Showing posts with label Simulation. Show all posts
Showing posts with label Simulation. Show all posts

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



1 May 2026

REVIEW: All Hail the Orb (2026 Video Game) - on PC Steam


Review by Jon Donnis

All Hail The Orb arrives on PC via Steam as a deliberately small-scale, slightly odd clicker game. It drops you into a pixel-art dungeon with a single purpose, keep the Orb powered. At first that means plenty of manual clicking, but it does not take long before the systems begin to unfold. Cultists arrive, automation creeps in, and what starts as a simple loop gradually turns into a lightly managed, self-sustaining machine. It never becomes complicated for the sake of it, which feels like a conscious decision rather than a limitation.

The game leans heavily into its tone. It is playful, a bit strange, and never overly serious. Ducks appear, not as a throwaway joke, but as part of a wider system in the Quackpot, where merging them grants passive bonuses. It is silly, but it works. The humour sits in the background rather than demanding attention, which helps the overall flow. Visually, the pixel art is clean and easy to read. The dungeon layout is clear even when things start to fill up, and the ability to zoom in and out keeps everything manageable. There is a polished feel to the presentation that makes the simplicity feel intentional rather than bare.


Progression is where the game really finds its rhythm. New mechanics arrive at a steady pace, whether that is unlocking rooms, placing cultists into zones, or managing their automatic routines. It never throws too much at you in one go. Instead, it builds layer by layer, letting you settle into each system before introducing the next. That makes it approachable, even for players who might not usually spend time with clicker or incremental games. There is also a clear distinction here, this is not an idle game. When you step away, progress pauses. You return to exactly where you left things, which gives your input a bit more weight.

There is a satisfying sense of growth as your single altar expands into a multi-room dungeon. Each new area adds something slightly different, which keeps the loop from going stale. Watching automation take over tasks you once handled manually is quietly rewarding. It becomes less about frantic clicking and more about light management, adjusting placements and keeping everything ticking along smoothly. It is addictive in that low-key way where you always feel like one more small improvement is just within reach.


That said, a few rough edges do show. There are occasional bugs when loading into the game, with some cultists losing their assigned roles and needing to be placed again. It is not game-breaking, but it does interrupt the flow. Performance can also dip towards the later stages when the dungeon is busy and effects are stacking up on screen. Disabling particle effects helps, though it does feel like a workaround rather than a full solution.

The other sticking point is something that will divide opinion. The game has a defined ending. On one hand, it gives the experience shape and a sense of completion that many clickers lack. On the other, if you enjoy letting these kinds of systems run endlessly, it can feel like it stops just as you are getting fully invested. It leaves you wanting more, which is both a compliment and a frustration.


All Hail The Orb succeeds because it understands its scope. It offers a focused, five-hour experience that can stretch a little longer if you aim for everything, like 100% achievements. It is easy to pick up, hard to put down, and consistently engaging without becoming overwhelming. At around five pounds, it earns its place through simple, well-paced design and a tone that keeps things light. It might not last forever, but while it does, it is one of the more enjoyable examples of the genre. An easy recommendation for anyone with a soft spot for clickers, and a solid 8.5 out of 10.


29 Apr 2026

REVIEW: The Boss Gangster: Criminal Empire (2026 Video Game) - Out On Early Access on Steam

The Boss Gangster: Criminal Empire

Review by Jon Donnis

The Boss Gangster: Criminal Empire sits in that hybrid space between simulation, RPG and open world crime strategy, where management and mayhem are constantly pulled together. It builds its identity around the idea of running a glamorous nightclub empire while also steering a criminal operation that stretches into gang wars, bribery and street level control. It is an early access release, and that context matters when judging how far it currently reaches and where it still stumbles.

At its best, the game presents a clear and easy to grasp loop. You meet the main figure of authority, take on some starting funds, and begin building your nightclub empire from the ground up. From there, it expands into hiring staff, improving your venue and managing the flow of guests and money. It never feels overly complicated in those early hours, and there is a certain satisfaction in how quickly it lets you get into the rhythm of building and upgrading.

The presentation also helps carry the experience. The top down view will feel familiar to anyone who remembers older crime management games such as Gangsters Organized Crime. There is a similar sense of overseeing a living system from above, watching your influence spread across a city that feels like it is constantly shifting between business and violence. Visually, it does enough to make the world readable and appealing, and the soundtrack, made up of custom in game tracks, does a solid job of supporting the nightlife atmosphere without becoming intrusive.


Where it becomes more ambitious is in its mix of systems. The game pushes you to juggle club management with criminal activity, from handling VIP guests and running your venue to dealing with rival gangs, illegal trading and corrupt officials. It wants you to move between legitimate business and organised crime almost seamlessly, and when it flows properly, that combination gives the game its identity. There is a clear attempt to make your decisions matter across both sides of the empire you are building.

