14 Sept 2026

REVIEW: The Serpent & The Seed (2026 Video Game) - PC (Steam)


Review by Jon Donnis

Rarely do I request a key to a game that has simply popped up on my social media feed. The Serpent & The Seed is one of those rare exceptions. Something about its presentation immediately caught my attention, and having played it, I am very glad I took the chance.

Developed by Discipleship Tech, The Serpent & The Seed takes an unusual approach to storytelling. Rather than simply adapting one particular Biblical story, it attempts to tell a much larger story, taking the player from the Garden of Eden through to Revelation.

That is an ambitious undertaking, particularly for a relatively simple narrative adventure, but the game manages to make the journey feel surprisingly cohesive.


You play as Mungo, an adorable robin who guides you through a world filled with beautifully hand-drawn environments, symbolic imagery, puzzles and an atmospheric soundtrack. It is a very different experience from the vast majority of games released today, and that is arguably one of its biggest strengths.

The first thing that really stands out is the presentation. The artwork has a delightful hand-drawn quality that gives the entire game a distinctive identity. There is a painterly feel to the environments, and the imagery does a lot of the storytelling rather than relying entirely on dialogue and exposition.

That is particularly effective when dealing with stories that many players will already know. The Garden of Eden, the serpent, the temptation of Adam and Eve and their subsequent fall are all familiar material, but the game finds an interesting way of presenting these events through its visual language.


The use of symbolism is one of the game's strongest features. Rather than simply walking the player through a series of Biblical events, The Serpent & The Seed uses imagery to connect the different parts of the story. The promise of the one who will crush the head of the serpent becomes an important thread running through the experience, eventually leading to Jesus Christ.

For anyone familiar with the Bible, there is plenty here to recognise. For those less familiar with it, the game provides an accessible way of experiencing these stories without requiring an encyclopaedic knowledge of the source material.

It is also worth highlighting that the game does not shy away from some of the more serious material found in the Bible. This could easily have been turned into a sanitised, overly gentle retelling, but The Serpent & The Seed is willing to deal with themes of loss, sacrifice, suffering, promise and hope.


The gameplay itself is relatively straightforward. This is much more of a narrative adventure than a traditional point and click adventure, and that distinction is important.

There is exploration, interaction and puzzle solving, but players looking for a traditional point and click experience packed with complicated puzzles, elaborate item combinations and hours of head-scratching may come away disappointed.

That said, I found the puzzles to be surprisingly enjoyable. They are generally simple enough not to interrupt the flow of the story, but there are moments where you need to think a little harder than you might initially expect. A few of them caught me out, which was a pleasant surprise given how accessible the rest of the experience is.


The simplicity of the gameplay also works in the game's favour to some extent. The Serpent & The Seed clearly wants the story, artwork and music to remain the focus, rather than burying them beneath complicated mechanics.

And then there is that soundtrack.

Poor Bishop Hooper have perhaps just created the greatest original video game soundtrack I have ever heard. The music is simply beautiful throughout the game. It adds an enormous amount to the atmosphere and helps turn what could otherwise have been a straightforward narrative adventure into something much more immersive.

The soundtrack and artwork work particularly well together. There is a sense that the developers have understood exactly what kind of experience they wanted to create, and every element has been designed around that goal.


The voice acting is another strong point. The performances complement the reflective nature of the game and help give the characters and story greater emotional weight.

There are, however, some limitations.

The biggest is undoubtedly the gameplay itself. If you are approaching The Serpent & The Seed expecting a substantial point and click adventure, you may find it lacking. The game is fairly linear, and there is not a huge amount of freedom to explore or experiment.

This is not a game built around elaborate puzzles or complex systems. It is primarily a narrative experience with puzzles and mini-games woven into it. That is not necessarily a criticism, but it is something prospective players should understand before starting.

For me, though, the balance worked. The puzzles provided enough interaction to keep me engaged, while the story remained the main attraction.


I am also not particularly religious, although I am culturally Christian, and I have always enjoyed learning about history and religion. That made me particularly interested in seeing how The Serpent & The Seed would approach such well-known material.

I thought it did an excellent job.

There is a surprising amount of detail here, and while the gameplay is simple, it is also fun to play and watch unfold. More importantly, the game never feels like it is simply ticking off a list of Biblical events. There is a genuine attempt to create a coherent journey from the beginning of the story through to its conclusion.

