Seismic Squirrel Breaks Down Turn-Based Car Combat in Aether & Iron Dev Diary #3
New behind-the-scenes video explores the design philosophy behind the game’s tactical vehicle encounters
Issaquah, WA, USA – March 11th, 2026 – Seismic Squirrel today released the third behind-the-scenes developer diary for Aether & Iron, offering players an in-depth look at how the team brought high-speed car chases into a thoughtful, turn-based framework. Titled “How We Made High-Speed Car Chases Work in Turn-Based Combat”, the video features Tyler Whitney, Narrative Lead at Seismic Squirrel, as he dives into the development process behind the game’s tactical turn-based car combat system and the design philosophy that shaped it.
Watch the Aether & Iron Dev Diary #3:
In the video, Whitney explains why the team chose to make vehicle encounters fully turn-based, aligning combat with Aether & Iron’s core identity as a thoughtful, methodical RPG experience. The goal was to ensure that every decision players make – whether in dialogue or in combat – feels intentional and meaningful.
He also shares that the team wanted meaningful crossover between the narrative systems and the car combat systems, reinforcing the game’s cohesive design.
The diary offers insight into how Seismic Squirrel approached the challenge of bringing high-speed car chases into a strategic, turn-based format while staying true to the game’s core vision.
Aether & Iron launches on Steam on March 31, 2026, featuring full English voice acting and text localization support for English, Spanish (Spain & Latin America), French, German, Polish, Russian, Brazilian Portuguese, and Simplified Chinese – Play the demo and wishlist Aether & Iron now on Steam!
About Aether & Iron: Set in an alternate 1930s New York transformed into a vertical city by the discovery of “aether”, a key component to newfound anti-gravitational technology, Aether & Iron follows Gia, a smuggler navigating crime syndicates, political conspiracies, and fragile alliances. Players shape Gia’s story through meaningful decisions, with every choice influencing relationships, outcomes and the fate of the city itself. The game features writing talent with credits on Mass Effect, Far Cry, and Sovereign Syndicate, with an original score composed by two-time Grammy Award winner Christopher Tin and Grammy nominee Alex Williamson, best known for their work on the Civilization series.
Watch the gameplay trailer [here] and the launch trailer [here]
Ho Chi Minh City, Vietnam, March 11, 2026 – Saigon Dragon Studios today announced that Space Tales, its retro-futuristic real-time strategy game, is now available in Early Access on Steam. The Early Access release includes the first eight story missions, the introduction of a new enemy faction, and replayable survival mode variants for each mission.
Space Tales combines classic RTS decision-making with modern strategic twists designed to reward both tactical planning and creative battlefield adaptation. The Early Access build delivers a substantial single-player experience, offering players a deep first chapter of the campaign, full access to core systems, and meaningful strategic variety from the outset.
Following Early Access, the development team will focus on completing the remaining story chapters and expanding the campaign into a full-scale sci-fi epic. Regular content updates are planned throughout development, with a full 1.0 release targeted for the end of 2026. Player progress will carry over seamlessly from Early Access to the full launch.
Early Access Content at Launch
At launch, Space Tales will include:
8 story missions introducing the main characters, the central antagonist, and the foundations of the game’s universe
Survival Mode variants for every campaign mission, increasing replayability
Two enemy eactions: the deadly alien Nexera and the relentless mechanized Kill Bots
Modular HUB base building with full access to all core units and mechanics
Alien boss encounters that can be defeated and captured to become powerful battlefield units
A Reluctant Hero Space Tales follows Xander Falcon, who becomes humanity’s reluctant hero after his father’s death, leading the Inter-Planetary Expansion army against the alien Nexera while uncovering dark secrets.
Alongside Vespera and Desmond, the conflict blends large-scale warfare with character-driven storytelling.
Two Factions. Two Threats. Adapt Your StrategyPlayers build modular colonies, manage limited resources, and push back escalating threats across hostile alien worlds. The introduction of The Kill Bots marks a major escalation in battlefield complexity. This relentless mechanized faction forces players to rethink defensive layouts, timing, and unit compositions. Success depends on efficient expansion, careful positioning, and decisive counterattacks.
