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Adventure

The Sims 4 shows off its getaway themed Adventure Awaits expansion in first gameplay trailer
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The Sims 4’s Adventure Awaits expansion is exactly the kind of getaway I’ve been looking for

by admin October 3, 2025


In this, the year of unmitigated bullshit, a bit of a jolly holiday away from it all’s probably what most of us could do with. So consider it fortuitous timing, then, that The Sims 4’s latest expansion, Adventure Awaits, provides exactly that. Unfortunately, like holidays often do, it also comes with a bunch of screaming children. Boo.

The Sims 4: Adventure Awaits

Adventure Awaits is The Sims 4’s 20th Expansion Pack and includes pretty much everything you’d expect from these bumper-sized bits of marquee DLC, including a bumper-sized price tag. You’ve got a new world to explore in Gibbi Point, a new Park Worker career, new building bits, new skills and traits, plus new clothing options (this time leaning more toward the chunky and rugged, although you do get a couple of wetsuits thrown in). More broadly, though, its focus is split – with some thematic awkwardness – between expanded gameplay for child-age Sims and all that Getaway stuff.

To date, my sole experience of trying to raise a child involved them catching fire and turning into a ghost (in the Sims, obviously), so I haven’t spent much time putting Adventure Awaits’ kid-focused bits under the microscope. I can, though, tell you they include imaginary friends – and yes, evil ones are possible – new traits, new games, new modular playgrounds (which explains why you can barely move for slides and climbing frames in Gibbi Point), plus a Formative Moments system that influences their skills and specialties in later life. These can also be applied retroactively to your adult Sims, meaning you can turn them into, say, a Childhood Grief Survivor, making them more proficient at Undertaking and more resistant to Fear of Death; an Explorer Extraordinaire who’ll remain energised for longer, or a Danger Kid, who’s more resistant to food poisoning from spoiled food and can better endure extreme heat and cold. The list is long, and even as a brat-averse Sims player, I do like the sense of history it gives the grown-ups.

The Sims 4: Adventure Awaits gameplay trailer.Watch on YouTube

But that’s not why I was looking forward to Adventure Awaits. I’ve always liked the idea of whisking my Sims away to exotic climes for a well-earned break from the daily grind, but The Sims 4’s actual implementation of holidays has always felt a bit flat. You pack your family in a suitcase, jetset off for a welcome change of scene, and then almost immediately find yourself stuck in the same aimless cycle of pooping and eating until it’s time to go home. The fact some expansion worlds have a distinct focus – snowsports in Mt. Komorebi, for instance, and jungle exploration in Selvadorada – does mean trips away can be given a bit of local flavour, but they’ve never felt exactly like holidays before.

Adventure Awaits, though, introduces a new Getaway system that lets you create itineraries your Sim will merrily follow once they reach their chosen destination – so they too can now experience the kind of militant vacation scheduling that makes us all yearn for a holiday from the holiday we’re supposed to be enjoying. Essentially, you pick a lot destination, your length of stay, and an end-time, then start assembling a schedule of activities to be undertaken every four hours – so, say, some 12pm kayaking followed by a frantic 4pm WooHoo. Again the list of options is pretty all-encompassing, meaning it’s theoretically possible to create a Getaway to suit all tastes and one that feels right for your chosen destination.

Image credit: Eurogamer/EA

And so I packed the magnificently bearded Max Legroom off to Granite Falls national park, a map that’s always felt a bit dull and directionless. But with the scheduling system in play, he started his two day camping trip with a refreshing shower before improving his Natural Living skill then moving onto some energising watersports, a bit of butterfly collecting (Adventure Awaits introduces the new Entomology skill if you fancy incubating your own caterpillar), a spot of outdoor recreation – which can now include diving, kayaking, and archery for adults – then a cosy meal around the campfire before ending the day with some stargazing. Finally, my holiday felt like a real holiday! But of course aimless pooping and eating is still a valid option too.

There’s more to Getaways than that, though; it’s possible to give Sims specific roles, with each group following their own itinerary concurrently, and Getaways can be assigned up to five “rules” from a broad list. So Hardcode mode will cause your Sims’ needs to diminish more quickly – handy if you want to add a bit of realism to your survivalist pursuits, for instance – or you might want your Sims’ friendships to fade faster while vacationing together for true holiday authenticity. There’s even a No Strings Attached rule if you want what happens at a Getaway to stay at the Getaway. I’ve not played around with everything yet, but the system is flexible enough – particularly in conjunction with the new custom venues system – that it can be used to build anything where some sort of scheduled autononmy might be handy. You could set up a recurring spin class populated by instructors and fellow spinners, for instance, and I’m pretty sure one of EA’s included pre-sets is essentially a competitive sex party.

It all makes for a lot of new storytelling possibilities, but Adventure Awaits includes a bunch of other stuff I’ve enjoyed mucking around with too. The new Papercraft skill is surprisingly involved, for instance, letting your Sims craft everything from origami trinkets to “derpy” paper mache animals. And there’s a lengthy list of creations to unlock, meaning you’ll be able to make all sorts of cute stuff as gifts and decorations by the time you’re done.

