Sonntag, 14. Juni 2026

How Croakwood captures the challenge of a townbuilder like Anno but avoids the stress and pressure

If, like me, you walk through this world forever thinking about Chicken Run, you too may expect at any moment to discover the animal kingdom is actually made up of industrious town-building critters. Though, hopefully they're not looking to attack and tie us up if ever they're rumbled. Especially when the towns they're making look as delightful as those in frog townbuilder Croakwood. I could watch their hustle and bustle all day.

The next game from Parkitect developer Texel Raptor, Croakwood puts you in the role of mayor and town planner for a small community of frogs. Hidden under the canopy of leaves and trees surrounding a small pond, the amphibian settlement would be easy to miss as you stroll through their wood. Especially when you consider the frogs themselves are only a few centimeters tall.

But there's more going on in this townbuilder than meets the eye, as the developers have been exploring ways to capture the challenge of a demanding management game without introducing the stress and pressure that traditionally comes with them.

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The Sunday Papers

Sundays are for testing the limits of the hunger for street furniture in your community.

Since moving into the new flat, we've been taking things left behind by the previous owner down to the street one-by-one. A lamp here, a side table there, a splash of shelving. So far, everything has been taken by neighbours and passersby. But, after a week of rain where we couldn't take anything out without it getting drenched (and losing any chance of being taken), we've a glut of things to put out. With my sister coming to stay on Monday, it all has to go in one. Will my neighbors be left unable to choose between an office chair, a wobbly step ladder, and yet more shelving? Time will tell.

Still, while I sit beside the living room window, watching to see if anyone carries off the loose kitchen cabinet unit, I'll need something to read…

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Samstag, 13. Juni 2026

Vanillaware seemingly want their other games on PC too, but if you want that to happen, talk to their publishers

Vanillaware might not be a household name to some of you, but it's got a library that hangs up there with the best of them. Odin Sphere, Dragon's Crown, 13 Sentinels: Aegis Rim, all games that I have seen their biggest supports plead for you to play them on sites like Dwitter and Bluesky. Only problem for us lot is that none of them are on PC. Well, most of them, as just this week it was announced that one of their earlier titles Muramasa: The Demon Blade will finally be coming to PC. And, as it seemingly turns out, Vanillaware would like more of their games to be made available on PC… it's just not up to them.

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Whether you believe it or not, Final Fantasy 7 Revelation director Naoki Hamaguchi says the end's been planned from the start

Generally when a game gets remade, you'll assume that it'll mostly be the same at least narratively, given how not normal can be with works that are considered uncomfortably sacred. That's certainly what many may have guessed about the Final Fantasy 7 Remake trilogy, only those pesky Whispers to get in the way offering some changes here and there. Rebirth continued that here and there, staying the course in other ways, and Revelation will be out next year with an ending you can't change. And according to director Naoki Hamaguchi, that ending has been planned right from the beginning, more or less.

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Nintendo reportedly look set to net so little from their Palworld lawsuit you'll wonder why they bothered

As with most suits of this nature, the one Nintendo filed against Palworld developer Pocketpair has been going on for a while now. Almost two years, in fact, specifically over infringement of patent rights related to specific mechanics, as opposed to anything like copyright. Nintendo suffered a bit of a loss earlier this year, and now it sounds like the whole thing might only net them what is essentially pocket change (for a billion dollar company, anyway).

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"There's nothing worse than an AI-generated pitch": Bloober, Jagex, 11 bit and indie devs on the bruising hurdle of funding a videogame prototype

Among the worries faced by game developers seeking a publisher is the gamble of a prototype – that is, "a playable build that meaningfully shows what’s good about your game – a proof of concept", in the summary of Suspicious Developments boss Tom Francis. Specifically, Francis says a "prototypable project is one where you can build that in an amount of time you can afford to lose".

Few independent devs have bags of time to lose, and there's no guarantee the labour will be rewarded. And yet, many publishers today won't even come to the table unless they can get their hands on a playable slice of a game. At Digital Dragons in Krakow this year, I spoke to people from 11 Bit, Jagex and Bloober Team, together with a couple of independent teams, about the seeming necessity of prototypes and the associated temptation to knock them together using generative AI.

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What are we all playing this weekend?

The weather has been an unpredictable mess of downpour and blazing sun this week, but Saturday feels like it could be the turn. Another chance for the sun to yank on the starter cord of summer and get that season's engine thrumming.

I simply refuse to have to turn back from another walk around the park because 10 metres from my front door the lovely sunshine is replaced by pelting rain.

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