Let’s take a look at … – Plantera

Clicker games are a polarising genre. While some enjoy the mindless grinding and levelling up, checking back every few hours to see how things are going, others just don’t see the point and consider them nothing more than a spectacular waste of time. While I agree they’re a waste of time, I still fall firmly into the first camp having dedicated 260+ hours to them in total. I love a good clicker game, and VaragtP, created of other clicker titles such as Tap Heroes and Loot Hero DX, is back with a third. Let’s take a look at Plantera.


Plantera is a clicker game that revolves around the growing of a garden. You start with a small patch of land and have at your disposal a range of different plants and animals that will generate money as they come to fruition. From apple trees to pumpkin patches, and chickens to cows, there’s a number of items that can be added, 16 to be exact, to your garden to generate cash.

It’s not all plain sailing, however, and there a number of animals out to get your hard-grown produce. Wolves will wander into the garden that needs dealing with, and crows swoop down and grab what fruit they can. It’s a fun little clicker that doesn’t require much in the way of strategy or maintenance but allows you to simply sit back, turn your brain off, and appreciate your whimsical little garden world for 15 minutes.


There are three types of plants available; crops, bushes, and trees, and you can have one of each on every patch of land that you own. As the produce from your plants and animals matures, you can either click it yourself to harvest it or leave it for the workers that you have pottering around your garden. There are 12 plants in total, 4 of each type, and each time you place one the cost for another goes up quite sharply.

There are also 4 animals, each offering different incomes. You’ll start with the humble chicken, producing eggs every now and again, but work your way to purchasing a cow, and then you’re in the money from its milk!

You start with a small area of land, and the number of plants and animals you can have are tied to this. For example, if you have 5 patches of land then you can plant 5 trees and have 7 animals (I made these numbers up, but they’re close). With enough cash, you can expand your land upping this limit, allowing you to purchase more plants and animals. Buy plants and animals, farm them, upgrade them, buy more land … rinse and repeat.


Plantera will continue generating cash even when you’re not playing, but not in traditional clicker style. There is an ability called ‘Alarm Clock’ that increases the amount of time that your workers will work when away from the game. I can only presume that without levelling this up if you left your game off all night, your workers wouldn’t do anything!

It’s very click intensive if you want to harvest your plants manually. One click will remove them from the tree although they do drop naturally with enough time, and a second click harvests it. I’ve been playing this at my office, and I’m almost certain those around me are fed-up with hearing me frantically clicking my mouse and I gather apples!

In terms of progression, the game so far has scaled quite well, although I do foresee some of the later achievements been a bit of a grind. There is an achievement for getting to level 100, and an achievement for having 100 of each plant type. Things are slowing down now and the grinding has started. These could take a while …


Plantera looks great. It’s got a very casual, cute, and relaxing pixel aesthetic. The animals are adorable, and the fruit and plants are colourful and playful. It looks great when your garden builds up. The music as well … man, I love a nice relaxing soundtrack and Plantera’s music is awesome. Everything that the aesthetics convey the music mirrors perfectly.

I have no real qualms with anything to do with it’s aesthetic, the menus feel a little under polished compared to the in-game aesthetic I feel, but it’s not a problem. The game has toggleable fullscreen, a number of language options, and cloud saving, which is great. The only thing that’s missing is a volume slider. The game features only on/off toggles for music and SFX, which wouldn’t be too bad but the game music is crazy loud! Earphone users beware the first time you launch the game, although I’m sure this will be fixed shortly in a patch.


Overall, and bearing in mind I’m already a fan of the genre, Plantera is a great little time sink. It has the staple mechanics of a clicker game, and the graphics and music bring a sense of whimsy where you can turn off and relax in your garden for a while. There isn’t a tonne of items available, and mechanics are simple, but for the £1.99/$2.99 that’s been asked you’ll certainly get your monies worth.

Tl:dr – Plantera is a fun little clicker that will let you turn your brain off for 15 minutes and enjoy the charm of your pixelated garden. With a small selection of plants and animals, mechanics are simple, but for £1.99/$2.99 it’s more than enough to get your monies worth if you’re into the genre. If you’re not, then this probably won’t be the title that changes that opinion.

Rating – 8/10

Purchase – Steam £1.99/$2.99

Trailer –

Indie Showcase … – Super Axe Boy

Super Axe Boy is a platformer from independent developer Matthias Falk. Featuring a mix of 2D and 3D gameplay, Matt hopes to bring something unique to the genre with Super Axe Boy, and has turned to Kickstarter to make it happen. Looking for €25,000, and with stretch goals extending to €60,000, the campaign has reached 20% of its goal with 22 days left.


