March 7, 2026 (Originally posted on personal site)
Yep, it’s back, and with probably about the same amount of shovelware as usual, though it seems like it could only increase with how much certain types of alleged developers will slop out a whole thing made of generic-looking assets and inefficient code, all in the vain pursuit of money to afford one fragment of a PC made further impossible to buy due to using those systems in the first place. Of course this has also potentially completely derailed any hardware plans Valve has had, so even if they never have hardware again, unless their new controller is a massive success with plenty of stock, they at least have demos for those who still have some type of hardware. Fortunately I think I’ve found things that are at least interesting enough and aren’t using that soul and resource-sucking nonsense, at least as far as I can tell for the most part. Some more interesting than others too. I played 20 of them this time, and 3 of them were in VR. I feel like that overall total’s a record, or close to one if not. It’s a lot, and not even a percent of what was available this time apparently, over 3000 so I hear, but I probably filtered out half of them just by ignoring the roguelikes.
Hubert
There’s a tag on Steam for “cats”, and there’s one for “dog”. Just the one. This is one of them. When it started, it was of course at the wrong resolution. Over the course of this whole demo thing, I started figuring out how to generally tell what games ran on what engine, and the tell for Unreal, which this demo runs on, is that it would usually get the resolution wrong. It’s because I’m on a 1920x1200 monitor with the gaming PC, which is apparently too weird, so it attempts to do some thing between 1080p and 720p that looks not quite right until I toggle the fullscreen settings around a bit, then it fixes itself. This ends up being a recurring thing for all the Unreal demos in this list, so I’ll just explain it this once.
For the actual demo, this is some kinda story about a dog named Hubert with a girl whose name I don’t know who ends up having the dog work for money as a sheepdog on a farm. The dog has his own voice narration that sounds a bit like how Dug sounded in Up, the usual “doggy voice” I guess. The gameplay is mainly running around, following smell trails, and barking at sheep so they jump up in surprise and run away from the dog. Then there’s a weird cutscene where the camera is behind the dog’s head and he can look around during the dialogue. After that was some kind of looping nighttime scene that I had to press a button to exit after the dialogue there finished.
After all that was another night scene about watching the sheep at night, where the dog ran off after a wolf in the distance, then had to fight a wolf (not sure if the same one) through a weird lock-on system that used a D-pad direction to toggle for whatever reason, which made the bark button turn into the bite button, and mostly consisted of exchanging bites one at a time. It was a pretty short demo overall. Also despite having the settings as maxed as I could make them, the hair on everyone looked pretty crusty for whatever reason. Some stuff on the store page mentioned finding “pee spots” or “poop spots” which I didn’t encounter, as I was wondering how much like A Dog’s Life this would end up being, but not quite much here.
Cosmic Holes
I looked at this one out of morbid curiosity, as given this is pretty much a Russian bootleg of Portal that runs on Unreal, on the platform that comes from the people that made actual Portal. The store page claimed something like a witty or insulting AI that comments on progress, but I’m not fluent in Russian so I can’t verify that myself. There’s two voices, the main computer and another one giving random announcements that isn’t subtitled. Also the gun is called the “Puncher”, I guess like a hole puncher, unless there’s some other Russian joke I’m not aware of here.
The levels were somewhat dark, maybe due to having the raytracing enabled, whether or not that actually did anything, and the momentum of the player character was a bit slippery though not to where I was always falling off things. It also took a while to actually get to the portal mechanic after several box and button puzzles, and instead of easing into how the portals work, it just gives you control over both after a few rooms, then becomes a bit of a maze sometimes where I’m not sure where I’m supposed to be heading toward. I ended up dropping out of this one a few levels after getting the “Puncher”. Also it turns out there’s already another game on Steam also called Cosmic Holes which is a totally different thing.
Trading Card Inspector
With a generic-sounding name like that, you might think this was one of those asset pack-heavy Unity things, but that’s not this one, that’s the one after this one. This one’s got style, and I knew it going in with the music that started up when first getting into the menus. Essentially this is a bit like Papers Please, but instead of immigration it’s about figuring out the arbitrary score of each card that shows up on the desk. There’s a usual ruleset for the base score, but then there’s sometimes modifiers that show up to alter that. Of course some cards are just “illegal” due to some condition such as being a banned card overall or having the stats be wrong, and those go in the shredder along with any random memos sent over during the shift.
