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Every App And VR Game Coming To Oculus App Lab For Quest – UploadVR

Last week Facebook launched Oculus App Lab, a non-store distribution method for developers to get their games into the hands of consumers without requiring sideloading. Weve spoken to several developers to learn about a bunch of Quest apps and games slated for release through App Lab.

First off, lets cover the games that are already out on App Lab. There are the 12 that it launched with and a couple of others that have launched since then.Heres the full current list, as far as we know:

Ancient Dungeon Beta(Free)by ErThuBaby Hands($20)by Chicken WaffleCrisis VRigade($6)by SumalabCrisis VRigade 2($20)by SumalabCyber Tennis ($15) by Technical ArtsDeisim($8)by Myron SoftwareDescent Alps Demo(Free)by SuturGym Class(Free)by IRL Studios IncMarineVerse Cup($20)by MarineVersePuzzling Places Beta(Free)byrealities.ioIncRhythm n Bullets ($10) by DB CreationsSpark AR Player(Free)by FacebookSmash Drums Demo(Free)by PotamWorksZoe(Free)by apelab

The rest of this list will be games that, as of the time of this writing, are not yet published onto App Lab for consumers to buy and/or download. These are all games and apps that weve been told about from developers directly that have either been submitted to approval or are in the process of preparing to be submitted.

Well try to keep this updated for a while until there is a better way of tracking this stuff! You can also check out SideQuest, which now has an App Lab filter in its browsing options. Its also totally fair to assume that, at some point or another, virtually any decent SideQuest app or game that is not on App Lab may eventually come to App Lab. It would be silly for a developer not to make that submission.

And finally, one caveat: there is of course still the chance that any of these apps are denied from App Lab. Curation requirements are much lower than on the official Store, so as long as games/apps hit performance targets it shouldnt be a big problem since unfinished content is one of the main focuses of the initiative. Id wager most, if not all, of these will reach App Lab.

Booper Get Home! is a 3rd person VR platformer based on the drawings of the developers kid (who is on the autism spectrum, limited-verbal) The game is about exploration, problem solving and helping people, and, of course; helping Booper Get Home.

The game features no health/ damage/ lives to worry about and the game will also focus on educational aspects, and what it is like what it is like being a young person navigating the big wide world.

Train to become the greatest Kung Fu Master the world has ever seen. You will begin as a tourist to Martial Arts, with no experience and slow reflexes. You will progressively move onto harder tiers of training, faster and more complex, until you no longer need to think but simply react.

In Crazy Kung Fu you will fight against a wooden training dummy, using your hands as well as your body to punch, block and dodge the various spinning arms. Throughout your journey you will learn how to be a master at all of these, building muscle memory at first, to then rely on instinct and quick thinking.

A virtual reality Disc Golf game, being developed for the Oculus Quest & Rift S. Play now with a full 18-hole course, 5 disc types to choose from, and the new Career Mode that tracks your stats across play sessions!

Dream Tango has come out of nowhere as a really impressive-sounding and ambitious VR game that aims to blend story-based narrative moments with surreal puzzles in an exciting action-adventure package. In it, you take on the role of Dream Agent Torii, who is tasked with restoring the Dream Jewel, which has been shattered and scattered across the Dream Realm.

Approximately 20% of the game is completed at this time, so it appears that theyll be aiming to publish a demo version on App Lab for Quest right now.

Sit back. Relax. Enjoy your favourite music surrounded by audio-reactive visual effects. You can play any audio track stored on your Quest with different effects. You can also access DLNA media servers on your network including Plex, Synology, QNAP, and many others.

Supports MP3, WAV, and more file formats. Theres also a laid-back mode so you can literally lie back and enjoy. Plus hand-tracking support with 90Hz for Quest 2!

Finger Gun is the first VR game in development that takes advantage of hand tracking to allow the player to play with their hands as if they were revolvers.

Finger Gun is a VR shooter in which the player takes the role of the town sheriff, whos task will be to clear the different levels by taking down the enemies. This sheriff is quite special, though: he can turn his hands into real working revolvers any time he feels threatened. This way, just as when we were kids, we will be able to shape a gun with nothing else than our hands, and what imagination did back then will now be taken care of by virtual reality and hand tracking.

Flowborne is a virtual reality experience that conveys a healthy breathing style in an intuitive and playful way. The game takes you on a meditative journey through a fascinating virtual world. Follow the traces of Yuna who once roamed the temples of the world to discover the secret of the breath.

Experience a memorable and deeply relaxing pilgrimage through soothing landscapes and unravel the secret of the breath. Allow yourself to let go and master the art of diaphragmatic breathing.

More info here.

Guardians is an innovative VR shooter that blends RTS and FPS genres in a Sci-Fi setting. The game has a single player campaign and multi player PVP and PVE modes. Both multiplayer modes are cross play between PC and Oculus Quest.

Help Club, a virtual reality mental health peer support app. This was in response to his request for apps that are being submitted to the App Lab program. We have been communicating with Oculus about our app for almost a year, and they recommended we launch via App Lab upon its release.

The goal of Help Club is to create a space for people to attend anonymous group peer support meetings, learn coping skills, and create a mental health support community thats available 24/7. Each person who joins the community is vetted to ensure it remains a safe space for all.

Relax while completing beautifully detailed spherical jigsaws on your Oculus Quest. The new way to experience a traditional puzzle.

Only possible in VR. Find yourself stood inside the jigsaw. Use your tracked controllers (or experimental hand-tracking) to precisely place your pieces as you build the spherical puzzle. Rotate the jigsaw and scene to see it from different angles or simply walk around the jigsaw. Traditional flat jigsaws are also included.

Everyone knows Tilt Brush, right? Its a VR app that lets you paints and draw, in 3D, in the air around you and create amazing things. Now, since Google has stopped work on it and shifted to make it open source, weve already got a Quest-native multiplayer version up and operational on SideQuest called MultiBrush. Naturally, theyre targeting an App Lab release next.

NP Skills Lab, from inciteVR ($TBD)Medical training app for Nurse Practitioner students

The Clinic Immersives NP Skills Labs Enterpriseallows nurse practitioner (NP) students to develop clinical lab skills using their own affordable Oculus Quest mobile VR with unlimited access, anywhere-anytime, using hand tracking inputs to practice in either guided or expert modes.