Super Axe Boy sees you play as Axe boy, a humble lumberjack. One day however the Earth is invaded by Beaverians … a race of sneaky alien beavers, hell bent on building an intergalactic burger franchise … I appreciate a weird and quirky story as much as the next gamer, I just hope it’s presented in the correct manner and isn’t just there to retroactively add some kind of forced meaning to the platforming.

Speaking of platforming, one of the most unique feature of Super Axe Boy is the mix between 2D and 3D gameplay. The following is taken from the games press page:

“Levels will switch back and forth between 2D sections (emphasis on: precision, timing, fast movement, countdown sections) and 3D sections (emphasis on: sense of freedom / branching-off level paths, exploration, puzzle solving, cinematic sequences).”

The game is also promising a huge variety in gameplay, a retro chiptune soundtrack, and a nice low-poly aesthetic. Check out the games Kickstarter video to see this in action!

Here’s the full feature list from the press page:


  • Unique mix of 2D and 3D gameplay
  • Cool indie/chiptune soundtrack
  • Huge gameplay variety
  • Fresh axe chopping mechanics
  • Unique graphical aesthetic
  • A silly story (but hey, still a story)
  • Memorable characters


There’s not much to view of Super Axe Boy yet, but fans of platformers might want to stick it on your watch list! If you want to support the project then head on over to Kickstarter! If you want to learn more about the game head to its official site here!

Let’s take a look at … – Razenroth

Razenroth is a top-down shooter with a bunch of roguelike and RPG elements thrown into the mix. Perma-death, random levels and a multitude of enemies will put you to the test as you try and find out what happened to your missing grandad. Developed by Enitvare and released on Steam late August, the title offers a lot for a low price of £3.99/$4.99. Let’s take a look.


Razenroth starts with an opening narrated-slideshow that gives context to the journey that you’re about to undertake. Your grandfather mysteriously went missing and whilst looking through his old notes you stumble across something interesting. You find the name ‘The valley of Whispters’, and identify it as a possible location of your grandfather so you head off in search of him. Deep in the woods you find a wooden cabin with a single note that reads ‘Run Charles’ and your journey begins.

The intro does a good job of introducing the game, but I can’t help shake the amateur feeling it gives off. The writing isn’t bad, but has some awkwardly worded sentences. The art is also not too bad, but again gives of an amateur vibe. Since it’s the first you see of the game I think it would have benefit from some TLC, and more production value would go a long way here.


Once the opening cutscenes ends you get right into gameplay. You start in what appears to be the abandoned cabin in the middle of the woods from the opening cinematic. There’s no introduction to your surroundings, and no hints as to what you should be doing. It’s up to you get stuck in and work it out for yourself which I liked. Razenroth is a top-down shooter, so the mouse is used to aim and rotate your character, the arrow keys are used to move, and the left and right mouse buttons use the magical abilities that you seem to have gained from a book in the intro.

The controls are somewhat floaty, and I’m not sure if I’m a fan of it or I simply go used to it. You character carries inertia, so if you run in one direction and release the key you’ll carry on moving for a little while. It felt a little like walking on ice the whole time.


Though the graphics are in the same style as those in the intro, the in-game graphics feel to be of much higher quality and the game looks quite nice with its hand-drawn aesthetic. Killing enemies produces some cool blood effects, and likewise the use of your abilities creates nice light effects. One area that could have used more work is the UI. Same reasoning’s as my comments regarding the opening cutscenes, it just felt underwhelming in places.

The meat of gameplay is exploring the procedural woods you find yourself lost in, finding and killing everything to gain loot, and finding the various items and destructible spread throughout the map. As you kill monsters you gain EXP, and each level up provides you a skill point to increate one of your characters stats and buy abilities. This is where the RPG features lie. You can kit your character out in the gear you find through your travels, level up certain skills to suit you play style, and purchase different abilities to make yourself a more formidable force.


Spread amongst the normal enemies are tougher enemies that have a skull above their head. While tougher, the rewards are much greater as they drop gear. Alongside these tougher enemies are also fully-fledged boss creates. These are accessed via finding their portal in you level. Step inside it and you’re whisked off to another area to have a one-on-one showdown! It was at this point that I learned that Razenroth features perma-death!