Image credit: Eurogamer/EA

More than anything, though, I love the new Gibbi Point map, which has something of a New Zealand vibe. Over in Wonderwood Wilds, it’s all dense forests, spouting geysers, and crystalline lakes – making it the perfect home for Sims who like their air fresh and the landscape rugged. And the nearby Camp Gibbi Gibbi means things are looking good for a Friday the 13th teen massacre this Halloween. Crystal Valley, meanwhile, is Gibbi Point’s residential quarter, full of houses you might describe as cabin chic, and Jellyfish Junction is all about waterfront leisure, featuring quaint shops, an outdoor gym, an open air theatre, and more scattered along its picturesque wooden docks. And the water even glows at night!

Whether all this is enough to tempt £35 out of your pocket is obviously a matter of taste, but The Sims 4’s Adventure Awaits expansion – with its rugged outdoorsy vibes and flexible creativity tools (and, I guess, sex parties?) – feels like it’s aimed squarely at my specific areas of interest. Sure, it’s not exactly the same as shifting my arse and taking myself on holiday, but why shouldn’t Sims get to have a bit of fun every now and then too?



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October 3, 2025 0 comments
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Retrace Your Steps in the Hilarious Puzzle Adventure Olaf and the Crowning Hangover
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Retrace Your Steps in the Hilarious Puzzle Adventure Olaf and the Crowning Hangover

by admin October 2, 2025



Olaf and the Crowning Hangover is a comedic puzzle adventure where you stumble through the aftermath of a wild, booze-filled night. Push and pull your way through to clean up your own mess, piece together the events of last night and uncover what really happened.

Olaf and the Crowning Hangover is slated to launch on Steam in Q3 2026, and there’s a demo to play right now.

Kropyvnytskyi, Ukraine – October 2, 2025 | Ukraine-based Hidalgo Code has announced their upcoming comedy puzzle adventure Olaf and the Crowning Hangover will be launching on PC (via Steam) in Q3 2026.

Olaf and the Crowning Hangover is a comedic puzzle adventure where you stumble through the aftermath of a wild, booze-filled night. Push and pull your way through to clean up your own mess, piece together the events of last night and uncover what really happened.

To right Olaf’s wrongs, you’ll use a unique time-rewind mechanic that flips puzzle logic on its head. Instead of pushing crates, you’re pulling events back into place: broken chairs mend themselves, spilt ale vanishes, and the world slowly returns to order one move at a time.

“When I first created Olaf and the Crowning Hangover during a game jam in 2020, I was focused on the fun, novel puzzle mechanics inspired by a drunk viking theme,” shared solo developer Volodymyr Mikhav. “But as I developed it further, I realized a raw puzzle game wasn’t enough. For almost four years, the project stalled because I couldn’t answer a simple question: who is Olaf, and why is he doing this? It became clear that a compelling story wasn’t just an addition; it was the missing foundation the entire game needed to be built on. That foundation arrived in late 2024 with a brilliant script from a new writer, which gave the game the purpose it desperately needed. Olaf’s journey in the game mirrors my own development struggles, and I think it will resonate with anyone who understands the search for motivation and that incredible ‘aha!’ moment when everything finally makes sense.”

Olaf and the Crowning Hangover will be launching on PC (via Steam) in Q3 2026, and there’s a demo available for players to try right now. To keep up to date, be sure to follow them on X @hidalgocode & Bluesky.


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October 2, 2025 0 comments
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Annapurna's next three games are a turn-based musical, a Zelda-like adventure, and a puzzle game exploring a utopian society
Game Reviews

Annapurna’s next three games are a turn-based musical, a Zelda-like adventure, and a puzzle game exploring a utopian society

by admin September 24, 2025


Publisher Annapurna Interactive has revealed three new games in its latest digital showcase, all of which are playable at this week’s Tokyo Game Show.

Annapurna is known for publishing well-loved games like Outer Wilds, Stray, the most recent To a T, and Eurogamer’s 2023 Game of the Year Cocoon. There are always high expectations, then, as to what it’s supporting next.

The first of these three games is D-topia, a puzzle-adventure game from Marumittu Games that features a minimalist sci-fi aesthetic as a young boy seeks to question how to find happiness if life is a utopia?

Expect choice-based gameplay and a very cute grumpy cat. It’s set for release next year across PS5, Xbox Series X/S, Switch 1 and 2, and PC (Steam, Epic).

D-topia reveal trailerWatch on YouTube

Next up is People of Note, described as “a full fledged musical, condensed into a video game” – specifically, a turn-based RPG. The trailer shows a young female star in a singing contest, a colourful futuristic world, and musical battles against strange creatures.

Of course, any music game like this lives and breathes by its songs – thankfully, this sounds like it could have some Kpop Demon Hunters-esque bangers. It’s coming from Iridium Studios and will be out next year on PS5, Xbox Series X/S, and PC (Steam, Epic).

People of Note reveal trailerWatch on YouTube

Lastly, there’s the Zelda-like adventure Demi and the Fractured Dream from developer Yarn Owl. A “tribute to classic action-adventure games”, it features hack and slash combat with puzzle solving and platforming, plus ethereal visuals.

Once again, it’s due out next year across PS5, Xbox Series X/S, Switch 1 and 2, and PC (Steam, Epic).

