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Game Reviews

New PS5 system update finally makes using a DualSense controller on multiple devices far less hassle
Game Reviews

New PS5 system update finally makes using a DualSense controller on multiple devices far less hassle

by admin September 16, 2025



A PS5 system update is due tomorrow that will finally add controller pairing across multiple devices.


It means if you’re using your DualSense controller across more than one console – or for PC or mobile play, for instance – you will no longer need to pair it each time.


This update was detailed by Sony back in July, but finally it will be available globally for users from tomorrow, 17th September.


The update will also add Power Saver mode, which will scale back performance to reduce power consumption. Future updates for Death Stranding 2: On the Beach, Demon’s Souls, and Ghost of Yōtei will make use of this feature.


Full details can be found on the PlayStation Blog.



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September 16, 2025 0 comments
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Art shows RPGs coming this fall.
Game Reviews

Here Are 5 Great New RPG Demos You Can Check Out For Free

by admin September 16, 2025


If you’re looking for something new to play this fall but can’t quite decide what to dive into, these free demos might help you make up your mind. They run the gamut from traditional turn-based RPG to action roguelike and mech RPG-lite. Best of all, nearly all of them let you carry over your progress from the free demo to the full paid game if you end up taking the plunge. Most of them are also available across nearly ever console.

Digimon Story: Time Stranger

I recently had the opportunity to go hands-on with Digimon Story: Time Stranger for a couple of hours at PAX West and was pleasantly surprised by just how good it looks, sounds, and plays. It’s a crunchy turn-based RPG that seems like it’ll have a lot of Digimon-customizing depth to mine, but with the aid of some streamlining including a fast-forward option for battles. The demo takes place at the beginning of the game, sets up its central mystery, and introduces you to most of the basic systems. If you opt to keep playing, you can pick up right where you left off in the full release next month.

Release Date: October 3

Platform: PS5, Xbox Series X/S, PC

Towa and the Guardians of the Sacred Tree

Imagine Hades but you control two characters instead of just one and you get a sense of the chaos and potential of Towa and the Guardians of the Sacred Tree. Choose a team of two from an assortment of guardians, each with their own abilities and each controlled by a separate thumbstick. If you make it to the end, a guardian must be sacrificed and is removed from your pool of fighters until the evil you’re fighting is sealed away for good. There’s a fair bit of town-building, build-crafting, and weapon-crafting on top of this loop, making Towa and the Guardians far and away one of the more interesting mashups I’ve played this year.

Release Date: September 19

Platform: PS5, Xbox Series X/S, PC, Switch 1, Switch 2

Trails in the Sky 1st Chapter

The first game in the super-awesome but very convoluted Trails series is getting a remake and it’s almost out. Trails in the Sky 1st Chapter is a modern 3D overhaul of the 2006 isometric PSP RPG. It’s basically taking the world and story of the original and grafting it onto the more current gameplay systems from the recent Trails Through Daybreak games, including a hybrid of turn-based and real-time action combat options. If you’ve always been curious about Nihon Falcom’s long-running science fantasy series but couldn’t figure out where to jump in, Trails in the Sky 1st Chapter is meant to be the lifeline for you. It might not be as easy to hop into from a gameplay perspective as the original, but the presentation and everything else is a lot prettier and more streamlined.

Release Date: September 19

Platform: PS5, Xbox Series X/S, PC, Switch 1, Switch 2

Daemon X Machina: Titanic Scion

What if you combined Armored Core with Xenoblade Chronicles? It sounds like a match made in open-world mech RPG heaven, right? Based on my early time with Daemon X Machina: Titanic Scion, the sequel to the Switch exclusive doesn’t entirely deliver on that promise but there are definitely more than a few flashes of brilliance. Titanic Scion has you taking big robot suits through sprawling environments to kill enemies and upgrade your powers, culminating in the occasional big boss fight. The scope is way more massive than in the original, which means it’s not necessarily doing any one thing very good. For anime mech-heads, though, it’s definitely worth a look. What it lacks in cogent storytelling and environmental detail, it makes up for with some really excellent mech progression and customization gameplay.