The whole thing’s also presented in 1-bit graphics, which can be customized a bit to determine the two colors present, so the card art stands out as well, contributed by a few artists and viewable in a gallery outside of the main mode, with additional cards obtainable with buying packs with coins earned through playing the grading game in either story mode or endless. Sometimes a whole bunch of “illegal” cards show up in a row which helped getting perfect scores a bit easier since I could just toss those without much math. I found this one pretty neat and I played through most of the levels before moving on.
Gacha Capsule Shop Simulator
Because I’ve generally filtered past the usual roguelikes and MOBAs and even anything insisting on co-op on my list, since that would involve planning a whole thing with people on the fly, there’s still random other bits I haven’t filtered out that I normally wouldn’t play anyway, like these store simulator things. This one is fairly standard, but with the twist that most sales are done through the gachapon machines in the building, and people only come up to the counter to exchange bills for coins, because for some reason there’s no change machine even though pretty much every gachapon spot I visited in Japan had at least one of those somewhere nearby, or to buy stuff from display tables filled with things the player gets by rolling the machines themselves. So essentially it’s more of the same at its core, and not my type of game overall, but at least a little different.
My looking at this demo was more wondering how accurate the experience was. First thing, it claims to be in Akihabara around the store page, but looking at the map asset outdoors, it’s clearly more inspired by Shibuya, including a knock-off of the 109 building down the street as a notable indicator, plus the general compressed layout sort of resembling the area around the Shibuya Scramble Crossing. At least both of those places are in Tokyo, but they’re a distance apart. Second, the aforementioned money changing thing, which while someone could exchange bills into coins through an attendant, I feel like most go with the machines unless they’re not working. On top of that, the customers kept wanting 50-yen coins despite setting the machines to multiples of 100, so either there’s a weird vending machine outside that prefers those, or maybe they’re needed for a shrine nearby, or maybe they want to string them together for a project since those have holes. I’m not sure what else would drive the desire to get so many 50-yen coins.
At least the gachapon interaction mechanic is somewhat different to the usual store setup here, but it’s generally the Unity store simulator framework at its core, including things like having to buy and keep stock while throwing the empty boxes down the sidewalk, because there’s no clear indicator on how to properly toss them so for all I know that’s it, and then hit occasional random Yakuza members with bamboo so they don’t break all the machines. According to some brief instructions page apparently the store owner also has to watch out for sumo walking by because their footsteps break the machines. I wonder if whoever’s making this either has a fairly base view of Japan or is pandering to those that do.
Either way, the models for the characters and the trinkets seem to largely be taken from the VRoid or Booth online asset store as mentioned in the credits, a pretty major player in general Japanese online artist store stuff, including avatars and such for VRChat. However I also remember noticing something on the store page briefly that mentioned using “AI” music that was later removed, so either they changed out the music for general stock or didn’t have it to begin with, or something’s up. Either way, I just ended up turning that off after a few minutes and put on some internet radio while I messed with the demo until the tutorial prompts stopped showing up. Again, not really wanting to get this one but seeing how on or off-point it was.
Hozy
This is some kinda Unreal game about cleaning up dilapidated rooms and houses so people will move into them I guess. It’s from an isometric-type camera angle so it’s mainly just cleaning the floor and painting a couple walls, then unpacking a bunch of furniture from boxes just wherever the player wants to fit it. Some of the furniture does things when clicked, like lights and fans and maybe boxes with things. In short, the controls for this largely make sense, with some slight difficulty painting on some edges or corners, but no other complaints. It’s just not quite the type of thing I’m looking for. I kinda prefer to be more up close and personal with cleaning things like in PowerWash Simulator I guess. I’ve also played Unpacking and House Flipper before, and this seems to get a bit from those sorts of things too. I only did two of I think three houses available in the demo, which claims the full game will have nine levels. Whether a house counts as a level I’m not sure, but I feel like that’s what they’re getting at.
Starship Troopers: Ultimate Bug War!
Here’s an Unreal game that wants to be like one of those “boomer shooters” but isn’t quite, closer to a mid-2000s shooter using some mix of low-resolution sprites for friendly soldiers and relatively low-poly models for everything else, and incorporating a stamina meter for running and jumping, all while wandering across a giant map as in Battlefield in search of objectives to complete while blasting bugs. There’s also some FMV cutscenes, and the one for the included level is an ad for the resort that’s been invaded. After that it’s all just shoot action, with a few things like being able to call bombing runs and orbital strikes with giant areas of effect. Plus there doesn’t seem to be much consequence for friendly fire in this aside from how they can’t shoot at the bugs if they’re dead, but also seem to respawn frequently. There’s also mech walkers which explode if they run out of fuel.
