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Rune Factory: Guardians of Azuma Lets You Romance Multiple Characters
Rune Factory: Guardians of Azuma Lets You Romance Multiple Characters A new system in Rune Factory: Guardians of Azuma will allow players to use a technique to travel between worlds and timelines to pursue additional romance options with the bachelors and bachelorettes you can marry. You’ll be able to go to an "alternate future," where you have a new partner, all without losing any of your progress. While Marvelous didn't update the English version of Rune Factory: Guardians of Azuma website yet to include the localized name of this mechanic, the Japanese name literally translates to “Technique to Travel Between Worlds.” With this feature, you can go to alternate timelines with a new partner, all without having to lose your current family, level, or inventory. You can travel freely between worlds, and each save data can have up to thirty different timelines. This gives you the opportunity to explore the twelve different romance options in Rune Factory: Guardians of Azuma without having to completely restart your progress or give up a current love affair with one of the other bachelors or bachelorettes. Rune Factory: Guardians of Azuma is the latest entry in the long-running Rune Factory series. This spin-off features a Japanese-inspired setting, and there are two protagonists you can choose from. The gender of your protagonist does limit romance options in Rune Factory: Guardians of Azuma , as all love interests can be married regardless of your choice. Marvelous first revealed this game during the August 2024 Nintendo Direct Partner Showcase.  Rune Factory: Guardians of Azuma will come out for the Nintendo Switch and WIndows PC via Steam on May 30, 2025. The post Rune Factory: Guardians of Azuma Lets You Romance Multiple Characters appeared first on Siliconera .
SiliconeraMay 22
Stellar Blade NIKKE DLC Trailer Shows Costumes and Gameplay
Stellar Blade NIKKE DLC Trailer Shows Costumes and Gameplay Shift Up showed exactly how some of the Stellar Blade Goddess of Victory: NIKKE costumes and the minigame based on the mobile game will look in a trailer for the crossover DLC. This also featured a peek at the Scarlet boss fight as well. There's also a Doro Dorothy cameo at the very end. This video began with a look at the Stellar Blade minigame gameplay, as that involves shooting down foes in the same way someone would when playing NIKKE . As it starts, Shift Up quickly cycles through a few of the character costumes for Eve in the add-on. First, she’s dressed as Rapi. Then, she looks like Modernia. A quick peek at Anis’ attire comes after. Her Alice outfit appeared after that. She’s briefly dressed like Dorothy after that, before returning to her normal appearance. From there, we see the cover-based shooting familiar from NIKKE . What honestly look like Rapture robots, in addition to Stellar Blade foes, descend on her location. We hide behind cover and emerge to shoot at them, and the UI suggests the Burst system from NIKKE may be present.  After that we see some familiar faces. Volt the dog shows up and interacts with Eve. We then get a better look at her in the different NIKKE costumes in Stellar Blade . Eve meets Scarlet after that, and that leads into a peek at the boss fight between the two characters. Things close out with Eve encountering Doro Dorothy at about the 1:27 point. Here’s the full trailer: https://www.youtube.com/watch?v=90g5l0jyqr0&ab_channel=SHIFTUP%E2%99%A1OfficialChannel Stellar Blade is available for the PS5 and comes to the PC via Steam on June 11, 2025, and the Goddess of Victory: NIKKE DLC debuts the same day and is a part of the complete edition of the game. NIKKE is available on PCs and mobile devices now. The post Stellar Blade NIKKE DLC Trailer Shows Costumes and Gameplay appeared first on Siliconera .
