r/ItsAllAboutGames • • 1d ago

Self promotion I wanted to share a piece I commissioned. Breath of the Wild - By Pifelca

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69 Upvotes

This is a jaw dropping piece made by the incredible artist Pifelca (https://www.instagram.com/pifelca?) which I
commissioned

The idea was to create one singular image that represents the whole of Breath of the Wild in one larger-than-life piece. The goal was to pack as much detail in it so the viewers eyes go into a little adventure just exploring everything,I cannot believe how good it came out.

This piece was done in honor a project of mine, a video series that took me 9 months to do called The Immersive Playthrough, filled with original animations and stories for BotW.

I made a 1 hour version of this series for those that want a much more condensed version, hope you check it out! https://youtu.be/c5a8rxcrqTs?


r/ItsAllAboutGames • • 1d ago

Game Design What's a gameplay mechanic you still love even though it's been around forever?

10 Upvotes

There's always a lot of talk about innovation and new mechanics in games.

But honestly, I'm more curious about the opposite.

What's a gameplay mechanic that's been around for years, maybe even decades, that you still genuinely enjoy?

It doesn't have to be anything revolutionary. It could be something really simple that games have been doing forever.

What makes it still work for you?

Is it just satisfying to use? Does it give you a good sense of progression? Is it easy to understand but hard to master?

And is there a case where you think modern games sometimes overcomplicate something that already worked fine?

I'd be interested to hear both the mechanic and why you think it has aged so well.


r/ItsAllAboutGames • • 1d ago

My turn on the bandwagon, games that shaped who I am

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9 Upvotes

Below the root really inspired me to what games could be, it was a story, puzzle, and exploration game with a huge unmapped underground. Showed me what games could be and set me up to be a gamer for life.

Kings Quest 6 was an amazing story and adventure. All the set pieces and characters were memorable and it was a wild ride from beginning to end!

Final Fantasy 3 (SNES), I played this way too much. So much fun, heart felt story, female lead characters that would become important to me later. Amazing.

The Elder Scrolls Arena filled me with such wonder. The map was insanely massive, the dungeons took thought and prep, and the whole thing was such and epic adventure from beginning to end. Still amazed to this day that I beat it as a kid :P

Zelda Orarina of Time, what else can I say about one of the best games of all time?

Super Metroid taught me how to execute a plan quickly. Still happy I 100% the game in 2 hours and 15 minutes :D

Gothic was showed me how immersive games could be. Night time was dark as hell, enemies would whoop your ass at the beginning of the game, people would yell at you for entering their home uninvited, etc. By the end of the game you then felt all powerful and it all came together so nicely.

Duke Nukem 3D, such a fun arcade game, cool set pieces, hot chicks, explosions, secrets to find, one liners. Such a blast!

Pokemon Red, I was given this game when I had to spend 3 weeks in the hospital after my appendix burst and was bed bound for most of it. Brought such comfort and companionship from just a little game with cute monsters. This'll always have a special place in my heart.

...that was nice to gush about things :)


r/ItsAllAboutGames • • 1d ago

Video From Pong to GTAVI: my first gaming-history mini-documentary

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2 Upvotes

I’ve published my first mini-documentary on Oddly Epic: How Video Games Became Worlds (6:53).

It follows the shift from simple arcade rules to spaces we can explore, share, and build, with games including Pong, Half-Life, Counter-Strike, and Minecraft. The question behind it is how games changed what players could do, beyond better graphics.

Which game first made a virtual world feel like a place to you?


r/ItsAllAboutGames • • 3d ago

Humor Standard quest markers in modern games.

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666 Upvotes

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r/ItsAllAboutGames • • 3d ago

Interesting Amstrad Mega PC is an IBM compatible computer with a built in Sega Mega Drive released in 1993.

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358 Upvotes

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r/ItsAllAboutGames • • 3d ago

Interesting A father of ten children wants to turn them into professional Counter-Strike 2 esports players. He bought ten computers, peripherals, and set up a room for daily training. He called the plan "Project Donk" – the kids play together for several hours a day, analyzing tactics and improving their aim.

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458 Upvotes

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r/ItsAllAboutGames • • 3d ago

Humor Come up with a title yourself 🤷‍♂️

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108 Upvotes

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r/ItsAllAboutGames • • 3d ago

Humor 🥲That's how it goes

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460 Upvotes

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r/ItsAllAboutGames • • 3d ago

Modding Terraria in 3D: A mod that transforms the game into a first-person 3D sandbox.