NP learners and faculty access the Clinic Immersives NP Skills Labs through a Cloud-based enterprise that provides application control, headset control, learner progress monitoring, and rich analytics reporting of learning outcomes that provides insight for every aspect of clinical skills labs, learner performance, and learner and class skills gaps.

Last year I started an education company (Prisms of Reality) to reimagine the secondary math learning experience (which as you know continues to disengage the vast majority of kids!).

My team and I built our first Algebra learning game for the Quest that helps students learn and apply exponential functions to understand and solve relevant problems related to the global Pandemic (funded by the National Science Foundation). We willbe submitting to QuestAppLab, and are launching on Steam / SideQuest at the end of this month.

If youre looking for one of the best FPS games in VR, then this is it. There are tons of maps and game modes and for a game that requires you to sideload it there are actually quite a lot of active players. Its similar to Contractors with a reasonably fast-paced format and has great weapon handling. Definitely recommend checking this out now if you can, or waiting for the App Lab version.

In Peco Peco the jigsaw puzzles feel physical: you manipulate the colorful pieces, you snap them, and as you snap them, the model comes to life with sounds and animations.

Thanks to VR, the models are much more impressive than your ordinary puzzles: giant cookies, dancing jelly fruits, entire miniature mythical battles, small magical worlds with floating boats and moving cloud.

Perpetuum Mobile is a ode to the games in vector graphics found in the arcade in the 70s , 80s and on some home consoles.

You are the pilot of the infinite flyer Perpetuum Mobile and the last chance for the human race. So fly thru the tunnels of doom that the evil empire has created and destroy the army of villains, while trying to survive the dangerous maze and landscape.

RealFit provides custom bodyweight training workouts with added games and stats to keep you motivated. Free your workout from the confines of your living room get moving in VR with RealFit.

Bodyweight training exercises and games to get you moving your whole body, no need for extra equipment or expensive gym memberships. Custom workout options, environments and stats tracking help keep you motivated.

Games inspiring this project areThief, Dark MessiahandBlade of Darkness. Physics and world interaction will be core of major game mechanics. Each level will be designed so that it can be passed in several ways, using stealth or raw force. We plan to include accurate damage model and adaptive AI (inspirationFEAR 1-2). Multiplayer and COOP support is also planned but final implementation will depend on community support and demand.

Level after level, your experience will increase as well as the number of your gourmet customers. They are in a hurry, so make it quick to satisfy them before they leave!

Hungry, they wont let you make a mistake, even though burger orders will become more and more complicated Be attentive and precise, to make the best possible profit!

Song Beater is a VR rhythm/fitness game on steroids available forQuestandQuest 2 (90 fps supported!). It includes six game modes, over 60 songs, and leaderboards.

Beat challenging songs with your bare fists in Fit Boxing mode, wield variety of weapons (blades, tonfas, phasers, staff, saw) in Free Style or dominate the playfield in Real 360 mode!

Go for a Space Walk and feel the vastness of space with your Oculus Quest. There are three scenes:

The Earth: Exit the space shuttle and chill out, orbiting over any part of The Earth to view the continents and oceans. Set the time-of-day to view sunrises and night lights. Complete challenges to recover satellites to the space shuttle.

Save The World! An asteroid is heading towards Earth. Navigate through the asteroids tunnels to plant explosives to destroy it in a race against time. 15 levels with 3 levels of difficulty.

The Space Station: Float around the outside of the Space Station and view the fully working Canadarm remote arm and visiting HTV supply vessels. Complete a puzzle fixing solar panels randomly different puzzle every time.

Learn how to solve a cube, practice your skills, and compete with others to become the fastest cuber! Featuring free play, competitive mode with leaderboards, automatic shuffling, and a guider to assist with learning.

Experience the thrill of the death-overs with this action-packed VR Cricket game developed from the ground up for Oculus Quest. While everyone is asked to stay inside homes & cricket grounds have gone cheerless & crowd-less, revive the vigor of cricket by not being a mere spectator but by actually being in the shoes of a batsman and chasing a mighty target in just a few overs.

With incredibly simplistic gameplay, The Final Overs doesnt require any professional hands to hurl the ball way into the crowd with a powerful swing of the bat. Even if youre new & know little to nothing about cricket, this game offers you the basic experience to effortlessly familiarize yourself with it and enjoy it without needing to learn about the sport.

For years the sharkpopulation has dwindled due to improper fishing practices and illegal trade. Now a gang ofshark-fin traders has attacked and captured thelasttwo remaining sharks on Earth, a mothershark, and her child. What lengths will you go to protect and rescue these majestic creatures?

TheLastSharkis a stealth action-adventure VR game where you must protect and rescue thelastliving sharks on Earth. Armed with nothing but your two bare hands, you infiltrate illegal fishing operations and retrieve information on where these sharks are held. Will you find them before its too late?

Fly, build, and protect the hive! Unstung is a challenging tower defense game with a unique, colorful art style and simple, intuitive 3D controls thats in development for Oculus Quest. You control Q, the Queen Bee as you collect pollen from fallen enemy bugs and build towers full of bee allies. Destroy armies of approaching bugs, protect your hive until the new queen is ready, and then go create a new hive.

Unstung will release in early 2021 with 12 levels. Each level will have a different layout, visual theme, and unique gameplay challenge. This early pre-release is a teaser, with only 4 levels.

Once you download ViFit, get ready for some fun, motivating and epic fitness sessions. You choose the session you want, its intensity and the music you want to play with.Change the environment at any time by pressing Y, and move from side to side reaching objects that seem impossible to reach.

Jabs, uppercuts, hooks, squats, sidesteps and many more movements that you will enjoy doing to complete your sessions in all 360 directions. You will have to put your full strength and precision into every movement you make to achieve your highest score and beat the community.

Simply put, this is a game about fighting in VR, we allow you the full liberty to apply your real-world fighting skills into our game and beat up your opponent virtually. This is aiming to become the Street Fighter/Mortal Kombat in VR.

Virtuoso is a new way to make music that is easy to get into and deep enough to wow a concert crowd. Gone are the days of clunky virtual pianos, these instruments were built for VR, and for creating without pausing the music.

