home, and compete in battles.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Cover-Art-Page-1.jpeg)](https://www.annazplays.com/hoarding-cute-dragons-in-meta-toy-dragonz-saga/) ### Vampire’s Veil: A Metroidvania That Nails the Nostalgia URL: https://www.annazplays.com/vampires-veil-a-metroidvania-that-nails-the-nostalgia/ Last updated: 2025-11-22T00:35:19.000Z ## **A Modern Throwback That Actually Feels Right** Metroidvanias that try to mimic Castlevania often stumble into two traps: they either copy too much from the classics, or they lean too heavily into modern Hollow Knight–style design and lose their identity. *Vampire’s Veil*, from the new indie team at Fairy Game Studio, sits in that rare middle ground where the nostalgia hits, but the game still feels like it’s carving out its own space. I played through the demo, and it surprised me with its confidence. It knows what it wants to be: a clean, mechanically solid Metroidvania driven by exploration, ability progression, and a morally gray vampiric storyline. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-19.png) Selene attacking the enemy This review breaks down what works, what needs refining, and whether *Vampire’s Veil* deserves a spot on your radar. ### **What Is Vampire’s Veil?** A first look at Fairy Game Studio’s debut You play as Selene, a vampire who has lost her powers and is slowly reclaiming them by fighting through human resistance forces. The narrative is delivered through cutscenes and in-level speech bubbles. It's simple, unobtrusive, and effective for the genre. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-28.png) Selene's interaction with Lord Damian The premise is familiar, but the execution feels earnest. The world hints at a layered conflict: - Are the vampires truly the villains, or - Are the vampire hunter humans and their allies hiding something? The demo doesn’t answer that yet, but the setup works. I like how the story is set up already. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-26.png) Cut scenes in the game ## **Gameplay Impressions** ### **Controls That Feel Instantly Familiar** On a gamepad, the layout mirrors classic action-platformers: - **Movement:** D-pad/analog (Up, Down, Left, Right) - **Attack:** X - **Jump:** A - **Dodge / Dash:** RT - **Skill Interaction:** Y - **Emblem Ability:** B - **Cure:** RB - **Switch Fighting Style:** LB - **Inventory:** Start - **Map:** Select ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-23.png) Gamepad control layout The mapping is intuitive. If you’ve played any modern Metroidvania, your fingers already know where to go. When you go to the inventory menu, you are free to customize: - Skill Emblems: you have a choice of using one emblem and one insignia at an instance ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-24.png) Skill Emblems menu - Battle Styles: there will be three battle styles that can be unlocked ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-21.png) Battle Style menu - Status: Items here can be equipped to increase your health, mana or ability points ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-25.png) Status menu The freedom here is refreshing. You can switch your build on the fly depending on the encounter or exploration challenge in front of you. ### **Tutorials That Actually Help** The onboarding is surprisingly polished for an indie game. Every ability comes with: - a short explanation - a visual illustration of how it works For instance, the tutorial shows how **Vampire’s Bite** recovers Selene’s healing bats, simple but effective. No walls of text, no confusing UI. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-27.png) Vampiric Bite tutorial ### **Exploration & Progression: Ability-Gated, Classic, Satisfying** New abilities are hidden in: - secret rooms - hard-to-reach platforms - optional branching paths If you enjoy backtracking to unlock areas you couldn’t access earlier, *Vampire’s Veil* delivers that classic Metroidvania loop. Each new tool, rather than just a combat option, is also a way to open new paths. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-20.png) Selene collecting hidden secrets Collectibles scattered across maps add extra incentive to explore. And since everything is viewable in your inventory, it avoids the “I found something, but I don’t know what it does” problem many indie Metroidvanias struggle with. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-22.png) Collectibles menu ### **Combat: Simple Start, Satisfying Growth** Combat begins basic but scales naturally as you unlock new powers. Think classic Castlevania hits with a touch of modern responsiveness. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-29.png) Selene's jump attack Early enemies fall quickly, but as your kit grows, so does your potential for combos and ultimate attacks. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-15.png) Selene's special move The game avoids complexity for complexity’s sake. Abilities feel meaningful without overwhelming you. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-18.png) Selene's dash ability Coffins act as checkpoint shrines. If you die, you respawn there. No confusion. No penalties that ruin pacing. It’s a system that respects your time. Walk up → press Y → the coffin becomes your resurrection point. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-17.png) Resurrection point Press **Y** and you can suck blood from civilians to restore your bats. It fits the theme, and seeing these civilian NPCs run for their lives looks so funny. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-16.png) Selene catches NPCs to suck blood ### **Boss Encounter: Megaman Energy With Modern Flair** The demo boss, a human mage, immediately stood out. Her attacks were readable but punishing until I learned the patterns: - Fireball volleys - Ground AOE staff slams - A predictable rhythm but demanding precision ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-13.png) The boss's melee attack It took a few tries, but in a good way. Every failed attempt teaches you something. There were two stages for the current boss. - In the first stage, she was doing melee attacks, so I had to quickly get in to attack and get out before she hit me. - In the second stage, she was throwing fireballs. I had to dodge the ranged attacks, but could also throw some ranged attacks of my own too ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-14.png) The Boss's ranged attack The encounter felt closer to a Megaman-style duel than a typical Metroidvania sponge fight, which I appreciated. ## **Where It Needs Improvement** To be transparent, the biggest pacing flaw is **how the demo starts**. You begin as a fully powered-up Selene for quite a long stretch. Only later do you shift into the “lost your powers” phase. This undermines the natural Metroidvania progression arc. Starting at zero sooner would: - make upgrades feel more meaningful - reinforce the "reclaiming your power" narrative - create a cleaner difficulty curve It’s not a deal-breaker, but tightening this would significantly improve the first impression for new players. ## **Final Verdict: Is Vampire’s Veil Worth Keeping an Eye On?** If you crave a Castlevania-style Metroidvania and want something that respects the classics without falling into shallow imitation, *Vampire’s Veil* is absolutely worth watching. Indie Metroidvanias are everywhere now, but few execute the fundamentals this confidently. Fairy Game Studio seems to understand the heart of the genre: simple tools, tight combat, and worlds that reward curiosity. It hits the nostalgic notes without feeling like a clone. The controls feel right, the exploration loop clicks, and the boss design shows genuine craft. ✅ Nails the Castlevania nostalgia without copying it. ✅ Combat is clean, readable, and satisfying. ✅ The lore shows promise. ❌ Pacing of the game feels off at the start. If you're a fan of Metroidvania games, this is one to add to your wishlist. ### Extreme Forklifting 3: The Most Chaotic Warehouse Simulator Yet URL: https://www.annazplays.com/extreme-forklifting-3-review-the-most-chaotic-warehouse-simulator-yet/ Last updated: 2025-11-16T06:43:44.000Z If you thought moving boxes was boring, *Extreme Forklifting 3* will change your mind. From the same developers behind *Moving Out*, DevM Games returns with another hilarious physics-based adventure. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/MoScores--1-.jpg) 'Moving Out' by DevMGames, SMGStudio & Team17 This time, starring a giraffe on warehouse duty. Yes, a giraffe. And yes, it’s somehow both ridiculous and deeply satisfying. After playing through the demo, I can confidently say this third installment takes everything that made the series fun. There are absurd controls, unpredictable puzzles, and chaotic physics, and they are doubling down on it. ## **Gameplay Overview** ### **Simple Controls, Surprising Depth** One of the best things about *Extreme Forklifting 3* is how intuitive the controls feel, especially with a controller. Here’s the breakdown: - **Left/Right Stick:** Move and control the camera - **LT/RT:** Drive forward or reverse - **RB/LB:** Lift or lower your forks - **D-Pad Up/Down:** Tilt your forklift forward or back - **Y:** Enter Edit Mode - **X:** Reset objects to original position in Edit Mode ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-19.png) respawn objects that is stuck It’s simple enough for anyone to pick up, but as levels get trickier, mastering these mechanics becomes essential. In the demo, I tackled levels with: - **Pitch-black warehouses** where I had to rely on mounted lights, - **Locked grilles** requiring the use of forklifts to open, - And my personal favorite is a level where you literally use a forklift to carry another forklift. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-17.png) Lift forklifts using forklifts Each level introduces new mechanics, forcing you to think creatively and adapt your technique. It’s not just about moving boxes; it’s about solving physics puzzles in a warehouse gone mad. ### **Collectibles and Customization** Scattered across each level are **golden cones**, which act as the in-game currency. Collect enough of them, and you can unlock new cosmetic items for your character. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-18.png) Collect golden cones to unlock customizations Customization options include: - Animal species - Safety vest styles - Neck (yes, really) - Hats - Glasses ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-21.png) Customize your characters however you like It’s all wonderfully ridiculous, but that’s exactly what makes the game so charming. It doesn’t take itself too seriously, yet it rewards exploration and replayability. ## Demo Overview ### **Level Design and Challenge Progression** What surprised me most was the pacing. Each new area adds a unique twist, whether it’s environmental hazards or tricky object placements. The difficulty scales naturally — by the fifth or sixth level, I found myself planning moves like a chess player rather than rushing in. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-14.png) Place the objects at the designated area The time trial aspect also adds competitive replay value. Every stage records your completion time, encouraging you to shave off seconds and compete with others for leaderboard glory. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-20.png) High score is shown once the level is completed ### **Visuals and Atmosphere** The art style sticks to the franchise’s trademark low-poly aesthetic: bright, blocky, and full of charm. There’s something oddly relaxing about stacking boxes under fluorescent warehouse lights while jazzy background music plays. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-15.png) You can tilt the forklift up and down Performance-wise, the demo ran smoothly, even during heavy object physics moments. I didn’t encounter major bugs, though camera angles can get awkward in tight spaces. Something I hope the devs polish for the full release. ### **Where Did All the Humans Go?** Long-time fans will notice something odd right away: the humans from *Extreme Forklifting 2* are gone. Replaced entirely by animal workers, the game drops subtle hints that “something” happened to the short-necked species. Whether this is just a running joke or hidden lore remains to be seen. There’s no official story mode yet, but there’s definitely potential for one. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-16.png) You can stack objects on top of each other This mystery adds an extra layer of intrigue to what could’ve been a simple forklift sim. It’s a small but clever narrative touch that keeps you curious as you play. ## **Final Verdict: Is It Worth Playing?** If you enjoyed *Moving Out* or *Human: Fall Flat*, you’ll feel right at home here. *Extreme Forklifting 3* is unapologetically weird, but it nails that blend of chaos and skill-based fun that’s hard to put down. For casual players, it’s lighthearted entertainment. For perfectionists, the time challenges and hidden collectibles offer solid replay value. It’s not a “serious” simulator. It’s a love letter to controlled chaos, wrapped in forklift form. ✅ Easy to learn, surprisingly deep mechanics ✅Quirky humor and absurd character design ✅ Great sense of progression and replayability ✅ Fun collectible and customization system ❌ No clear story mode (yet) ❌ Limited demo content, no clue whether the full game will have a lot of variation *Extreme Forklifting 3* proves that even the most mundane job can be pure fun when done right. Between its goofy premise, creative level design, and intuitive controls, it’s shaping up to be one of the most entertaining indie releases of the year. ### Might & Magic Fates: Turn-Based Battles Meet TCGs URL: https://www.annazplays.com/might-magic-fates-turn-based-battles-meet-tcgs/ Last updated: 2026-02-18T08:14:09.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* *This article has been updated on 18 February 2026, post-launch of the game on Steam.* --- **Table of Contents** - [Introduction](#section-1) - [How Might & Magic Fates Differs from Other TCGs](#section-2) - [First Impressions and Gameplay Feel](#section-3) - [Web3 Integration](#section-4) - [Final Verdict](#section-5) ## Introduction The anticipated Trading Card Game (TCG) from **the Might & Magic universe** is finally here: **Might & Magic Fates**. After years of waiting, the legendary franchise has reimagined itself in the card-battling genre, bringing its familiar turn-based combat into a collectible card game format. The previous **mobile playtest** (on *iOS and Android*) gave players a first taste of what’s to come. But now it's available on mobile and PC: - [iOS](https://apps.apple.com/us/app/might-magic-fates-tcg/id6747573541?ref=annazplays.com) - [Android](https://play.google.com/store/apps/details?id=com.ubisoft.mightmagic.fates.tcg&hl=en&pli=1&ref=annazplays.com) - [Steam](https://store.steampowered.com/app/3918850/Might%5F%5FMagic%5FFates%5F%5FHeroes%5FTCG/?ref=annazplays.com) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-24.png) If you're still hesitant about downloading the game, keep reading. Here’s what I learned and why Might & Magic Fates might be one of the most unique TCGs to watch this year. ## How Might & Magic Fates Differs from Other TCGs At its core, Might & Magic Fates combines **traditional trading card game mechanics** (similar to *Hearthstone*) with **tactical, turn-based gameplay** that feels straight out of the original Might & Magic series. Unlike other TCGs, where you take turns to play your cards, Fates introduces abattle stage similar to Turn-Based games. The strategy doesn’t stop at summoning your units. It continues as you choose which character attacks first and how to maximize your hero’s abilities. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-9.png) Fields have a limit of one (1) hero and five(5) additional cards This hybrid system makes every match feel more like a **mini turn-based RPG battle** than a simple card duel. ### **Game Modes and Features** The launch offered a glimpse into several of the game’s planned features, though only a few were available for now: **Available features:** - **Play:** Compete against real players in the traditional PvP matches. - **Collection:** Customize and reorganize your decks. - **Shop:** Buy card packs using gold earned from victories, diamonds purchased, or Tokens. - **Quests:** There are Daily & Weekly quests to complete and earn gold rewards **Not yet available:** - **Arena:** I'm guessing unique gameplay based on seasons - **Sacrificial Altar:** Highly likely to sacrifice extra cards for higher rarity cards - **Battle Pass:** Perhaps monthly quests and extra bonuses are obtained from purchasing battle passes ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/20260218104322_1.jpg) Fates TCG main menu Even in this limited build, the game’s structure already hinted at a strong **live-service model** similar to other modern TCGs. ### **Gameplay Breakdown: How Each Match Works** A typical match in **Might & Magic Fates** follows a familiar yet strategic flow. **Hero Selection:** The game starts with your hero on the field. The hero is chosen when you customize your deck. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image.png) Heroes on the field at the start of the game **Opening Hand:** Each player starts with **five cards in hand** and takes turns based on a coin toss. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-1.png) Deployment stage of the game **Deployment Phase:** Every turn begins with **10 gold by default**, used to summon cards. All cards have basic information on them: - **Top-left:** Summon cost & Gold earnings - **Bottom-left:** Attack value - **Bottom-right:** Health value ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/Copy-of-Angel.png) The card Angel of Salvation Certain cards have abilities such as: - **Holy Shield:** Absorb the next instance of damage - **Protector:** Must be attacked first before other units - **Deploy:** Effect activates when the card is deployed on the field - **Death:** Effect activates on removal of the card from the field - **Activate:** The Effect can be activated during the battle stage **Battle Phase:** This is where Might & Magic Fates truly shines. After each deployment phase, you and your opponent take **turns commanding your units**, one at a time. You can’t move all your units in a single go; turns alternate between players. This system creates **deep tactical layers. F**or instance, attacking with a unit with an effect that triggers protector first might protect your other cards for the rest of the round. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-2.png) A card directly attacking the hero Each hero gains experience with every battle. Leveling up allows you to choose between two new abilities, adding long-term progression and build variety. Higher-level abilities drastically impact late-game strategy, rewarding players who specialize in certain heroes. This system adds an RPG-like growth element, something rarely seen in typical TCGs. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-3.png) Choose a skill for your hero once you level up **Round Transition:** Once the battle stage ends, the next round begins. You can choose to **keep or replace unused cards**. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-4.png) Pick & choose cards to replace Your available gold adjusts based on card effects you may have triggered in the previous round. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-8.png) gold is earn from your cards at the start of the game **Winning Condition:** The match continues until one player’s **hero's health is fully depleted.** ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-5.png) Opponent's health is depleted from the player's final attack ## First Impressions and Gameplay Feel **Might & Magic Fates** feels both **familiar and fresh**: - The **card mechanics** are easy to understand for anyone who’s played Hearthstone. - The **turn-based battle system** adds a meaningful tactical layer that makes every decision matter and reminds you of the older Might & Magic titles. - The **visual presentation** and interface are clean, though I hope the PC version offers better animations and resolution options. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/image-6.png) Super Winstreak obtained from getting consecutive wins Despite some early limitations in content, the launch showcased a **solid foundation** for what could become a standout entry in the digital TCG genre. ### **Deck Spotlight: The Undead Starter (Aggro Zoo Strategy)** For my playtest, I went all-in on the **Undead Starter Deck**, led by **Anastasya** as the hero. This deck leans heavily on **aggressive “zoo” gameplay**, focusing on overwhelming the opponent early with low-cost units. My strategy was straightforward but effective: - Focus on **directly attacking the opponent’s hero**. - **Fill my field** with as many cards as possible each turn - Use **Protector abilities** to force opponents to waste attacks on my defenders. This tactic worked surprisingly well. I climbed from **Bronze to Platinum** quickly thanks to consistent early-game dominance. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/11/20251028_060217000_iOS.png) Player reached Platinum stage ### Try Proven Deck Strategies Instantly If you want to experiment with proven strategies without building from scratch, [**MMDecks.com**](https://mmdecks.com/?ref=annazplays.com) is the go-to resource. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-25-1.png) MMDecks website The platform curates a wide range of player-created decks, allowing you to browse, copy, and test strategies that are already being used in real matches. Whether you’re refining your competitive edge or just exploring new archetypes, you can quickly find builds that fit your playstyle. At the same time, MMDecks is a community hub where players can publish and showcase their own deck creations, share insights, and contribute to the evolving meta. It’s essentially a strategy exchange: learn from others, iterate, and then give back with your own optimized builds. Here's my [launch build](https://mmdecks.com/decks/213?ref=annazplays.com) that I'm using that's currently in Gold at the point of writing this post ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-27.png) My deck used at launch of the game ## Web3 Integration Fates currently has Founder's Keys & Cards that you can buy from the [secondary market](https://tokentrove.com/collection/MightAndMagicFatesFoundersKeys/0199bdce-edf7-c79d-18f2-183f426e2727?ref=Annaz). - **Founders Keys** were sold before the launch started at around USD$70\. Now you can only get on the secondary market at market price. - **Cards** on the secondary market are limited for now. I'm expecting more cards to be available once the Sacrificial Altar feature in the game is released. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-26-1.png) Fates TCG items available on TokenTrove.com Fates is one of the games promoted in [Immutable Play](https://play.immutable.com/games/fates/?ref=annazplays.com). Expect to earn gems when interacting with them on Social Media. If you have yet to sign up for Immutable Play, you can do so [here](https://play.immutable.com/referral/share/3L7WpP?utm%5Fsource=referral). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2026/02/image-28-1.png) Immutable Play page ## Final Verdict: Is Might & Magic Fates Worth Playing? If you’ve ever wished Hearthstone had more **tactical depth** or that Might & Magic had a **collectible card twist**, this game delivers both. It’s **easy to learn, strategic to master**, and most importantly, fun to play. While most features are still in progress, **Might & Magic Fates** shows strong potential. Once the missing features (Arena, Quests, Battle Pass) roll out, this could easily become one of the **most exciting hybrid TCGs** on the market. ✅ Fresh blend of TCG and turn-based RPG gameplay ✅ Easy to pick up for new players ✅ Strategic depth in the battle phase ❌ Turn-based battles may not appeal to traditional TCG fans ❌ Limited features at launch ❌ Meta balance still unclear **Other Games on Immutable:** [Villains: Robot Battle Royale, Is MarbleX’s New Mobile BR Worth Playing?Dive into Villains: Battle Royale, MarbleX’s chaotic mobile BR where villains, robots, and Web3 upgrades collide. Is it worth playing? Full review inside.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-14.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/image-31-1-1-2.png)](https://www.annazplays.com/villains-robot-battle-royale/) [Engines of Fury: Survive & Scavenge in the Post-Apocalyptic ARPGStep into Engines of Fury, the new post-apocalyptic action RPG. Scavenge, craft, and survive as you fight to extract your loot safely in the post-apocalyptic world.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-15.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/EoF-Banner.png)](https://www.annazplays.com/engines-of-fury-survive-scavenge-and-upgrade-in-the-post-apocalyptic-arpg/) ### Engines of Fury: Survive & Scavenge in the Post-Apocalyptic ARPG URL: https://www.annazplays.com/engines-of-fury-survive-scavenge-and-upgrade-in-the-post-apocalyptic-arpg/ Last updated: 2025-11-12T15:26:03.000Z [](https://x.com/AnnazPlays?ref=annazplays.com) *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- Get ready to scavenge, craft, and survive. *Engines of Fury* is here. This post-apocalyptic **action RPG and roguelike hybrid** has officially entered **Early Access on the Epic Games Store**. As someone who’s spent a few runs exploring its wasteland, *Engines of Fury* strikes that sweet spot between *loot-driven ARPGs* like *Diablo* and the *risk-reward tension* of *Escape from Tarkov*. If you love min-maxing builds, managing supplies, and the thrill of escaping a deadly map with just enough loot to make it worth the run... this might be your next obsession. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-49.png) Monsters chasing the player ## Exploring the Apocalyptic World ### **Action RPG Meets Roguelike Chaos** The first thing to know about *Engines of Fury* is that it doesn’t hold your hand. You start each run **barehanded**, scavenging whatever scraps and weapons you can find. Ammo is **extremely limited**, so resource management quickly becomes a survival skill. You’ll need to make every shot count. Running out of bullets mid-run is almost guaranteed death. There's also a limited field of view for your player. Expect monsters lurking behind obstacles. Be ready to shoot on sight. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-70.png) Field of View is limited in tight spaces Every weapon feels distinct. You’ll find differences in: - **Damage output** - **Magazine size** - **Range and reload speed** As the monsters scale up in size and aggression, your arsenal needs to evolve too. There’s a satisfying sense of progression when you finally craft that upgraded shotgun or perfect your sniper loadout. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-44.png) Boss battle early in the game The game's control is currently limited to Mouse + Keyboard. There isn't any information about Gamepad controls yet. ### **Visuals and Atmosphere** The game’s aesthetic is a gritty blend of *dieselpunk and sci-fi*. Environments feel worn yet alive: metallic ruins, glowing reactors, and mutated creatures lurking in the shadows. Combined with its tight camera angles and cinematic lighting, it captures that tense, claustrophobic energy that roguelike fans crave. The mission story lines are portrayed via intercoms with other survivors. Complete more missions to ensure the survival of your group. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-53.png) Missions communicated by NPCs ### **Loot or Lose It** Looting is the heartbeat of *Engines of Fury*. Each fallen enemy has a chance to drop **materials, ammo, or rare resources** that can later be used to **craft and upgrade gear**. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-43.png) Player's equipment and Inventory But here’s the twist: if you **fail to extract**, you **lose everything** you've collected. The game’s extraction mechanic is brutal but rewarding. Finding the exit point and surviving long enough to reach it is what separates rookies from survivors. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-46.png) The extraction point found at Cliffside map This risk-reward loop makes every expedition meaningful. Each run becomes a gamble. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-71.png) Successful extraction at the Extraction Point Do you push further for better loot, or cut your losses and extract early? ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-54.png) Player eliminated by monsters ### **Your Hideout: The Heart of Progression** Once you extract successfully, you’ll find yourself back at your **Hideout,** a run-down underground bunker that acts as your base of operations. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-52.png) The hideout Your base of operations is where you make preparations to explore the outside world. There are machines in your hideout to help your progress in the game. - **Generator:** This is the heart of your base. You'll need fuel to power up all other machines. Glob of Fuel can be obtained from your exploration or crafted from Mutant Meat. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-60.png) Glob of Fuel is turned into energy in the Generator - **Recycler:** To obtain resources to craft tools & weapons, you first need to scrap for raw materials. Junk found while exploring can be turned into raw materials in the Recycler. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-56.png) Recycle all your junk in the Recycler - **Precision Assembler:** Craft new tools and equipment here so that you're better prepared for exploration. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-51.png) Craft new weapons in the Precision Assembler - **Private Stash:** Store all your items here so that you don't lose them if you don't make it back from exploration ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-61.png) Keep your excess items in your Private Stash - **Trading Station:** The Web 3 integration is mostly from this machine. Trade items using the in-game currency ALLOY or the onchain currency FURY ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-58.png) Gold can be sold in the Trading Station for ALLOY - **Other Unlockable Machines:** not all machines are usable straightaway when you start. You'll need to craft your way up to unlock more. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-57.png) Materials are required to construct the Mini Factory - **Comms Station:** The station is where you progress the game. Select Missions to be performed and select the map to explore ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-45.png) Taking on new missions from the Comms Station Over time, you'll be upgrading the hideout itself, unlocking new functionalities and workstations. What starts as a shabby bunker soon turns into a **fully equipped survival hub**. ### **Leveling Up with Medusa Cells** Progression in *Engines of Fury* goes beyond just gear. During missions, you’ll collect rare **Medusa Cells**, which are used to **unlock skills in your character’s skill tree**. These permanent upgrades give you new abilities and stat boosts, encouraging experimentation with different playstyles. Abilities are lost if you are eliminated while exploring, giving you a progressive upgrade the more abilities you have unlocked. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-42.png) Skill Tree that requires Medusa Cells Expect players to find **broken combos** and unique builds as the meta develops. Want to go full tank? Spend your Medusa Cells on defense and regen. Prefer a high-risk, high-damage approach? Pour them into unique offensive abilities. ### **Co-op Play and Future Maps** The early access build focuses on solo play, as co-op functionality is not available. Although you can still team up with your friends if you're on the same map. Be warned, friendly fire is always on. Expect most players to shoot on sight. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-62.png) PvP between players in Cliffside map The world design already hints at larger zones and story expansions, so if you’re looking for longevity, this isn’t just a one-and-done title. *Engines of Fury* is clearly built with **long-term progression** and **community-driven content** in mind. ## Web3 Integration If you're wondering about the web3 integration, when you start playing, you should stumble upon the Trading Stations. There, you'll see ALLOY & FURY - ALLOY is the central in-game "soft" currency asset. Its entire existence and utility are contained within the Engines of Fury in-game ecosystem. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-63.png) How to earn ALLOY and its use cases - FURY is the on-chain token available on Immutable. The token helps your in-game progress and levelling up your skills. It is designed to support convenience, access, and advanced gameplay features within the game’s economy. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-64.png) How to earn FURY and its use cases The core economic loop of the game is to upgrade your base and gear to dominate the game. Essentially, you'll be exploring to collect loot, which in turn will become materials and currencies for you to get better upgrades for exploration. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-65.png) Engine of Fury's Game Loop ## **Tips & Tricks for Getting Ahead** There’s currently **$1,000,000 FURY tokens** up for grabs in *Engines of Fury* in the first month, and competition in the wasteland is heating up fast. Whether you’re scavenging solo or teaming up with friends, these essential tips will give you a strong head start in your journey to survive and thrive. ### **1\. Always Use the Map** Press **M** to open the map and get your bearings. The longer you stay in a zone, the **more signals and points of interest will appear,** revealing loot caches, extraction zones, or lurking enemies. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-66.png) Blue is shown for the extraction points, while red is for hostiles However, remember this crucial detail: **the game doesn’t pause** when you open your map. Monsters can still ambush you while you’re plotting your next move, so make sure to find a safe corner before pulling up your navigation. ### **2\. Always Pick Up Globs of Fuel and Mutant Meat** Whenever you’re exploring, **never skip over Globs of Fuel and Mutant Meat**. These two resources are **vital for powering your base and crafting upgrades** back at the Hideout. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-67.png) Mutant Meat is dropped by Monsters They’re lightweight and take up **virtually no inventory space**, so there’s really no reason to leave them behind. Consider them your bread and butter for every successful expedition. ### **3\. Scavenging vs Missions - Know Your Purpose** There’s a big difference between going on a **scavenging run** and a **mission run**: - **Scavenging:** You’ll be grabbing everything you can find. But keep in mind that **a full inventory slows you down**, making it harder to dodge or escape from monsters. Always keep track of where the extraction point is located. Plan quick exits if your pack starts to weigh you down. - **Missions:** Focus on **objectives and ammunition**, not junk. Prioritize what you truly need for the task at hand. Every wasted second rummaging through scrap could be the difference between extraction and death. Never pick up junk when you're focused on completing missions ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-69.png) Holding a full inventory reduces your movement speed Understanding the intent of your run helps you manage both risk and rewards efficiently. ### **4\. Know What You’re Collecting** Not all junk is created equal. When scavenging, **keep an eye out for items that break down into key crafting materials:** **Aluminum, Steel, and Glass Fibers**. These are the **main components used for upgrading your base** and improving your long-term survivability. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-68.png) Aluminum is produced from recycling Soda Cans By focusing on these materials early, you’ll accelerate your base upgrades, allowing for faster crafting, stronger weapons, and better defenses down the line. ## **Final Verdict: Should You Play Engines of Fury?** If you enjoy **roguelike thrillers with crafting depth**, *Engines of Fury* is absolutely worth your time. The extraction mechanic gives every run stakes, while the RPG systems keep you coming back for more. ✅ Engaging risk/reward extraction roguelike system ✅ Deep crafting and progression mechanics ✅ Unique art direction and atmosphere ❌ Steep learning curve for newcomers ❌ Ammo economy can feel punishing early on ❌ No controller support More information is available on [Immutable Play's page](https://play.immutable.com/games/engines-of-fury/?utm%5Fsource=kol). Sign up to Immutable Play [here](https://play.immutable.com/referral/share/3L7WpP?utm%5Fsource=referral) if you have yet to join in! **Play it now on the** [**Epic Games Store**](https://store.epicgames.com/en-US/p/engines-of-fury-1489b6?ref=annazplays.com) so you don’t miss out on early access rewards and updates. ### Wildcard: A Wild Mix of MOBA, TCG, and Football Flair URL: https://www.annazplays.com/wildcard-a-wild-mix-of-moba-tcg-and-football-flair/ Last updated: 2025-10-23T09:49:49.000Z After years in development since 2018, **Wildcard** is finally here in **Steam Early Access**. Built by Playful Studios, Wildcard is what happens when a Multiplayer Online Battle Arena (MOBA) meets a trading card game (TCG), then picks up a bit of football energy for good measure. You and your partner team up in **2v2 matches**, summoning creatures, unleashing champion abilities, and playing powerful Wildcards to destroy your opponent’s tower. Sounds wild? It is, and that’s the charm. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-33.png) ## **Gameplay Overview** At its core, Wildcard combines **real-time combat** with **deck-building strategy**. It's the MOBA with a lot of twists. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-29.png) Your objective? Destroy the opposing defense before they destroy yours. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-32.png) Each match feels like a tug-of-war between tactical planning and fast-paced execution. You’ll need to: - **Summon monsters** using your loadout deck. - **Control your champion** with unique abilities. - **Compete to get Wildcards** that can instantly change the tide of battle. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-30.png) This dynamic creates a constant back-and-forth where skill, deck synergy, and timing matter just as much as mechanical mastery. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-36.png) ### **Champions: Choose Your Hero, Master Their Playstyle** There are currently **six Champions** available in Early Access: 1. **Ragna:** High offense, great for aggressive players. 2. **Bolgar:** A tanky bruiser who can hold the front line. 3. **Lily:** Swift and agile with support-oriented abilities. 4. **Locke:** A well-rounded pick with balanced stats. 5. **Neva:** A high-difficulty champion for players who love technical mastery. 6. **Gane:** Newest champion that was released during the Early Access launch. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-38.png) Each Champion has distinct stats for **Health**, **Damage Per Second (DPS)**, and **Movement Speed.** There's a **difficulty rating** set from 1 to 3 to help inform players which characters are the hardest to play. The more you play, the more you’ll realize that picking the right Champion for your team composition makes or breaks your strategy. ### **Deck Building and Loadouts: Customize Your Strategy** Before each match, you build a **loadout deck** with: - **10 Summons** (your monsters) - **3 Wildcards** ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-28.png) Buying and unlocking **Packs** gives you more cards to mix and match. It’s this system that brings **TCG-style variety** into Wildcard. No two decks feel quite the same, and experimenting is half the fun. Want a fast, swarm-heavy setup? Build around low-cost summons. Prefer big plays and clutch moments? Slot in Wildcards that can swing a losing match back in your favor. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-35.png) ### **Battle Pass and Progression** Like most modern games, Wildcard comes with a **Seasonal Battle Pass**. Grinding through it rewards you with: - Exclusive **card unlocks** - Champion & Summon **skins** - Other cosmetic and utility bonuses The progression loop feels rewarding enough to keep you coming back, especially if you enjoy unlocking new decks or flexing flashy skins. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-39.png) ### **Web3 Integration: Subtle, Not Overbearing** Wildcard includes **Web3 integration**, but not in the way most blockchain games do. The Web3 element exists **outside the core gameplay.** The initial vision is stated in their [**Wildpaper**](https://www.wildcardgame.com/wildpaperlite?ref=annazplays.com), which outlines how community ownership may evolve. It’s more about the broader **ecosystem** and governance via a **decentralized organization** that will manage in-game economies and tournaments. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Wildpaper-Page-22-1-1.PNG) Wildpaper showing how blockchain is added If you’re wary of crypto-heavy mechanics, don’t worry, **the Web3 aspect doesn’t affect the main gameplay** at all. You can play Wildcard purely as a traditional competitive title. The Devs had already announced [**Thousands Network**](https://www.thousands.tv/?ref=annazplays.com), which is accessible now. However, there isn't any promotion about this platform if you had only interacted with the game on Steam. I'm still looking forward to how they will integrate this with Steam. Currently there's no way for you to connect your Steam account to this platform yet. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-40.png) Thousands Network currently does not have a way for you to connect your Steam profile ## **Early Access Feedback** ### **Visuals, Performance, and First Impressions** Visually, Wildcard stands out with its **colorful, stylized art** and **clean UI** that doesn’t overwhelm. Performance on PC is stable, though optimization can always improve as more players jump in. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-34.png) From my early hours, the **gameplay loop is fun**. Every match feels different, thanks to deck customization and real-time decision-making. It’s got that “just one more round” energy that’s rare to find in hybrid genres. ### **What Needs Work** But for all its innovation, Wildcard’s Early Access build isn’t perfect. Here’s what I feel needs improvement: 1. **Controller Support:** With many PC players now preferring gamepads especially for Steam Big Picture, the lack of controller support feels like a missed opportunity. 2. **Split-Screen Co-op:** Considering it’s a **2v2 co-op game**, local split-screen would make this perfect for couch sessions or Steam Remote Play. 3. **Ranked Matchmaking:** A proper ranked system is essential for a game with eSports ambitions. Casual matches are fun, but competitive players need something to grind for. 4. **Web3 Integration:** If web3 integration existed, make it clear how players can participate. We need simple instructions on how Wildcard players from Steam can participate in the Thousands Network. Despite these issues, the **foundation is strong**, and the potential is undeniable. The devs seem active and responsive, which is always a good sign during Early Access. ## **Is Wildcard Worth Playing in Early Access?** Wildcard is one of those games that could quietly grow into something big. The combination of card-driven combat, real-time team strategy, and its unique take on eSports could make it a hit once the full release lands. ✅ Innovative mix of MOBA and TCG mechanics ✅ Strategic depth through deck building ✅ Promising future for co-op and eSports fans ❌ No controller or local co-op support ❌ Lacks ranked matchmaking ❌ Early Access balance tweaks still ongoing ❌ Web3 integration isn't shown If you like competitive games that reward creativity and coordination, **Wildcard is worth your time.** Play Wildcard now on [Steam Early Access](https://store.steampowered.com/app/497120/Wildcard/?ref=annazplays.com) and start crafting your first deck. ### RavenIdle: Manage Your RavenQuest Heroes, Even When Idle! URL: https://www.annazplays.com/ravenidle-manage-your-ravenquest-heroes-even-when-youre-idle/ Last updated: 2025-11-12T15:39:10.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- If you’ve ever wanted to keep exploring RavenQuest without spending hours grinding in real time, [*RavenIdle*](https://game.ravenidle.com/en/auth/register?referralCode=MD1TCLVSOFDWAS0BR60QT5MNFCHXFM&ref=annazplays.com) might just be your new favorite pastime. Developed by **Tavernlight Games**, the creators of *RavenQuest*, this new idle RPG lets you dive back into the same world, this time as a manager rather than an adventurer. It’s a mix of **MMO progression, resource management, and idle gameplay**; kind of like *Football Manager*, but for heroes. I’ve spent the past few days playing *RavenIdle*, and here’s how it plays, what works, and what needs some tweaking. ## **What Is RavenIdle?** *RavenIdle* is the latest entry in the **RavenCrest universe**, where you’ll be managing characters, sending them on quests, and optimizing your resources, even while you’re away. It’s not about fast reflexes or raids, but about **strategy, efficiency, and progression**. If you’ve played *RavenQuest* before, you’ll instantly recognize the UI, mechanics, and overall structure. But instead of exploring in real time, you’ll be **automating much of the grind.** It's perfect for players who love min-maxing stats and optimizing builds. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Cover-Photo-3---3_1.png) ## **Managing Your Hero** For an Idle game to work effectively, you need to track the in-game activities easily. The game's management hub is divided into three key sections that shape how you play: **You**, **Gameplay**, and **Professions**. ### You This is where your **character development** happens. Make sure you allocate your skills and attribute points as soon as you level up. The “You” menu includes: - **Character:** Level up and customize your hero’s stats. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-2.png) - **Battle Pass:** Offers progression rewards (and bonuses for *RavenQuest* players!) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-10.png) - **Achievements:** Track milestones and unlockables ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-23.png) - **Infusion:** Infuse your equipment to enhance its stats. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-24.png) - **Builder:** Fine-tune your skill build setup and chosen class. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-25.png) For my playthrough, I replicated my **Hex Warden build** from *RavenQuest;* familiar, powerful, and easy to adapt. It’s satisfying to see your character grow even while you’re not online. ### Gameplay This is the core of *RavenIdle* and where most of your time will go. It’s split into: - **Monster:** Explore regions and defeat monsters to earn XP and loot. Each area has unique enemies and a final boss. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-12.png) - **Land:** Raise crops and animals. You start small with a Tiny Land and will need to expand using gathered resources and crafted materials. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-5.png) - **Merchant:** Buy potions and sell monster loot. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-6.png) - **Dungeons:** Tackle tougher challenges for better rewards. Each floor introduces new monsters and difficulty tiers. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-3.png) - **Tradepacks:** A silver-generating activity that ties everything together. You’ll use monster drops and farming products to craft tradepacks and ship them out for profit. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-9.png) - **Gladiator Arena:** Currently locked, but expected to introduce PvP or leaderboard challenges in future updates. If you’re wondering how to **make silver efficiently**, focus early on Tradepacks, they’re the backbone of your economy. ### Professions Professions handle **resource gathering and crafting**, much like other idle management games. - **Gathering** includes *Mining* and *Woodcutting* (with *Fishing* and *Herbalism* coming soon). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-7.png) - **Crafting** covers *Blacksmithing*, *Carpentry*, *Cooking*, and *Weaving* (with *Alchemy* also listed as “coming soon”). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-13.png) This system encourages multitasking and planning. You’ll often find yourself balancing between farming materials, crafting tools, and sending tradepacks. ## **Areas for Improvement** While *RavenIdle* nails the idle management concept, there’s definitely room for improvement, especially for **mobile users**. The game is playable on mobile, but UX definitely can be better. - The logo and branding could use refinement for better recognition. - Adding *“Add to Home Screen”* support that removes browser borders would make it feel like a native app. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/IMG_7647.jpeg) RavenIdle currently isn't supported as a Native App on iOS Given how much of the player base likely plays on mobile, optimizing this experience should be a top priority for Tavernlight. ## **Tips for New Players** After a few hours of experimenting, here are my key takeaways: 1. **Rush to Level 25:** More sections and gameplay systems unlock as you level up. Set your Idle Hero to fight monsters most of the time to get experience quicker. 2. **Buy the Battle Pass early:** It’s genuinely rewarding, especially if you also play *RavenQuest*. It costs about USD$12\. Definitely recommended for those that plan to spend a lot of time on this game. 3. **Focus on Tradepacks:** They’re your main income stream. Get familiar with which crops and materials are the quickest you can gather to craft Tradepacks. 4. **Use Infusion wisely**: Boosting equipment stats makes a huge difference in monster farming efficiency. Decide which build you want early and infuse all equipment related to that build. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image-11.png) Get good and see yourself at the top of the leaderboards ## **Is RavenIdle Worth Playing?** *RavenIdle* successfully blends idle progression with MMO-style depth. It’s not flawless, but it’s an addictive return to the world of RavenQuest for players who love optimizing their builds and watching their stats climb, even when offline. - ✅ Familiar universe and lore from *RavenQuest & Ravendawn* - ✅ Deep management and progression systems - ✅ Cross-title Battle Pass bonuses - ❌ Game genre is niche to hardcore Idle Game fans - ❌ Sub-par mobile experience - ❌ Some features still under development (Gladiator Arena, Fishing, Alchemy, Arena) I’m genuinely excited to see how Tavernlight expands the professions, dungeons, and arena features in upcoming updates. [Register here](https://game.ravenidle.com/en/auth/register?referralCode=MD1TCLVSOFDWAS0BR60QT5MNFCHXFM&ref=annazplays.com) if you have yet to try! ### Gigaverse Fishing Competition: Rewards, Gear, and Tips URL: https://www.annazplays.com/gigaverse-fishing-competition-rewards-gear-and-tips/ Last updated: 2025-10-11T12:53:34.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- If you’ve been exploring **Gigaverse**, you’ve probably noticed the buzz around its latest limited-time event, the new **Fishing Competition**. After spending a few hours reeling in digital fish myself, here’s everything you need to know about how it works, how to climb the ranks, and a few tips that might give you an edge. ## What Is the Gigaverse Fishing Competition? The **Fishing Competition** is an in-game event where players can fish for **Limited-Edition Fish** to get on top of the leaderboards and win rewards. It’s open to **everyone.** There's **no level requirement**, and no long grind is needed before you can participate. Once you log into Gigaverse, you can start fishing right away. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Chimper-caught.PNG) Chimpu caught ### Rewards You Can Win The prizes are split into tiers based on your leaderboard ranking: - **Gold Medal**: #1 player - **Silver Medal**: #2-#10 players - **Bronze Medal**: #11–#100 players - **Wood Medal**: #101-#2000 players The 1st-place winner will receive a ChimpersHQ NFT, and there are chances to earn **ROMs,** making this event one of the more rewarding community competitions so far. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Chimper-prize.png) The Chimpers NFT was valued at 0.61 ETH at the start of the Fishing Competition ### How Fishing Works in Gigaverse Fishing in Gigaverse isn’t your typical “click and wait” experience; it’s an active minigame with spells, mana management, and predictive grid combat. Here’s the breakdown: 1. **Start with a deck of spells and mana.** Each spell uses mana and creates hitboxes on a small grid. 2. **Predict where the fish will move next.** The trick is timing your casts to land where the fish will *be*, not where it *is*. 3. **Hit the fish with your spells.** Land successful hits to weaken and catch it. 4. **Sell your catches to upgrade skills.** Visit **Tonno, the vendor,** to sell your fish, earn currency, and improve your fishing efficiency. It’s simple at first, but mastering it takes some pattern recognition and planning, especially if you want to compete for those top spots. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Shark-caught.PNG) Get good and start catching legendary fish ### My First Day Fishing: Early Impressions On the first day of the competition, I managed to catch **3 Chimpus.