LocalThunk's solo-developed poker roguelike turns chips times multiplier into the whole game — a review of how far that one exponential idea carries a run, and where the luck, the repetition and the small-screen text start to push back.
An automation game solved in three dimensions instead of two, where every belt run is something you physically walked and every ratio problem is also an architecture problem. Five years after leaving Epic exclusivity, its 1.0 release confirms it was worth the wait.
Freehold Games' science-fantasy roguelike spent nine years in Steam Early Access before reaching 1.0 in December 2024, and what it built in that time is less a dungeon crawler than a character-building engine wrapped around a simulation that keeps generating outcomes nobody scripted. The reputation for impenetrability is earned. So is the one for depth.
One of 2024's most critically decorated narrative games — a Peabody Award nomination, an IGF Grand Prize shortlisting, a 90 on OpenCritic — telling a genre-blending story about clones, generational trauma and a pandemic-scarred future through the eyes of a devoted Watcher serving her ALLMOTHER, undercut for a small but genuinely coherent minority of players by exploration sections several call needlessly oversized for a game built almost entirely around its writing.
One person spent seven years building a pixel-perfect puzzle box with secrets buried so deep the playerbase had to solve the last of them collectively — and never added key rebinding, which is still its most-upvoted complaint.
Game Science builds an entire action RPG around the Destined One's staff and the Great Sage's shapeshifting, and lands one of the best boss rosters in the genre — inside a chapter structure that looks far more open than it actually plays.
A mining sandbox that turns "just one more tile" into a genuinely well-paced RPG — skills level as you use them, bosses gate the map instead of a level counter, and up to eight players can dig through it together.
A style-obsessed hack-and-slash action RPG from the creator of the cult favourite Lucah, earning near-unanimous acclaim for its combat design and unmistakable queer, gothic identity, with its only real friction coming from fans of its predecessor debating how much of that game's raw emotional edge survived the transition.
FromSoftware's expansion to Elden Ring set a Metacritic record as the highest-rated DLC ever released, and its Land of Shadow, art direction and soundtrack are close to undisputed among even its harshest critics — but a genuinely serious, well-argued minority of veteran Souls players, and Steam's own more tempered review score, describe specific late-game boss design and launch-week performance problems severe enough that FromSoftware issued a dedicated balance patch in direct response within two weeks.
A ground-up remake of Spiderweb Software's 2003 cult classic open-world CRPG, rebuilding its mutant-crafting and faction politics for modern systems with Kickstarter-backed new content, earning near-universal acclaim tempered only by longtime fans mourning a handful of specific systems the remake simplified away.
A conventional open-world checklist game wearing the most beautiful presentation layer in the genre — and, after Sony's reported retreat from PC in March 2026, quite possibly the last Sucker Punch game PC players get to buy.
A fantasy JRPG from the Persona 5 team that turns an election campaign into a turn-based RPG's core loop, built around a class system deep enough to carry the whole eighty-hour runtime and a calendar that never lets you forget the clock is running.
A hand-drawn Taopunk action-platformer that translates Sekiro's deflection combat into 2D with remarkable precision — and asks you to accept that parrying is the only real answer it has.
ATLUS rebuilds its genre-defining 2006 JRPG from the ground up with modern combat, full voice acting and a gorgeous new engine — a near-unanimous critical success undercut by a well-documented, still-discussed bait-and-switch over what the premium edition's DLC actually included.
MMO raid mechanics compressed into a 40-minute co-op roguelike, 97.9% positive with a perfect recent record — and a colour-clarity problem that kills players through no fault of their own.
An idle farming sim that gave up on being a game you look at, and became the desktop companion the whole genre now copies — charming and honest about its own smallness, if a little thin once the farm is built out.
An 8-bit-styled dungeon crawler that recaptures the specific magic of NES-era Final Fantasy while fixing everything that made those games frustrating, building a 12-class party system deep enough that its own fans write strategy guides instead of reviews.
A minimalist dice-based roguelike tactics game, originally built on itch.io, that's earned near-unanimous acclaim on Steam — with an unusually small negative-review pool centred on pacing and content depth rather than any fundamental design flaw.
A meticulously researched card-driven political strategy game about the Social Democratic Party of Germany trying to stop the Nazi seizure of power — genuinely MIT-licensed, built on the same touch-friendly link-and-tap interface as the author's acclaimed Archivist, confirmed working with a thumb.
A standalone sequel to one of the sharpest deduction games in years, trading its predecessor's ancient-world mystery for a 1970s conspiracy -- slightly less airtight than the original by its own fans' admission, but still one of the best pure puzzle-narrative games released in 2024.
An audacious collection of 50 complete, fictional 8-bit-era games from the creator of Spelunky, near-universally admired for its craft, with a real and well-articulated minority finding its retro difficulty and near-total lack of guidance a genuine barrier rather than charm.
A sequel to the cult favourite Demon's Tilt that hands the ball a gun. The turret system, a nine-perk build layer and a three-story derelict-ship table make this one of the most inventive pinball games in years — provided your eyes can keep up with it.
A physics-based lunar lander with a daily challenge mode and, unusually, a built-in control-verification screen — its four touch-control claims were tested individually and all four, including genuine simultaneous multi-touch, checked out.
A chess tactics trainer drawing from a bundled 24,595-puzzle offline database - confirmed genuinely working with real chess-engine-validated moves on both desktop and phone, including finding an actual mate-in-one during testing.