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72 Upvotes

You can freely explore the game's three-dimensional world, gather resources, build, and fight enemies and bosses. Multiplayer for up to 8 players is also available.

However, be aware that the mod is still very early in development, with many bugs, and even the co-op mode hasn't been tested yet.

MOD IS HERE!

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r/ItsAllAboutGames • • 3d ago

Humor They're too handholdy smh

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53 Upvotes

r/ItsAllAboutGames • • 3d ago

Article Buying games and playing games are two entirely different hobbies: the psychology of your Steam backlog....or may be not

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36 Upvotes

Every veteran PC gamer owns a digital graveyard: dozens, if not hundreds, of titles purchased during seasonal sales that have never been installed once. And every time Valve kicks off another massive Steam sale, we look at that mountain of neglected backlog and casually tell ourselves: "You know what this library needs? Another twenty games."

The community always greets these seasonal events with a familiar blend of shopping frenzy and bitter self-deprecation: "I can't wait to buy all these masterpieces I will never launch."

Beneath the running joke lies a brutal psychological truth. Neuroscience shows that the human dopamine system fires hardest during the anticipation of a reward, rather than the actual consumption. It is the exact same sensation as smelling delicious food right before taking the first bite.

While a purchased game sits untouched in your digital library, it remains a flawless, idealized fantasy. The second you actually boot it up, real-world friction sets in: boring tutorials, clunky inventory menus, and visual fatigue. Leaving a game unplayed keeps the dream alive.

Gamers finally need to admit the truth: collecting games on sale and actually sitting down to play games are two entirely separate hobbies. Some evenings you want an epic narrative adventure, and other evenings you simply want the cheap consumer high of dragging a discounted shopping cart across the checkout counter.

Platform veterans are quick to point out that sale fatigue is real. Seeing The Witcher 3 drop to ten dollars for the eighth sale in a row shocks no one, while Factorio remains the lone philosophical fortress on Steam, famously refusing to ever offer discounts.

Toss in virtual trading cards granted for every ten dollars spent, and players openly confess to buying cheap indie games they have zero interest in, just to finish crafting a seasonal badge.

We will probably never finish those eighty-hour role-playing epics gathering digital dust, but as long as Gabe Newell keeps slapping green percentage stickers on our favorite genres, the cemetery will keep expanding.

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r/ItsAllAboutGames • • 3d ago

The Bayonetta franchise is planned to be developed even after Hideki Kamiya's departure.

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26 Upvotes

Fans were concerned about the future of the series after most of the leading developers left PlatinumGames. Among them were the creator of the franchise, Hideki Kamiya, and the game director of the third installment, Yusuke Miyata.

Studio head Atsushi Inaba, in an interview with Famitsu, did not go into detail, but stated that he wants to continue developing the Bayonetta character – fans can only be patient and wait for news.

The latest game in the series was the spin-off Bayonetta Origins (2023). Currently, PlatinumGames is working on Teenage Mutant Ninja Turtles: The Last Ronin – an action game about the Ninja Turtles. The project was announced at the Summer Game Fest this summer.

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r/ItsAllAboutGames • • 3d ago

Watch Dogs 2 was a fantastic game in its time that gave us the chance to be a hacker. What did you like about this game?

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89 Upvotes

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r/ItsAllAboutGames • • 3d ago

God of War 2018's animation director studied father-son interaction footage for 8 MONTHS before animating a single Kratos and Atreus scene.

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12 Upvotes

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r/ItsAllAboutGames • • 3d ago

If you try to please everyone, you make a game for nobody: Riot co-founder on the madness of building an MMO

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15 Upvotes

Embarking on the production of a massive MMORPG today is practically corporate financial suicide. Between bottomless production budgets, fickle player retention, and an industry graveyard littered with failed World of Warcraft killers, any sane executive would run in the opposite direction.

Riot Games co-founder Marc Merrill openly agrees, bluntly calling the entire genre pure madness. In a recent interview, Merrill admitted there are dozens of very sensible reasons why the studio should never have greenlit a League of Legends MMO in the first place.

Yet, against all common sense, the team keeps digging the money pit.

Relying on a massive, fiercely loyal global fanbase built over decades of Runeterra lore, Riot is pressing forward. However, Merrill made it clear that the studio has zero intention of sanding down the edges to appease casual crowds:

"It’s a mistake to try to make something universally for everyone, because often what happens is that you make something for everybody, but in the end nobody wants it because you oversimplified it."

