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总时数 11.4 小时
ENDIX Brings The Convention Experience Online

ENDIX is not a game; it is a games expo hosted digitally, allowing attendees to download and "enter" the experience. It is an alternative to in-person gaming conventions, and it opens the door to people who would not normally be able to attend due to cost, travel, or accessibility barriers.

ENDIX is free, so you do not need to pay the ever-increasing ticket costs of physical expos. Once you log in, you can customise your avatar and explore a virtual city filled with booths, events, and other attendees. You do need to register and log in, but that is fairly standard for online services in general, and we're seeing a lot more of that in the games industry in recent years.

You can meet developers and publishers directly inside the expo, with themed booths designed to match the game being shown. Each includes a trailer, and while you could watch them on YouTube, you would not get the same experience of speaking to the people behind them in real time.

Demo and playtest availability depends entirely on the exhibitors. For the May 2026 event, there were fewer demos than in 2025, though I am hopeful the Q4 event brings more back into rotation.

From last year’s build, ENDIX has made clear improvements.

A full schedule was shared via Discord, showing when developers and publishers would be active. This information was added to an info point on the outside of each booth, alongside whether a demo is available and the game’s release date.

There are also challenges spread across the virtual city, complete with leaderboards and competitions. Alienware supported the May 2026 event alongside THQ Nordic, which helped expand the obstacle courses and additional activities. THQ Nordic returned with an exclusive raffle linked to the THQ Nordic island (that has a trampoline), while the team behind Hela ran a digital goodie bag hunt. Even last year’s maze returned, now with a few Aliens added.

As you explore, you will also find hidden easter eggs and small interactions scattered throughout the map. There are Steam achievements to unlock, and the event runs all day and night, so you can dip in with friends whenever it suits you. There is proximity voice chat if you want it, but also text chat if you do not.

ENDIX is still young. It's doing something unique, and it's doing it for free. Most of what makes it interesting is not the structure, but the feeling of being there with other people who are all discovering it at the same time. And the breakdancing circles. Those are a prime part of ENDIX.

Read my full thoughts and impressions here.[www.screenhype.co.uk]
评测者的 PC 配置:
Windows 11
AMD Ryzen 9 6900HX with Radeon Graphics - RAM:15 GB
NVIDIA GeForce RTX 3050 Ti Laptop GPU - VRAM:4 GB
发布于 5 月 25 日。 最后编辑于 5 月 25 日。
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2
2
总时数 25.7 小时 (评测时 25.2 小时)
IT'S LATE, THE WORLD IS LOUD, LET'S DRINK CAFFEINE

In Coffee Talk Tokyo, you play as a barista who owns a cosy, late-night café in Tokyo. You're not the same character as previous games, though the barista in Seattle is mentioned several times 👀. As usual, you're here to serve drinks to customers and listen to them as they connect to you and to each other. Whether your patrons are humans or yōkai, you get to listen to all the small ways people try to survive modern life.

Get the drinks right, and people open up and walk towards their best endings. Get them wrong, and their lives drift, unanchored. This is a game that encourages multiple playthroughs, so even if you get all the best endings[www.screenhype.co.uk], it has replay value, and it's not a matter of doing everything right and then doing everything wrong to complete the game in full.

If you're a fan of the previous Coffee Talk games, I'd be surprised if you didn't enjoy this one, too. For any gamers out there living with chronic pain, you're going to connect to one of the characters quite heavily; I know I did. There's plenty of representation and diversity, and the game is completely (and rightfully) unapologetic about that. There are also characters dealing with loss and death, so be aware of that before you play.

The game takes place over 15 days, and though the pacing is good, I found myself wanting other things to do around the café. You listen, you make drinks, you check social media, and though that's the aim of the game, it would have been cool to also collect vinyls or decorate the shelves. Just something small to fill the space a bit more.

Still, Coffee Talk Tokyo understands something important: the deepest connections happen in the quietest of places.

Pros
+Deeply emotional and thoughtful storytelling.
+Warm late-night café atmosphere.
+Strong representation.
+Memorable cast with relatable struggles.
+54 special drink recipes[www.screenhype.co.uk] to uncover.
+Drink-making mechanics encourage active listening.
+Conversation history.
+Endless mode.
+Free play mode.