Release Date: September 5

Platform: PS5, Xbox Series X/S, PC, Switch 1, Switch 2

Persona 3: Reload 

The best Persona is finally coming to Switch 2! Persona 3: Reload hit PS5, Xbox Series X/S, and PC last year, where the demo has been free for a while now. But the announcement of a port for Nintendo’s newest portable has brought a free demo to Switch 2 as well ahead of launch next month. Hang in there! The opening of Persona 3 is one of the slowest among the series’ modern entries, and the dungeon-grinding mechanics can get tedious at times. But the music, characters, and later game are all top-notch. If the other Persona games haven’t gripped you, Reload might have what you’ve been missing. There’s a bit more old-school dungeon crawling in it and the story is darker, more unsettling, and, in my opinion at least, ultimately more engaging.

Release Date: October 23

Platform: PS5, Xbox Series X/S, PC, Switch 2



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September 16, 2025 0 comments
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MindsEye actor feared he may never work in games again following disastrous launch, but admits players are entitled to their opinion
Game Reviews

MindsEye actor feared he may never work in games again following disastrous launch, but admits players are entitled to their opinion

by admin September 16, 2025



Alex Hernandez, the actor behind MindsEye protagonist Jacob Diaz, feared he may never work again following the game’s disastrous reception.


Build A Rocket Boy’s game launched to major criticism due to its glitches and bugs, not to mention shallow gameplay. Yet with his face on the game’s cover art, Hernandez is intrinsically linked to the game.


“It’s a difficult thing to spend two-and-a-half years on a project that you’re really proud of and you’re proud of your contribution to it,” said Hernandez on the latest FRVR Podcast. “And I only had positive experiences working on it. The people I was working with, I was proud for them, of them, I wanted it to be a success for them just as much for myself.”

MindsEye Review – Ridiculous, Inconsistent And Utterly AtrociousWatch on YouTube


He continued: “Just the response… I was like, ‘I might never work in a game again’. Because one of the caveats of being the face on the box is that people, rightly or wrongly, will associate all of their opinions and, more importantly their emotions, about this game with my face,” he said.


Still, Hernandez admits players are entitled to their opinions on the game, despite being on the receiving end of extreme vitriol.


“Gamers are a unique species, and I am one of them, where the attachment to the experience and the product is so strong, the feelings are so strong,” he said, “and the internet is an anonymous place where people will share things they would never share to your face, ever, even if they actually hated it… they just wouldn’t look you in the face and say, ‘everyone who worked on this game deserved to die. This is f**king awful, these guys are idiots’. No one would ever say that to your face. And, I think, at the same time, you’re entitled to that.”


Previously, Hernandez provided the voice and likeness for Lincoln Clay in Mafia 3, another game with a poor reception at launch.


“I’m not a superstitious man, but I can’t help but have some kind of Spidey Sense, like, ‘Is it just me?’ Do I have like the opposite of the golden touch, like the sh*t-brown touch, everything I touch turns to poop?” he joked.

Build A Rocket Boy has continued to update the game since, and promised it’s “committed” to enhancing the gameplay experience.


Still, the disastrous launch has put the future of publisher IOI Partners into question. “So, IO Interactive will publish our own games internally,” said IO Interactive CEO Hakan Abrak. “IOI Partners? That remains to be seen.”

“Although it shows some early promise, MindsEye is sunk by a ridiculous story, inconsistent writing, poorly designed mission scenarios, and utterly atrocious combat,” reads our MindsEye review.



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September 16, 2025 0 comments
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Hollow Knight Silksong finally gets release date, out next month
Game Reviews

Hollow Knight: Silksong’s second patch detailed, but don’t expect any balance tweaks

by admin September 16, 2025



Team Cherry has detailed what’s planned for Hollow Knight: Silksong’s second patch, but don’t expect any balance changes as with the first.


“Where the first patch dealt mainly with critical issues,” the studio said in the patch notes, “this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools”.


This second patch is now live in Steam’s public-beta branch, with further tweaks expected before full release on all platforms – it’s currently unknown when that will be.

