93
Puzzle
Cadence Machine
A scheduling puzzle that turns into a habit somewhere around hour nine. The clearest systems teaching we have seen in years.
PCConsole2024
Twelve games, reviewed to completion, scored against the same published rubric. Nothing in here was played from a preview build or written from a press kit.
93
Puzzle
A scheduling puzzle that turns into a habit somewhere around hour nine. The clearest systems teaching we have seen in years.
PCConsole2024
91
Strategy
An incident-response sim that understands the real obstacle is never the outage. It is the org chart above it.
PC2025
88
Simulation
Three years old and still the most honest depiction of gig work anyone has shipped. The tiredness is the mechanic.
PCConsole2023
86
Action
Eighteen months of patches finally repaired the middle nine hours. The combat was always good; now the pacing is too.
PCConsole2025
85
Adventure
Horror with no combat, no chase music and no monster on screen. It turns out that is all the pressure it needs.
PCConsole2025
83
Puzzle
A tactile puzzle box that never explains itself and never needs to. Four hours long, and not one wasted minute.
PCHandheld2024
81
Strategy
Teaches orbital transfer without a single tutorial pop-up. Punishing, entirely fair, and very slow to forgive.
PC2023
78
Racing
One of the best handling models of the decade, bolted to a career mode almost nobody finished. Race it in single events.
PC2024
76
Simulation
Long drives, a genuinely good radio, and an economy that quietly stops mattering about twenty hours in.
Console2025
74
Adventure
A gorgeous coastline, a strong first act, and a story that loses its nerve in the last hour and explains itself to death.
Console2025
72
Racing
Arcade handling that sings for ninety minutes and then repeats itself for nine hours. Worth the ninety minutes.
Handheld2024
69
Action
Precise platforming undone by checkpoint spacing that punishes the exact experimentation the level design invites.
Handheld2025
We have only published twelve reviews so far, so some combinations genuinely have nothing in them yet. Try widening one filter.
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A review only enters the library once someone here has finished the game, or has played far enough past the point of diminishing returns that finishing would not change the argument. For a forty-hour strategy game that means forty hours. For a four-hour puzzle game it means four hours and then a second run.
Scores are out of 100 and come from six weighted criteria, not from a gut feeling rounded to the nearest five. The weightings differ by genre, because framerate stability matters more in a twitch platformer than in a turn-based strategy game, and the rubric says so out loud on every review page. A 74 is not a failure. It is a game with real strengths and at least one structural problem we could not talk ourselves out of.
We do not adjust a score after publication unless the game itself changes. When it does, as with Ashfall Parade, we re-review it, date the revision, and leave the original text visible underneath. Quietly editing a score is the fastest way for a publication to become worthless.
The platform tags describe where we played the game, not everywhere it is sold. If a review says Console, a member of staff played it on a console from beginning to end. Where a game runs on more than one family of hardware and the experience differs materially, that difference is in the body of the review rather than hidden in a tag.
Filtering updates the address bar, so any view you build here can be bookmarked or sent to someone. With JavaScript switched off the filters are hidden and the full library is listed instead, which is the correct fallback: the content was never behind the control.
No preview coverage, no early-access impressions presented as verdicts, and nothing written from a press kit. We also do not review games we cannot buy at retail price with our own money, which is slower and occasionally means we miss a launch window. That trade is the whole point of the place.