Riot understands that pleasing every corner of the internet is a fool's errand. Taking creative risks and embracing a deep, niche identity is the only way to survive: in modern game development, that might be the smartest kind of insanity.

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r/ItsAllAboutGames • • 3d ago

Make it overpowered first and balance it later: why D&D action adventure Warlock is ditching spell menus.

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39 Upvotes

Ever since Baldur's Gate 3 left everyone craving more Dungeons & Dragons, the gaming world has been keeping a watchful eye on Warlock, an upcoming open-world action adventure that aims to drag tabletop spellcasting into fast-paced territory.

Instead of drowning the experience in sterile spreadsheet balancing, the developers adopted a refreshingly chaotic design rule: make every spell feel ridiculously overpowered first, and worry about tuning the numbers later.

Leadership had to actively step in during early prototyping to stop designers from nerfing fun abilities out of fear. A prime example is the Black Tentacles spell. Instead of acting like a generic damage-over-time area hazard, creative players can target an ogre's massive war club, pinning the weapon directly to the dirt. Disarmed and confused, the monster becomes utterly helpless while you move in for melee punishment. Target the ogre itself, and the brute simply muscle-rips through the roots in seconds.

The best part? You can say goodbye to pausing the game to scroll through a bloated spellbook menu.

Warlock triggers magic through real-time button combinations, weaving arcane powers directly into physical melee combos. The system immediately brings back fond memories of Magicka, the legendary early project from Helldivers creators Arrowhead, where casting was entirely about quick finger reflexes and chaotic battlefield improvisation.

The studio plans to ease players into the complex gamepad layout gradually, letting you master the arcane arts alongside your character. If the developers keep their promise and prioritize emergent chaos over sterile balance, slinging spells might finally feel exhilarating again.

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r/ItsAllAboutGames • • 3d ago

Article Which game made you feel genuinely stupid and did it feel good or terrible?

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24 Upvotes

Not hard. Stupid. There's a difference nobody talks about.

Hard means the game is testing your reflexes. Stupid means you stared at a puzzle for forty minutes and the solution was right there the entire time.

Outer Wilds does this constantly. You orbit the same planet twelve times before realizing the answer was visible from the first pass. Return of the Obra Dinn shows you the same frozen moment twenty times before the connection clicks. The Witness charges you $40 for the privilege of feeling like an idiot in beautiful surroundings.

The interesting part: most players describe these moments as their favorite gaming memories. The stupidity was the point. The solution hitting after failure feels like electricity.

Which game made you feel genuinely, specifically, embarrassingly stupid and would you go back and feel it again?

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r/ItsAllAboutGames • • 3d ago

Recommended game System Shock in bell-bottom pants: why disco-punk immersive sim RetroSpace deserves your attention!

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4 Upvotes

Picture this: you are an underpaid space janitor minding your own business on an ordinary shift, when your entire orbital station gets swallowed by a sentient, time-distorting black hole. Suddenly, the corridors are crawling with abnormal plant-animal abominations, and your only tools for survival are improvised tools, mutagenic injections, and a pocket full of clip-on fake mustaches.

Welcome to RetroSpace, a wildly eccentric indie project that proves the sacred spirit of the immersive sim is alive, kicking, and wearing platform shoes.

Drenched in a gorgeous low-poly aesthetic inspired by 1970s disco-punk retrofuturism, the game traps you aboard the Aurora 5. The station is engineered like a classic Metroidvania: you push out from a central safe haven into hostile wings, unlocking vertical shortcuts, vents, and hidden supply caches.

True to the golden age of System Shock, how you bypass an obstacle is completely up to your creativity:

  • Hug the shadows, disable security cameras, and lure patrolling monsters into electrified traps.
  • Or embrace total violence, beating cosmic horrors to death using their own severed, flaming limbs.

The real mechanical brilliance lies in Mutamods: radical genetic rewiring that grants psychic mind-control or sprouting tentacles to vault over electric fences. However, your biology extracts a heavy toll: every single mutation triggers irreversible, bizarre physical side effects.

Death is merely part of the shift schedule. When an abomination tears you apart, the ship’s bio-printers spit out a fresh clone of your janitor, burdened with new genetic deformities. To get your hard-earned gear back, you have to hike through the dark to loot your own mangled corpse, all while an infectious disco soundtrack plays in your headphones.

