Niche & Indie Game News
Niche & Indie Game News
9 followers
3 articles/week
Discover the hidden gems of the gaming world with Niche & Indie Game News. Get the latest updates, reviews, and insights on unique and innovative games from independent developers. Explore the road less traveled in gaming!
A magic-themed friendslop game releases next month, and gamers can’t stop talking about it
A magic-themed friendslop game releases next month, and gamers can’t stop talking about it Roleplay as the delinquents of a magical tower that puts Hogwarts to shame, and wreak havoc in the upcoming co-op horror game, YAPYAP . It's never about the journey with co-op horror games, but about the friends you make along the way, and players already have their sights set on this spellbinding adventure. It's a mere two weeks before YAPYAP is set to release on Steam on Feb. 3. Following the viral sensation of Lethal Company back in October 2023; many have reached similar heights and developer, Maison Bap, hopes to achieve the same. What will likely be an early-access release, YAPYAP is a six-player horror game that uses the all-too-familiar formula that makes friendslop games ever so fun. Proximity chat, quirky mechanics, physics-based, and monsters to evade (and hopefully counter); this adventure is sure to tick the boxes you want from a co-op title. Play instruments, look through crystal balls, and cast spells to prank your wizardry rival. Image by Maison Bap With 1.6 million views on their X post for YAPYAP 's release trailer, it's clear there's a community at the ready to sink their teeth into this wizardry world as YAPYAP currently sits on 26,342 wishlists and 9,223 Discord members. While these indie horror games comes and go, where some stick around in the spotlight far longer than others, if YAPYAP was to take off like Lethal Company , R.E.P.O. , or PEAK , it could be a gamechanger for the developer, who has only one game so far, titled BAPBAP . Though BAPBAP is free-to-play and has Very Positive reviews on Steam, we can assume YAPYAP will cost around or under $10 based on the plethora of existing co-op horror games. The success of indie co-op horror games mostly stems from its virality on social media. The simplicity and gimmick these games provide, alongside frequent updates to keep the community coming back for more is a recipe for success. It's almost a guarantee that big Twitch streamers and YouTubers will cover this game when it comes out. YAPYAP already has a place in the spotlight with an audience that's eager to try the game on release, but time will tell whether this title is entertaining enough or adds something different that gives people a reason to come back again and again. It certainly is a saturated market, but if you're interested in a fantastical co-op experience with a larger lobby size than others that's sure to bring chaos and screams, then become a member at the Official YAPYAP Discover Server and wishlist the game on Steam . The post A magic-themed friendslop game releases next month, and gamers can’t stop talking about it appeared first on Destructoid .
Indie Archives – DestructoidJan 21
All No, I’m not a Human Visitors and how to identify them
All No, I’m not a Human Visitors and how to identify them We all know the signs of No, I'm not a Human Visitors: Perfect white teeth, bloody gums, dirty fingernails, bloodshot eyes, rapid eye movement, clean armpits, skin irritation, and an unclean aura. Visitors cannot kill unless there are two or more of them present at once. Some tenants won't come in unless you kick someone out. This is because their lore overlaps with them, and where they choose to sit is the same place as the tenant they want kicked out. While the order of guests who knock on your door is (to an extent) randomized, there is a pattern to knowing who is and isn't a Visitor. So, if you want the best ending or are trying to complete the steps needed for a particular conclusion, then here are all No, I'm not a Human Visitors. Table of contents All Visitors in No, I'm not a Human Guaranteed Visitor Potential Visitor Always Human All Visitors in No, I'm not a Human Screenshot by Destructoid From the 68 characters we've met in No, I'm not a Human , 56 of them could be Visitors. It's a larger number if I count each pair or set of guests individually (e.g., the twins, cultists, married couple, and mom and child duo). What I've learnt through repeated trials is that there's a handful of tenants that may or may not be a Visitor. Their identity is randomized, likely based on who you let in before they knocked at the door, and whether there's a Visitor already staying at your house. The signs and dialogue remain the same, making it hard to tell whether members of this group are truly human or presenting genuine signs of a Visitor. Because of