** It felt great until I checked the leaderboards and saw the top player already had **13**. The competition is fierce. With everyone gunning for those top spots, you’ll need to fish efficiently and optimize every cast if you want to stand a chance. That’s where the right **gear setup** comes in. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/fishing-Leaderboard.PNG) The first day leaderboard results ## How to Get an Edge: Best Gear and Strategy ### 1\. **Phin’s Rod: The Best Rod for Fishing** If you’re serious about ranking high, **Phin’s Rod** is an investment that may be worth the risk. It gives you access to **better spells** right from the start, letting you cover more grid space and react faster to fish movement. With Phin’s Rod, you have more flexibility to experiment and hit multiple zones, increasing your odds of a successful catch. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Fins-Rod.PNG) Rod spells available for Phin's Rod ### 2\. **Use Lure Gear for Dual Yielding** A new gear type: the **Lure.** It was recently added to Gigaverse, and it’s a game-changer. - Equipping a **Lure** adds a **Dual Yielding chance**, meaning you can potentially catch *two fish* in a single cast. - The first Lure available is the **Pengu Lure**, which you can **craft using Gigapengus** at the **Workbench**, then equip it at the **Gear Station**. If you’re grinding for the top spots, this bonus yield can make a noticeable difference over time. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/lure.png) Equip Pengu Lure to obtain 3% chance of Dual Yielding when fishing ## 🎮 Final Verdict Even if you’re not aiming for the top, it’s still a fun and rewarding side activity, especially with the added depth from new gear types like rods and lures. If you enjoy competitive mini-events and strategic gameplay, this is your time to shine. Here's my [Sign-up link](https://gigaverse.io/?ref=0xF762Ca1de401d67FdCA301a2A119328c1dfaF618) if you haven't registered for the game. **Grab your rod, equip that lure, and reel in those Chimpus; the leaderboard awaits.** ### “Sledding Game”: The Funniest Sledding Game You’ll Play URL: https://www.annazplays.com/sledding-game-the-funniest-sledding-game-youll-play-this-year/ Last updated: 2025-11-12T15:01:40.000Z If you were making your very first video game, what would it be? For solo developer **Max**, the answer is a delightful surprise: a cozy, physics-based multiplayer title called **“Sledding Game”**. I recently jumped into its demo to see what it’s all about. And let me tell you, it’s far more chaotic (and fun) than I expected. From tumbling ragdoll physics to snowball fights with strangers, *Sledding Game* feels like a mix of *Gang Beasts* meets *Steep,* but with fwogs. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/image.png) ## What Is “Sledding Game”? At its core, *Sledding Game* is exactly what it sounds like: a silly, online multiplayer sledding simulator where up to **50 players** can race, tumble, or simply hang out on a snow-covered mountain. - **Create or join a lobby** with friends or randoms, - **Hop on your sled** and start zooming down the slope, - E**xplore the open snowy map**, which includes ski lifts, cannons, and some… mysterious mountain creatures. It’s currently only available as a **demo**, with no confirmed release date yet. But even in this early stage, it’s already packed with charm. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Fail-sledding.PNG) ### Getting Started: Easy Controls, Quick Fun The game wastes no time getting you sledding. The tutorial is short and simple. Within **five minutes**, I was already sliding downhill, doing flips, and trying not to face-plant into the snow. Here’s how it works: - **Left analog stick** → steer your sled - **Right analog stick** → control the camera - **Buttons** → interact with world objects (like ski lifts or snowballs) That’s it. Super accessible. Perfect for anyone who just wants to jump in and goof around with friends. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Sled-Tutorial.PNG) ### Ragdoll Physics and Trick Scoring One of the highlights of the *Sledding Game* is its **ragdoll physics**. Every fall, flip, and crash looks hilariously unpredictable. When you lose control of your sled, your fwog-like avatar tumbles down the slope like a limp noodle and it never stops being funny. The game even rewards you for **doing tricks**, **getting big airtime**, and **nailing clean landings**. It’s part skill, part chaos, and entirely fun. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Sled-scores.PNG) ### Two Ways to Reach the Top Once you’ve sledded down, you’ve got to make your way back up, and *Sledding Game* gives you two hilarious options: 1. **Take the ski lift** for a scenic (and calm) ride up the mountain. 2. **Use the cannon** to blast yourself uphill in seconds. *Pro tip: Don’t aim too high. Rumor has it that a Yeti is living at the peak, and players who’ve “visited” don’t always make it back down in one piece.* ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Going-Up-Boring.PNG) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/Cannon.PNG) ## Beyond Sledding: Snowball Fights and Exploration While sledding is the main event, the *Sledding Game* doesn’t stop there. You’re free to **roam the entire map**, explore hidden areas, and, my personal favorite, **throw snowballs** at other players. These unscripted, sandbox moments are what make the demo feel alive. You might start sledding competitively but end up forming alliances to pelt that one guy hogging the ski lift queue. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/10/snowball.PNG) ## Final Verdict: Is “Sledding Game” Worth Trying? Absolutely. Even as a demo, *Sledding Game* already shows huge promise as a **social multiplayer sandbox**. For a demo made by a solo developer, *Sledding Game* runs surprisingly smoothly. The physics are solid, the visuals are charmingly stylized, and the multiplayer lobbies handle dozens of players without major lag. If you enjoy **physics-based party games**, **casual multiplayer**, or just love the sound of fwogs on sleds, this is one to watch. - ✅ Instantly accessible controls - ✅ Great multiplayer chaos with up to 50 players - ✅ Hilarious ragdoll physics - ✅ Cozy, laid-back vibe - ❌ Not much content once you're familiar with the map - ❌ Some animations still feel unfinished - ❌ No confirmed release date yet You can check out the *Sledding Game* demo now on [Steam](https://store.steampowered.com/app/3438850/Sledding%5FGame/?ref=annazplays.com) or follow the dev on social media for updates. Trust me, it’s worth a few tumbles. ### Ruins of the Titan: Titan Game Studio’s Upcoming RPG URL: https://www.annazplays.com/ruins-of-the-titan-early-look-at-titan-game-studios-upcoming-rpg/ Last updated: 2025-11-12T15:02:12.000Z When I first booted up *Ruins of the Titan* during its recent September playtest, I wasn’t expecting much. Looks like just another side-scrolling RPG trying to find its footing in a crowded genre. But a few hours later, I found myself fully immersed in its fluid combat, tight controls, and surprisingly deep skill system. Developed by **Titan Game Studio**, this upcoming title is slated for release in the **first half of 2026**, and if this early build is anything to go by, it’s shaping up to be one of the more exciting Metroidvania releases on the horizon. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Attack-Enemies.PNG) Hitting multiple enemies at a time ## **First Impressions: What Is Ruins of the Titan?** At its core, *Ruins of the Titan* is a **side-scrolling action RPG** with clear **Metroidvania influences**: exploration-driven level design, skill-based progression, and boss fights that demand patience and precision. Whether you’re using a **keyboard** or **controller**, the controls feel tight and responsive, which is crucial in this genre. During the playtest, I spent several hours experimenting with both input setups, but the controller definitely offered the smoother experience. Every attack, dodge, and block felt natural, with a satisfying rhythm once you get used to chaining actions together. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Controls.png) Controller layout ## **Combat That Feels Great to Play** The **combat system** is where *Ruins of the Titan* really shines. It’s built around simple but rewarding mechanics: - **Attack**, **Block**, and **Jump** form your core moveset. - **Skills** are executed by pressing the RT button (*for controllers*) alongside one of your core actions. - **Quick-time events (QTEs)** occasionally pop up during battles, adding cinematic flair and rewarding timing. The result? Combat feels **fluid and satisfying**, especially when you pull off well-timed parries or dodge through an enemy’s attack window. Every hit feels weighty, and the animations blend smoothly to create that all-important “flow state” feeling action games strive for. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Combo-attacks.PNG) Quick-time events occur during successful combos ## **Exploration and Progression** *Ruins of the Titan* encourages **exploration**. Throughout your journey, you’ll encounter locked rooms that require you to defeat waves of enemies before proceeding. It’s a clever way to keep the pace dynamic, especially for players who love **speedrunning**. Treasure chests are scattered throughout the world, and each one holds potential new **skills**. However, there’s a twist: you can’t carry them all. You’ll need to **manage your skill inventory** by dropping old ones if your list is full. This introduces an element of strategy. Do you hold onto a reliable combo or gamble on a flashy new ability that might change your playstyle? The better your skills, the more **flashy and powerful your combos** become. It’s an addicting loop of testing, tweaking, and mastering your combat toolkit. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Select-Power-Up.PNG) Choose between three (3) skills from each chest ## **Boss Fights: Soulslike Challenge and Reward** Don’t let the early ease of minions fool you; **boss fights** are where *Ruins of the Titan* flexes its challenge. Each boss has a unique set of moves that require memorization and precise timing. Much like in **Soulslike games**, learning enemy patterns is essential. Lose, and you'll start over from zero. In one particular encounter, I spent several attempts trying to read attack animations and dodge just right. When I finally landed that last hit, it felt *earned,* not given. That’s the kind of satisfaction only well-designed bosses can deliver. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Boss-Battle.PNG) Meeting the first boss, Ulgard ## **Graphics and Presentation** While the art style leans toward **2D pixel aesthetics**, it’s done with a level of polish that feels modern. Backgrounds have depth and movement, giving environments a living quality. The lighting and particle effects especially stand out during combat sequences, making every skill use pop off the screen. The soundtrack, meanwhile, keeps you engaged without becoming repetitive, ambient exploration themes shift smoothly into intense battle tracks when enemies appear. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Attack-more-enemies.PNG) Defeat all enemies to proceed to the next room ## **Early Verdict: Is Ruins of the Titan Worth Watching?** After several hours in the playtest, here’s what stood out: - **✅** Tight, responsive combat (especially on controller) - **✅** Skill system encourages experimentation - **✅** Rewarding boss fights that test mastery - **✅** Gorgeous pixel-art visuals and smooth animations - **❌** Keyboard controls feel less intuitive - **❌** Limited skill slots might frustrate some players - **❌** A few rooms felt repetitive during enemy waves Despite those minor gripes, *Ruins of the Titan* already shows impressive potential. If Titan Game Studio can build on this foundation; adding more enemy variety, refining difficulty curves, and expanding exploration, it could easily stand alongside modern Metroidvania greats. ### Remix: Turning Fake Ads into Real Games URL: https://www.annazplays.com/remix-turning-fake-ads-into-real-games/ Last updated: 2026-01-11T04:43:07.000Z We’ve all seen those fake game ads. A hero levels up by fighting monsters slightly weaker than themselves. They look fun, but you know deep down they don’t actually exist. Remix has hosted a "Fake Game" Jam to encourage game developers to create these fake games. > Introducing the "Fake Game" Jam. > > Ever rage-downloaded a zombie runner, only to get a 4x game in disguise? > > Not this time. > > $5,000 on the line, make the cursed fake games real on our website and be rewarded. [pic.twitter.com/YaEvzabQYj](https://t.co/YaEvzabQYj?ref=annazplays.com) > > — Remix (@RemixGG\_) [September 15, 2025](https://twitter.com/RemixGG%5F/status/1967643009933357190?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) The submission that intrigued me was from [**LeevaiNFT**](https://x.com/LeevaiNFT?ref=annazplays.com), titled **HERO UP**. It's a pixel-art puzzler that feels like those ads finally came to life. I spent some time playing it, and here are my honest thoughts. ## First Impressions of HERO UP Gameplay The first thing I noticed was how familiar the core loop felt. You start as a weak hero, then gradually fight monsters to level up. But unlike the fake ads, here you actually need to **plan your moves**. - You can’t just button-mash your way through. - The challenge lies in **choosing the right sequence of monsters** to defeat. - Make the wrong choice, and you won’t be strong enough to take down the final boss. It’s basically a puzzle game dressed up as an action-adventure, and that twist kept me hooked longer than I expected. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Pathtracking-1.PNG) Choosing the path of which monster to fight ### What I Loved About the Game There are some genuinely clever design choices in HERO UP: 1. **Puzzle Mechanics:** Every battle is a problem to solve. The “correct order” adds a chess-like layer of strategy. 2. **Speedrun Potential:** The addition of a **timer alongside the score** makes it perfect for replayability. I can already imagine speedrunners breaking down optimal paths. 3. **Pixel Art Vibes:** The art direction feels like a quirky mix of retro pixel aesthetics with “Among Us” humor sprinkled in. These touches show that HERO UP isn’t just a throwaway jam game. It has real personality. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Defeat-Boss-2-1.PNG) Defeating the boss after having levelling up ### The Challenges of Scaling This Concept As fun as HERO UP is, it also highlights why fake game ads rarely become real games. Here’s why: - **Map Complexity**: To keep the game fresh, each new stage needs unique enemy sequences. Designing dozens (or hundreds) of maps would take serious development time. - **Repetition Risk**: After 5–10 levels, the core mechanic might start feeling repetitive if no new twists are added. Players need fresh challenges or progression systems to stay invested. - **Development Costs**: Building enough high-quality levels could take more time than an indie dev (or small team) can realistically commit to. This raises the big question: *Would players actually stick around for a full release of this idea?* ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-11.png) First monster fought ### Would You Pay for This Kind of Game? The game makes me wonder how much players would be willing to pay. On one hand, the novelty of finally seeing a “fake ad game” turned real is strong. But unless the developer expands with new mechanics, it risks being too shallow for a premium release. As it stands, HERO UP feels like: - ✅ A **fun mini-game** worth checking out. - ✅ A solid jam entry that gets players talking. - ❓ A **proof of concept** that could evolve into something bigger. Would I play it again? Definitely, as a fun side game. As a full release, though, it needs more mechanics and variety to stay engaging. ## The Real Focus: Using Remix for Fast Prototyping of Creative Game Ideas One detail worth noting is that HERO UP was **built using Remix**, the app that hosted the jam. What stood out to me is just how quickly HERO Up was brought from idea to life. Normally, developing even a small puzzle game can take weeks or months, but with Remix, it seems possible to spin up a prototype in a much shorter time. That’s huge for indie developers. - It lowers the barrier to entry for testing out unusual game concepts. - Developers can validate whether an idea is fun with an audience before investing in full-scale production. - Rapid prototyping means more experimental games, more jams, and potentially more hidden gems making their way to players. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/RemixGG.png) Remix is now available on iOS HERO UP itself might not yet be a full commercial release, but it shows how powerful the Remix app can be as a **tool for game design experimentation**. Imagine how many “fake ad” concepts or other quirky mechanics could be tested this way before committing to a full development cycle. I'm looking forward to what game devs build in Remix in the future! **Here's my own experience in game development on Remix:** [How to Develop and Publish a Vibe-Coded Game on Remix (Step-by-Step Guide)Learn how I developed and published a vibe-coded game on Remix using AI, from first prompt to review, plus lessons on AI game design.![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/icon/GLHFers-2545-7.png)AnnazPlaysAnnaz![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/thumbnail/Remix-Banner-1.png)](https://www.annazplays.com/how-to-develop-and-publish-a-vibe-coded-game-on-remix-step-by-step-guide/) ### Hands-On with Riot’s 2XKO: Closed Beta First Impressions URL: https://www.annazplays.com/hands-on-with-riots-2xko-closed-beta-first-impressions/ Last updated: 2025-09-21T03:23:11.000Z Guess who got into the **Riot 2XKO Closed Beta**? Yep, I’ll be grinding this one for a while. Riot’s first big fighting game project has been on my radar for years, and finally jumping into it feels surreal. As someone who grew up in the arcade era and later stuck with titles like *Street Fighter* and *Tekken*, the first few matches of 2XKO already gave me plenty to talk about. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-9.png) Get Ready to Fight! ## No Motion Inputs in a Fighting Game? One of the boldest decisions Riot made with 2XKO is **removing traditional motion inputs**. - No quarter circles. - No “Z” inputs. - No muscle memory grinds to land a Shoryuken (*rising dragon punch*). At first, I’ll admit, it felt weird. I’ve spent years perfecting my Shoryukens and Supers. But after a few rounds, I could see why Riot went this route: accessibility. By simplifying the controls, Riot is clearly opening the door for **newcomers to fighting games**. Beginners won’t be overwhelmed by inputs, and veterans can focus more on strategy and timing rather than finger gymnastics. Still, part of me misses the satisfaction of nailing a perfect motion input. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-8.png) Special Attacks with just one simple button press ## The 2XKO Roster Feels Barebones (For Now) Right now, the **2XKO character roster** looks pretty thin. It’s obvious Riot is starting small, mainly pulling from recognizable Netflix's *Arcane* champions. It makes sense: Jinx, Vi and Ekko are fan favorites and help anchor the game for *Arcane* fans who might never have touched a fighter before (*or perhaps even video games*). But here’s the thing: *League of Legends (LoL)* has **over 160 champions**. Can you imagine the select screen once Riot really starts expanding? Even if they only adapt 20–30 fighters, that’s already a dream lineup for both LoL and Fighting Game Community (FGC) fans. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-5.png) Nine character roster for the closed beta ## Nostalgia Hits: The New Fighting Game Lobby System One of my favorite surprises? The **lobby system**. Instead of just staring at menus, 2XKO gives you a little social hub to walk around in, queue up for matches, and feel that old-school arcade vibe again. It reminded me of the good old days when I’d spend afternoons at the local arcade, watching matches while waiting for my turn on the cabinet. Riot clearly understands that **community and social energy** are part of what makes fighting games special. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-6.png) Watching other players fighting while in the in-game lobby ## Yasuo Is My Day One Main Let’s talk mains. For me, it’s Yasuo. The fluid swordplay, the flashy combos, and the sheer style all click with me. Plus, I can’t resist that **blue and red alternate color scheme**. Every time I see it, I know that’s going to be my default look. It feels great to find a character I can immediately identify with. And I’m sure the 2XKO player base will have similar “this is me” moments as more champs get added. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-7.png) Yasuo with Blue and Red color scheme ## Is Riot’s 2XKO Worth Playing? Right now, **2XKO feels like Riot is testing the waters,** getting the fundamentals right before going all in on content. If you’re a hardcore fighting game veteran, the lack of motion inputs might feel like training wheels. But if you’re new to the genre or a LoL fan curious about fighters, this is hands-down one of the most beginner-friendly fighting games to try. And recently, they just added Ranked Game Mode. The FGC will definitely start grinding the game now. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-10.png) Ranked Competitive Game Mode unlocks once an account reaches level 3 ## Final Verdict The Riot 2XKO Closed Beta is shaping up to be something special. While it’s still early and the content is thin, the foundations are solid. The accessibility-first design, nostalgic lobby system, and familiar characters all point to Riot carving out a real place in the fighting game community. - ✅Easy-to-learn controls (great for beginners). - ✅Smooth lobby system with arcade nostalgia. - ✅Riot’s polish and production values are already showing. - ❌Barebones roster (for now). - ❌Lack of motion inputs may turn off some FGC veterans. I’ll be here grinding matches and waiting to see how Riot grows the roster. If you’re curious about 2XKO, keep it on your radar; it’s definitely worth keeping an eye on. ### The Beacon Roguelike Early Access: Is It Worth Playing Yet? URL: https://www.annazplays.com/the-beacon-roguelike-early-access-is-it-worth-playing-yet/ Last updated: 2025-09-12T23:11:25.000Z --- The Beacon just wrapped up its **first public playtest on** [**Epic Games**](https://store.epicgames.com/en-US/p/the-beacon-866697?ref=annazplays.com)**.** The big news is that the team has finally committed to the **Ronin blockchain**, meaning they can (*hopefully*) focus more on refining the gameplay instead of dealing with backend headaches. But how does The Beacon actually *play* right now? Here are my thoughts after running through its current build. --- ## Core Roguelike Gameplay At its heart, The Beacon is a **roguelike dungeon crawler** with a simple but fun gameplay loop. - You start each run with zero power-ups. - As you progress, you pick up buffs and upgrades that make you stronger. - An NPC occasionally appears between rooms, offering a chance to power up further. It’s the classic “start weak, grow stronger” roguelike formula. The dungeon run feels rewarding for the first run. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image.png) ## The Speed Potion: Overpowered but Fun If there’s one power-up that stood out to me, it’s the **speed potion**. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-2.png) The burst of movement makes it so much easier to: - Weave between enemy attacks. - Close the gap for melee hits. - Keep momentum flowing in combat. Right now, it feels a little *too strong*. Most of my successful runs leaned heavily on speed bursts. Balance tweaking will likely be needed, but I must admit that it makes the game feel great in motion. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-1.png) ## Content Limitations in the Current Build Of course, this first playtest is just a **small taste** of what’s to come. Here’s what’s missing: - No bosses yet, just standard enemies across about 10 floors. - NPCs in the village are placeholders, no trading or progression yet. - No permanent upgrades outside the dungeon. - Runs end with a simple reset back to the outside. For now, expect a **demo-level roguelike** rather than a fully fleshed-out game. I’d love to see the addition of bosses, village progression, and more long-term rewards in future updates. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-3.png) ## Login Process & Onboarding Concerns One thing I found a bit clunky was the **login system**. - You need to connect a Beacon account to Epic before even playing. - Registration feels like it comes *before* the fun. For a game hoping to attract more than just the Web3-native crowd, this could be a barrier. Most non-Web3 gamers just want to download, play, and figure out account linking later. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/Login.PNG) ## Where’s the Web3? Speaking of Web3, I haven’t seen much of it yet. - No in-game trading systems are live. - No blockchain features except for skins from external markets. - Nothing yet that sets it apart from a standard roguelike. The obvious path is **skin trading** or collectible cosmetics, but I’m hoping The Beacon experiments with more unique Web3 hooks. How cool would it be to have a **shared daily dungeon challenge**, similar to *Spelunky’s Daily Challenge*, where everyone plays the exact same run for leaderboard spots? ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/image-4.png) ## My Wishlist for The Beacon Here’s what I’d love to see in upcoming seasons: 1. **Boss fights** that test skill and strategy. 2. **Village upgrades** that make the hub world meaningful. 3. **Trading features** that show off Ronin’s blockchain integration. 4. **Daily shared dungeons** for competitive replayability. 5. **Balance fixes** (looking at you, speed potion). --- ## Verdict: A Promising Start but Needs More Identity The Beacon’s first playtest gave me hope that there’s a good roguelike at its core. But if it wants to stand out in the crowded dungeon-crawler market, it needs to lean into **unique mechanics, memorable content, and meaningful blockchain features**. - ✅ Fun roguelike core loop with solid dungeon runs. - ✅ Speed potion feels powerful (maybe too powerful). - ❌ No bosses, village upgrades, or long-term progression yet. - ❌ Login process could deter non-Web3 players. I’ll definitely be back for the next playtest to see how things evolve. ### Hoarding Cute Dragons in Meta Toy DragonZ Saga URL: https://www.annazplays.com/hoarding-cute-dragons-in-meta-toy-dragonz-saga/ Last updated: 2025-09-07T01:45:45.