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube


Silksong’s first patch made the early game a little easier, with a couple of bosses having “slight difficulty reduction”. The second patch has no such changes – instead it’s almost entirely bug fixes around certain enemies, bosses, and tools.


Check out the full patch notes below.

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’. Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers to get stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.


What do you make of Silksong’s difficulty? And what’s your opinion on runbacks to bosses more generally in games? Have your say in our discussion: have boss runbacks had their day?

Love Eurogamer? Make us a Preferred Source on Google and catch more of our coverage in your feeds.



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September 16, 2025 0 comments
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Cloud and Sephiroth clash in battle.
Game Reviews

Final Fantasy 7 Remake Is 90GB On Switch 2

by admin September 16, 2025


Massive game install sizes and the diminishing role of physical media continue to be frustrating. This time around, Final Fantasy VII Remake’s Switch 2 “physical version” is in the crosshairs. A “Game-Key Card,” Remake’s physical Switch 2 release contains no data itself but will initiate a massive download that’ll Kirby up a ton of the Switch 2’s otherwise generous built-in storage capacity.

Despite having a pretty-looking case design, FF7R will ship on Switch 2 with a card that merely serves as a physical license to download a whopping 90GB (h/t Eurogamer), which is around a third of the spacious (or so we thought) 256GB storage capacity of the Switch 2. But as Switch 2 connoisseurs will point out, Square Enix probably didn’t have much choice. The maximum size of an actual physical Switch 2 game is only 64GB. While file compression can work wonders, FF7R with its Intergrade expansion is just too damn big to fit on a cart.

As our comrades at Eurogamer wonder, however, is this Nintendo’s fault for “not offering larger game cards?”

Read More: PlayStation Only Made 3 Percent Of Its Money From Physical Games Sales Last Year

I’m going to actually say yes to that question. After all, the Switch 2 is clearly making a play to be the premiere place to go for AAA experiences on handhelds–and it’s got the horsepower to do it, as we’ve seen with Star Wars Outlaws and even Cyberpunk 2077.

At the time of this writing, one can buy a 256GB SD card for peanuts (if peanuts is just $25 to you), so why are the Switch 2’s carts limited to just 64GB? It feels like an arbitrary decision that, if Nintendo was invested in physical media and the ability to play a game on a dedicated handheld device without any internet connection whatsoever, it would have made efforts to solve–especially for ambitious (and very good!) games like FF7R.

And let’s be honest, 90GB isn’t uniquely large when it comes to AAA games. It’s early days for the Switch 2, so what’s this problem gonna look like as games only continue to bloom in size?



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September 16, 2025 0 comments
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15th September video games roundup: Valve's grip on adult games tightens as Randy Pitchford gives Borderlands 4 PC settings advice
Game Reviews

15th September video games roundup: Valve’s grip on adult games tightens as Randy Pitchford gives Borderlands 4 PC settings advice

by admin September 16, 2025


Undertale turns 10 years old today

Undertale has nearly 150,000 “overwhelmingly positive” reviews on Steam. To say that this disarmingly simple-looking indie game has had a large impact would be an understatement.


In fact, it was one of our games of 2015. “Few games have ever touched so many people so deeply, or been so misunderstood by their critics,” wrote Richard Cobbett in his piece for us.

“It’s something harder to process – an incredibly smart, well-written and insightful RPG that’s comfortable enough to do the gaming equivalent of showing up in a tracksuit and sneakers. You look at any part of it and yes, it’s simple. Combine the pieces, and it’s special…”

It’s the sort of game that reveals itself, its humour and warmth, in the retelling, etching itself deeper in the memory with every subsequent lap.



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September 16, 2025 0 comments
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Dragon Quest 7 characters sail on a boat.
Game Reviews

Dragon Quest 7 Remake Has Me Pining For A Similar Overhaul Of Chrono Trigger

by admin September 16, 2025


Dragon Quest VII Reimagined was one of the most surprising announcements to come out of last week’s Nintendo Direct. It’s yet another remake for the often overlooked PS1-era Japanese RPG, and it’ll arrive amid a recent influx of other Dragon Quest remasters. This one has my full attention, though, and not just because the original game is a sprawling adventure I’ve always wanted to go back to and properly finish. It’s also the art style, which moves past the recent obsession with HD-2D pixel art glow-ups and offers a blueprint for how to revive tons of other beloved JRPG classics.