SiliconeraMay 22
Preview: Reka Already Feels Like an Immersive Witch Game
Preview: Reka Already Feels Like an Immersive Witch Game I don't know who I am. I don't know what happened to my family. I'm alone, on a road to a small town, and while nobody cares enough to offer me food or a place to stay, they show enough concern to warn me away from the witch living in the woods. Yet the moment they do, I know that is exactly where I am meant to be. This is Emberstorm Entertainment's Reka , a game about training under a witch, decorating a chicken-legged, moving house, and using my herbal and potentially magical skills to improve my life throughout this simulation.  I take my time on my journey to the witch's house. She's not going anywhere. I'm not running away. But I do want to know what is around us, and what I can expect. I help a merchant with a fae entity of sorts trapped in a lantern repair a wagon. I find a baby goat before it falls to it's death in a well. People in this dwindling village spread many rumors about the woman I'll soon meet. She's a demonic presence. She's an eccentric old lady. She once had a companion, but who knows where they went. She eats children. She's an affront to The High Lord.  https://www.youtube.com/watch?v=FY2gsgGRKAQ&ab_channel=emberstormentertainment Everyone has an opinion and, after hearing a sufficient amount, I know enough to suss out her exact location and use my compass to head to my new home. All this serves as a means of showing how much worldbuilding can be done in such a short amount of time. You need to try and connect to learn more. Only by hearing rumors can you get on the right path. But by taking that time, you also learn what their lives are like. What the village is like. What they need. How you can help to gain useful or decorative rewards. Upon first meeting Baba Jaga, she seems... ordinary. A plain, elderly woman. Someone a bit gruff. She's been waiting for me, just as I have for her, and she tasks me with gathering mushrooms and honey for our meal, then raspberries to barter with some Lutki in the woods who stole her talisman. Said charm will be mine if I retrieve it, allowing me immediate access to teleport back to her home at a whim. "So she is magic," I think as I head out for more practical gathering. Her crows follow and surround me. Whether they are there to report my deeds back to her or protect me, I can't tell. Mushrooms, honey, and raspberries are easy enough to spot. So are the mischievous woodland creatures that look like hopping wooden logs with faces. They're eager to trade me niceties like apples for my berries and give a gift if freed from errant logs, though I did need to chase down the thief who stole from my new master.  I feel like that’s what I appreciate most about Reka , even in these early days. There’s a strong sense of magical realism. Yes, there really are beings like the Lutki and Leshy in the woods. Some remedies for people around you are as simple as putting in some effort to harvest, gather, or prepare food. However, there’s real magic here too. The fast traveling is a prime example, as is the chicken-footed, moving home itself. After a death in the family in the village, the home really does need to be cleansed, but that involves placing black salt instead of weaving some spell. But it’s amazing how often practicality and common sense wins. For example, when getting permission from Leshy for a trial that allows a larger home, none of the tasks involve magic or crafting. They involve actions that make the forest and its inhabitants happier.  Images via Emberstorm Entertainment I also appreciate how this carries over to added content as well. For example, in May 2025 a Roots and Remedies update launched for Reka. This brings farming to the game. However, I feel like that garden is multifaceted. It looks nice, besides my quaint cottage. It adds something new to my routine. But it also enhances this witch game by making elixirs possible. Yes, we could poison people before, but now there are more opportunities, and it seems like a means of using both practical tonics to assist people and more magical potions such as one that lets us understand animals. Reka feels full of potential and like a witch game that explores how “magic” could be an actual spell or a more practical solution someone didn’t consider. Even though the 1.0 release isn’t set to arrive until later in 2025, it feels like there’s so much to enjoy already. I love diving into the world created here and taking in the ambiance. Reka is in early access on PC via Steam .  The post Preview: Reka Already Feels Like an Immersive Witch Game appeared first on Siliconera .
SiliconeraMay 22
Tookyo Games’ Shuten Order Debuts in September
Tookyo Games’ Shuten Order Debuts in September Earlier in May 2025, Tookyo Games , DMM Games, Exnoa, and Spike Chunsoft teased a new game called Shuten Order , and now we know it will launch on September 5, 2025. The Steam page is live, and the full game will debut on the Switch and PC. A Digital Deluxe Edition will also appear with art book and soundtrack.  The world is ending, and a Shuten Order cult appeared once people realized their fate. With 168 days left, the nation state Shuten founded by the group is plunged into chaos after the leader’s death. That’s where we come in, as we play as the revived head of the group now tasked with finding out who killed him in four days. This means going through five routes, each investigating a different minister in the group and playing differently to find the murderer. So the Ministry of Education is a dating sim, Ministry of Health is an escape room game like 999 , Ministry of Justice is an adventure game like Ace Attorney , Ministry of Science is a visual novel, and Ministry of Security is described as “stealth action horror.” Beating all five is necessary to see the end.   This means we’ll see two Tookyo Games in 2025. The other is The Hundred Line: Last Defense Academy , which featured input from Kazutaka Kodaka and Kotaro Uchikoshi. That appeared on the Switch and PC.  Shuten Order will come to the Switch and PC on September 5, 2025. The post Tookyo Games’ Shuten Order Debuts in September appeared first on Siliconera .