Perhaps the biggest compliment I can give The Serpent & The Seed is that I do not think you need to be religious to enjoy it.

Yes, this is very clearly a Bible-inspired game, and its story is built around Christian themes and Biblical events. But the combination of beautiful artwork, strong voice acting, excellent music, accessible puzzles and a genuinely interesting narrative gives it appeal beyond that audience.

In a gaming landscape where so many releases revolve around guns, violence and increasingly elaborate mechanics, there is something refreshing about a game that simply wants to tell a story and give the player something to think about.

The Serpent & The Seed is not perfect. Those wanting a deep point and click adventure will probably find the gameplay too straightforward, and its linear structure will not appeal to everyone.

But if you are prepared to approach it as a narrative adventure, there is a lot to appreciate. The artwork is delightful, the soundtrack is exceptional, the voice acting is strong, and the story is handled with considerably more thought and ambition than I initially expected.

I thoroughly enjoyed The Serpent & The Seed. It is different, beautifully presented and surprisingly moving, and it is exactly the sort of unusual game that deserves attention.

I score The Serpent & The Seed a solid 8.5 out of 10.

Out Now on Steam

10 Sept 2026

REVIEW: Stunt X Mania (SXM) a 2026 VR Video Game on MetaQuest


Review by Jon Donnis

Stunt X Mania (SXM) is a VR motocross game built around one simple idea, learn to ride, learn the tricks and then see how far you can push yourself. Rather than making freestyle motocross feel like a collection of instant button presses, SXM puts more emphasis on actually controlling the bike and earning those spectacular moments.

The controls are one of the game's strongest aspects. Shifting and braking feel intuitive, while the motorcycle has a convincing sense of weight and movement. There is also a manual gear system for players who want greater control over their bike. It takes some practice to become comfortable with the clutch and gears, particularly when you are also trying to concentrate on landing a stunt, but thankfully there is a simplified option for anyone who wants a simpler experience.
The riding itself is enjoyable enough that the objectives are not always necessary. Free Roam provides a useful space to practise without timers or targets, and simply tearing around the dirt tracks can be good fun. The combination of speed, uneven terrain and aerial manoeuvres gives the game plenty of excitement.

SXM also gets its stunt system right. There are 12 authentic FMX tricks to learn, including Superman, Tsunami, Cliff Hanger, Heel Clicker, Lazy Boy, One-Hand Heart Attack, 9 o'clock Nac and MC Metz. You can begin with wheelies and endos before working towards the more demanding tricks and eventually attempting to chain manoeuvres together in mid-air.

That progression gives the game some longevity. The more advanced stunts are not simply handed to you, so improving your technique has a tangible purpose. Career Mode adds further structure through points and timers, while Challenges Mode provides specific objectives designed to test particular aspects of your riding.
Customisation is another welcome addition. Players can change their rider's clothing and helmet, as well as modify parts of the bike including the engine and exhaust. It is not the main reason to play SXM, but it gives you some opportunity to make the rider and machine feel more personal.

The presentation is less impressive. The graphics do the job, but they are functional rather than spectacular. With the game placing so much emphasis on the physical experience of riding, the visual presentation can feel secondary.

Unfortunately, motion sickness was a much bigger problem for me. I found SXM particularly uncomfortable in VR and struggled to play for more than around 20 minutes at a time. The problem was most noticeable on tracks with lots of bumps and grooves, where the constant virtual bouncing became unpleasant. This will obviously depend on the individual player, but for anyone susceptible to VR motion sickness, it is an important drawback.

The steep learning curve may also put some players off. While the basic riding controls are approachable, mastering the more complicated tricks requires patience and repeated practice. That will appeal to players who enjoy having something to master, but it can be frustrating if you are expecting immediate success.

There is also no multiplayer at present. That feels like a missed opportunity for a game based around stunts, scores and riding ability. Co-op sessions and competitive multiplayer lobbies are planned, but until those arrive, SXM remains a strictly solo experience.

The music helps maintain the game's energetic atmosphere, with electronic and synthwave tracks accompanying the action, while the dynamic sound effects add to the impact of riding and performing tricks.

Stunt X Mania (SXM) therefore has a solid core. The motorcycle controls are satisfying, the stunt system gives you plenty to learn and the automatic option prevents the manual transmission from becoming a barrier for less experienced players. There is also enough variety between Career Mode, Challenges and Free Roam to give you different reasons to keep riding.
Its biggest weakness is the VR experience itself. For me, the motion sickness was severe enough to significantly limit how long I could play, and the lack of multiplayer currently leaves the game feeling like it is missing an important feature.

