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| It's V and Nibbles, just chillin'. |
Saturday, July 18, 2026
The Betrayer
Saturday, July 11, 2026
Edgerunner's Resurgence
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| Male Nomad V with his lizard friend and the Rayfield Mordred. |
Saturday, June 27, 2026
Divin' & Grillin' in Dave's New Adventure
In the vein of surprising game updates, I was shocked when I saw a new snippet pop up in my Steam Library newsfeed about a new DLC for a game that I hadn't thought much about for quite awhile. Several weeks ago (and I have no idea if I just blindly missed something) I saw an announcement video pop up in my newsfeed that Dave the Diver was getting a new DLC. I love me some Dave, so this was a very pleasant and exciting surprise. I've played my way through the new DLC (and thanks to being on summer vacation I've had plenty of time to play) and it's a great addition to the already existing adventure.
What is it?
An expansive DLC that offers up a new area for Dave to explore--a village located in the middle of a nearby jungle. There's plenty of new diving to do and tons of other fun new content that manages to maintain the traditional Dave feel of gameplay and throw in lots of silly mini-games and goofy cutscenes. It begins in the epilogue of the full game and sees you move fully away from your beloved Blue Hole and Bancho's Sushi restaurant.
How much additional playtime can I expect?
Depending on your playstyle, I would estimate ~10-20 for a story-focused playthrough and more for a completionist playthrough (which, at the moment, is a bit pointless...but I'll get to that). It's not a bad chunk of game for $9.99 (I got it for $8.99 at release...but it's definitely worth that extra $1).
Pros:
+A new area to explore...in the jungle! Dave and company venture out from their home base near the fantastic Blue Hole to a small village that has been experiencing the odd phenomenon of ancient sea creatures washing up on a nearby beach. The villagers want someone to find out what the creatures are and where they are coming from. The village just so happens to be located by a very large freshwater lake that is suffering from some pollution issues. In true Dave fashion, solving this puzzle is going to require the work of the whole crew.
+ Gameplay loop that is similar to the base game but that offers up more time for above water activities. Dave doesn't just dive--"In the Jungle" features a daily clock that starts when Dave first emerges in the morning. Half the day can be spent wandering around the village, talking to the locals, or gathering materials. If you want Dave to dive he has to enter the water before evening. It's also possible (if you enter the water early enough) to dive more than once a day. Once evening hits it's time for Dave to start prepping Bancho's newest venture--the Bancho Grill! After tasting some less than delicious fish (and slightly offending the villagers), Bancho decides to work on his cooking skills and show the villagers how to create a truly delicious dish. Running Bancho Grill is fairly similar to the sushi restaurant--you pick specific dishes to place on the menu and then are tasked with serving them to patrons in a timely fashion. The menu starts off fairly basic but is expanded to include two different kinds of drinks and skewers. Bancho doesn't mess with skewers so it's up to Dave to grill them up and serve them to anyone who orders them. This throws in an additional layer of difficulty because you have to balance the normal chaos of serving drinks and meals as well as preparing and serving skewers. At the end of the night you receive the same star rating based on your timeliness. There are plenty of new recipes for Bancho to learn and lots of fun dishes to serve.
After the restaurant shift ends, Dave has a small window of time to do some nighttime roaming in the village. He can chat up any villagers hanging around after dark (there aren't many, but a few), or gather unique nighttime items. As this thin sliver of time gets closer to the end, Dave can choose to go to bed (and wake up at the same time with a full morning schedule) or stay up and lose part of his morning window. Just go to bed Dave!
+ A new freshwater diving experience. There are new fish to catch and catalogue, new items found in crates, and plenty of unique underwater resources to gather. Diving ain't all fun and games though--there are many different types of aggressive fish and large predators lurking in the water.
+ The jungle gun is four unique weapons in one! Sadly, Duff can't leave his anime girls behind so there's a new tech expert in residence. Muna is an assistant to the OG Dr. Bacon and she has a knack for technology. She grants Dave the jungle gun--one weapon that you can change into four different weapon forms (rifle, shotgun, sniper rifle, and net gun). The jungle gun is great because you can just scroll through to the type of weapon that you want. It also means that you have more ammo to use when you're facing a big bad. All four types of gun can be upgraded in a similar fashion to the base game (provide the correct resources and some money). One of the upgraded versions offers up a form of the sniper rifle that does a bunch more damage if you stay locked onto a target for more than 1 second--it's very powerful and great for sniping from afar.
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| Dave's complete skeleton display for the museum. |
+ Two Point crossover content. I'm a big fan of the Two Point games and both games added in crossover content. Dave encounters an unconscious explorer in the jungle and finds out that he's gathering dinosaur bones for a museum. There's a mission where Dave can collect bones from defeated creatures in the forest to help complete a unihornus skeleton. In Two Point Museum they added in a new digiverse rift that features content from Dave the Diver. There's even an option of open up a mini-Bancho sushi in your museum (...of course you'll be serving up the fist that you catch for displays in your museum which seems maybe a bit questionable).
