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The term "hard sci-fi" doesn't indicate difficulty of the material to understand, but rather how closely a work attempts to consider and abide by realism and laws of physics in the science fiction. Besides Kerbal Space Programs and the realistic space warfare simulator Children of a Dead Earth, space games that attempt hard sci-fi mechanics are incredibly rare. But the in-development Delta V: Rings Of Saturn looks to be the next game in that category, placing you at the thruster controls of a mining vessel within the titular rings.

Don't expect Rings of Saturn to be a galaxy-spanning space sim; in fact, interplanetary flight, docking, repairs, and so on are handled off-screen; the scope of the game is focused on its namesake: navigating with LIDAR and mining within the rings of Saturn, with a Newtonian flight model modulating your movement and the fuel rods of your nuclear reactor engine needing to be managed to maintain energy. Complementing the real-time mining is the management of your ring excavation company, hiring crew and buying or renting ships.

Careful "ring flight" in your civilian mining vessel is all precise thruster maneuvering, rotating and strafing to position your ship and then using mass drivers (compensate for the recoil too) and lasers (engine turbine and ultracapacitor upgrades needed to handle the power drain) to gather chunks of ice for cargo. You won't be alone though, so managing engine output and aiming so that you don't damage other ships is paramount. Combat isn't a focus in the game, but if a hostile encounter does occur with pirates or corporate rivals, your mining tools double as effective weaponry for such close-range claustrophobic confrontations. Damaged thrusters or a damaged flight computer isn't the end of the day either; it just means you'll adapt to precisely and manually navigate out of the rings.

Delta V: Rings of Saturn doesn't have a release date yet and is still early in development. You can follow the game's progress and developer Kodera Software through their site, Facebook.



from IndieGames.com http://indiegames.com/2018/05/delta_v_rings_of_saturn_promis.html
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Hell is a hair too full, and the sinister beings held with cannot be contained any more. This means a certain holy skeleton needs to get those numbers down a little bit by hacking and blasting undead until they're even more dead in Skelly Selest.

Skelly Selest presents you with a different version of Hell on each run, thanks to a procedurally-generated underworld filled with all kinds of goopy, seeping, and generally evil beasts. You need to hack or shoot them until they're defeated, but they tend to come in large waves (what with the overcrowded underworld), so managing to weave around them in the increasingly tiny safe spaces makes for some challenging times.

While the odds are against a single skeleton, you can pick up various holy armaments as you explore, bolstering your power, as well as new characters you can rescue that will be added to your roster. Outside of regular play, you can also tackle the Pit, a place where you face endless waves of monsters, or spend a few moments with a collectible card game inspired by Triple Triad from Final Fantasy VIII.

There's a lot for an industrious skeleton to do is what I'm saying.

Skelly Selest is available for $2.99 on Steam. For more information on the game and developer Caiysware, you can head to the developer's site or follow them on YouTube.



from IndieGames.com http://indiegames.com/2018/05/skelly_selest_is_a_top-down_sh.html
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If you know anything about Dragon Ball Z, you're probably know it for the moments of mountain-shattering, world-cracking, energy-unleashing fighting. But beyond the actual licensed games, few games have attempted to capture the destruction and dynamic nature of those fights, besides a few freeware games and the charged punching action of Aces Wild.

Fly Punch Boom looks like it could change that, if its colorful cartoonish displays of planet shattering blows are any indication.

Described as "everything you've seen in your favorite anime fights", Fly Punch Boom forgoes complex button combos for a simpler rock-paper-scissor dance of punch, counter, and throw, letting you use the buildings and other environmental objects as weapons to compliment your face-deforming blows. Charging at you opponent like a comet with the right timing to unleash special attacks annihilate the stages even more, along with slow-motion highlights for the most devastating moves (potentially followed by your opponent crashing through multiple buildings).

Whether it's in solo story and arcade modes or multiplayer battles, Fly Punch Boom's zany style is on full display through its ridiculous stage-specific finishers. The trailer showcases a few, like punching your enemy so hard into a planet that it cracks in half or sends them flying out of the atmosphere into the moon's...butt. It's that kind of weird and wild game.

Fly Punch Boom is slated to release sometime this year on PC. For more details on the game and developer Jollypunch Games, visit their official site, Twitter, and Facebook pages.



from IndieGames.com http://indiegames.com/2018/05/punch_your_friends_through_bui.html
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I didn't quite know exactly what to expect when I started playing ambitious isometric RPG Tower of Time. I certainly wouldn't have guessed that it would give me the most wonderful Ultima Underworld flashbacks - despite being different in almost every respect.

Just like in that venerable old dungeon delver, Tower of Time has you exploring a giant dungeon - in this case a magical tower which is buried upside-down into the land and just beckons to be explored by some adventurous types. Every floor feels fairly unique and poses new challenges; either a new set of enemy types, or some puzzles in need of solving.