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- There's a new game coming from MarbleX. It's a **gacha tower-building game** where you collect toy dragons, expand their home, and compete in battles. Think of it as a mix between a collectible idle RPG and a strategy autobattler, but with Web3 integrations. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7332.png) PvE battles with a five dragon team - **Core loop:** expand your dragon tower, open gachas, and build stronger teams. - **Main appeal:** collecting a wide variety of dragon designs. - **Playstyle:** entirely **auto-battle,** you don’t control the fights directly, but you customize and prepare your squad. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7349.png) Expand your Block Town as you level up. The **tutorial was longer than I expected**, but surprisingly effective. By the end of it, I had a solid grasp of tower-building, dragon upgrades, and gacha mechanics. The tutorial helped out a lot in covering what's needed. --- ## Gameplay Overview There are four main game modes currently available. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7380.png) Battle Types available ### 1\. Exploration (PvE) This is the standard campaign where you farm resources and progress. Honestly, the **story didn’t grab me.** I skimmed through most of it, but it serves its purpose for grinding resources. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7384.png) Stage 5 of Exploration ### 2\. Arena (PvP) PvP is a big deal here, especially if you’re aiming to **climb the leaderboards for rewards**. It’s competitive to grind above Bronze. Preparing your team well is the real challenge. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7383.png) Top players has maxed lvl dragons ### 3\. Day Dungeon This mode is quick and runs on changing dungeon themes. You'll be grinding this to **obtain skill enhancements** for your dragons. There are ten different floors that you can grind up to. But you only have a basic 2 entries per day (*with additional entries through watching ads or in-app purchases*). With a powerful enough team, you'd still need a few days to climb to the top floor. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7381.png) One of the Day Dungeon's currently available ### 4\. Boss Raid My favorite mode. You unleash **huge squads of dragons** against towering bosses. Similar to Day Dungeon, you only have a basic 3 entries per day (*with additional entries through watching ads or in-app purchases*). Even though it’s still autobattle, the scale of the fights feels satisfying. It's a unique mode that I don't see much in other gacha games. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7382.png) Twenty dragons simultaneously fighting the boss --- ## Gacha System & Dragon Collection If you love the thrill of pulling gachas, **MetaToyDragonZ delivers**. There are multiple gacha types, and the toy dragon designs are creative enough to keep you coming back for more. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7385.png) A variety of gacha types are available Personally, opening gachas was far more exciting than following the story. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7331.png) Gachas with Rare, Uncommon & Common dragons There are five levels of Dragon rarity - Legendary (*orange*) - Unique (*purple*) - Rare (*blue*) - Uncommon (*green*) - Common (*white*) --- ## Web3 Features: Focus on Magnite Forge Being part of the **Immutable blockchain ecosystem**, the game integrates Web3 elements. The core seems to be about the **Magnite Forge**, which has resources you can obtain: - **Magnet Block** is earned through gameplay - **Magnite** is tradeable on the Immutable chain for other tokens ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2025/09/IMG_7352.png) Magnite Forge for smelting Magnite For those into the **play-to-earn side of web3 gaming** (*I know there's a lot of you*), mastering how to mine Magnite efficiently will be the difference between just playing for fun and maximizing rewards. --- ## Final Verdict: Is MetaToyDragonZ Worth Playing? After one week of grinding, here’s my takeaway: ✅ **Play MetaToyDragonZ if you:** - Enjoy collecting **cute dragon gachas** - Like optimizing teams for **autobattles** - Want to chase leaderboard rewards in the **Immutable Play campaign** ❌ **Skip it if you:** - Need a strong story to stay invested - Prefer hands-on, action-based combat over autobattlers - Don’t care about collectible gachas or blockchain rewards For me, the thrill of gacha pulls and the leaderboard grind kept me engaged. The big question, though: *Do you see yourself enjoying dragon gachas in the long term, or would you rather collect the typical waifu gachas?* Right now, I’d recommend jumping in while the [**Immutable Play campaign**](https://play.immutable.com/games/mtdz/?ref=annazplays.com) is active. If you have yet to register for the Immutable Play, you can do so with my referral link [HERE](https://play.immutable.com/referral/share/3L7WpP?ref=annazplays.com) ### Web3 Gaming on Steam URL: https://www.annazplays.com/web3-gaming-on-steam/ Last updated: 2026-07-04T01:21:07.000Z With new Web3 games being listed on Steam, I’ve started adding Web3 friends to my Steam friends list. Did you know what I found out? Even in the web3 space, casual gamers only play on Steam! Everyone’s scared of downloading from other websites! But why do you want to list your games on Steam? ## The Steam Effect ### Home of PC Gaming It’s not Consols versus PC. It has always been Playstation vs Xbox vs Switch vs Steam ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Metal-Slug.jpg) Metal Slug available on PS5/4, Xbox X/S, Nintendo Switch and Steam If you’ve been playing PC games in the last 20 years, you may have seen how Steam rose to its success. Other launchers started popping up. We have EA Origins, Blizzard Battlenet, Ubisoft UPlay, and the biggest competitor Epic Games. Here’s the kicker, each of them lost and came back to Steam. - Assassin’s Creed was on UPlay only, now on Steam since April 2008 - Sims was only available on EA Origin, now on Steam since September 2014 - Overwatch was on Battlenet, now on Steam since August 2023 Epic is the only one that has been able to compete. And that’s just due to Fortnite’s popularity. They’re still giving out free games till today to get gamers onboard! ### Better Quality Games An important feature of the Steam store is that there’s a refund policy. Games bought can be refunded if you have played for less than 2 hours. If you don’t like the game, you’re free to return the game. No questions asked. This policy has resulted in game developers planning Steam releases Carefully. You need to focus on the quality of the games. You need to hook the players in for at least 2 hours from the start. The First-Time User Experience (FTUE) for games on Steam has drastically improved because of this. Indie games especially will ensure they have good tutorials in place to hook new players to compete against AAA games. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Refund.png) Steam Refund Policy ### Steam Events If there’s one thing Steam is known for, it’s their Steam Sale and Festival Events! Steam Sales helps fully release games to capture more audience. But the Steam Festival Events help new games instead. This is how it works: - Register your game for the Steam Event - The game’s Steam page shows up on the front page of the Steam Store - Gamers wishlist the game to keep track of the release - Gamers are notified on the launch day of the game - Gamers who have yet to buy will always be reminded during future relevant Steam events and sales ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Steam-Events-list.png) Steam Events Listing Wishlists converted to sales vary for each game. But many developers have come up with minimum figures you need before expecting to release the game. Here’s an example from Impress which is in similar views to other game developers in the space: - Have a minimum of 10,000 wishlists - 20% conversion to sales is usually during the first week - Put your game on sale from time to time, but not so early ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Impress.png) Impress Steam launch guide ## Web3 Games on Steam If you did not know, there are already web3 games listed on Steam. Here’s a few example of games that are listed on Steam but using different strategies to get sales. ### Champions Ascension The game uses its Steam listing to redirect gamers to its website and Epic Launcher. - It is currently playable on Epic, but there is no information on when it may be released on Steam. - Assets are already available to be purchased and tradeable on Polygon network. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Champions-Ascension.png) Champions Ascension Steam Page ### Castle of Blackwater The game uses the most straightforward strategy to list on Steam. - They already have 10,000 wishlists as of now. The plan is to increase this until its Steam launch in Q1’2025. - The team has been working closely with Valve to make sure they aren't breaking any Terms of Service. - Alpha version playtest is made available on HyperPlay. - Assets are available for purchase and tradeable on the Beam (AVAX) network ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Castle-of-Blackwater.png) Castle of Blackwater Steam Page ### RIFTSTORM Riftstorm made waves recently by getting their game on the Steam Storefront page - The wishlist figure isn’t disclosed, but the peak number of users during playtest was 1,270 players. - The alpha version playtest is done on Steam. - No in-game assets are available for purchase or trade yet. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Riftstorm.png) RIFTSTORM steam page ### Oh Baby! Kart This game currently has the most complex and well-thought-out marketplace I’ve seen. - The game launched Free-To-Play on Steam on 8th October 2024. - It’s pretty much still in early access but isn’t tagged as such on Steam. - Assets are available to be purchased in-game on Steam and via the website with ETH. - Assets are tradeable on OBB platform via BP currency (non-tradeable). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Oh-Baby-Kart.png) Oh Baby Kart Steam Page ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/OBB-ingame-1.png) Assets available to be purchased in-game via Steam ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/OBB-website-1.png) Assets available to be purchased on website with card or Ethereum ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/OBB-marketplace-1.png) Assets available to be purchased and sold via BP currency (non-tradeable) ## Getting games on Steam Are you curious about why web3 games are on Steam even though the policy disallows it? It’s because games are treading lightly to ensure the policy is adhered to. My experience in inquiring about the specific details met with a stop as Steam replied to me stating everything is on a one-to-one basis. You’ll need to tailor your game accordingly based on discussions with Steam. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/11/Request-on-Steam.png) I guess that its similar to how adult (18+) games were previously banned on Steam. Valve is still currently assessing how to allow Web3 on Steam while protecting its users. Now that you know web3 games are on Steam, let me give you something to think about. **Do you think web3 gaming mainstream adoption will happen without them being available on the biggest Game Store to exist?** ### Riftstorm: Web3 Gaming on Steam URL: https://www.annazplays.com/riftstorm-web3-gaming-on-steam/ Last updated: 2024-10-20T14:01:59.000Z *Disclosure: This article contains referral links for certain page links provided. I may be compensated for successful referrals. These referral links may contain additional rewards for you.* --- Riftstorm has come a long way since its first playtest. Previously it was known as Mythic Protocol. In its 3rd playtest, Riftstorm has managed to get to the top of the Steam leaderboards. Its now the number one for the “Trending Free” games. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/1.jpg) Riftstorm at #1 on the Steam "Trending Free" page ## First look ### All New Gameplay The current demo build now includes the full First-Time User Experience (FTUE) for players. You learn the basic controls and are introduced to the game’s lore. For those new to the game, it’s a top-down shooter with the vibes of those games from the early 2000’s. It’s nice that the dev team decided to write guides on the floor of the map. Everything just fits together to the theme of the game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/2-Tutorial.png) Tutorial on holding right-mouse buttone to aim down sight The Mythic Protocol secret organization is the organization you’re from and you’ll need to progress the game to learn more about them. The gist to it is that all the conspiracies and myths of the olden days may not just be stories and legends. And the Mythic Protocol may have been in some way involved to an extent that we may not know yet. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/3-Lore.png) The Weaver meets Grey 6 After completing the tutorial, you’ll have access to your loadout and gears. With all rogue-like genre, a big part of the game will be collecting, salvaging and building new gears for your characters. There’s still a lot of improvements that can be added to this game mechanic. I do feel like visual comparison between equipped weapons against weapons in the inventory could be better. But baby step improvements for newly added features. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/4-load-out.png) PI-Assault Rifle equipped And there are a lot of gear combinations to choose from as each playable character has weapons they’re adaptable to using. I’m very much familiar with Starling as the first character for the game. Looking forward to try and get used to the rest too ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/5-Weavers.png) The Weaver character rook ### Co-Op Is The Way I don’t deny, playing the game solo is fun. You'll be: - picking the right characters for yourselves, - choosing the best lythograms combos, and - singlehandedly defeating bosses. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/6-Solo.png) Solo play But playing in co-op makes the game so much better. You’ll be thinking of: - what kind of lythograms each of your team needs to get the best combo, - helping each other out to spend essence on health kits, and - positioning yourselves together to get the best ways to kill enemies faster. It’s great that creating a lobby and playing with random players is so easy on Steam. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/7-Co-Op.png) 2 player Co-Op play If you haven’t started playing, Use my referral code (2V9NN6). You get bonus crafting materials for a mid-tier Legendary handgun in the game! The game is downloadable on the [Steam Store](https://store.steampowered.com/app/2282790/RIFTSTORM/?ref=annazplays.com). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/8-Ref-Code.png) Referral page ## The Riftstorm IP The IP started with Riftstorm, but its actually only the first of three games planned for the Rift Realm. All of it will be under the Confiction Labs teams. ### Genesis NFT The Confiction Labs team is releasing a Genesis NFT collection called FICT ZERO. Its their foundation core for all future ecosystems to be created by Confiction Labs. ZERO, comes with a unique system of “Franchise Rights.” This means the only way anyone can create a derivative or franchise business is through ZERO ownership. The total supply of ZERO is 888, and 333 will be released in 2024 by invite-only application. The remaining 555 will be release in the future. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/9-OpenSea.png) Genesis NFT on OpenSea ### Public Application ZERO is an exclusive, invite-only asset. It was previously through a selection process. It involved one-on-one discussions between the Confiction team and potential holders. This is to prioritize key strategic individuals. The team is now expanding access through a Public Application process. It’ll be through their 3rd Riftstorm public playtest. It seems like the remaining assets will be a buy-in instead of a free mint. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/10-Dashboard.png) Riftstorm Dashboard Here’s my reflink of the assignments dashboard: [https://one.confiction.com/portal/assignments?referralCode=EL3NM2](https://one.confiction.com/portal/assignments?referralCode=EL3NM2&ref=annazplays.com) ## Play2Airdrop If you think Riftstorm is just warming up to web3, think again! P2A is a big part of launching games on web3\. Riftstorm wont be missing out on joining in the hype! Points are called "Protocol Points". They are accumulated through the completion of in-game and ecosystem-related assignments on the Public Application dashboard. ### Traditional Game Rewards Riftstorm has listed these items below as probable items you can get for traditional rewards: - **Raffle Tickets**: Participate in exclusive raffles for a chance to win limited-edition in-game items or merchandise. - **Exclusive Skins**: Gain access to special character skins, which are available for customization when the game officially launches. - **In-Game Resources**: Acquire critical resources to enhance gameplay and progression, such as crafting materials and premium/non-premium in-game currency to improve the in-game economy upon the game’s release. - **Gift Cards**: Redeemable gift cards for your preferred platforms, providing flexibility for acquiring additional digital goods. ### Web3 points For those degens in Web3, Riftstorm has stated that Protocol Points can be used to redeem various **Web3 items**. It was mentioned that: - These items offer unique advantages and features within the **Web3 ecosystem**. - Further details on redeemable Web3 products will be announced in the future, giving players additional goals as they collect Protocol Points. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/10/image.png) Statement from Riftstorm on redeemable Web3 items I'm just gonna say out it out loud now. It's highly likely NFTs redeemable with the Protocol Points. I'm not missing out on this. You better start playing! ### Immortal Rising 2 - Global Launch URL: https://www.annazplays.com/immortal-rising-2-global-launch/ Last updated: 2024-09-08T07:43:05.000Z The global launch for [Immortal Rising 2](https://immortalrising2.com/game?referral=EXI4M2W61F&ref=annazplays.com) is coming soon. Having played the Closed Beta Test, I can confidently say it’s a game you don’t want to miss! It’s an AFK ARPG game unlike any other. ## Closed Beta Test #2 You always have an option to control the character manually. But not using the auto-battle feature means you miss out on the game’s whole point. Skills are executed much faster in auto-battle mode. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/image.png) button for "Auto Battle" There’s an obvious clue on the game's focus in training mode. There are 2 high-score records you can compete for: - Single Dummy Ranking - Focus attack on a single dummy - Multi Dummy Ranking - Use Area-of-Effect attack all 5 dummies at once Having the correct skills and stats is THE whole strategy. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T3-Training-Rank.png) Single and Multi Dummy Ranking There are different skill tree progressions as you level up. Each branch requires you to choose only one skill to use. - It could be a passive or active skill - single target or Area of Effect target - Different skills can be combined to make fusions ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T4-Skills.png) Fire Skill Tree There are many different equipment you can choose from. - There are 6 different pieces of equipment - Weapons come with 3 options (Blade, Bow, or Shield), each with its own skill tree - Each piece of equipment can be upgraded and increased its tier. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T5-Equipment.png) Weapon Inventory The character can be grown in many different ways. - Characters level up with EXP earned from playing - Character tiers can be upgraded. This comes with various bonuses that are assigned randomly and can be randomly changed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T6-Character.png) Immortal Growth menu Symbols are equipped to enhance our character further. - There are limited slots that can be used with different combo bonuses - Symbols need to be upgraded for better stats ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T7-Symbol.png) Symbols menu > Character Power = Skill x Equipment x Character Growth x Symbols With just these options (for now), there are infinite possibilities for character moves and skills combo. Become the best and you’ll earn bragging rights to sit on the Rank 1 throne for all to see. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T8-Leaderboards.png) Immortal Rising 2 Main Menu At launch, the focus will be on perfecting your character for PvE battles. But in the pipeline, there’s gonna be Guild Wars, World Raids, and PvP modes for end-game content. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T9-Roadmap.JPG) Immortal Rising roadmap Start early to ensure you can compete at the top when the time comes… ## Pre-registration Fortunately, there’s a way for you to get a head start! Pre-register for the game to get FREE 3,000 equipment and other limited rewards on launch day. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/09/T10-rewards.png) Pre-registration benefits Use my Verified Creator code (EXI4M2W61F) for bonus ORB points too. [Referral Link](https://immortalrising2.com/game?referral=EXI4M2W61F&ref=annazplays.com) ### Play2Airdrop Explained: Monetizing the Metaverse URL: https://www.annazplays.com/play2airdrop-explained-monetizing-the-metaverse/ Last updated: 2026-07-04T01:20:28.000Z ## **What is Play2Airdrop (P2A)?** Play2Airdrop (P2A) is the twist on the classic Decentralized Finance (DeFi) airdrop. You collect points through game quests rather than the classic on-chain actions on the blockchain. Game studios will divide and send out tokens to specific players based on the most points collected. The term “P2A” itself however is a marketing jargon to gain attention. People will try to use this term for clickbait even though their campaign is something else entirely. It is never meant to be a long-term method of distribution of tokens, the same way it is for classic DeFi airdrops. It is a campaign with a specific timeframe that is NEVER meant to be sustainable. Loopify in his article ([How To Make Your First $25K In Crypto](https://pluid.com/article/how-to-make-your-first-25k-in-crypto-vyuuogm0sj?ref=annazplays.com)) gave another good marketing jargon for P2A. calling it "Point Farming" & “Game Farming”. The simple way to understand how to farm points is to understand what user activity the developers want. You can divide the activities into: - **Onchain Farming**: Activities on the Blockchain i.e. buying of Non-Fungible Tokens (NFT) or tokens. The main goal is to test the smart contracts created by the developers. - **Social Farming:** Activities in Social Media i.e. Twitter (X), TikTok, YouTube, etc.. The main goal is to get the word out about the game. Users are the marketers for the game itself. - **Game Farming:** Activities in-game i.e. completing quests or ranking at the top of the leaderboards. The main goal is to test the main core loop of the game to determine the interest in the game. Developers will also use this to analyze how cheaters try to game the system. There are now monetary incentives to play which would attract would-be cheaters. ## **Stages of P2A campaigns** Multiple P2A campaigns have launched in the 1st quarter of 2024\. All with different allocation sizes and unlock dates. 0xKepler wrote a good article ([Improving Point Airdrops](https://0xkepler.substack.com/p/improving-point-airdrops)) on point airdrops. He discusses the analysis of the point farming mechanics. Due to the stark differences between campaigns, I’m gonna simplify it into 3 stages: ### 1\. Token generation event (TGE) stage This is at the point that the token has yet to be released into the market. - The source of funds for the airdrop is usually the money raised from Venture Capitalists (VC) - There is no price discovery yet. - A large volume of users are attracted to join as there’s speculation on the price of the token once released. - Due to the large influx of users due to speculation, game studios will be using this stage as an open playtest session. This is to stress test servers and identify cheating behaviors. A successful campaign for the TGE stage was Pixels in Jan’24\. Expect a lot more P2A campaigns at this stage soon as a lot of web3 games are getting ready to launch. > Web3’s most anticipated token - [$PIXEL](https://twitter.com/search?q=%24PIXEL&src=ctag&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) \- is just around the corner. > > Are you ready to be a part of history? The Play-to-Airdrop 2.0 begins NOW. [pic.twitter.com/Y0xFYMynRy](https://t.co/Y0xFYMynRy?ref=annazplays.com) > > — Pixels (@pixels\_online) [January 5, 2024](https://twitter.com/pixels%5Fonline/status/1743146063991914933?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) Pixels P2A campaign in January 2024 ### 2\. Seasonal campaign stages This is at the stage that tokens have been released to the market. - The source of funds for the airdrop is usually STILL the money raised from VCs. - Games keep an allocated amount in their treasury. This is to be used as a prize for players who finish top on the leaderboard. It can also be points for social activities for non-competitive games. - Players will be able to determine how much the payout is and decide accordingly whether to take part. Deviant’s Faction is currently doing a seasonal campaign like this. Payouts each season are monthly for 5 months. > 📢READY.... > SET..... > GOOOOOOOOOOO!!!! 🏁 > > Stage 1 of Deviants play-2-airdrop starts NOW!! > Gain Xp and get your share of the drop!! > > 50000 [$DEV](https://twitter.com/search?q=%24DEV&src=ctag&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) in 5 stages! > > Visit [https://t.co/Fz0VbCP4Ss](https://t.co/Fz0VbCP4Ss?ref=annazplays.com) to get started![#JoinTheConflict](https://twitter.com/hashtag/JoinTheConflict?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com)[#playtoairdrop](https://twitter.com/hashtag/playtoairdrop?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [#Airdrop](https://twitter.com/hashtag/Airdrop?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [#kiasu](https://twitter.com/hashtag/kiasu?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [#FOMO](https://twitter.com/hashtag/FOMO?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [pic.twitter.com/7k2CEIgXhF](https://t.co/7k2CEIgXhF?ref=annazplays.com) > > — Deviants' Factions 🧠 (@DeviantsNFT) [February 1, 2024](https://twitter.com/DeviantsNFT/status/1752844213643845902?