Record using live looping, creating anything from satisfying ambient droning to hip hop or upbeat techno as you go. Connect to any music program using MIDI, or bring your headset anywhere and play with the built-in sounds. The skys the limit for what you can put into your music, but even as a beginner youll feel like a Virtuoso.

This is one of the few actual full-body workout apps available in VR. Youll have to hit hand cues to the beat of music just like all the others, but also youll be doing squats, running in place, and much more all with just your body and hands. No controllers required. We were big fans when we first tried it back in May of last year.

War Yards is a 1v1 multiplayer shooter that approaches bullet time combat in a whole new way. The game utilizes a unique set of mechanics that allow each player to control the speed of their opponents projectiles. Bullet time mode can be activated at any time, but while active it restricts the player to room-scale movement only and removes their ability to reload.

These mechanics create an unparalleled combat experience that seamlessly blends fast paced action with tense strategy. War Yards combines these innovative gameplay systems with incredibly detailed stylized maps to make for a truly unforgettable VR western adventure.

If youre a VR developer that has submitted something to Oculus App Lab on Quest or are planning to submit something soon, let us know down in the comments below or send us an email to

Games added since original publication: RealFit, Virtuoso, and War Yards

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Every App And VR Game Coming To Oculus App Lab For Quest - UploadVR

Nuts Review- Hiding Above the Trees, Looking For Squirrels – DualShockers

February 10, 2021 9:00 AM EST

Whats up with all these squirrels? That was my first thought when I first saw Nuts. Published by Noodlcake and developed by Joon, Pol, Muutsch, Char & Torfi, this first-person narrative puzzle game was a fresh surprise. From its eerie setting and evolving mystery to its intricate puzzles, Nuts goes in unexpected places that stuck with me after the credits rolled.

Nuts follows a rookie field researcher whos tasked with surveying squirrels in Melmoth Forest for Viago University. To get this research, you place cameras around certain parts of the map to see where the squirrels go. After reviewing your footage, you send it to Dr. Nina Sanchez, your supervisor. When you solve the puzzle, Dr. Sanchez will call you and the story progresses from there.

As a whole, the story is so interesting and it goes in directions I didnt see coming. It doesnt take a lot of risks which, in this case, isnt a bad thing. The story is fun and always entertaining. The game only lasts four hours and doesnt overstay its welcome. Nuts reminds me of games like Firewatch with its tone, setting, and messages.

As you go along, one of these themes is the importance of preserving forests and natural habitats. Without giving the story away, there are people who want to threaten the forest and take it down. In a way, this layer feels relevant today, with deforestation becoming a consistent issue in society. This leads you and Dr. Sanchez to do whatever you can to keep the forest and squirrels in peace.

Where the puzzle mechanic comes in is with the cameras. In the beginning, you start with one camera and tripod you point at a tree. From there, you view the footage at night to see where the squirrel goes. It starts easy but gets more complex the further you get in the story. Once you find where the squirrel is stashing nuts, you take a photo and send it to Nina. Your base of operations is an RV with items like a fax machine and bulletin board. Youll also use a GPS to tell you where to go and a journal to keep track of the objectives. To review your footage, you go to your desk and play it back on a VCR and old TV.

Nuts goes in unexpected places

As the story progresses, youll get to use up to three cameras at the same time. With each new camera you acquire, another TV is added to your work station. The key to solving each puzzle correctly is in placing each camera in the right area. You can adjust each one to tilt it in another direction. Finding the right balance takes time and a lot of trial and error. Sometimes one camera will catch a squirrel going in one direction but cameras two and three wont be in the right places.

Patience and experimenting is key to tracking where the squirrels go. The missions deepen in complexity, with one requiring you to send pictures of a squirrel at specific time stamps. Placing cameras around the map is a great feature and a cool way for players to experiment. Sure the feature can get repetitive but at the end of the day, it never felt like a bad thing.

Two other important items in the game are your portable camera and journal. Some parts of the game have you taking pictures with your camera. Sadly, it isnt required often enough to warrant it being a feature. Most of the pictures youll need come from the video cameras placed around the map rather than the portable camera. As for the journal, it keeps track of your current story mission and photos taken with your camera. Its a nice way to keep track of whats going on. If you get stuck, you can always revert to the journal for a refresher on what to do.

Like the camera puzzle mechanic, I wish the journal was more fleshed out. It could include things like records of past missions and photos, info on Dr. Sanchez, or maybe journals the main character writes in between missions. There are also cassette tapes of Dr. Sanchez in the past scattered throughout the game. The tapes are a great way to not only get backstory on Dr. Sanchez but also Melmoth Forest.

One of the highlights of Nuts is its art style. Its so unique and distinctive. If I had to make a comparison, it reminds me of games like Return of the Obra Dinn. During the day, the colors are bright orange and green. At night, the colors are a mix of purple and orange, with the squirrels being white. Other sections of the game feature different color schemes but each setting is vibrant and great to look at.

However, a recurring issue I faced is the games framerate. Itd slow down a lot and it got to be noticeable at times. One crucial point in the story was so choppy and sluggish that it took me out of the story for a moment. At the end of the day, it rarely detracted me from my enjoyment of the game. Id be remiss if I didnt mention the games music. Another great thing about the game is its music. Its so atmospheric, eerie, and sets you in each mission.

Nuts stands out from the crowd.

With its solid story, puzzle mechanics, and art style, Nuts is a great game. From the opening to the end credits, the story is fascinating and so well-told. You learn enough about Dr. Sanchez and the main character to understand whats going on. Placing cameras around the map is a unique way of implementing puzzles. The trick comes from placing them in the correct area to see where each squirrel is going. My main gripe is that while the game adds variety in how you solve puzzles, it doesnt evolve the cameras and expand on their usage. Besides the cameras, the games journal feels limited and leaves room for ways to further use it.

That said, even with so many great indie games on Switch, Nuts stands out from the crowd. Its story concludes in a way thatll stick with you after the credits. It also offers a quirky, mostly satisfying experience that answers the question: what have these squirrels been up to?

