Steam Backlog Blitz: Demo Edition

2025-03-10

Steam thumbnail for MINDWAVE. Steam thumbnail for Aeruta. Steam thumbnail for DRAPLINE. Steam thumbnail for Rubinite. Steam thumbnail for Slime Rancher.

It's easy to fall into a routine with any media, sticking to a handful of shows or games you've made a habit of, so I thought I'd break that once in a while.

For the record, I don't think it's strictly a bad thing - I for one am not immune to live service games - but ironically, it was the oversaturation *ahem* 72 hours played over 1 week *ahem* of one single release *AHEM* Monster Hunter Wilds *AHEM* that had me craving some diversity this weekend, and frankly, a return to something a bit simpler and more personally fulfilling. I wanted to make it more of a habit to set aside time and play more indie games, since history has shown that I have a particular weakness to them when I least expect it.

MINDWAVE

Aeruta

DRAPLINE

Rubinite

Slime Rancher

MINDWAVE

The protagonist of MINDWAVE with exaggerated features and bugged out eyes.

Rapidfire crazy microgames for people in not-america

I saw this one going around Bluesky during some steam promotion week or somesuch, and it caught my eye in a way only something this ridiculously overstimulating could.

I've always been a fan of microgame... Micro Gamegames. Micro((game)^2)s. Macro of micro games games, an incredibly addictive format whose charm shines brightest in the creativity and variety of the presentation, for which MINDWAVE yes i WILL respect the allcaps is 200% tailor-made.

Even before the craziness of the gameplay itself takes hold, it's a whiplash of contrasts between your classic disillusioned punkish protagonist, the monokuma-lookin imagery, and the bizarre side characters.

When it became abundantly clear that every one of these elements are a laser-focused design choice that fuels the subtext of the actual gameplay system, a PvP of mindscapes, I could tell this one had the sauce. And it was only then that the core gameplay actually started.

A screenshot between microgames. A chibi of Abbie is duplicated across the screen a dozen times, hopping in unison.

I can't explain that though.

Very excited for the full release of this. I definitely need more time with it, especially to take in its perfectly-complementing soundtrack outside the context of being blasted with microgame imagery.

Aeruta

The pause menu for Aeruta. Chaya, the fox girl protagonist, stares at a stat page, with battle info and the current quest.

Food?? Combat?? Dungeons?? Girls It was very hard figuring out the order of these words.

When this game's trailer came across my steam queue, about four different similar games that I am fond of came to mind. That alone was a strong argument to at least try it out.

Just to put this up front: the game has beautiful sprite animations and charming character art. Contrasting (or complementing?) this, it has the ultra simple plot of what I can only describe as a contrived F2P MMO story and dialogue, in what I hope is a charitably nostalgic read rather than an insult. Frankly, I'm not always looking for a novel. Sometimes I am looking for a cool picture book, and I got what I asked for this time.

Chaya states mid-sentence: "It was just the free starter weapon I got when I graduated... But what is an Adventurer without a weapon?" Three weapons nearby are a rapier, a rolling pin, and a whip.

(Obviously I picked the rolling pin.)

The gameplay loop is one that relies on repetition, which naturally means that fun gameplay is a must. What constitutes fun is, of course, subjective, but if you already know I have a weakness for restaurant sims, you should also be informed that I definitely have a weakness for platformer action too. And being a self-reported F2P MMO oldhead, I'm no stranger to the loot-grind brainrot either.

So with that, I have to admit, if I ever get the full version or early access of this game, I will spend untold Well, I'll probably tell it here. amounts of time on it if it's even half as fun as it feels like it can become.

Chaya, transformed into an actual fox, yawns on a bed as a vignette transition closes in. A view of her journal reads "Spring Day 1".

I will say that the demo offers a pretty limited look into something that is still in early access, so the randomized aspect is exhausted quickly even with only a little bit of replaying. My hope is that it's sufficiently expanded in the full release, because I have gamer brain worms.

The player in Aeruta is surrounded by floating loot spaced along the floor.

Also, if you can tell which MMO it reminds me of, no you can't. ...But it 100% has Maplestory DNA.

DRAPLINE

A dragon girl is caught by surprise while eating a large chunk of your house.

This one is by a dev whose previous work I enjoyed quite a lot, though I haven't had time to write about it anywhere here. Until that time, I just have to insist you play Noel the Mortal Fate.

From what I can tell, this one is quite a different game, but their ability to create charming character designs and gradually build up intrigue is all in the DNA, even if it's quite simple to start with.

The player selects food for the week. The options are a Village Log, a True Homunculus, and an Actually Bad Animal Bone.

The demo hits the ground running to showcase the basics of the gameplay loop and what you can expect mechanically - daily life events, NPC relations, and the foundation of a decent fantasy plot about the (eventual) fate of the world.

Even on a first look, it became clear to me that the game is tightly balanced in a way that stretches your resources, which can make lucrative "negative" choices enticing. Your decisions influence your dragon girl's growth, as a dragon and a girl, and questionable morality appears to be a feature with true pros and cons.

The dragon girl, Coo, asks the player if she may eat Arches, a wolf man, for a boost in stats. The player is given a choice.

To be honest, as this game is essentially in pre-alpha, with early access only starting later this month, it's tough to say where this will go from here. It feels like the kind of game that encourages some replayability, so it might be run-based, and a bit shallow by nature as every character so far only has a few simple lines of dialogue. But it's cute and simply fun, so I'll be keeping an eye on it for sure.

Battle victory screen with the word WIN! across it.

my bad.

I waited too long to talk about this and the moment has passed. If I ever pursue this, it'll be in a new post.

Actually,

I might make a separate post about this one. Since first posting my other impressions, I've spent another several hours on this. I'll be finished before I next think about updating this page, so I might as well wait.