There is also no manual save, and the game will only auto-save each time you beat a boss character. Once you die that save is removed and you’re back to start at the beginning! If you do manage to defeat the boss you’re taken to an entirely new area, with a different environmental theme and aesthetic and your journey stars once more.

Razenroth started slowly for me, and it took a few runs to get into it, but once I did I really started to enjoy it. The only area in which I felt let it was production value, and it would benefit from some more overall polish. Maybe it’s just the hard-drawn aesthetic that gives me that impression? The game is also priced very fairly at just £3.99/$4.99 so is a great cheap pickup.

Tl:dr – Razenroth is a top-down shooter with rogue-like and RPG elements thrown into the mix. While slow to get going, after a few runs I found my stride and enjoyed my time. With repetitive gameplay, I’m not sure how long it would hold interest for, but for £3.99/$4.99 you’re sure to get your value out of it.

Rating – 7/10

Purchase – Steam £3.99/$4.99

Trailer –

Let’s talk about … – The Room Three Will Be Here Soon

The Room series has become one of the more beloved mini-franchises in app gaming, a combination between the ultimate escape the room experience and an immersive digital narrative. The original game (The Room) was sort of an out-of-nowhere hit for developer Fireproof Games, and the follow-up (The Room Two) built on its predecessor’s success with a very similar format.


The third game in the series has been delayed a couple times throughout 2015, but now Fireproof has announced it’s coming soon, with the design complete and only testing and approval by Apple for iOS distribution holding it back. By the sound of the announcement, a late October or early November release appears likely, though it’s difficult to say with any degree of certainty.

If The Room Three does make it out for a 2015 release, it’ll likely immediately become one of the most popular and well-reviewed mobile games of the year. This is a tad presumptuous to say, but given the success of the first two games, as well as the similarity between them, it’s a fairly safe bet to expect Fireproof to deliver once again. And for the most part, the elements that have made these games so enjoyable are actually pretty simple.


First among these elements is pure, visual beauty. This has become a greater point of emphasis in the app gaming industry in general, as evidenced by Design Instruct’s list of the most beautiful iOS games. Most of these games are familiar titles that have at times risen to the top of the charts not necessarily because of complexity or gameplay, but because of aesthetic appeal (which isn’t to say some of them aren’t fantastic games as well). Neither of the two existing The Room games is mentioned on this list in particular, but this is the company these games are in, and in this regard at least we can already be sure that Fireproof has done it again. Earlier this year, TouchArcade published some screenshots from The Room Three, and the look is close to what players have grown used to.

Within its overall look, The Room series has also thrived by its nonstop use of basic tools and instruments of mysterious intrigue, long established in mystery and horror genres alike. Some of this even gets back to genre staples like Sherlock Holmes, known for a few little props that have since come to represent the very idea of mystery and detective-like exploration. Even a Sherlock Holmes slot machine game at Betfair taps into some of these basic props. Pipes, magnifying glasses and the like—pre-technological tools for work and recreation alike—take the place of typical slot machine icons, providing light touches that facilitate a detective atmosphere for players. The Room series has taken this same idea and run with it, its games populated with a dizzying array of Victorian era instruments. And this, too, is a very simple source of the games’ intrigue that will surely be repeated in satisfying fashion in its third version.


Finally, the other reason that The Room Three seems destined to thrive is that it really doesn’t have much responsibility on its shoulders in terms of narrative. While these games do follow a story, that story is intentionally vague, such that at this point a satisfying conclusion isn’t exactly the main goal of the average player. The story involves following a friend deeper into mysterious locations and alternate dimensions by way of allowing his cryptic notes to guide you through the game. But by the end of The Room Two, things have gotten so crazy that players will basically accept whatever’s tossed up as an ending or resolution. Basically, that means that whatever story is in The Room Three would have a hard time disappointing.

It should become clear in the next few weeks just when this game is coming. But in the meantime, players can safely anticipate yet another wonderful game from Fireproof.

Lets’ talk about … – The Witness sets a release date with second trailer

Almost 2 years later the second trailer for “The Witness” has finally dropped. Jonathan Blow’s next game will be out on 26th January 2016 and that date can not get here soon enough.

Blow, featured in the incredible ‘Indie Game: The Move’, created “Braid”, which in many respects started the indie Game Renaissance that we are in today. If this game is anything like this last, we are in for something extremely special.

Watch the Release Date Trailer below.