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Nuts Review- Hiding Above the Trees, Looking For Squirrels - DualShockers

A bit about our currently nameless game company, and what we’re working on at the moment – Gamasutra

The following blog post, unless otherwise noted, was written by a member of Gamasutras community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

The beginning

It all started at uni, towards the end of my masters. Me and a coursemate from another group decided to make our own super cool 3D first-person puzzle game. Why did we decide to make a game? Well, I had some experience of drawing, specialised in art at school, and my teammate had experience of 3D modelling. And after all, were both programmers, and weve made games before whilst working in companies. Why a puzzle game? Because we like puzzles.

We divided all the various tasks roughly 50-50 between the two of us, or each one of us basically took on the tasks we could do. On the one hand, having two people on your team means each person gets half the workload! Quite nice really 🙂 And overseeing your teammates work doesnt take up as much time than if there were, say, 30 other people.

So, basically, everything fell into place: I was to be responsible for all the code and the graphics (shaders, lighting, post processing effects), and my teammate for the levels, and legal issues. At the start his modelling was better than mine, but after a while I realised that constantly asking him to re-do some model or other was just hassling him and taking his focus away from the key tasks. Also, the requirements for a given model could change quite frequently and I didnt want to drive him mad by making him do 1000 corrections each day. So, I took on responsibility for modelling too.

At the very start we decided on an idea for the game, its laws and mechanics, tested everything out in our heads, on paper and on Unity, and planned out a networking mode.

You wont believe it, but Ive now got two folders worth of sketches for the project, and sometimes I still have to sketch out pictures, go through different ideas and compare different objects. Here are some examples from the sketches Ive done:

As it stands weve already published most of our sketches on Twitter and Instagram...

We also tried to get some of our acquaintances involved in the project. At one point we had two girls (designers/artists), a game designer and another programmer on the team as well as us. After 2-3 weeks the programmer went to work in a big company, after attempting to create a structure for the project and build one game object - some random object with an eye which follows the player. Then the designers abandoned us. The game designer turned out to be made of stronger stuff though. He stayed with us till the last, although he didnt actually produce any concrete results 🙂

Btw, at that time the game looked like this:

A little about a lot: Networking

Initially we wanted to build in a multiplayer mode, but as it turned out, it really wasnt worth it. I tried my best to make it work and clung onto it like a cat with a fish. We had built rooms, levels, and networking functions on the main objects. But all this was moving along so slowly, and our time was basically disappearing into a black hole with all the testing and debugging. Heres how our interface looked:

We did a lot of work on the networking mode, even installed a web chat (the envelope icon) and a voice chat system (the microphone icon).

Later on I realised one important thing: the multiplayer function was cool, but if youve got two people on your team and neither have any experience with it (not counting the networking labs we did in uni), its better to put the networking to one side and focus on the main aspects of the game:

A bird in the hand is worth two in the bush

Attempting to expand our team

At some point I started trying to attract high-level artists to work on our project with us - but that didnt go anywhere. The reasons for that turned out to be quite obvious:

I also realised that we cant afford to be spending our time giving tasks to people who are working for us purely out of enthusiasm, because at the end of the day its very likely they will leave us anyway. So, we decided to just do everything ourselves and stop looking for other additions to the team.

Were still working as hard as ever on our project. Weve already done a huge portion of the main work, and now were focussing on optimisation, polishing up the graphics, the animations, and the story.

One translator also joined us not long ago, and has started working on the scenario 🙂 Shes been working with us for a year now (out of enthusiasm, like us).

Heres some links to us: twitter //instagram //

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A bit about our currently nameless game company, and what we're working on at the moment - Gamasutra

‘Breath Of The Wild’ Reinvented Zelda Games. ‘Bowser’s Fury’ Does That For Mario – Mashable India

Skip to main content nn

You can keep trucking along through whatever puzzles you're working on when Fury Bowser rears his big, goop-encased head. Sometimes it's even helpful, as the hailstorm of rocks Bowser sets off creates temporary platforms that Mario can use to access hard-to-reach spots.

The idea, though, is to take Bowser on directly by channeling some real "pick on someone your own size" energy. See, the goop that's corrupted Mario's nemesis has also spattered across the whole land and broken every major island's lighthouse. Solving puzzles earns you Shine stars u2014 yes, a Super Mario Sunshine throwback! u2014 that, over time, clear away the goop.

Fix enough lighthouses and you open up access to the Giga Bell, a gigantic power-up that turns Mario into a Fury Bowser-sized lion creature. These kaiju-inspired boss fights are appropriately epic, with the two longtime foes duking it out as they loom over the same islands where you've been solving puzzles as the normal-sized Mario.

These fights temporarily clear up the storm u2014 which you can also do by grabbing a Shine or waiting it out u2014 but they serve a larger purpose as well. Knock out the big lizard enough times, and you'll open up access to more of Lake Lapcat's scattered islands, with more Shines to collect and Giga Bells to unlock.

The open world's inherent push to reward players for exploration, along with the randomness of Bowser-fueled weather events, has a dramatic impact on how this Mario game flows compared to the others. Your ability to improvise and respond to changing conditions on the fly is rewarded in ways that it hasn't been before. It's fresh and exciting in a way that feels distinctly Mario, but also not.

That's where the other major Bowser's Fury change becomes important. As you play, Mario amasses an inventory of stockpiled power-ups. You can hang on to five of each one u2014 so five Fire Flowers, five Boomerang Flowers, five Super Bells, and so on. What's more, equipping a power-up from your inventory automatically stores whichever other power-up you might already be using. Importantly, you can do this at any time.

Past Mario games have generally placed a premium on the availability and use of power-ups, positioning them at specific locations to make a particular level easier... provided you don't mess up and lose the power-up along the way. But Bowser's Fury completely rewrites that thinking. There's a power-ups economy now. If you're faced with a challenge that's better for Boomerang Mario than Cat Mario, you can swap outfits secure in the knowledge that you can swap again at any point.

These pieces all come together in a Mario game that's positioned as a bonus, an extra on top of the 3D World re-release. It makes sense to the extent that Bowser borrows heavily from its partner game in this package. The earlier Wii U release let Mario stockpile a single power-up. It also featured many of the same puzzle concepts that pop up throughout Bowser.

Playing the two games side-by-side, though, 3D World feels much more like a throwback by comparison. It's still a tremendous Mario game that deftly marries ideas from two of the best to date: Super Mario Bros. 3 and Super Mario 64. But that discrete level design also feels inescapably constrictive by comparison.