Early Access features two distinct enemy factions with radically different combat styles. The Nexera rely on alien aggression, while the Kill Bots apply relentless mechanized pressure. What works against one will fail against the other, forcing players to constantly adapt their tactics and base layouts.
Capturable Alien TitansLarge boss encounters are a signature element of Space Tales. Players will face colossal alien lifeforms capable of overwhelming even established colonies. Once defeated, these titans can be captured and deployed as powerful units, unlocking new tactical possibilities and reshaping battlefield dynamics.
Saigon Dragon Studios is targeting a full 1.0 release by the end of 2026, with regular updates pacing the Early Access journey.
After Early Access, the team will head down into completing the remaining campaign chapters and expanding late-game content:
The remaining 5 campaign missions
Larger, more chaotic battles as the story escalates
A third enemy faction designed to further elevate tactical challenge and narrative stakes
Continued balance updates, quality-of-life improvements, and community-driven refinements
“Early Access is the beginning of the journey,” said Matt, Game Director at Saigon Dragon Studios. “Players will experience the opening arc of our story and face The Kill Bots for the first time. From there, we’ll expand the universe, escalate the conflict, and deliver the epic sci-fi campaign we’ve always wanted to build.”
About Saigon Dragon StudiosFounded in 2015 in Ho Chi Minh City, Vietnam, Saigon Dragon Studios built its reputation as a leading art production partner for the global games industry, contributing to more than 100 titles across AAA, indie, and mobile games. With a team of seasoned artists and developers, the studio is now channeling a decade of experience into its own original creation, Space Tales, blending artistic excellence with a deep passion for real-time strategy.
Chaos Theory Games Announces Rusthaven, a Cosy Management Game about Building a Robot Utopia in the Anti-Apocalypse
Build a better tomorrow, today
Sydney, Australia — February 5, 2026 | Indie studio Chaos Theory Games is excited to announce Rusthaven, a cosy adventure management game about building a solarpunk skyship, meaningful relationships, and a better tomorrow.
Watch the Rusthaven Announcement Trailer below:
In Rusthaven, players take on the role of Captain-model robot Scoot, who has woken up aboard the ragtag Rescue Crew’s ship to find their best friend Bipp beyond repair. At the request of their new crewmates, players will take the helm of the skyship, exploring a verdant post-apocalyptic world in search of lost bots and old tech. Rusthaven is a game about second chances, giving hope to allies and the world they inhabit.
While scavenging resources to upgrade their skyship in a ruined, yet beautiful world, players will find broken-down robots that can be repaired, rebooted, and welcomed aboard as new crewmates. As the player helps these befriended bots to recover their lost memories and rediscover their passions, they’ll unlock new abilities, interactions, and ship upgrades. As this found family grows, their airborne quarters will transform from a simple scavenging vehicle into a warm, lived-in space that everyone on board can call home.
Following on from their 2024 strategy game Crab God, which saw players’ in-game progression contribute to real-world ocean conservation efforts, Rusthaven is a continuation of Chaos Theory Games’ mission to create video games that imagine a better future.
“Our vision has always been to give players great games that inspire hope and leave the world a better place than we found it,”said Nico King, Creative Director at Chaos Theory Games. “In 2026, now more than ever, we think it’s important to make games that imagine a better future.”
Rusthaven Key Features:
A cosy skyship base that grows with your rescued crew
Robot companions with hobbies, personal arcs, and dreams
Chill exploration of a hopeful post-collapse world
Tactile salvage and crafting of retro human tech
Deep customisation of rooms, ship systems, and decorations
A focus on community, care, and belonging
A ragtag robot crew, a flying home, and a planet worth saving — Rusthaven is coming to PC in 2027, and is available to wishlist now on Steam.
It’s Veggie-on-Veggie Violence in Vegelypse — Check Out The Extended Gameplay Trailer!
