Sunday, 30 November 2025

Productivity, Space Whales & Anime Girls

 
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Too Tired To Type

I honestly didn’t think I’d ever get round to writing this blog. The week promised to be hectic and, true to form, work threw a few curveballs that kept me on my toes.

It’s taken me until the bitter end of the week to summon the energy (or motivation) to sit down and write. But ironically, that exhaustion brings me perfectly to today’s topic: The blurred lines between a video game, an experience, and a productivity tool.

Chill With You: Lo‑Fi Story sits squarely in that grey area; it’s a title that really begs the question: What is a video game in 2025? Because while this feels like an aid, it’s also desperately trying to cram itself into a gaming costume.

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The Hybrid Hustle

A bit of context: My job is hybrid — some days at the office, some days at home. Best of both worlds, right? Home days mean lie-ins and isolation from office pests. Office days mean social contact and actual collaboration. But working from home has a motivational downside: No one’s silently judging you into productivity.

Enter Chill With You, a Steam purchase born from the desperate hope that a virtual desk buddy might stop me doomscrolling and get some work done.


















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My New, Judgemental Desk Buddy

The premise is simple: It’s a "game" set in a fictional world where an app pairs you with a study buddy. You work; she works.

Upon booting it up for the first, you are greeted by a young anime woman in her room, fiddling with her webcam. Her name is Satone — or "Sa-to-ne", as she sounded out very slowly for me. I got the distinct impression she could see through the screen, took one look at me, and concluded, "Ah, an ignorant Englishman who barely speaks his own language, let alone anyone else’s”. Bloody charming!

She gives you a quick tutorial of the interface:

  •       📅Calendar: For meetings and plans. I used it to slot in work meetings and blog time.
  •       ✅To-Do Lists: You can run multiples of these. I set up one for the day job and one for the blog.
  •       📝Notes: I’ll be frank — I ignored this. I’m old school; if I’m not scribbling in a physical notebook, is it even writing?
  •       ⏱️Pomodoro Timer: Set work and break lengths then the number of loops.

The Pomodoro is simple and effective. Want to work four hours with 55 minutes work then a 5-minute break? Set four loops. Done.

💬A small critique here: You can’t set custom lengths for individual loops; it’s a universal setting. I would have liked to mix up the flow a bit more.

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Cutscenes & Coffee Breaks

So, where’s the game element? Complete Pomodoro loops and you earn XP, which unlocks chapters and cutscenes. These cutscenes reveal more about Satone and reward you with items to customize her environment. Some items are realistic; others are gloriously bonkers. I had a whale swimming through space while fish floated by, and then Satone opened the window to the vacuum of space — which was equal parts surreal and slightly alarming.

You can mix realistic and fantastical elements to build a workspace that suits your mood: calming lo‑fi music, ambient world sounds, or your own playlist.

📋Note for developers: Separate settings for time of day and weather would be lovely, and the rain effect needs work — if Satone opens the window during light rain, the drops splatter on a non‑existent pane of glass.

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The Danger of Getting to Know Me

The narrative allows you to learn about Satone, but it is heavily tilted as a one-sided affair. You learn about her; she doesn't really learn about you.

Honestly, that’s for the best. It would be impossible to program a character to react to every personality type. Plus, it would have been weird if, after hour one, she realized I was a complete dick and refused to talk to me — or worse, just sat there giving me the finger while I tried to finish a spreadsheet.

It would be cool to see them add more characters in the future, just to offer a different vibe or be able to pick a pairing that feels more like you.

Satone has idle animations that sell the illusion of making you feel like you aren't working alone — whether it be typing, jotting notes, making coffee, opening the window, reading, even dozing off on a break.

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Nudged, Not Zapped

❓The big question: Did it make me more productive?

Short answer: Yes, but with caveats. It nudged me into focus and made working feel less lonely, but it doesn’t do the heavy lifting. It won’t shock you with electricity if you slack off by opening YouTube, and it won’t magically motivate you on a bad day. It’s a tool that helps — not a miracle.

