Best Horror Games On Itch.io – July 2026
By Adele Wilson
Across a bounty of subgenres.Haze Seas Accessories Tier List [Best Accessories to Equip]
By Adele Wilson
The accessories with the best stat buffs in Haze Seas.
Tag: editorial
Brawsome enters the camp DRM Free
The issue of whether games should include DRM, especially indie games, has been a popular topic of conversation for several years now - especially since the rise of digital distribution and the increasing accessibility of "free" content. As a member of the hazily defined class of indie game developers, with now two original released games to my name - Jolly Rover (2010) and MacGuffin's Curse (2012), I've been faced with the decision of whether to go DRM free for a few years. My need to make this decision was first spurred by the opportunity earlier this year to include my first game, Jolly Rover, in the Indie Royale Bundle, and more recently from contact with one most recognizable advocates of DRM Free indie games, the Humble Indie Bundle.No, seriously – why isn’t Catan on Facebook?
By Jim Squires
Whenever news breaks about something happening at Zynga, there's always one photo that inevitably surfaces again on the internet. It's a snapshot of Zynga CEO Mark Pincus wearing three things: a winning grin, a black hoodie, and a t-shirt that says "YES WE CATAN."A Window to New Worlds: Phones & tablets as a venue for intimate gaming experiences
By Eli Cymet
As the mobile platform grows explosively, it's becoming increasingly typecast as the "new arcade." So much so, in fact, that you see industry veterans like Xbox co-creator Seamus Blackley assembling entire studios geared at reliving the coin-op glory days. Me? I'm not so sure. No, there's certainly no denying that retro-style gaming is alive and well on our phones and tablets. So too, however, are point-and-click adventures, "thinky" puzzlers, and a growing number of personal stories.The Pocket Minefield: Things to consider before you go mobile
Last week, I was fortunate to speak on a panel of Ottawa mobile game industry professionals for the city's regular meet-up of the IGDA. Joined by Magmic's Joshua Ostrowalker, Jeff Bacon of Bitheads, and Matthew Strentse from Iversoft, I offered my perspective on some of the ins and outs of developing for phones and tablets. Perhaps the biggest theme that popped up during the night was the hard truth: there is no surefire strategy for success in mobile.The do’s and don’ts of microtransactions
As the old saying goes, the best things in life are free. Why empty your bank account for a new videogame when some of the best around don't cost a dime? According to Flurry, the average iOS user owns 65 apps, and you can bet that a big chunk of that consists of glorious, "costless" apps.What’s Not to Like? Service Games Just Keep Getting Better
By Lars Jörnow
There was a time that now seems eons ago when games were one-off affairs for which the published package reigned supreme. Consumers bought a title, such as Super Mario Bros., gleefully cracked it open and played it until they couldn't bear another jaunt through the super mushroom kingdom. More than just a case of fungus overload, the game, played repeatedly until there were no more challenges to master, soon would become a tired title eclipsed by the latest gaming sensation.Microsoft should be making Facebook games
By Jim Squires
Growing up in a house where daddy's job is all about video games, my two daughters really couldn't avoid the fun of digital play even if they wanted to. As a parent, that means a lot of time is spent searching the recesses of my mind trying to think of games that are not only age appropriate, but genuinely fun. On a lark, this meant stopping by my local games shop last week to pick up a copy of Viva Pinata: Trouble in Paradise for the Xbox 360.Creative convergence is the biggest game trend of 2012 so far
By Joel Brodie
Yes, I just made that term up. Actually, the biggest buzzwords from walking the halls of the Game Developer Conference (GDC) are freemium and free-to-play ("f2p") which apparently are two technically different terms but to me mean the exact same thing. Every company plans to release games that are free to play to start, but encourage purchases to keep playing. Some vocal players may gripe, but they are in the minority since games are making a lot more money with freemium than any other model out there.