In this 2.5D hand-painted beat em’ up, this nutritious selection of greens bites back
[Poland – February 5, 2026] — Are you ready to beet your greens? Developer Jumble Cat Studios and Publisher Tate Multimedia just released an extended gameplay trailer for their upcoming roguelite beat ’em up, Vegelypse. Announced at IGN’s Post-TGA Showcase, feast your eyes on some more root-ripping combat as the Hard Rock Cacti Band pummel their way through hordes of mutated fruits and veggies to stop the cataclysm.
The Vegelypse has officially begun… time to smash ‘em up! The Hard Rock Cacti band was rocking out when they were rudely interrupted by an onslaught of mutated produce monsters, and only they can punch, smash, and chop your way through this invasion of predatory produce. With vibrant hand-painted visuals and smooth frame-by-frame animation by Jumble Cats Studios, a hard-hitting metal soundtrack that’ll have you jamming out, and multiple game modes that diversify your experience, Vegelypse is a roguelite beat ‘em up with equal parts crunch and carnage.
Key Features:
Beat ‘Em Up with Roguelite Elements: Classic Smash ’em Up action blended with random modifiers, a unique evolution system, and Perks, ensuring unique experiences with every playthrough.
Monster Vegetables: Battle huge, aggressive, mutated fruits and vegetables that form a truly unique rogue’s gallery of enemies.
Hand-Painted 2.5D Visuals: Stunning visual style inspired by classic cartoons and animation, featuring smooth, frame-by-frame animation.
Hard-Rock Soundtrack: The atmosphere of destruction and power is underscored by an energetic Hard-Rock Soundtrack featuring fast riffs and drums.
Multiple Game Modes: Uncover the plot in Story Mode, fight for high scores in Arcade Mode, and take on challenges in Arena Mode.
Wishlist Vegelypse on Steam today and join the Tate Multimedia Discord to stay up-to-date on news and updates, and follow Vegelypse on Instagram, X, and TikTok for your daily intake of gnarly greens.
Psychological mystery adventure makes human bodies your most limited resource
Bath, UK – (February 5, 2026) Weekend Games is excited to announce it is publishing the sci-fi horror typing game Remote Control, coming to PC via Steam in 2026. Developed by Brighton-based studio, Canteen Games, Remote Control is an unsettling experience that pulls players between the corporate world of the TV show Severance and the thrilling tension of Alien: Isolation.
A deep-space spacecraft has gone mysteriously silent. The crew is dead, the incident is undocumented and the only way to uncover the truth is by using a series of human “proxies” controlled by you via a terminal in a far-off (and safe) location.
You’ll issue typed commands through the terminal interface, forcibly directing proxies to navigate the ship, investigate objects, and discover the events that led to disaster. Humans have flaws, though, with fear, a desire to live, and being butter-fingers all getting in the way. However, they are unable to completely resist your commands, even if there is sometimes a little pushback…
Drawing inspiration from Alien: Isolation’s sustained dread and the dehumanizing psychological horror of Severance, Remote Control blends typing-driven gameplay that feels reminiscent of classic text-based adventure games, merged with recent hits like Mouthwashing and No, I’m Not a Human. The game is anticipated to be released later this year.
Key Features:
How many people does it take to investigate an infested space ship? 12, apparently: You’ll get 12 attempts to discover the truth. Each vessel (human) has unique qualities and traits which can aid or abet your mission. Just remember, their death is permanent.
Dark and immersive sci-fi: Step into a classic space horror. Expect a spacecraft drifting through space, a lack of power supply and lighting, and plenty of blood smeared on walls.
QWERTY your way to the truth: Every input is via your keyboard as you’ll type “move left” or “turn around” to direct vessels around the ship.
It’s just an office job: All the death and gore getting a little much? Take a break, step away from the desk and go hang out by the water cooler. There’s definitely nothing unnerving going around the office, either… right?
Psychological and moral tension: Force compliance from unruly vessels, navigate resistance and try not to get too annoyed when Eugene’s crumby fingers struggle to complete an input on the control panel.
