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	<title>The Indie Mine &#187; Linux</title>
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	<link>http://theindiemine.com</link>
	<description>Unearthing the hidden gems of culture and entertainment</description>
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		<title>Infinity Runner Review</title>
		<link>http://theindiemine.com/infinity-runner-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=infinity-runner-review</link>
		<comments>http://theindiemine.com/infinity-runner-review/#comments</comments>
		<pubDate>Fri, 25 Jul 2014 09:34:51 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[endless runner]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Infinity Runner]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[Running]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Wales Interactive]]></category>
		<category><![CDATA[Werewolf]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12990</guid>
		<description><![CDATA[Strap on your running shoes and get sprinting in this speedy runner about werewolves in space.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12991" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Banner.png" alt="Infinity Runner Review" width="600" height="268" /></p>
<p style="text-align: justify;">Space isn’t a friendly place, and if my years spent consuming sci-fi media has taught me anything then it&#8217;s fair to say the chances of you encountering an evil chest bursting Xenomorph is 99.99% assured. <a href="http://store.steampowered.com/app/279920/" target="_blank"><em>Infinity Runner</em></a> lacks such a creature, but it makes up for this deficit with its own collection of strange denizens and futuristic quirks, like how you spend the entire game naked.</p>
<p style="text-align: justify;">The game is best described as an endless runner akin to popular mobile titles like <em>Temple Run</em>, only with a storyline that’s broken down into several levels. You assume command of an amnesiac unfortunate enough to be at the epicentre of a calamity on a ship where everything is blowing up. A disembodied voice informs you that there’s no time to talk and that you must run for your life. Just when you think things couldn’t get any worse, shortly after escaping you also find out that you’re a werewolf. Yup.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12992" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Screen-1.png" alt="Infinity Runner Review" width="600" height="335" /></p>
<p style="text-align: justify;">Gameplay consists of an on-the-rails sprint through the bowels of the ship, with you taking control of our naked protagonist&#8217;s positioning. As you progress you’ll have to manoeuvre around the oncoming hazards by dodging or jumping over them, and any contact with a danger zone will cause you to fail and kick you back to your last checkpoint. You’re given a set number of lives to use up on each level, and once they’re all gone you have to start from the very beginning of the mission. The checkpoint system alleviates a lot of the stress that comes from an accidental death, and for the most part there are sufficient lives given to get through a level without having to restart much.</p>
<p style="text-align: justify;">That is until you approach the final level, which has you engage in combat with an unsavoury individual. The game handles combat with a series of quick time events which aren’t too intense and can be completed fairly easily. The last fight, however, consists of a string of these sequences one after another. With such a small time frame to hit each key, there’s a good chance you’ll fail. The big issue with this segment is that once you’ve played through your extra lives, the game takes you back to the very beginning of the level, requiring you to sprint through a number of hazards to get back to the boss fight. It was infuriating, even on a normal difficulty level which rendered the rest of the game at a reasonable difficulty.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12995" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Screen-3.png" alt="Infinity Runner Review" width="600" height="338" /></p>
<p style="text-align: justify;">As a werewolf, you’re undoubtedly going to want to make use of your inhuman speed and strength, and the game is happy to oblige. There are sections dotted around some of the levels which will transform you into your wolf form, making you run much faster along the rails of the level. Whilst this may seem like a good thing, it soon became clear that speeding up your movement in a game that requires you to spot incoming dangers and react to them isn’t necessarily a positive. Hurtling towards a sharp turn already requires a good amount of focus and fast fingers when running in your human form, so when you’re supercharged things become more difficult. The very option of becoming this powerful beast becomes more of a burden than a gift, and as a result it feels like this power up flies in the face of what it was supposed to be.</p>
<p style="text-align: justify;">What’s more, being a werewolf also changes the way the camera moves as you start to run on all fours. Naturally the camera follows the movement of a bounding were-man and bobs up and down to compliment the movement. It’s a nice touch, but the bounding feels excessive, sometimes to the point where you lose vision of any incoming hazards mid bounce. Again this becomes more of a hindrance to the player rather than a boost, making the werewolf form more of a curse than a blessing.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12993" src="http://theindiemine.com/wp-content/uploads/2014/07/Infinity-Runner-Screen-2.png" alt="Infinity Runner Review" width="600" height="339" /></p>