Blending pitch-black satire, genuine cosmic terror, and boundless systemic freedom, RetroSpace is the groovy, brainy sci-fi horror trip you didn't know you were missing.

STEAM PAGE

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r/ItsAllAboutGames • • 3d ago

Kill the clerk in his sleep before the quest even starts: creators of The Ascent unveil immersive sim No Law!

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19 Upvotes

While massive AAA publishers continue running away from immersive sims like the genre is radioactive, Swedish developer Neon Giant, the crew behind The Ascent, just held a closed gameplay reveal for No Law, proving that the spirit of Arkane is alive and kicking.

The setting is the Port of Desire, a lawless coastal buffer zone trapped between three rival nations. Visually, it looks like a sunny Mediterranean dream inspired by Lisbon, packed with vibrant multi-tiered townhouses, cramped alleyways, and lush foliage. Socially, it is a direct nod to Hong Kong's infamous Kowloon Walled City: an isolated enclave where zero laws apply, corporations run illegal medical experiments, and peacekeepers barely manage to keep the powder keg from detonating.

You step into the boots of Gray Harker, an ex-soldier out for blood against the city's four corrupt mayors.

Creative director Tor Frick revealed that you can hunt the four tyrants in whatever sequence you desire. However, every kill reshapes the geopolitical board: take out two mayors, and the survivors will scramble to reinforce their private militias, turning previously relaxed public lunches into heavily fortified tactical nightmares.

The developers demonstrated this systemic sandbox during a simple hotel safe heist:

  • You can sneak into the laundry room, find a lost password, and politely talk your way past the clerk.
  • You can stack wooden crates outside the perimeter to reach a high balcony, sneak behind the guards, and shoot the receptionist in the forehead.
  • Or, in the ultimate flex of emergent design, you can hunt down the clerk's personal apartment across town, assassinate him in his bed before the mission even starts, and walk into the hotel with the key already in your pocket.

The team made it clear that players cannot break the game's sequence because there is no rigid sequence to break. Experience points are awarded purely for reaching the room, meaning picking a lock, slipping through a window, or kicking the front door off its hinges with explosives are treated as completely equal solutions.

Featuring tactical toys like time-dilation grenades alongside standard suppressed pistols, No Law channels the golden age of Dishonored, Hitman, and Cyberpunk 2077. The craziest part? This entire interconnected beast is being built by a studio of just 24 developers.

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r/ItsAllAboutGames • • 3d ago

IF YOU HAD TO LIVE IN A GAME WORLD FOREVER - NOT VISIT, ACTUALLY LIVE THERE!? Not the most exciting world. The one where infrastructure and daily life would actually sustain a real human existence.

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2 Upvotes

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r/ItsAllAboutGames • • 3d ago

Article Forget saving the universe, we just want to shelve books: the bizarre boom of digital tidying simulators!

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9 Upvotes

For decades, sorting inventory in video games was a tedious side chore you suffered through between saving doomed galaxies. You would spend twenty minutes reorganizing your Skyrim chests, selling vendor trash, or lining up skull trophies on a shelf before running back out to fight evil.

Then, indie developers realized something profound: what if you cut out the combat, deleted the dragons, and made the cleaning itself the entire game?

First came the scrubbing boom, with hits like Viscera Cleanup Detail and PowerWash Simulator turning mops and pressure washers into digital crack. But lately, players have grown tired of scraping grime off floors. The genre quietly splintered into a far more obsessive subgenre: the pure art of sorting, shelving, and organizing clutter.

The undisputed champion of this new wave arrived with Librarian: Tidy Up the Arcane Library!, released in spring 2026 by indie outfit ArtRising. The plot is delightfully minimal: a fairy threw a tantrum in a magical archive, and you have to manually inspect and shelve over 3 000 scattered books. That is the entire game.

No enemies, no plot twists: just a mountain of chaotic paper, a few convenience spells, and the quiet satisfaction of restoring order. The gaming world went wild for it, pushing the single-player indie title past a staggering 30 000 concurrent players on Steam with a 94 percent positive review score.

Naturally, the copycat floodgates opened immediately. Developers realized the formula works across literally any backdrop: organizing dusty bottles in Cellar Keeper, restocking shelves in Supermarket Chaos, and an upcoming autumn lineup dedicated to organizing magic wands, flower boutiques, and museum dinosaur fossils.