But if you struggle with the silence of WFH, it’s worth a look. It’s £9.99 on Steam, and there is a demo that gives you a generous 5 hours of playtime. Your progress carries over if you buy it, which is a nice touch.

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From Lo-Fi Focus to Festive Frenzy

That’s all from me for now. I need to get back to the day job and focus on the final run into Christmas.

It’s that time of year where I start reflecting on the chaos that has been 2025 and where on earth I want to be in 2026. I can’t say too much about work right now, but let's just say there are a lot of moving parts, and I have some serious thinking to do about my future.

On a lighter note, the next blog will likely cover the Steam Sports Fest (running Dec 8th – 15th). I plan to dive into a few demos and let you know what stands out.

😤Mini-Rant: I really don’t understand why developers drop a demo for a festival and then delete it the second the event ends. Surely it makes more sense to keep it up there. Let people play your demo and get hyped for your game and follow its progress to release!

Anyway, rant over. Stay warm, get a bit festive, and keep gaming!

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Sunday, 23 November 2025

Six Indie Titles That Stole the Spotlight

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Hauled Back to Reality, But Still Gaming

Alas, the inevitable has happened. I have been dragged, kicking and screaming, back to the 9-to-5 grind — farewell, sweet freedom. I have returned to the land of spreadsheets and meetings that could have been emails. But I did promise a blog about the games that caught my eye at To The Moon Expo (TTM), and I intend to deliver.

Now, if I had any common sense, I would have focused my attention on the upcoming titles featured in the Cozy Quest on Steam (which ran from 17th to 20th November). It would have made perfect sense, especially given that temperatures here in the UK are currently plummeting faster than my motivation on a Monday morning. Winter isn't just coming; White Walkers are aggressively hammering on my door wanting escape from the Baltic blast, and we could all use some cozy vibes to warm us up.

To be fair, one of the games on my list is featured in the Steam event, so I am officially awarding myself partial credit for being vaguely topical.

Truth is, I wanted to shine a little spotlight on the some of the titles in development that are at risk of slipping under people’s radars while everyone else is distracted by big budget releases.

So, without further ado, let’s run through each game that stood out for me at TTM, in alphabetical order.





Cards on the Table (And Monsters in the Kitchen)

Look, I’ll be honest: I’m not exactly a card game aficionado, unless we’re talking Texas Hold’em. This lack of natural talent was painfully on display when I tried A Recipe For Survival at the expo.

However, since retreating to the safety of my own home and diving into the Steam playtest, I’ve had time to get to grips with the mechanics at my own leisure — without an audience judging my misplays. My understanding has increased significantly, though I’m still falling tragically short of the finish line. The demo runs to Day 7; I tapped out on Day 6 on Normal difficulty. But hey, every failure is just a learning opportunity, right? That’s what I tell myself as I hit the restart button for the fiftieth time. I keep going back for punishment, learning from my mistakes, and pretending I have a strategy.

The premise is simple: by day you’re a head chef, slinging cards to serve hungry customers. By night, those same customers transform into monsters whose strength depends on how well — or how disastrously — you performed during service. Suddenly, it’s a card battler. I think anyone who works in hospitality will say they’ve been battling monsters day and night for years.

But calling this “just a card game” would be underselling it. There’s real depth here:

  • Optimising both day and night cycles to squeeze every coin of gold earnt.
  • Deckbuilding decisions that matter — choosing which cards to strengthen your deck for service and battle.
  • Spending gold wisely, whether on new cards, restoring health, or grabbing those temporary buffs that might just save your run.

Shy Penguin Studios is aiming for their game to come out of the oven in Q1 2026, but you can head over to their Steam page and join the playtest right now. Please, give it a go — if only to prove that you can do a lot better than me.






Tracks, Trains and Turf Wars

Dovetail Games—yes, the same crew behind the Train Sim World franchise—are cooking up something wildly different. Forget the meticulous sim mechanics; they’ve stripped things back and delivered Metro Rivals, which they’re calling a “simcade” experience.