Cons
–Some themes feel overly explained.
–Gameplay loop can feel a bit repetitive.
–Your interactions with the world are limited to drink-making and social media.
–Additional songs in the base game would be appreciated for longer play sessions.

9/10

Full review here[www.screenhype.co.uk]
评测者的 PC 配置:
Windows 11
AMD Ryzen 9 6900HX with Radeon Graphics - RAM:15 GB
NVIDIA GeForce RTX 3050 Ti Laptop GPU - VRAM:4 GB
发布于 5 月 21 日。 最后编辑于 5 月 22 日。
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总时数 20.9 小时 (评测时 16.4 小时)
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THE NIGHT THE MUSIC FOUGHT BACK

Dead as Disco feels like the kind of game that would have lived in the corner of an early 2000s arcade cabinet, glowing under neon lights while somebody nearby argued about which soundtrack was better: the game’s or the club’s.

It is loud, angry, stylish, and surprisingly thoughtful beneath all the punching.

You play as Charlie Disco, a musician murdered ten years ago and dragged back for one night to reunite his old band and fight against Harmony, a corporation using music, AI, and manufactured idols to control people. Every member of your band sold out in some way after Charlie died. Some were broken by grief, some by ambition, some by exhaustion. Your job is not just to beat them in combat, but to pull them back from the futures they trapped themselves in.

Dead as Disco understands something a lot of rhythm games miss: music should feel physical.

Every hit, dodge, and combo lands alongside the beat. Hits snap into the soundtrack with this punchy rhythm that makes even basic fights feel satisfying. But it's not just another rhythm game; it's politically sharp. Harmony replaces artists with AI copies the second they stop being useful. Characters talk about losing themselves to popularity, corporate control, and endless performance. Underneath the neon colours and boss fights is a game furious about the state of the world and unwilling to stay quiet about it.

This also might be one of the best examples of Early Access done properly that I have played in years. The story already feels complete enough to stand on its own, and the roadmap looks focused on expanding a solid foundation rather than fixing a broken one.

Pros

+Excellent rhythm-based combat.
+Fantastic soundtrack with strong variety.
+Sharp themes around capitalism, AI, and artistic identity.
+Stylish visual direction and comic-inspired presentation.
+A genuinely polished early access experience.

Cons

–Occasional input delay during combat.
–Some skills need clearer tutorials and explanations.
–Collectables can be difficult to spot.
–Challenge difficulty spikes hard in certain modes.
–Custom music feature seems inconsistent right now.

9/10

Full review here: Dead as Disco Review (Early Access) – Rage Against the Machine[www.screenhype.co.uk]
评测者的 PC 配置:
Windows 11
AMD Ryzen 9 6900HX with Radeon Graphics - RAM:15 GB
NVIDIA GeForce RTX 3050 Ti Laptop GPU - VRAM:4 GB
发布于 5 月 8 日。
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总时数 15.7 小时
HELL, BUT MAKE IT ADMIN

A lot of god games give you control and then slowly hand you comfort. You build, expand, optimise, and settle into a rhythm. Sintopia doesn’t really let you do that. It hands you Hell, floods it with sinful Humus, and quietly watches as everything backs up. You’re the Administrator, an omniscient presence running Hell Inc., tasked with re-educating souls so they leave with less sin than they arrived with. On paper, it sounds clean. In practice, it’s chaos.

Souls pile up. Within a few in-game days, Humus are hitting higher and higher sin counts, and suddenly your neat little system starts to buckle. Each Imployee can only handle one soul at a time in their building, and Deviants slow things down incredibly. You build loops, set up dispatchers, and try to route souls in ways that make sense, but Hell has a way of turning even your best plans into a traffic jam.

What surprised me most is how much of the game is spent watching that system struggle. You step in when things break, adjust pathways, and try to stay ahead, but it often feels like you’re playing catch-up. The overworld adds a different angle. You can influence living Humus with magic, build a cult, and push events in your favour, but you’re limited by Faithcoins. Without them, even as the Administrator of Hell, you can’t touch much of anything.