<p style="text-align: justify;"><em>Infinity Runner</em> does a great job in maintaining its momentum as the game progresses, feeding you new hazards regularly to keep you on your toes when you least expect them. There are enough explosions, neon strip lights, and sleek chrome surfaces present to make the futuristic space ship feel authentic despite never hanging around long enough to look at the finer details. The story of werewolves in space is weird enough to work well in the setting. Despite the heavily flawed werewolf controls, the game remains intense enough to keep you engaged throughout the story. However, people with slower reactions or a low tolerance to failure should tread carefully as there’s enough room for error to cause fits of rage worthy of a werewolf.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Gravia Tactics Preview</title>
		<link>http://theindiemine.com/gravia-tactics-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gravia-tactics-preview</link>
		<comments>http://theindiemine.com/gravia-tactics-preview/#comments</comments>
		<pubDate>Wed, 23 Jul 2014 09:27:15 +0000</pubDate>
		<dc:creator><![CDATA[Triscy]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Gravia Tactics]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12959</guid>
		<description><![CDATA[London studio Punchbag Entertainment prepares to launch Kickstarter for anime-styled tactical RPG.]]></description>
				<content:encoded><![CDATA[<p><img class="size-medium wp-image-12962 alignleft" src="http://theindiemine.com/wp-content/uploads/2014/07/logo-300x119.png" alt="Gravia Tactics Logo" width="300" height="119" />Punchbag Entertainment, a small London-based independent studio, is preparing to launch a Kickstarter campaign to fund its new tactical RPG, <em>Gravia Tactics</em>. Punchbag is aiming for a fully-voiced narrative-driven game with an anime-inspired art style. <em>Gravia Tactics</em> is planned for a launch on Windows PC, Mac, and Linux, though Mac and Linux are still listed as To Be Confirmed.</p>
<p>The game will have a strong focus on story, focusing on compelling plot, a rich world, and mature overtones for the band of misfit characters that the player will follow. Piecing together information from around the world will allow the players to track down powerful treasures guarded by behemoths as part of the game&#8217;s &#8216;Legend System&#8217;.</p>
<p>The developers intend to build a multi-layered combat system, <img class="wp-image-12963 size-medium alignright" src="http://theindiemine.com/wp-content/uploads/2014/07/worldmap-300x170.jpg" alt="Gravia Tactics World Map" width="300" height="170" />allowing strategic players to use various mechanics that play off of each other to let them take down seemingly impossible odds. Characters also have non-linear progression, allowing players to build them to their preferred style, and bonus battle goals offer optional challenges for additional rewards, such as resources, rare items, and additional side-story.</p>
<p>Punchbag have yet to launch their campaign, but anyone interested can keep up through <a title="Punchbag Entertainment" href="http://punchbagentertainment.com/" target="_blank" class="broken_link">their website</a> and via Twitter <a title="Punchbag Entertainment Twitter" href="https://twitter.com/punchbagent" target="_blank">@PunchbagEnt</a>.</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
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		<title>The Last Federation Review</title>
		<link>http://theindiemine.com/federation-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=federation-review</link>
		<comments>http://theindiemine.com/federation-review/#comments</comments>
		<pubDate>Thu, 08 May 2014 10:44:09 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Arcen Games]]></category>
		<category><![CDATA[Diplomacy]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[tactical]]></category>
		<category><![CDATA[The Last Federation]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12471</guid>
		<description><![CDATA[Weave a treacherous tale of politics as you attempt to unite the universe in The Last Federation.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12474" alt="The Last Federation Review" src="http://theindiemine.com/wp-content/uploads/2014/05/The-Last-Federation-Banner.png" width="600" height="267" /></p>
<p style="text-align: justify;">Who would have thought that millions of years from now, there might be a galactic space opera where one determined four-headed space lizard would be brokering trade routes and managing the political stage of the solar system.</p>
<p style="text-align: justify;">Fortunately <a href="http://store.steampowered.com/app/273070/" target="_blank"><i>The Last Federation</i></a> lets you do just that, as you assume control of the last living Hydral. A great war breaks out and you are forced to spend a millennia trapped on a technologically inferior planet. That is until the savage citizens finally manage to produce a spaceship, crafted in part from the designs of your own crashed ship. Being the underhanded quadruple-headed reptile that you are, the opportunity to blast free from the shackles of this world were too great, and so you ‘liberate’ them of their hard work and sail towards the stars. Your journey commences, and first on the ‘to-do’ list is making a unified galactic federation of planets.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12473" alt="The Last Federation Review" src="http://theindiemine.com/wp-content/uploads/2014/05/The-Last-Federation-Screen1.png" width="600" height="338" /></p>
<p style="text-align: justify;">After escaping, the game hands the reins over and lets you do your own thing. Do you want to be a peaceful Hydral dignitary, carefully brokering trade deals and negotiating peaceful terms between hive-mind insectoids and subversive boar folk? Perhaps causing a pandemic amongst the owl people is more your style, forcing them to join with you out of desperation for the medicine they sorely need before the space flu wipes them out entirely. The choice is entirely yours, although not everything turns out the way you plan.</p>