+ Befriending the villagers. In order to gain the trust of the villagers, Dave can speak to them and learn about their preferences. He can then find (or purchase) items that the villagers like and give them as gifts. As their friendship level rises, the villagers will offer up gifts in return. It's a fun way to learn about each individual and their preferences. Villagers will also offer special missions to Dave--it could be an item they are looking for or a fish/larger critter they would like cooked up.
+ Dave goes exploring. As you progress the story a new area unlocks that opens up a fun, new type of gameplay. The Setah Forest is filled with dangerous creatures so Dave has no choice but to take Cobra with him as protection. When Dave encounters an aggressive forest creature there's a new turn-based combat experience. Dave and Cobra each have their own set of abilities (Dave's good at swinging a club and Cobra prefers an array of guns and bombs) and facing off against the forest denizens offers up a bit of variety. Exploring the forest is part of the story but also a good way to find materials that are only found there. As you progress through the story Muna also joins the party with her own set of abilities.
+ Tons of silly mini-games inspired by classic games. There's a Duck Hunt-esque shooting game and a sequence with some definite Guitar Hero vibes (there was a bit of this in the base game too). The games are enjoyable and the references are also fun to pick out. There's a nod to Resident Evil in the forest as Dave can pick green, red, and yellow herbs to provide health and action point boosts. (*Some of the references I didn't get because I think they're more related to popular Korean cultural references/shows/games)
+ A cast of new friends to staff Bancho's Grill. Random people just show up in the middle of the jungle (weird, right?) and some of them offer to stick around and work in the grill. You really wind up with a diverse group of employees--you'll just have to play to see what I mean.
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| Dave's hut can be personalized with tons of items. |
+ Dave gets his own personalized hut that you can decorate with crafted and gifted items. You can also personalize the look of the Bancho grill with lots of different options.
Cons:
- No achievements. I was a bit surprised when I didn't see any achievements popping up. I didn't even look to see if there were achievements and just assumed that there was (because there normally are). Do I care about achievements? Not particularly, but they do sort of gently encourage me to be more completionist. Apparently this was a big complaint to the devs because just last week they issued a sort of apology video and indicated that they were adding in achievements in a future patch.
- Boss battles are a bit underwhelming. In the base game Dave would often be facing off against some kind of giant, weird marine creature. The fights sometimes involved using specific tactics that made them feel fun and unique. I didn't get that same feeling about the boss fights in this DLC. The fights are pretty straightforward. The jungle gun also made the fights feel easier to me. You have three different guns, so you can use up much more ammo than in the traditional game before you have to go hunt some down.
- The gift giving aspect of the game is pretty meh. You can purchase different items from one of the villagers every day. If you chat with the villagers they will tell you what food and gifts that they prefer. Providing them with either will increase their friendship level. You can also experiment with gifts, but don't get as much of a boost from more neutral options. Friendship level rises fast, so the experimentation part just felt extraneous. Just focus on giving them their preferred gifts and you'll get to max level quickly.
-I want to see ALL the DANG LIZARDS! One collectible-esque task involves catching the many species of very cute, big-eyed lizards that populate the jungle. A specific villager LOVES lizards and has a terrarium in their hut where you can go and view the lizards. The downside...you can only view a few at a time and there's no way to keep track of which lizards you have caught. Lizards should have their own tracking or some type of list that is tied to the terrarium.
Recommendation:
It had been quite awhile since I had even thought about Dave the Diver. "In the Jungle" takes much of what I enjoyed about the base game and improves on it. I liked the storyline and getting to know the villagers. The diving aspect is maybe a bit underwhelming compared to the base game, but the other added elements (like the turn-based battles in the forest) are something new to enjoy. There's also that undergirding of silliness with the cutscenes that feature dancing jungle creatures or Bancho's jungle-creature inspired research sequences. Paying $9.99 to re-visit one of my favorite indie (*yes, I know that term is debatable) games was definitely worth it. If you're a Dave fan then you'll want to add in this fun, new adventure.
Saturday, June 20, 2026
It's Giving Cooking Mama
After giving up on two different titles I decided to look for something that veered from that set of failures. I was scrolling through my Steam Recommendations when I saw a game that definitely was a departure from my normal choices. Who woulda thunk that I would enjoy a cute little casual cooking game? I've had a nice time with some other cooking games--namely Cook, Serve, Delicious which I've recommended in the past (and it's supposedly getting a re-mastered first game).
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| For the longest time I thought this guy had a loaf of bread on his forehead. |
What is it?
KuloNiko: Bowl Up! is a casual cooking-themed game that involves running a noodle/meatball restaurant that you inherited from your dearly departed grandmother. The gameplay consists of running your restaurant, competing in a cooking competition known as the "meatball brawl," and befriending the many denizens of the fictional town of Kuloniko. It has some STRONG Cooking Mama vibes--your main character is most definitely a descendant of our beloved Mama.