There’s a story running through it all, and it’s a good one. Lili (Lilith) guides you, flirts constantly, and pulls you into a plot about rescuing Lu (Lucifer). It leans into that familiar idea that Lucifer might not be the villain, and it works. The tone stays playful, even when it’s dealing with heavier themes.

The biggest issue is balance. Sin builds too quickly, and the systems can’t always keep up. Still, Sintopia is creative, messy, and occasionally very funny. It just needs to ease off the pressure a little so you can actually enjoy being in control.

Pros
+Creative take on the god game genre.
+Strong voice acting, especially Lili and Lu.
+Dark humour that commits to the bit.
+Flexible play modes.

Cons
–Sin accumulation feels overtuned.
–Systems become messy and hard to manage.
–Steep learning curve.
–Limited interaction in the overworld.
-Hell starts lagging as your build grows.

7/10

Read my full review here: Sintopia Review – Hell Has a Learning Curve[www.screenhype.co.uk]
评测者的 PC 配置:
Windows 11
AMD Ryzen 9 6900HX with Radeon Graphics - RAM:15 GB
NVIDIA GeForce RTX 3050 Ti Laptop GPU - VRAM:4 GB
发布于 4 月 17 日。 最后编辑于 4 月 17 日。
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总时数 6.2 小时
THE SKY AT YOUR FINGERTIPS

Most sandbox builders end up pushing you toward something. Bigger builds, better layouts, more efficiency... But High Above lets all of that go. You’re not here to optimise, you’re here to place one light, then another, and watch something quiet take shape.

You build rooftop spaces "floating" in the sky, choosing from European, Japanese, modern, and futuristic settings. There’s no pressure in the sandbox. You place objects, adjust lighting, and slowly bring your space together. Somewhere along the way, time disappears.

There is a light structure here, though. Each setting includes small challenges where characters ask for specific rooftop designs within a set budget. Sometimes you’re balancing more than one request at once, trying to make something that works for everyone. It reminded me a little of SimCity, just on a much smaller, more personal scale.

The atmosphere does a lot of the heavy lifting - there's soft music that never cuts out, the option to bring in rain, and a gorgeous sky that shifts through warm colours as your build slowly comes to life. It’s easy to sit and play for hours without noticing.

For the right player, this is a space you’ll keep returning to.

8.2/10

Full review here: High Above Review – Building Peace, One Rooftop at a Time[www.screenhype.co.uk]
评测者的 PC 配置:
Windows 11
AMD Ryzen 9 6900HX with Radeon Graphics - RAM:15 GB
NVIDIA GeForce RTX 3050 Ti Laptop GPU - VRAM:4 GB
发布于 4 月 9 日。 最后编辑于 4 月 13 日。
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总时数 4.2 小时
WHAT JUST HIT ME?

Nova Antarctica is a quiet survival game set at the end of the world, where Earth has burned itself out, and Antarctica becomes humanity’s last hope. You play as a small, faceless child crossing a hostile landscape of snow, radiation, and silence. You don’t know who they are, You don’t know why they were chosen, You’re just trying to get them somewhere safe.

That distance works, at first (even if the narrative doesn't explain it at all). The game trusts atmosphere over exposition, and when it leans into that, it’s effective. There’s a genuine sense of loneliness here, and moments where the world feels heavy with what’s been lost.

Where Nova Antarctica struggles is everything that happens between those moments that grab you.

Survival mechanics are present, but they don’t flow. Movement feels sluggish, crafting and healing require too many steps across too many menus. When a blizzard or radiation storm hits, the game asks you to navigate multiple wheels and key prompts while actively dying. That tension could work, but instead, it feels like fighting the interface rather than the environment. Especially when something "hits" you during a blizzard and you instantly die.

The tutorial doesn’t help. It relies on pop-up boxes that interrupt play without pausing the world. I died several times just trying to learn the systems, including during the tutorial itself. Even on repeat attempts, the same pop-ups appear, turning learning into frustration.

And yet, there is something here.

You find abandoned bodies, and they're often near recorders showing final moments. One early scene, involving armed figures in the snow, is genuinely upsetting and powerful. It’s also the point where the game made me stop and think, “Oh. This could have been something special.” The visual storytelling does far more emotional work than the written narrative, which feels underdeveloped and distant by comparison.