Remote Control will be released on PC in 2026 and you can wishlist it now on Steam.
A carefully crafted artistic direction that reinforces the game’s visual identity and narrative.
Meridiem is pleased to announce that The Bearer & The Last Flame will feature completely original illustrations created by artists Ion Ander Ramírez Rodríguez and Adrián Lucas Hernández, who is also responsible for the game’s cover design. These works have been created by hand and digitally by the artists, reaffirming the project’s commitment to human creativity and traditional art.
Ion Ander Ramírez Rodríguez, known as Ion Ander ART on social media, has been working as a freelance illustrator for several years. Although he practices various traditional techniques, such as oil painting and charcoal, he has specialised in digital techniques, which are currently the main focus of his work.
Throughout his career as an artist, he has collaborated as a cover artist and illustrator for several publishing houses (Eunate, Nowevolution, etc.), and has also worked in the field of board games and video games. He has also published several books on folklore and mythology through Amazon, one of the main themes of his most personal work.
He currently combines his work as a freelancer with his presence at numerous art conventions in Spain and Europe, where he presents and sells his own original work.
Adrián Lucas Hernández is an illustrator born in Tenerife, drawn to the art profession from a very young age thanks to impressive collections of storybooks his parents brought him, featuring fantastic illustrations made with pencil, tempera, and watercolor.
He is passionate about the narrative aspect of illustration and about telling stories through images. For this reason, he combines his work as a storyboard artist for animation companies (such as Mondo TV and currently Red Animation) with creating illustrations, either by collaborating with publishing houses (especially Celaeno Books on their Choose Cthulhu saga) or with video game studios.
Although he began in the video game industry creating concept art for Path Games, he produced his first cover art with Meridiem for the video game The Bearer & the Last Flame. Thanks to this, he has been able to collaborate with other studios and publishers, including Dojo System, Guarida Games, and Selecta Play, leaving his signature on games such as Dino Punk, Among Ashes, Die by Anything, and Dark Mass.
About The Bearer & The Last Flame
Developed by Dark Reaper Studio, The Bearer & The Last Flame is an epic dark fantasy action-adventure created by a single developer, inspired by the classics of the Soulslike genre, and will immerse you in a world ravaged by death.
Meridiem has been responsible for the design and creation of these physical editions: The Bearer & The Last Flame – Standard Edition for PlayStation 5 which includes the PlayStation 5 game and The Bearer & The Last Flame – The Knight’s Edition which includes, in addition to the PS5 game, a game guide and a special sleeve.
Watch the trailer of The Bearer & The Last Flamehere
The Bearer & The Last Flame is now available to pre-order in physical format on PlayStation 5, and digitally for PlayStation 5 and Steam. It will be released on March 6th, 2026.
Solve Your Own Client’s Murder in Time-Loop Noir Thriller ‘The Posthumous Investigation,’ Launching March 31 on PC
Award-winning indie mystery with 20k+ wishlists puts a supernatural spin on the detective genre; Coming to Steam March 31, Nintendo Switch to follow.
SÃO PAULO – February 3rd, 2026 – Developer Mother Gaia Studio and publisher CriticalLeap today announced that The Posthumous Investigation will launch on PC via Steam on March 31, 2026.
In this hand-drawn noir thriller, death is not the end—it’s just the opening statement. You play as a private eye hired by a most unusual client: the victim himself.
Brás Cubas is dead, but his spirit is restless. Trapped in a purgatorial time loop in 1937 Rio de Janeiro, you must solve the mystery of his murder to break the cycle. Blending the deduction mechanics of Return of the Obra Dinn with the atmosphere of classic Film Noir, players must manipulate the schedules of 14 suspects, uncover contradictory alibis, and piece together the perfect crime before the day resets.
The Case File:
The Client is the Victim: Investigate a murder where the only witness is the ghost who hired you.
