Demos What I Played 2k26: Summer Part 2
What's up chat. This is only.... two weeks late. Look. July has sucked; not only is it crazy hot (who agreed to this), but work has gotten crazy. I'm so late on some of these that I think the full game has come out? Don't check me on that. I don't accept corrections (I would, I'll just cry). Oh also, heads up, this section could also be titled "Demos Where I Picked Some Junk Up and Ran Away."
2025 End of Year Entries: GOTY, Epilogue
2026 Entries: January, February, March, April, May, June
2026 Demos: Spring (Part 1, Part 2); Summer (Part 1, Part 2)
VOID DIVER: Escape from the Abyss
Let’s kick off part two of the NextFest with the first (of…. four?) indie extraction games. VOID DIVER is an extraction game where you play an individual who dives into a dungeon to get various things. The dungeon is, as dungeons are wont to be, full of dangerous monsters that you have to deal with. The game’s in a top down view, so it plays like an action RPG that’s a bit jank. The control is a touch off; it feels kind of laggy? In that way that poorly tuned ARPGs can.
There’s a lot I actually like here? I love the concept of a megacity built up around a megadungeon; that’s a rich worldbuilding vein to explore that always grabs me, and some of the characters are super cool. Raven is super cool, and I can’t wait to play her in the game. I’m looking forward to this, even despite the jank.
Is what I would say, if I hadn’t dug anymore. When I did my quick check on the store page to hit the wishlist button, I finally saw the AI usage alert. Now, to be clear, I’m glad they’re saying something about it on the main page. Not everything has, even though I have my Suspicions, so good on the devs here. And what they’re saying they used it for is… I mean, no use is good, but for a smaller indie team I can get it.
I still don’t really respect it. So, the team says they use it for “. . . background music, translation, and streamlining early-stage work,” but “. . . all final art assets in the game have been meticulously hand-finished and completed by human artists.” This makes it impossible to tell what was made by a person and what wasn’t, even if a human artist touched the final files once. It means the music will, at best, be forgettable slop, and at worst be ill-suited and poorly produced for what it needs to be. And god knows if the translation is going to be accurate, or localized such that it’s fun to read. And the fact that an indie team would rely on AI for so many distinct and vital bits of their game leaves me with less faith in their abilities.
I get it, especially for smaller teams. But I started this year with a pretty firm “No AI” policy, and everything that’s happened since has only reinforced my stance. You can’t really set aside the ecological, economic, or political problems with generative AI, but for the purposes of closing out this minireview, do so, and consider the philosophical. Here you have a group of people who are creating a thing, but care so little for it or think so little of their own skills that they’re willing to rely on a thing that creates on the mean of everything loaded in. I don’t want to partake of something that’s mid at best (ignore what I read in Jump). So it sucks, but I’m bowing out of VOID DIVER. Or any other game that I find has used AI at this point.
Iron Nest: Heavy Turret Simulator
I think I should reconsider this in the full version. This is an interesting game, and I’ve spent a lot of time thinking of it since. You play in the middle of the Iron Nest which, as the subtitle may suggest, is a heavy turret. For each level, you wake up in the bowels of your heavy gun emplacement and you get instructions via a teletype machine on what you have to do. From there, you’re given a work place simulator where you fulfill the steps of plotting shell trajectories, firing angles, loading the shells, and finally putting them downstream. It’s zen, for simulating what is a mass death machine and your part in it as a cog, but it’s also really satisfying. When you’re doing the work of figuring everything out, you’re working off a giant grid map. You’re given a compass, pencils, pens, models, everything you need to work off a giant map. It’s neat, and surprisingly tactile. What really got me though is that when you shoot, the map animates the line of your shell flying through the air, and then places air photos of the impact scene. So, you end up seeing the results of your actions, if from a bird’s eye view. I dunno, it’s neat, I think there’s space for some fun narrative bits.
RetroSpace
RetroSpace’s devs very obviously have a favorite video game, and that game is System Shock 2. I also love SysShock 2, so this should be further up my alley. It’s…. Fine. Whereas Iron Nest has only grown in my estimation, RetroSpace has definitely fallen. The basics of the game are definitely there. You’re exploring a space station/ship where something spoopy has happened and there are but bodies and audio logs left. It’s a first person imsim, so you’re allowed to futz with boxes (and I guess the environment if you’re spicy) to attempt to complete your goals. It’s kind of jank though? The guns shoot super poorly and feels weak against the main enemies, and navigating the environment is more difficult than it should be based on the level design and piss-poor lighting. The biggest issue I have with it is the special gimmick. Every time you die, you get resurrected for a nominal fee. That’s fine, that’s been standard since BioShock. What’s different is that you come back worse, until you find your old body. Sometimes that worse isn’t bad. Such as, whenever you get hit with a common cold. That just means your character sneezes intermittently, which is annoying but liveable. Sometimes it means you regenerate with color blindness, which puts everything into grayscale, which can make an already difficult to navigate spoopy space ship super frustrating. And these conditions can stack, so god help you if you get a bunch of the worst issues. I dunno; I liked it a lot coming out, but I think it’s got some massive issues that need to be ironed out before I can really recommend it.