Bowser's Fury is something truly different, and all the more special for it. It's a Mario that is both immediately familiar to pick up and play but also maybe a bit unapproachable and high learning curve-y at first as you work to understand how all these new concepts weave into the familiar. And it's a full game, with all the bonuses and secrets and extras fans have come to look for.

Since the Switch launched with The Legend of Zelda: Breath of the Wild, Nintendo has shown it's willing to revisit old standards with fresh eyes. Bowser's Fury is one more Godzilla-sized step forward in that welcome and still ongoing transformation.

Super Mario 3D World + Bowser's Fury comes to Nintendo Switch on Feb. 11.

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'Breath Of The Wild' Reinvented Zelda Games. 'Bowser's Fury' Does That For Mario - Mashable India

Slipways was the best demo in the Steam Games Festival, but it’s gone now – Rock Paper Shotgun

Slipways is a grand strategy game boiled down to such basic principles that it feels like a puzzle game. It was the best game I played during the Steam Game Festival. The problem is that the festival ended earlier today, and so the demo's gone now.

This is a post about what you can't have.

Your goal in Slipways is to expand your empire. You do this first by scouting, sending out probes as if throwing stones into a puddle and letting the ripples reveal planets. The planets can then be colonised, which means selecting a type of colony. Different colonies require and produce different resources.

So on one planet, you might build a colony that requires people, and produces iron. On the next planet, you might build a colony that requires food, and produces people. The "slipways" of the name are the paths - warp gates, really - that you drag to send the people produced on one planet to the neighbouring planet that requires them.

This is the entire game, more or less. You draw paths, trying to keep each planet happy with imports and exports. If a planet has one need met, it will tell you another, and you can eventually turn 'struggling' colonies into 'established' and 'successful' colonies. Assuming you don't mess up, of course.

Those interplanetary warpgates can't criss-cross one another, and have limited range. You'll quickly find that you badly need microchips to keep a planet happy, but that you already wired up the nearby microchip planet in such a way that it now can't reach to where you now need them. Or maybe you didn't build a microchip-producing colony at all, and now you're producing too much water instead but have nowhere to send it.

Which is how my "let's give this a go then" play session last night ended over three hours later, with me squinting over the game's stellar map, obsessively trying to form a perfect web of trade routes.

There's a lot more going on in Slipways that I haven't described here, including a tech tree, a research system, and a council of aliens who have different needs you can meet to unlock new powers. I wasn't kidding when I called it a grand strategy game. But it's this puzzly core that has me hooked, because it's condensed the decision making of the genre until just the most important decisions remain.

If I've succeeded in making you sad that you missed the Slipways demo, then I have two further pieces of information that make be a salve to fresh wounds. First, the game will enter a closed beta phase in the next month or two according to a Steam news post.

Second, the game began life as a PICO-8 version that you can still play in your browser right now. The new version is utterly lavish, a far cry from the simple (though satisfying) pixel art of the original, but the ideas are the same across both games.

Of course, if you like wounds, you can instead read our list of the other great Steam games festival demos you can no longer play.

Slipways is available to wishlist on Steam and aiming to release some time this spring.

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Slipways was the best demo in the Steam Games Festival, but it's gone now - Rock Paper Shotgun

Move Over, Mother 3 – THESE Nintendo Games Should Be Localized Too – CBR – Comic Book Resources

Nintendo's history is full of overlooked games that never made it to North America. Here are a few that should finally come overseas on the Switch.

One of the challenging parts of being a North American Nintendo fan is not living in Japan. So much of the company's DNA runs through the country, making the Western experience of Nintendo fandom sometimes feel diluted, which is no surprise considering Nintendo is located in Kyoto. Thankfully, the Nintendo Switch era has brought parity in many respects. However, Nintendo's history is full of curiosities and compelling games that never made it to the West -- but absolutely still should.

Of course, the discussion around Nintendo games in need of localization often starts and stops with Mother 3. This Game Boy Advance sequel toEarthboundis easily Nintendo's most notorious Japanese-exclusive title. Whether it will actually come stateside eventually is hard to say, but the fan outcry is certainly potent enough. Unfortunately, the outcry around many other forgotten Nintendo games isn't nearly as strong. Regardless, the following games are all worthy of localization just like Mother 3.

RELATED: 5 Best Character Creators in Video Games

There's a strong argument for Captain Rainbow being the most bizarre Nintendo game of all time. Captain Rainbow released only in Japan on the Wii in 2008 and was developed by Skip Ltd, the team most famous for GameCube cult-favorite, Chibi-Robo. The game is centered around a washed-up superhero named Nick who ends up on Mimin Island, a strange place inhabited by B-tier Nintendo characters with a twist, like an out of shape Little Mac. The goal of the game is to help these characters with various personal problems and wishes, which range from the fun and referential to the overtly vulgar and odd.

Captain Rainbow is full of strange moments that would make localization difficult. However, it's the sheer weirdness of the game that makes it so compelling. Captain Rainbow shows many of Nintendo's characters and worlds through downright peculiar lenses. From its hybrid gameplay styles full of adventure elements and mini-games to its distinct personality, Captain Rainbow deserves a chance overseas. While this game getting brought to the West is probably fantasy, fan translation patches do exist online.

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Animal Crossing has become one of Nintendo's most lucrative franchises thanks to New Horizons. However, most people have not played the game's first entry. The original Animal Crossing game actually isn't on GameCube;it's on the Nintendo 64. Released late in the console's life in 2001 in Japan, Animal Forest laid the foundation for the GameCube Animal Crossing title. In fact, what the West knows as the first Animal Crossing game is actually just an expanded port of the Nintendo 64 original.

In this sense, Animal Forest would largely be a novelty if it were brought Westward. However, it's an important piece of Nintendo's history, jump-starting a series that would become a phenomenon. Besides, thiswould simply be a fun and unique way to play a classic Animal Crossingtitle that many hardcore fans have never been able to experience. Should Nintendo 64 games ever come to Nintendo Switch Online, this would be a fun bonus.