How much playtime can I expect?
I finished the main storyline in a little over 15.5 hours. You can run your restaurant indefinitely (if that's your jam). I'm not sure how much more playtime you could eke out. I didn't unlock all the cosmetic options, but that could definitely add some playtime for someone interested in a fully completionist experience.
How's replayability?
There's not much of a replayability factor with this one, unfortunately. I suppose if you also wanted to experience every iteration of hangout with each character...maybe that could motivate some longer playtime or more replayability.
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| The street view outside your restaurant. |
Pros:
+ Cute, anime/Wii-style design. The characters and town all have a fun vibe that will appeal to those aforementioned Cooking Mama fans.
+ Gameplay that is easy to pick up but has enough challenge to make it feel well balanced. The controls are extremely simple (we're talking clicking at the right time mostly) but the challenge comes from managing the increasingly complex orders from the restaurant patrons. Patrons can request specific recipes or they can just toss out a random list of items they want you to throw into a bowl. It gets more complicated as they can also request that their food have a specific flavor or that they don't want specific ingredients. Each bowl can only hold so many ingredients, so complex orders can feel quite challenging as you try to balance out the requested flavors. As you progress and unlock new stations in the kitchen patrons can also request side dishes and drinks. There's a timer for fulfilling orders and it can feel daunting at times.
The gameplay loop involves running your restaurant throughout the week (fulfilling customer orders) and deciding how you want to spend your two free days. On free days you can either hang out with friends (the cast of characters you meet as part of the story) and do something fun which will increase your friendship meter/level. Increasing friendship is important because each of your friends has specific perks that can be applied if you opt to choose them to assist you during a meatball brawl (plus, you unlock all those fun cosmetic options--some are themed around a specific character). You can also opt to participate in meatball brawls during your day off.
+ Meatball brawl throws in some light faux-competition. At this event you can challenge another chef to create a dish for a specific panel of judges who each have their taste/ingredient preferences. You earn points (hearts) by adding ingredients that the judges prefer while also paying attention to the challenge ingredients (each brawl has a different set of unique bonus ingredients). There are also bonus points awarded for performing specific crowd requested actions during one of the three "action" phases--for example, the crowd might want you to do cutting tasks or add a specific flavor. Winning the competition requires adding in the bonus ingredients and also making sure to take into account the specific taste and ingredient preferences of the judges. Overall, winning the brawls isn't too difficult.
+ Very forgiving gameplay. If you mess up an order or take too long your patrons will still pay for their order...they just don't tip as well and you make less money. If you lose a meatball brawl your restaurant loses some reputation (which can be re-earned through correctly fulfilling orders in your restaurant) and you can re-challenge the chef at a later date.
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| A beach-themed restaurant. |
+ Lots of cosmetic options for creating your own unique restaurant. You can personalize your kitchen and your main restaurant area with many fun options. The basic options can be purchased with coins and other options are unlocked through increasing your friendship level with certain characters and purchasing them with vouchers (vouchers can either be won in brawls or during festivals).
+ A silly main storyline with plenty of feel good cheese. Friendship, yay! Sometimes it nice just to keep things light.
+ A cute cat companion. Every game is improved with a cute, cat. Teto, the cat, will periodically jump on the cashiers counter and have to be nudged out of the way so you can cook and accompanies you to bed each night. You can also pet him at night after your restaurant shift.
Cons:
- Mini-games to learn recipes are basically pointless. Learning a new recipe makes you play a mini-game that literally consists of clicking. That's it--there's not even a tiny bit of difficulty built it (like clicking a different button). It could be improved by making different commands for each recipe...at least make it feel unique.
- Might be too casual for some gamers. The most challenging part of the gameplay is figuring out particularly complex orders that request specific ingredients and flavor profiles. Everything else is pretty cake--it's basically impossible to lose at meatball brawl and messing up customer orders generally just results in less reputation/profits.
- Recipes seem pointless at times and you wind up giving a customer a bowl with some garlic and a few random seasonings. Why even have them request a recipe? (I get that part of it is you remembering that a customer said no meat) It just feels sort of non-sensical--although, I suppose that people do order whacky things in real life.
Recommendation:
If you were a fan of Cooking Mama then KuloNiko will be right up your alley. It's like Cooking Mama with an actual story. If you're wanting a casual, mostly relaxing type of experience, it's perfect for you. If you're hoping for something that's moderately challenging...this is not it (give Cook, Serve, Delicious a try). I had a nice time with it and think it will appeal to a certain type of gamer.
Sunday, June 14, 2026
...Know When to Fold 'Em
Sunday, June 7, 2026
Corpse Abuse...for Profits!
I picked up a couple of free games as part of random giveaways and have been spending quite a bit of time with Graveyard Keeper. It's not a new game and definitely is a product of the post-Stardew Valley craze that saw a glut of pixelated games in that vein. It's no Stardew and I've been feeling a bit divided with my level of enjoyment. I haven't completed it yet (and probably will), so this isn't my full review, but just some thoughts.