Demi and the Fractured Dream reveal trailerWatch on YouTube

“Annapurna Interactive is making its debut at this year’s Tokyo Game Show and we couldn’t imagine a better way to participate in this iconic event than by showcasing three great new titles from amazing indie studios,” said Leanne Loombe, head of games at Annapurna Interactive.

“From the wonderful puzzle adventure D-topia, to the catchy, innovative turn-based musical RPG People of Note, and a beautiful love letter to the classic action-adventure genre with Demi and the Fractured Dream, these games embody our vision of supporting world-class developers who are pushing the boundaries of artist story telling.”

Last year, the majority of Annapurna’s staff quit in a mass exodus following a dispute with the company’s owner.

Today’s showcase was the second since then, with February’s showcase featuring a number of games now available.



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September 24, 2025 0 comments
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Pencil Book Quest looks to hit the target with a solo, portable, tactile adventure.
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Pencil Book Quest looks to hit the target with a solo, portable, tactile adventure.

by admin September 23, 2025


Tabletop gaming, for me, is one of those things I like to do with friends and family. It’s always fun to roll some dice in an RPG with people who will appreciate the epic dice roll and thwarting your gaming rivals plan by reserving a space on the board first and watching him meltdown is always entertaining. However, sometimes there isn’t someone to sit down at a table with and you have to get your fix somewhere. Pencil Book Quest aims to fill that gap with an on the go adventure that takes only 5-10 minutes to make your way through an adventure.

A map of the land you are exploring and a progress tracker.

Pencil Book Quest is an upcoming solo dungeon crawling game coming to crowdfunding from Grumpy Spider Games and designer David David. The game features 80 quick adventures featured in a small spiral bound book, needing only a special pencil to complete. Each adventure spans two pages featuring a dungeon map, specific rules and monsters, any special power ups available, and end game bonuses. The stats of your character are kept on a special card which also happens to serve as a bookmark. At various times in the game, you may be requested to roll a 6 sided die (d6), but the pencil that comes with the game can help. Each side of the pencil has a number of dots, so when asked, all you need to do is roll the pencil across the table for your d6.

D6 Pencil and your character sheet bookmark.

The goal of each session is to explore the dungeon and collect stars, which are awarded after leaving the current area of play. You will earn stars by defeating enemies, not taking damage, and being efficient with your movement. Getting killed in an area will cross out potential stars and lose any loot you’ve collected. At the end of the campaign, you will be rated by the amount of stars you’ve collected in each category.

Each session, you begin at a starting location and move in any orthogonal direction exactly four spaces. You will always move in a straight line unless they encounter a barrier or an enemy. Littered around the dungeon area are powerups such as coins, different hearts that can heal and grow your hit points, items, weapons, keys to unlock chests of goodies, and weapons. You can hold one weapon at a time which will aid you in combat. Enemies will stop movement and if you stop in any of the 8 squares surrounding it, you will engage in combat. Dun dun dun!

An example exploration.

The game uses a special “Point and Write” combat system. The basic form of attacking includes a starting point located next to each individual enemy’s name and image. Below the enemy is a special target that you must aim for. Placing the point of your pencil on the starting point, you will pick up the pencil, with your eyes closed, and aim to hit the target by placing it in the rings. The different colors and rings of the target will deal variable damage to your character and even trigger special attacks that can affect the player into later turns. No matter where the pencil lands on the target, the enemy is always defeated, but it doesn’t mean they can’t leave their mark.

An attack on an inkling.

As you move through the campaign you will have opportunities to face different enemies, bosses, and other challenges. You will also encounter different towns that provide opportunities to purchase power-ups, play mini games, and people offering quests. These quests will determine the next area and set of adventures you encounter.

A mini game from one of the towns.

Pencil Book Quest is a fantastic and lightweight way to get a game in on the go. Whether you need a quick break from work or something to do while riding shotgun on a road trip, this game has a lot to offer. Each map you encounter is a balance between fighting monsters and collecting loot and trying to get it all done or cutting your losses and getting out of the area. The mini games you experience in the town are entertaining and the branching paths let you tell your own story. My only qualms with the game is keeping track of my pencil and finding a sharpener after dulling it down with all my intense scribblings.

Some of the options for you to spend your gold.

I had a great time with Pencil Book Quest and appreciate the easy to play and mobile nature of the campaign. I’m looking forward to seeing the finished production copy and future outings from Grumpy Spider Games.

Check out the kickstarter campaign for Pencil Book Quest running through October 7th, 2025. For a gameplay sample and more information about Grumpy Spider Games, check out their website.


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September 23, 2025 0 comments
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Devolver's Steam sale is now on, so I'm using it as an excuse to tell you about its brilliant oddball horror adventure Look Outside
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Devolver’s Steam sale is now on, so I’m using it as an excuse to tell you about its brilliant oddball horror adventure Look Outside

by admin September 19, 2025


Look Outside starts as it means to go on, hinting at a choice and then standing back smirking. The room’s dark; strange light leaks through closed curtains, and a beady eye poking through a crack in the wall urges you to peek out the window. You don’t have to do it; it’s not a formal decision point as such, just a gently presented possibility – and you can practically hear developer Francis Coulombe cackling as your curiosity wins out and all your innards explode through your eye holes.