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While they have fallen out of style nowadays, Nintendo used to release a lot of puzzle games. The NES era was especially full of them, from Yoshi to Wario's Woods to Dr. Mario. However, outside of cursory versions on services like Nintendo Switch Online, these puzzle games have not thrived in a long time. Perhaps one of the best iterations of these titles was the Nintendo Puzzle Collection, which released only in Japan for the GameCube in 2003. The game compiled versions of Dr. Mario, Yoshi's Cookieand Panel De Pon.

Of the three, Dr. Mario is the least interesting, as it is a port of the often forgotten Dr. Mario 64. By contrast, Yoshi's Cookie is particularly engaging becausePuzzle Collection's version is a unique reconstruction of the game for GameCube. Yoshi's Cookie and Panel De Pon both deserve far more attention than they've gotten, and this collection with all its curiosities and robust features is a great way give both series a boost.

In many respects, the Puzzle Collection versions of both are the best way to play. Plus, since these are only puzzle games, the amount of localization work would be comparatively small. The Nintendo Puzzle Collection would make for a great online multiplayer experience, especially on Nintendo Switch.

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Unlike the aforementioned titles, Doshin the Giant did leave Japan. While its original release on the Nintendo 64 Disk Drive was exclusive to Japan -- that peripheral in its entirety was --Doshin the Giantwas ported to GameCube in both Japan and Europe.However, itnever came to North America, and since the GameCube is region locked, it is particularly hard to play. It shouldn't be though, as Doshin the Giant is a quirky and intriguing experience that begs to be appreciated.

In essence, Doshin the Giant is a god game where the player takes control of Doshin to curate relationships with the inhabitants of Barudo Island. Doshin can either work with or against the islanders, taking on quests from them and terraforming the landscape. It has been lauded as a cerebral and tactile gameplay experience that is backed up with a surprising amount of lore, storytelling and complexity. With relatively beautiful graphics and a distinct personality, Doshin the Giant deserves a larger audience.

Of course, these selectionsonly scratch the surface of what Nintendo titles need localization. From New Play Control! Chibi-Robo to Tingle's Rosy Rupeeland, there are a lot of Nintendo games both new and old that continents full of fans have missed out on. Hopefully, the precedent set by titles such as Fire Emblem: Shadow Dragon and the Blade of Light's translation means that Nintendo is open to bringing more forgotten titles overseas.

KEEP READING: Nintendo Switch CONTINUES to Dominate, but What's Next?

The Case for More Investigative Games

Abram Buehner is a writer, gamer, and all-around dork based on the East Coast of the United States. Hopping between Wheaton College in Massachusetts and his home in Midcoast Maine, Abram spends much of his time writing about video games, film, and comics... that is, when Abram isn't playing games, watching film, or reading comics. When he's not doing that, Abram is knee-deep in classwork, in pursuit of a B.A. in English with a minor in Journalism.

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Move Over, Mother 3 - THESE Nintendo Games Should Be Localized Too - CBR - Comic Book Resources

Solve puzzles in a recursive world where everything is simultaneously tiny and massive – PC Gamer

Maquette is one of those games that wants to grab your mind, clasp it firmly and, like a circus strongman with a penny, fold it over on itself. It's a first-person puzzle game which, much like Portal or Antichamber, takes the laws of physics and staples a cheeky addendum to it. In this case, recursion.

Okay, recursion. This is going to require a degree of rushed exposition usually not experienced outside of Christopher Nolan movies.

Maquette's levels are formed in a cross shape with four buildings at each compass point and a large dome in the centre, like the roof of an especially ornate merry-go-round. Step inside and you'll find a smaller replica of the level you're standing in, a model village withwhat elsea miniature dome at the centre. Back outside, if you look up at the curved sky, you'll realise you're inside a dome too. Beyond that dome, if you squint at the horizon, you'll just about make out the enormous pillars holding up yet another dome, and the fuzzy shadow of another beyond that one. It's domes all the way down, and all the way upand vitally, every single action you make is reflected along the entire chain.

Say you're presented with the most quintessential of videogame items: a lock and key. Except the key is tiny, the kind Sylvanian Families use to secure their dollhouse homes. Try and put it inside this stubbornly normal-sized lock and it'll just wiggle around ineffectually. But drop that key onto the wee pavements of the model village, then turn around to that same spot in your world and voila! A normal-sized key for a normal-sized lock.

Next, imagine taking that normal-sized key and placing it into the small world. It looks freakishly large among these tiny houses, right? Now think: if you were to turn around and look outside the dome, what would you expect to see? If you've just pictured the pavements straining beneath the weight of an enormous key, then good work: now you're thinking with recursion.

You're probably already getting a sense of the puzzles that can be spun out of this. Maybe you take that giant key and use it as a makeshift bridge, letting you reach a previously inaccessible door. But, ahwhen you get there, the door's locked, and the only key in the entire level is the one you're currently standing on.

This is the first big mental leap Maquette asks you to make, and I won't spoil the answer here, but it's important to stress that it really is the firstthe initial hop along the way to a triple jump, launching your brain into the sky. Wa-haa!

"I tried really hard not to do any softball puzzles," designer Hanford Lemoore says, as he demonstrates a couple of early solutions that, I'll admit, helped me get a handle on my own playthrough. After a few easy tutorial puzzles to help you acclimatise to the rules of its world, Maquette quickly starts cranking up the difficulty. "That's the fun of this type of game, I thinkwhere you start off with this world that seems mind-bending and incomprehensible in some ways. And then as you play through the game, you learn how it works. And then by the end, you understand it in a way you didn't before."

So yeah, Maquette is set to give all of our melons a good twisting. But it's also keen to go for your heart, with a story that begins with a meetcute in a San Francisco coffee shop and follows a blossoming relationship. At least, it's blossoming in the early chapters I get to playthe whole thing is being told retrospectively, as your character sifts through old belongings. Which, as anyone with a box of their ex's stuff at the back of a wardrobe will tell you, doesn't tend to suggest things ended happily.

This might not sound like the most obvious narrative fit for a game about manipulating the laws of physicsand it turns out the romance element took Lemoore by surprise too. When he first came up with the recursion concept in 2011, he didn't have a story to accompany it. His early attempts were built around this central mechanic, finding justifications for its existence, whether it was a science experiment or aliens or just 'a wizard did it', but Lemoore just couldn't get excited about any of them. He stepped away, started writing short stories for his own enjoyment. Until one, a relationship story, caught his attention.