this, we've added a section of "Potential Visitor," where I recommend you avoid letting them in unless you need the numbers up for when FEMA comes knocking. Below, we've separated our sections into "Guaranteed Visitor" (guests that are always Visitors), "Potential Visitor" (guests that could be a Visitor), and "Always Human." No character is named aside from the Prophet and Super Imposter. Therefore, we've added our own based on their appearance and included an image so you know who we're talking about. I will also add the telltale sign you should refer to when identifying a Guaranteed Visitor. Guaranteed Visitor These are the 13 Visitors that always fail the test and will always be an imposter. The cat lady is as important as the Super Imposter, as she gives you the cat . She's a Visitor you should always let in when going for most endings as the cat can help. You need to get the delivery number from the television or radio broadcasts and order cat food, feeding it to the animal so no deaths happen that night. Character Given name Sign Hunched woman Teeth Cold lady Hands Old lady Eyes Cat lady EVERYTHING Short fringe Hands Man in wheelchair Hands Fortune teller Teeth Immortal man Dialogue Wounded man Dialogue Best son Dialogue Bald man Eyes Hooded man Dialogue Bowtie Dialogue Potential Visitor This list of 34 more so includes tenants who are a danger to society. You won't know if they're a Visitor until you shoot them, as the signs are always the same when you test them. It's best to leave them outside to avoid any deaths, but some sacrifices are unfortunately needed if RNG isn't on your side. What makes them dangerous is not only that they could be a Visitor, but that they speak violently in their dialogue and have links to other tenants (who they want kicked out). These are the same characters that'll also try to bribe you if you turn them away at the door. A good way of knowing if they're a Visitor is to let them in and stand next to the room they're staying in. If you hear whispering, groaning, or any suspicious activity, then someone staying in that room is a Visitor. Don't confuse this with the little girl crying over her father (the neighbor). You could end the game with these characters in your house and still get the No, I'm not Alone ending. Character Given name Sign Mysterious woman Dialogue/Photo/Eyes Gravedigger Teeth/Dialogue Teen Eyes Surgeon Teeth Twins One will kill the other and become guilt-ridden Mom and child Dialogue Married couple Photo Cabbie Dialogue Teacher Eyes Crop top Eyes Beer guy Teeth Suited man Dialogue Aggressive man Dialogue Polo shirt Teeth Large man Eyes Widow Whispers FEMA wife Eyes Stoner Hands Bearded man Dialogue Headband Dialogue Conspiracy theorist Dialogue Nun Armpits/Ear Tourist Eyes DIE sweater Hands Tattooed Photo Nervous guy Eyes Buzz cut Eyes Dirty tee Hands Eyebrow slit Photo EnerJeka head Photo Flat cap Eyes Favorite jacket Hands Hairy chest Eyes Rockstar Dialogue Always Human I found these nine characters are always human, and it helps to let them in whenever they appear, giving suspected Visitors a FEMA slip so they're taken away instead. Character Given name Tall man Sewn mouth Little girl Burnt fireman Cultists Amogus guy Blinded man Homeless man FEMA The post All No, I’m not a Human Visitors and how to identify them appeared first on Destructoid .
Indie Archives – DestructoidJan 21
All No, I’m not a Human endings and how to unlock them
All No, I’m not a Human endings and how to unlock them No, I'm not a Human is here and its endings may leave you with more questions than answers. Are Visitors real, or has the world truly gone mad from the sun's rays? Here is how to get all No, I'm not a Human endings. Table of contents No, I'm not a Human endings guide Yes, I'm Alone ending (worst) No, I'm not Alone ending (bad) Yes, I'm a Murderer ending (bad) Wrath of the Vigilante ending (bad) Shroom or Doom ending (bad) May Death Cleanse us of Our Sins! ending (ok) Embrace the Inevitable ending (ok) Child of Doom ending (ok?) Welcome to FEMA (ok) In the Dark (good) The End? (best) No, I'm not a Human endings guide There are 11 endings in No, I'm not a Human . You may see some similarities in the endings from the Anthology version and demo, but most conclusions are brand new. As who approaches your door every night is randomized—mostly due to who you let in and shoot—some endings are significantly more difficult to get than others. Yes, I'm Alone ending (worst) Screenshot by Destructoid Let the Super Imposter in either by telling him you're alone when he asks or by having no tenants in the house when he appears. The Super Imposter will break in and take you into the night. The house falls into ruin now that its owner is gone. No, I'm not Alone ending (bad) Screenshot by Destructoid You have to have at