Picture a near-future New York, where the Metro system has been overrun not by rats, but by gangs. Each defending their patch. Your goal? To carve out your own underground empire. The vibe is less "mind the gap" and more "mind the rival gang trying to run you off the tracks".

The gameplay shifts the focus away entirely from roleplaying a conscientious driver to pure raw speed. The controls are simplified—accelerate, brake, and various QTE events. Your main objective is to manage your speed, so you don't go off the rails—both literally within the game and metaphorically in your own mind.

Now, confession time: I’m atrocious at Train Sim World. I cause delays that would make Southern Rail blush. Did I fare any better with Metro Rivals? No. No, I did not, but here’s the twist — I loved every second of it. The game is pure chaos, and my epic fails had me laughing out loud.

There’s no firm departure date yet, but Dovetail’s website hints at a 2026 release. When it does arrive, expect customisation options (because who doesn’t want a graffiti covered death train?), a single‑player campaign, and PvP modes to keep the madness rolling. Until then, I’ll continue to delude myself that my crashes were on purpose for comedic effect.






Planetary Paparazzo

Picture this: a cozy, lo‑fi space‑rover photography game. Sounds relaxing, right? And it is… until I attempt a three‑point turn inside a building, then, the vibe shifts instantly from "relaxing space adventure" to "a scene of me repeatedly stubbing my toe in the dark ".

Roaming the planet in Rova was genuinely soothing. The lo-fi music combined with an art style that reminded me of Sable (the developers cited Moebius as a major inspiration, and it shows beautifully) made for a very zen loop. The premise is simple: explore various biomes, snap photos to catalogue the environment of its fauna and flora then upload them to a terminal to complete quests. There are no ticking clocks, depleting oxygen meters and no enemies. You can tick off tasks at your own leisure — or go completely rogue and ignore your job to embark on your own journey just to see what is over the next ridge.

My experience was mostly calming, as the rover is generally smooth to drive, but it can occasionally feel like you're trying to parallel park a tank. I quickly drove “as the crow flies” where possible, which turned out to be surprisingly therapeutic — especially when the rover caught some unexpected air.

Half‑joking, I suggested a jump button to maximise airtime. The developer laughed and admitted they already had animations for 360 flips, but they’re holding back until they can figure out a way to guarantee the rover lands safely 100% of the time. They want to keep that “chilled, cozy” vibe and upside-down rovers don’t give off that feel.

There’s no launch date yet, but the demo has been updated as part of Cozy Quest. If you fancy a chilled planetary road trip, give it a spin.






When Silence Speaks Loudest

We are going to change tone momentarily whilst discussing The Quiet Things, turning it more serious. The Quiet Things is an autobiographical walking simulator that doesn't pull its punches. It covers heavy themes such as grief, abuse, self-harm, and suicide.

I won’t go into too much detail regarding the plot. As the strength of a walking sim lies entirely in its narrative and the way it feeds that information to the player. Additionally, I’ve only seen a small fraction of what is going to unfold — and even if I knew the whole thing, it’s not my story to tell.


The demo opens with a hard-hitting sequence before transitioning into the past, putting you in the shoes of 8-year-old Alice and eventually moving forward into her teenage years. Wandering around the house, I was struck by how perfectly it captured the specific eras of Alice's life. The posters, the items — everything was instantly recognizable, grounding the heavy storyline in a very tangible reality. Interacting with objects revealed slices of Alice’s life, setting the stage for how she got to the moment we see at the start.

Playing it made me reflect on my own teenage years (which feel like a lifetime ago now). It brought back memories of friends who were dealing with some of issues mentioned earlier and reminded me just how ill-equipped and out of our depth we were back then.

There’s no date for this true story to be heard, but there is a demo on Steam if you want to experience it yourself. Just a heads-up: as I said, please heed the content warnings. It deals with some incredibly difficult topics which should be approached with care and the right headspace.






Caught in a Web

I’ll admit it — I don’t usually dabble in roguelikes. They’re not in my wheelhouse, and I tend to steer clear. But at the event, enough people told me I had to play Websy and the Time Rogues that I caved.