The new “hand-crafted” aesthetic is more akin to the toys-and-dioramas-style visuals of Yoshi’s Woolly World or the Legend of Zelda: Link’s Awakening remake than what we’re used to getting from Square Enix. Dragon Quest VII Reimagined sits somewhere between the HD-2D retro sensibility of last year’s excellent Dragon Quest III remake and the hyper-realistic, Unreal Engine visuals of the Final Fantasy VII remake trilogy, with detailed graphics that exaggerate the storybook whimsy of Akira Toriyama’s original designs rather than running away from them.

The big secret to this new look? Scanning actual dolls. Hi-res captures of IRL toys for characters like Hero, Kiefer, and Maribel helped ground the new art style while retaining all of the whimsy. “For this game, we scanned figurines, like this one here, to create the in-game models,” the remake’s producer said in a short overview with series creator Yuji Horii. “They’re very well done. Using a graphical aesthetic we call the ‘diorama style,’ we’ve depicted the stories and the characters’ emotions in an entirely new way.”

The game isn’t far away either. It comes to PlayStation 5, Xbox Series X/S, PC, Switch 1, and Switch 2 on February 5, 2026 (one small bummer is that the Switch 2 physical version is a game key card only and progress doesn’t transfer between the two console generations).

Alongside exploring dungeons, engaging in familiar turn-based battles, and tinkering with a meaty job system, Dragon Quest VII revolves around an island-hopping adventure that sees its heroes time-traveling between the past and present as they confront the Demon Lord Orgodemir. It’s a very, very long game, clocking in at up to 100 hours just for the main story. Despite the heft, it was mostly overlooked when it first came to PlayStation due in part to its dated-looking graphics. It didn’t get localized in the West until 2001 after the PS2 was already out and just a month before the arrival of Final Fantasy X.

Dragon Quest VII got a second look when it was remade for the 3DS in 2013 as Dragon Quest VII: Fragments of the Forgotten Past. It completely overhauled the graphics into 3D polygons and abridged much of the story to shave dozens of hours off the average runtime. Reimagined will make further improvements, including an even more streamlined story and new quality-of-life features like a redesigned UI to make the game easier to navigate. But the most pivotal change will probably be the new “Moonlighting” mechanic that lets characters use abilities from two different jobs simultaneously.

Looking at new screenshots of Dragon Quest 7: Reimagined, it really looks great. I wish they’d use this to make new games.

It looks almost like a diorama. They could push it further and have claymation-like style in the future pic.twitter.com/bMMzU2rhyn

— Dream’s Longest Day (@Dreamboum) September 15, 2025

We’ve seen Square Enix take all sorts of different approaches to reviving its back catalog in recent years. While FFVII got the full remake treatment, other PS1 games like Chrono Cross and Legend of Mana have simply received HD resolution boosts and additional features that would be considered barebones even by the standards of a third-party emulator. Then there’s stuff in the middle like Dragon Quest III and Final Fantasy Tactics which are ground-up overhauls that still try to remain as faithful the originals as possible.

Dragon Quest VII Reimagined offers a fourth alternative that would be perfect for other games like the original Chrono Trigger, which Toriyama also designed the characters for. It even looks perfect for seemingly impossible-to-remake RPGs from other publishers like Earthbound. Players have been sharing fan art of that SNES classic in the style of Reimagined for decades now. We even recently got new clay models of the main cast that are perfect for scanning. I hope the Dragon Quest VII Reimagined model proves to be viable for projects beyond Square Enix, though I could certainly see it working for something like the long-rumored Final Fantasy IX remake as well.