So what made him think these two things would fit together? "They didn't," he says. "And that's actually what was compelling to me. That was the spark I needed." It's not an entirely random combination, thoughby the time he wrote this story, he'd already planned out all the game's levels, and was surprised to discover how naturally the two fit together.

He's not saying any more than that, for now, but the world you're exploring really feels like it's being constructed out of that box of memories. You'll visit abstract versions of places the couple went on dates, and others lifted straight out of the sketchbook they doodled in together. The result is like a Disneyland version of the San Francisco setting, the parapets of a theme-park castle overlooking buildings inspired by the city's iconic Painted Ladies and Mission architectureand, of course, a big old nod to the domed Palace of Fine Arts.

The other reference point that leaps to mind here is The Witness. There's a similar painterly style to the visuals, a use of colour that ties together each area's buildings and flora with a strong identity. But unlike on The Witness's island, there's no option to wander away from a headscratcher and try something else. The four spokes from that domed hub unlock in a strictly linear fashion, only giving you access to the locations required for the current puzzle.

With Lemoore's stated lack of interest in ball-softening, I can't help but wonder if there's a risk of players getting stuckwon't that piss on the chips of his carefully-constructed story a bit? "I'm assuming that, y'know, YouTube will be there." He laughs, but admits this isn't a perfect system. "Solutions are easy to come by on the internet, but good hints that don't give away too much, there's an art to creating those."

It's an art he'd like to dabble in himself, but a built-in hint system is more "maybe someday" than a feature on the to-do list. In the meantime, though, Lemoore offers another suggestion: "I always tell people, play with someone else." At shows like PAX, he'd see groups of two or three friends huddled around the same monitor, all offering ideas to the person on the controls. "I actually think that's the best way when you're stuck."

I decide to take him up on this idea. Luckily, I'm married to someone significantly smarter than I am, so I rope her in to be my over-the-shoulder suggestion shouter. It's at this point that the story really becomes a romance, as far I'm concerned. There's no sign of true love quite like finishing each other's puzzle solutions, the half-ideas in each of your brains fitting snugly into one another. With a companion, the difficulty of puzzles feels perfectly pitchedat least, in the first two chapters I have access to.

In the demo, Lemoore gives little teases of what's ahead. He takes us out beyond the reaches of that initial domed sky, at which point everything goes a bit Honey I Shrunk The Kids, and suggests that you'll even get a chance to explore the world outside of that dome. "I think a lot of people do wonder, 'OK, how much can you do with this recursion mechanic, making things bigger and smaller?' Oh, we can do a lot. And even after we've explored that, we mix it up in new ways that people might not have been expecting."

He delivers on that promise with a quick glimpse of a moment much later in the game, where the familiar world has been shattered. The dome is floating in the void, snapped off at all four compass points, orbited by broken-up bits of level. Things aren't looking too rosy for that romance storyor for my own puzzle-solving duo, to be honest, just about getting to grips with the rules of recursionbut it's good to see that Maquette has plenty more ways of folding our brains in on themselves.

Maquette is launching on Steam on March 2.

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Solve puzzles in a recursive world where everything is simultaneously tiny and massive - PC Gamer

The best PSVR games to try on a PS5 – CNET

Sony's new PlayStation 5 console is a graphics powerhouse for new games, but it's also capable of playing older PS4 games. And that includes VR: you can use the PSVR virtual reality headset that Sony released for the PS4 back in 2016 and access a bunch of games that are still really good to play at home.

Just keep in mind it'll take a little setup time and digging up older gear to get it working.

The PSVR has held on as a surprisingly good doorway to a wide collection of the best VR games, including a number of Sony exclusives. Anew PlayStation VR headsetis expected in the future, hopefully one that's a lot less wire-cluttered and more self-contained, like theOculus Quest 2. In the meantime, you can hook up the existing PSVR to the PS5 and enjoy VR games. Some of them even benefit from better load times and graphics, too.

The PlayStation VR lives on with the PS5... and a few extra accessories.

Some words of advice: The PSVR headset is older tech that requires a complex, cabled box and an older PS4 camera, which will plug into the PS5 with an extra dongle adapter you'll have to get from Sony. Also, most PSVR games won't work with the new PS5 DualSense controller(with a few exceptions, like Star Wars Squadrons). For most gamepad games, you'll need to dig up an older PS4-era DualShock 4.

Sony's PSVR has other optional gear, too: wand-like PS Move controllers (which you need for some games) and a light-gun-likeVR Aim controller. For the sake of keeping this list simple, I left off games that only work with those; below are some excellent titles that just need a DualShock 4 to work.

Also, a lot of these games also can work without a PSVR headset. They're VR optional, but the headset adds a different level of immersion that's often really compelling, with the downside of a lower-res display than you'd get on a 4K TV.

Media Molecule's browsable world of user-created things is impossible to explain, but you could build your own VR dreamscape here. Or explore others. Dreams will function without a VR headset, but VR just adds a whole new dimension to discover.

A pretty great Star Wars dogfighting game without a VR headset becomes even better with one. You can use your DualSense controller, since this game doesn't track the controller's motion in space.

The best Sony VR exclusive game, and a must-play if you get a PSVR headset. The same team that made Astro's Playroom -- the game that's baked into your PS5 that shows off the amazing tricks of the DualSense controller -- also made this showcase for the PSVR headset. It plays like a wonderful VR version of a Mario-type platformer. I like it even more than Astro's Playroom.

An art piece exploration puzzle game involving fantastic alien worlds, impossibly strange creatures and a simple interface that will have you exploring what to do. It's a great game to soak in some atmosphere. And really, it's so strange -- and beautiful.

Sony's PS4 edition of the classic hovercar racing franchise works beautifully in VR, and it won't make you too nauseous. The benefit of VR ends up being mainly about focus. (Sony's Driveclub is another option.)

An infinite sci-fi space exploration game that's gotten consistently better with age, No Man's Sky now has VR support for the entire game (if you play the PS4 version). Recent updates have optimized graphics and load times, too. Again, you can also play this without a headset, or switch back and forth.

