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Steam Next Fest October 2025
I didn’t get to play that much during this Next Fest. That’s due to a combination of me being busy, and me not being impressed with the demos on offer this time. I tried to look through the RPGs more, but my focus was already on games in my library or on my wishlist… so ultimately I basically hovered around the charts and browsed in the general lists. I also wasn't that impressed with I did get to play, so I’ve split them into “Great” and “Everything Else” rather than a more comprehensive rating system.
There are a lot of QoL features that I really appreciate here. You get a faster travel method relatively early. The NPC tracking system is very welcome, even if the minimap could be more zoomed out (I take issue with most minimap scales tbh). I deeply appreciate any stamina-based game that lets you rest to regain stamina, whether that’s like this game, where you can sit and directly exchange time for stamina, or other games where you can nap to a set time. And I like that you can talk either to the NPC or to a kiosk to open up the shop menu, rather than track down NPCs who may or may not be in the shop during store hours.
There’s a lot that could be improved on, though. Plenty of collision issues on the skateboard, lots of texture clipping (like grass growing into tilled land), no grid snapping option in the layout editor, an audio glitch when opening the quest log where the sound effect plays several times and just blows out your ears. The ranching NPC stopped working for me, which blocked me out of an entire mechanic as well as several other quests (including the crafter promotion quest), and since no one else mentioned that glitch, I guess it’s just a thing that can happen anywhere to permanently brick your game. Also, the translation needs a ton of work. Yes, they do warn that they just did machine translation for the demo, but I hope they improve on it a lot for the final release. Confusing information, repeated lines, jumbled grammar, and even some untranslated lines abound.
This is a game that, theoretically, appeals a lot to me. I like the character designs, I like the freedom of the layout editor (you can add and move individual components like stairs and railings, and you can save custom layouts), I like the amount of stuff that you get to do. I love the idyllic island aesthetic. But I’ll definitely wait to see how the game develops, and especially if they get a proper translation team. The writing is very stilted right now and is a constant negative presence in an otherwise enjoyable demo.
I did think there were a few flaws — such as how easy it is to get lost trying to get home, even if the actual urgency is relatively low, and how the “learn from auntie” quest wasn’t really helpful at giving you directions despite the detailed quests before that point. But overall I think it’s a nice game and worth keeping an eye on.
I have very mixed feelings about this one. On one hand, I put three hours into the demo, including an endless run that lasted an hour. On the other hand, this was not that enjoyable of an experience. I don’t like how loud the artifact skills are, especially when I’m relying on the sound effects to intuitively say when I put down an incorrect tile. I really don’t like that there is such a high chance of getting a “nothing” drop for artifacts, even on early floors. I don’t like the “you can’t put down crosses” boss gimmick and feel like that’s just a run ender at higher difficulty bosses.
Most of all, I don’t think this is a scalable game. The numbers for 20x20 grids are outright difficult to read, and this doesn’t even consider how your timer has increased to x3 or worse by the time you reach these maps. The game is just exhaustingly difficult at this point.
However, the sheer amount of AI art is really revolting. The store page claims “some” art assets are AI generated… but honestly, it’d be easier to ask what parts *aren’t* AI. And that would probably be the character sprites and maybe the overworld tiles. Maybe the equipment sprites were by a human, but taken from an asset pack considering how generic they are. Character portraits? AI. Item sprites? AI. Dungeon backgrounds? Almost certainly AI. There’s just a distinctly foul aura surrounding so much of the game. It doesn’t help that the translation is incredibly poor, on top of the tutorial quests also being generally unhelpful until you go try things out yourself.
Even if it used assets created by people, though, this isn’t really a game for me. At a demo level, I’ll play it, but I don’t really have any urge to play this kind of genre into the endgame.
On the other hand… there is way too much distraction potential here? Like sure, you can use the focus tools, and minimize the space that the game takes up on your screen… but you can easily just spend a lot of time chatting or playing games or otherwise messing around in the overworld rather than actually being productive. It really doesn’t help that the game defaults to fullscreen, and has no true “windowed” mode, only two snapped overlays and a mini mode that isn’t that mini at all, considering it shows your full avatar’s size and there’s no option to hide the model entirely. The design feels counterintuitive to its goal. Also, if it were up to me, I’d implement more options for server setup - most importantly, chat options like slow mode, local chat only, emote only, or maybe even disabling chat entirely.
Looking at similar games did expose me to gogh: Focus with your Avatar, which released its multiplayer update relatively recently and seems to include a similar set of productivity features, However, the multiplayer focuses more on designing and hanging in the same space rather than seek to actively take up your time. It only has limited communication features, but I might look into that one instead.
Honestly, my greater issue is just with the concept. I know there’s a certain level of catharsis in this kind of mindless cleaning game, but… I honestly just found this boring. And, quite frankly, I was constantly aware that I felt more fulfilled by actually cleaning in real life. When I clean in the game, I feel like I should be using that time to clean in real life instead. Which is great for my own productivity, but bodes poorly for any desire to play the full game or the predecessor.