As far as this one goes, there wasn’t much here to mention that stood out as far as more classic style shoot action. I was more thinking the level might be linear instead of having to run across the map to waypoints to keep pacing more tight. There’s also limited ammo which can be refilled through supply drops that also seem to be the main way to recover health, or just enable the infinite ammo assist thing in the options. The objectives also just usually end up being about surviving an onslaught of bugs and trying to not be completely surrounded, especially toward the end of the level which I pretty much burned out on. I did notice the menu specifies “human missions” and has an unselectable door opposite, perhaps implying there’s missions playing as the bugs as well, in one of those sorts of Alien vs. Predator game things maybe. At the moment though, I think I’d stick more with Earth Defense Force games in terms of horde-shooting action.
Creature Creation Station
A Unity game that’s styled a lot like the Mii Channel, but with more to do with various body options on top of all the face stuff possible. It’s pretty customizable, which is neat, but that seems to be most of the game here, if one considers it a game. Making some creatures and seeing how they might get along randomly. Granted there’s some good creature potential here, but I’d like if this was attached to more to do. Creatures can be shared by text or QR codes, implying there’s a mobile version of this probably on Itch.io or something similar, provided it’s still possible to sideload apps on any phones by the time this gets a full release of some kind. It also said something about an upcoming VTuber mode, but I also wonder if these creatures could be exported as models for use in things like VRChat or whatnot.
The Dungeon Experience
Of course a Devolver-published game would end up on here, and this time it’s a Unity game involving the creator of Paradigm, a weird comedy adventure point and click thing that I’ve seen before. Instead of a noseless man who somewhat resembles a foot, this time the feature character is a cute and polite and probably somewhat desperate crab who runs this dungeon serving as a quest for Financial Freedom, which may or may not involve candles and pyramids, though the player plays as themselves as the dungeon dweller in first-person as a magenta human of some kind. The initial part of the demo is fairly short, and then there’s the choice to practice “full game edging” or continue into the next part which is a bit longer. There’s also a guarantee provided by the crab if the player isn’t satisfied by the demo, but even if the guaranteed satisfaction does happen, there’s also the opportunity of pressing for a bit more. I’ll just say that this crab can deliver on promises.
Bobo Bay
So many people want a new Chao Garden, yet here’s one that’s actually being made in all but name. In this Unity game, the creatures who are raised by feeding them a bunch of fruits are called Bobos, and instead of playing as a Sonic character, it’s this blue humanoid with a skeleton arm. It really is a Chao Garden at its core, including the whole thing about racing and battling competitions being a primary focus, but there’s other things like riding a jet ski to some randomly generated islands in search of treasure and steroids, as well as a town fund of some kind that upgrades stuff in the garden as well.
They even have legless Bobos who are apparently “ghost” type, like how giving certain animals to Chao would remove their legs, but this one just came that way. They seem to mainly be found in the forest attached to the garden, and the first one I got was apparently a “hustler” type. They’re easily pettable, and that also shows their current stats. The days only pass in the game by sleeping in the house at the garden, and that’s needed due to the limit of things doable per day, including one jet ski trip, a few competitions, and the number of fruits a Bobo can be fed. Also for some reason finding treasure with the jet ski doesn’t allow swapping out found items placed in it, plus there’s limited fuel to explore briefly between the islands and return home. I played a few in-game days worth and pretty much got the gist of things. It’s a neat game but I’m wondering what else could happen with the concept.
Collector’s Cove
This Unreal game is one of those “cozy” games about exploring and mining and crafting and Minecrafting, though not so much about building brown bricks, rather just setting up whatever farms are needed on the boat. The goal seems to be to get the right license to track down the player character’s parents, as well as harvesting every last resource on the randomly made islands around the map, specifically mentioned to get as much stuff from them as possible because they’re apparently renewable somehow. The tutorial is given by several uncles who are probably mainly just one uncle in different costumes, and it’s pretty standard stuff aside from riding on a boat that’s on the back of a plesiosaur-ish creature. The graphics also seemed really washed out and bloom-y when I played, to where some colors looked a bit off compared to the selection on the customization screens and stuff was just really bright in the daytime. I didn’t get very far in this one before deciding I was done, as this isn’t quite the thing I’m looking for.
