Talisman 5th Edition review: "The characterful imperfections of the original game remain clear to see "
It’s a painful journey through a safe and inviting space that asks you not just to rest, but to really do the work of unpacking what brought you to rock bottom in the first place.
Legendary indie dev returns with a farming sim that couldn't be more different from the game that made them famous, all about an ex-warrior who hates the cozy life
It sneaks up on you, the realization. You start seeing the signs long before the game names it—except, It never tells you outright.
It’s almost too real. Because we’ve seen this before. We’ve lived this before. People fall ill every day because of overwork. We ignore the signs—pushing past fatigue, brushing off dizziness, swallowing the headaches—until our bodies finally give up on us.
One loss isn't too bad, so she berates herself a little and moves on. Train harder, go faster. Don't get lazy or complacent. Her schedule intensifies and she neglects rest for effort, only for it to result in another loss.
Try to guess the video game: In the input field, type a question that could be answered "yes" or "no". You can ask up to 20 questions before the game is over.
As Elevada, a former warrior now reluctantly running a teashop in the forest, you'll juggle fulfilling orders while grappling with existential uncertainty. Alongside your companion, Boro, you’ll settle into this slower-paced life—whether you like it or not.
And here’s the thing, a lot of us never really learned how to regulate our emotions. Not properly. The generation before us didn’t, so how could they have taught us? We were raised by people who were never given the tools to process emotions in a healthy way, so instead, we grew up internalizing everything.
I knew I’d done everything I could – I’d talked to all the customers, I’d grown every single type of plant, and I’d tasted almost every type of tea. Alta was at the end of her journey, and so was I. But I still didn’t want to go.
I fluctuated between trying to tick off every type of tea I could think of, then doing Wanderstop Gameplay a bit of main story quest content, then going outside and seeing how many plants I could cultivate in one go. Every now and then, I'd get the clippers out and cut some weeds. Decorative trinkets hidden under thorny thatches, stamps in your gardening book, and conversational snippets are your most tangible rewards, but the game encourages you to treasure the joys of landscaping, the peace of a working garden, and the value of gentle toil above all else.
These customers arrive with their own stories, their own struggles, their own quiet pains they aren’t necessarily looking to solve, just… sit with for a little while.
And the game makes you feel it. The way the environment subtly changes as Elevada’s state of mind shifts. The way the music sometimes grows distant, hollow, as if pulling away from you.
Doggerland review: "A delicate dance of survival and management that doesn't feel weighted toward a single strategy"
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