Unfortunately, I wasn’t impressed by two of the puzzles. The first was fine as a tutorial, but the next two were essentially “find objects and then perform tasks on a list.” I know the full game will become more difficult over time, but it’s a poor start when I really like the environmental puzzle storytelling of their past games.
I don’t really go out of my way to buy games in this series, but if it enters a bundle or something I’ll get around to it. I got Rusty Lakes: Roots that way.
Even the potion crafting system is sort of confusing. I figured out how to get the recipe reference window up, but I still wasted several items because, for whatever reason, you have to drop the ingredient above the cauldron to add it in, but you have to hold the potion bottle over the cauldron to fill it, or else you destroy that item. I don’t see why this is even necessary, except to be a frustration.
Great
Starsand Island
A life sim game in the style of… I suppose Animal Crossing is a good starting point, but it has a “do everything” vibe that feels increasingly common in life sims. There’s life sim crafting, farming, animal husbandry, fishing, dungeon exploration… apparently there are also boss battles and more involved fights, though I don’t see how the slingshot combat is really scalable. Otherwise, I see how these systems interact with each other.There are a lot of QoL features that I really appreciate here. You get a faster travel method relatively early. The NPC tracking system is very welcome, even if the minimap could be more zoomed out (I take issue with most minimap scales tbh). I deeply appreciate any stamina-based game that lets you rest to regain stamina, whether that’s like this game, where you can sit and directly exchange time for stamina, or other games where you can nap to a set time. And I like that you can talk either to the NPC or to a kiosk to open up the shop menu, rather than track down NPCs who may or may not be in the shop during store hours.
There’s a lot that could be improved on, though. Plenty of collision issues on the skateboard, lots of texture clipping (like grass growing into tilled land), no grid snapping option in the layout editor, an audio glitch when opening the quest log where the sound effect plays several times and just blows out your ears. The ranching NPC stopped working for me, which blocked me out of an entire mechanic as well as several other quests (including the crafter promotion quest), and since no one else mentioned that glitch, I guess it’s just a thing that can happen anywhere to permanently brick your game. Also, the translation needs a ton of work. Yes, they do warn that they just did machine translation for the demo, but I hope they improve on it a lot for the final release. Confusing information, repeated lines, jumbled grammar, and even some untranslated lines abound.
This is a game that, theoretically, appeals a lot to me. I like the character designs, I like the freedom of the layout editor (you can add and move individual components like stairs and railings, and you can save custom layouts), I like the amount of stuff that you get to do. I love the idyllic island aesthetic. But I’ll definitely wait to see how the game develops, and especially if they get a proper translation team. The writing is very stilted right now and is a constant negative presence in an otherwise enjoyable demo.
Winter Burrow
I first heard about this game during one of the recent Nintendo Directs and had an eye on it because it looked cute and cozy. It is indeed cute and cozy. It’s a survival crafting game, but there’s a lot less focus on the surviving part - your home is always safe, resources regenerate whenever you reload the map, and despite the warmth/chill and hunger mechanics, it takes a while for it to be a problem.I did think there were a few flaws — such as how easy it is to get lost trying to get home, even if the actual urgency is relatively low, and how the “learn from auntie” quest wasn’t really helpful at giving you directions despite the detailed quests before that point. But overall I think it’s a nice game and worth keeping an eye on.
Everything Else
CiniCross
A picross game except roguelite. In each run, you proceed down a set of picross grids, collecting artifacts and items by solving grids before confronting the boss. Bosses always come with some gimmick, and are essentially a stamina gauntlet as you complete grids to deal damage. You are also limited by hp and a timer - mistakes and running out of time cost hp, and you gain time by completing picross grids.I have very mixed feelings about this one. On one hand, I put three hours into the demo, including an endless run that lasted an hour. On the other hand, this was not that enjoyable of an experience. I don’t like how loud the artifact skills are, especially when I’m relying on the sound effects to intuitively say when I put down an incorrect tile. I really don’t like that there is such a high chance of getting a “nothing” drop for artifacts, even on early floors. I don’t like the “you can’t put down crosses” boss gimmick and feel like that’s just a run ender at higher difficulty bosses.
Most of all, I don’t think this is a scalable game. The numbers for 20x20 grids are outright difficult to read, and this doesn’t even consider how your timer has increased to x3 or worse by the time you reach these maps. The game is just exhaustingly difficult at this point.
Creator Chronicles
Well, if you want a game that throws its systems at you to figure it out, but in a relatively manageable way, this one does it. This is a combination of an idle and management game, where you set up buildings and production, hire members to produce things, earn gold by selling items you make, and send out members to fight dungeons for levels (which unlocks new item recipes) and gear (which improves their dungeon skills). It’s sort of like a colony sim, except you don’t have any worries about a losing state because there are no resources to upkeep.However, the sheer amount of AI art is really revolting. The store page claims “some” art assets are AI generated… but honestly, it’d be easier to ask what parts *aren’t* AI. And that would probably be the character sprites and maybe the overworld tiles. Maybe the equipment sprites were by a human, but taken from an asset pack considering how generic they are. Character portraits? AI. Item sprites? AI. Dungeon backgrounds? Almost certainly AI. There’s just a distinctly foul aura surrounding so much of the game. It doesn’t help that the translation is incredibly poor, on top of the tutorial quests also being generally unhelpful until you go try things out yourself.