It is also worth noting how straightforward the core structure feels at its best. You are essentially growing a business while building a criminal family, assigning roles, upgrading your influence and expanding into new areas of the city. There is a sense of progression that is easy to follow, even when the systems begin to stack up.

However, the early access label is impossible to ignore, especially when it comes to usability. The controls are one of the biggest barriers right now, feeling fiddly and inconsistent in places. There is also a surprising lack of clarity around them, with no option to review controls in the menu, which leads to unnecessary confusion early on. Even simple things like adjusting the viewpoint take longer than they should, which interrupts what is otherwise a fairly smooth gameplay loop.


There are also moments where the ambition outpaces the current polish. The idea of switching between nightclub management and open world missions without loading screens is strong on paper, but in practice the experience can feel uneven depending on what you are doing at any given time. It is a game that clearly has systems with potential, but they are still settling into place.

As it stands, The Boss Gangster: Criminal Empire feels like a solid foundation rather than a finished statement. It has a strong concept, a readable structure and enough variety in its systems to suggest something much bigger underneath. The presentation and atmosphere already work in its favour, even when the mechanics are not fully refined.

There is a good game here waiting for more time and development to bring everything into sharper focus. It is ambitious, occasionally messy, but built on an idea that is strong enough to carry it forward if the rough edges are smoothed out.

Out Now on Early Access


17 Apr 2026

REVIEW: Noir Mafia Simulator 1960s American Crime (2026 Video Game) - on PC (steam)


Review by Jon Donnis

There is a clear sense of ambition running through Noir Mafia Simulator, even in its current Early Access form. Set against the smoky backdrop of 1960s America, the game drops you into a criminal underworld built on risk, improvisation, and split second decisions. It promises freedom in how you approach each job, and to its credit, that part mostly holds up.


The core loop revolves around planning and executing heists across a mix of locations, from banks to museums and even police stations. Each environment presents its own layout and set of risks, which gives the game a welcome bit of variety early on. The choice between stealth and outright aggression is always there. You can creep through corridors with lockpicks and forged documents, or walk in armed and deal with resistance as it comes. That flexibility is one of the game’s stronger points, even if the systems behind it feel a little thin.

One small highlight is the lockpicking. It is not reinventing anything, and feels very familiar, almost lifted from other games in the genre, but it works. It is simple, responsive, and adds just enough tension in the moment. It is the sort of mechanic you do not think too much about, which in this case is a good thing.


The ability to take hostages adds another layer. It is a straightforward system, but it creates moments where you can control a situation that might otherwise spiral. Moving through an area with a hostage in tow, knowing it is the only thing stopping you from being shot on sight, brings a bit of edge to proceedings. It is one of the few mechanics that genuinely changes how you think in the moment.

Where things begin to fall apart is in the presentation and overall feel. The visuals are a real sticking point. For a game releasing in 2026, even in Early Access, it looks dated to the point of distraction. Character models, environments, and animations all feel like they belong to a much older generation. It makes the world harder to invest in, especially given the strong theme it is aiming for.


Controls are another issue. The lack of gamepad support is difficult to overlook. For a third person action game, it feels like a basic expectation, and its absence makes the experience more awkward than it should be. It is the kind of omission that stands out immediately and never quite stops being noticeable.

Combat does not help matters. Shooting lacks impact and precision, and the decision to require multiple shots for something as simple as a headshot undermines the feel of the gunplay. It turns what should be tense encounters into slightly clumsy exchanges, where the mechanics never quite match the stakes.

The planning side, which should arguably be the backbone of a heist game, also feels underdeveloped. There is the outline of something interesting, but in practice it does not go far enough. You are given options, but they rarely feel deep or meaningful enough to fully support the idea of carefully orchestrated jobs.


Even so, there is a sense that something better could emerge over time. The variety of missions and the basic structure are in place, and there are moments where the game hints at what it could become with more polish and depth. Right now though, it struggles to hold attention for long.

As it stands, Noir Mafia Simulator feels like an early build in the truest sense. There is potential, but it is buried under dated visuals, limited systems, and a lack of refinement. A score of 5 out of 10 feels fair at this stage. It is a game worth revisiting if development continues, but in its current form it falls short of what it is trying to be.

Released on Early Access from April 21st


27 Sept 2025

REVIEW: Car Driving School Simulator (2025 Video Game) - On PC (Steam)

Car Driving School Simulator

Review by Jon Donnis

Car Driving School Simulator from BoomBit manages to strike a pretty decent balance between education and entertainment. On paper, a game that asks you to follow traffic rules sounds like it could be dry, even tedious. In practice, it's surprisingly engaging. The eight environments are impressively detailed, each offering its own quirks and challenges. From sunny Californian streets to snowy Aspen roads, and the busy avenues of New York, Tokyo, and Las Vegas, the variety keeps the experience fresh.