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September 16, 2025 0 comments
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"The game is pretty damn optimal" - Randy Pitchford responds to Borderlands 4 PC performance complaints
Game Reviews

“The game is pretty damn optimal” – Randy Pitchford responds to Borderlands 4 PC performance complaints

by admin September 16, 2025


Gearbox Software boss Randy Pitchford has been busy defending Borderlands 4 against complaints of poor game performance on PC. He said the game was “pretty darn optimal” and that people shouldn’t expect to be able to run it in huge resolutions at max settings and get incredible frame-rates.

“Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing,” Pitchford wrote on X. “We have made an amazing and fun and huge looter shooter campaign game. The game is pretty damn optimal – which means that the software is doing what we want without wasteful cycles on bad processes.

“With Borderlands 4, every PC gamer has a LOT of tools to balance their preferences between FPS, resolution, and rendering features. If you aren’t happy with the balance between these things you are experiencing, please tune to your preferences using the tools available to you.”

Watch on YouTube

It’s “absolutely reasonable” for a looter shooter like Borderlands 4 to focus on achieving 60 frames-per-second at recommended settings, he said, presumably meaning rather than anything higher. But you can’t have it all. If you want all the visual effects and a very high resolution, you’ll have to trade-off against frame-rate, he said, and vice versa.

“It is a mistake to believe or expect that PCs between minimum specification and recommended specification can achieve all of extremely high frame rate, maximum/ultra features, and extremely high resolution,” Pitchford wrote. “If that last post makes you have a negative reaction, I bet you have emotions and expectations that you feel aren’t sufficiently attended to. I’m sorry.

“But please accept that the game is doing a lot and running pretty optimally and that you may have to either accept some trade offs between fps, features and resolution as your preference or you will continue to be disappointed.”

For its part, Gearbox is doing “significant” work on PC performance, Pitchford said, and it’s fixing the “few real issues” affecting a “very, very small percentage of users”. In the meantime, Pitchford recommended lowering resolution or using a scaling resolution solution like DLSS to improve the performance of your game. “The game was built to take advantage of it,” he said. “This is not a competitive FPS.”

Poor PC performance of Borderlands 4 led to a glut of negative Steam reviews during launch weekend, where the game currently sits on an overall review average of “Mixed”. It has, however, had a seemingly very popular opening weekend, reaching a high of just over 300K concurrent players.

But it’s not just the PC version of Borderlands 4 that’s having some technical headaches. Console players have been struggling with a lack of customisable control over the game’s field of vision (FOV) – a setting players have control over on PC – and are finding it too zoomed in, and it’s making people feel sick.

Pitchford responded to these concerns by first claiming there is no motion blur in Borderlands 4, as some people had thought there was. Then, bizarrely, by explaining that the reason there is no FOV slider in the console versions isn’t due to performance issues but because “it might affect fairness”. But what he meant by that wasn’t entirely clear. “I can’t really talk about it yet,” was all he said. Though he did later add: “Be aware – you have no idea what the team and I were planning and how FOV slider might affect fairness with such a thing.” Some kind of competitive multiplayer mode, perhaps?

He then posted a poll to gauge how much people wanted a FOV slider in the game. The result was overwhelming: nearly three quarters of all poll responders chose the strongest affirmative answer – “FOV slider or GTFO!”

Borderlands 4 was released at the end of last week, but as we weren’t supplied with game-code ahead of the release, we had no review for you. We do now have a review in the works but, as we want to be thorough, it may take a few days.



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September 16, 2025 0 comments
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Tony Hawk Recreated THUG's Classic Intro And Fans Are Excited
Game Reviews

Tony Hawk Recreated THUG’s Classic Intro And Fans Are Excited

by admin September 16, 2025


It was just earlier this year that Activision published Tony Hawk’s Pro Skater 3+4, a remastered collection of two of the best games in the skateboarding series. But now, after a fun video from Hawk himself, fans are once again begging for a Tony Hawk’s Underground remake to join the series’ slate of recent re-releases.

Over the weekend, Tony Hawk posted a short video on his personal Instagram page. In it, the skateboarding legend re-created the intro cutscene found in the original PS2-era Tony Hawk’s Underground. Here’s the short video:

In the video, Hawk can be seen taking on the role of the player-created character, even wearing a similar outfit to the one sported by the default character. Using some nice editing, Hawk interacts with the game’s popular villain, Eric Sparrow, even calling him a bully at one point. At the very end, Hawk leaves and jokes, “Whoa! I can get off my board?!”, a reference to the fact that in THUG players could, for the first time in franchise history, hop off their skateboards and walk around levels.