Denshattack
At least this Unreal game decided to start in a window and admit it couldn’t quite get the initial resolution right, but I wanted to play in fullscreen so that took the usual toggling of settings for a bit. The game starts with a backstory of a post-apocalyptic future with isolated cities, then throws that out and is really about driving trains at extreme speeds across parts of Japan while jumping between tracks and over things. The first tutorial level makes the game look more like a runner type game, but with frequent enough checkpoints to retry segments while figuring out how this whole thing works. The second one brings in tricks to do while airborne, which mainly use the right stick as if it was Skate, then there’s a third actual level with all sorts of things going on. Then there’s a bonus “trick park” level taken from a later chapter with more advanced things like halfpipes and grinding on things that aren’t usual train tracks. Most of the time I was just trying to stay on the track or whatever was close enough to one and saved figuring out tricks for any built-in airtime instead of just jumping freely. It was a fairly short and fast-paced demo with some neat ideas.
Wild Blue Skies
It’s “we have Star Fox at home” again, but this time it’s not inexplicably a roguelike like that other game I forget the name of. This Unity game is much closer to its inspiration, particularly Star Fox 64, down to having wingmates who will get in the way of things, random powerups, limited lives, and bosses at the end. For some reason the standard blaster and charge blaster are separate buttons, plus there’s an option to have the standard blaster autofire instead of once each press, which I think should just always be on in that case but started off. The level they picked for this demo wasn’t very interesting, it was mainly a gray storm with gray pillars and gray enemies with a few brightly colored highlights. The boss also seemed to be taking forever to shoot down, like it seemed to enter its third phase with about 90% of its HP left, and I just had enough at that point. I figure I could just straight up go play Star Fox 64 itself at that point.
The Last Salvage Squad
This is a Unity retro style FPS game involving playing as a robot girl who seems to be taller than a usual human by a large factor, given the relative scale of the buildings in the levels. It’s a simple approach, just run through the level to get to the gun, then blast all the enemies and collect what they drop in order to upgrade things or buy more lives, which are represented as backup units who will head out if the current one gets blown up. One level had the gun all the way at the other end of the stage, which was more of a corridor, so the whole first part was making sure to avoid the rapidly stomping enemies before being able to blast them. Also buildings can be used as cover or platforms or just blown up. I only played a couple levels of this, but the demo had a few more. I’d just generally gotten the gist of the game and found it pretty neat, but had to move on. The whole presentation is very “Japanese indie” between the menu layout and the limited palette retro style and the high-action short level gameplay. It kind of reminded me of Earth Defense Force but in first-person with magnitudes fewer enemies.
Voidling Bound
This Unreal demo started with having to compile shaders, something I’m quite familiar with in another Unreal game called Abiotic Factor that I’ve played a fair bit of recently. And even then, this demo still had some initial lag once starting. This is some kind of combination of Pokémon, a third-person shooter, Spore but without actually creating the creatures, and a bit of Genshin Impact I guess, in terms of certain mechanics including the whole lootbox type of animation involved with hatching eggs found in levels.
The first creature is a weird scraggly chicken thing with a double-opening beak, and the player character merges minds to visit spots on a planet to clean up purple monsters and general goop, ending in a zone that involves clearing out all the goop to summon a boss encounter. This game plays as if it’s expecting multiplayer stuff to happen, such as having a countdown timer before returning to base after a mission, which I’m not sure if it even has plans for. I also wish it had a lock-on feature since playing with a controller required a bit of effort with aiming, so maybe this would be better with a mouse and keyboard, or some type of Steam Controller, the old or eventually new one. The demo also felt like it was going on pretty long, and I played through a few missions and called it good enough. It’s an interesting idea though not quite what I’m looking for.
Crawling Angels
I’m not entirely sure with what’s going on with this one but it’s probably beyond mortal comprehension at some point. This 2D Unity game is a bit like that classic Interactive Buddy Flash thing with a bit of Little Inferno, this time involving a regenerating plush chicken. The goal is to fulfill “riddles” by attacking the eternal chicken with various implements, or other sorts of interactions between items, to get money for more implements so the cycle can continue. These tools include things like a hammer, a fish, bullets, a gun that takes the bullets and locks to the cursor once loaded until it’s emptied by holding down the use button, and several more pages of things.
The player character is a kid who’s been brought to some kind of carnival full of strange exhibits by an “uncle” with starry void eyes, along with some other kids who have to wear sheet ghost costumes and are represented by their closed eyed faces when talking, with all the dialogue taking place on a screen with an infinite desert railroad. Also the “uncle” is the only fully voiced character, the rest speak in noises. These are the characters who hand over new tasks every so often. The demo was fairly short but I unlocked all I could in that given the available missions and money. Long story short, a creepy weird thing that I’m not quite sure where it’s going.