Nova Antarctica is playable. It isn’t broken in the way some releases are, but progression feels blocked by imbalance. Weather events are far too frequent, while the resources are too scarce. I reached points where I simply ran out of stamina and materials, with no way forward except to die and restart.

I wanted to enjoy this more than I did. The ideas are strong, but the systems don’t support the journey the game wants to tell.

PROS
+Soft, atmospheric art direction.
+Gentle, effective music.
+Some powerful visual storytelling moments.
+Strong thematic ideas.

CONS
–Overworked UI with too many menus.
–Tutorial interrupts play without teaching flow.
–Survival balance feels punishing rather than purposeful.
–Progression often blocked by stamina and resource scarcity.
–Narrative lacks emotional depth outside of visual moments.

5/10

Full review here: Nova Antarctica Review – A Game Buried Under the Weight of Its Own Systems[www.screenhype.co.uk]
发布于 2 月 5 日。 最后编辑于 2 月 5 日。
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3
3
3
3
总时数 17.4 小时 (评测时 8.1 小时)
A MOUNTAIN THAT REMEMBERS

Cairn is not interested in making you comfortable.

A lot of survival games soften the edges. You build a base, craft tools, farm, fish, and settle in. Survival starts to feel like a lifestyle choice. Cairn strips all of that away; It's just you, a mountain that has killed over a hundred climbers, and the quiet understanding that every choice you make has weight.

You climb as Aava, attempting the unconquered Mount Kami. She is sponsored, watched, marketed, and she wants none of it. All that matters to her is the ascent, and Cairn makes you feel that obsession in your bones.

The climbing itself is slow, deliberate, and tense. You control each limb individually, and you can plan routes before committing. One bad move can force you to backtrack, improvise, or fall. If you hang too long, your grip weakens. If you push too hard, exhaustion shows. This is not spectacle climbing — it’s thoughtful, sometimes frightening, and deeply absorbing.

What surprised me most is how emotional the journey becomes. You find abandoned camps, broken equipment, letters from climbers who didn’t make it back down. Climbot relays messages from the world below, so while you are often alone on the mountain, you aren't untouched by what’s been left behind.

Cairn offers three modes, which is appreciated, but even the easiest mode is still punishing. I genuinely think the game would benefit from a fourth, more narrative-focused mode for players who want to experience the story and atmosphere without the same physical and mental strain. The current "easy" is not easy. At all.

Still, Cairn is something special. It trusts the player to slow down, to think, and to sit with difficult moments. Every player will take a different route up the mountain. I wonder what yours will be?

Pros
+Beautiful, restrained atmosphere.
+Emotionally rich environmental storytelling.
+Unique, deliberate climbing mechanics.
+Multiple save points respect player time.
+Controller and keyboard/mouse supported.

Cons
–Input methods need better tuning.
–Piton placement frustrating on keyboard/mouse.
–"Easy" mode is still extremely demanding.
–Would benefit from a story-focused casual mode.

9/10

Full review here: Cairn Review – A Mountain-Climbing Journey You Won’t Forget[www.screenhype.co.uk]
发布于 1 月 30 日。 最后编辑于 1 月 30 日。
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总时数 15.9 小时 (评测时 15.1 小时)
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RUNNING A CAFÉ WITHOUT PANIC

I sat down with this game while I was actively anxious and needed something steady to focus on. That probably tells you everything you need to know, but I’ll elaborate anyway:

Tailside is a cosy café sim that does exactly what it says on the tin. You make coffee. You decorate your café. You unlock new drinks, furniture, villagers, and the occasional very important plushie. It doesn’t try to reinvent the genre, and honestly? Good. What it does do is respect your time, your energy, and your nervous system.

The biggest win here is pacing. You can slow the in-game day down in the settings without changing how many hours you work. I’ve almost never seen that in management sims, and it makes such a difference. No 15-minute panic days. No sprinting to optimise every second. Just… running a café at your own speed.