Master the Loop: You have one day to solve the case, but infinite chances. Learn the routines of 14 distinct characters, shadow them through a stylized 1930s Rio, and use knowledge from previous loops to unlock new dialogue paths.
A Living Literary World: Inspired by the biting satire of “The Brazilian Shakespeare,” Machado de Assis, the game offers a witty, morally ambiguous narrative where no one—not even your client—is completely innocent.
True Deduction: No hand-holding. Use your “Thinking Board” to physically connect clues, reconstruct timelines, and identify the killer through pure logic.
“We wanted to create a detective game where the setting itself is a puzzle,” said Bruno Toledo, Game Director at Mother Gaia Studio. “By combining the time-loop mechanic with the rich, satirical world of Machado de Assis, we’ve built a mystery that challenges players to think like a true investigator—where every failed loop is just another clue.”
Play the Demo Instantly:A playable browser-based demo is available immediately via Spawnd, allowing press and players to step into the noir atmosphere without a download. [Link]
The Posthumous Investigation launches on Steam on March 31, 2026. A Nintendo Switch version is currently in development.
[California – February 5] Launching today as part of Steam Typing Fest, Tomb of the Bloodletter is a strategic roguelike that resolves combat entirely through typing. The dark fantasy dungeon crawler challenges players to survive using cursed letters and volatile Magicks, focusing on moment-to-moment decisions rather than long-term optimization. Developed by solo creator Ethan’s Secretions, the game is available now on PC via Steam for $7.99 USD, with a 20% launch discount available for a limited time.
Every encounter in Tomb of the Bloodletter is fought at the keyboard, where words themselves become weapons. As players enter each floor, Magicks bind themselves to individual letters, following strange and specific rules that reshape how words behave in combat. Some letters reward precise placement, others offer healing or retaliation, while certain combinations introduce dangerous trade-offs, pushing players to think carefully before committing to a word.
Runs are tightly paced and randomized, lasting around 30 minutes and ending in either victory or defeat. Instead of encouraging long-term build planning, the game centers on the puzzle each turn presents. Players begin every run with access to their full keyboard, while Magicks dynamically change how letters behave. Any word can be played at any time—the challenge lies in timing, sequencing, and managing unstable interactions rather than vocabulary size.
As players descend deeper into the shifting, cursed tomb, new grave robbers are unlocked, each dramatically altering how word-based combat unfolds. The Hereticembodies the game’s risk–reward philosophy, with prayers that cost health and a first attack each turn that restores it, creating constant tension where aggression can be both salvation and downfall. Survival hinges on bold decisions and carefully chosen words.
Other characters explore different pressures within the same systems. The Scholar begins each run with immense power that steadily fades as enemies grow tougher, demanding efficiency before knowledge slips away. The Prophet must obey the commands of an unpredictable lord or face punishment, reshaping each run around external demands, while the Adventurer offers a straightforward, no-frills path for those who want to confront the tomb with grit alone. No matter who enters, survival is never clean, easy, or guaranteed.
The tomb itself teems with cursed beasts, deceitful specters, and entities best left unspoken, each handcrafted with unique mechanics that demand clever thinking and precise wordplay. As runs progress, new Magicks are acquired whether players want them or not, gradually transforming the keyboard into a volatile spellbook that is equal parts weapon and liability.
Tomb of the Bloodletter is available now on Steam as part of Steam Typing Fest. Whether players are chasing narrow victories or spectacular failures, every run is shaped by the words they choose to spell. Stay up to date by following the developer on Bluesky.
Build, Trade, and Conquer the Medieval World in City States: Medieval – Demo Available Now on Steam
[Canada, Toronto] February 2, 2026— Fans of RTS and grand strategy, it’s time to sharpen your maps and ledgers. The City States: Medieval demo is live now on Steam, offering a guided first look at a deep medieval strategy experience. Developed by Reverie World Studios and published in partnership with indie.io, the demo invites players to step into a world shaped by ambition, influence, and long-term decision-making.