<p style="text-align: justify;">Take my first game in which I chose to ally with the bloodthirsty Burlust, a savage war-like race of soldiers and chieftains. After challenging and defeating the head chieftain, I had earned their respect. I was a proven warrior, and the next in line to the Burlust seat of power had come to respect me. They were my allies now, and forever. This was a mistake.</p>
<p style="text-align: justify;">Cast forward one or two space years, and I had put the Burlust to the back of my mind. I had won them over, and it was time to convince the rest of the races to join up with me. My only issue was that every time I tried to make nice with one of the seven races, my dearly beloved Burlust friends would march on in and murder their faces off. This particular game ended with a federation of two races: The Burlust &#8211; who numbered into the billions and had spread across the known solar system like an epidemic of axes and hellfire &#8211; and one solitude four-headed lizard coated in the dried blood of several races.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12476" alt="The Last Federation Review" src="http://theindiemine.com/wp-content/uploads/2014/05/The-Last-Federation.gif" width="600" height="331" /></p>
<p style="text-align: justify;">The game isn’t just about clicking on menu options and watching the events unfold. Alongside the tactical diplomacy that you manage via the overworld solar map, there will be occasions when talking just won’t cut it. Luckily you still have your nifty stolen spaceship and a complete arsenal of laser beams to point at those you wish to get rid of.</p>
<p style="text-align: justify;">Combat is handled in a semi turn-based fashion. You spawn into a miniature space arena and are given control of a single ship, yours. After picking out your combat stance, ranging from auto attack to direct control over the target, you plot your course and then the actions are carried out in real time. A few seconds pass and you take your next turn, simultaneously with every other unit on the map.</p>
<p style="text-align: justify;">It’s a great addition to help mix things up for a game that heavily focuses on reading through scores of menu dialogue, and for the most part the combat does alleviate the pressure on your eyes. However, a few hours into the game and you’ll start to notice the flaws in the enemy AI. You’re given three bars to control the amount of power going your weapons, your shield, and your engines, and whilst this at first seemed like an interesting way to make the combat more dynamic, I found nearly all situations could be handled by simply forgetting about the engine power and pouring everything into shields and weapons. After two or three turns, the opposing forces were usually dead and my shields would barely have been depleted. Tougher enemies were scarcely seen, and dealing with them was simply a case of turning the engine power to match their speed, then using your long range rounds to pelt them as they foolishly chased you.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12475" alt="The Last Federation Review" src="http://theindiemine.com/wp-content/uploads/2014/05/The-Last-Federation-Screen2.png" width="600" height="331" /></p>
<p style="text-align: justify;"><i>The Last Federation </i>is a game with a very specific focus. It doesn’t get lost in a sprawling procedural sandbox world; it doesn’t assume that you want to be trawling across the stars in search of something to do. Instead it gives you one goal, and asks you how you would like to achieve it. Using that as a starting point the game then builds several paths for you to take, each one boasting something unique or interesting.</p>
<p style="text-align: justify;">That’s not to say that everyone will enjoy the game though. There is a heavy focus on tactics and diplomacy, and a general amount of intelligent thought is required throughout if you want to win. If you like blowing things up and soaring through the skies as a top gun maverick, this probably isn’t the game for you. If, however, you enjoy weaving a sordid plan of conspiracy and subterfuge as you set a war-mongering race of savages against a helpless bunch of owl people, then this game is probably going to appeal to your inner politician.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Forward to the Sky Preview</title>
		<link>http://theindiemine.com/sky-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sky-preview</link>
		<comments>http://theindiemine.com/sky-preview/#comments</comments>
		<pubDate>Mon, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[female protagonist]]></category>
		<category><![CDATA[Forward to the Sky]]></category>
		<category><![CDATA[GNU]]></category>
		<category><![CDATA[Magichnology]]></category>
		<category><![CDATA[Maplestory]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[Zelda]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12395</guid>
		<description><![CDATA[Magichnology's action adventure title in the works, Forward to the Sky, looks very promising.]]></description>
				<content:encoded><![CDATA[<p><a href="http://magic-nology.com" target="_blank" class="broken_link">Magichnology</a> is running an Indiegogo campaign for the &#8220;Zelda-like&#8221; action adventure game <i>Forward to the Sky</i>. Despite some issues, it has fun mechanics and a cheerful, adventurous atmosphere, and I look forward to seeing the finished product.</p>
<p><i>Forward to the Sky</i> stars a little girl who runs around in a castle-like environment in the sky and kills reanimated skeletons that I like to imagine were once little boys. I had some gripes about the controls; whenever you attack, you attack in the direction the camera is facing, not in the direction the character is facing. It&#8217;s also a bit awkward to manoeuver using WASD and the mouse as in a typical first-person shooter, but that&#8217;s mostly just the result of using a keyboard and mouse to play a game designed for a game pad.</p>