Let’s talk about … – Game Developers Unite for War Child

20 years ago Oasis, Blur, The Stone Roses, Paul Weller, Paul McCartney and many more created the first HELP album. It went on to raise £1.5M for War Child’s activities and helped protect children on the war-torn Balkans. Now, 2 decades later, the big players in our world are doing the same, and coming together in a unique ‘studio game jam’ to help keep Way Child’s activities strong.


War Child will be providing a brief to the studios taking part, who together, across their various offices around the world, will come together to create the title in just 6 days. Some big players have signed up to the jam, including:

  • 343 Industries
  • A Brave Plan
  • Bossa Studios
  • Carbon Games
  • Creative Assembly
  • Curve Digital
  • Hardlight
  • Hinterland
  • Spilt Milk Studios
  • Sports Interactive
  • Team 17
  • Torn Banner

Together, these studios have sold well in excess of 100m games, so it’s certainly the dream team. Major technology providers including Unreal, GameMaker, and Unity are also backing the project by providing their tools to the teams at a ‘no cost and royalty free’ basis.

The game they will be creating will be called HELP: Real War is Not a Game, and will be releasing through Steam and other digital download platforms late in March 2016. With more announcement expected in the coming weeks, head to http://www.warchild.org.uk/helpgame for all the news, and follow War Child’s UK twitter for updates.

An Interview With … – Charles Logan

Charles Logan is truly a man for all seasons. A Turkish-born artist, actor, musician and writer, he started off his art life at the age of 6 with professional classical music training in Bilkent University in Ankara, Turkey where he concentrated on violin. At an early age Charles began improving his skills in a variety of art forms such as illustration, concept art, writing and theater. After a time, he began doing graphic design for websites, bands and theater groups.

After moving to the city of Boston, MA to study acting in theater, Charles took part in numerous productions put on by Emerson College and Berklee College of Music. While continuing his noteworthy art career, Charles has made the jump into indie game territory. I was able to sit down with him recently and I got a few questions answered.

Me: Tell me about little Charlie. Did he have many art pieces placed on the fridge?

Charles: Condescending?

Me: Placating?

Charles: . . . .

Me: And they’re off!

Charles: Well, I was born into a family of musicians actually. My father’s side came from a musical background and I started professional classical music training at the age of 6, so art and creativity has been a part of my lifestyle for longer than I can remember. I studied music and theater at an educational level but in terms of visual art, I am very much self-taught and I actively seek the knowledge that’s out there.

Me: Do you have a preference between the conceptual and physical art forms?

Charles: Whether it is performance or merely visual art, it doesn’t matter what sort of medium I’m working with so long as there is a creative production I can lead or be a part of.

Me: I do yoga!

Charles: Okay.

Me: At what point did you start plying your trade?

Charles: I have always been an on-again-off-again musician really. But besides that I just did regular college kid jobs back in the day.

Me: I see that you’re getting into the world of indie game design. Have you had any issues with jumping into such a less-structured space?

Charles: Despite this being my first dive into the video game scene, I’m not really new to the entertainment industry. I’ve spent the past couple years working with a company here in Boston and I eventually became their Art Director. It is an industry that’s growing, and will continue to grow. It’s better to get on the boat before it heads off into the sunset.

But the indie scene is definitely something smaller yet more personal than the usual corporate IP work. You’re definitely a little bit more hands-on. Indie devs will always be taking bigger risks over a corporation who knows how to play it safe.


Charles’ rendition of Batman and the Batphotocopier!

Me: Favorite movie? Go!

Charles: The Terminator, to be precise. Popped my cherry.

Me: Coming from an artistic heritage, do you feel that gives you the ability to be more free-form in your creations?

Charles: To some extent, I believe so. It is a medium that allows story telling. And it’s especially a medium that allows non-linear type of storytelling which is unlike anything else we’ve ever seen. It has a great future.

Me: Are you a video game enthusiast?

Charles: I don’t really have a go-to game right now, per se, but I’ve always enjoyed Metal Gear Solid series more than any other franchise.

Me: Ah. So you enjoy hide and seek?

Charles: You really want to know?

Me: The world wants to know, Charles!

Charles: I love spending time with my woman outside and escaping reality within yards of her proximity. Love truly sweeps you off your feet when you’re one with Mother Nature and oxygen.

Me: That really came from behind…

Charles: My backdoor…(huh?)

Me: Is it hot in here?

Charles: No, not what you think, guys.