Likes:
+ Easy to pick up. There's a bit of tutorial but it's pretty basic--you gather materials, you build various crafting objects, you craft items, and you try to complete tasks to further the main storyline.
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| My growing graveyard. |
+ Like the name suggests, a big part of your tasks is to maintain/improve the local graveyard. A communist-leaning talking donkey periodically delivers new corpses for burial. Each body has a sort of (unexplained...) quality level and you can decide if you want to alter that level by performing some....unlicensed surgery. With a bit of training (via a sort of talent point-like system) you can remove various parts such as bones, blood, or skin. These parts are used in various other applications but will change the quality of the body/grave when buried. The quality of a grave is determined by the quality of the body and the decorations you place on the grave. Part of the storyline hinges on improving the quality of the graveyard to a certain level. You can opt to invest talent points in burial skills (such as embalming) and in crafting fancier grave decorations. Oh, and you can also carve off some chunks of flesh to sell as "meat" to the proprietor of the local tavern. There's a meat shortage and he'll buy any "meat" as long as it has the royal stamp (something that you can purchase/obtain from both legitimate or shady sources).
+ If you want to be busy, there's about a million different things going on at a time. This is both good and bad. The main storyline branches out into having to complete tasks for a number of different characters. Plus, you have to keep dealing with graveyard matters--those bodies keep rolling in (at least for awhile--then that punk donkey starts demanding pay in the form of carrots or else he won't deliver any more bodies).
+ Zombie workers! You can unlock technology that allows you to turn bodies into zombies. Once you've also unlocked and constructed the requisite work location and porter stations you can set up a nice network or zombies who will gather basic materials for you. No one in town seems to notice this ominous behavior.
Dislikes:
- My biggest gripe has been the number of totally unexplained parts of the game. For example, each body has a quality level based on a number of red or white skulls displayed. The best corpses have none or few red skulls (this can be altered through embalming/application of fluids or removing specific parts) and they're the ones you want to keep in your graveyard. Other than reading descriptions of talents this aspect of the game is not explained. There's also an alchemy crafting system that is highly reliant on experimentation--basically you have to combine random stuff until you stumble upon the correct combo. When you do stumble onto a workable combo it's not saved anywhere. It would be nice to have a journal/logbook where this info gets saved.
- There's tons to do, but that can feel a bit overwhelming. I have found that it's best to try to focus on one task at a time (like improving the church/graveyard or specific character tasks).
I'm about 30+ hours in and feeling pretty mixed about my experience. I'm still entertained enough that I'll probably finish it (especially with summer break looming in my near future), but I've had moments of putting it down and playing something else. We'll see.
If you're a teacher--wishing you a great summer break! I get done on Wednesday and it has been a trying school year so I'm very much looking forward to less stress and more relaxation. If you're not done yet, keep holding on--you're getting closer (I know there are some places that don't get out until the end of June). Happy summer and happy gaming!
Saturday, May 30, 2026
Semi-Unexpected Surprise
Whispered wishes go through the quiet skies.
A lion cub’s fate is penned in the stars,
And lilac and gooseberries are never too far.
Tonight, there are no monsters to kill, no roads to roam,
Just quiet thoughts and wishes that try to find a home.
The White Wolf sits still, mesmerized by the dancing flame,
While Dandelion strums his lute and hums Geralt’s name.
Saturday, May 23, 2026
Leave it to the Beavers--Timberborn
I recently spent a bit of time trying to master my city building skills. Now, I'm absolutely not an expert in city building, but I can usually do decently. The city builder in question doesn't involve your typical human cities, instead, it's based on a civilization of advanced beavers.
What is it?
A city-builder with a few unique twists that include the aforementioned society of beavers.
How much playtime can I expect?
Honestly...potentially infinite. Your city can exist as long as you can keep it functioning and survive gradually lengthening periods of crisis (I will explain soon).
Pros:
+ Mostly helpful tutorial that allows you to get a grasp on the basics. More advanced features do require some searching.
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| The industrial area of my town. |
+ Beavers! Humans are boring...but beavers are cute, great engineers, and love to socialize. Beavers have the same basic survival needs as humans--they need food and water--but keeping them truly happy requires making sure that they have a variety of their favorite foods to choose from (there are multiple buildings where you can prepare a wide ranging menu) and plenty of options for ways that they can spend their free time. Since beavers are very social creatures they like to have cozy places to gather with others--this includes a nice campfire, a rooftop terrace, or a grand amphitheater where they can discuss their favorite task--logging. They also like to cut loose and have a good time, so building a carousel and a dance hall is a must. A unique need for the beavers--wet fur. Building special showers or a lido deck allows your beaver pals to take a quick dip. They also love an aesthetically pleasant area with plenty of decorations. Keeping your community of beavers happy will boost their efficiency.
+ Controls are easy to use and understand. You can easily rotate buildings and place them where you want.