If you are comfortable with VR movement and enjoy the idea of gradually mastering freestyle motocross, Stunt X Mania is worth a look. If motion sickness is already a problem for you, however, this is one I would approach very cautiously.

For now, I score Stunt X Mania (SXM) 7 out of 10.

Out Now on MetaQuest


7 Sept 2026

REVIEW: Shoe it All! (2026 Video Game) - on Xbox


Review by Jon Donnis

There is something wonderfully ridiculous about sitting on a swing and launching shoes at targets, yet somehow, Shoe it All! turns that simple idea into an entertaining little physics puzzle game.

You play as Lace, an angsty teenager with a pile of shoes and a determination to challenge anyone trying to tell them what to do or who to become. The setup is simple, but thankfully, so are the controls. You push left and right to build momentum on the swing, then kick off and launch your shoe towards the target. Getting your aim and timing right is crucial, and when everything comes together, landing the perfect shot is genuinely satisfying.


The physics are a big part of what makes the game enjoyable. Not every throw goes according to plan, and that is often where some of the best moments come from. Shoes can bounce in unexpected directions, shots can go horribly wrong and you can occasionally stumble across an accidental solution. Rather than making failure frustrating, the game manages to make those mistakes part of the fun.

As you progress, the levels become increasingly challenging, introducing new obstacles and mechanics that force you to think more carefully about your shots. The game does a good job of taking its basic idea and gradually building upon it, while the multiple solutions available on some puzzles encourage experimentation.


Visually, Shoe it All! is a particularly attractive little game. It has a unique art style that immediately gives it an identity, with its comic-inspired world and memorable characters helping it stand apart. It looks bright, energetic and suitably playful, which fits the game's personality perfectly.

The soundtrack is another highlight. The high-energy punk rock music is a great match for the game's attitude and gives the experience plenty of energy. It is one of those soundtracks that feels like an important part of the overall package rather than something simply playing in the background.


There are more than 65 handcrafted levels in the full game, along with nearly 200 collectible stickers to find and add to your journal. There are also secret challenges and hidden bonus levels.

This extra content is particularly important because the main game is relatively short. You can work your way through the levels fairly quickly, so anyone expecting a lengthy puzzle adventure may be left wanting more. However, completing the levels is only really the beginning if you want to see everything Shoe it All! has to offer.

Trying to achieve maximum points, hunting down secrets, collecting all of the stickers and working towards completing all of the achievements gives you plenty of reasons to return to previously completed levels.


There are also occasions where it is not immediately obvious what you are supposed to be aiming for. Some levels can initially leave you wondering what the game expects you to do, although you will soon figure things out as you experiment with the mechanics. Given how much the game encourages creativity and different approaches, this is not necessarily a bad thing.

Ultimately, Shoe it All! succeeds because it keeps things simple. There is a fun central mechanic, the levels gradually become more challenging and the physics provide enough unpredictability to keep even failed attempts entertaining. It is the sort of game you can pick up, play for a while and put down again without needing to commit to a huge adventure.


At £6.99 in the UK, it is also an easy game to recommend if you enjoy simple puzzle experiences. It is quick, addictive and has enough collectibles, secrets and achievement hunting to provide some worthwhile replayability once you have completed the main levels.

The biggest disappointment is simply that there isn't more of it. Once you have completed the levels, found the collectibles and unlocked the achievements, there is little reason to keep returning. Hopefully, the developers will release updates with more levels in the future, because the core gameplay is certainly good enough to support them.



Shoe it All! is a fun, charming and occasionally hilarious physics puzzle game. It may not last particularly long, but the combination of satisfying throws, unpredictable failures, creative solutions, secrets and collectibles makes the journey enjoyable while it lasts.

For £6.99, there is little reason not to give it a go if you like simple puzzle games with a quirky personality.

I score Shoe it All! a solid 7 out of 10.

Out Now on Xbox


1 Sept 2026

REVIEW: Lou’s Lagoon (2026 Video Game) on Xbox


Review by Jon Donnis

Lou’s Lagoon has a lot going for it. The Limbo Archipelago is colourful and varied, the relaxed atmosphere suits the gameplay, and there is a good mix of exploration, crafting, fishing and platforming to keep things moving. Add in character customisation, seaplane customisation and the ability to build and decorate your own home, and there is a decent amount to get involved with.