SiliconeraMay 22
FFVII Rebirth Cait Sith Model Inspired by Stuffed Toys
FFVII Rebirth Cait Sith Model Inspired by Stuffed Toys Square Enix shared some details about the process of designing the CG renders and models for Cait Sith in FFVII Rebirth . Despite having a brief cameo in Episode INTERmission on FFVII Remake Intergrade , the character made his full appearance in the second title of the remake trilogy. The company explained that the final touch ups to the fur were very challenging when designing the full-body CG, but the team at Square Enix was satisfied with the soft-textured feel of Cait Sith for his model in FFVII Rebirth . For the close-up bust, the developers explored several pose ideas inspired by the image of playing with a plush or a stuffed animal toy, with movable legs and arms. One of these ideas involved Cait Sith using both of his hands to imitate cat paws raised up to his ears and slightly tilting his face to create a sly expression. The aforementioned pose was shown on the third image in the post shared by the company, which you can check out in more detail below. https://twitter.com/FFVIIR_CLOUD/status/1925023752519057802 Square Enix has been sharing details about the CG renders and character models of various characters in Final Fantasy VII Rebirth , with the most recent ones talking about the ninja Yuffie Kisaragi , and Barret Wallace . Final Fantasy VII Rebirth is readily available worldwide on PlayStation 5 and PC via Steam . The post FFVII Rebirth Cait Sith Model Inspired by Stuffed Toys appeared first on Siliconera .
SiliconeraMay 21
Review: Monster Train 2 Is as Satisfying as the First Game
Review: Monster Train 2 Is as Satisfying as the First Game We are in the midst of a glut of roguelikes that also involve deck-building mechanics. There’s so much to sort through, likely not enough time or money to play them all, and I know I often see titles that are too clearly doing a little too good of a job “paying homage” to the most popular properties. Not that this wealth of options is a bad thing. The original Monster Train , which is sublime, wouldn’t be here if games like Hand of Fate and Slay the Spire didn’t pave the way and inspire developer Shiny Shoe. Fortunately for us, Monster Train 2 feels as satisfying as its predecessor, with this new game building on everything good from the original and including more strategic options. While in the original Monster Train we ran a train right into hell, Monster Train 2 is taking us to Heaven. The Titans are a universal threat, Seraph is a traitor, and we begin with the once-divine Banished angels and demonic Pyreborne dragons making the first push to the top. While we initially learn about the situation from Banished leader Fel, going through runs and pushing yourself unlocks additional clans, like the Lazarus League scientists, Luna Coven witches, Under Legion fungi, and more insights into the current situation. If all goes well and we make smart choices while playing, the new covenant between angels and demons might result in everyone being saved. https://www.youtube.com/watch?v=VjUmYGhzYec&ab_channel=BigFanGames The Monster Train formula remains largely unchanged in Monster Train 2 , with any new additions layered on top of existing concepts to enhance the core gameplay experience. You start by picking two Clans, which will influence the decks you build, and probably a Pyreheart modifier. Your train features multiple rooms layered one on top of the other. You’ll be building a deck of cards to deal with the hordes trying to stop your train from reaching its destination. You place units in each room to face off during the battle phase, hopefully protecting the fire at the top that ensures your run into the Abyss can continue. A fight starts with an idea of who you’ll face. You’ll then be able to use some of your points to initially assign and even arm the units you’ll place on floor’s room on the train. Every round, enemies that survive combat move up another floor to the fires at the top. You’ll get a chance to pull from your hand to perform spells, arm units, and dispatch new warriors to floors ahead of the next assault. This repeats until the final wave and perhaps an encounter with a more devious boss. Once that opponent is on the field, it will lead to previous rooms it destroys being blocked off as it makes its ascent and special mechanics kicking in to make fending off that greater foe a greater challenge.  