Me: Getting back on track for a moment, I know there are differing censorship issues and agendas that stem from the different artistic mediums. Is this an issue you’ve had much interaction with?

Charles: I have done political cartoon strips here and there and I always put my name on it. I believe in that freedom.

(But of course if there’s some external organs visible, tone that down please…)


I wonder what it’s hiding?!

Me: Where’s the fun in that?

Charles: You’ve read my mind.

Me: What do you have to say to the people out there who want to get into this sort of racket?

Charles: It’s a field of work where you can actually make someone “see” the represented ideas instantly. As long as you can wow people, you’ll always have a great time working in this area. Also, get better. Always hone your skills. And just try to send and show your work to people until they get sick of you. And when they do get sick of you, try again and never let yourself down. 1 out of 100 tries might pay off and that 1 try may be the one you need.

Me: Do you have a dream project inside of the game development field?

Charles: I want to say a Superman game. Can I say that?

Me: You can say whatever you like.


Me: Let’s all just calm down.

Charles: . . . .

Me: I’d like to end on a high note. Does this interview make my butt look big?

Charles: I love it the way it is.

Me: Thanks again, mate. Stay in touch.

As an added bonus, Charles sent over his Inspirational Superhero playlist on Spotify. Give it a listen and be inspired to create!

Let’s talk about … – Nova Blitz TCG reaches its Kickstarter goal

With 60 hours left in its campaign, Nova Blitz TCG from Dragon Foundry has reached its Kickstarter goal of $40,000. It actually reached it a day or two ago! Promising innovative real-time gameplay, Nova Blitz wants to bring something new to the genre, and it looks like you guys want them to also!


Dragon Foundry have an impressive line-up of talent on their team. Between them they’ve been making games for over 15 years and have worked on titles such as Magic: The Gathering, Guild Wars 2, and Saints Row IV. Quite the pedigree, so if anyone can bring something new to the genre I’d put my money on Dragon Foundry. Nova Blitz TCG was Greenlit on Steam after only 10 days, so there’s certainly a call for the game.


The game has received some high praise so far, with the following comments coming from Richard Garfield, creator of Magic: The Gathering:

“I’ve been looking forward to a digital trading card game which has the depth of Magic for a long time. The real time nature of Nova Blitz keeps games moving. And the team’s knowledge of strategy games keeps it firmly in the strategy camp, and not in the twitch camp.”

Nova Blitz features real-time gameplay, which means to waiting for your opponent to act first. You can either rush out and try overwhelm your opponent, or take it slow, see what they play and counter. Intelligence and bluffing are rewarded.


The alpha for Nova Blitz is available for download now from the official site, http://novablitz.com/game/download/, and it available for Windows, OS X and Linux.  It’s certainly worth checking out, and has some cool things planned for Steam regarding cards and trading. Check out the Kickstarter video below, and head to the Kickstart campaign if you want to help reach some awesome rewards in the stretch goals!

Let’s take a look at … – Convoy

Convoy is a squad based, tactical combat roguelike-like from the small team at Convoy Games. Development originally started in 2013, saw a successful Kickstarter campaign towards the back end of 2014 and is arriving on Steam today for £9.99 or your regional equivalent. Let’s take a look.

The goal of Convoy is to find various spare parts required to repair your broken ship. They are scattered throughout a dynamic world, filled with random encounters and events, and it’s your task to safely make your way through and complete your objective. To help achieve this you have a convoy of vehicles at your command, and it’s through them that you will complete the task at hand.


Your Convoy consists of a main vehicle, MCV (Main Convoy Vehicle), and a number of supporting units. You only get one MCV, and you need to make sure it doesn’t die or it’s game over: I’ll touch on this a little later. Supporting units however can be picked up throughput the game as you build up a bad-ass convoy, capable of surviving the harsh world around you.

The vehicles in your convoy can be upgraded, with better weapons and stat upgrades available from the various camps found scattered throughout the world. These can be found on the game map, where the majority of gameplay takes place. Through interacting with, and taking part in, the random events you’ll encounter whilst travelling you unlock bolts and loot. Bolts are the game’s currency and will be used to purchase your upgrades.


The game map is where the bulk of the decisions are made, and your game’s direction is decided. Here you move your convoy around the map, manage your objectives and can see information on your cargo, currency and fuel. When moving around the map you will run into random events that prompts a text dialog in which you have to choose how to respond to the situation. These text-based interactions have multiple outcomes, and your choices in them are crucial.