But before you get too excited and assume Tony Hawk is teasing some future Underground remake ala THPS 3+4, calm down. The video is marked as “Not a THUG promo.” Hawk also claims that the reason he created this short bit of nostalgia bait is to have some fun and celebrate Video Games Day.

“In hopes of bringing some joy to your timeline: Happy Video Games Day from E.S. and me,” posted Hawk on Instagram.

And like, yeah, I get that he’s trying to make it clear this isn’t a teaser, but of course, the internet is going to internet. Many are already assuming or hoping that this Instagram post is actually the first bit of marketing for a full-on Tony Hawk’s Underground remake. And while I do think a Tony Hawk’s Underground remake is coming one day, I do believe Hawk here, and this is just him having fun with fans. The famous skater has said in the past that he would love a THUG remake, but made it clear that he doesn’t get to make that call. It’s all up to Activision, and considering the five-year gap between THPS 1+2 and THPS 3+4, I’d suggest fans go play THUGPro or something else while they wait for a THUG remake, because it’s likely many years away.





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September 16, 2025 0 comments
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Town to City early access review
Game Reviews

Town to City early access review

by admin September 16, 2025


Town to City is the latest city builder now in early access, and it’s a must-play for fans of the genre. This new, beautifully blocky game lets your creativity run amok against an absolutely stunning landscape, and with a wide array of customization options, it sets itself apart from other entries in the genre. Since Town to City is still in early access, fans can expect developer Galaxy Grove to add more features as the game approaches its full launch—though I’m quite impressed with what we have already.

When you boot up the game, you have two options: New game (campaign) and Sandbox mode. The game’s campaign drops you in the world of Belvue, and you later gain access to a second map, Fontebrac, which introduces the game’s farming and economy features. A third map, Rocemarée, is planned to release for the campaign further down the line.

Throughout the campaign, you’ll receive quests from your townspeople, who will ask you to make improvements to the city. Sometimes, they’ll ask you to simply plant flowers or plop down a statue here and there. Other times, they want you to roll up your sleeves and design hedge mazes or marketplace plazas. Whatever their demand, though, you’ll be rewarded with new items you can place that won’t be unlockable in Sandbox mode.

Villager ask. Mayor create. Screenshot by Destructoid

In Sandbox mode, you have five different maps to choose from: the same two from the campaign, Belvau and Fontebrac, as well as three new ones. The three new levels—Creusemont, Ventelieu, and Montedeux—all come with their own characteristics that offer something new. Ventelieu is a totally flat, open field, allowing you to build your city however you’d like, whereas Montedeux features two massive mountains with a small crevasse in the middle, challenging you to build smartly around the craggy landscape. 

Though the different maps offer something new for your first playthrough on them, they’re not procedurally generated. This means each time you choose to build on Belvau or start a new campaign, you’ll load into the same Belvau map. Fontebrac always has the giant lake in the middle, Ventelieu will forever be flat, and Montedeux always comes with its two pesky peaks. The only difference between playthroughs on a particular map is where the rocks are placed. Although this can influence your early city design, you gain the ability to delete rocks fairly early into your research progression. That’s the only terrain-modifying tool you have at your disposal. Add all these factors together, and your replayability is greatly limited.

Town to City offers a plethora of items to unlock depending on your town size. Screenshot by Destructoid

The upside is the campaign took me about eight to 10 hours to “complete,” or feel as satisfied as I could across the two maps it gave me. This comes out to about four to five hours per map. Tack on playthroughs for the other three Sandbox maps, and you get about 20 to 25 hours of gameplay. Not bad for an indie game still in early access. 