least one Visitor in the house when the time comes to board up the windows. Paranoia spreads when you move into the basement as the group counts the days on the brick walls surrounding them. Strangers-turned-friends-turned-Visitors, you're taken in the night by figures who now resemble the Super Imposter. Yes, I'm a Murderer ending (bad) Screenshot by Destructoid The easiest way to get this ending is to reach the 12th day and kill every tenant, regardless of their status. Even if you know there are only Visitors left, killing them and leaving you alone will bring the Prophet to your doorstep. This conclusion focuses on how paranoia spread and your fear of death grew, consuming the protagonist's mind. Wrath of the Vigilante ending (bad) Screenshot by Destructoid All you have to do is fail the Vigilante's test to get this ending. This happens on his second or third visit. Pick any of these options to fail the test: Teeth, Armpit, or Photo. Suffering a gunshot wound, you take out the madman, but lose your mind in the process. Leaving your safety blanket, you take arms and go out into the night, ridding the world of anyone who's armed. Replacing what you just killed, you became yet another Visitor in a way. Shroom or Doom ending (bad) Screenshot by Destructoid After beating No, I'm not a Human at least once, play through the game to night six to meet the mushroom man. Take his Book of Smiles page and follow these steps: Make sure you let in the cat lady to unlock the basement on night four. Take the Book of Smiles page on night six. Go into the basement to pick up the mushroom on day seven. Eat the mushroom. Complete night seven. Find the apple on the shelf inside the Hall on the 8th. Complete night eight. Click on the clock on the wall of the Bedroom on the 9th. Talk to the mushroom man at night. Follow the mushroom man into Mushroom Land on the 10th night. Screenshot by Destructoid In an attempt to stop the Mushroom Festival, the protagonist and mushroom man get lost trying to complete their ritual. A gigantic mushroom grows in the center of town—inviting the residents to a new kind of cosmic horror. May Death Cleanse us of Our Sins! ending (ok) Screenshot by Destructoid When the cult leader knocks on your door, forcing you to take in his followers, you must ensure all three survive over the next few days. Their presence is helpful as it puts the numbers up, but you cannot risk FEMA taking them away. You will fail if even one cultist is taken away. The best way to avoid this is to send away any guest who wants to sit where a cultist resides (e.g., a woman wearing glasses and a turtleneck). You can also get a FEMA Notice when they take someone away for the second time, and another off the burnt fireman. Give these to two guests outside of the cultist bubble and try to keep the Visitor list to one tenant so that a cult member isn't killed. Screenshot by Destructoid The cult leader will return and invite you to join if his members survive. Accept his offer to get this ending, leaving the cosmos once and for all. Embrace the Inevitable ending (ok) Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid Screenshot by Destructoid This is one of the most complex endings to get, as you need to work for it. The goal is to dig a hole in the basement. But there are multiple steps to reach this point. Here's everything you need to do: Watch the television during the day to get the ForRest phone number. Order x2 EnerJeka cans from ForRest on the telephone (during the day). Every number aside from FEMA's hotline is randomly generated. Make sure you let the cat lady in so the basement door unlocks. Reach the ninth night to talk to the Prophet. Go into the basement and dig on the tenth day. Show the Vigilante your eyes on the tenth night. Dig on the 11th day. Dig one more time on the 12th day and go inside the tunnel, turning right to talk to a miner. Drink an EnerJeka on the 12th. Go to the bathroom and interact with the mirror. Test your hands and clean them. Show the Vigilante your hands on the 12th night. Speak to the Prophet. Explore the tunnels under the basement and jump down into the hole the miner found. Screenshot by Destructoid The ending reveals the cultists were right—Death was underneath you all along. Child of Doom ending (ok?) Screenshot by Destructoid This is a strange one. I'm not entirely sure what I did to get the mysterious woman to approach the door (it's not confirmed, but she might be the Visitor version of the protagonist's passed wife). I've only ever seen her twice, making her one of the rarest tenants in the game. The mysterious woman stays in the protagonist's bed. Make sure you keep talking to her during the day and spare her life if you decide to test her. You will notice she's pregnant...but only at night. Question this and remain sure