Entertain your brain with the coolest news from streaming to superheroes, memes to video games.

The best PSVR games to try on a PS5 - CNET

Xbox One: The 7 Easiest Games to Unlock Every Achievement | CBR – CBR – Comic Book Resources

Xbox has a subculture centered around unlocking 100% of the achievements in games. Here are the 7 easiest games to to get you started.

Achievements have been a big part ofXbox culture since they debuted alongside the Xbox 360 16 years ago. These achievements have become a staple of many gaming companies nowadays and often set up new and interesting ways to playthe titles they are found in. Many players make it their mission to acquire every single one of them in the course of their playthroughs.

As time has gone on an Xbox player's achievement score (or Gamerscore as it's commonly referred to) has become a status symbol that shows how much of a hardcore gamer someone is. The higher the number the better, with the top tier achievement hunters reaching point totals over one million. To make things easier for players trying to grind achievements, here are seven of the easiest games to achieve 100 percent completion in on Xbox One.

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Shred It! is an endless runner game with a unique papercraft style that really stands out.It encouragesplayers to continue trying to beattheir previous score, getting just a little further down the path each time. Obstacles and challenges liter each track, and although it's easy to pick up, the game offers a bit of a learning curve as you try harder tasks.

There are a variety of characters and tracks to unlock as you progress, and one can easily lose themselves trying to unlock them all. Luckily, acquiring the game's whopping 1500 Gamerscore can be done in only a few hours. In terms of time commitment to Gamerscore, there's no value quite like Shred It!

Abzu is an enigma. The game seems like a relaxing adventure where you explore a vast ocean and take in the sights and sounds, but it's so much more than that. The game is absolutely beautiful, featuring amazing details in the creatures you can encounter and the scenery you swim past. There are puzzles to solve and secrets to find, so exploration is key to getting the most out of Abzu.

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On top of the striking visuals and fun gameplay, Abzu has a surprisingly deep story for a game with no dialogue. Although hinted at throughout the game, only players that explore every inch of the ocean will understand what happens in the later levels.However, theentire game can be completed with a 100 percent in less than three hours.

The Station is less of a game and more of a walking simulator, a term that describes games that revolve around theplayer walking from area to area, simply interacting with the environment to progress the story. They are basically a newer version of the old point and click adventure games. This isn't quite a full-blown interactive movie, such as the Telltale games, but it's close.

TheStation takes place on a space station, where a mysterious accident has befallen the three crew members. It's up to the player to figure out what happened. The game has a pretty obvious twist at the end, but just because you might see it coming doesn't make it any less well done when it is eventually laid out.Furthermore, you can achieve 100 percentcompletion in around an hour -- another easy 1000 Gamerscore.

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Gone Home is another walking simulator.Here, the player explores the house and looks to find things to interact with that will progress the story. The game's depth isn't in the gameplay; it's in the story. If you have ever been away from home for a long time and return to see things are not how you left them, then you will understand the story of Gone Home.

The game goes to great lengths to express the feelings of loss and change that come from your childhood home changing over the years and people moving on with their lives. Another game that isn't long, you can finish the entire game in less than 20 minutes, but 100 percent completion will take a bit longer.

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In the name itself, thecomplexity of Cubot is in its simplicity. Every puzzle consists of matching colors, which in itself is pretty simple. Where the difficulty comes in is the twists and turns the game uses to keep you from completing your tasks. Many puzzle games drop the ball in the way they ramp up the difficulty; one minute it's a breeze, and the next it's pulling teeth.

Cubot does a great job of gradually teaching you the ropes, then slowly placing obstacles in your way as you're ready for them. To get 100 percent of the achievements, you need to complete every puzzle. This is no simple task, but there are plenty of guides available that makeit trivial and quick.

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Jack N' Jill DX is almost exactly what you think it is. The famous nursery rhyme about Jack chasing after Jill is taken to an extreme here, where, to get to Jill, Jack must brave 140 platforming levels. Everything is in black and white, and it's all wrapped in a cartoonish and simple design. The game harkens back to the old school 2D platformers that older gamers remember.It's simple, and the 100 percent is simpler -- the entirety of its achievements can be gathered before level 20.

Storm Boyis among the easiest games to complete, but it will definitely leave an impact. Based on a worldwide best-selling book that is known for pulling at readers' heartstrings, the game closely follows that path. The gameplay is easygoing with a few mini-gamesto complete, so it's not quite a walking simulator, but its close. Prepare for the same vibes along the lines of how most "boy and his dog" movies end, as Storm Boy befriends and raises a pelican. The achievement points are worth the extra emotion, and 100 percent of them can be yours in less than 20 minutes.

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The Witcher: This Witcher Was One of the LAST to Train at Kaer Morhen

A lifetime of living and breathing nerd culture in all it's forms has led Leo to CBR. Devouring anything comics related as a kid, he was also an avid gamer. After he served his time in the military, he earned a degree in Video Game Production- which is where he discovered his passion for writing. Now he pursues bettering his writing chops wherever possible, whether it be here on CBR, or spirited debates with fanboys online.

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Knightin’+ is a Zelda-inspired puzzle-adventure game that’s heading for iOS and Android tomorrow – Pocket Gamer

Knightin'+ is an upcoming puzzle-adventure game that's heading for iOS and Android tomorrow after it initially launched on Steam all the way back July 2019. The game has been developed by Muzt Die Studios whilst publishing duties will be handled by the prolific Crescent Moon Games.

Knightin'+ has been described by the developer as a Zelda-lite adventure where you'll play as Sir Lootalot as he battles his way through numerous dungeons, which will be littered with traps, puzzles and magical artifacts.

In terms of gameplay, you can expect to be exploring dungeons to collect loot and unlock new abilities. This will be made more difficult by a bunch of monsters that you'll need to fight and puzzles that will need solving to progress. You can also expect to battle against a tough boss too before heading to the next dungeon. You can check out some gameplay from Knightin'+ in the embedded trailer above.

Knightin'+ is will release on the App Store and Google Play tomorrow, with pre-orders available on the former right now. It will be a premium title is available for 25% off during the pre-order period.

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Knightin'+ is a Zelda-inspired puzzle-adventure game that's heading for iOS and Android tomorrow - Pocket Gamer

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