It’s also quietly great for accessibility. The tutorial teaches by letting you play instead of dumping a wall of text on you. Menus are clean and visual. Skills let you automate minigames if there’s a part you don’t enjoy (latte art, I am looking directly at you). The music is gentle, there are no sudden loud noises, and nothing spikes your heart rate unless you want it to.

It's not perfect, but that's okay. A couple of features unlock without clearly pointing to where they live in the UI, and the latte art minigame can be fiddly before you automate it. But for an Early Access game, this plays smoothly, which already puts it ahead of a lot of releases hiding behind the EA label.

I came for a cosy coffee game. I stayed because it let me exist at my own pace.

Pros
+Adjustable day length (huge accessibility win).
+Calming music and no audio jumps.
+Teaches through play, not text dumps.
+Skill system respects different play styles.
+Plushie claw machine (objectively important feature).

Cons
-Some UI guidance could be clearer when new features unlock.
-Latte art minigame needs some tweaking, the changes between small and thick lines are annoying.
-If you want very specific decor styles, you’ll need a few in-game days.

A very comfortable 8/10, perfect for coffee breaks, anxiety days, and anyone who wants a cosy game that doesn’t rush them. ☕🧸

Full review here: Tailside: Cozy Cafe Sim Review – A Café Sim That Respects Your Time[www.screenhype.co.uk]
发布于 1 月 29 日。
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2
5
总时数 36.0 小时 (评测时 23.9 小时)
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Great Ideas, Zero Instructions

I went into StarRupture excited. Less than an hour later, I was internally screaming, and then I continued to play to give it the chance it deserved.

StarRupture has a genuinely solid core. The planet is huge, and the ore systems are weirdly addictive. Running rails across Arcadia-7 feels like building tiny rollercoasters, and I love that part. It scratches the same itch as tweaking custom rides in RollerCoaster Tycoon.

The problem is that the game barely explains itself.

The tutorial exists, but it doesn’t tell you what you actually need to survive. I didn’t know how to open my inventory. I didn’t understand calories or hydration. I didn’t even know I needed to eat and drink until my character started complaining and slowly dying.

Once you push past that wall, things do get a little better. Exploration is fun, and you can set up an automated ore farm with a little time and patience. But the fun things aren't enough to overshadow the issues, and boyyyy, there are issues.

Character customisation is basically nonexistent (four characters, no customisation, barely readable backstories/info). Inventory management is painful, and building can be buggy as hell. Not to mention the uneditable keybindings, lack of controller support, and the lag and crashes that I've been experiencing since the day before EA release.

Audio and visuals are a mixed bag. The music is excellent and very sci-fi, but often far too loud and drowns out voice acting. The planet itself feels quiet. No wind. No water ambience.

This is a game with ambition, and I want it to succeed. But right now, there are too many friction points, missing tutorials, and basic QoL issues holding it back. None of these problems feel unsolvable, which makes it more frustrating than disappointing.

Without a doubt, the ruptures are the standout part of the game. They're visually stunning, the threat feels real, and the silence after the temperature drops and you step out onto a ruined Arcadia-7 is just... Wow.

6/10 — It needs a lot of work, but I believe in this game. I just can't recommend it in its current state.

Pros

+Huge open world
+Addictive ore and rail systems
+Solid weaponry
+Good sci-fi soundtrack
+Strong core concept
+Plenty of content for the price
+Rupture mechanic and visuals

Cons
-Vital information missing from tutorial
-Tiny, nearly unreadable text
-Poor accessibility options
-No character or world customisation
-Lack of Habitat decorations (I WANT SPACE FERNS, THANKS. And maybe some actual furniture?)
-Poor inventory management
-No crafting from storage
-Buggy building and rail placement
-Thin environmental soundscape outside of ruptures
-Performance instability (doesn't seem to just be me, or I wouldn't mention it)

Full review here: StarRupture Review – A World That Wasn’t Ready[www.screenhype.co.uk]
发布于 1 月 7 日。
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总时数 222.3 小时 (评测时 149.0 小时)
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Most addictive game ever. Absolutely my indie game of 2025, and with just ONE dev working ridiculously hard behind the scenes to fix bugs and update the game with new features. If you're looking for a crime sim, look no further.
发布于 2025 年 12 月 27 日。
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