Fix Stories: One Swift Engine, Two Phones — How Stelline Came to Android
Andelis Studio explains why Stelline’s Android version runs the same Swift puzzle engine as the iPhone release, and what it took to make that work.
Indie Game News, Reviews and Developer Interviews
All things indie—news, reviews, features, and spotlights on independent games and creative teams.
Andelis Studio explains why Stelline’s Android version runs the same Swift puzzle engine as the iPhone release, and what it took to make that work.
After 30 hours solo in Permafrost, Ronny finds a beautiful, brutal survival game with stronger systems, familiar bugs, and technical rough edges. 7/10.
Nicholas Jacob shares why he began building Luminids as a calm colony game where players can create a home, step inside it, and simply spend time somewhere kind.
Tavern Keeper’s Digging Deeper update brings cellars to every level after player feedback pushed Greenheart Games to rethink multi-level taverns.
HR: Human Remains is Fix Gaming Channel’s Game of the Week #74, selected for its varied horror, strange world and unexpectedly heartfelt story.
Nerial, the studio behind Reigns, Card Shark and The Crush House, is ending development after 13 years. The decision was made with Devolver Digital, and the team will seek new opportunities.
Fix Gaming Channel compared the installed Tunnelborn and Flarebound demos and found strong technical project continuity, raising new questions about their AI disclosure history.
A Game About Digging A Hole is getting a sequel rebuilt around four-player online co-op, crossplay, a larger world and a new beach setting.
HR: Human Remains turns a demonic office job into a strange, varied horror adventure with surprising heart. Jake Boyette reviews it on PC and scores it 9/10.
I stumbled across Cursed Gas Station on Steam and immediately recognized the familiar roadside environment from The Gas Station Files. Part 4 documents the latest sighting before the game and demo are released.
Future Knight is Fix Gaming Channel’s Game of the Week #73, standing out with LCD-inspired visuals, frantic 2D action, character switching, and a bizarre story.
Travis shares what it means to build software, game-development tools, and AI-assisted projects while living and working from a 2006 Nissan Pathfinder.
KnoxMap turns real locations into Project Zomboid Build 42 maps, and version 1.4 now supports much larger city-scale projects with optional Overture Maps data.
I tested the Pulse Drive demo ahead of its September 29 release. The rhythm-racing idea is addictive and performance is solid, but onboarding and controller feel still need work.
From Quake and Half-Life mapping to Guerrilla, GRIP and Speed Freeks, Simen “Nemi” Stroek talks about building Pulse Drive largely by himself, the cost of solo development, optimization, and finally making a game that is truly his own.
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