Respond to a passing convey incorrectly and they’ll spin-around and fire at your ass. Each encounter can lead to a beat-down, and given they are random you are constantly on edge. You also don’t have the ability to view the map without moving to that location, there no free-view. If you want to explorer an area you have to go there and play to hell you don’t run into anything that could overwhelm you.


The other major component to convoy is the vehicle fights. If negotiations with an enemy fall short, or you’re just in the mood for a fight, you move away from the map, and get right down into the action. With direct control over each vehicle in your convoy, you have to fight off the attacking enemies. This is a nice system, and adds some real action to the generally decision-based gameplay, but is not without its flaws.

Your main MCV is centred, with your supporting units surrounding. Enemies approach from all sides, and you have to fend them off while keeping your MCV alive. You can move each vehicle individually, and they move in a very nice, smooth way to the target location over a period of time. There is a tutorial available that shows how to use this system, and in there the smooth movement of your units feels great. In the fast-pace of combat however I thought it felt sloppy and unresponsive at times. Sometime you want to get your unit out of the way fast, or to the other side of your MCV in a hurry and often that doesn’t happen and you find yourself waiting for the unit to gradually move into position.


In these fight scenes you are driving constantly to the east, and various obstacles come at you which you have to avoid such as terrain. If you don’t get out the way in time your unit is instantly destroyed, and it’s in these situation where the slower movement really becomes apparent. Sometime you just can’t get out of the way and it makes the death feel a little … unfair.

There is a tactical mode available when in combat that allows you to pause the action, whilst still being able to command your units. This gives you some breathing room when things get a little manic and you need a moment to strategize.

Convoy isn’t a forgiving game. With a death resulting in the end of your game, and resources such as gas been precious, you have to plan each move carefully and think about all possible repercussions. I get why this is fun, and it does put you on edge at all times knowing failure is a wrong answer away, but I feel it’s a bit too much. I feel it’s at a point where it’s to its own detriment and it gets in the way of some gamplay.

With gas been a precious resource, and the fact that random encounters happen often, I felt like exploration was too risky to enjoy. There is a whole world around you but it’s just too dangerous to head into it and see what’s going on. You have to stick to the objectives and get the job done. You can’t view the map without moving your convoy, so you have to just wander aimlessly. If the game promoted exploration then this would be fine, but it doesn’t; you seem to be punished for exploring.

I think the risk vs reward is off. For example, you see a mission so head over there. It takes you a short distance away from the nearest camp. You end up in a fight which you couldn’t avoid. Afterwards you try to head back to camp to repair, but end up in another unavoidable fight and that’s game over. You can’t afford to take chances and explore, which for me is where the fun would lie in this. It’s incredibly punishing, and that was on the easiest difficulty!


I see what convoy is, and I understand why it’s punishing as it wants your decisions to be calculated and deliberate, but I felt the risk vs reward and heavy punishment gets in the way.

On my first attempt, on easy, I died within 10 minutes. A couple more runs and I started to understand that exploring and taking risks seems to be the wrong way to play, but for me that’s the fun way to play. In order to stay alive for any amount of time I had to play so conservatively that I wasn’t having much fun. More just making sure I was making the right moves.

What it wants to do, it does well. So if you’re a fan of this genre you’ll most certainly enjoy the challenge. For me however, it was a bit too much and made me feel too restricted.

Tl:dr – Convoy is a punishing roguelike-like strategy game where each move has to be calculated and deliberate or it will most probably lead to your downfall. What it wants to do it does well, so existing fans of the genre will relish the challenge. For me, I found the punishing gameplay forced me to play conservatively and restricted what I wanted to do.
Rating – 6.8/10
Purchase – Steam £9.99 or your regional equivalent

Let’s talk about … – Zombie Army series receives dance spin-off!

Can’t get enough of the Zombie Army series? Well luckily Rebellion have stepped up one again to alleviate those woes. Enter Zombie Army Thrillogy.

You thought you’d silenced zombie Hitler once and for all? Well him and his undead Nazi army are back for one reason, and one reason only … to dance.

That’s right, launching April 1st on all platforms* you’ll be able to strut your stuff with the same zombies you swore to destroy. Join up to 666 players in a motion-controlled online co-op dance party extravaganza.

Check out the freaky launch trailer for a sneak peak at what you can expect from the groovy title.

*Zombie Army Thrillogy requires next-generation four-player dance mat and motion capture jumpsuits