The game's vehicle roster is a definite highlight. Thirty cars range from everyday sedans and rugged 4x4s to muscle cars and even a supercar, giving players plenty of options to suit different missions or moods, driving with a trailer presents a definitive challenge. Handling feels solid across the board, and the optional first-person mode puts you firmly in the driver's seat, however its basically unplayable in my opinion, and doesn't really work, back to the old behind the car viewpoint for me. Traffic and pedestrian AI add another layer of tension, though it can be inconsistent. Sometimes it feels like everyone else is bending or outright ignoring the rules, which can be frustrating but also a little amusing once you get the hang of it.


Dynamic weather changes are another touch that keeps driving from feeling repetitive. Rain or snow can drastically alter handling, forcing you to adjust your approach rather than just barreling down the same streets mindlessly, remember to put your wipers on, or turn them off if needed, or else it will be marked against you. Free roam mode is a welcome addition for anyone who just wants to explore the maps at their own pace, offering a more relaxed counterpoint to the structured lessons and challenges.


On the downside, the AI's unpredictability can be jarring, especially when a pedestrian or car behaves erratically. It is arguably part of the challenge, but it occasionally feels unfair. The lack of UK-specific levels is also noticeable, particularly for players used to left-hand driving.


Car Driving School Simulator delivers a solid, fun experience that stands out in the driving sim genre. The balance of challenge, variety, and accessibility makes it appealing to both casual players and those seeking a bit more structure. It's not perfect, but there's enough thought and polish here to make it a satisfying drive.

I would give Car Driving School Simulator a 7.5 out of 10. With expanded content or additional maps, it could easily become a staple for fans of driving sims.

Out Now on Steam


14 Aug 2025

REVIEW: Recharge (2025 Video Game) - Early Access Release on PC

Recharge

Review by Jon Donnis

Recharge drops you straight into the world of RC racing, but not the kind you remember from toy shop shelves. This is a sim-cade experience that blends the precision and realism of simulation with the immediate fun of arcade racing. The cars don't just look like their real-world counterparts, they behave like them too. Every twitch of the steering, every bump of the suspension and every bit of tyre grip is dictated by physics that make these tiny machines feel alive on the track. It's all wrapped in a visual package that's surprisingly striking for a game about cars you could pick up with one hand.


From the moment you line up on the grid, the presentation pulls you in. The graphics are sharp and detailed, from the shine of the paintwork to the spray of gravel under the wheels. The audio is spot-on too, with the high-pitched whir of electric motors and the crunch of tyres on different surfaces. You can pick your camera angle to suit your style, whether that's the classic behind-the-car view or a front-facing angle that ramps up the difficulty. A cinematic drone view is available for those who want to admire the action, though most racers will probably stick to something more practical when chasing lap times.

The game's current content is split between single-player racing and online multiplayer for up to 12 players. The multiplayer side should benefit from cross-platform play, meaning you can test your skills against racers no matter what system they're on, but for now you can stick with PC gamers since this is early access. The track list mixes professionally designed circuits that demand precision with more casual layouts that let you just enjoy the flow of driving. RC controller support is a smart addition, letting enthusiasts bring their own gear for an authentic feel, but traditional controllers still work well, even if some fine-tuning of the button mapping is still needed.


Customisation is another highlight, giving you a wide range of cosmetic and performance tweaks to make your RC car your own. Whether you're just adding a custom paint job or tuning the car for maximum speed and grip, there's enough depth here to make your build feel personal.

It's not without its early access rough edges. The menu system needs attention, particularly the lack of an option to turn off motion blur, which can be unpleasant for players sensitive to it. (The option is there, but wont save it) A few bugs crop up here and there, though nothing game-breaking, and controller settings still need a bit more refinement to feel fully dialled in.

The roadmap for the game is ambitious. Split-screen racing, custom track creation, drift modes, open-world areas to explore, car damage, pit stops and even combat racing are all promised for future updates. If the developers can deliver on that, Recharge could evolve into a uniquely deep RC racing experience that appeals to both casual players and hardcore hobbyists.


Right now, it's a fun, well-presented racer that already captures the essence of RC competition. The word that comes to mind is potential. As it stands, Recharge is an enjoyable, good-looking game that feels satisfying to control. Given what's on the horizon, it could well become the go-to title for anyone who's ever dreamed of mastering the perfect lap in miniature.

Out Now on Early Access on Steam