of what you saw. The following morning, she will have given birth and pass in the night. Click on the right-side curtain in the bedroom, then the ceiling fan in the office, the bowl under the bathtub, and finally, look outside the window closest to the bedroom door the following night. You are on the hunt for the baby she birthed (I'm taking responsibility, right?). Screenshot by Destructoid Find the baby four times and look out of every window that same night to activate this ending. The protagonist is seen as a martyr, sacrificed to stop the child of doom from destroying the Earth. Welcome to FEMA (ok) Screenshot by Destructoid Screenshot by Destructoid This challenging ending is achieved by being as proactive as possible. What I mean by this is to take out at least one Visitor per day. The easiest way to do this is to let everyone in, pay attention to who gets killed, and follow FEMA's telltale signs to shoot down any Visitors. Fake humans can only kill if two or more are present at once. If you suspect someone but cannot be sure, use the FEMA Notice to send them away. Screenshot by Destructoid Cooperate with FEMA whenever you encounter them, tell the Super Imposter "he's just doing his job" (regarding an Officer), and call the FEMA hotline whenever you learn a new sign via 000-451. It's okay if you make a couple mistakes when interrogating the tenants, but make sure you're taking out one Visitor every day so FEMA notice you. You will be reached out between night six and 10 with a job offer, locking the protagonist into a life he wasn't supposed to live. In the Dark (good) Screenshot by Destructoid The In the Dark conclusion is surprisingly difficult to achieve. The aim is to be the only person in your house by the time you board up the windows on the 14th. This is a tough feat when FEMA and the Super Imposter keep showing up. The best way to guarantee this ending is to have two guests in your house on the 12th day and then shoot them with the shotgun, regardless of their identity. You can take out a maximum of four guests (a mix of Visitors and humans) in this playthrough without getting locked into the Yes, I'm a Murderer route. We recommend saving your game with Kombucha on the 7th, having only let in guaranteed guests so far (e.g., tall man, young girl, and burnt man), so you don't need to restart if you fail. Avoid any guaranteed Visitors, aggressive guests, or people you're not sure of. Make sure you let in the first person you see on night 11 if there's no one with you already, that way the Super Imposter doesn't kill you for being alone. This ending may feel the most bleak, but it's hopeful for the protagonist as he's able to accept and move on, leaving his place of isolation behind that was full of despair, rage, and grief over his late mother. The house crumbles into nothingness, and so too does the pain that came from living in it. The End? (best) My GOATS. Screenshot by Destructoid The hardest ending to get in No, I'm not a Human is by reaching the 14th with only humans as your tenants. I got lucky with one of my playthroughs which gave me a FEMA Notice as a bribe from one of the Visitors. I then used this to send him packing, ensuring that humans stayed behind. The best guests to let in and keep around to the very end are: tall man (hardest to keep around without him dying or FEMA taking him), little girl, amogus guy, and burnt fireman. You need to use the FEMA Notices when you can, strategically letting in the occasional Visitor or suspicious guest so that you don't lose one of the tenants I just listed. Screenshot by Destructoid Every playthrough to reach this ending will likely be different, but I handed Notices to gravedigger, cat lady, and large man, and only invited in a guest I suspected/ knew was a Visitor when FEMA was coming. This meant I had at least one human in the house who I was constantly protecting. FEMA appear on nights: four (takes one), five (takes one), eight (takes two), and ten (takes two), totalling to six quarantined guests. I ended the game with amogus guy and the little girl (AKA the neighbor's daughter, which is fitting considering the lore). It's a challenge to reach the end with only humans, but boarding up the windows on the 14th day means you will get the best ending in No, I'm not a Human as you survived the apocalypse (even though the protagonist isn't that thrilled about it). You can also reach this ending by finishing the game by yourself, as long as you don't kill anyone on the 13th day. This ensures that no Visitor is with you when you board-up the windows. Like our content? Set Destructoid as  a Preferred Source on Google  in just one step to ensure you see us more frequently in your Google searches! The post All No, I’m not a Human endings and how to unlock them appeared first on Destructoid .
