ISSUE Nº 01 — THE BACKLOG
Deep guides for the why, and quick cheatsheets for the what. When you are mid-game and just need the answer, it is on one fast page you can scan, copy, or print. No nested click-throughs, no mandatory planner.
A survival sandbox where you kill the forsaken bosses biome by biome. Eight tiers, one clean progression spine, and a brutal sea crossing or two.
An open-world survival and tribe sim where an ancient mask is your progression, your power, and your way to possess and play as the tribesmen you recruit. No boss ladder, a metal-age tech spine instead.
A first-person factory-automation game where you place miners, belts, and machines to build an ever-growing production line on an alien planet. The pressure is engineering, not survival, and there is no boss ladder.
A construction and automation game where you crash-land on an alien planet and build a factory that mines, smelts, and manufactures at ever-larger scale. No bosses, just the science pack tech ladder you climb by feeding colored packs into labs.
A first-person survival and village-management life sim set in an early-medieval valley. Build a one-house homestead into a thriving settlement across seasons and generations, with no bosses and no raids.
A base-building survival ARPG where you pilot the Mr. Riggs mech, build power grids and production chains, and defend them against tower-defense waves of aliens. The spine is a resource-gated research tree, not a boss ladder.
An action roguelike where you fight out of the Underworld run by run. Four regions, a boss at each gate, and a boon-stacking build you rebuild from scratch every attempt. Death is the progression, not the failure.
The sequel roguelike. Play the witch Melinoe across two directions, descending to fight Chronos and ascending to Olympus. New Magick and Omega attacks, the Arcana Cards meta system, and Selene's Hexes on top of the boon stacking.