Look Outside

  • Developer: Francis Coulombe
  • Publisher: Devolver Digital
  • Platform: Played on PC
  • Availability: Out now on Steam

For reasons that may or may not eventually become clear, Look Outside’s world is in the grip of some cosmically peculiar meteorological phenomena, causing anyone that gazes upon its unnatural light to mutate in the most horrible of ways. Giant eyeballs bulge from gaping wounds as partygoers continue their endless reverie a few doors down from your apartment; teeth sprout through ruptured skin across the hallway, splitting heads into grotesque smiles; even the paintings have gone rogue a couple of floors below. But there’s hope: all this should pass in 15 days, you’re told, so if you can stay inside your apartment building – if you keep the curtains drawn, your fridge stocked, and your sanity in check – you might just make it through.

Despite its jovially cartoonish veneer, Look Outside is a wonderfully, surprisingly grim thing; a smothering, gooey miasma of seeping innards and gut-tightening existential dread that also happens to be a sly, silly, and relentlessly oddball adventure, all the while walking an impressively assured tightrope between humour and horror. Tonally, it’s very much its own thing, but if I had to make comparisons, I’d say its combination of oozing retro dread and top-down, turn-based battling feels something like the lovechild of Jasper Byrne’s cult survival horror hit Lone Survivor and Toby Fox’s ode to old-school JRPGs, Undertale.

Look Outside trailer.Watch on YouTube

There’s definitely something of the classic survival horror feel to Look Outside, as you prowl the shadowy halls and gloomily lit residences of your apartment block while discordant throbs and hums fill out its ambient soundtrack. It’s there too as you fend off its parade of gleefully inventive abominations while hoovering up food, crafting materials, and makeshift weaponry – even if its turn-based battles lend a different sort of rhythm to proceedings. Sure, this might be a game where monsters disguise themselves as hats and you’ll encounter a crossword puzzle so boring it can completely drain you of resolve, but outside the safety of your apartment, things can be tense. Partly, that’s down to its unpredictably weird enemy encounters and the fact your weapons are prone to disintegration, but there’s also a canny XP progression system that rewards you for staying out and avoiding saving for as long as possible, push-your-luck-style.

Image credit: Eurogamer/Devolver Digital

But none of this, really, is what makes Look Outside so fascinating. Rather, it’s the game’s gleefully confounding spirit and relentless, wily narrative invention. As days pass, more of the apartment block opens up to be explored. As it does, more of its oddball residents enter your orbit, and things get brilliantly strange. It’s difficult to say too much without spoiling the fun, but this is a game crammed with imaginative scenarios and unexpected detours. At one point, for instance, you stumble into the domain of a resident apparently so enamoured with taxidermy they’ve decided to remodel their apartment out of themselves. The first floor of the building, meanwhile, has transcended the boundaries of time and space. Elsewhere, an artist’s having a hell of a week as his doppelgangers incessantly paint themselves into existence, and a nice woman upstairs is slowly inching her way along an ever-narrowing passageway, oblivious to the fact she’s started to leak out into the basement. And let’s not talk about the neighbours.

Look Outside’s horror might be softened by a tone that’s more menacing whimsy than outright nasty, but it’s surprising how often its sharp script manages a gut-punch swerve from daft to something genuinely troubling. Its absolutely favourite thing is to complicate a seemingly straightforward objective with a dash of moral ambiguity, then just leaving you to sweat your way to a deeply uncomfortable, often faintly harrowing conclusion. And, boy, does it love to twist the knife. These nine doppelgangers all think they’re alive, you say, and you want me to make friends with them so I can decide which eight to kill? I can sacrifice my shooting arm to get this hungry demon door open or I can feed it this adorable mutant rat baby?

Image credit: Eurogamer/Devolver Digital

There’s a lot of these kinds of decision points seamlessly threaded into the exploratory, turn-based action. Sometimes they’re obviously presented as choices, often they’re not; some prove beneficial, others comically, abruptly fatal. It makes Look Outside feel fascinatingly malleable, even as its mischievous unpredictability means you’re never entirely sure where your actions may take you. Perhaps your shoulder develops an ominous itch that chirps like a bird, or a shadowy creature with a porcelain grin takes a slightly unnerving shine to you – and you’ll wonder how, and why, and whatever next? And that’s without considering exactly why Look Outside might be tracking a strange swirl of slightly opaque stats as you brush your teeth, play video games, and pass time with pals in your apartment.

Even with its slightly one-note combat system, which tends toward serviceable rather than genuinely exhilarating, Look Outside was a real surprise when I played it earlier this year – a brilliantly unpredictable, wildly inventive, and surprisingly chilling little thing (also, it’s got a great synth-horror soundtrack). It’s currently discounted by a whole £1.80 in the Devolver Steam Sale, and it comes highly recommended. And if you fancy something thematically similar but substantially more harrowing, then hey, do I have the game for you.



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September 19, 2025 0 comments
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Hello Kitty Island Adventure Cogimyun introduction in Wheatflour Wonderland DLC
Gaming Gear

How to prepare for the Wheatflour Wonderland DLC in Hello Kitty Island Adventure

by admin September 15, 2025



Hello Kitty Island Adventure is receiving its first DLC, Wheatflour Wonderland, on September 18. This will introduce a brand new character, and an entirely new realm to the game containing all sorts of critters, crafting materials, and quests. With significant updates like this, it’s always best to set aside some time to make sure your island is ready and your pockets are stuffed with any items you might need while exploring a new land.