When I was close to what I would consider completion of the campaign (there is no “true end”; the game allows you to keep building after reaching the largest city size), I ran into minor performance drops. My hamlet had reached the certified status of “Grandiose City,” the eighth and largest city size, with over 100 buildings. Zooming out to view my entire settlement, which only took up roughly 75 percent of the available map, caused slight stuttering and lag. It was minor enough that it didn’t disrupt my ability to enjoy the game, but it’s something still worth noting, especially for anyone who may be just at or slightly above the recommended specs. 

It’s not New York City, but it’s still much larger than it started. Screenshot by Destructoid

The selling feature for Town to City is its gridless function, and although it opens the door for your creativity to run amok, it doesn’t come without consequence. When I first began playing, I wanted my hamlet’s houses to line up on perfect parallel roads. But what originally looked like concisely angled avenues to my naked eye actually ended up slightly askew, and without a grid function to clearly show these flaws, my houses ended up resembling mangled teeth against paved pathways. I spent more time than I’d like to admit trying (and oftentimes failing) to perfect my city’s lines while its citizens watched with resignation as their houses were moved around for the umpteenth time. 

At other times, decorative items didn’t align with the buildings they were placed on. Objects like benches, which can be rotated several degrees but not freely, wouldn’t sit straight against walls. Now, let’s be clear: I’m nitpicking here, and you can judge just how upsetting the crooked bench or uneven fencing are in the screenshots below for yourself. If you’re a perfectionist like me, be aware that you may experience some eye-twitching throughout your playthrough.

Whoever lives in the red house clearly is not a perfectionist. Screenshot by Destructoid Drawing straight lines is harder than it looks. Screenshot by Destructoid

After playing through the campaign and starting a sandbox build, though, I tried letting loose a bit, and boy, did my time with Town to City only get better. I curved my paths, embraced uneven distances between buildings, and shrugged at my decorations’ lack of uniformity. And what do you know, what I thought would be chaos ended in harmony. 

You can still very much make your cookie-cutter neighborhoods if that’s what you so desire. It might be a bit more difficult than other city builders, but it is very much possible to arrange your roads, buildings, and miscellaneous decor all neat and tidy. If I, a certified neat freak, could offer some advice, it’s to learn to let go. The game is more fun when it’s played with the freedom it’s designed for.

What duly impressed me about Town to City, though, was its impressive number of customization options. Not only is there a large amount of decorations and building types to unlock with each branch of the research tree, but how those decorations can be placed varies depending on where you’re trying to place them.

Every flower and lily pad in this screenshot is from the same item. Screenshot by Destructoid

Take a flower patch, for example. This one simple item changes its shape depending on where you try to place it. Hover it over a window, and it looks like a flower box. Line it up against a wall, and it becomes a hanging flower garland. Place it in water, and it becomes lily pads. This mechanic opens up a level of exploration in design that most other city builders simply don’t offer, and it had me excitedly unlocking decor in the research tree at every chance I got. Forget unlocking a bakery or a carpenter’s station. Give me my flowers!

All in all, Town to City might not be without minor flaws, but it is an incredibly enthralling city builder. I was glued to my computer when building my villages, and I’m looking forward to tackling the other maps I haven’t gotten a chance to sink my teeth into yet. There are enough replayability options to keep me hooked for a healthy amount of time, and I’m hoping fans get even more gameplay features as the game approaches its full release.

8

Great

Impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.

Town to City is the latest city builder now in early access, and it’s a must-play for fans of the genre. This new beautifully blocky game lets your creativity run amok against an absolutely stunning landscape, and with a wide array of customization options, it sets itself apart from other entries in the genre. It’s not without minor flaws, but aspirational players should by no means let that prevent them from giving Town to City a go.

Pros

  • Gorgeous blocky art style
  • Beautiful, relaxing music
  • Gridless feature allows you to create villages freely
  • Wide array of customization options that lead to unique town designs
  • Plenty of variety in research items and building types
  • Five different maps you can build on, with more to come

Cons

  • Lacks difficulty scaler
  • Repetitive campaign causes lack of replayability
  • Gridless gameplay can cause disorder
  • Minor performance drops once you get to the largest city stages
  • No procedural map generation

A copy of this game was provided by the publisher for review. Reviewed on PC

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September 16, 2025 0 comments
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