Indie Archives – DestructoidJan 21
ROUTINE story and ending, explained
ROUTINE story and ending, explained Discovering that there's life on the Moon comes with serious consequences, for getting trapped in its deadly ROUTINE will mark the end of your humanity. ROUTINE essentially follows two crucial events of the Lunar Expedition. Slowly unravel the past to try and make sense of the present, embark on a terrifying journey and learn what happened to the disappearing crew. Here is our interpretation of ROUTINE . Warning for spoilers throughout. Table of contents ROUTINE plot, summarized Timeline summary ROUTINE story, explained When curiosity kills: What happened on the PRISM Lunar Expedition? Infected from the start ROUTINE monster, explored ROUTINE ending, explained ROUTINE plot, summarized Screenshot by Destructoid Set on the Moon, we play as an unnamed software engineer who enters the Ward to fix the A.S.N. (Automated Security Network) systems. Our journey starts in Isolation Room 03, where we wake from a strange dream, as if something has tapped into our consciousness and is communicating with us—using our voice. The Union Plaza, home to the crew overseeing the Lunar Expedition, has mysteriously vanished. Your job is to figure out how to debug A.S.N. while navigating around a station that's trying to kill you. Timeline summary December 12, 1977 - The day Edith Stone disappeared on the PRISM Canal Expedition. August 29, 1978 - Mathieu Giraud was found in critical condition following his visit to the Canal. September 12, 1978 - Entity A is discovered inside the Arbor. March 19, 1979 - Entity B is found dead inside the Arbor. This marks the end of the original PRISM Canal Expedition. Unspecified, 1999 - Union Plaza employee, John Cooper finds Edith Stone's body inside the Canal. He re-enters the Ward sick and infects the others. The software engineer (you) is tasked to fix A.S.N. after it activated the Containment and Resource Conservation Protocol. August 3, 2025 - An LCRP team enters the Ward to recover data associated with PRISM Canal Expedition. They find a pollen-like fungi inside, having escalated beyond the Canal, courtesy of the software engineer's interference. The Moon is no longer habitable. ROUTINE story, explained Screenshot by Destructoid Following a routine Lunar quake, John Cooper conducted a perimeter check to note any damage to the Moon's surface and its fissures. Cooper investigated the Canal and discovered a body within its center, spouting vegetation, much like a blossoming flower. Even though he was wearing a space suit, Cooper was infected by the Canal. Strangest of all was how easily the infection spread across the crew. A.S.N. initiated the Containment and Resource Conservation Protocol after receiving Cooper's perimeter check footage, causing a site-wide lockdown. Here's where we come in. The engineer enters the Ward, starting at the end of a seven-day isolation period, taking a tram to the Union Plaza. The crew has vanished, leaving only Type 05 units and the adorable iC robot. The protocol turned the androids into hyper-aggressive soldiers, following its new command to contain the infection. It's heavily implied that the trash bags scattered around the Ward are the bodies of the crew, killed and stuffed inside to contain whatever latched onto Cooper. Screenshot by Destructoid Unsurprisingly, mechanical life was unaffected by the Canal. This immediately sets the classic sci-fi plotline that the leading threat of ROUTINE —and the only thing to worry about—is the rogue androids. We would soon learn that Union Plaza was doomed from the start because of what PRISM found years prior to ROUTINE 's events, and it is probably the reason why A.S.N. sent androids to space. When curiosity kills: What happened on the PRISM Lunar Expedition? Screenshot by Destructoid Edith Stone, Lead Geologist on the Lunar Expedition conducted a Canal Survey to collect samples and document her findings in 1977. The Canal Exploration Mission went wrong as Stone wandered into the heart of the Canal, where she never returned. The crew remained on the Lunar Expedition, studying the Canal's effects. Though they didn't find Stone that year, the team sampled a new specimen in 1978—a substance that resembled mucus. This was proof of life on the Moon. By bringing the sample into the Arbor for testing, it latched onto the crew like a parasite. Those who came into contact with the Canal (e.g., Mathieu, Ken, and John) exhibited these symptoms: Day one - Headaches and eye strain. Day five - Insomnia. Day seven - Cognitive decline. Day 30 - Breathing difficulties. Day 45 - Dehydration. Day 60 - Death. Death 61 - Fungal growth on the body. Screenshot by Destructoid It is theorized that the Canal lures people into it to breed and feast, later birthing from the body like a plant sprouting from soil. The chapters in ROUTINE act as the Canal's process of rebirth, combining humans with fungi. There's also a connection with the apple tree inside the Arbor inside the original PRISM station, which displayed symptoms similar to those who entered the Canal. The crew created a re-entry process for any personnel returning from the Canal to preserve the brain's integrity and minimize the fungi's psychological effects. This, however, seemed to suit the Canal's needs more so than those infected by its mysterious properties. While fixing A.S.N. is the whole reason we were sent out here, our goal slowly shifts to aid whatever has killed all who came into contact with the Canal. Infected from the start Screenshot by Destructoid Since the moment we started playing, we've been under the influence of the Canal. It's clear that we were infected from the start because of our abstract visions. "Chapter 01 - Birth" may have started around the 50-day mark, as our protagonist suffered from memory loss. This would explain why Security sent only one engineer to fix A.S.N. I theorize we were a crewmember when Cooper discovered Stone's body, as the date