Preparing for the release of Wheatflour Wonderland will also prevent any unnecessary obstacles getting in the way of your budding friendship with Cogimyun, the game’s newest character. Since friendship progression is limited to how much you can craft per day, anyone looking to blast through the new set of friendship quests will want to give themselves a headstart. Here’s what I’d advise you to do.

How to prepare for the Hello Kitty Island Adventure DLC

We haven’t been warned of any preparation ahead of the DLC’s launch, so I imagine there’s nothing we need to do ahead of time. But, these are a few things I am going to do to give myself a headstart before befriending Cogimyun and exploring a brand new adventure.


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Make sure your friendships are high with each islander

Although we don’t know who’s going to play a role in the Wheatflour Wonderland DLC, from the trailer we see Kuromi, My Melody, Cinnamoroll, and Hello Kitty dotted around the new setting. Making sure you have high friendships with each character means you won’t hit any roadblocks in the form of friendship quests while making your way through the challenges set by Cogimyun. This will mean you can focus solely on befriending one character rather than having to go back to Friendship Island and work on older quests.

Making sure all major friendship quests with core islanders are complete, will probably give you the best chance at not being met with any unexpected challenges. Also, having the main story involving TOPHAT wrapped up is a safe bet.

Upgrade all your cooking stations

(Image credit: Sunblink Entertainment)

We know that Wheatflour Wonderland is going to introduce new recipes, so having every cooking station upgraded is a safe bet. This includes:

  • Hello Kitty’s oven
  • Hangyodon’s coffee machine
  • The pizza oven in Mount Hothead
  • PomPomPurin’s dessert machine.

Having these stations pre-upgraded also removes the need to work on your existing friendships, should Cogimyun or her beloved pet, Ebi Fry, request a specific meal.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Naturally, if you’re already planning to work on your friendships with each islander, unlocking these stations falls under the same umbrella. For example, you’ll unlock the dessert machine upgrade when your friend PomPomPurin hits level 13, Hello Kitty’s oven at level 15, and the pizza oven at level 9 friendship with Retsuko. It all goes hand in hand, which at least makes your life slightly easier.

Gather your daily gifts from My Melody

Each time you log into Hello Kitty Island Adventure, My Melody gives you a gift. This includes Friendship Blossoms, which you’ll want to collect to speed through friendship levels with Cogimyun. If you can’t commit to logging in all week, then aim to sign in on Tuesdays and Thursdays since these are the days My Melody dishes them out. Using a Friendship Blossom allows you to give three additional gifts that day to whichever character you can. There’s no limit to how many Friendship Blossoms you can give either, so you’ll speed through Cogimyun’s quests in no time.

My Melody gives a Friendship Bouquet on Saturday too. Instead of just applying to one character, a Friendship Bouquet resets the gift allowance on every character across the island. Just remember to give everyone a present before using this, otherwise it’s a wasted opportunity. This can be particularly useful if you’re trying to generally boost all your friendships.

Stock up on simple crafting materials

You never know what you’ll be asked to create in a DLC like this, so ensuring you’ve got plenty of basic crafting materials on hand will save you the stress of waiting for the next day to collect some more. Things like sparks, rubber, and sticks are worth grabbing and crafting in advance. Without knowing if there’s a crafting bench for us to use in Wheatflour Wonderland, this will also save us trekking back to Friendship Island and to the closest bench before retracing our steps back to the new area to complete a quest.



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September 15, 2025 0 comments
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The Sims 4 shows off its getaway themed Adventure Awaits expansion in first gameplay trailer
Game Reviews

The Sims 4 shows off its getaway themed Adventure Awaits expansion in first gameplay trailer

by admin September 10, 2025



Summer might be coming to an end, but The Sims 4 isn’t quite done holidaying yet. Its new getaway themed Adventure Awaits expansion arrives for all platforms on 2nd October, and ahead of its release EA has shared a first gameplay trailer, providing a better idea of what’s in store.


A major new Sims 4 expansion means a new world to explore, and in Adventure Awaits’ case that’s Gibbi Point. Here, players can find three new neighbourhoods: Wanderwood Wilds and its forest trails, Crystal Valley with its sparkling rock formations, and the waterfront Jellyfish Junction.


Each of these features its own getaway location where Sims can retreat from the hustle and bustle of day-to-day life. There’s Wanderwood Wilds’ Camp Gibbi Gibbi, Crystal Valley’s Love Highland, and Jellyfish Junction’s Revive & Thrive. And to aid Sims in their relaxation, Adventure Awaits introduces a new Scheduling Getaway feature enabling players to plan everything from long weekends to summer breaks, even recurring breaks. Additionally, new Custom Venues, in combination with the new Getaway System, mean it’s possible to build getaways from scratch, complete with their own activities and rules.

The Sims 4: Adventure Awaits gameplay trailer.Watch on YouTube


By way of example, Adventure Awaits includes a Cosy Bed & Breakfast, an Outdoor Kids Camp, a Fitness Retreat, and Cooking Competition – and more are available if you own other expansions. You can create a Corporate Retreat with Get to Work, for instance, an Off the Grid Survival Competition with Island Living, even a Dog Training getaway with Cats and Dogs.