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) Be CAUTIOUS about this stage of the P2A campaign - seasonal rewards are based on the game studio’s tokens allocated specifically for the campaign. This will eventually dry up. - Game studios can buy back the tokens from the market to extend the seasonal rewards. But expect token prices to continue to drop if tokens don’t have enough use cases for users to buy & spend. - If token distribution is suddenly gated behind NFT/ token purchases, this means that users’ money is being used to buy back the tokens. Then the tokenomics would have shifted back to the Play2Earn type of games. Be EXTREMELY CAUTIOUS if this happens. The game studio may still use the P2A marketing jargon even though the tokenomics has shifted to P2E. Vader has a good write-up on the nature of P2E and why it crashes. > Why Play to Earn Games Crash? 🧵 > > And What Can Devs Do? > > All You Need to Know about Play to Earn Economies in 11 Tweets > > 👇 > > 0/11 [pic.twitter.com/2LVD8Ybhty](https://t.co/2LVD8Ybhty?ref=annazplays.com) > > — Vader (@VaderResearch) [April 12, 2022](https://twitter.com/VaderResearch/status/1513804131374272517?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) @VaderResearch on why Play to Earn games crash ### 3\. Full-released game stage This is at the stage when the game is already established in the market with an active player presence in-game. This type of campaign is the next evolution from digital marketing. - The source of funds is the marketing expenses paid by the businesses to conduct this marketing campaign. The game studio’s established token would be used as a payout to the players. - Rather than paying marketing agencies, Businesses go directly to consumers. We are targeting the newer generation of users that spend a lot of time in games/metaverses i.e. Fortnite/ Roblox. Consumers are paid the marketing expenses incurred by Businesses. The idea is to get the most consumers to try out your game experience. Airdrops are provided as an incentive for players to interact with the game. In the same way marketing funnels work, the expectation is that the game experience will help with brand awareness for that specific business. Thus no longer the need to use digital marketing agencies to market your games. - Businesses would need the expertise of the game studios. This is to develop the experience/server/land to promote their business in the game. Expect jobs to be created around this i.e. metaverse builders, etc. - To find the specific games to conduct the P2A campaign, Businesses would rely on 3rd party data analytics companies. They would need 3rd party verification for Daily Active User (DAU) statistics. Highly unlikely for them to trust numbers provided by the game studios. Expect teams like [Gam3s.gg](https://gam3s.gg/?ref=annazplays.com), [ggQuest](https://testnet.gg.quest/?ref=annazplays.com), and [Earn Alliance](https://www.earnalliance.com/?ref=annazplays.com) that track game achievements to be relied upon. (*Disclaimer: I’m not implying that these teams are providing that specific service for this, but they could be used for it. It could also be that once Steam allows web3 games, businesses will go to Steam for verification of the game’s DAU statistics)*. There are currently no games doing P2A campaigns at this stage. Expect these campaigns in a more distant future once most games have launched their tokens. I can confirm that Web3/Metaverse companies have begun throwing this idea out to traditional businesses. I had the opportunity to join an event presented by [The Sandbox](https://www.sandbox.game/en/?ref=annazplays.com). It was a presentation marketed towards banks and corporations. They addressed that the market fluctuates. The hype cycle for the metaverse has ended. Now real tech for Metaverse is being built. Compared to years ago physical marketing is 95% of the expense of a company. Now 95% is digital marketing. In the future, 95% will be metaverse marketing. The presentation focuses on creating a narrative of fear of missing out (FOMO) to early adopt this tech to be ahead of the game. It’s not an asset, but a marketing expense. Businesses need to get skills to develop metaverse marketing earlier compared to competitors. An example of how this stage of the campaign will look like is the Sandbox alpha seasons back in 2021/2022\. But, that previous campaign was with businesses & celebrities that are already in the web3 space. It was more focused on promoting the Sandbox as a new game/metaverse. Instead of focusing on promoting these specific businesses. > 🎮 The Sandbox Game Client - Over 1.3M installs in 2022 for 2 Alpha Seasons and countless standalone events from [@Gucci](https://twitter.com/gucci?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), [@blond\_ish](https://twitter.com/blond%5Fish?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), [@Playboy](https://twitter.com/Playboy?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), [@CFDA](https://twitter.com/CFDA?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), [@aera\_football](https://twitter.com/aera%5Ffootball?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), [@ParisHilton](https://twitter.com/ParisHilton?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), [@carebears](https://twitter.com/carebears?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) and many more! > > EXPLORE THE METAVERSE NOW: [https://t.co/9wU0iYWhnf](https://t.co/9wU0iYWhnf?ref=annazplays.com) [pic.twitter.com/FyZB2bNg2q](https://t.co/FyZB2bNg2q?ref=annazplays.com) > > — The Sandbox (@TheSandboxGame) [February 10, 2023](https://twitter.com/TheSandboxGame/status/1624136220342161422?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) ## **When to cash out?** (*Information shared here is for educational purposes only and is not meant as financial advice*) Now that you’ve joined the P2A campaigns, the tokens have been airdropped to your wallet. If you don't intend to use the tokens in-game, the only answer is IMMEDIATELY. P2A is not meant to be sustainable. The money either comes from VCs or external businesses looking to do marketing campaigns. Whatever amount is provided by them is the fair market price of the marketing expense paid for distribution. The P2A idea is to get the most consumers to try out your game. Airdrops act as an incentive for players to interact with your game. Players to cash out the marketing expenses paid by the company. So the intrinsic value of the token would be much lower than the initial price of the tokens. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/04/Marketing-Expense.jpg) A very detailed chart made by Annaz The token price is expected to always DROP right after payment. Players naturally will collect the marketing expense as a reward for playing. Token prices would only increase in the future once the intrinsic value increases or speculations for future rewards. If you’re not cashing out immediately, you are already participating in speculation. You are no longer participating in a P2A campaign but performing trading or investment activities. ## **Who to Follow?** There are currently different interpretations of what P2A campaigns are. But as long as games are related to the campaigns, you're already heading in the right direction. Here are the people or communities I suggest you follow for updates on P2A campaigns. [Gaming Chronicles](https://discord.gg/W4xJVX6C?ref=annazplays.com): There's a list of P2A campaigns that [0xRaiden](https://twitter.com/0xRaiden?ref=annazplays.com) maintains. Join the Gaming Chronicles Discord for access. [Tribally](https://tribally.games/events?ref=annazplays.com): The Tribally team maintains a list of P2A events on their website. You'll need to log in to obtain access [Unlucky](https://discord.gg/b2UvPGJG?ref=annazplays.com): [Inhuman](https://twitter.com/inhuman?ref=annazplays.com) maintains his list in his Unlucky Discord channel. Last but not least, follow me on X (Twitter) if you want P2A campaign updates directly on X ([@annazplays](https://twitter.com/AnnazPlays?ref=annazplays.com))! ### Nifty Island: Play2Airdrop Campaign URL: https://www.annazplays.com/nifty-island-play2airdrop-campaign/ Last updated: 2024-06-28T14:47:00.000Z Nifty Island is a community-driven metaverse. Players can build their islands, invite other players, and play games together. It’s powered by web3 communities and driven by NFT-centric user-generated content. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/03/image-5.png) Taco avatar visiting another player's island The Play2Airdrop campaign began on 17th January with Wave 1\. Wave 3 has begun. It was announced as the final airdrop wave before the release of $ISLAND! After you register for the game, you’ll be presented with the Airdrop allocation dashboard Referral Link: [Sign up here](https://niftyis.land/annaz?ref=annazplays.com) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/06/image.png) Airdrop Dashboard (Wave 3) ## How to Increase Airdrop Allocation Your airdrop allocation is determined by your Collection Tier. The Collection Tier can only be increased by acquiring points or obtaining the Legendary Palm NFT. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/03/Collection-tiers.jpg) Collection Tier types The Legendary Palm NFT can be obtained by: - buying through the secondary market, - completing quests (feature not yet released) ; or - gifted by developers through contributions to the game. This can be seen by the number of points you have. (This shows how important the points are) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/03/image.png) Different types of Legendary Palms Here’s how to get points in Nifty Island: ### 1\. Play to Earn Blooms Daily The easiest way is to collect the in-game currency Bloom daily just by playing the game. The game allows you to collect Blooms by: - visiting islands to get 100 Blooms per hour; or - Complete different daily challenges to get different amounts of Blooms Collecting Bloom increases your points. But spending it doesn’t decrease your airdrop points. So don’t hesitate to spend them! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/03/image-1.png) In-game UI: Daily Challenges and 100 Bloom collection ### 2\. Host Players Points are earned by the amount of time verified (non-bot) players visit your Island. So spend time to make a cool and unique island players want to visit! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/06/image-1.png) +1 point per 1000 blooms earned by visitors ### 3\. Mint Bloom Rewards There are items on the game’s marketplace that you can get by buying using Bloom. Buying these items will grant you points for the airdrop too. Consider buying these items rather than 3rd party user-generated content! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/03/image-2.png) Current active Bloom Rewards ### 4\. Refer friends Once you’ve signed up for the game, your referral link will be in the dashboard. Make sure your friends use this to sign up and play! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2024/03/image-3.png) Copy the Island Link from your dashboard ### 5\. Grow to Earn (Wave 3) After Wave 2 started, Active Nifty Island players can now start their Growth Gang. Players can find their Growth Codes on the airdrop page. Share them with ANY new user to grant them airdrop eligibility or a Collector Tier boost. You earn whenever your players who sign up with your code play the game. Here's my Growth Code if you need one: - 1rwhij - 6H4V26 - agqXsL - DkQe6s - NJQPhd - nRIMa9 - rkiGyX - USG6gg - YSjR6P ## Airdrop Rewards The P2A campaign is for distributing Nifty Island’s utility ERC-20 token. It's on the Ethereum Blockchain called $ISLAND. The utility and tokenomics of $island will be released at an unspecified later date. ### Imagining Artificial Intelligence’s impact on Web3 Gaming URL: https://www.annazplays.com/imagining-artificial-intelligences-impact-on-web3-gaming/ Last updated: 2023-11-19T02:19:33.000Z I entered a contest to share my ideas of how I’d “Imagine AIs impact on web3 gaming”. It was fun thinking about how we can propel web3 gaming innovations forward using AI. I'm happy to share my writing won first place in the contest! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/11/winner.png) Here’s the write-up that won first place: ## Project Raid Breakthroughs have been seen in web3 gaming and artificial intelligence (AI) in recent years. The fusion of these two elements can lead to the emergence of futuristic gaming designs. I have imagined a game that features these elements. Let’s give this game a codename for now, “Project Raid”. Project Raid is a groundbreaking dungeon raid game. It revolutionizes traditional gameplay by merging AI, base-building strategy, and player creativity. *(Game screenshots are for illustration purposes only)* ### **Mechanics** At its core, Project Raid offers a novel approach to dungeon raiding. Players do not directly control the characters that navigate through the terrains. Instead, players are tasked with training the AI of their characters to handle traps and obstacles. The goal is to invade opponents' bases and plunder the hidden treasures within. A distinctive feature lies in the players' ability to instruct AI behavior. It adds layers of depth and strategic thinking. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/11/Dungeon-3.jpg) Dungeons 3 base building ### **Themes and Customization** Players encounter a diversity of dungeons and bases. Each base is customizable to reflect unique themes. This customization adds a creative dimension. It allows players to design their bases according to their preferences. The theme-driven approach enhances player engagement. They will craft bases tailored to their strategic intentions and aesthetic preferences. ### **Point of View and Graphics** Project Raid will have a top-down perspective giving players a bird's-eye view of the bases. During raids, the camera can: - shift to focus on characters traversing the map, or - move freely for audiences to spectate and guess how the characters deal with the following traps and obstacles. The graphics use simple yet effective 2D sprites that provide visual clarity. It also facilitates an easier understanding of character hitboxes and hurt boxes. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/11/dont-starve.png) Don't Starve's view of the map ### **Challenge and Decision-Making** The core challenge for raiders lies in honing their characters' AI before embarking on raids. The meticulous training of AI ensures successful navigation through intricate mazes and traps. On the opposing end, base builders plan to safeguard treasures. They need to strategically position building units. Players' decisions directly impact the outcome of raids. ### **Skill, Strategy, and Uncertainty** Project Raid demands players' expertise in training AI for successful invasions. A balanced amalgamation of skill and tactics propels players toward victory. Uncertainty factors can potentially emerge. Raiders encounter dynamically evolving AI defenses taught by the base builders. This contributes to the game's replayability and unpredictability. ### **Marketplace Dynamics** The trading system introduced in Project Raid bears semblance to Trading Card Games (TCGs) in the web3 space; - Like trading cards, building units can be exchanged within an open market. - Game Developers can release more building units in the future. This can be seasonal expansions as the game continues to be developed after release. This dynamic not only enriches gameplay but also adds an economic layer. Players will strategize their investments and acquisitions. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/11/gods-unchained-marketplace.JPG) God's Unchained marketplace for the trading cards ### **Interactive Context** A remarkable facet of Project Raid is the blend of interactivity and spectatorship. Players place characters in designated areas, entrusting AI to execute their strategies. As the game unfolds, the raids offer exciting moments that showcase the fruits of players' training efforts. The emotional gratification derived from witnessing AI executing strategies is a key highlight of the game. ## The future of Project Raid Project Raid stands as a testament to gaming innovation. It merges AI-driven gameplay, strategic depth, and creative customization. The game shifts the focus from direct control to training AI. The game pioneers a new approach to dungeon raiding. It may not be easy to create a game like this, but perhaps someone out there is willing to try. ### Parallel TCG: A Bold New Sci-Fi Card Game with Big Potential URL: https://www.annazplays.com/parallel-beta/ Last updated: 2025-11-12T15:22:12.000Z If you’re a fan of *Hearthstone* or *Magic: The Gathering Arena* but crave something fresher and more futuristic, *Parallel TCG* might just catch your attention. This online trading card game (TCG) lets players collect, build decks, and battle across a visually striking sci-fi universe. I’ve been testing the closed beta, and while it’s still early days, there’s a lot to be excited about; from its five distinct factions to a unique energy system that changes how you think about every turn. ## **A Sci-Fi Universe Divided: The Five Parallels** The world of *Parallel* revolves around five factions, or “Parallels,” each representing a different evolutionary path for humanity: - **Augencore:** Cybernetic and technology-driven, blending human and machine. - **Earthen:** Humanity in harmony with nature and life energy. - **Kathari:** Adapted to survive harsh conditions, resourceful and resilient. - **Marcolian:** Militaristic and disciplined, driven by conquest. - **Shroud:** Mysterious and manipulative, operating from the shadows. The opening cinematic sets the tone brilliantly, a visually impressive intro that establishes the lore and conflict between these factions. The tutorial continues this storytelling thread, helping players feel grounded in *why* these groups are fighting, not just *how*. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/-1-teaser.JPG) Augencore vs Earthen ## **First Impressions** ### **A Polished, Player-Friendly Tutorial** One of the things I immediately appreciated was how approachable the tutorial is. Even if you’ve never played a digital TCG before, *Parallel* walks you through everything: playing cards, attacking, defending, and most importantly, managing your energy system. The pacing feels right. Each step introduces a mechanic without overwhelming you, and the story integration keeps things engaging. By the end, you already have a basic grasp of your faction’s playstyle, a smart move for new players. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/-2-story.JPG) fighting against First Mate Marlo The tutorial is well done and easy to understand, even if you're not familiar with TCGs. The tutorial covers the basics of the game, such as how to play cards, attack, and defend. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/-3-tutorial.JPG) card activation ### **The Energy System: Strategy Through Sacrifice** Unlike most TCGs that rely on static mana systems, *Parallel* introduces something more flexible: **The Bank**. Here’s how it works: - You can “bank” (sacrifice) one card per turn to gain an energy point. - That energy can be used to play stronger cards or chain abilities. It sounds simple, but it adds a subtle layer of strategy. Every card in your hand suddenly becomes a tough decision; do you play it, or do you bank it for future power? This system rewards long-term planning and risk management in a way I haven’t seen before. It’s a refreshing twist that gives *Parallel* its own tactical identity. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/-4-bank.JPG) Banking a card give you an Energy for the turn ### **Rookie Mode: A Gentle Start for New Players** *Parallel* also includes a **Rookie Mode**, designed for beginners to learn the ropes and test different factions before diving into ranked play. Each win in Rookie Mode gives you rewards, allowing you to unlock more cards and experiment with various heroes. It’s a smart addition — one that helps players explore playstyles before committing time and resources to a main deck. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/-5-rookie-mode.JPG) Each win in rookie mode provides gifts ### **The Grind: Slow But Manageable** No early-access TCG is perfect, and *Parallel* has its growing pains. Progression feels slow at times, especially when it comes to unlocking cards or assembling competitive decks. You’ll need to put in several matches to build a strong collection. Still, considering the game’s early stage, I expect the developers to fine-tune progression as they gather feedback. That said, even with the grind, matches rarely feel like a chore. Each victory gives tangible progress, and the tight game balance keeps even early decks fun to play. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/-6-parallels.JPG) 5 wins required for each Parallel ### **Visuals and Atmosphere: Cinematic from the Start** From the first cinematic cutscene to the in-match card animations, *Parallel* nails its aesthetic. The design of each Parallel faction feels distinct. Augencore’s mechanical edge contrasts beautifully with Earthen’s organic themes. The UI is sleek and readable, which is something too many early-access TCGs get wrong. You can tell that a lot of care has gone into making the experience both immersive and functional. ## **Final Verdict: Worth Keeping an Eye On** Overall, *Parallel TCG* shows real promise. The combination of high-concept sci-fi storytelling and fresh gameplay mechanics makes it stand out from the sea of digital card games. ✅ Deep sci-fi lore with cinematic presentation ✅ Unique energy system that rewards strategic thinking ✅ Strong tutorial for beginners ✅ Distinct faction identities ✅ Great visuals and UI polish ❌Progression can feel slow ❌Limited card pool (for now) ❌Occasional balance issues in early beta If you love deck-building strategy and want something that feels both modern and meaningful, *Parallel* deserves a spot on your radar. ### Gothies: Deckbuilding Card Game URL: https://www.annazplays.com/gothies-deckbuilding-card-game/ Last updated: 2023-10-14T13:37:45.000Z I'm excited to share that I finally received the Gothies deckbuilding card game! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/IMG_4373-1.JPG) Gothies card game box art I backed it on Kickstarter earlier in 2023\. It's been a while since I've funded a Kickstarter project, so it was fun to get my hands on the actual box. ![Choose your way to play! Gothies is a tower defense deckbuilder card game. Conquer friends, or play together, in a magical underworld.](https://ksr-ugc.imgix.net/assets/039/281/825/a1d14f1c4822266ec5cf56dbd25327ec_original.png?ixlib=rb-4.1.0&crop=faces&w=1552&h=873&fit=crop&v=1669000138&auto=format&frame=1&q=92&s=6e14716460746bd03b6f3f22676a139e) Gothies on Kickstarter The theme of Gothies is a mix of Tim Burtonesque aesthetics and cute plushie-like characters. I love the way the cards are designed, and the land cards really help to bring the Gothies world to life. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/T1.3.JPG) character card and land card Each box comes with 162 cards, printed instructions, and cardboard tokens. This is enough for a 1- or 2-player game. If you want to play with 3 or 4 players, you'll need to buy two separate boxes. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/t1.2.JPG) accessories contained in each box One thing I'm not quite happy with is the quality of the print. The dark theme of the cards doesn't quite show up as well as it could. It's hard to distinguish between true black and dark colors on print. It was easier to distinguish the colors in the digital cards shown on the website. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/T1.4.JPG) Cards contained within each box Despite this, I'm still enjoying the game. The gameplay is simple to learn but challenging to master. There are a lot of different strategies you can use, and the game is always changing as you add new cards to your deck. ![](https://ksr-ugc.imgix.net/assets/039/228/158/f0d3a9957176bb256ba4d737c7fcb313_original.png?ixlib=rb-4.1.0&w=680&fit=max&v=1668479480&gif-q=50&lossless=true&s=32f7469fc7b44d1cd4f984405f81dc21) Table Layout Head-to-Head I'm also excited about the Gothies IP as a whole. The creator, Maurice Kimball, has a lot of other plans for the world of Gothies. This includes an animated TV series, digital collectibles, and gaming-related stuff. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/T2.1.JPG) plans for the Gothies IP If you're interested in learning more about the Gothies, I recommend checking out the website: [gothies.com](https://gothies.com/?ref=annazplays.com) ### What The Kart: Alpha Wave #2 URL: https://www.annazplays.com/what-the-kart-alpha-wave-2/ Last updated: 2023-10-10T15:53:36.000Z I had the opportunity to participate in the alpha test Wave #2 for WhatTheKart!, a new kart racing game from [OhBabyGames](https://www.ohbabygames.com/?ref=annazplays.com). I was really impressed with the game, and I think it has a lot of potential to be a great success. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/image-8.png) One of the things that I really liked about WhatTheKart! is the unique boost mechanic. When you drift, you build up a boost bar. Once the bar is full, you can press the boost trigger to launch your kart forward. This mechanic adds a lot of strategy to the game, as you need to decide when to drift and when to boost in order to maximize your speed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/image-6.png) Drifting Another thing that I liked about WhatTheKart! is the absence of a "blue shell" weapon. The blue shell is a weapon in many kart racing games that can be used to take down the first-place racer. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/image-7.png) Hitting obstacles stuns your kart However, I think the absence of this weapon makes WhatTheKart! more skill-based. To win, you really need to be the best driver on the track. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/10/image-9.png) Winning first place Overall, I had a lot of fun playing the alpha test for WhatTheKart! It is a great game with a lot of potential. If you are a fan of kart racing games, I highly recommend checking it out. ### What the Kart: Alpha Wave #1 URL: https://www.annazplays.com/what-the-kart-1st-alpha/ Last updated: 2023-10-10T15:53:53.000Z OhBabygames sent out their first alpha invite for their What The Kart game. It felt great trying out a new kart game again. The game shows the basic controls of the game right after the launcher. This is the default control mapping recommended, but there's also a modern control scheme that we can choose. I opted for the modern controls that use RT as the acceleration button. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/09/1-control-mapping.PNG) There were already quite a few characters that are unlocked at the start of the game. More characters can be unlocked once you play the game and collect XP. My favorite was ZachXBT's character. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/09/2-zach.PNG) I'm surprised that the devs already have its core gameplay loop set up already even at its first public alpha testing. I was expecting much fewer features that we could try out. We could already customize our karts and try different game modes such as: - Grand Prix - Time Trial - Quick Race - Bosses ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/09/4-drifting.PNG) What I really liked about the game was the drifting. I couldn't really put a finger on why, but it just felt really satisfying. I wanted to drift as long and far as possible! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/09/3-obstacles.PNG) The public alpha testing was great, but it's still a long way from a version that's good for public release. There were a few bugs and the graphics could be improved, but overall I'm really impressed with what the devs have accomplished so far. I'm excited to see how the game evolves in the future. ### Seraph: In The Darkness URL: https://www.annazplays.com/seraph-in-the-darkness/ Last updated: 2024-11-29T23:40:04.000Z *SERAPH: In the Darkness* is an Action RPG loot game heavily inspired by Diablo 2 that integrates blockchain. It’s developed by a subsidiary of Actoz Soft (the publisher of Legend of Mir 2 & 3, LaTale, and 1000 Years). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/actozsoft.png) Actoz Soft website Recently, a group of players was given the chance to take part in a weeklong closed pre-alpha playtest in April 2023\. Here's what I learned from the playtest and what you can expect from this upcoming game. ## **First Look** The main story of Seraph: In The Darkness follows a hero who must defeat an uprising of demons. While the story may sound typical, the gameplay is anything but. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-4.png) Fighting against undead mobs ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-6.png) Deciding on which weapon and items to keep ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-7.png) Using the in-game map to guide you out of the dungeon ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-5.png) Boss fight against Fallen Bishop Zaire I was able to choose from three different hero classes: - barbarian, - Sorceress, and - Amazon ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image.png) The Barbarian ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-1.png) The Sorceress ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-2.png) The Amazon Each class has three skill trees to progress through. These skill trees allow you to tailor your hero's abilities to suit your preferred playstyle. Each time the hero level’s up, you are provided with a skill point to choose what to upgrade in either of the three skill trees. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T4.2-seraph-skill.PNG) Sorceress' Skill Tree As this is an action RPG loot game, equipment plays a significant role. The game features various types of equipment, which are categorized by their quality, level, and durability. The quality of equipment can be divided into Ordinary, Magic, Rare, and Unique. - Ordinary equipment only has its basic name, basic attack/defense stats, and without any magic affixes. - Magic equipment has some magic affixes attached that add an attribute providing special stats. - Rare equipment has more magic affixes attached compared to Magic equipment. - Unique equipment is unique in-game with one-of-a-kind names and special attributes. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T3.2-Quality-1.png) Equipment has two types of levels: item level and wearing level. The item level is the inherent level of equipment that affects its stats. The wearing level indicates the level at which the character can wear the equipment. Your hero needs to reach level 18 before you can equip weapons, armor, or accessories with wearing level 18. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T3.3-Level.png) Equipment’s durability decreases when used during combat. When the Durability is exhausted, the equipment becomes unusable and requires repair. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T3.4-Durability.png) While you can play solo, Seraph: In the Darkness is a great game for co-op play. The server can hold up to four players at once, which should make for a fun and exciting co-op gaming experience. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T7-solo-room.PNG) ## **State of the Game** During my playtest session, I spent 5 hours on Act 1 alone. And it was only the first of five Acts in the game! I’m betting there are at least 20 hours of content in the game just for the story mode alone. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T5-Act-one.PNG) Despite being in pre-alpha, Seraph's gameplay is already impressive. Yet, there's still a lot of polish needed before the game is ready for its full release. One of the areas that need improvement is the game's AI voice, which is currently generic. , the developers will include voice actors or better AI voices in the full release. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/image-3.png) The game also currently uses Diablo 2’s skill tree as a placeholder for the current playtest build. The Sorceress’ skill tree is exactly as per Diablo 2’s Sorceress skill tree. They will need to change this in the future. Hopefully, we’ll see improvements in that. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/04/T4-skill-comparison.png) Seraph: In the Darkness vs Diablo 2 Sorceress Skill Tree ## **Final Thoughts** Seraph: In the Darkness looks like a promising game that Action RPG fans should keep an eye on. It has the potential to become the next big game in the action RPG genre. Who knows it might be able to compare against the upcoming Diablo VI perhaps? ### The Machines Arena URL: https://www.annazplays.com/the-machines-arena/ Last updated: 2025-11-12T14:39:37.000Z The Machines Arena is an upcoming action-packed game, set to take the Top-Down Shooter genre by storm. It’s a game currently being developed by Directive Games, a studio that was established in 2014. The game has been building in incognita since 2020\. It has been making rounds on social media since it was announced by Sky Mavis (developers of Axie Infinity) that it will be using the Ronin chain. It will be one of the first few games made available on Ronin that are not Axie-themed games. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/ronin-announcement.jpg) Announcement by Sky Mavis ## **Plenty of modes to try** A few game modes have already been developed which are Tutorial, PvP & PvE. Let’s see what these game modes are like ### **#1 Tutorial** It's great to see that the developers created the tutorial mode early on. I’ve seen a lot of games implementing the tutorial badly or didn’t have any at all. This deterred players from sticking to the game because of how hard it is to learn the game’s UI and mechanics by themselves. It’s safe to say The Machines Arena does not have that problem. The tutorial was easy to learn and by the time I finished it, I was ready for the other modes. In the first room, you’ll learn about basic movements and weapon usage. On mouse & keyboard: - WASD to move - Left Mouse Button to fire - R to reload ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Training---1-Move---Shoot.PNG) 1st room In the second room, you’ll learn about the abilities that can be used. On mouse & keyboard: - Right Mouse Button for the first ability - Left Shift for the second ability - Space for ultimate ability with WASD & Mouse to aim ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Training---2-abilities.PNG) 2nd room In the third room is the live fire exercise. Now the dummies will fire back at us. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Training---3-live-exercise.PNG) 3rd room In the fourth room, you’ll learn about the detonation mode. Attackers will need to get the fuse and arm it at the target site. Meanwhile, defenders have to prevent that from happening. Attackers press the “E” button at the target site to arm the bomb meanwhile defenders press the same button to defuse it. It takes 5 seconds to arm the bomb and 35 seconds is how long it lasts before detonation. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Training---4-detonation.PNG) 4th room The fifth and last room is where you’ll learn about the Pushback game mode. You’ll be trying to push the cart towards the enemy base and them to yours. The cart only moves when one team is in proximity. You’ll need to defeat nearby enemies to keep pushing the cart. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Training---5-Cart.PNG) 5th room Now that you’re done with the tutorial, now let’s head to the main part of the game. ### **#2 Player vs Player (PvP)** There are three PvP modes available in Quickplay: - Pushback, - Detonation, and - Skirmish. During the playtest, we were able to test the Pushback mode. Once a match has been found, you’re met with a character select screen. There are three characters each that can be chosen from the Tank, Support, or Assault role. I picked Zulu because how I liked seeing those big guns on his shoulders. But I was told Pyro is the current OP character in the game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Pushback---1-Select-team.PNG) Character selection screen, The map was big. It's gonna take time to push the cart to the enemy's gate. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/MAP_Pushback_Facility--1-.png) Pushback map called Facility It was a chaotic game. we decided to have an all-out team battle directly within the first minute of the game. We had 5 minutes to push the cart with 2 minutes overtime if the cart didn’t reach any base within those 5 minutes. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Pushback---2-team-battle.PNG) 4 vs 4 battle We were able to gang up on the opponent and push the cart slowly. it wasn’t easy staying near the cart when enemies can use flamethrowers and all sorts of other abilities at the cart’s proximity. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Pushback---3-pushing-the-cart.PNG) Pyro using flamethrower ability ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Pushback---3.1-abilities.PNG) Players spamming abilities on the cart It was a hard battle. 5 minutes passed and the cart was still in the neutral area. The gates started moving closer to each other in the 2-minute overtime. The cart zone was getting smaller. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Pushback---4-overtime.PNG) Blue gate moving while teams are battling it out Fortunately, the cart was nearer to the enemy’s gate. The victory was ours. was it beginners’ luck or were we just that good? (Nah, unlikely haha) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Pushback---5-winning-screen.PNG) Winners screen ### **#3 Player vs Environment (PvE)** The PvE mode is called Death Run. PvE's mode is called Death Run. You'll be playing in a roguelike game to compete against others to get the highest score. At the start, you’ll have a choice between two weapons. SMG or Lightning Rifle in the Deployment room. Both guns come with different DPS, damage, ammo, rate of fire, range, and reload time. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Death-Run---1-Select-gun.PNG) Weapon selection screen Once you’ve chosen your guns, you’ll be transported to the next room. Enemies will spawn in each room. Only by defeating the enemies will the door to the next room open. Enemies can also drop random loot. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Death-Run---2-defeat-enemies.PNG) Battle room Once you’re ready to go to the next room, you’ll be given a choice of abilities to choose from. This could be: - upgrades to your current abilities, - new abilities to include in your arsenal or - credits that can be collected to buy gun upgrades in the next Deployment room. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Death-Run---3-Choose-abilities.PNG) Abilities selection screen The core game loop is trying to survive all the rooms you go through and upgrading along the way when you find deployment rooms. But here comes the hard part. Your high score is only counted if you extract out from the map via the deployment room. This means by dying, you lose all your score. Nothing is counted at all. The choice is ultimately yours whether you think you can survive in the next rooms or you should extract out to get that high score on the leaderboard. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/Death-Run---4-leaderboard-Select-gun.PNG) Highscore Leaderboard ## **Final Thoughts** I’m quite surprised that The Machines Arena was able to create fun game modes with an exciting core gameplay loop within just a few years. It’s a highly addicting game to play. Excited to see how much more the game can be polished in the future. If you're interested in the game, you can apply for the Closed Beta on their [website](https://www.themachinesarena.com/?ref=annazplays.com). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-25.png) Sign up for the closed beta at The Machines Arena website ### Starheroes: A Fast-Paced Web3 Space Shooter Game URL: https://www.annazplays.com/starheroes-a-fast-paced-web3-space-shooter-game/ Last updated: 2024-11-29T23:45:57.000Z I haven’t seen many space flight simulator games in web3\. It was exciting to try the StarHeroes game created by GameSwift’s first subsidiary web3 game studio. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-12.png) GameSwift Studio homepage Star Heroes is a 3v3 fast-paced space shooting game focused on PvP. I tried it out during a weekly playtest with the Waypoint Gaming squad. Here’s what I learned about the game: ## **The Basics** Before you enter the game, you'll be presented with the M+KB controls. There are a lot of buttons to memorize. At the start, I kept forgetting that the “Q” and “E” buttons can be used to barrel roll. Sometimes I do still forget to mark enemies when I’m chasing them. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T4-MKB-Support.PNG) Mouse and keyboard control layout When you first start the game, you'll have a pulse cannon and a minigun. Various guns can be picked up as a 3rd weapon in the battle arena. each gun varies in how much damage is dealt and its effectiveness at different ranges. Players need to think about which weapon fits into which situation of fights in the game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-13.png) Picking up the Electric Wave Gun There are two maps playable now. - Nox Colony is played in the open outer space, and - Degens Arena is played in the tight spaces of what seems to be a space station. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T5.1-Nox-Colony.PNG) Nox Colony map ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T5.2-Degens-Arena.PNG) Degens Arena map Ships have varying speeds, health points, and shields. There are three ships available to be used in the playtest: - Shooter (this was my favorite), - Support, and - Tank. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T6.1-Shooter.PNG) Shooter ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T6.2-Support.PNG) Support ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T6.3-Tank.PNG) Tank ## **Waypoint Gaming Session** At the start, everyone was clueless on what the game mechanics were. But the game was straightforward enough that learning the game took very little time. Once I was used to the controls, I was raking in kills already. I just keep forgetting the extra buttons for advanced controls like rotating to barrel roll that can be used. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-15.png) Enemy ship destroyed None of us were pros in flight simulator games. It was great that there was no damage from collision with objects. Controlling our ships is easy to learn but hard to master. It was hard trying to maneuver in tight spaces. I wonder how much the game will change if we take damage from collisions with obstacles. I’m betting we'll be seeing great maneuvering clips in the future by pro gamers. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-16.png) Maneuvering through a space satellite There are two game modes in the playtest. Deathmatch is the mode in that players will respawn instantly after death. In this mode, the most kills to win. There is only one round that lasts for five minutes. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-17.png) Going for the kill The second game mode is elimination. In this mode, the teams will fight each other for nine rounds. Each round lasts for two minutes Players only respawn after the next round starts. We will need to destroy all enemy ships to win the round. Because of this, if our team has only one player left, we would decide to just hide. That's because if the team isn’t wiped out within two minutes, it’s a draw instead. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/image-18.png) Ship hiding behind a wall I do want to highlight that the network connectivity of the game is superb. I played with the Waypoint Gaming squad across USA, EUR & ASIA regions. I didn't notice any lag at all in our sessions. ## **Final Thoughts** It really was a fun playtest session. I did not expect to have so much fun playing a space shooter game. If you're interested in the game, it's already downloadable from their GameSwift launcher. There isn't any NFT/token needed to play, and weekly playtests are open to everyone. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/03/T8weekly-playtest.png) Weekly playtest schedule ### Survive the Dread Arena in Uldor URL: https://www.annazplays.com/survive-the-dread-arena-in-uldor/ Last updated: 2024-11-29T23:37:53.000Z Uldor is an upcoming fantasy MMORPG being built on Unreal Engine 5 by game developers Max Level Studios. The team consists of people with experience with brands like Marvel, Ubisoft, and Ethereum Foundation. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image.png) Max Level Studio's background The three main game modes planned for Uldor are: - PvP arena which features structure matches between players either 1v1, 3v3, or 5v5; - Faction Battles for large-scale PvP battles; and - Open World adventure for single-player and co-op style games. For the first playtesting phase though, another game mode is released first. It’s called Dread Arena. This game mode was released as a means to get early feedback on the basic mechanics and controls of the game. ## **The first step into the Dread Arena** We will face endless waves of undead minions in the Dread Arena mode. The longer you stay in the arena, the harder each wave gets. We start with only a short sword and three (3) elixirs. We had no abilities at the start of the game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-6.png) Swing attacks using katana ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-7.png) Most abilities come with different colored visual effects After defeating all the enemies to complete the wave, random rewards can be chosen by us to help in the next wave. It could be Elixirs, Status upgrades, Abilities, or Weapons. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-1.png) Upgrade selection menu is shown after each wave defeated From my playthrough, it seems that there were 3 weapon upgrades in order of Shield> Halberd> Katana. Halberd nor Katana ever appear as a reward if we don’t choose Shield as our first weapon reward. In the future, I would love to see a wider selection of weapons and random weapon upgrades instead. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-2.png) The Halberd has a long reach compared to other weapons ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-3.png) The Katana allows quick execution of combos There were changes to the weather in the arena the longer you stay there. I’ve noticed that at the start it wasn’t dark. But as we completed more waves, the skies get darker and darker. I wasn’t able to survive very long, wasn’t able to determine if we could see the sunrise if we survived long enough. The combat in the game feels good. There was a lot of rolling around to dodge enemy attacks. It’s very familiar for those that have played the Dark Souls series. If it ain’t broke, don’t fix it. With the familiar combat controls and a few tries I managed to get to Wave 16 with 105 kills. The death screen reminded me of Dark Souls even more. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-5.png) Defeated by a horde of undead ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/02/image-4.png) Death screen ## **Final Thoughts** It seems that the current mode is only to test the combat mechanics. I’m really satisfied with how it is now. However, for this playtest I did not see any new game mechanics that would help make the game stand out from other action RPGs yet. Here’s hoping we would be able to see that in the other game modes in the future. If you’re interested in trying out the game, sign up for their Dread Arena Alpha Waitlist at [uldor.com](https://uldor.com/?ref=annazplays.com) ### How to improve Practice Mode in Champion Ascension URL: https://www.annazplays.com/how-to-improve-practice-mode-in-champion-ascension-2/ Last updated: 2024-02-02T23:52:36.000Z Are you ready to climb the League? Champions Ascension has just released its MMR Rating update, and it's time to prove who the best of the best is! ## **Improving the Practice Mode** Grinding PvP in the Arena can help you improve, although it may be a slow process. You would be trying out new things while fighting a real opponent. The solution would be to train in Practice Mode instead. However, comes another problem, the Practice Mode does not come with enough features to help you train. To have a more effective way to practice, here are 3 features I’d like to suggest to the Game Dev team to consider: ### **Feature #1: Grid Map** The Grid map is an essential element in fighting games. It provides us with an invaluable tool for understanding the range of our attacks. This knowledge is especially important for the "footsies" game. Small adjustments in spacing can be the difference between success and failure. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/T2.-Training-grid.JPG) Training Grid map in Street Fighter V The Grid map not only helps us understand the opponent's attack range but enables us to make more informed decisions in terms of spacing. It is used to predict our opponent's movements and strategize accordingly. It can also be used to identify potential weak spots in an opponent's defense, allowing us to gain an upper hand in the fight. An example I have is after taking a look at my replay from a top-down perspective. I read that I had been too far away from the opponent, which cost me the round. With a bit of practice using a Grid map, I'd be able to get a better sense of just how close I could get. This allows me to whiff punish that attack when the time was right. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/T4.-topdown-view.JPG) Large spacing between fighters ### **Feature #2: Recording CPU Action** You currently can test out attacks in the practice mode, but they are limited to only the action data of button inputs. The CPU dummy just stays in place waiting to be attacked. This leads to us experimenting via trial-and-error during PvP matches against human players. It will make it seem that we are throwing our matches if the experiments are unsuccessful. Especially when dealing with spam attacks by opponents. Having recorded moves help us learn to deal with attacks that opponents are spamming. This way, we can get a better idea of how to counter the attack patterns our opponents may use, and be better equipped to deal with them in a real match. We will be able to do all this without losing MMR at all! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-9.png) Setting for recording options ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-10.png) CPU performing recorded action Here’s an example of something I discovered using the trial-and-error method: - Whisperer blocking Karkadon’s L>L attack is plus on block. - You’re safe to punish the attack with an L>L>H attack right after. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-7.png) Whisperer blocking Karkadon's attack ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-8.png) Plus on block previously had allows whisperer to perform a counter attack ### **Feature #3: Frame Data Display** Champions Ascension did a great job of explaining that an attack is broken into 3 parts; Wind Up, Active, and Recovery. However, it can be difficult for us to identify which part of the animation we are currently at. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/T7.-3-part-attack.JPG) Parts of each attack This is why having frame data displayed in practice mode can be extremely helpful. This data can help us ensure they are not committing to overly-risky attacks that might leave us open to attack. Frame data can also be used to identify potential openings and counter-attack opportunities during a game. By making use of this data, We can become more informed and improve our performance overall. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/T8.-frame-data-display-2.jpg) Frame data display in Tekken 7 ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/T8.-Frame-data-display-1-2.jpg) Different colors showing different actions done by the players ## **Final Thoughts** I sincerely hope that these suggested changes and improvements will be considered by the Game Dev team. I’m confident that the Fighting Game Community would be happy to have these features in the game. If you have any other ideas that could be implemented, please don't hesitate to share them in the comments below. ### Best Tools for Web3 Content Creators in 2023 URL: https://www.annazplays.com/best-tools-for-web3-content-creators/ Last updated: 2025-11-15T11:22:41.000Z *Disclosure: This article contains referral links for the sales page links provided. I may receive affiliate compensation for some of the links at no cost to you if you decide to purchase a paid plan.* --- Over the past year, I've been trying out different tools to streamline my content creation process and make my work more efficient. I've found a few that have helped me produce high-quality content, and I wanted to share my top picks with you all for 2023\. These tools (mostly free) have made a difference for me, and I hope they will for you too. ## Best content creation tools across different categories ### **#1** [**Notion**](https://affiliate.notion.so/annazplays?ref=annazplays.com) **Used for:** Notion has a PC/iOS app. I use it in my workflow for: - organizing my ideas on the go, - structuring articles and tweets, and - editing content before finalization. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-1-Notion.JPG) My Notion workspace Notion has been a great help in keeping me organized and on track with my work. I've even begun using it for AI writing help. Although I haven't found ChatGPT to be particularly useful in my workflow yet, I have found that Notion's AI help can be beneficial when starting writing projects. **Price:** Notion has four different price plans. For a one-man business, the free plan is enough. I would only suggest going for higher pricing plans as you have begun expanding the size of the staff in your business. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Notion-Pricing.JPG) Notion Pricing Plan Get started with [**Notion**](https://affiliate.notion.so/annazplays?ref=annazplays.com) ### **#2** [**Pocket Universe**](https://dash.pocketuniverse.app/ref/0x065E4a254A1515e83b59b04B46390D6Ea43F69F1?ref=annazplays.com) **Used for:** Pocket Universe has been my go-to tool for verifying smart contracts and making sure they're legitimate. This has been an invaluable safeguard for me. It allows me to continue making transactions with smart contracts without fear of being scammed. It's been a reliable solution that I can count on to protect me and my assets. I highly recommend it to anyone looking for a secure way to verify smart contracts. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-4.png) Pocket Universe extension on the Chrome store **Pricing:** Pocket Universe has a free plan and paid plan pricing at $4.99/month. The paid plan comes with additional feature of Hyperdrive mode & Private Discord Access. The Hyperdrive mode is only for people that want to perform transactions quickly. It skips pop-ups for gas transactions on purchases and accepting offers. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Pocket-Universe-Pricing.JPG) Pocket Universe pricing plan Get started with [**Pocket Universe**](https://dash.pocketuniverse.app/ref/0x065E4a254A1515e83b59b04B46390D6Ea43F69F1?ref=annazplays.com) ### **#3** [**Grammarly**](https://www.grammarly.com/?ref=annazplays.com) **Used for:** Grammarly is an incredibly useful tool for quickly checking spelling and grammar. It's especially beneficial when I'm crafting tweets or editing articles. It's saved me from countless embarrassing mistakes and typos, providing me with an invaluable level of peace of mind. Thanks to Grammarly, I can rest assured that my written work is accurate and error-free and that I'm putting my best foot forward in any situation. It's a great way to make sure that my writing is up to the highest standards. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-3-Grammarly.JPG) Grammarly homepage **Pricing:** Grammarly has three pricing plan options. I find that the free plan is enough for , my day-to-day writing activities. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Grammarly-Pricing.JPG) Grammarly pricing plan Get started with [**Grammarly**](https://www.grammarly.com/?ref=annazplays.com) ### **#4** [**Hemingway Editor**](https://hemingwayapp.com/?ref=annazplays.com) **Used for:** Since my gaming content is designed to be easy to comprehend for all ages, it's essential that I can adjust my language to make it simpler. The Hemingway Editor has been incredibly useful in this regard. It assists me in pinpointing phrases that could potentially be difficult to comprehend or confusing. It then provides me with various other options that can be used instead. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-4-Hemingway-Editor.JPG) Hemingway App website **Pricing:** Hemingway Editor is free to be used in the browser. however, there is a one-time payment option at $19.99 for those that want a local Windows or Mac app instead. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Hemingway-Editor-Pricing.JPG) Hemingway Editor 3 store page Get started with [**Hemingway Editor**](https://hemingwayapp.com/?ref=annazplays.com) ### **#5** [**Google apps**](https://workspace.google.com/intl/en%5Fmy/features/?ref=annazplays.com) **Used for:** I'm already a massive fan of the services and apps that Google provides and it's no surprise that they've made it to my list of content creation tools. - I have had a domain registered with Google Domains. The process of registering a domain was quite simple, with a wide variety of options to choose from. The cost of registering a domain was also very reasonable, it was around US$10\. I am pleased to say that I have had a good experience overall with Google Domains. I highly recommend them to anyone looking to register a domain name. - I can also manage both my personal and business emails with the convenience of Gmail. The tags make it easy to keep everything sorted and organized, which is a huge help. - I use Google Analytics to keep track of my website’s statistics, so I know what's working and what needs improvement. This level of insight has been invaluable for making sure my content is seen by the right people. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-5-Google-Suite.JPG) Google Workspace apps **Pricing:** Most of the Google apps are free with things like Google Domain having separate subscription plans for each domain purchased. There is a Google Workspace paid pricing plan for enterprises instead. However, I would not suggest subscribing to it yet for one-man businesses. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Google-workspace-pricing.JPG) Google Workspace pricing plan Get started with [**Google Workspace Apps**](https://workspace.google.com/intl/en%5Fmy/features/?ref=annazplays.com) ### **#6** [**Ghost.Org**](http://ghost.org/?ref=annazplays.com) **Used for:** Ghost allows me to focus on writing articles without having to worry about the complicated aspects of website construction. It provides a wide range of features and customization options that allows me to create a website from scratch. This makes it ideal for anyone wanting to create a website for their blog or business without having to worry about technical details. The platform is regularly updated with new features. It ensures that users always have access to the latest tools and capabilities available. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-6-Ghost.JPG) Ghost.org homepage Pricing: Ghost has a self-hosted option for those with technical knowledge of site hosting. The self-hosted option is free as we are not relying on Ghost for hosting purposes. For hosting using Ghost, they have pricing plans as per below: ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-5.png) Ghost pricing plan Get started with [**Ghost**](https://ghost.org/?ref=annazplays.com) ### **#7** [**Open Broadcaster Software (OBS)**](https://obsproject.com/?ref=annazplays.com) **Used for:** OBS is an open-source software that is easy to install and configure. Once you have set it up with all your desired settings, you don't need to do anything additional - everything is already ready to go and you can start recording! This has been a huge time saver and stress reducer for me, and I'm sure it could be the same for you. OBS provides a great solution to all your screen recording needs and can help you capture all the important moments you need. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-7-OBS.JPG) OBS homepage **Pricing:** it's free and open source, so you don't have to worry about spending a single penny! Get started with [**OBS**](https://obsproject.com/?ref=annazplays.com) ### **#8** [**Davinci Resolve**](https://www.blackmagicdesign.com/products/davinciresolve?ref=annazplays.com) **Used for:** Davinci Resolve is a great video editor alternative to Adobe Premiere. The user interface is very intuitive and easy to use, making it a great choice for novice video editors. It also has a wide range of features, such as support for multiple video and audio formats, multi-cam editing, and color grading tools. The ability to export your project in multiple resolutions and formats makes Davinci Resolve a great choice for creating high-quality videos for different platforms. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-6.png) What's new in Davinci Resolve 18 Pricing: I am very satisfied with the free version of Davinci Resolve, and I haven't found any reason to upgrade to the premium version yet. The premium comes at $295. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/-8-Davinci-Resolve.JPG) Davinci Resolve 18 pricing plan Get started with [**Davinci Resolve**](https://www.blackmagicdesign.com/products/davinciresolve?ref=annazplays.com) ### Champions Ascension: An Unexpected Fighting Game URL: https://www.annazplays.com/champions-ascension-an-unexpected-fighting-game/ Last updated: 2024-11-29T23:38:13.000Z --- I tried out Champions Ascension during last month's playtest and I was astounded. I had no idea the developers could create such a complex and comprehensive fighting game. Yes, you heard that right, a FIGHTING game. Based on the previous clips I saw about the game, it looked like an Action RPG. I was much more excited to try it out once I knew I was wrong. Here are the things that I found out when I played the game. ## **The Gameplay** Before I began trying it out myself, I wanted to have a look at how other people played it first. So I watch the live battles between other players first. From a side view, the fight looks similar to a 3D fighting game like Tekken. Fighters move around in a confined area, exchanging punches and kicks in an attempt to gain the upper hand. Each punch and kick is accompanied by loud grunts and cries of pain, intensifying the fight. Even more captivating is the fact that the fighters can move in all three dimensions. They can Dodge and block with remarkable agility and speed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image.png) Side-view option for watching other players After that, I tried out the game for myself. From the player's perspective, this game is quite like “For Honor”. Yet, it's undeniable that this is a fighting game. It's sure to be a hit with the fighting game community. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-1.png) Character entrance at the start of the match ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-2.png) Slicing the enemies with a light attack ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/image-3.png) Winning the match Different characters provide various combat styles that change players’ strategies in the game. Players have 3 different character options during playtesting with 3 different archetypes each. This gives them the chance to try out different styles and abilities. Each character has its unique features, so no two players have the same experience. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Character-selection.JPG) Three different characters with three different archetypes available The great advantage of the abilities of each hero in the game is their user-friendliness and lack of complex button inputs. Each ability is mapped to a distinct button, making it easy for beginners to get started. This mapping also creates an intuitive user interface. It enables users to easily remember which abilities the buttons are associated with. This makes it much simpler for users to become proficient in these abilities and take advantage of their many benefits. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/ability-button.JPG) Button mapping for abilities It's important to keep in mind that there are no grab buttons in this game. If the enemy blocks our attacks, our only option may be to use unblockable abilities to counter them. However, these moves come with their risks, as they may be harder to execute than traditional moves. Additionally, the enemy may be using similar strategies, making the situation more complex. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Unblockable.JPG) ## **Fighting Game Footsies** Champions Ascension highlighted the importance of attack animation in the game's documentation. They emphasize that players should be aware of Wind Up and Recovery frames, as they will be vulnerable during this time. Mastering the art of ‘Footsies’ is essential for playing this game, as it is with many other fighting games. Learning to predict opponents' next move and act accordingly is a key component of success. Moreover, it's important to react quickly and find ways to counter enemy attacks. Developing the necessary skills is critical for success. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/3-part-attack.JPG) Three parts of the attack; Wind up, Active, and Recovery The footsies game is similar to a rock-paper-scissors game. The objective of the game is to use Hit Attack, Whiff Punish, and Cover Attack to outwit your opponent. In this game, - Hit Attack beats Whiff Punish, - Whiff Punish beats Cover Attack, and - Cover Attack beats Hit Attack. However, the key to victory is not only knowing the rules of the game but also having a keen eye for your opponent's next move. With the right strategy and skill, you can use your moves to out-maneuver your opponent and gain the upper hand. The Footsies Trilemma suggests three possible options when approaching an opponent. Poking, spacing, and advancing. Each has its advantages and disadvantages, and it's up to the player to decide which to use in each situation. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2023/01/Footsies-Trilemma.JPG) The Footsies Trilemma by HiFight Here's a video from HiFight that provides an in-depth look at the Footsies Trilemma. For those unfamiliar with the concept, it's an important one in fighting games that players must consider for optimal success. He breaks down the different facets of the Footsies Trilemma, providing insight into the concept and how it can be used in the game. He also provides examples of how it can be applied in various situations. This gives players a better understanding of how to use this concept in their gameplay. ## **Final Thoughts** I'm filled with anticipation as I explore the possibilities of Web3 and the exciting new fighting games it offers. These games provide a truly unique experience. From stunning graphics to an unprecedented level of freedom and control. Champion Ascension’s graphics were impressive, the controls intuitive, and the combat intense. Each character had its own unique set of moves and abilities. Normal attacks performed in succession create powerful combos. The online play was smooth and lag-free, making the experience even more enjoyable. Here’s hoping to see the game evolves even better when it comes out! ### Earth From Another Sun: A Space Exploration Game URL: https://www.annazplays.com/earth-from-another-sun-a-space-exploration-game/ Last updated: 2025-11-12T14:39:56.000Z --- I had the chance to try out Earth From Another Sun (EFAS) on its 91st playtest build. I'm amazed by the possibilities it offers. EFAS is a first-person shooter type of space exploration game. There are currently two versions of the game; - a blockchain-based version using Solana chain; and - a non-blockchain version currently on Steam. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-16.png) Earth From Another Sun on Steam It’s still in its playtesting phase, but that doesn't mean that there aren't a lot of activities that you can do already. You can visit different planets, discover unknown creatures and take part in thrilling battles. With each playtest build, more features are added. The game keeps getting better and better. It’s a must-play game for everyone who loves space adventure games. ## Exploring the Galaxies Beginning your journey on your ship, you are presented with a seemingly endless expanse of possibilities. With the freedom to explore the galaxy, you can embark on several different adventures. At the outset, you can already begin to harvest minerals and junk from nearby shipwrecks or stone dust belts. Engaging in these activities will help to level up your characters, granting them access to new abilities, items, and upgrades. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-17.png) Space exploration The higher the level of your character, the more types of items become available to you. As you progress and unlock these items, you are free to upgrade or synthesize them with the right materials. With all these options available, it felt rewarding to upgrade and synthesize these items! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-18.png) Levelling up your character ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-19.png) Upgrade Station showing acquired and purchasable upgrades ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-20.png) Synthesis List for items available to be synthesized If you were to journey to distant excavation sites such as mineral comets, you are given a quest of safeguarding the site from hostile invaders. You would need to form a line of defense, holding the enemies back from advancing until the leader of the invading forces is vanquished. To do this, you would have to make sure that your team can protect themselves, while also fending the enemies in battle. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-22.png) Excavation sire for players to defend ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-21.png) Shooting enemies Exploring Hatcheries is a great way for players to get their hands on monster eggs and meat. These are valuable crafting materials that can be used to create powerful new items. It won't be easy. These places are often full of monsters that need to be dealt with before the players can get their loot. And of course, no Hatchery is complete without a challenging boss at the end of the map, waiting to test the player’s mettle. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-23.png) Clearing the hatchery of the monsters inhabiting it ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-24.png) Arbitrary Corcetus, the guardian of the Hatchery ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-25.png) Loot drops from clearing the Hatchery Players can also invade or get invaded by pirate fleets. Players would be transported to a land map for battle against these pirates if an attack occurred. It would be an amazing experience to see fights take place on the ships instead! Imagine the thrill of a gunfight in tight spaces within the ships. It would give the game a heightened sense of immersion and excitement, especially within the theme of the game. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-26.png) Engaging with a Small Pirate Fleet ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-27.png) Player fending of the enemy pirates With all that loot and items collected from all over the galaxies, it is important to find a place to sell them. Players can visit planets and space stations that have merchants present, to make a profit from the items they have acquired. These places are not just used to buy and sell items. They also provide a much-needed break from the rigors of space exploration. Players can find new quests and activities to do here, as well as buy items needed for their journey’s continuation. These planets and space stations provide a haven for players to rest and recuperate at the resting stations too. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-28.png) Player heading into the base on Planet Terra ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-29.png) Buying items from the Store ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-30.png) NPCs providing quests Our hero isn't the typical Master Chief we're used to seeing - running around galaxies with a single goal to complete his mission. He's more like Star-Lord, taking his time to explore the galaxies and make the most of his journey, having fun along the way. What's more, this "fun" leads to some nice bonuses like increased damage output, allowing him to take down his enemies more efficiently. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-31.png) Enjoying "company" costs 500 SFC ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-33.png) The "company"?? ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/12/image-32.png) ## **Final Thoughts** The journey of exploring the galaxies and upgrading our ship and arsenal is a great experience! EFAS is going to be an incredible game once it's released to the public, but I would not suggest that most people try it out just yet. Though the game is still in development, it needs more optimization, especially in the tutorial phase before it can be released. There are plenty of exciting new features and improvements being implemented and added every day. I'm sure it won't be long before EFAS is ready and available to the public! ### Fableborne: eSports On-The-Go URL: https://www.annazplays.com/fableborne-esports-on-the-go/ Last updated: 2024-11-29T23:40:12.000Z --- ### **A hint of Diablo & Clash of Clans??** Had a chance to try out Fableborne’s first Pre-Alpha test in October. The game is a mix of Action RPG & Tower Defense game. For the current test, players were allowed to raid 15 pre-made maps. Raid is only one part of the features of the game. Looking at the list of features not yet added in, it seems the game will be something like Clash of Clans. We were given the choice to play two heroes for each raid. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/Fableborn-features.png) Features of Fableborne's first pre-alpha test ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-6.png) Two heroes available for Fableborne's Pre-Alpha test The first hero was Kiara, The Tundra’s Chosen. She has a basic icicle attack that can only be used when standing still. Her special ability was blinking to dodge oncoming attacks. Her Ultimate ability was freezing all enemies in an area of effect. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-5.png) Ultimate ability by Kiara The second hero was Avi, The Zephyr’s Eye. His basic attack is shooting arrows. It had more flexibility as players could shoot while moving. His special ability was shooting multiple arrows for maximum damage. His special ability was shooting a large arrow in a straight line that hit targets that are in front of each other. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-7.png) Ultimate ability by Avi ### **The Gameplay** Even without tutorials, it was easy to understand the goal & controls just by playing. We were to raid each custom premade map. A successful raid will give you about 100 trophies. A certain amount of damage was required for each map for us to earn some trophies. If we are unable to do that much damage, it would be considered an unsuccessful raid. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-10.png) 100 Trophies for a perfect game But to stand out from the rest, you need to think differently. Players must think about building placement in the game strategically. I was able to position myself between the rocks and not get hit by the towers. This meant I could fire away at the enemy buildings without fearing damage dealt to myself. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-8.png) The last few maps were a bit hard. I couldn’t get full trophies. This kind of gives me flashbacks on the competitiveness of COC’s Clan Wars. It would be hard to clear 100% on a max-level base, so you need to think strategically to get the most trophies. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-9.png) There are still some things that can improve on. In my first play-through, I did not realize that the attack button can be directional. I thought it was just auto-target attacks. It was much easier once I knew how to use directional attacks. I’m also thinking about an improvement: the maps need to be rotatable after respawning. The current method was that players are given random camera angles after respawns. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/10/image-11.png) ### **Was it good?** This pre-alpha test was a test run for the game’s core gameplay loop. Raiding was fun in Fableborne. Mixing a bit of Diablo and Clash of Clans is a great mash. I’d say it was a successful Pre-Alpha test. Can’t wait to see what new features will come to the game in the future! ### What can GPUs be used for? URL: https://www.annazplays.com/what-can-gpus-be-used-for/ Last updated: 2025-11-12T15:11:08.000Z The Ethereum (ETH) Merge was a success! ETH has moved from Proof-of-Work to Proof-of-Stake. GPUs can no longer mine $ETH. If you don't want to leave your gaming PC idle, here's what else you can do with your Gaming GPUs: ## **1\. Help Find Cure for Diseases** Folding@Home is a project that empowers anyone to become a citizen scientist and speed up biomedical research. All you need is a personal computer (PC) and an internet connection to run simulations on your PCs. The software runs while you do other things. While you are going about your everyday activities, your computer will be working to help find cures for diseases as per projects set up by the team. > We have a number of projects going to understand the new variants of [#SARSCoV2](https://twitter.com/hashtag/SARSCoV2?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), like [#Delta](https://twitter.com/hashtag/Delta?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com). Our main focus is on the [#SpikeProtein](https://twitter.com/hashtag/SpikeProtein?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) (aka [#COVID19](https://twitter.com/hashtag/COVID19?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [#demogorgon](https://twitter.com/hashtag/demogorgon?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com)), building on our recent [@NatureChemistry](https://twitter.com/NatureChemistry?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) paper comparing different [#coronaviruses](https://twitter.com/hashtag/coronaviruses?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [https://t.co/go3m7zUODz](https://t.co/go3m7zUODz?ref=annazplays.com) > > — Folding@home (@foldingathome) [June 30, 2021](https://twitter.com/foldingathome/status/1410275560631291907?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) There are even communities that reward you with cryptocurrencies for folding like [Banano](https://banano.cc/?ref=annazplays.com). ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/image-6.png) ## 2\. Help Render Work of Others [Render Network](https://rendertoken.com/?ref=annazplays.com) is designed to connect users looking to perform render jobs with people who have idle GPUs to process the renders. The whole idea is based on a business model where owners of idle GPUs will contribute their GPU for jobs while users that need jobs done pay fees to the owners ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/image-7.png) As of now, it is open for artists to request jobs to be performed. But, there is a limit to the number of GPU owners that can contribute. An [interest form](https://rndrteam.typeform.com/to/OyZwsp?typeform-source=know.rendertoken.com&ref=annazplays.com) needs to be filled in first as an application. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/image-8.png) ## **3\. Continue Mining $ETHW** There are still a few in the ETH community that doesn't want to move to POS like [EthereumPoW](https://ethereumpow.org/?ref=annazplays.com). They made an initiative to continue the ETHW hard fork. > ETHW Mainnet Info > Network Name: ETHW-mainnet > New RPC URL: [https://t.co/MQ04pnPQyW](https://t.co/MQ04pnPQyW?ref=annazplays.com) > Chain ID: 10001 > Currency Symbol: ETHW > Block Explorer URL(Optional): [https://t.co/J3JllmQA8I](https://t.co/J3JllmQA8I?ref=annazplays.com) > > — EthereumPoW (ETHW) Official #ETHW #ETHPoW (@EthereumPoW) [September 15, 2022](https://twitter.com/EthereumPoW/status/1570413723969552385?