of ROUTINE 's events is never confirmed. The protagonist suffered from blackouts, evident by the dreams he's been having, and how he wandered into the Arbor without realizing it (second half of ROUTINE ), which he accessed by shutting down A.S.N. (the one thing trying to preserve humanity by sacrificing the infected). We—like everyone who came before us—were controlled by the Canal. Our C.A.T. objectives weren't orders from HQ Security, but rather created through our own delusions. As we were initially hired to debug and observe any anomalies within the A.S.N. system, turning it off only helped the fungus grow. This tells us that all biological life inside the Ward (since Cooper got infected) would become a host for the Canal, even if they never set foot inside it. ROUTINE monster, explored Screenshot by Destructoid ROUTINE 's monster, "Entity A," can manipulate its form to be invisible to the naked eye. It appears to be the result of Canal's 60-day process. With large footprints and hair found glued to the ceiling, its size is considerably larger than an adult man. Another entity was discovered in 1979, inside the Arbor. Labelled "Entity B," it resembled a large mammal with unnatural characteristics of ten limbs and a 120cm neck. Study suggests this entity is female and that a male mate exists, presumably Entity A. William became obsessed with Entity B, exhibiting signs of infection. His body seemingly morphed with Entity B, showing vegetation like Edith Stone's corpse, the same fate as other PRISM crewmembers. The fungus takes the voice of its host and uses it to communicate in their dreams, where the host loses chunks of time, finding themselves moving towards a goal they're being tricked into completing. The theme of ROUTINE is rebirth; the chapter names describe the process an infected goes through to become a part of the Canal. The title even points to this process being the Canal's "routine" in how it manifests, grows, and survives. It cannot thrive unless there's biological life for it to latch onto. Screenshot by Destructoid The Canal takes hold of its host and kills them on the 60th day, where it is then born anew. While it isn't explicitly said, the entities don't simply come to be. Rather, they must be reborn as one, to endure together. Therefore, Entity B is likely Edith Stone. If correct, how did Cooper find her human body 22 years later? An explanation could be that her body acted as a vessel from which Entity B emerged. This would explain why the creature returned to Arbor, hoping to satiate its newfound hunger. Though Entity B came before Entity A, the male was the Canal's first successful attempt at creating a hybrid species. There's also the interesting reference to Adam and Eve, where Entity B died by choking on an apple, and (though swapped) Entity B (female) may have birthed Entity A (male). The entities act as the first man and woman of their kind, demonstrating the Canal's ability to create biological life through a human host. What's difficult is figuring out who exactly Entity A is. I doubt it's something simple like Stone was pregnant at the time, so who is the baby we saw in a vision? There's no documentation or record of a baby in the PRISM's research. Either Entity A and the baby are one and the same, or they're separate. This would either mean there were three entities inside the Ward in 1979, or more likely, that the baby came into existence in 1999. Entity A was fully grown in 1978, the same year Entity B died, yet the female was alive in the engineer's vision. ROUTINE ending, explained Screenshot by Destructoid After bringing down A.S.N., making it easier for the Canal's embrace to spread, the engineer enters the fissure to become one with it. The process is complete, where we will be reborn like Edith Stone, evident by the final chapter title: "Re-Birth." The engineer's final dream is yet another reference to Adam and Eve—The Creation of Adam. The biblical reference paints the Canal as a cosmic being, who is creating its first man, perhaps viewing Entity A as a failure, where it hopes it'll have better luck with the engineer. Based on the engineer's vision of Entity B and how ROUTINE ends, I believe (perhaps in my own delirium) that we were the baby. The fungus grew inside of us, assimilating with our biology until it was ready to be born anew. It had learnt a lot through Entity A and B, but the Canal wanted to evolve beyond its current primitive state. The infection behaves similarly to the zombie-ant fungus, which uses its host's body to find a suitable climate for the spore to release, killing its host once it sprouts from its head. We can only assume that the Arbor has been off-limits from the Union Plaza, seeing as there are still human corpses, Entity B's body, and Entity A roaming around. We gained access to Arbor by shutting down A.S.N., yet we've been in the Re-Entry Chamber before. We learn about this three-step process inside Arbor, created by Dr. Weber on February 19, 1979. Yet, our protagonist has seen the video of a Hollyhock in bloom before (the second part of Weber's process called "Anchor.") Either this imagery demonstrates the Canal as a hivemind, or it's further proof that the protagonist is one of the entities, for the Anchor only temporarily delays the inevitable. Screenshot by Destructoid Because we're playing as an unreliable narrator, there's little information we can truly trust in ROUTINE . Perhaps none of our actions truly happened. There's abstract imagery of the engineer reverting to gestation, curling into a fetal position, and emerging from the Ward's core, its shape symbolic of an egg. The flicker of the engineer's new appearance also resembles Entity A. Could this represent the Canal's willingness to try again, until it's happy with its creation? The opening depicts the Hollyhock abruptly blooming, then the ending, its petals slowly closing, symbolizing our rebirth. The post ROUTINE story and ending, explained appeared first on Destructoid .