On top of all that, Adventure Awaits introduces new systems for child Sims. There are new Traits, new Formative Moments that shape young Sims’ skills and personalities, evolving Childhood Sentiments that “influence experiences well into adulthood”, plus new child focused aspirations (Cool Kid on the Block, for instance), new personality options (Goofball, Creative, Competitive, and Evil), even imaginary friends.


Adventure Awaits also brings new activities. For the young ‘uns, there’s papercraft, archery, diving, and entymology, plus classic games like hide-and-seek or rock-paper-scissors. Adult Sims, meanwhile, can go kayaking, watersliding, take a spin class, test their survival skills in Elimination Challenges, even become a Park Worker, which offers two career paths: Camp Counselor and Park Ranger. There’s a little more detail over on EA’s blog, and you can see at least some of Adventure Awaits’ new features in the gameplay trailer above. Oh, and if you missed it, the original reveal trailer is here.


The Sims 4’s Adventure Awaits expansion arrives for Xbox, PlayStation, PC, and Mac on 2nd October and costs £34.99. Anyone who picks it up before 13th November gets what EA is calling an “early purchase incentive” – the Toasty Tower Lamp, the Toasty Tea Kettle, and the Toasty Tootsies Socks.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 10, 2025 0 comments
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Watch The Sims 4 Adventure Awaits gameplay here
Game Updates

Watch The Sims 4 Adventure Awaits gameplay here

by admin September 10, 2025


Less than one week on from the reveal trailer of The Sims 4’s next major expansion, Adventure Awaits, we’ve got a date with a look at actual gameplay. EA likes to do this a lot with The Sims; tease/reveal an expansion a week or so before showing off gameplay.

Today’s gameplay trailer will be going live on YouTube, and we’re here to help you watch it.


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The new Adventure Awaits gameplay trailer today airs at 8am PT, 11am ET, 4pm UK on The Sims’ official YouTube channel. We’ve also embedded it below for your convenience.

Watch on YouTube

Adventure Awaits, which arrives October 2, is another expansion whose themes the community accurately predicted. If you’ve seen the reveal trailer, you’ll know the expansion is all about leaving your home to go on different kinds of vacations.

Through the new Getaway system, you’ll be able to travel to beach-themed locations, camp in the woods, design a fitness retreat, create a Survivor-eqsque competition of reality TV challenges and more.

Adventure Awaits lets you create custom venues that you can share with other players, and there are two new locations that those creations can be based on, Camp Gibbi Gibbi, and Love Highland.

We’ll be back soon with more on Adventure Awaits.



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September 10, 2025 0 comments
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The Sims 4: Adventure Awaits expansion pack revealed, promising an old-school vacation with new woodland and beachside destinations
Game Reviews

The Sims 4: Adventure Awaits expansion pack revealed, promising an old-school vacation with new woodland and beachside destinations

by admin September 4, 2025


Apart from balance patches, The Sims 4 developers have been a little quiet recently. The team has certainly been cooking, though, because we just had our first look at the game’s next big moment.

The next major release for The Sims 4 is Adventure Awaits, the expansion that’s just been revealed.


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Today’s trailer is brief, only really serving to unveil Adventure Awaits to the world. As with most trailers these days, it arrived via the medium of YouTube Premieres, and quite a few people had been idling in chat prior to the big moment, waiting for the countdown to reach zero.

As most players had already predicted, the theme of Adventure Awaits is vacations, with two new locations to explore as part of the new goal-oriented “getaway” system: Camp Gibbi Gibbi, a woodland destination reminiscent of kids’ summer camps, and Love Highland, a beach villa style resort which apparently incorporates some reality TV inspired “challenges”.

Highlights of the pack’s new and returning features include the reintroduction of the Imaginary Friend occult type (arguably The Sims 3’s most uncomfortable supernatural life state), modular treehouses, customisable vacation venues, and the apparent ability to WooHoo in open water.

There are also new options to work out with spin bikes and freeweights, and a new Park Worker career, with Forest Ranger and Camp Counsellor branches. Older Sims can now gain the Competitive trait, while child Sims get plenty of new Simology of their own, from a new Aspiration to more traits, sentiments, and milestone moments.

Watch on YouTube

That’s almost all we know for now, but we only have to wait one more week until the official gameplay trailer reveals more on September 10th. Meantime, we do at least have a release date for the pack already: October 2nd, with the usual limited-edition pre-order goodies available for anyone who buys before November 13th.

The Sims 4’s most recent expansion release has been Enchanted by Nature, which arrived on July 10. Since then, theres been one major update, which released last month. The DLC has been pretty popular with the community, too.

We recently spoke to YouTuber Eva Rotky about how the game’s build/buy tools have evolved over the years, what remains missing, and what she’d been up to since Enchanted by Nature came out. Hit the link for the full conversation – and this one if you want to appease the gnomes.



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Hell is Us review - nightmarish adventure treads a fine line between cryptic and tedious
Game Reviews

Hell is Us review – nightmarish adventure treads a fine line between cryptic and tedious

by admin September 2, 2025


Hell is Us is an absorbing, nightmarish meditation on the horror of war, but divisive design choices prove tedious.