+ Two different factions of beavers with specific perks. You start off as the Folktails, a faction that specializes in farming and can build beehives that help crops to grow more quickly. Once you've played the Folktails faction to a certain level you unlock the Iron Teeth. The Iron Teeth are more focused on technological skills. Each faction has its own unique buildings, so it's fun to experiment with their strengths and weaknesses.
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| The beaver fun zone--a carousel and dance hall. |
+ Elements of survival. The game functions on a calendar made up of cycles. Each cycle is made up of a certain number of days where everything works as normal and then a period of drought or badtide. During a drought all water on the map stops flowing. This means that unless you create a reservoir to store water your crops will all dry up and you'll be totally reliant on your stored water supply. Drought is the lesser of the two evils though, badtide is more challenging to deal with. A badtide is an event where all the water on the map is replaced by water that is polluted with high levels of radiation. It cannot be used for farming and will cause corruption to spread to any areas that are close to water. Corruption will cause any living things it touches to die (this includes trees, crops, and berry bushes). Learning how to deal with these disasters is a must as your civilization can only last as long as your supplies do.
These periods of disaster throw some additional challenge into the traditional city-builder genre. They also lengthen/happen more frequently the longer you play. I managed to get my civilization to cycle 50 but had one very close brush with disaster when I got hit by back-to-back badtides (the type of disaster you experience is random) and didn't have enough time to store up enough water. Luckily my few surviving beavers managed to chug along and bounce back.
(*I'm also fairly certain that you can turn off disasters if you're looking for a totally chill experience)
+ Advanced features for the leet. You can unlock a wide variety of switches that allow you to automate exactly how/when certain parts of your city function. These switches include logic switches (something that exceeds my abilities) but also a number of other types that trigger based off of things like weather or time of day. I lack the skills to get into this, but if you're the type of person who likes to tinker with all the fancy stuff...it's there for you.
+ A nice soundtrack. It's mostly piano-based music but it changes based on the weather. It's slightly more ominous during droughts and badtides.
+ Monuments to build. Like many other city-builders the ultimate achievement is gathering a massive amount of materials and building an awe inspiring monument in your civilization. There are several to choose from and also faction specific monuments. Most of them are beaver themed, which is definitely fun.
+ Speed controls to play at the pace you want.
+ Many starting maps to choose from with their own unique challenges.
+ Mod support.
Cons:
- More advanced gameplay mechanics do require some research. That's not terribly abnormal, but I found the tutorial to be unhelpful beyond the basics. Just expect that there will likely be aspects of gameplay that you'll need to look up.
Recommendation:
If you're looking for a city-build that mostly fits into the shape of the genre, Timberborn will be right up your alley. The additional survival challenge (and the ability to toggle it on or off) makes the game more fun. The infinite playability plus features for all skill levels of gamers means that it's great for basically everyone.
Saturday, May 16, 2026
Artistically Gifted
The most recent DLC for Two Point Museum, "Arty-Facts," recently was released. Being a big Two Point fan, I snapped it right up and returned to the zany world of museum management. But how does the new DLC stack up?
What is it?
DLC for Two Point Museum that adds in a new art themed vibe. You get a new museum with its own storyline to run and lots of new items to discover on expedition as well new decorative themes. It is priced at $10.99.
How much playtime can I expect?
To play your new museum to the four-star/story completion level (because you can keep playing to accomplish additional, more generic goals to get more stars) I would estimate ~10-12 hours. I completed the story goals and also made it a point to unlock all the new expedition art exhibits, so I played a little bit beyond the story. Playtime can vary based on your playstyle and goals, of course.
Pros:
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| The art studio--where masterpieces are made (eventually). |
+ Your new art experts don't just go on expeditions, but can create their own unique works of art. You can build an art studio and direct them to create a variety of artworks. Similar to expeditions, creating art costs a certain amount and you can specify if you want your artists to spend more time to create a higher quality product. A higher quality work of art costs more money and means your artist will be busy for a longer period of time, but also yields a perk.
+ Multiple kinds of art talents that can be trained. All artists can create paintings, but you can also train (or hire) the ability to create 3D art (statues and sculptures) as well as performing arts.
+ You can also train your artists in emotional intelligence which allows the to learn new emotions that can be added into their artworks. Emotions impact guest feelings and there are certain guest bonuses related to the emotions that they experience.
+ Lots of fun new art themed decorative items to give your art museum the perfect vibe.
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| A performance artist puts on a dramatic play. |
+ Building a stage allows you to employ performance artists who can put on performances that guests will pay additional money to watch. You can unlock additional performance styles on expedition and they include themes like miming, martial arts, and music. Like artworks, the type of performance your expert can put on depends on the emotional range that they are trained in.
+ Tons of funny famous artworks to discover on expedition. Many are silly mockups of actual famous artwork or have a Two Point twist.
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| Some of the famous artworks--Cheesy Gothic & the Stinker. |
+ To keep your security on their toes, there's also a new guild of thieves to contend with. These art thieves will steal your valuable work and replace it with a valueless, silly forgery.