<div id="attachment_12400" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/04/Forward-to-the-Sky-platforming.jpg"><img class="size-full wp-image-12400" alt="Forward to the Sky by Magichnology" src="http://theindiemine.com/wp-content/uploads/2014/04/Forward-to-the-Sky-platforming.jpg" width="600" height="338" /></a><p class="wp-caption-text">I had to smack a couple of those red switches to get the platforms in place.</p></div>
<p>In addition to smacking undead things about with a giant sword, <i>Forward to the Sky</i> has puzzles and platforming, and the two interact quite well. There was a part that involved hitting the right switches to move platforms around so I could get to a new location, although I hope the puzzles get more complex than figuring out which two of the three switches I need to hit. Whenever I hit a switch, I can clearly see what it does because it happens right in front of me. It&#8217;s amazing how many games frustrate me by making me flip a switch or press a button and then wander around through the level trying to find the secret door it opened.</p>
<p>The platforming has all the polish of a game in alpha, but when it works, it works like a simplified version of the greatest PS2 platformers. There are no double jump or mid-air attack to stay in the air longer, but it is also devoid of annoying magnetic assistance features and invisible walls. Speaking of walls, all of them seem to be weak against gigantic swords. If I wanted to see what was on the other side of a wall, I smacked said wall a few times and jumped over the pile of rubble left in its place. It was a refreshing change after all the games populated by buildings and furniture that seem unaffected by rockets and grenades.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/ZaRX3L_4Q-4" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p><i>Forward to the Sky</i> has a bright, cheery, cartoonish art style and soundtrack, but it&#8217;s not the kind that makes me sick and long for a darker, grittier game. It gives the impression that you are a young adventurer at the beginning of an epic tale in which the sky is the limit. With its platforming, combat, and bright music and visuals, <i>Forward to the Sky</i> reminds me of a 3D version of <i>Maplestory</i> without the bugs, hackers, fetch quests, and pretty much everything else that made <i>Maplestory</i> suck. I&#8217;d like to see different environments because grey stone seems like it would get old fast, so hopefully Magichnology adds some grass, bricks, trees, and more natural-looking stone to change it up. Despite that, the game looks promising.</p>
<p><i>Forward to the Sky</i> is scheduled for release late this year for Windows, Mac, and everyone&#8217;s favourite penguin-endorsed OS. If you&#8217;re interested, please check out its <a href="https://www.indiegogo.com/projects/forward-to-the-sky#home" target="_blank" class="broken_link">Indiegogo page</a> and consider contributing.</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Update Brings Steam Workshop Support To Door Kickers</title>
		<link>http://theindiemine.com/door-kickers-alpha-10-update/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=door-kickers-alpha-10-update</link>
		<comments>http://theindiemine.com/door-kickers-alpha-10-update/#comments</comments>
		<pubDate>Thu, 24 Apr 2014 10:45:00 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Commandos]]></category>
		<category><![CDATA[Door Kickers]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[KillHouse Games]]></category>
		<category><![CDATA[Plan]]></category>
		<category><![CDATA[squad]]></category>
		<category><![CDATA[SWAT]]></category>
		<category><![CDATA[tactical]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Top down]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12358</guid>
		<description><![CDATA[There's even more reason to wage your war on doors as Door Kickers gets new content]]></description>
				<content:encoded><![CDATA[<p><span style="text-decoration: underline;"><img class="aligncenter size-full wp-image-12359" alt="Door Kickers Updated" src="http://theindiemine.com/wp-content/uploads/2014/04/DoorKickersUpdatedBanner.png" width="600" height="315" /></span></p>
<p style="text-align: justify;">Continuing with their rampage against wooden doors everywhere, Indie studio Killhouse Games have just updated their <a href="http://theindiemine.com/door-kickers-review/" target="_blank">Early Access title <i>Door Kickers</i></a> with a host of extra content.</p>
<p style="text-align: justify;">Players can now utilize the Squad Doctrine Tree, which will allow you to spend promotion points on improving your squad each time you level up. By doing so, the folks at Killhouse Games say that this will help to remove any unnecessary micromanagement as you won’t need to progress each squad member individually, keeping things squarely focused on the team effort.</p>
<p style="text-align: justify;">Modding has also been given a facelift with the inclusion of the Steam Workshop. This will allow any player-created content to be pooled into one localized place, allowing easy management of any custom levels or game features you wish to use. Those looking to create content can also check out this handy <a href="http://inthekillhouse.com/steamworkshop/" target="_blank">‘how-to’ guide</a> on how to create your content.</p>
<p style="text-align: justify;">For a full list of features, check out the list below:</p>
<p><span style="text-decoration: underline;">Features:</span></p>
<ul>
<li>Bigger maps (zoom/scroll enabled for all maps)</li>
<li>New scenario type: Protect the VIP</li>
<li>Three new enemy types (Operator Orville, Juggernaut Emil, Assassins)</li>
<li>Three new maps</li>
<li>Improved enemy/SWAT AI</li>
<li>Export replays to video</li>
<li>Modding support + in-game mods menu</li>
<li>Steam Workshop support</li>
<li>Can resume a game anytime during a replay</li>
<li>Added enemy ghosts for last visible location</li>