Hell is Us review

  • Developer: Rogue Factor
  • Publisher: Nacon
  • Platform: Played on PS5
  • Availability: Out on 1st September on PC (Steam), Xbox Series X/S, and PS5

Strange synths rumble and whir in an electronic hum. Wind chimes tinkle. An unearthly screech in the distance and the bass escalates in intensity. Rain tickles the DualSense. What exactly is out there?

Hell is Us is a masterpiece in mood, and much of that comes down to its score – or, more of a soundscape, really – from composer Stephane Primeau. It lends the game such a heady, oppressive atmosphere. It comes as no surprise, since Primeau was previously in a metal band; the music is dark, haunting, unsettling. I recommend playing with headphones.

That sonic tone is fitting for an adventure game exploring the cyclical nature of war. Hell is Us, as the title suggests, is a nightmare. Demonic entities shift across muddy trenches and urban streets licked by flames; tanks lay abandoned half-submerged in marshy wasteland; and innocent (or sometimes not so innocent) citizens are caught in the crossfire of a country wracked by civil war and supernatural forces.

Yet, as a result of bold design decisions by developer Rogue Factor, Hell is Us is at times a mapless nightmare of abstruse puzzles, confusing menus and shallow combat that, collectively, is hostile to play. Hostility isn’t a bad thing – especially for a game depicting such a combative, malicious world – but there’s a fine line between cryptic and tedious that the studio doesn’t always balance. There are shades of sci-fi Zelda and classic survival horror in Hell is Us: dungeons to explore, idiosyncratic puzzles to solve, and centuries-old mysteries to unravel. Coupled with that oppressive atmosphere, it’s a welcome experience that has all the makings of a cult classic. But I believe it may prove too divisive for some.

Hell is Us – Story Trailer | PS5 GamesWatch on YouTube

After a story-in-a-story introduction, you’re dropped into the country of Hadea, a world heavily influenced by the 90s through character costumes, the low-fi computer vibes of its menus, and a ravaged landscape seemingly inspired by wars in Bosnia and Kosovo, as well as more recent conflicts in Ukraine and Gaza. Hadea is split between two religions – the Sabinians and the Palomists – that have caused suffering for centuries, but more recently ghostly creatures have appeared in the wake of civil war. Protagonist Remi is on a simple mission to infiltrate Hadea in search of his family, but is soon sucked into the country’s enigmatic past.

In short, Hell is Us is a meditation on the horrors and futility of war, and how history inevitably repeats itself. The use of imagery from modern – and very current – warfare lends the game shocking relevance, in addition to its sombre, disturbing tone. On his journey, Remi meets characters on all sides – religious zealots, soldiers, desperate refugees, innocent bystanders telling stories of regular people committing horrendous feats – but never takes a stance. There are good and bad people everywhere and, in this brutal war, no winners or losers: everyone suffers, everyone deserves assistance. Hell is – obviously enough – humanity, but more specifically the media and politicians with their propaganda and “constant campaign of dehumanising the other side”, as one character puts it. And when humanity has sinned and hatred of others is an embedded sickness, this war-torn hell is inescapable.

You’ll meet some interesting and unsavoury characters on all sides and there’s a smart conversation system that slowly unlocks new responses | Image credit: Rogue Factor / Eurogamer

Through detailed character conversations and well-written clippings and recordings, Remi pieces together the storied world of Hadea that thoroughly intrigues. The issue with the plot, though, is Remi himself. Besides searching for his family, he prescribes to the “boring white guy in a jacket” school of protagonists. He barely speaks, despite being voiced by Elias Toufexis of Deus Ex fame, and rarely comments on his discoveries. He is a thoroughly uninteresting character, exploring an interesting world. There’s potential to really interrogate the themes of the narrative, but Remi is little more than an avatar with whom to collect keys and hit things.

I’m being purposefully facetious here, as gameplay in Hell is Us is riveting and progress organic. Rogue Factor has chosen not to include signposting and not to provide a map, meaning players must use visual and audio clues to explore each individual zone, listen carefully to conversations, and sniff out potential leads to reveal new areas and progress the story. I love this! From the off I was utterly absorbed in Hadea, with this design choice forcing me to play in a far more attentive way than usual, focused deeply on each detail, and appreciating more thoroughly its dedication to mood. For the most part, each zone is designed to draw attention in a manageable way, though it can feel overwhelming.

The lack of map becomes more of an issue during dungeons. These take the form of underground crypts, ancient temples, scientific facilities, and more, each with their own distinct visual tone and colour palette. They’re often labyrinthine and filled with locked pathways and bizarre puzzles to solve, and mostly they’re satisfying to explore. Imagine for a second, though, navigating through a Zelda dungeon or the Spencer Mansion from Resident Evil with all its odd keys and locks and repetitive hallways, but not having a map to refer to and remind yourself what you found and where. That’s what playing Hell is Us feels like, and while I welcomed the cognitive challenge, I did sometimes feel frustrated – as I suspect many players will.