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [Links](https://linktr.ee/ethw?ref=annazplays.com) to communities, documentation, and guides on ETHW are already accessible for those interested. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/image-9.png) There are already companies that are interested in trading [$ETHW](https://twitter.com/search?q=%24ETHW&src=cashtag%5Fclick&ref=annazplays.com) > 🔥 [$ETHW](https://twitter.com/search?q=%24ETHW&src=ctag&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com)/USDT is now LIVE for Spot trading! > > 👀 [$ETHW](https://twitter.com/search?q=%24ETHW&src=ctag&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) deposits and withdrawals are coming soon! > > 📲 Trade now with 0 fees: [https://t.co/EE7fn790nl](https://t.co/EE7fn790nl?ref=annazplays.com) > 👉 Find out more: [https://t.co/l4RTaTOJ7C](https://t.co/l4RTaTOJ7C?ref=annazplays.com) [pic.twitter.com/MkL16u4ekG](https://t.co/MkL16u4ekG?ref=annazplays.com) > > — Bybit (@Bybit\_Official) [September 15, 2022](https://twitter.com/Bybit%5FOfficial/status/1570350487131795458?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) But, take part in ETHW at your own risk. Crypto companies & community members like KyberNetwork have taken the time to spread awareness of the dangers of attacks related to using ETHW > 1/ Be aware of Replay Attacks before using [#EthereumPoW](https://twitter.com/hashtag/EthereumPoW?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com)! Post [@Ethereum](https://twitter.com/ethereum?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) [#Merge](https://twitter.com/hashtag/Merge?src=hash&ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com), some users may become victims to Replay Attacks and lose their assets. What exactly is a Replay Attack, how does it happen and how can you avoid it? A thread 🧵 [pic.twitter.com/L2q9PZ5sbz](https://t.co/L2q9PZ5sbz?ref=annazplays.com) > > — Kyber Network (@KyberNetwork) [September 16, 2022](https://twitter.com/KyberNetwork/status/1570590249570672640?ref%5Fsrc=twsrc%5Etfw&ref=annazplays.com) ### How is Crypto taxed in Malaysia? URL: https://www.annazplays.com/how-is-crypto-taxed-in-malaysia/ Last updated: 2025-11-12T14:05:50.000Z *Tax matters are the least likely topic I expect to share here. But with Web3, everything is expected to be tradeable with real money. Thus when profits are made, taxes would arise. Sharing views on my country’s specific tax guidelines for everyone’s benefit. Personal opinion and experience stated here should not be considered professional financial investment or legal advice.* --- A new guideline on taxation of digital currency transactions in Malaysia was released in August 2022\. Before this, there was not much documentation on digital currencies. The message before was that digital currencies are not to be used as legal tender. But with these guidelines, it seems that digital currencies are beginning to become more accepted in the country. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0kfyBUsAAjulZ.png) The previous guideline (on Taxation of Electronic Commerce Transactions) has stated both “Digital currency” and “Digital token”. But, it was more focused on e-Commerce (Web2) products that are not cryptographically secure. The current guideline focusing on cryptographically secure currency and tokens is a good hint that the Government may seem like they are beginning to accept the use of cryptocurrencies and NFTs. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0l6s7UUAAgJ02.png) Digital currency is expected to be taxed similarly to stocks. Only gains/losses that are trading in nature will be taxable/deductible. Unlikely for you to be taxed for holding cryptocurrencies and NFTs for long periods and selling infrequently. There is "Appendix A" within the guideline that can help you identify if elements of trade exist for transactions involving digital currencies. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0m7plVUAAMuQE.png) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/image-5.png) Appendix A Businesses should record the sale based on the value of the goods/services in RM. It seems better for businesses selling items in digital currency to convert to RM straightaway after sales. This is to minimize foreign exchange losses if dips were to happen. Having Central Bank Digital Currency (CBDC) or Stablecoins legalized for use makes this much easier for business. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0nx7iVsAAPp_j.png) Ticket selling transactions were used as an example. It seems that the Government already has a hint of the most likely business applications of digital currencies in the near future. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0ovLIUIAAAmH_.png) Paragraph 3.2.2.2 seems to hint that digital currencies can be used to make payments for goods/services. No specific mention of whether it can be considered legal tender, but maybe businesses are already encouraged to accept it as payment. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0pdPHUIAMSJmp.png) "Airdrops" and "Hard Forks" was mentioned that it's not considered income and thus not taxed. If a Company residing in (e.g. [Pentas.io](http://pentas.io/?ref=annazplays.com)) decides to airdrop tokens, it is unlikely it'll be taxed. The Ethereum ‘Merge’ hard fork which would duplicate tokens into Proof-of-Stake and Proof-of-Work is also unlikely to be taxed. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0qUWeVQAAWNg8.png) There is something to consider if you are providing goods(property)/services in return for an unlisted project token. You will most probably be taxed according to the fair value of the property/services you are providing. Project tokens lower in value than the property/service’s fair value may hinder people from taking payments in unlisted tokens. An exception would only be for those with the perception that in time the value of the project token will rise. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0rbwhVsAIfwIN.png) There is an extensive list of records that need to be kept. Wallet keys have been specifically mentioned. This may be a precautionary measure to ensure wallet owners cannot try to avoid tax by declaring the loss of wallet keys. Fines most likely can be imposed if such records are a loss. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/09/Fb0sCQdVUAExQGf.png) One thing I've noticed is that CBDCs/stablecoins are not mentioned at all. Hoping to see the government's views & stance on this in the future. But overall the guideline has covered what most will be used by retail investors using digital currencies. ### Types of Web3 game tokens URL: https://www.annazplays.com/types-of-web3-game-tokens/ Last updated: 2025-10-27T04:22:00.000Z In a web3 game, what separates it from Web2 / traditional games is the use of tokens in the blockchain. We can generally split the tokens into 3 types which are: 1. Fungible Token 2. Non-Fungible Token 3. Soul bound Token Even though web3 games use these tokens, it doesn’t mean that a game should need to use all 3 types to be successful. Let’s look at how these tokens differentiate between each other and what use cases they might have. --- ## Fungible Token The most basic token is the fungible token which is **non-unique**, **divisible**, and **tradable.** These tokens can be created in any blockchain like Ethereum, Solana, Avalanche, etc. There are many uses for these tokens like utility, payment, or security tokens. For gaming, it would usually be used as a utility token to make in-game purchases. In traditional games, this would be something like gold or wood. In Clash of Clans, it would be used to upgrade buildings and buy troops. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/08/COC1.png) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/08/COC2.png) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/08/COC3.png) In Web3 games, the most famous example is $SLP tokens from Axie Infinity. The only use for the token is to breed Axies to reproduce more Axies. As most of these tokens do not have a supply cap, they can be ‘mined’ by playing the game. The tokens being able to be bought on any exchange may cause an unbalanced game like a pay-to-win game. Even worse, games may be developed to focus on token prices rather than gameplay itself. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/08/Axie-breeding.JPG) Thus for a specific genre of games, the use of fungible tokens may be suitable. Yet, game devs should always focus on gameplay rather than token prices. Games should never be just “DeFi but with extra steps” --- ## Non-Fungible Token Non-fungible tokens or NFTs are tokens that are **unique**, **non-divisible**, and **tradable**. NFTs are essentially what makes a Web3 game. It is the idea that unique digital items used in-game can be freely traded on the open market. These digital assets are already common in most multiplayer games in traditional games. The most common items are usually ‘skins’ that players could use in-game. Counter-Strike: Global Offensive (CSGO) has in-game weapon skins that you can buy/sell on the Steam Community Market. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/08/20220806113200_1.jpg) Players will need to use their Steam wallets to make purchases on Steam. We can add funds to our wallets through Paypal or credit card. But since the wallet is one-way only, We can't remove funds from it and transfer them elsewhere. This essentially means that you are locked in the Steam ecosystem. So in the Web3 space, they take it one step further; using blockchain we won't be locked into any Company’s ecosystem anymore. Once your asset is on the public blockchain, you can sell it on any secondary market. This means that you can cash out your profits to Fiat cash as you would normally for cryptocurrencies. NFTs would most probably be an essential feature in a Web3 game as a game won’t probably be classified as such without any NFTs. --- ## Soul bound Token Soul-bound tokens or SBTs are tokens that are **unique**, **non-divisible**, and **not tradable**. There has not been a lot seen on SBTs by projects that have already been made public. The best use case would most probably be for in-game achievements to keep a record of the player’s achievements. In traditional games, this could be compared to Steam’s achievement progress tracking feature. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/08/Steama-achievement.png) Having digital items locked to an account means that players might try to sell them by selling the account instead. You can already find people selling their game accounts like Valorant or Fortnite on marketplaces like eBay. Coming to the Web3 world, the idea for Soul bound tokens is so that players would not be able to trade these items. Yet, if the item is in high demand, the same situation will happen. Players will sell accounts instead. In Web3, people will be selling seed phrases for wallets instead. ### The Breeder's Dilemma URL: https://www.annazplays.com/the-breeders-dilemma/ Last updated: 2025-10-27T04:21:40.000Z Within the past year we saw the rise of Play-To-Earn genre, people flocked into these games at an unprecedented rate. Suddenly people could quit their full time jobs and play these games for a living; and the main source of this income was from the breeding system implemented into the game. It is what remains as the core of most Play-To-Earn games now. It all began with [Cryptokitties](https://www.cryptokitties.co/?ref=annazplays.com) developed by Dapper Labs. The idea was simple; purchase, collect, breed and sell virtual cats. Cryptokitties revolutionized how game assets were sold. Rather than buying from the developers, new collectors would be able to buy straight from other collectors as the cats are bred by the collectors. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/Cryptokitties.JPG) CryptoKitties by Dapper Labs [Axie Infinity](https://axieinfinity.com/?ref=annazplays.com), developed by Sky Mavis took Cryptokitties as an inspiration and revolutionized the breeding mechanic even further. The Axie’s are used in a “Slay The Spire”-like game with each different body part of the Axie representing different cards used in the game. Players would need to collect at least 3 Axie’s with good deck combination to play the game. With the game meta changing with every new season, players are encouraged to breed more to remain competitive. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/Axie-Infinity.JPG) Axie Infinity by Sky Mavis ## The eventual collapse As news broke out that people could earn life changing money from this game (*especially in lower-income countries*), breeding activities increased to meet the newfound demand. The increased demand for breeding increased demand for the breeding tokens. The prices kept increasing for Smooth Love Potion (”SLP”) as more players want to get into the game to reap the profits. This in turn increased the prices even more, which again drove more people to the game. The problem worsens as people late into the game needs to invest more money to start the game which shifts the mindset of playing the game for fun to prioritizing to get their Return-On-Investment (ROI) due to the high cost of entry. The problem was mainly that SLP is a breeding token with an infinite supply but players interested in the game is finite. As more people are able to extract SLP, more is sold everyday which eventually causes a rapid decline of the prices once demand has been met. One could say it was like a pyramid scheme collapsing. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/SLP.JPG) As more Play-To-Earn games suffer the same fate, it was quite clear that the current breeding system tokenomics is unsustainable. No matter how this breeding system is implemented, it will eventually lead to the downfall of the token prices. After the Play-To-Earn hype, there was GameFi genre hype lead by [DefiKingdoms](https://defikingdoms.com/?ref=annazplays.com). In the GameFi genre, the idea was to combine Decentralized Finance (DeFi) with game elements. But the breeding system (*or “summoning” as used by DefiKingdoms*) was still used to sell the heroes. The token prices dramatically increased especially as there was a new audience from the DeFi community not yet familiar with the unsustainability of Play-To-Earn tokenomics. Even with a single token tokenomics system, the token eventually suffers the same fate. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/Jewel.JPG) The most recent hype is on Move-To-Earn genre where [STEPN](https://stepn.com/?ref=annazplays.com) by Findsatoshi Lab Ltd. With a new audience from the jogging or fitness community, demand also increased exponentially as people are driven in by the thought of selling these tokens at the high prices it is as of now. Unless STEPN has any ace up its sleeve to tackle the problem, there’s a high likelihood that it will eventually suffer the same fate. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/GST-Stepn.JPG) Web3 Game developers going through this problem has come up with many plans to solve this problem. None yet has a proven solution for the breeding problem. But what if the breeding system is not flawed? What if its just a first building block to the Play-To-Earn genre? ## Low cost of entry The good thing that came from the lowering prices of these breeding tokens is that prices for new game assets are getting cheaper which is advantageous as there is a lower cost of entry to try the game. Play-To-Earn games has a bad reputation that starting a game needs an investment of an upwards of $100\. In comparison even brand new triple-A games nowadays only cost $60-$70, Indie games usually cost around $15 and there is already countless selections of Free-To-Play games on the market. What if these game assets need to be as cheap as possible. The only way to popularize the game with mainstream gamers is with a low barrier of entry. [Twinfinite.net](https://twinfinite.net/?ref=annazplays.com) has reported an [article](https://twinfinite.net/2021/12/most-played-games-in-2020-ranked-by-peak-concurrent-players/?ref=annazplays.com) on Most Played Games in 2021, Ranked by Peak Concurrent Players: 1. Fortnite -12.3 Million 2. League of Legends - 8 Million 3. Crossfire - 8 Million 4. Roblox -4 Million 5. Minecraft 1.4 Million 6. Counterstrike GO - 1.2 Million 7. New World - 0.9 Million 8. Dota 2 - 0.6 Million 9. PUBG - 0.4 Million 10. Apex Legends - 0.2 Million We can see the first four games are Free-To-Play with paid games such as [Minecraft](https://www.minecraft.net/en-us/store/minecraft-java-edition?ref=annazplays.com) being on the fifth. Even then, this games has an entry price of less than $30. **So why even keep this breeding mechanic?** In the world of Web2, game developers are the only one profiting from the main sales of the game. With the introduction of the breeding system, players can now take part as well. Game developers now would earn royalty from the sales with players now having the opportunity in taking the main cut of each game assets sold on the market. This is the **opportunity given in the new Web3 world**. ## Shift The Focus The current problem now is that there is not much difference between the NFT's being made through the breeding system. Some NFT’s would be priced higher due to the demand of being the current game meta. However most of them will be priced around as much as the breeding cost. These **Non-Fungible** Tokens (game assets) are too heavily correlated to the price of the **Fungible** Tokens (breeding tokens). Thus because of this simplicity, people tend to just sell the breeding tokens rather than the game assets which led to the spiraling down of the prices. In a saturated market, it would no longer be profitable to continue mindless breeding anymore. A major shift would be needed. Investors/gamers playing the breeding game would need to **re-strategize their game plan from breeding as much as possible to creating *UNIQUE* game assets** instead. From top of my head there are 2 things I can think off... ### #1 Seasonal breeding events A seasonal breeding event would be akin to how games nowadays sell skins on seasonal events such as Valentines, Halloween, Christmas, etc. We would encourage breeding during these events for a chance to obtain unique game assets that can be obtained from this event only. Being only available to be obtained during this event, it limits the supply of the game asset overtime. This in turn in theory would drive up the prices in the long run. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/Pegaxy-valentines-skin.png) Example of Valentine skin on a Pega in a horse-racing game called Pegaxy This idea would help to create more uniqueness to the game assets, however most of these game assets would still be similar to each other. Another idea I have in mind would separate each and every NFT Game Assets in its entirety... ### #2 Integration of Game Asset History E-sports has been integrated into many games now, even in the Play-To-Earn space Axie Infinity has already jumpstarted their own E-sports scene. The problem is that the history of the tournaments entered and won by the game assets are not hardcoded and written within the game assets history. Let's imagine if Street Fighter were to sold its characters as NFT's *(fighting game is one of my favorite genre, so yeah its my go to example :) . Sorry for those not familiar with the genre)*. Players could buy their own Ryu or Ken but history is tracked for every official tournament they joined and won. Of course, these normal characters wouldn't cost much, but if anyone's game asset were to win any prestigious tournaments, their value would go up due to the historical value tied to that specific game asset. Now imagine if specifically Ken and Chun-Li game assets used by [Daigo Umehara](https://twitter.com/daigothebeast?ref=annazplays.com) and [Justin Wong](https://twitter.com/jwonggg?ref=annazplays.com) during [EVO Moment 37](https://en.wikipedia.org/wiki/Evo%5FMoment%5F37?ref=annazplays.com) was sold on the market. How much value would it bring? ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/05/Evo_moment_37.jpg) EVO Moment #37 during EVO 2004 ## What the future holds... I'm certain that in the future, the breeding system would evolve. Certain people would be able to benefit from this mechanic created, but not everyone will be able to do it proficiently. The market would be saturated and mindlessly "breeding as much as we can" strategy would no longer be a viable way to make profit. Game developers would need focus on the uniqueness of each NFT instead and the market in turn would evolve as such. There is a need to put back the focus on the "Non-Fungible" part of the Non-Fungible Tokens. Earning from these Play-To-Earn games would focus on selling NFT's rather than breeding tokens... --- ### How It All Started URL: https://www.annazplays.com/how-it-all-started/ Last updated: 2025-10-27T04:22:16.000Z I’ve been playing video games since I was little. It’s been 20 years since I started, all the way back since the Pac-Man era. For the last couple of years, I’ve been gravitating towards playing indie games. The game mechanics thought by solo devs were delightful to see and exciting to try out. Once in a while, we do hear about great successes like [Stardew Valley](https://www.stardewvalley.net/?ref=annazplays.com). but most of the time these Indie games will stay as hidden gems. Most gamers focus on the latest and biggest games with the most marketing budget like [Call of Duty](https://www.callofduty.com/?ref=annazplays.com) or [Fortnite](https://www.epicgames.com/fortnite/en-US/home?ref=annazplays.com). This may be the reason why I like indie games, it’s like finding a treasure that people don't even think to look at. Fast forward to when the pandemic hit, I found myself more time to play games. I then started to find indie games in alpha or beta phases still. I don't know how it started, but I found myself joining the game’s discords to get the latest build and test out the game for developers. By this time I was already employed as an external auditor. It felt like my work experience helped me in a way to playtest (or in a way audit) games by these indie devs. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/Malmyr.jpg) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/Shrine-s-Legacy.jpg) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/Tinkertown.jpg) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/Artificer.jpg) ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/Tastemaker.jpg) Some of the Indie Games played in the past... Honestly, I was doing this out of my interest. I was never paid to do any of this. The most compensation I would get is usually the final build of the game for free which usually is a Steam key for me to claim. I was doing this for the fun of it. As I tested more and more games, It felt like something that I should share with the world. Rather than doing it just for my fun, it became more of a goal to spread awareness of the indie game’s existence. Other people need to know what they might be missing out on. This is when I started my YouTube Channel, thus [AnnazPlays](https://www.youtube.com/c/AnnazPlays?ref=annazplays.com) was born. Most of the indie games I played can still be seen on my YouTube Channel until now. ## Discovering NFTs About half a year into my YouTube journey, I found out about Non-Fungible Tokens (NFT) in video games. The first game that I tried was [Gods Unchained](https://godsunchained.com/?ref=annazplays.com). Being a Trading-Card Game (TCG), It was almost like [Hearthstone](https://playhearthstone.com/en-us?ref=annazplays.com). The only difference was that gamers were no longer locked into the ecosystem of the digital store they bought their digital items. If I was to buy a booster pack, I can sell any cards I don't want for cryptocurrency (i.e. Ethereum). Then I could just convert it to fiat money and transfer it to my bank account. ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/Gods-unchained-1.JPG) Gods Unchained Immutable X marketplace My mind was blown! The first thing that I thought of was the expensive guns I had in [Counter-Strike: Global Offensive (CSGO)](https://store.steampowered.com/app/730/CounterStrike%5FGlobal%5FOffensive/?ref=annazplays.com) over the years. Over the years of playing CSGO, I had collected a lot of expensive digital items (i.e. guns, loot crates). But in Steam’s ecosystem, I could only sell on the Steam Marketplace. The amount I received from selling these digital items was a lot and since I couldn't cash out, the only thing I could buy was AAA games on Steam. It was good at first, but once you have a lot of games, the idea of buying games you know you won’t be playing seems like just a waste of money. Because of this, I knew that NFTs will change the gaming ecosystem as we know it. Down the rabbit hole of NFTs I went... I started to learn more about NFTs with the first real Play2Earn game called [Axie Infinity](https://axieinfinity.com/?ref=annazplays.com). It was a turn-based card game like [Slay the Spire](https://store.steampowered.com/app/646570/Slay%5Fthe%5FSpire/?ref=annazplays.com) with competitive player-vs-player (PVP) content. I started as a scholar for HotPi Cafe which was created by Putra Isyraq (check out his [Twitch](https://www.twitch.tv/putranft?ref=annazplays.com)!). After a few months, I graduated from the scholarship and had Axies of my own! ![](https://storage.ghost.io/c/5d/4f/5d4f3569-1df3-4210-bc0f-18ca85f587ca/content/images/2022/04/1st-team.JPG) The OG Scholar Team The income I earned from Axie Infinity was then used to start buying digital items from other games. [Pegaxy](https://pegaxy.io/?ref=annazplays.com) became the primary game that kept up to date with and I researched all sorts of games from time to time. Play2Earn games are still in their infancy and mostly likely would evolve into something more exciting. I found myself in the same situation I was with the Indie Games I played. I was able to play test builds of games and contribute to the development of these games. Exciting times ahead! ## What the future holds And now fast forward to the present, I had my list of games I kept track of and purchased digital items for games I had believed in. The only problem is that I no longer have time to make Youtube videos. Most of the time is used for research purposes. Returning to work-from-office arrangements for my in-real-life (IRL) job after the pandemic didn't help too. There were too many work steps involved and yet so little time. I knew I still wanted to share my stories and experience, but I needed something a lot simpler. Thus came the idea to write a blog instead. As for YouTube workflow, I was already writing a script for each video. So moving to a blog would be much easier as that would only be the step I would need to take. No longer do I need to make recordings, edit videos, and all that anymore. Hopefully this way I can share a lot more Web3 games with everyone sooner rather than later... If you’re interested in my Web3 Game reviews, do subscribe to the newsletter. You don't want to miss out on any in the future! [Subscribe!](https://www.annazplays.com/#/portal/signup/free)