</ul>
<p><span style="text-decoration: underline;">Other:</span></p>
<ul>
<li>Added maxFPS and vertical-sync in options.xml</li>
<li>Improved FPS / loading time</li>
<li>Game size reduced significantly (due to compressed textures)</li>
<li>Can now hide the HUD while playing; not yet in replay mode</li>
<li>Multiple graphics improvements</li>
<li>Rebalanced armor types</li>
<li>Rebalanced 9mm and .40 caliber vs .45 caliber pistols</li>
<li>New sounds</li>
<li>Game now loads .dds files in addition to .tga and .png</li>
<li>New door types added &#8211; elevator and bus doors</li>
</ul>
<p><span style="text-decoration: underline;">Fixes:</span></p>
<ul>
<li>Can no longer be heard through walls when picking locks</li>
<li>Fixed a couple of replay-desync bugs</li>
<li>Fixed some ambient sounds that were too loud</li>
</ul>
<p><span style="text-decoration: underline;">Modding/Structure changes:</span></p>
<ul>
<li>Changed location of single mission and RMG repositories</li>
<li>The distance at which shots are heard is now specific to each weapon</li>
<li>The noise distances for stealthily opening a door vs kicking it down are now configured separately.</li>
</ul>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>No Photos, Please! Preview</title>
		<link>http://theindiemine.com/photos-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=photos-preview</link>
		<comments>http://theindiemine.com/photos-preview/#comments</comments>
		<pubDate>Wed, 16 Apr 2014 10:36:12 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[museum]]></category>
		<category><![CDATA[No Photos]]></category>
		<category><![CDATA[No Photos Please]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[Please!]]></category>
		<category><![CDATA[social stealth]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[stealth]]></category>
		<category><![CDATA[The Basement Studios]]></category>
		<category><![CDATA[two-player]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12244</guid>
		<description><![CDATA[No Photos, Please gives us the ability to take pictures at museums without the risk of getting our cameras and phones confiscated.]]></description>
				<content:encoded><![CDATA[<p>Ever since I got my first Xbox, I&#8217;ve loved video games because they let me do things I&#8217;d never be able to do in real life. Not without consequences, anyway. I used this privilege thoroughly, spending many hours stealing cars, shooting Nazis, crashing airplanes, and killing my little sister while other people used it to play sports and take care of animals. I&#8217;ll never understand those people. Yes, living vicariously through electronic entertainment can be a blast, and a new activity is being added to the ever-growing list of things you can now do consequence-free with <i>No Photos, Please!</i> giving us the ability to take pictures at museums without the risk of getting our cameras and phones confiscated.</p>
<div id="attachment_12272" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/04/No-Photos-Please.jpg"><img class="size-full wp-image-12272" alt="No Photos, Please! by The Basement Stuios" src="http://theindiemine.com/wp-content/uploads/2014/04/No-Photos-Please.jpg" width="600" height="267" /></a><p class="wp-caption-text">One of these people is breaking the rules. Can you tell which one?</p></div>
<p><i>No Photos, Please!</i> is a social stealth game in the works from <a href="https://www.facebook.com/thebasementstudios" target="_blank">The Basement Studios</a> that has passed Greenlight on Steam, and after playing a few rounds of it with my little sister, I&#8217;ve come to the conclusion that it has a lot of potential. Two players share a screen with an isometric view of a museum and race to figure out which of the many 8-bit characters they are controlling. After this, the photographer must phase through each exhibit to take a picture of it, (no, I don&#8217;t get how that works either) and the security guard must get within range of the photographer and apprehend him. Anyone who&#8217;s played the <i>Assassin&#8217;s Creed</i> multi-player will feel right at home with this game. You spend most of your time not knowing which of the many avatars in the room are hunting you or breaking the rules, you have class-specific abilities to combat your opponent, and you have to trick your friend, sister, or mortal enemy into believing that you are just another brainless, computer-controlled drone. I really like the concept. The problem is that the photographer is overpowered.</p>
<p>When playing as the security guard, I won about half the time. When playing as the photographer, I never lost. That includes the time I was blindly fumbling about because I never actually figured out which character I was. There are two main things that contribute to this. One, as the photographer, you don&#8217;t really need to know who the other person is. If you act like an NPC, your anti-security abilities will delay the security guard long enough to get all the pictures. As the security guard, you need to figure out which avatar is yours, which one is your opponent&#8217;s, and then you need to get close to your opponent without giving away that you are more than another NPC enjoying a day at the museum. The other thing that tilts the game in the photographer&#8217;s favour is the time limit. When the photographer takes the first picture, a two-minute timer is started. If the security guard doesn&#8217;t find and apprehend the photographer before the timer goes off, the photographer wins. In fact, I found that the easiest way to win as the photographer was to take one picture and run out the clock.</p>
<p>The good thing is that this is <span style="text-decoration: line-through;">Sparta!</span> beta. <i>No Photos, Please!</i> is still in development, and if the classes are balanced, it will be a great game that I&#8217;ll have no problem recommending. <i>No Photos, Please!</i> is scheduled for release later this year. For more information or to watch some gameplay videos, check out its <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=210490900" target="_blank">Steam page</a>.</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Popup Dungeon Preview</title>