+ Making money is a cinch thanks to Snoteby's auctions (love the name). These monthly auctions seek out specific kinds of artworks (usually a combination of a type of artwork with a specific emotion--statues that express joy, for example) that you can mark for auction. The amount you get depends on the quality of the artwork. Auctions are a good option to get rid of lower-quality works, but are a bit of a roll of the dice because the type of art and emotion changes each month. Creating a range of new artworks is a good way to get your experts some experience but to also make sure you have a range of works to auction.
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| Interactive art! |
Cons:
- It can be difficult to keep track of the emotions of each artwork and I wish they would add in a special layer on the view option to see emotions. Instead, you have to click onto each one and find the emotion. It's a minor annoyance when trying to auction off artwork.
Recommendation:
If you enjoy Two Point Museum you'll want to check out this DLC. I think I actually liked it better than the wildlife DLC. I like the ability to have your artists create unique artwork and to make money by auctioning them off. Having different kinds of artists also adds in some variety--it's not just about paintings. Give it a whirl!
Saturday, May 9, 2026
Finding all the Kitties
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| An example of one of the levels (from the DLC). |
Saturday, May 2, 2026
Busy Beavers
After I finished up my latest The Witcher 3 playthrough (probably #10-12-ish--I know, I've got a problem, but it's my all time fave) I decided to switch gears and take on my mounting backlog. In the last sale I decided to grab the city builder Timberborn since it had recently exited early access. I've been spending my gaming time with my fantastic civilization of busy little beavers and trying desperately to keep them alive.
What is it?
A city builder with elements of survival and automation. The twist...it's a civilization of beavers! These aren't your typical beavers though, they are masters of science and engineering who are capable to building very advanced structures. Like most city builders, your first task is to simply get your city on its feet--gathering and building all the required elements to simply keep everyone alive. In this case it's housing and timber and berry gathering posts. You can also build a science station that allows you to generate research points that can be used to unlock new, more advanced structures and features.
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| The beavers enjoying a dip in the river at the lido deck. |
It's not just as simple as making sure your beavers have a food, water, and a roof over their heads. Beavers are social creatures who want to do more than just gnaw down some lumber and eat berries, so it's important to keep them happy by beautifying their town with shrubs, lamps, and other decorative elements. They also like to eat a variety of foods, so you definitely want to build a farm to start growing different types of crops as well as a grill, mill, and bakery. Since they are partially aquatic they also like to keep their fur wet so it's vital to build showers (or the lido deck) so they can periodically take a dip.
Probably the biggest challenge are periods of drought and bad tides. During droughts the water flow on the map is interrupted for a short period of time and everything dries up--this means all berry bushes AND any farmland. It's important to plant a variety of crops because some have a limited tolerance to drought and will quickly die. At first, droughts only last for a short period, but as you survive for longer and longer they will also get longer. It's important to maintain a good stockpile of food and water to make sure that you have enough to get through these periods. You can also build a dam which can help keep some water around even during a drought. Eventually though, most of your crops will die and need to be completely replanted. Bad tides are the other major disaster element--they start arriving after you've survived several cycles and are more difficult to deal with than droughts. Bad water is water that is polluted with radiation and will cause decay to spread wherever it touches. This means that your lands will frequently be spread with corruption which will kill all plants. It also means that any beaver who spends too much time in the polluted water can also become ill with disease (luckily once the water is contaminated they will automatically stay out--unless they're busy with a task like building or harvesting). Sick beavers must be treated with antidotes that are crafted by a healer in order to recover. They won't work until they've fully recovered. The solution to bad tides seems to be blocking off the water source that leads to your settlement with a sluice gate (or levee) until the bad tide passes. This event winds up being a lot like a drought because everything dries up (eventually).
What I am liking/disliking so far:
Like:
1.) Semi-helpful tutorial that covers the basics well.
2.) Nice music and ambience. The musical change during droughts and bad tides is fun.
3.) Variable game speed controls that are easy to use.
4.) Ability to prioritize different tasks easily.
5.) The added challenge of droughts and bad tides keep you on your toes. It is possible to disable them if you're looking to make the game feel like more of a traditional city builder.
Dislike:
1.) Tutorial covers basics but not more advanced elements (at least, not so far).
2.) Slow periods of gameplay where I feel a sense that I should be doing something.
3.) Combining districts/expanding settlement is a bit weird and not explained well (but can be figured out/looked up).
Overall, I'm having a nice time with Timberborn and look forward to diving into some of the more advanced elements (if I can survive that long). I have more of a feel for the basics and a sort of progression path, so it might be time to switch over to a new settlement. Next week I should be ready to write up my full review. Happy gaming!