Burden Street Station
The one Godot Engine game on this list, and of course it’s an odd one. It’s set up like an old point and click with its low resolution and general UI setup, and filled with a bunch of cute and oddly-designed abstract characters, including the player character who sort of resembles a cat but with interchangeable parts. It’s saying something when the most “normally” designed character is a talking book with a face, but other notable designs include a figure themed after a Biblically-accurate angel and a polygonal rodent with a guitar amp cord tail.
The main quest involves going from a job being a moment-sorting librarian down to one of the worlds whose god has gone absent and has stopped producing moments to see why or possibly find that god. After a tutorial segment on the train there that explains how to handle conversations and swap to different parts to say the right thing, done by highlighting the body segment and clicking through the options before clicking the dialogue box itself, it pretty much comes down to just wandering around in search of someone to advance some kind of plot, then seeing where they moved to in order to progress that plot, and maybe find the next head or body to make the right answers available by “extracting moments” after some conversations in brief first-person walking simulator things.
There’s also a candle on the left side to worry about that diminishes with wrong answers, but that can be recharged by resting and “untangling throughts” which is another first-person segment involving having to talk to objects in a room representing the currently collected parts, or by getting the right answers the first try. Getting the wrong answer a couple times in a row will prompt the book to give a hint on what to try, or to leave to find another part and return to the conversation after. Also getting wrong answers or speaking to NPCs that don’t have much to say give “ideas” which seem to be used as currency sometimes.
The segment in the demo mainly focused on two characters who were connected in some way that soon revealed itself after a bunch of back and forth, so there’s a lot of running around to do, but the player can also talk to bus stations to jump between points in the map, which can be sort of confusing given how some paths don’t open up until a little later, then having to remember how to backtrack from those to the next spot. Some of the trial and error with some conversations is taken out by noting which recurring generic lines get attached to each part when they’re not the right answer, but also if there’s more than one that matches a certain “mood” hinted at, which each part can change this between questions per response, then it might involve narrowing down through those. This does seem like a pretty neat adventure type of game to just be lost in for a bit, but hopefully not to the point of frustration, and the demo had a fairly self-contained story on its own, so I wonder how long the full version will be.
OddFauna: Secret of the Terrabeast
The last demo I played (though not the last in this post) is another Unreal game, this time one that drops right into things before being able to fix the resolution, and also required the mouse to press the start button while most things could use the controller. Then it prompted to generate a world and I found out that if I just enter a giant number into the world seed box it would cause the box to stretch totally off the screen, taking the buttons with it. Fortunately it scaled back down when entering a much smaller number. The art style is kinda clay-looking and the game is largely a survival craft thing. I got far enough to figure out how to make a house, which is pretty much just making the walls and floor and roof as parts instead of building a bunch of cubes. Then I didn’t get much further because I encountered one of the titular OddFauna and couldn’t exit the menu to give it items to befriend it because I ran out of items to give it. Long story short this one needs a bit of work.
And now the VR demo block. I actually played these in the middle of this whole thing when I found time to be in VR for a moment, but they’re here at the end as tradition I guess. Also all these are in Unity, and most games I seem to encounter for VR use that.
Space Control
This is some kind of comedy interaction adventure type thing. It goes over the general expected controls and also tells you what button pulls up the menu, which is important because I like being able to configure stuff for motion since I much prefer smooth turning and also not having the game be really loud, which things being really loud seems pretty easy to do in VR. The general story here is being brought on board by accident in place of another alien in one of those usual scenarios where anyone in debt must work eternally. Instead of having to sit around forever listening to why unions are good as in some other games involving ship disassembly, other stuff happens.
One of the first things I had to do was force grab, which is shown as holding the grip button then pressing the trigger when some indicator appears. It turns out this was somehow bound incorrectly on the Index controller and I instead had to hold down the touchpad next to the joystick and buttons, then press trigger. This was the only major control issue I encountered in the demo, as the rest generally made sense for a usual “interact with all this random crap” kinda scenario. After getting past the initial area, then there was a cutscene that introduced all the characters, including the first one met being an instructional hologram, who initially had the form of a slug to match the intended alien, but became humanoid afterward much to the approval or disappointment of whoever you ask, a tall pink one whose shoulder I had to tap to get some attention just outside of the initial room, a large purple “brawn over brains” type who showed up wearing a toilet, and a short red fiesty lizard-esque one who was trying to open a safe that was just “acquired”. Essentially several archetypes anyone who’s seen a number of media might be familiar with.