Exploring these floors feels rather nice, with loot and lore spread around generously. I think this is what reminds me so much of Ultima Underworld: focused exploration in a confined space and the overall sense of discovery. Each floor is pretty large and should take you a few hours to traverse, which is very satisfying. The dungeon layout feels like it serves an actual purpose and isn't just hacked together by-the-numbers for the benefit or random exploring adventurers.

You can beam back to your town hub at any time, and it's here that your heroes can level up, craft some new items, or improve their existing gear. There is no experience in the game. Instead, you're finding and unlocking blueprints, which let you improve your training facilities. These allow you to raise your heroes' levels for a fee. This eliminates the need for grinding levels. In fact, you cannot do this at all, as every encounter is specifically designed and there aren't any random surprises.

(Speaking of randomness: there is a way to cheese your way to better equipment, as the contents of treasure chests are always random. Don't like your loot? Reload a savegame and try again. But you didn't hear that from me, okay?)

As soon as weapons are drawn, the game changes to a separate combat arena and allows you to order your band of heroes around in pausable (or optionally slow-down-able) real time battles. These feel way too easy on, well, easy difficulty, and sometimes a tad too challenging on normal difficulty. But you'll somehow muddle through, I'm sure.

In any case, its combat encounters might be the game's weakest element. Despite changing objectives, they constantly rely on the same strategies (i.e. keeping your long-range fighters and spellcasters out of reach while drawing aggro with your tank, repeat, repeat, repeat).

Sometimes you need to go on the offensive, but most of the time, you'll just let the enemy hordes come rushing towards you while trying to pick them off from a distance. But then, combat does serve a purpose, rewarding you with some nice loot or more exploration options. It is certainly not bad, it just feels... a tad unremarkable at times?

In terms of story, Tower of Time feels somewhat light or, to be more precise, focused. If you're looking for an epic, sprawling adventure, this might not be what you're looking for. However, if you want to really dig into a specific place and unearth its secrets, you've certainly come to the right game.

You can purchase Tower of Time from Steam for $24.99. For more information, visit the game's website or follow developer Event Horizon on Twitter.



from IndieGames.com http://indiegames.com/2018/05/tower_of_time.html
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Together places players in a loving relationship with someone they care about, but asks them how they can take care of themselves when that love starts to die, or their partner starts needing so much from them that they have little left for their own well-being.

In Together, the interactions seem quite simple. Players can choose to guide their heart over to choices that fall down from the top of the screen, catching them with their heart to do them or avoiding them to not. However, there are not obvious good and bad choices, but instead a variety of ways of caring for yourself and your partner. Each of these choices fills and drains the player's love, compassion, and stress, each taking their toll no matter who they try to take care of.

Through these choices, Together aims to explore how taxing a relationship can be, especially with a partner you love who may require a lot from you, or one who is growing more distant, or one you simply cannot care for because you need a lot of work yourself. By making the right choices, will you be able to save this relationship without losing yourself, or will every road lead down its own doomed end to this love story? The answer, like in real life, is not an easy one.

Together is available for free on Steam. For more information on the game and developer Zilby, you can head to the developer's site or follow them on YouTube.



from IndieGames.com http://indiegames.com/2018/05/together_is_about_the_challeng.html
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Cara Menggunakan Kuota Flash Lokal Telkomsel Work di Dearah Lain Terbaru 2018 - Telkomsel adalah salah satu operator seluler yang kretaif banyak menciptakan pembagian kuota untuk para pengguna setianya. Saat ini Telkomsel memiliki banyak pembagian kuota seperti kuota videomax, youthmax, entertainment, chat dan social media, gamemax, musicmax, midnight dan ada juga pembagian kuota menurut lokasi.

from ASAL OYEG http://asal-oyeg.blogspot.com/2018/05/begini-cara-menggunakan-kuota-flash.html

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Taking players to a somewhat sillier Jane Austen-inspired world, Austen Translation, tasks players with marrying a wealthy bachelor, doing so by sabotaging rivals for manipulating opponents, spreading rumors, and maybe dropping a piano on someone.

In Austen Translation, the player's aim is to make their rivals look bad in the eyes of the bachelor they're looking to marry. This can be accomplished by causing some embarrassing scenarios like falling out of a chair, or having someone accidentally drop a cricket bat on their toes. This is also all being done during some randomly-generated scenarios of heated Victorian passion and intrigue, making for some moments rife to mess with the other bachelors, but also keeping your marriage tale different each time.

Players who find little challenge in upsetting a digital opponent's wedding day can also bring up to four friends in to fight it out for a suitor amongst themselves, constantly tripping each other up with silly moments (or more lethal ones). Combining this with the lighthearted paper doll look, as well as poking fun at the preconceived roles of men and women, and it will make for a charming battle to live out one's life with a wealthy (and maybe even tolerable!) spouse.