This is all the help you get on side quests in the menu | Image credit: Rogue Factor / Eurogamer

The poor UI and menu, however, are more unforgivable. Simply put, Hell is Us demands players hold far too much information in their heads. From environment layouts, to details in notes, to what the hell is this random locker key I’ve just picked up and where exactly am I meant to use it? The UI does a limited job of listing your findings unfiltered, and I wasted time scrolling through bits of evidence to find a hint of a code needed, or some other miniscule detail. Take my advice: play with a pen and paper, it’ll be much less infuriating.

Too often, Rogue Factor’s decision to withhold information results in frustration and tedium. Take side quests, or Good Deeds as they’re known. These commence during specific conversations, or sometimes by collecting an item with little context. Then, they’re listed deep in a menu with a blurred image and a quest title and nothing else. Unlike main missions, which are smartly organised in branching mind maps and found evidence, Good Deeds are presented minimally. What’s worse, some are failable if not completed in certain, unexplained, time periods – I managed to fail every failable quest in my playthrough by repeatedly being in the wrong place at the wrong time. I appreciate the developers likely want players to think carefully on their actions and share clues with others, but the tedious nature of these quests had the opposite effect. I simply stopped caring. Still, when I randomly entered an area only to find I’d failed a mission with no reasoning, it remained disheartening.

The dungeons are a real highlight of the game | Image credit: Rogue Factor / Eurogamer

Then there are Timeloops – shimmering domes found in each zone of the world. These are literal embodiments of the narrative’s core themes, containing ghostly apparitions of traumatic events that endlessly repeat. They’re a clever marriage of plot and gameplay, and closing them is a key part of the game. You need to kill many enemies hidden in each zone, before entering the Timeloop to close it using a specific prism item. Thing is, there are three different types of prism item, but you’ll only know which is needed once you actually need it. And where will you find these prisms? No idea – they could be anywhere in the world, in chests or elsewhere. While I’m at it, why can’t I use an item from the inventory system but instead have to laboriously equip it to my loadout first?

Here, the game feels less cleverly cryptic, more insufficiently optimised. Many of these tasks are optional, sure, and the main quest itself is comprehensive and (for me) intellectually challenging. It had me up late at night, sat in the dark, feeling enraptured and gripped by this evocative world. At least, until its anticlimactic finale.

The rewards for side quests are usually items and buff-providing glyphs to be used in combat. But combat itself is disappointingly shallow, making those rewards redundant. It’s been described as “Soulslike”, but that feels like a misnomer here (beyond it being third-person and using a stamina gauge). There is a fun twist in the game’s Healing Pulse ability, which feels like a mix of Nioh’s Ki Pulse and Bloodborne’s Rally system whereby hitting enemies releases particles that form a ring around Remi – time your button press correctly, and you’ll restore health in relation to damage dealt. Combat can be punishing too, with damage received dropping both maximum health and stamina that can make recovery tricky. Any other connection to FromSoftware’s work is loose.

Combat lacks depth and ultimately becomes tiresome | Image credit: Rogue Factor / Eurogamer

There are four weapon types – sword, twin axes, polearm, and greatsword – each with their own attack patterns, which lends each a distinct combat rhythm when combined with the Healing Pulse. And each can be customised with an element based on differently coloured human emotions, as well as buffs and abilities specific to that emotion – though any form of rock-paper-scissors elemental system isn’t explicit and lacks depth. Remi is also equipped with a drone that can provide extra support as new abilities are discovered, which are fun enough to experiment with, but as a whole combat quickly becomes monotonous and lacks the intellectual challenge of puzzle solving.

Hell is Us accessibility options

Three combat difficulties. Subtitle customisation. Camera shake and motion blur options. Colour blindness options. Directional audio option.

The real issue is that there are only a handful of enemy types repeated throughout the entire game, bolstered by three levels of difficulty. Some are linked to coloured Haze enemies that must be defeated first, but these abstract apparitions have such bizarre animations it’s hard to get a handle on parrying their attacks appropriately. Add in a dodge that pivots around enemies rather than to the sides, and it’s all too easy to be embarrassingly surrounded and stuck in a corner. Moreover, Hell is Us only has a couple of bosses – if you can even describe these unique, puzzle-like encounters as such – so there’s little escalation to combat, or real tests to punctuate the flow of gameplay. As a result, combat feels repetitive and laborious when instead you’re desperately trying to remember who you’re trying to speak with, or where the hell was that random, locked door at the start of the game I can’t remember now I’m twenty hours in and have no map to refer to.

Hell is Us features some moments of quiet beauty among its disturbing war imagery | Image credit: Rogue Factor / Eurogamer

Despite these misgivings, I still found Hell is Us to be a gripping experience. For each time I failed a quest or struggled to remember a vital clue, I was exploring a townscape freshly covered by the hazy, luminous glow of exploded bombs and littered with bodies frozen in death; or unearthing a medieval tomb filled with godly, mystical secrets; or investigating a strange facility as emergency signals whir and the screams of trapped humans haunt the metallic hallways. Hell is Us absolutely thrives on its atmosphere and sense of discovery, which few games nowadays even attempt in quite this manner.

I commend Rogue Factor for its design decisions, however divisive they may be. The studio has a core vision for Hell is Us, and the result is a singular experience that’s as enticing as it is frustrating. Try it – this hell might just be for you.

A copy of Hell is Us was provided for review by Nacon.



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