		<link>http://theindiemine.com/popup-dungeon-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=popup-dungeon-preview</link>
		<comments>http://theindiemine.com/popup-dungeon-preview/#comments</comments>
		<pubDate>Mon, 14 Apr 2014 10:20:02 +0000</pubDate>
		<dc:creator><![CDATA[justinbruystens]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Popup Dungeon]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Triple.B.Titles]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12267</guid>
		<description><![CDATA[An exciting new roguelike that will have lots of options for customization and interesting paper-craft styled graphics. ]]></description>
				<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-12269" alt="rsz_screen-shot-2014-04-04-at-182931" src="http://theindiemine.com/wp-content/uploads/2014/04/rsz_screen-shot-2014-04-04-at-182931-300x133.jpg" width="300" height="133" /></p>
<p>Developer Triple.B.Titles ran a successful <a href="https://www.kickstarter.com/projects/1829438086/ring-runner-flight-of-the-sages?ref=users" target="_blank" class="broken_link">Kickstarter</a> to make the game <em><a href="http://www.gog.com/game/ring_runner_flight_of_the_sages" target="_blank">Ring Runner – Flight of the Sages</a></em>, which received generally favorable reception. Now they hope to get backing on their newest project, <em><a href="https://www.kickstarter.com/projects/1829438086/popup-dungeon" target="_blank" class="broken_link">Popup Dungeon</a></em>. They have already gone through the entire process of getting backed on Kickstarter and creating the game they promised once, so I think just from that, they have an advantage over most developers on Kickstarter.</p>
<p>Even without their prior experience, <em>Popup Dungeon</em> looks like it could be a very good roguelike dungeon crawler that would give the player a plethora of choices throughout the game. They are going to let players create their own spells, weapons, abilities, characters, and even enemies. In addition to the solid looking, strategic turn-based gameplay, this roguelike will offer online co-op, something that isn&#8217;t offered in many other games of the same genre.</p>
<p>The replay value of the game could also be very high, due to the random aspect of the creation of the levels, the player customization, and the planned allowance of sharing through the Steam Workshop. For those that notice, in the rewards section there is no choice for getting the game DRM-free. Their plans relating to the option of sharing user-generated content is the reason for this, though they do hope to find a way to offer the game DRM-free in the future.</p>
<p>They have A LOT more information on the project, addressing basically any questions you could have on their <a href="https://www.kickstarter.com/projects/1829438086/popup-dungeon" target="_blank" class="broken_link">Kickstarter page</a>, so I urge you to check it out and if so inclined, to back them. If you like roguelikes, <em>Popup Dungeon</em> seems more than promising.</p>
<p><span style="font-size: medium;"><iframe src="http:////www.youtube.com/embed/OWCGFH1lodE" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></span></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Monstrum Preview</title>
		<link>http://theindiemine.com/monstrum-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=monstrum-preview</link>
		<comments>http://theindiemine.com/monstrum-preview/#comments</comments>
		<pubDate>Mon, 07 Apr 2014 10:27:51 +0000</pubDate>
		<dc:creator><![CDATA[Leon]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[Monstrum]]></category>
		<category><![CDATA[Oculus Rift]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[Procedurally generated]]></category>
		<category><![CDATA[rogue]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[ship]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[survival]]></category>
		<category><![CDATA[Team Junkfish]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12146</guid>
		<description><![CDATA[Escape from a derelict ship while one of three different monsters hunt you down in this survival-horror experience.]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12149" alt="Monstrum" src="http://theindiemine.com/wp-content/uploads/2014/04/Monstrum-Logo-e1396330108215.png" width="600" height="136" /></p>
<p>Over the past few years horror has been making great strides in the gaming community. With releases like <i>Amnesia: The Dark Descent -</i> which made a huge impression on the survival horror genre &#8211; it is no surprise that many others wish to make their own mark in the community. One of the more newly announced titles is <i>Monstrum</i>, a game by <a href="http://teamjunkfish.com/" target="_blank">Team Junkfish</a> and created in the Unity engine.</p>
<p><em>Monstrum</em> sets you aboard an abandoned derelict ship filled with traps, environmental hazards, and another &#8220;passenger&#8221; who is not exactly friendly. From there you must find an escape route among the vast, dark, and claustrophobia-inducing confines of the ship&#8217;s procedurally generated corridors. Be sure not to meander too long because your fellow passenger is out to get you, and you have no way of fighting back. Run, hide, and use distractions and your wits in order to survive your pursuer&#8217;s relentless onslaught.</p>
<div id="attachment_12150" style="width: 562px" class="wp-caption aligncenter"><img class="size-full wp-image-12150" alt="Procedurally-generated ship" src="http://theindiemine.com/wp-content/uploads/2014/04/Ship-Gen.gif" width="552" height="268" /><p class="wp-caption-text">The ship generates a new layout each playthrough.</p></div>