Even if it used assets created by people, though, this isn’t really a game for me. At a demo level, I’ll play it, but I don’t really have any urge to play this kind of genre into the endgame.
Familiar Findings
An idle desktop game where you summon creatures, then fuse them into new forms. On one hand, the amount of involvement this requires works well for me. On the other hand… that’s a really low level of involvement. There isn’t much that happens other than “wait for resources to generate.” I’m not sure that I would want to have this as a full game. The art style is cute, though. If it’s cheap I might think about it, though I’m not currently in a position where I end up using my computer for an extended period of time, where having desktop companion apps would benefit my focus and workflow. That’s a separate conversation I’ll get to at some point.On-Together
This is a neat “social productivity game” concept - essentially, you create or join a server room, where you can roam around, chat, play minigames, and do focus timers. On top of the regular and pomodoro timers, you also have todo lists, calendaring, and journals. I think it makes for a nice “study room” vibe, even though the setting is an island.On the other hand… there is way too much distraction potential here? Like sure, you can use the focus tools, and minimize the space that the game takes up on your screen… but you can easily just spend a lot of time chatting or playing games or otherwise messing around in the overworld rather than actually being productive. It really doesn’t help that the game defaults to fullscreen, and has no true “windowed” mode, only two snapped overlays and a mini mode that isn’t that mini at all, considering it shows your full avatar’s size and there’s no option to hide the model entirely. The design feels counterintuitive to its goal. Also, if it were up to me, I’d implement more options for server setup - most importantly, chat options like slow mode, local chat only, emote only, or maybe even disabling chat entirely.
Looking at similar games did expose me to gogh: Focus with your Avatar, which released its multiplayer update relatively recently and seems to include a similar set of productivity features, However, the multiplayer focuses more on designing and hanging in the same space rather than seek to actively take up your time. It only has limited communication features, but I might look into that one instead.
PowerWash Simulator 2
Well, what can I say. It’s Powerwash Simulator… 2! Granted, my only exposure to that game is via a speedrun I watched once, the collab in Escape Simulator, and the demo of a game obviously riffing off the “cleaning objects” concept. Navigating my way to the first map was incredibly confusing because I closed the menu, and I honestly had no clue what I was doing with the tools until I finished the first map (and I still don’t really understand the difference between the blue and the red guns, since they seem exactly the same to me). Other than that, I found the game relatively easy to understand, granted that I already had some exposure and knew how to use soap to get rid of certain stains on the second demo map.Honestly, my greater issue is just with the concept. I know there’s a certain level of catharsis in this kind of mindless cleaning game, but… I honestly just found this boring. And, quite frankly, I was constantly aware that I felt more fulfilled by actually cleaning in real life. When I clean in the game, I feel like I should be using that time to clean in real life instead. Which is great for my own productivity, but bodes poorly for any desire to play the full game or the predecessor.
Servant of the Lake
Another game in the Rusty Lake series. I was mostly curious as to how they’d handle a demo of one of their games, and it was by giving the player three series of puzzles to solve. It’s a premium game and thus has a wider narrative.Unfortunately, I wasn’t impressed by two of the puzzles. The first was fine as a tutorial, but the next two were essentially “find objects and then perform tasks on a list.” I know the full game will become more difficult over time, but it’s a poor start when I really like the environmental puzzle storytelling of their past games.
I don’t really go out of my way to buy games in this series, but if it enters a bundle or something I’ll get around to it. I got Rusty Lakes: Roots that way.
Shana - Priestess of Tona
Porn autobattler. Unlike the other porn autobattler, this one is actually reasonable in difficulty and also isn’t p2w gacha PVP lol. It’s pretty unremarkable as autobattlers go, though. Battles emphasize use of active skills a lot, which I’m not sure is common or not, but it is more engaging than a full autobattler. It does use a roguelike format, where you get randomized buffs each fight, and earn artifacts used in that run or equipment for future runs. Also, I guess it’s neat how you unlock porn CGs by winning midboss and boss battles? Even though I kinda wanted a more noncon premise, but whatever.Witch Potions - Craft of Lust
Bold decision to release the demo of a porn game and not only have a single porn CG presented with zero context, but also only be a tech demo. Like good job, they put together the potion making system. There’s nothing to do with it. You can’t even turn in the one quest given to you, because they haven’t implemented the quest turn-in system… and yet the demo is 3.2 gb. What is that space going towards. It’s a 2d sprite based game.Even the potion crafting system is sort of confusing. I figured out how to get the recipe reference window up, but I still wasted several items because, for whatever reason, you have to drop the ingredient above the cauldron to add it in, but you have to hold the potion bottle over the cauldron to fill it, or else you destroy that item. I don’t see why this is even necessary, except to be a frustration.