Tag: Game Art

  • I’m learning to love autobattlers and it’s because this Steam demo let me build a gnarly squad of combat freaks out of weird meat and goblin blood

    Featured image Im learning to love autobattlers and its because this Steam demo let me build a gnarly squad of combat freaks out of weird meat and gob

    For those of us who have spent a lifetime battling imaginary foes across the realms of MMOs and RPGs, there’s a certain visceral satisfaction that few games can match. But what happens when you combine that lifelong war with the fascinating absurdity of alchemy?

    Enter Flask, an autobattler that throws a delightfully grotesque twist on combat. While many games focus solely on direct conflict, Flask asks a deeper question: what truly lies within the heart of a goblin? The answer, naturally, is valuable goblin blood. This premise immediately sets the stage for a unique quest—one where debt-ridden alchemists dispatch squads of mutant homunculi adventurers into the wastes beyond the Goblin Gate to carve out a lucrative path toward personal solvency.

    The experience is drenched in an unforgettable aesthetic. Crafted by artist John Kenn Mortensen>, Flask’s art style is unapologetically scratchy, grotesque, and mesmerizing. It manages to bridge the gap between a metal album cover, a Hieronymus Bosch triptych, and an Edward Gorey book. Every roguelike run is less a simple adventure and more a gallery of ghoulish freaks, twisted meat, and an outpouring of emerald gore.

    Flask succeeds by reframing the traditional combat loop. Instead of fighting the creatures themselves, players pilot an alchemist’s tower beyond the Goblin Gate, deploying squads of homunculi that they gradually mutate using ability-providing alchemical flasks. These flasks—which act as snacks and organ grafts—bestow passive perks and shift playstyles, creating a delicious complexity of potential synergies.

    This system allows for incredible strategic depth. Each class of homunculus comes with multiple ability themes, letting players mix and minmax their combat brew according to their ideal strategy. Success in battle earns more goblin blood, transforming initial forms into hardened freaks that feel like they are enacting their own real-time game of Slay the Spire.

    Take the Warrior, for instance. One brilliant synergy involved pairing a focus mechanic—a buff that vanished upon taking damage—with an ability flask that allowed that focus to be cashed in for a flurry of extra attacks, turning resilience into raw aggression.

    The Rogue takes a different approach, focusing on sustained momentum. By layering poison stacks onto enemies and shifting into stealth, the player can use damage-over-time effects paired with progressively harder-hitting attacks, eventually allowing their foes to be one-shot through layers of piled armor.

    Even the Ranger is filled with wild potential. While typical flasks load the homunculus’s rifle, Flask introduces gamble mechanics—opportunities to fire extra bullets for free based on damage bonuses. Combining these with flasks that guarantee success in those gambles allows players to unleash a devastating barrage, mulching almost anything they point at.

    The chaos doesn’t stop there. As players engage in their personal autobattles, they regularly confront the homunculi squads of other alchemists, who are testing out equally bizarre builds. The competitive element adds another layer of unpredictability; one player’s meticulously crafted juggernaut might suddenly stack armor and damage upon contact with another player’s build.

    Even when brilliant strategies are temporarily derailed by the sheer, unpredictable nature of the game, there is an undeniable joy in watching these creations interact. It is a testament to the brilliance of creation, even if the result is sometimes spattering of secondhand goblin gore. Flask offers a darkly humorous, mechanically rich playground that invites players to embrace the chaos and build something wonderfully monstrous.

    You can dive into this bizarre world and test your alchemical combat skills right now in the demo available on Steam.

    Buy on Amazon

  • Before his death in 2025, Half-Life 2 art director Viktor Antonov worked on one last game: A Wild West FPS soulslike that’s ‘coming soon’ to Steam

    Featured image Before his death in 2025 HalfLife 2 art director Viktor Antonov worked on one last game A Wild West FPS soulslike thats coming soon to

    Some artists don’t just create games; they shape worlds. Visionary artist Viktor Antonov is one of those creators, leaving an indelible mark on gaming history with masterpieces like Half-Life 2, Dishonored, and Wolfenstein: The New Order.

    His unique visual style and deep thematic commitment set him apart, demonstrating a talent for crafting immersive, unforgettable environments. Yet, before his creative journey reached its final chapter, Antonov was engaged in shaping one last project—a vision that promises to redefine the Western experience within the gaming sphere.

    This final creation, revealed recently, is Guns of Eschaton, a fantasy Wild West soulslike shooter steeped in a darkly twisted 19th century setting. The game transports players on a journey from the West Coast to the East Coast of a dying America, navigating landscapes populated by bizarre enemies and powerful bosses.

    The concept draws inspiration from historical figures, legends, and archetypes of the Old West, but layers them with an unsettling fantasy narrative. It’s not just a setting; it’s a twisted history that players will explore.

    At its core, Guns of Eschaton emphasizes satisfying combat rooted in soulslike mechanics—requiring precise parries, tactical dashes, and effective use of limited ammunition to overcome formidable foes. Success hinges on mastering movement and exploiting enemy weaknesses.

    Beyond the demanding gameplay loop, the game promises profound character customization. Players will build their own arsenals, selecting from a vast array of firearms, occult powers, armor, talismans, and consumables, all while unlocking numerous passive and active abilities.

    Adding to its appeal is the promise of full co-op multiplayer, inviting players to share the challenge and explore this expansive frontier together. However, for many, the true hook of a game lies not just in mechanics, but in the world it presents. The vision Antonov brought to the American Frontier, as seen in works like City 17, offers a compelling backdrop for exploration.

    The development team behind Guns of Eschaton emphasized that the game is the culmination of Antonov’s extraordinary creative legacy. They worked collaboratively to translate his unique imagination into a tangible experience.

    While a specific release date remains unannounced, the anticipation is already building. Fans are eagerly tracking Guns of Eschaton and adding it to their wishlists on Steam, waiting for this final piece of Antonov’s vision to be unleashed upon the world.