And honestly? I’m glad I did.

Like many small indie projects, this is a labour of love developed in their spare time. The focus so far has been on mechanics, and they feel fantastic. A story is planned to tie everything together, but even in its current state, the game shines. Bright, colourful visuals pull you in, and the basics are easy to grasp — before long, you’re shaping your own playstyle.

I leaned heavily on upgrades to patch up my glaring weaknesses at first, then used them to bolster my strengths.

Once you get going, the movement is incredible — you can really zip around with the swing ability. However, this requires quick reflexes to get yourself out of trouble. There were times where I avoided taking damage through what I can only describe as pure, blind luck. I genuinely wondered at times: Was I controlling Websy, or was I just a passenger and Websy was firmly in the driving seat?

There’s no planned release date yet, but I’m certainly looking forward to seeing this develop over time. If you wish to swing in and give it a try, there is an open playtest on their Steam page right now.






Rewriting History, One Case at a Time

Lastly is a point‑and‑click puzzle detective game with a futuristic twist called Wrongly Accused. Humanity, once led astray by AI, has collapsed and clawed its way back into a new civilisation determined not to repeat history’s blunders. You work for the Agency of Historical Accuracy — or AHA for short. I can only assume that in this timeline, Alan Partridge eventually became President of the World.

Your job involves using the world’s last remaining AI computer to recreate a virtual simulation of a past crime where an individual was wrongly convicted. Think Minority Report (if they’d turned up late to the crime) meets Quantum Leap’s Sam Beckett.

We already know who didn’t commit the crime, so it’s up to us as armchair detectives to work out the real culprit by:

  • Interviewing suspects.
  • Scanning environments for evidence.
  • Interacting with clues to uncover new leads.

Once you’ve gathered everything, the real detective work begins. You categorise the evidence—what helped, what proves the original suspect’s innocence, what ties a new suspect to the crime. Then you compile a report outlining the who, why, and how. The next day, the game generates feedback showing exactly what you nailed… and where you are wide of the mark.

It’s slated for Q1 2026, but if you want to pretend to be Sherlock Holmes right now, there is an open playtest on their Steam page.






Stay Cozy, Game On!

Honestly, I could have gone on. There were plenty of other games I got my hands on at the convention that deserved a mention, but I wanted to keep this list focused on the ones that really stood out — and make sure there was a nice mix of genres in the spotlight. Variety is the spice of life, after all.

As for what's next? I’m hopefully going to get another blog post out next week. However, please accept this as a provisional warning: I have a chaotic three-day stint at work coming up. It’s going to be tiring, it’s going to be distinctly lacking in fun, but alas, it is necessary evil, I suppose — gotta earn those fun tokens somehow. The plan is to look at something I recently picked up on Steam and chat about how the definition of “video game” has blurred in fascinating ways in recent years.

In the meantime, I’d love to hear from you. Drop a comment about any upcoming titles you’re excited for—whether you’ve tried them at events or stumbled across them on Steam. Until then, take care, stay warm, and most importantly… have fun gaming.

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Sunday, 16 November 2025

Lost in Convention Space








Returning to Orbit

It feels strange to pop back in here after such a long break, so let’s start with the obvious: sorry for vanishing for almost a year. Back in November 2024, I thought I had everything neatly planned. The idea was simple: Icelandic holiday, festive season back home in the UK, and then BAM! — a full-throttle return to indie game blogging in January 2025.

Life, as it often does, decided to tear up the script. 2025 turned into a tough, bruising year that demanded my attention elsewhere, and blogging had to take a back seat. Still, I’m determined to squeeze in a few posts before the year wraps up. And when 2026 rolls around, I want to hit the ground running with regular articles again.

So enough about me. Let’s jump right in and dive headfirst into the belly of a beast — specifically, my recent experience at To The Moon (TTM) in the Birmingham NEC. A convention that promised the stars but barely managed to launch off the ground. 

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Houston, We Have a Convention Problem!