During your turn, it’s possible to place units. (Said units can also gain new traits and be buffed based on events or store purchases between battles.) Once in position, Equipment Cards with armor or weapon traits and buffs could be applied, and Room Cards could influence what happens in a specific room on the train. (For example, a type of sword could allow for multiple hits or you could get more money from defeated units in a room on a floor.) While you might see the same units repeatedly, due to the Clans you pick and cards you’ve unlocked, the Pyre Hearts and their conditions picked at the outset of a run, the Equipment Cards you stock, the Room Cards you find, and the effects from purchases and events mean each playthrough feels different. Images via Shiny Shoe The customization applies when picking your path. As you go from one fight to another on your travels, you’ll be able to choose which track to follow. While they will tend to share one nod at the beginning of the journey and end up at the same encounter, the other stops along the way differ. Do you pick a road with a random event, one that could include a crossover guest encounter and a shop, or would one with an opportunity to upgrade a character or make more decisions about the contents of your deck be better for your current strategy? Random events can be unbalanced an unfun and punishing way sometimes, making the perk absolutely not worth the pains tied to it. It’s probably one of the few things that actually bothered me about Monster Train 2 , and I hope there is rebalancing in Shiny Shoe’s future.  And you'll see a lot of those options and runs as you play, as the execution means you won't derail after only one or two bouts. Since your sacred flame at the top of the train will "fight back" against any opponent that reaches it and is pretty sturdy even at the start, an enemy or boss slipping past your defenses and getting up there isn't a guaranteed "game over." You might still make it through another one or two fights before being wiped out. It feels like Shiny Shoe wants you to play long enough to learn from your mistakes or pick up on strategies you might like, so your next attempt has a better chance of going better. Which is important, as I think anyone who picks up Monster Train 2 will end up playing it for a very long time . There is so much packed into this game. At one point, I ended up earning a wealth of content that I would have expected to be paid DLC (and gladly paid extra to access). The number of additional features, both gameplay-influencing and purely cosmetic, are staggering, and I am so excited about spending a few months trying out different Clan pairings, working on different deck mechanics, and going through the different modes. Yes, there are multiple modes, so if you don’t feel like trying to push yourself to advance the story, you could pick Endless to see how far you can get with no limits or try the Daily Challenge.  Images via Shiny Shoe I love Monster Train 2 now, and I suspect I’ll love it even more after putting 50 to 100 hours into it. Shiny Shoe did a fantastic job of keeping everything important in Monster Train , not disrespecting the original experience in any way, and implementing new Clans, card types, encounters, and mechanics that keep it challenging in a manageable way. Even the addition of a story is fascinating, considering the original only featured hints at the series’ lore. I love what the team did here, and Monster Train 2 ended up becoming as essential an entry in an roguelike library as the original. Monster Train 2 will come to the Switch, PS5, Xbox Series X, and PC on May 21, 2025 . A demo is available on Steam . The post Review: Monster Train 2 Is as Satisfying as the First Game appeared first on Siliconera .
SiliconeraMay 21
Otome Games Celebration PC Sale Starts on Steam
Otome Games Celebration PC Sale Starts on SteamValve kicked off the Otome Games Celebration sale on Steam that discounts and highlights visual novels and PC demos.
SiliconeraMay 19
Fate/Hollow Ataraxia Remastered Will Debut in 2025
Fate/Hollow Ataraxia Remastered Will Debut in 2025Type-Moon has revealed that it will release Fate/hollow ataraxia for Nintendo Switch and PC via Steam sometime in the year 2025.
SiliconeraMay 19
Early Access madness revealed with Stygian: The Outer Gods’ newly revealed roadmap
Early Access madness revealed with Stygian: The Outer Gods’ newly revealed roadmapCosmic horror title Stygian: Outer Gods went live on Steam Early Access last month, and it’s already set to ramp up the madness. Updates ahoy By now you know the deal with Early Access. Available via a few platforms, games making use of the denotation are able to launch under it without being what you’d … The post Early Access madness revealed with Stygian: The Outer Gods’ newly revealed roadmap appeared first on BrutalGamer .