City States: Medieval is a grand strategy game where power is earned through trade, diplomacy, and carefully chosen military campaigns. Players guide ambitious medieval city-states across a living world, managing economic networks, navigating shifting alliances, and responding to threats both at home and abroad.
Central to every decision is a single Hero, the player’s leader and strategic anchor. This Hero doesn’t simply provide passive bonuses; their physical presence determines how the game is played. When stationed in a city, players gain direct real-time control, enabling rapid RTS-style construction, hands-on city defense, and active command of armies. When the Hero leaves, the city continues to function on the world map, but progress slows, and conflicts are resolved at a higher strategic level.
This creates a constant strategic push and pull for players. Keeping the Hero at home strengthens infrastructure and defenses, while sending them into the wider world opens expansion opportunities. As the Hero gains levels and new abilities, their influence over the fate of the city-state grows, deepening the long-term strategy and forcing players to reassess where their leader is needed most.
Demo Features:
The demo is taken directly from one of the game’s three full campaigns, placing players in the opening chapter of the Republic of Genoa storyline, offering players 3.5–4 hours of meaningful progression. Over the course of play, players will travel across the medieval world — from the Holy Land to Italy — encountering distinct cultures, cities, and political landscapes while learning how economic networks, political relationships, and military conflicts interconnect.
Players are given room to experiment and make long-term decisions, and experience how trade, diplomacy, and warfare shape the rise of a city-state over time. In the finished game, this campaign spans25–30 hours, making the demo a substantial introduction to the systems and pacing of the full experience.
Players can try the City States: Medieval demo, now available on Steam. To stay up to date on development Wishlist and follow on Steam.
Derby, UK (5th February 2026) — BULKHEAD and Team17 today announced WARDOGS, a Tactical All Out Warfare FPS coming to Steam Early Access in 2026. This is not a battle royale. This is not an extraction shooter. This is a brand-new take on large-scale FPS that prioritises tactical depth, teamplay, and player freedom.
Watch the announcement trailer here:
WARDOGS is a Tactical All Out Warfare FPS where one hundred players are split across three teams and fight for control of a central zone. Set in the derelict industrial mountains of Eastern Europe, it plays out on a destructible battlefield where cash is earned and cash is king.
The game mode – Inspired by Arma 3’s community created mod ‘King of the Hill’ – has three teams fight for control of a randomized 2x2km central ‘Control Zone’ within its large 256km² map. The team with the most players within the control zone earns points – with the first team to reach 100 points winning the match.
At the core of WARDOGS is a persistent cash system that ensures every decision actually matters. Each life, you purchase a custom loadout from a wide selection of weapons, gear, utility items, and vehicles to help your team win the match. Every teamplay action in the Control Zone rewards cash from reviving squadmates, transporting friendlies to the zone, or controlling the objective. WARDOGS doesn’t just encourage teamplay; it rewards it. It is the player’s choice how they want to play, earn, and spend their profits.
Cash earned is banked into your account and persists from match to match – meaning a smart investment into better gear, equipment or a vehicle at the right time has the potential to turn the tide of battle and can yield massive returns. The variables in zone location and player tactics mean no match ever plays out the same.
The battlefield also evolves through destruction and base building. Structures can be damaged, destroyed, fortified, or repurposed, allowing teams to shape important locations without flattening the entire environment. Planning, coordination, and adaptability are rewarded over raw reflexes alone.
WARDOGS is powered by BULKHEAD’s proprietary War Dynamics Framework, a custom framework built on top of Unreal Engine designed to support large scale, player driven warfare. Developed in collaboration with real world specialists including aerospace and ballistics experts, the framework delivers grounded vehicle handling and consistent weapon behaviour while supporting the game’s scale, persistence, and reward driven systems.
WARDOGS also marks a new chapter for BULKHEAD, which is now independently owned by the developers themselves once again following its separation from Tencent. With full creative control restored, the team is building WARDOGS transparently alongside its community and the original mod creators ‘Sa-Matra’. Early Access in 2026 will focus on refining the game’s core systems, expanding features & content and responding directly to player feedback.
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