Unfortunately, the game does not make enough of those ideas.


The islands are enjoyable to explore, particularly when you are free to decide what you want to do rather than being pushed constantly towards the next objective. The game is at its best when it lets you wander around, gather materials, fish or work on your own base without worrying about progression.

Resource gathering is helped considerably by the Resource Sucker, which makes collecting and processing materials pleasantly straightforward. It is a useful tool in a game that asks you to gather a lot of resources, and the different activities provide some welcome variety. Fishing, platforming and exploration give you something different to do alongside crafting, while upgrading your gadgets gradually expands what you can do.


Building and decorating your own home is also worthwhile. There is a genuine appeal to having your own space to customise, particularly when combined with the game's character and seaplane customisation options.

The mystery surrounding Uncle Lou gives the adventure a central thread, with clues and his trail leading you across the archipelago. 

Unfortunately, the problems start to pile up once the game asks you to work through its progression systems.

Inventory management is one of the biggest frustrations. Storage is limited, which is particularly inconvenient when gathering resources is such an important part of the game. The lack of useful storage containers makes the situation worse. You are encouraged to collect materials, yet there is not enough practical storage to make doing so comfortable.


The game also does not give you enough information about what resources you will need for upcoming assignments. That leaves you with an awkward choice. Either keep materials you might eventually need and quickly run out of space, or get rid of them and risk having to go and collect them again later.

Then there are the crafting timers. They are simply too slow, and rather than adding anything meaningful, they mainly delay progression. When combined with the repeated resource-gathering errands, this can make the game feel unnecessarily drawn out.

The errands themselves become repetitive. You are frequently sent away to gather materials for another assignment, which can interrupt the story rather than move it forward. The Uncle Lou mystery suffers because of this. Instead of always feeling like you are following an intriguing trail, it can feel as though the story is being used to justify another trip to collect something.


The islanders do not add enough personality to compensate for that. They feel more like quest dispensers than fully developed characters, while the limited voice acting makes conversations less engaging. Interactions can become something to click through rather than something you want to pay attention to, and I often found myself simply spamming the X button to get through them.

Platforming is another weak point. Some areas require precise jumping and landing, but the character feels very floaty. That makes basic jumps more frustrating than they should be, particularly when you are trying to reach a specific area and the movement does not feel precise enough.

Exploration is pleasant, but there is very little meaningful danger. Without much to threaten or challenge you, travelling around the islands can start to feel more like looking for resources than going on an expedition.


The seaplane is perhaps the most disappointing aspect of the game. It is an enjoyable way to travel between the islands, but the flying itself is not particularly exciting. Take-offs and landings are not shown, and the plane ultimately functions as transportation rather than the substantial flying experience the premise suggests.

Repeated journeys between islands are also made less appealing by lengthy loading times. When a quest sends you back and forth for resources, having to wait through those loading periods adds another layer of frustration.

These issues became particularly noticeable during my own playthrough. I eventually reached an area I needed to access but was unable to get there. At that point, I simply did not have the motivation to start another quest or spend time trying to work out what I had missed. I did not even feel compelled to look for a video online to find a solution. I had just lost interest.


That is a real shame because there are aspects of Lou’s Lagoon that I genuinely enjoyed. The colourful islands work well, the relaxed pace is appropriate, the Resource Sucker makes gathering easier, and the combination of activities gives the game plenty of variety. Building and decorating a home is another worthwhile addition, and the freedom to play at your own pace is exactly what you would want from this sort of experience.

Sadly, those positives are not enough to overcome the frustrations.

The limited voice acting makes the interactions dull, the platforming can be awkward, inventory management becomes a constant nuisance, crafting takes too long, and the game repeatedly sends you out to gather resources without giving you enough information about what you should be keeping.

The Uncle Lou storyline should provide the motivation to keep exploring, but too often it feels secondary to completing errands. Meanwhile, the seaplane, which could have been one of the game's defining features, ends up being little more than a way to travel between islands.


Lou’s Lagoon looks good and has plenty of appealing ideas, but I found myself becoming increasingly frustrated rather than relaxed. By the time I stopped playing, I was no longer interested in pushing through another quest simply to see what came next.

For a game built around exploration and discovery, that is difficult to overlook. Maybe I will revisit the game after a year of updates and bug fixes and rewrite this review.

Lou’s Lagoon is a disappointing 5 out of 10.

Out Now on Xbox for around £20