BrutalGamerMay 15
Preview: Maze Mice Combines Vampire Survivors and Pac-Man
Preview: Maze Mice Combines Vampire Survivors and Pac-Man We’ve seen so many Vampire Survivors style games since it launched. Lots of people want to create that same roguelike, bullet-hell magic. Likewise, Pac-Man inspired quite a few copycats, with other developers sending players dashing through mazes in search of points and objectives as enemies close in behind them. Maze Mice, from Luck Be a Landlord developer TrampolineTales, borrows concepts from both Pac-Man and Vampire Survivors into a roguelike that feels unique in its own way.  You’re a mouse. Sometimes, you’re a brightly colored one that also starts with an ability. But regardless, you’re a rodent running through a location. To start off, it’s an attic. Cat-like enemies abound, but there are ways to survive. They all only move when you do, and you gain abilities like fire, knitting needles, light, bombs, and hairballs to deal damage to any pursuing you. Your goal is to collect colored dots, which start out as blue but can eventually be green, red, or yellow, to earn experience, level up, gain more upgrades, and continue to evade and damage your pursuers.  https://www.youtube.com/watch?v=uaFqfZt0O0s&ab_channel=TrampolineTales Playing Maze Mice is incredibly simple, and I highly recommend behaving as though you’re in the middle of a Pac-Man level. Now, you won’t have the fancy drift effects such as holding a directional button ahead of a corner to take the turn more swiftly, but the approach still helps. You want to snarf up any dots, prioritizing the large ones that make lines of new smaller ones and an additional larger one spawn, all while avoiding enemies. It’s best to not attempt to chase down or attack enemies, as larger chains of cats and groups of cat ghosts will eventually start to block paths as they trail behind you. When you get enough orbs to level up, you choose one weapon or utility upgrade that either actively deals damage over time or after a cooldown or type of passive that offers a buff or perhaps lets you revive. Picking the same upgrade repeatedly levels it up. From there, keep running and survive as long as you can. It’s incredibly satisfying! As someone very adept at Pac-Man , I found myself being able to maintain at least 15 minute runs in Maze Mice, which proved fantastic for unlocking. I will say that, in early access at least, it’s almost a little too easy on earlier levels sometimes. I found it wasn’t until I hit about level 20 that things started to feel genuinely challenging. There are really only three issues I experienced with Maze Mice so far, and I feel like both involve balancing. In one case, it involves the actual flow of the game itself. It is very easy to catch on to a strategy that works, then cling to it, especially since one of the absolute best weapons is unlocked at the outset. Since one of the most prevalent enemies in Maze Mice happens to be the cats that act like Pac-Man ghosts and automatically follow you after you run past and wake them up, the Flame Trail ability’s damage blows every other type out of the water. This lays a path of fire behind you that increases in strength and capabilities with upgrades. Since the ghost cats will also follow in a similar way, it means they’re equally susceptible. Prism is a close second, as it’s the more effective means of dealing with ghost cats, but there were runs during which I’d only prioritize those and still get to level 30 without any issue. This means Luna and Roscoe are the preferred mice to pick, since each one starts with one of those two upgrades immediately in their inventory in Maze Mice the way some characters do in Vampire Survivors . Image via Siliconera Speaking of enemies and abilities, that’s another issue with Maze Mice that is also tied to balancing, since unlocks for those and stages are tied to experience earned each run instead of accomplishments like in Vampire Survivors. The problem here is that it takes so long for new enemies and stages to unlock. I’d unlocked four types of mice and multiple utility and weapon options, but still haven’t seen a new type of enemy or area. It’s always the Attic, which is a very Pac-Man like Maze Mice location, the sleeping cats in various colors signifying strength, and the ghost cats that keep spawning until an eventual larger, faster version spawns and increases in speed. I’d love to see more variety open up more swiftly.  Of course, given Maze Mice just entered early access on May 2, 2025, I’m more than confident Trampoline Tales will bolster up the roster and add the additional promised characters, enemies, stages, and upgrades. After all, the page already confirmed that there will be double the number of mice and upgrades at launch. The developer is active in the Steam Discussions for the game, after all. All that said, what is here can be quite compelling! Maze Mice taps into what makes both Pac-Man and Vampire Survivors so appealing, and I absolutely think it will be a game I will pop into for 15-30 minute runs every once in a while as a palette cleanser both in early access and after the 1.0 launch. Maze Mice is available in early access on Steam for PCs. The post Preview: Maze Mice Combines Vampire Survivors and Pac-Man appeared first on Siliconera .
SiliconeraMay 15