<p><em>Monstrum</em> incorporates permadeath, so if you unfortunately come to your untimely demise, you have to start over again with a brand new ship, new layout, and possibly a new hunter hot on your tail. With three unique monsters, each with their own behavior and hunting techniques, one method of escape or distraction may work on one hunter, but not on the others, forcing you to adapt your escape and survival strategy.</p>
<p>Does that not intrigue you enough? Perhaps the inclusion of Oculus Rift support would heighten your interest. Now you can experience the grit, claustrophobia, and terror first-hand as you attempt to flee your doom.</p>
<p><em>Monstrum</em> is set to release in late Q3 2014 for Windows, Mac, and Linux. If you love horror games with a roguelike procedurally generated map, <em>Monstrum</em> is the title to look out for. With native Oculus Rift support planned, a unique map generated each playthrough, and three different hunters to chase you down, it seems like a no-brainer for any survival horror junkie.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/wISOWd0O5Ws" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Door Kickers Review</title>
		<link>http://theindiemine.com/door-kickers-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=door-kickers-review</link>
		<comments>http://theindiemine.com/door-kickers-review/#comments</comments>
		<pubDate>Thu, 27 Mar 2014 10:34:16 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Commandos]]></category>
		<category><![CDATA[Door Kickers]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[KillHouse Games]]></category>
		<category><![CDATA[Plan]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[squad]]></category>
		<category><![CDATA[SWAT]]></category>
		<category><![CDATA[tactical]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Top down]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12097</guid>
		<description><![CDATA[Wage war on thugs, terrorists, and wooden doors in this top down tactical shooter.]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12099" alt="Door Kickers Review" src="http://theindiemine.com/wp-content/uploads/2014/03/DoorKickers08.png" width="600" height="237" /></p>
<p style="text-align: justify;">I can’t claim to have ever kicked a door down. It sounds like something only the toughest of grizzled superheroes would do, and if we slip back into reality for a second I’m almost certain it would hurt. Luckily you can supplement any physical pain for virtual satisfaction in <i>Door Kickers, </i>a game that really seems to have a <a href="http://inthekillhouse.com/" target="_blank">vendetta against doors</a>.</p>
<p style="text-align: justify;">You assume command of a SWAT team, controlling each member simultaneously from a top down perspective. As each level starts, you’ll have the freedom to pick which of your guys you deploy, what gear they use, and where on the map they will spawn. There are a few notable differences on each gear load-out &#8211; lock picks and silenced weapons that allow stealth entry and shotgun wielding breach masters to name a few &#8211; but for the most part I never really had cause to dive into this feature. Because you’re given a set of predefined soldiers to pick from at the start of each level, I never felt the need to go in and play around with the gear of my pre-existing units. The ones I started with seemed to work just fine, and I would never have any issues coping without my stealth guys for a round of two if they had been killed in a previous mission.</p>
<p style="text-align: justify;">Losing one of your own during an engagement is treated as little more than a minor inconvenience, which dampens the sense of risk as you plan out your path through each level. After a unit dies in a mission, their ‘slot’ is considered out of action for the duration of the next mission before being filled with a randomly generated new squad member. By doing this, the game makes you feel like the units at your disposal become expendable commodities rather than prized members of the team, and by having no incentives to keep your favourite soldiers alive, it becomes too easy to condemn a squad member to die for the sake of an easier outcome.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12102" alt="Door Kickers Review" src="http://theindiemine.com/wp-content/uploads/2014/03/DoorKickers-Screen-2.png" width="600" height="338" /></p>
<p style="text-align: justify;">Controlling your squad is intuitive, and all but the most advanced actions are simple to execute by drawing out a path for each unit to take. To accompany this, the game sports a useful pause mechanic that allows you to freeze the live events of each level, giving you time to assess the situation and draw out your plan before the bullets fly. Along with controlling your positioning, you must also manage each unit&#8217;s line of sight, which becomes important in the later levels as a fog of war obscures any parts of the map that aren’t currently in your team&#8217;s cone of view. The way <i>Door Kickers</i> handles this is by allowing you to set a focus direction for your units, so they can strafe past corners and doorways whilst still being able to watch for incoming threats. It’s a simple mechanic that adds more depth to the proceedings, as an unaware squad member can easily be reduced to a chalk outline if they aren’t looking in the right direction.</p>
<p style="text-align: justify;">Being a tactical game about putting your foot through various doors, I’d be remised if I didn’t talk about this mechanic. You will encounter a lot of doors, usually with a generous helping of armed thugs just waiting for someone to pay them a visit. When approaching a door you’re offered several options, and whilst I’ve yet to find one that simply lets me open the door with the handle, the choices are all tactically sound. The flash bang, for example, can be used to pacify any goons hiding around in the next room, allowing your guys to rush in and murder them before the tinnitus wears off.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12100" alt="Door Kickers Review" src="http://theindiemine.com/wp-content/uploads/2014/03/DoorKickers-Screen-1.png" width="600" height="306" /></p>