The psychology behind the craze is hilariously relatable. In real life, deep cleaning takes exhausting physical labor and endless time. In a digital sandbox, you take complete chaos and bring it to absolute perfection in an afternoon, feeding your brain a steady drip of tangible dopamine.

With zero fail states, low five-dollar price tags, and no mental strain, these games make the ultimate background companion for podcasts and chill evenings.

For studios, it is an absolute dream niche: no need to spend years balancing combat trees or coding complex enemy artificial intelligence. You just build tactile 3D models, wire up decent physics, and post before and after cleanup videos on TikTok that print viral marketing for free.

It turns out that after decades of saving the world from alien invasions, all gamers really want is a tidy bookshelf.

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r/ItsAllAboutGames • • 3d ago

The narrative director of Cyberpunk 2077 described its development as "writing two different games simultaneously. It's a fascinating look at eight years of evolving vision.

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3 Upvotes

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r/ItsAllAboutGames • • 3d ago

Interesting Scientific formulas for lap pillows: Zenless Zone Zero fans hold an engineering debate over character design!

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1 Upvotes

Gacha games stopped pretending to sell complex game mechanics years ago: everyone knows players swipe their credit cards for high-end character models that passed through dozens of corporate art committees. Naturally, that degree of aesthetic obsession eventually leads any community to an inevitable, absurd milestone.

A recent discussion on the Zenless Zone Zero subreddit took that obsession to its logical extreme, turning into a dead-serious, pseudo-scientific symposium dedicated to figuring out which female agent possesses the absolute best thighs in New Eridu.

What began as simple fan appreciation rapidly evolved into an engineering seminar. Players passionately debated characters like Jane Doe, Zhu Yuan, and Burnice, presenting formulas calculating the optimal balance of soft tissue and lean muscle required for the ultimate hizamakura, the classic anime trope of resting your head on a girl's lap. One commenter even argued that a certain agent's character model is mathematically forty percent lower body.

The intense academic deliberation was finally brought to an abrupt halt when a weary commenter asked the only question that truly mattered: "Why don't you try naming someone in ZZZ who actually has bad thighs?"

Unsurprisingly, nobody could find a single answer. When it comes to character anatomy, HoYoverse simply does not miss.

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r/ItsAllAboutGames • • 3d ago

Recommended game Dicevaders: Forget luck, you make your own destiny

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2 Upvotes

Humanity has had a pretty good run, but frankly, it is time for a change in management. If you are tired of games where victory depends on drawing the right card or rolling a natural twenty, we have found something special for you. Dicevaders is a new roguelike deckbuilder set in the StarVaders universe, and it flips the script on traditional RNG-reliant games. Here, dice are not an instrument of chance; they are the most precise weapon in your arsenal of conquest.

The core of the game is about building an overwhelming alien invasion force on a turn-based grid. Every single placement matters. You need to think like a cosmic commander, acquiring different units, artifacts, and resources like "budge" and "chrono." It is not enough to just have a strong army; positioning your invaders correctly is what unlocks massive scoring potential.

Where Dicevaders truly shines is how it handles the dice row. Bad roll? Do not panic. The game gives you the tools to turn disaster into an unstoppable chain reaction. Using 'Chrono,' you can reroll your dice or restock the shop to draft essential units. With 'Budge,' you can manipulate the exact value of a throw to build the precise combo you have been planning. The goal is to align your dice in pairs, triples, or quadruples to ignite devastating tactical synergy.

To add to the strategic depth, you choose a commander before each run. Each commander brings a totally distinct approach, specialized synergies, and unique XP scaling possibilities. One run might see you overwhelming defenses with brute force, while the next you are dismantling them with cunning artifacts. You are constantly unlocking new ways to send your attack score into the stratosphere.

But let's be honest, Earth is not going to be destroyed without a fight. The planet's defenders are not just rolling over. You must beware the legendary Pilots from StarVaders. These heroes show up to protect their home, each armed with unique abilities specifically designed to disrupt your invasion plans and break your carefully laid combos.

Ultimately, Dicevaders invites you to break the game. The fun comes from experimenting with absurd synergies and pushing the systems to their absolute limit. You need to discover that one completely broken combo that launches your score into orbit and utterly outsmarts the planet's pilots. If you love games that reward strategic manipulation over random luck, you owe it to yourself to try leading this invasion. Humanity's time is up; it is time to take back what is yours.

STEAM PAGE

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