Penguin Colony
Ok so like, here’s the pitch: You play as a penguin. You do penguin things, like slide around the ice and swim. As you explore, you come across human settlements and activity as they’re doing their human things. And then the Disco Elysium starts reading out…. An adaptation of, or something heavily based on, HP Lovecraft’s At the Mountains Of Madness. This is entirely a walking simulator. It is also great. Genuinely loved the vibes of this, loved exploring as best I could, loved coming across the horrors that were. I’m sure the horrors are only there and nowhere else. This was rad, and probably the best from this half of the demos.
HOPE 01
I feel bad for this game? It’s the second of the extraction shooters from this batch, and it’s interesting in that it’s a side-scrolling platformer dealie. The problem is, this game is hella unstable for me. I couldn’t reliably get this to load, and couldn’t really get into levels frequently. When I did, it controlled pretty poorly. I dunno, I may let this percolate a bit before touching it again, since it kind of looks neat? I dunno. Could be neat, wasn’t based on what I played, maybe I’m unlucky. Moving on.
Flock of the Seraphim
Remember last year when I was playing a lot of MegaBonk to figure out how and why I felt about MegaBonk only to determine at the end that I really didn’t like MegaBonk? Flock of the Seraphim is MegaBonk: Catholicism Edition. You play a nun with guns (and blades) and you’re killing demons in a 3D zone that you can move around in. It’s not as good as MegaBonk, which has way more juice and interesting. I don’t like MegaBonk, this is bad MegaBonk, and the theming does less than nothing for me.
No Such Place
The third, and not final extraction shooter from this batch. Much like VOID DIVER, this one’s in a top-down view. The difference is that it is a proper shooter, in that you get and play with a bunch of guns. This actually leads to an interesting system where they let you aim down sights (ADS) on the map. But since you’re in a top-down view, that’s difficult to show. Other games have it so that, like, your targeting line is more stable or adds some other effect to show you’re ADSing. This game gives you proper iron sights or scope while you’re ADSing, so you have to line up the enemy sprite with your new targeting reticule. It’s super neat.
But hey guess what, I’m pretty sure it uses Gen AI. The opening cutscene is a heavily VHS distorted video of a man in a suit talking at you. This is fine. The problem is, the voice is… extremely abnormal to my ear. It’s clearly going for a broadcast style, but the intonation and pace are too smooth. It doesn’t sound like a text to speech either. Look, I don’t know, maybe I’m being oversensitive, but this doesn’t feel like a human had any hand in it. I can’t prove it, but it’s enough to trigger my ire.
Omen
Finally, after this, I’m done talking about extraction shooters (probably for about a month). This one’s unique in that it’s a space shooter, so you’ll be going around shooting space ships (and emplacements) instead of dudes/monsters. That’s neat. It’s fine; there’s some cool Space Lore, but like. I dunno. There’s not a whole lot there to latch on to. This is more for someone than the other extraction shooters I played, but that someone isn’t really me.
Drop Command (Gameplay here)
And finally, the last game that I downloaded well after the NextFest ended. Normally, I wouldn’t count it as it’s well after, but I hadn’t written most of these paragraphs out, and then this game hit me in my specific interests. Namely, this is an indie Mechwarrior. I love Mechwarrior. This…. Is fine? It’s early, I think. I’ve played a lot of Mechwarrior in my day, and this is similar enough that the differences are jarring. The biggest issue I have isn’t treating it like a tank, that’s normal Mechwarrior stuff. The biggest issue I have is that controlling and aiming the arms feels more sluggish than I feel like it should. That can be adjusted, and might just be a setting that I should have tweaked elsewhere.
The actual game itself is kind of impressive for an indie bit. The main game is very much Mechwarrior, but it’s got more combined arms with the ability to pilot mechs, tanks, aircraft, and personal armor sized suits. This plays out in-mission like ye olde Mechwarrior. You are placed in the cockpit of your vehicle, which you control. It’s a fun feeling; I love cockpit simulators (see also my love letter to TIE Fighter), and Mechwarrior is almost as nostalgic for me. The difficulty of controlling the legs separately from the arms is great, and that leads to a slower, more deliberate first person shooter than, say, Doom or Marathon. It’s good, if not a common taste for a game. On top of this, the game also puts a 4X-lite system on the strategic layer, so you’re fighting for control of planets which give you access to various resources and building options. It’s not deep, per se, but it adds an interesting layer.
This may be good, especially if you’re jonesing for a new Mechwarrior hit. I’m not saying I’m not; but I’m more likely to play the MW games I haven’t (or at least attempt to patch them so they’re good) than play this without some tweaks. Is that unfair? Yeah probably. But Mechwarrior lets me pilot a Warhammer. Does this have a Warhammer? Probably not. Unless it also wants to (arguably) steal a Macross design. Then, maybe.
Ok that's it, that's every demo I've played this summer. I think I'm done with demos. Right ok look forward to a normal entry in less than two weeks.
"Look, with your special eyes."