Austen Translation is available for $6.99 on Steam. For more information on the game and developer Worthing & Moncrieff, you can head to the game's site, the developer's site, or you can follow them on YouTube.



from IndieGames.com http://indiegames.com/2018/05/austen_translation_is_strategy.html
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In a dystopic future where humankind has to live in underwater cities, President Dorf's capitalist totalitarian democracy isn't to everyone's liking. Poor people have to toil in the factories, overseen by robots with a licence to kill. Young Styx and her friendly drone companion won't have anymore of that and set out to give Dorf a piece of her mind with the power of... non-violent action puzzling!

Subaeria spent almost three years in early access, and - it pains me to say this - it feels more like the idea of a good game than a good game overall. For a lot of games that feel rough around the edges, "more time in the oven" is a valid solution, budget and time permitting. However, in the case of Subaeria I don't feel like polishing what's already there would be the answer.

The game procedurally creates its world, a series of interconected rooms that are populated by evil robots, in each run. In order to traverse these rooms, you have to take out their robot menace first, otherwise the doors won't open.

The easiest way to do that is to have them kill each other, but you can also manipulate their behavior via drone upgrades that allow you to control them for a while or that push them around into lethal laser barriers. Considering that you only have limited charges of these programs, this often makes the game feel like a puzzle.

Getting rid of aggressive enemies without the means of properly defending yourself is a pretty cool concept on paper, but the execution fell flat for me. It's just not as engaging as it could be and all too often ends up with you kiting one enemy towards the next one, hoping not to sustain any damage in the process.

It might be that your drone and the abilities it can pick up along the way play a major role in adding some much-needed variety, but how exactly they should be used is entirely for you to find out. Sure, there's some information you get with every skill, but that little box of text doesn't really tell you how exactly to use it effectively.

You could say that the challenge lies in figuring out how all of this works. However, considering the constant threat of having to start all over again if you mess up, experimentation is not rewarded, but rather discouraged.

So you're better off playing it safe, and sadly, safe is not very exciting. The challenges seem to get a bit more varied and trickier after the first boss fight, but in most cases, the same old strategies still work: lure robots to collide or shoot each other, lure robots in laser death traps.

I don't doubt for a second that it must be incredibly difficult to build your game on a roguelike foundation, balancing things like challenge, progression, and accessibility. And yet, Subaeria doesn't manage to really convince me with any of those elements, which is a shame, because the game looks rather lovely and I really do like its overall concept.

The thing is: I want to like Subaeria, and I hope it finds an audience. I can imagine that a very specific kind of player, someone who played a lot of Binding of Isaac for instance, will get a kick out of this. But that player just isn't me.

You can purchase Subaeria from Steam for $12.99 and also on the PS4 and Xbox One. For more information, visit the game's website and follow developer iLLOGIKA on Twitter.



from IndieGames.com http://indiegames.com/2018/05/subaeria.html
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Dan Sanderson's Pacific was a very short, but quite effective piece of uneasy tension, with its shifting halls and minimalist storytelling. First Winter is a remake of that project, now with more detailed but no less unnerving environments and a more intricate narrative.

The set-up for First Winter is already one steeped in paranoia and surreality, revolving around a mysterious Soviet submarine and a threat of nuclear catastrophe. But as you explore the dim, damp, rust-coated halls, sinister happenings begin to seep into the environments, as reality seems to unhinge in terrifying ways. The grimy pixelated aesthetic only adds to the horror, giving First Winter's world an indistinct not-quite-right atmosphere. First Winter won't last you that long, less than an hour - in fact, the developer recommends playing it in a single sitting - but there are multiple endings to experience.

You can buy First Winter for $3.99 on Steam, Itch.io, and Gamejolt.



from IndieGames.com http://indiegames.com/2018/05/first_winter_is_a_short_dread-.html
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Everything is going to be OK, a beautifully surreal and darkly funny game of healing tragedy through humor as best we can, has received one final update. In it, players can lose themselves in a 'fever dream OS', exploring the developer's own vulnerabilities, the sensations of an OS that doesn't necessarily want the 'player' there, and a powerful message of what digital experiences can be.

Building on a framework of bunnies going through horrible life experiences with dark, dark, dark senses of humor about it, Everything is going to be OK has an incredible ability to be scathing in its commentary on how we face tragedy in ourselves and others, yet also incredibly funny about how absurd it all is. It's game, again, designed to help us look at how we heal and maybe find a better way to help people who've been crushed under the boot of life.

This final version, filled with surreal, captivating environments built within digital places sculpted by kind hands, carries with it a message and meaning that should be experienced by anyone who cares to see just where games can go and what they can do. Part of this is in experiencing the writing and experiences for yourself, though, so I won't say any more (plus developer Nathalie Lawhead has a lot to say about this herself), save that I feel it's important you go play it.

Like, now.

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Everything is going to be OK is available for whatever you wish to pay for it on Itch.io and GameJolt. For more information on the game and developer Nathalie Lawhead, you can head to the developer's site or follow them on Twitter.



from IndieGames.com http://indiegames.com/2018/05/everything_is_going_to_be_oks_.html
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from Lagi Berita http://lagiberita.blogspot.com/2018/05/khoo-kay-kim-hadir-program-harapan.html
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