GDC 2025
Latest about GDC 2025

"We're not just making Dark Souls over and over again": For this indie team, making a Smash Bros-infused Metroidvania alongside an open-world roguelike just makes sense
By Austin Wood published
News Possessor(s) is another distinct example of what makes a Heart Machine game

"Most of the games that are Metroidvanias are just Metroid games": The director of this Smash Bros-infused Metroidvania hates the word because "it's a silly term and Japan did it better"
By Austin Wood published
News Possessor(s) from Heart Machine is full-on search action

Ex-Bethesda dev turned indie says "good things often happen by accident," like that time Skyrim players convinced themselves the RPG's foxes were leading them to treasure
By Jordan Gerblick published
News "Players don't realize how many happy and sometimes unhappy accidents" happen in games

Metaphor: ReFantazio had to dial back an early battle system inspired by a notoriously brutal 2003 JRPG, because 20 years later, players found it "irrational" and "just not fun"
By Jordan Gerblick published
news Some people online called Atlus's battle planners "sadists or the devil himself"

At a ridiculously detailed showcase of the open-world engine behind the RPG Crimson Desert, I asked a ridiculously detailed question about water and all hell broke loose
By Austin Wood published
News How wet is water, exactly?

The world's "largest PC strategy game" has a novel idea – what if it was OK for people to leave?
By Rollin Bishop published
News Teamfight Tactics game director Peter Whalen makes a strong argument

"I'm lookin' at you, Korok Seeds": Former Diablo and Ghost of Tsushima dev outlines what makes a good collectible, and dunks Zelda: Breath of the Wild's worst grind into C tier
By Catherine Lewis published
News Yahaha!

Metaphor: ReFantazio wanted to fix the JRPG grinding problem, but Atlus went too far at one point and accidentally broke the whole combat system
By Kaan Serin published
news "We made it clear within the team that action only exists to smoothly get the player into the heart of the game, which is the turn-based battles."

"Minutes after Palworld released," Pocketpair was already getting game pitches from "some really big names" before it even set up its own publisher: "No one has money at the moment"
By Scott McCrae published
News "we're kind of open to helping people with their weird little ideas because they have them"
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