Nominees were:
Avatar: Frontiers of Pandora - Secrets of the Spires Pinar Toprak, composer
Helldivers 2 Wilbert Roget, II, composer
Indiana Jones And The Great Circle Gordy Haab, composer
Star Wars Outlaws: Wild Card & A Pirate’s Fortune Cody Matthew Johnson & Wilbert Roget, II, composers
Winner Sword of the Sea Austin Wintory, composer
🚀 Since its Steam launch in August, Wagotabi has gathered almost 1000 reviews, with more than 98% positive, maintaining an “Overwhelmingly Positive” rating.
We would like to thank our lovely community for their continued support over the years. Providing a way for everyone to learn Japanese while having fun has been our driving force throughout this journey!
With our latest content update this week, we added a radical dictionary to the Kanjidex, a highly requested feature from the community, as well as new lessons and areas to explore.
Wagotabi will also be part of Steam Typing Fest 2026 from February 5th to 9th! 🎉
Wagotabi is an educational RPG that teaches you Japanese from scratch. As you progress through the adventure, English is gradually replaced by Japanese, until almost all content is fully in Japanese. Every aspect of the language, including characters, vocabulary, and grammar, is introduced progressively and always in context, through quests and dialogues to fully …
I’m the solo-indie developer of AETHUS, a chill sci-fi, physics-driven survival/base-building game, which I’m making pretty much on my own after leaving AAA after ~7 years, at studios like Rockstar North, Build a Rocket Boy (yeah, that one… I left in 2022, though!) and Splash Damage.
I wanted to make a survival game that wasn’t focused on combat, but on chill take-at-your-own-pace exploration always driven forward by a compelling, fully-voiced narrative.
☑ Key Features:
Steam Store Page | Gameplay Trailer | Story Trailer
Hi everyone!
My game is finally heading for the finish line with ~20 000 wishlists!
This will be my first Steam release as an indie dev since 2018.
I’ve worked on several projects professionally over the years and helped ship them on Steam, but I guess releasing something of your own feels much more special, and much more stressful. \^\^
About SECTOR ZERO:
SECTOR ZERO is a first-person, physics-based dark sci-fi adventure. The game takes place inside a massive asteroid being mined for its resources by human colonists. You play as a tiny fragment of an alien hive-mind entity buried deep within asteroid’s core. Human mining operations woke you up from you nap and now you’re angry.
The core mechanic of the game is your ability to corrupt and control human-made machinery. This power helps you navigate the world, solve physics-based puzzles, and overcome platforming challenges.
Gameplay Trailer: …
John Romero reunites the four founding members of id Software and takes them back to 1991 to relive the creation of Catacomb 3-D — the first texture-mapped first-person shooter. Through firsthand stories and hard technical truths, the team retraces the moment flat mazes became real spaces, laying the foundation for the FPS genre just before Wolfenstein 3D changed everything.
https://i.redd.it/242uan29rvgg1.gif
I wanted to say this for years and the time has finally come! Please check out Dash Dash Dead, my turn-based roguelite dungeon crawler featuring fast-paced tactics, in a world inspired by The Running Man-like death game fiction/bloodsport.
My game took root after a Global Game Jam (the same one happening right now!) project and evolved into this satirical, chaotic and fun experience. Blending turn-based gameplay with real-time consequences, set in a fictional capitalistic dystopia that most Eastern European developers feel in their hearts and I’m no exception.
As a solo developer from Hungary who left AAA/AA productions, this is a special moment. One that I’d like to share with you all, because: Playtest is live and will be throughout the Tiny Roguelikes Event!
If you try it, thank you, and feel free to be brutally honest. Any feedback is super appreciated: difficulty curve, balance, UI clarity, builds feeling “samey” or …
Use this thread to discuss whatever you’ve been playing lately (old or new, AAA or indie). Don’t just list the names of games as your entire post, make sure to elaborate with your thoughts on the games.
Make sure to use spoiler tags if you’re posting anything about a game’s plot that might significantly hurt the experience of others that haven’t played the game yet (no matter how old or new the game is).
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Seriously why can only the party leader see it?
Someone ended up coming to defib me. I gave him my snap hook as a thank you. It served its purpose with me (plus I have 3 others).
I have 200 hours spent topside. I see people saying all the good things about “audio design” in this game, and while I agree audio design is actually refreshing, the directional audio is so shit, it doesn’t matter how good the audio design is. and its not like its broken all the time, but it will fuck with your brain enough to not trust any audio cues, and you have to turn and pan your camera/POV 360 just to verify what you heard.
I have had so many bad experiences with the audio, pops sneaking under my ass, I hear wasp sounds when none are around me, sometimes the audio direction is off by a 10⁄15 degrees, so I hear queen on my left while she actually is directly in front of me, and countless other examples.
I have played so many games using Unreal Engine 5 pulling off directional audio so flawlessly you can pinpoint the exact position of the audio source just by hearing, so I know it’s definitely possible, and I hope that embark is working on this …
I want to start by saying this is not a hate post. I genuinely think ARC Raiders is a beautiful game , the audio design is excellent, the map design is strong, and the overall atmosphere is great. But I’m struggling to understand the long-term gameplay loop and sense of progression, and I’m curious how others see it.
I’m coming from Escape from Tarkov, where progression and quests feel extremely meaningful. Every raid usually ties into a larger goal. In ARC Raiders, my current experience feels more like:
Spawn → go to hotspots → PvP → extract if I survive.
Even when I try to play more PvE-focused killing bosses like the Matriarch or Harvester I’m not sure what the bigger purpose is beyond collecting blueprints and materials.
I’m currently level 75 and have basically everything ready for Expedition runs. But even then I’m asking myself: what is the ongoing gameplay loop supposed to be? Is it mainly just finding blueprints again and gathering workshop resources repeatedly?
Some …
I spend farming and got it all together. “Trophy Display Built”… okay, but where do I find it? Can I put Trophys in it? WHERE CAN I SEE IT EMBARK? What is going on guys, what do I miss here? Don’t get it…
Fought queen with bunch of friendly raiders then I went to extract. This rat shows up, I knew something was off with it. I even tried to play my recorder to show that I’m friendly and it still chose to rat and shoot from behind. Well it got what it deserved.