Saturday, April 25, 2026
Artistic Endeavors
I've almost wrapped up my latest The Witcher 3 marathon playthrough so unfortunately I'm not doing anything new (...yet!). I have managed to prop up my backlog which is something I like to do in anticipation of some enjoyable summer gaming once the school year is over. I'm likely going to hop into Timberborn (a city-builder set in a civilization of beavers) but have a few casual, good-times kinds of games on deck. It's always a bit fun to have that anticipation of what to play next!
In current gaming news, it was announced this week that the next DLC for Two Point Museum will be released very soon! The "Arty-Facts" DLC allows you to run a quirky new art museum. Give the trailer ye olde gander:
It looks like we'll get a new type of art expert who can also create artworks as well as performers. I'm curious if you'll be able to hire different kinds of performers since the trailer shows mimes, dancers, and a Shakespearean actor. There also seems to be some sort of guest emotion element that is tied to the displays.
Overall, I'm very excited for this DLC and love the quirky charm of the entire Two Point series. The best thing about their DLC announcements is that they usually wait until it's pretty close to release--in this case, it's May 7th, so only a short wait. It's extra fun to add to my upcoming playlist!
Saturday, April 18, 2026
Good Looking Gear
Every time I re-play The Witcher 3 I try to mix it up a little bit with some different choices. One departure I chose this time around was to opt for some of the non-standard craftable witcher gear sets. You can purchase fragments of maps from various vendors that unlock the standard gear treasure hunts (your griffin, cat, bear, and wolf sets). There are a few other gear sets that are separate and I usually don't pay much attention to them, but I decided to give them a go this time around.
The last big patch to the game added in a new story type of quest to investigate The Devil's Pit for a priest of the Eternal Fire whose colleague had gone missing. There's an entire story that involves a long-lost Wolf School witcher who had been tricked into battling a particularly devious type of monster that had then possessed him. The boss fight is a bit trickier than other fights because you have to figure out the sequence of skills to free the witcher from parasitic monster that is possessing him (it's not that hard though--just a couple of different signs). After completing this mission the ghost of the witcher offers to share with Geralt the location of plans for a unique set of gear. This gear is inspired by Netflix's "The Witcher" series and is called the Forgotten School of the Wolf (I posted pictures of it a couple of weeks ago). The stats are similar to other gear sets but the level requirements are slightly different and the look of the gear doesn't change depending on the crafting level.
Another set of gear that I never checked out is part of the "Hearts of Stone" expansion. As part of the main story mission Geralt has to steal Horst Borsodi's house for Olgierd von Everec. Geralt finds himself in the company of Vimme Vivaldi, the dwarven banker/entrepreneur from Novigrad, and is introduced to several of his acquaintances while waiting for an auction to start. One of those acquaintances is the Countess Mignole, an older, very rich woman who is an avid collector of witcher-related items. She offers to sell Geralt a set of armor plans (...and Vimme of course gets his cut). I usually pass on her offer, but this time decided to check it out. The armor is an upgraded version of the Viper armor from the beginning of the game and has a slightly flashier look. The swords are found separately in two different main story missions (one as part of the auction house heist and the other in the final mission if you choose to solve Gaunter O' Dimm's riddle). The silver sword is very easy to miss because it is tucked into a side area during the timed mission to solve the riddle. Overall, the entire set is very nice looking (it's called Viper Venomous).
Since I had opted for these non-traditional armor sets I didn't feel like having to go through crafting all the lower-level versions of the more standard witcher sets once I was ready for the grandmaster level. Instead, I decided I would check out the one grandmaster set that stands on its own--the manticore gear. It's definitely a bit more of a hunt to cobble together the entire set--rather than finding all the plans in one place, Geralt must explore multiple locations related to the witcher Merten. Merten apparently found religion and decided to join the followers of the prophet Lebioda in Toussaint. As a result, the plans are scattered among the locations related to the prophet. It turns out that the manticore set is some very handsome gear. I really like the look.
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| Geralt in full Manticore glory. |
Saturday, April 11, 2026
The Best Price is Free
Saturday, April 4, 2026
One Decision I Won't Change
Unsurprisingly, I'm still playing through The Witcher 3--and I have both "Hearts of Stone" and "Blood and Wine" left too, so it's going to be awhile. Last week I wrote about a few new quest experiences that I encountered, but this week I had the realization that there's one side decision that I've never ventured away from. I just can't do it...and that's saying a lot because I have even made choices that have led to the "bad" ending (which sucks and is sad).
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| Geralt in the Netflix series inspired gear set. |
I'm talking about the mission to participate in the assassination of Radovid, but more so the end of that mission. I've experienced both outcomes of Geralt either refusing to participate in the mission or completing it, but there's another decision after the main event (Philippa Eilhart emerging to get her revenge on the psychopath that is the King of Redania). After Radovid's demise, Geralt and crew flee to the abandoned theater to meet up with their other co-consiprators (one Sigismund Djikstra and Thaler) under the guise of celebrating their victory and cementing their post-assassination plans. It's here that a side-plot is revealed--Roche, Ves, and Thaler have negotiated a deal with Emhyr that Temeria will stop resisting Nilfgaardian rule in exchange for becoming an independent vassal state. It's not exactly the free Temeria that Roche and Ves seem to be fighting for, but it's basically the lesser of two evils.
