Hey, this is Kev, game director at Box Dragon. Since launch in May last year, we’re 12 major updates into our Early Access. Our latest major update includes full controller support with rebinds, which means you can play on the gamepad of your choice on PC or Steam Deck.
We actually just had our Steam Daily Deal yesterday! The game is still on our deepest discount yet (-35% off, $12.99), so now’s a great time to pick it up if you haven’t already: As We Descend on Steam
Why join during Early Access? We’ve made sure to launch into EA with the game packed with content and replayability. We regularly update with monthly patches to shake up gameplay and balance things. Overall, we’re sitting at 1356 reviews with 86% Very Positive review score.
Right now, we’re focused on adding some bigger features into the game that will allow us to get to 1.0:
I am a solo dev from Australia turning my love of eye of the beholder into a game. The art is heavily inspired by that series. I wanted to do something a bit different with the combat and it is inspired by an old mobile called Dungeon Raid which sadly got killed by the apple updates.
Here is the trailer for it https://www.youtube.com/watch?v=AXoVGRpbv2o
If that interests and you want to see more here is the steam page https://store.steampowered.com/app/5044910/Dungeon_Quest/
I would love to hear what you think (or what classic dungeon crawlers it reminds you of!)
Steam: https://store.steampowered.com/app/2830480/Gentoo_Rescue/
Itch: https://jagriff.itch.io/gentoo-rescue
Gameplay (Part 1 of Aliensrock’s series): https://www.youtube.com/watch?v=XK9AhMh5K_o
Hi everyone,
I’m John/Jagriff and want to share my game that released last year. It’s one of those “hidden depths” games, where it is pretty hard to describe directly without spoilers.
It starts with traditional sliding puzzles where you rescue penguins and help walruses escape the puzzle, but it quickly introduces some things that make it less about sliding and more about exploring all of the interesting chain reactions that emerge. The world system of nested puzzles intertwines the puzzle system with the navigation/progression, and it slowly opens up to be non-linear. The game goes very deep, and it keeps things fresh by continuing to reveal new ideas and surprises, such as some secret universal mechanics, meta mechanics, and recursion.
It won Best …
Hey everyone!
We’re a 3-person indie studio and we just released our first game, Monastery: Ora et Labora, in early Access on Steam.
We wanted to create a peaceful management sim focused on internal logistics, self-sufficiency, and community rather than combat.
You build a medieval monastery from scratch and guide your monks through the historic Benedictine motto “Ora et Labora” (Pray and Work).
Your monks have skills, passions, and traits and can write manuscripts in the scriptorium, brew ale, bake bread, and heal sick villagers. Everything is tied to a “Monastic Rule” system: if you skip daily prayers, neglect your monks’ needs, or turn away people in need during crises, the Rule will collapse, and monks will leave the monastery.
Since we just entered Early Access, we’d love your thoughts:
Do you find the medieval monastery theme interesting for a management game?
What monastic-themed features would you like to see added next?
Happy …
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