When a public event falls drastically short of expectations, social media doesn’t just light up; it explodes faster than you could say “Willy's Chocolate Experience”. That’s precisely what happened as feeds were deluged in posts, videos and photos about TTM.

Before we get into the grim details, let me state: I’m only commenting on what I personally saw, verified, or experienced. The internet is flooded with third-hand anecdotes — and you’ll find no shortage of videos, photos, and posts on your platform of choice if you’re looking to do a deep dive.

I’ve taken a few days since the exhibition wrapped up to gather my thoughts, check a few details, and figure out what I really want to say. And the truth is, the whole expo was on shaky ground from the get-go.

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Mission Control or Fantasy Control?

The first warning sign? Timing. TTM decided to run on a Wednesday and Thursday. Let’s be honest — weekends are the lifeblood of conventions. Choosing midweek felt like setting the event up to fail before it even began due to most potential attendees have jobs or are in education system.

Then came the website. Reading it felt like stumbling into a fever dream. The organisers were making bold claims: 15,000 attendees, up to 150 exhibitors, and 40 million follower digital footprint. On paper, it sounded impressive, but it was either wildly optimistic or downright misleading.

Take the attendance figure. Fifteen thousand people at a brand-new expo that barely anyone had heard of. Pure fantasy. I only stumbled across TTM by accident while searching for alternatives to MCM Comic Con/EGX — and that was just two weeks before the event. When I asked my gaming friends, none of them had even heard of it. So where exactly were these thousands of gamers supposed to materialise from — enough to fill a small football stadium. The fact is, they didn’t. The lack of grassroots buzz and effective, early marketing meant this figure was fiction masquerading as a target.

The claim of up to 150 developers and publishers was equally baffling. Attracting 150 studios requires a massive amount of credibility and a proven track record. It means studios must take a huge gamble on an untested event, it isn’t a scam and that it will deliver genuine value in terms of foot traffic and press.

As a gamer, I can’t speak from the developer or publisher perspective, but I was fortunate enough to read an excellent article written by an indie developer who explained exactly why their studio chose not to attend. It highlighted the kind of due diligence companies should — and must — do before committing their time, money, and staff to expos. It perfectly illustrated precisely why they fell monumentally short of their exhibitor quota.

Even their promotional material raised eyebrows. Some of the logos on the website were effectively doubled up, showing both the game logo and the developer logo, which, to the casual eye, inflated the appearance of having more exhibitors than they had. It felt less like solid planning and more like a cheap magic trick, designed to create a visual impression that couldn't withstand closer scrutiny.

But perhaps the most laughable claim of all was the boast of a 40 million follower digital footprint.

Not even close.

It’s almost certain that they were trying to count the combined follower numbers of the people or companies they were partnering with. If so, they were due for a seriously rude awakening. The engagement transfer from the partnered people and companies to an unknown brand is minimal at best. This claim wasn't just misleading; it demonstrated a profound lack of understanding of modern social media dynamics.

With cracks showing before a single ticket was scanned, the stage was set for disaster.

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One Small Step… Into a 40-Minute Line

Just as I was about to head out the door on Wednesday, a message from TTM dropped into my inbox: the doors wouldn’t open until 11 a.m. because the event “wasn’t ready”. The delay, they claimed, was due to adverse weather and travel disruption. What exactly wasn’t ready, though, was anyone’s guess. Were the developers still stuck in traffic? Or had the organisers simply not finished building the expo floor?

For some attendees, that message came too late. Many were already enroute or arriving at the NEC when the announcement landed. This immediately set the mood for frustration and dissatisfaction.

Stepping off the train and making my way toward Hall 1, I immediately joined what turned into a 40-minute, entirely unnecessary, impromptu queuing game just to get inside.

The reason for the snail's pace quickly became painfully clear: only one person was staffing the entire ticket booth. They were handling scanning tickets and distributing wristbands — a ludicrous situation for a supposed major convention. To their credit, eventually, additional staff were pulled in to help and the queue got moving.