Following this general introduction sequence to the main cast, and after an overly long teleport sequence which seemed like it might have supposed to have had some kinda title or credits during it, the demo dropped me into the job, which was of course working for the company to abduct random aliens with debts, then inspect their nude bodies and poke them with needles and probes and such. After a few of these involving a slacker, a drunkard, and a frozen one, “hilarity ensues” when stuff starts going wrong because of course it does, then the demo ends around that point. It’s pretty much what one would expect from some kinda “experience” thing, not sure how long the full version is intended to be though but a lot of VR “experiences” tend to only go a couple hours, so who knows. Also, this was probably the best VR demo I played out of this group, so it really only goes downhill from here.
Teenage Mutant Ninja Turtles: Empire City
This one had potential, but something was certainly wrong. When I first set up the initial settings, I pressed confirm, and that input somehow traveled through to the next menu and immediately jumped into the game. After an unskippable comic book cutscene thing, I was playing as the twin-katana turtle Leonardo, and I for whatever reason had an issue holding onto said katanas because I’d either keep dropping them or they’d get thrown somewhere. When I was able to hold onto them, I could hit things as expected, then I’d end up dropping them again. I don’t know what kind of weird binding or sensitivity issue there was, but I’ve played a number of things recently that didn’t have that issue, including the other two VR demos here, so it really was just this demo. There’s also buttons for crouching and kicking, plus hitting things without swords is also possible. However, I didn’t stay in this long due to how broken the controls were acting.
Birdseed VR
The last VR demo I played from this set is essentially the most basic sort of setup one could have for a VR “experience”, essentially rooted in place and expecting at least a small roomscale setup to move around slightly. The gameplay is simple, just point and shoot with the camera at birds. It’s also set up for really short playtimes because there’s only so many photos allowed per day and also only a few types of birds that will show up. The goal is just to get through daily tasks by taking the photos to get money to buy upgrades like a zoom lens. That’s pretty much it, aside from a radio that only plays one song then stops until it’s toggled off and on again. The controller models shown are also obviously meant to be for the Quest or whatever, given this game initially came from that store, since so many VR games just want to focus on being Quest exclusive then maybe come to something that can do a little bit more with the idea. That’s pretty much it. I feel like the experience is easily replicable in a VRChat map at this point, and at least there you could get higher resolution photos.
That’s all the demos I got to for this time around. Will I be back on this in June? Will I also end up only doing these posts until the next end of year thing again? No idea right now, depends on how busy I am and if I still can find interesting stuff while filtering out the usual stuff I don’t wanna deal with. But this time, I still ended up once again playing three demos that were on the top 50 chart at the end. In order from top to bottom on that list, I played Hozy, Voidling Bound, and Denshattack. I wouldn’t have put them in that order though, maybe reverse it sorta.
Also the new Marathon just showed up in the middle of the thing and immediately dominated the charts with its test server thing, where people complained about the UI and looked at rainbow lobsters. I’ve only played a little of the old Marathon. It’s a weird FPS, probably in part to it being an old Mac game, and old Mac games just seem a bit extra weird compared with other old computer games, including whatever’s on Amiga and the really obtuse DOS games that made important use of just about every keyboard key. I have no interest in the new one, what with it being yet another extraction shooter that’s apparently being monetized much like how Destiny 2 has been, including being a paid game that for all I know might eventually become free also. Whether or not that financial attitude’s the result of Activision poisoning prior during the Destiny era, or just another case of corporate mindset nonsense that develops naturally in the industry, I have no idea.
I’ll just mention the games that stood out most to me that I might consider following up on later, which in played order would be: Trading Card Inspector, The Dungeon Experience, Denshattack, The Last Salvage Squad, and Burden Street Station. Yes, I did sometimes end up writing more about demos I was less into compared to ones I was more interested in for whatever reason. And some might wonder why I keep doing those Billboard pop song list reviews, including myself. Hard to say at this point what I’d put on top out of those games, but I’ve made notes on my watch list to see how things turn out. Ideally great, so I have even more neat things to check out on top of the pile I already have, and everyone ends up doing fine and society doesn’t totally collapse and all that stuff. If I end up having to become a shut-in for all aspects then I’d at least like a path to maintaining sanity, if not just having something to look forward to between the few things I look forward to even more, like travel while possible.