Indie Archives – DestructoidDec 14
All No Means Nothing endings and how to get them
All No Means Nothing endings and how to get them From feeling uncomfortable to absolutely horrified, the No Means Nothing endings will likely leave a sour taste in your mouth. Masters of disturbing indie horror, BOBER BROS are back, and this time we're getting a lesson on consent. Acting as a PSA on how not to treat a person, No Means Nothing is an anti-dating simulator where your choices actually matter. Much like the dev's previous work, The Hole , No Means Nothing is sure to stay with you for its content alone—and there's no reading between the lines this time around. With four endings to get, here's every outcome in No Means Nothing . Warning: No Means Nothing features imagery that may trigger you. There is nothing subtle about this game, so please take the trigger warning at the start seriously. Table of contents No Means Nothing ending guide Everything's F***ed Ending Worst Possible Ending Good Enough Ending Ideal Ending No Means Nothing ending guide The easiest way to get all endings is to complete your first playthrough, choosing what you think are the best choices in the moment, and clicking Continue in the main menu to return to Radek's apartment. This is guaranteed to give you two endings quickly. All roads lead to this event, where your shaped personality determines which dialogue prompts you can choose at the all-important climax. You can also skip the work simulator sections by repeatedly clicking on the bell at the warehouse window (where Redak throws you boxes) during each shift, as reaching $1000 isn't an ending requirement. At the time of writing, No Means Nothing incorrectly states that there are five endings, but it only features four. BOBER BROS confirms there isn't a fifth ending. You will unlock the Get All Endings achievement when the fourth is acquired. Everything's F***ed Ending Screenshot by Destructoid Not sure what it says about me that this is the first ending I got, but you need to choose every dialogue prompt that increases Anger. The goal is to reach Anger>7 so that during your confrontation with Redak, the dialogue option: "TOUCH ME AND I SWEAR I WILL FUCKING KILL YOU" is available. Then, survive the short QTE (quick-time event) to unlock this ending. Worst Possible Ending Screenshot by Destructoid Appropriately named and the hardest ending to allow yourself to get, this ending is achieved by letting Redak do what he wants. While all dialogue options inside his apartment clearly draw the line, Redak repeatedly chooses to cross over it. You don't need to meet a specific personality condition to go to the bathroom during Redak's confrontation, but be sure to pick "I gotta use the bathroom" when it appears. Once inside, you can either let Redak in by leaving the door unlocked or fail the chase event in the dreamlike maze at the end of No Means Nothing . Good Enough Ending Screenshot by Destructoid Similar to the Worst Possible Ending, you have to reach the bathroom in Redak's apartment at the end of No Means Nothing . Once inside, lock the door and wait until Redak leaves. Then, survive the chase event by finding any of the exit doors and mashing the interact button to escape. Ideal Ending Screenshot by Destructoid The goal in this ending is to build your Willpower. You need to do this from the very start of the game, just like building your Anger for the Everything's F***ed Ending. Pay attention to the Consequences menu when selecting a dialogue prompt and choose the one that increases Willpower. Here are the choices we picked: "Get up." "I'll help more, just...give me a little more time." "I meant what I said. Respect my boundaries, or I'm done." "NO. Respect my no, or I'm leaving." "One more threat, and we're done. Forever." Set a clear boundary. "Music sounded better five minutes ago..." "I said no. Drop it!" "Not my thing. Please stop!" "Hard no. DO NOT touch me!" "Bro, you're making the situation weird." "Radek, seriously, you're scaring me now. Back off!" "Sober the fuck up and let me leave. RIGHT. NOW!" You need Willpower>9 to unlock this ending. Make sure you choose the sober option at Radek's confrontation to activate the Ideal Ending. That concludes the very disturbing and real nightmare of No Means Nothing . The post All No Means Nothing endings and how to get them appeared first on Destructoid .