In fairness, the blame for the bottleneck doesn’t rest entirely on TTM, as the NEC contracts the booths out to AXS, but combined with the delayed opening time, it created a chaotic and amateur start to the day. If you can’t handle getting people in the door smoothly, what hope is there for the experience inside?

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The Vacuum of Space

Once I finally gained entry, I wasn’t greeted by the buzz and energy of a packed convention floor. Instead, I was met by a cavernous, barren, echoing hall.

The vast, empty spaces stretched out in front of me, making it agonizingly clear that the chosen venue was simply far too big for the event they managed to put on. Worse still, there was absolutely zero effort to dress up the space. No decorations, no banners, no atmospheric lighting, just bare concrete, high ceilings, and an oppressive sense of emptiness.

Walking the perimeter, it became evident that the physical space dedicated to the few zones that did exist was drastically smaller than the generous plots indicated on the website map. This made the whole affair look even more sparse and, frankly, sad. I genuinely couldn’t tell you the intended purpose of certain cordoned-off sections, and with a noticeable absence of visible convention staff anywhere, there was no one around to ask.

TTM did attempt to soften the blow for Wednesday’s disastrous opening by honouring tickets on Thursday for those who couldn’t make it due to the "adverse weather". But let’s be honest: how many people can truly rearrange their schedules at such short notice? And after the backlash that had already erupted across social media, did anyone really want to return?

The real disappointment here — the nail in the coffin, organizationally speaking — was the visible lack of care for their own expo the next day. Despite having a full 24 hours to regroup and at least attempt to make the vast venue look less barren for Thursday, absolutely no effort was made.

They had a window — a tiny chance — to show attendees that they were trying to salvage the situation, to show respect for the money and time people had invested. That chance was completely wasted.

For these reasons, I couldn’t in good conscience recommend future TTM conventions to friends — especially if travel and accommodation were involved.

It was hard to escape the devastating conclusion: TTM had overpromised and catastrophically underdelivered.

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The Final Frontier of Ineptitude

After all the promises, missteps and fantastical figures, one thought lingers: What does the future really hold for TTM?

Quite frankly, I think that’s the end of it. We opened the box and Schrödinger’s cat wasn’t just dead — it was dead before it was even placed inside.

The inevitable question is: Was TTM a scam?

Based on my observations, I don’t believe so. To convince me of that, far more damning, and verifiable evidence would need to surface. What I saw instead was something arguably more frustrating: Incompetence. A fundamental, catastrophic inability to organize, to plan, to deliver, and to manage the expectations — both their own and everyone else’s. It was a failure of logistics, marketing, and basic business execution on a monumental scale.

If, by some truly unlikely twist of fate, the organisers decide to bring TTM back next year, they’ll need to take a long, hard look at themselves. They must decide what they truly want the expo to be — a regional showcase, a small indie festival, or a true competitor — give it a clear, realistic identity, and, most importantly, learn from the litany of mistakes that defined this year’s attempt.

What saddens me the most is that gamers in the UK genuinely want — and deserve — a premier, gaming focused event. The appetite is there; the community is ready. Someone just needs to step up and deliver the experience we’ve all been waiting for.

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Beam Me Up, Developers — You’re the Real Stars

Now, let’s not end on a sour note. There were moments at TTM worth highlighting, and for me, that bright spot was Indie City.

If we ignore the barren hall around them, this section was genuinely a beacon of light. I got proper, focused, hands-on time with games at various stages of development, and — crucially — I had great, unhurried chats with the passionate people behind them.

Speaking to developers, the consensus was clear: TTM’s pricing structure allowed them to showcase their games in a place where they’d normally be priced out of a stand at other expos. Seeing them not only present their games but also support one another gave Indie City a real sense of community.

So, while the event was a monumental failure, the core reason I went delivered. Indie City was proof that even in the middle of organisational chaos, creativity and passion can shine through.

As for me, I’ll be back soon with a dedicated post highlighting some of the standout indie titles I discovered at TTM. Because while the expo itself may have been a disaster, the games were anything but. And that, at least, is worth celebrating.

What are you most excited to see from the indie game scene over the next year? Let me know!


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