<p style="text-align: justify;">The levels can come in a variety of flavours, from bomb disposal engagements to hostage rescue. It’s a good mix of objectives that you’d imagine the average SWAT team would be handling regularly, but after playing each objective type in succession only the bomb disposal and hostage execution missions seem to have you doing something other than murdering every bad guy in the building.</p>
<p style="text-align: justify;">A good example of this are the hostage rescue missions which have you raid each level in search of a number of vulnerable civilians. Whilst there is an option to secure them and lead them outside to safety, the mission doesn’t end there. It doesn’t stop until you seek out and kill every last armed unit in the building, which just seems petty. Not content with foiling their plans of capturing innocents for ransom money, you then have to return to the house and make sure that they know you won by delivering a final burst of justice to their face.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/c28NrWZ6pWg" width="601" height="338" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p style="text-align: justify;"><i>Door Kickers </i>is an honourable attempt to recapture the spirit of those old tactical squad games, so much so that I would be inclined to describe it as the illicit lovechild of the classic <em>S.W.A.T</em> games and the <em>Commandos</em> series. The controls are easy to grasp and offer the potential to set up an elaborate plan of attack when taking on each mission. Unfortunately, in its current state the individual units hold little worth, and the game doesn’t necessarily punish mistakes as much as it should. The AI does a good job in keeping you on your toes during each level, but there’s little incentive to craft a master plan and then execute it like a well oiled machine.</p>
<p style="text-align: justify;"><i>Note: Door Kickers is an Early Access title, and in its current state it is not feature complete. This review is of the game at the time dated, and both content and quality are subject to change.</i></p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Nova-111 Preview</title>
		<link>http://theindiemine.com/nova111-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nova111-preview</link>
		<comments>http://theindiemine.com/nova111-preview/#comments</comments>
		<pubDate>Tue, 11 Mar 2014 11:11:00 +0000</pubDate>
		<dc:creator><![CDATA[daikaijuz]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[funktronic labs]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[nova-111]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[Sci-Fi]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[turn based]]></category>
		<category><![CDATA[Windows]]></category>

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		<description><![CDATA[It's up to you to save your science crew in this bizarre but exciting mix of turn-based and real time strategy.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2014/03/icon.png"><img class="alignleft  wp-image-11984" alt="Nova-111" src="http://theindiemine.com/wp-content/uploads/2014/03/icon-300x300.png" width="180" height="180" /></a>What if two worlds seemingly at odds with each other collided? That&#8217;s a question that&#8217;s asked (and hopefully well-answered) by an excellent looking little game called <em>Nova-111</em>. Developed by <a href="http://funktroniclabs.com/" target="_blank">Funktronic Labs</a>&#8211;makers of 2013&#8242;s <em>Lotus</em> and <em>Kyoto</em>&#8211;<em>Nova-111</em> deigns to see if turn-based and real-time gameplay styles can be mixed together to success.</p>
<p>So the story goes, an organization of scientists, in an effort to expand their knowledge, creates the &#8220;Chronova Device&#8221;, a tool that would enable them to unlock the universal &#8216;real-time&#8217; and introduce it to their turn-based world. But, as these experiments often do, everything goes wrong, and a vortex sweeps them up from their world. Now it&#8217;s up to you, in your little orange &#8220;Nova-111&#8243; starship, to rescue the crew.  Will your harmless research vessel be up to the task?</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2014/03/nova111-scientists.png"><img class="alignright size-medium wp-image-11987" alt="Nova-111" src="http://theindiemine.com/wp-content/uploads/2014/03/nova111-scientists-300x168.png" width="300" height="168" /></a>The player will be faced with a series of obstacles, such as alien enemies and puzzles. Your vessel won&#8217;t be completely helpless, as collectible upgrades and abilities will allow it to defend itself and fight back. As you advance, the world will slowly shift from turn-based decisions to making the player react in real-time environments. And gosh, what environments they are. If you&#8217;re not already interested, the visuals should definitely hook you. The game simply looks splendid, and the character portraits are to die for, really. The mix of pixel and painterly styles makes the levels truly shine. And the music ain&#8217;t too shabby either, apparently being dynamic and suiting itself to your individual play style.</p>
<p>Though no set date has been announced, <em>Nova-111</em> is supposed to be released some time later this year for Windows, Linux, and Mac. To find out more, visit Funktronic Labs&#8217; <a href="http://www.nova111.com/" target="_blank">website for the game</a>. You can also follow the developers on <a href="https://twitter.com/funktroniclabs" target="_blank">Twitter</a>, <a href="https://www.facebook.com/funklabs" target="_blank">Facebook</a>, and <a href="http://blog.funktroniclabs.com/" target="_blank">Tumblr</a>.</p>
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