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| I particularly like the swords for this set. |
It's here the Djikstra emerges from backstage and reveals that he actually has his own plan--he will replace Radovid as the new king of Redania (umm, ok?) and will continue the fight against Nilfgaard. A pack of his minions emerges and Geralt can make the decision to either leave Roche and Ves to their fate (will they be able to fight off all of Djikstra's goons?) or to defend them. I've never chosen to leave--it just feels wrong abandoning Roche and Ves given that they helped fight off the Wild Hunt at Kaer Morhen. I am a bit curious about how things would differ if Djikstra was in charge--maybe a decision for next playthrough.
It's a beautiful day where I live, so I'll likely do some adventuring away from the ol' PC. I hope everyone has a nice weekend either spent outdoors on a lovely spring day or inside with a nice, cozy game.
Saturday, March 28, 2026
A True Skelliger
A few weeks ago I started a comfort play of one of my favorite games, The Witcher 3. It seems like an inherent millennial trait that when things might be a little rough that we turn to our old familiar favorites--that might be a movie or TV series that you've watched a million times or, in my case, a game that I've probably played through at least 10 times. There's something about that strong sense of nostalgia that manages to soothe the stress of real life. One of the things that always surprises me about The Witcher 3 is the fact that I'm almost always able to find something new that I missed in one of my previous playthroughs. So here's my record of what I've discovered in my umpteenth playthrough of The Witcher 3 (plus, a stupid argument that I have with myself every time that I play).
Sometimes you stupidly mess up something that you've done correctly a million times. This time around it was the mission to trick Caleb Menge (the leader of the evil, sorceress torturing and burning Temple Guard) by pretending to turn in Triss. Geralt has to keep his cool while he can hear Triss being tortured in the other room and every other playthrough I've done it perfectly. This time around I decided to click on a slightly different dialogue option (one where Geralt tries to pretend as if he and Triss never had any kind of past relationship) and Menge immediately caught on. Instead of coolly waiting for a mangled Triss to appear in Menge's office after escaping from her captors, Geralt and Triss had to fight their way through the entire Temple Guard. I figured that I had royally messed things up, but it turns out that there's an alternate way to wrap up the mission. It involves finding a secret message with a method to meet with a spy outside of Novigrad--apparently Menge used this spy for his nefarious purposes. Geralt can ask Djikstra about it and then he and Triss can meet the spy. Triss still goes a little bit nuts (this time on the spy, which is a lot less satisfactory than it being Menge) and it's obvious that she's a bit cracked from her encounter with the Temple Guard. You can still fully complete the mission to free Dandelion afterwards.
There are a billion side quests and many of them you just have to sort of stumble upon. In my totally insane desire to discover all the question marks in Skellige (which I will discuss later) I discovered two men on a random island who were having an argument about how one of them had corrupted the others sister by luring her away from the priestesses of Freya (a sort of Skelligan religious sect for the ladies). Geralt can intervene and slay the attacker. The survivor then is a bit conflicted about the situation and asks Geralt to find books about different religious practices and then bring them to him. I have always noticed the random items tagged as quest items that are for sale by some vendors, but had never actually encountered one of them. Now, for the life of me, I cannot remember where to find the books for the quest since they are sold by random merchants. And, honestly, this quest is highly inconvenient because it is located on a small island with no nearby fast travel markers--getting back to the quest giver means hopping on a boat and returning to the island. If I find the books, I might complete it, but I'm not planning on going heavily out of my way to do it.
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| Behold, the lack of question marks! (Take a look at ol' Geralt's finances too) |
Every time I get to Skellige I am always confronted with what is a very stupid internal debate--do I save myself a lot of time (we're talking multiple hours) and ignore the numerous question marks polluting the map or do I needlessly do them? There are pros and cons to this debate--the main pros include the fact that you might find a decent item or two that you can actually use (out of an absolute mountain that you will sell) and that you will earn an absolute Skelligan longships worth of gold (which, again, you don't really need). The cons--sailing around to ALL the question marks means fighting off scores of some of the most annoying enemies in the game (sirens and ekidhnas). It also means having to manage selling off all your loot--another annoyance since finding vendors who have enough coin to buy it all can be difficult (you can wait for 24 hours until their stock resets). And, most importantly, it's fairly pointless. The sad reality--I still do it every time! I think there's something wrong with me.
Surely I can't be the only one who does this? There has to be other insane people out there who refuse to let the question marks remain If that's you, I hope you enjoy your adventure--I used it as an opportunity to get caught up on some podcast episodes that I had missed.
Happy spring to the gamers out there! The weather is getting nicer, so maybe it's a good opportunity to get outside and touch some grass. Or maybe we just stay in and explore some more pointless question marks on a map. Either way...win-win!





