Indie Archives – DestructoidDec 12
Ferocious release countdown: Exact date and time
Ferocious release countdown: Exact date and time Survival FPS adventure Ferocious is finally going to launch on PC via Steam, and not long is left for it to go live. After several delays, we will finally be able to play the game in December 2025. This guide will help keep track of the upcoming launch, allowing you to jump in once Ferocious goes live globally. Ferocious release countdown Ferocious will be released exclusively for PC players on Dec. 4 . The release date was announced earlier by OMYOG and tinyBuild. The following countdown will expire once the game goes live. [hurrytimer id="1150216"] The countdown is based on the following timings. 9am ET 11am CT 12pm PT 5pm GMT 6pm CET 2am JST (Dec. 5) 3am AEST (Dec. 5) As of writing, you can wishlist Ferocious on Steam. There's no pre-order bonus or early access period. The game will be priced at $24.49, pending regional pricing as applicable. The countdown and timings mentioned above are based on the information available from SteamDB. Ferocious is a hardcore survival title where you'll wake up on an uncharted island. The island has its own share of threats, which include apex predators and ancient dinosaurs that have come back to life. However, the creatures aren't the only threats, as enemy mercenaries and mechas will aim to end your life. Your ultimate aim is to survive on the island against all odds. Discover hidden areas, master the terrain, and raise your chances of survival with limited resources. Exploration is key as it will allow you to gain access to secret areas with valuable loot that will help you survive. There are plenty of weapons available for you to craft and use, allowing you to fight how you want. It even involves a control device that will allow you to get the dinosaurs on your side. It will be interesting to see if Ferocious can excite fans in a month that doesn't have a plethora of major launches. The post Ferocious release countdown: Exact date and time appeared first on Destructoid .
Indie Archives – DestructoidDec 3
Demonschool Review — Extra Dead-it
Demonschool Review — Extra Dead-itDemonschool first caught my eye a few months ago, with a bit of promotional material popping up on Steam that immediately convinced me it was going to be my kind of game. After all, what’s not to love in the promise of a highly stylized, character-driven, school-life-style RPG about demon hunting? The premise was promising, […] The post Demonschool Review — Extra Dead-it appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 18
Moonlighter 2: The Endless Vault Early Access Review
Moonlighter 2: The Endless Vault Early Access ReviewThere is an ever-growing genre of games set not in the perspective of the typical fantasy adventurer but from that of the person who runs the shops that sell heroes their magical weapons and ever-so-important gear. It’s not hard to see why. It’s an appealing twist on the store-simulation genre, taking all of the fun […] The post Moonlighter 2: The Endless Vault Early Access Review appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 17
Vivid World Review — Kawaii Demon Slaying
Vivid World Review — Kawaii Demon SlayingI don’t know what you call the visual aesthetic of this game—moe, kawaii, something like Hello Kitty meets the Grim Reaper—but I love it. Vivid World is a unique title that combines roguelike dungeon crawling, deckbuilding, and autobattlers into one surprisingly cohesive package with, as I said, a really good and really cute visual identity […] The post Vivid World Review — Kawaii Demon Slaying appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 17
Sanatorium – A Mental Asylum Simulator Review — Ice Baths and Straightjackets
Sanatorium – A Mental Asylum Simulator Review — Ice Baths and StraightjacketsSanatorium – A Mental Asylum Simulator is a game with an incredibly interesting premise. Stepping into the shoes of a 1920s mental-health doctor (sort of), you’re challenged with the day-by-day process of diagnosing and treating new patients, managing dwindling hospital supplies, and using your knowledge of outdated medicine to climb the hospital ranks, all while […] The post Sanatorium – A Mental Asylum Simulator Review — Ice Baths and Straightjackets appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 14