Steam Next Fest February 2026: Part 2
When checking through the list of games there were a lot of horror games, visual novels, shop simulators, anime games, side scrollers, card battlers, Co op ‘friend slop’ type games, and chill games. It was also the first time I have heard the phrase ‘multiplayer social deduction game’ and there were a lot of social deduction games. There were also a large amount of games with unique art styles that really didn’t appeal to me. In general, there were just a huge amount of games to choose from, the list just didn’t end.
I collated a selection of games that I thought were worth a try. This is Part Two of the games I tried.
Pragmata: Capcom’s newest IP—PRAGMATA. An all-new Science Fiction action adventure with its own unique hacking twist! It is the near future, and protagonists Hugh and his android companion Diana, must work together as they make their way through the cold lunar research station.
This is a major publisher’s game so I feel a little strange putting it in here as most people know what this game is. I do feel the discourse around this game has been a little weird. There seems to be a disconnect between what the game actually is and if the system they described will actually work. This is the main reason I wanted to give it a go.
The game is set on a lunar solar relay station and you as the only human you are aware of find and join forces with an android with the intention of restarting the solar array to contact earth. As you move around the base you are attacked by the droids that are supposed to be doing a lot of the work on the base. There are story elements told through emails, journal articles as well as CCTV footage that you find along the way. There are collectables in a currency that was discovered on the lunar surface and that is dropped by the droids, I assume this works as your money in the game but I don’t think I found a use for it.
The combat is as you would expect from a sci-fi game. There are a variety of guns in the demo and I found 4 including a pistol, a scatter or shotgun, a net gun that immobilises the enemies to make it easier to target them for hacking and after I had finished the demo through once, there was what effectively is a snipper rifle but it needs to charge up. You can run, dodge and after the first run through I was informed of a perfect dodge that slows time for a small time. At the same time you can use Dianna to hack the enemies in order to increase your damage to them, an act you have to do because otherwise you don’t really do any damage. There are also enemy weak point that do increased damage. At the end of the demo there was a boss fight which was fun. There are massive damage attacks the boss does and the need to hack and do increased damage through the canisters at the back of him that are his weal point. I died the fist time I did it because I didn’t see the massive AOE attack that he does towards the end of the fight.
There is hacking for Dianna to do outside of combat and after a series in the boss battle there was also a minor QTE where Dianna performs a manual override if you push the corresponding at all. There are going to be a lot of these kind of hacking game.
This game is what people have been asking developers to make for ages in so much as it is a cool game with interesting mechanics. Now if people actually like what they ask for is a completely different situation. I think it is interesting and some will find it easy but at times it is a little like patting your stomach and rubbing your head (or the other way around). That is not to say that it is impossible to do, but it does take a bit of practice to become accustomed to it. I won’t be playing this game on hard as having to deal with hacking on one side while attacking and dodging at the same time while the enemies have increased health is a different prospect I don’t think I am willing to even consider.
I would strongly suggest people try the Pragmata demo as you will know immediately if you like it. I think people will be surprised by this game and will be thinking of it come release day, hopefully I really hope it does well as gamers keep lamenting that gaming has gone to the route of tried and tested games, but everytime a game that ticks those boxes comes out, they find a way to ignore it. But this is a Capcom game so your never know.
Puzzle Spy: Pursue diamond thieves and a trail of cryptic puzzles in this short ‘60s spy adventure. As Agent Epsilon you’ll choose your path as you chat with (or chat up!) suspicious contacts. Deduce the puzzle rules, decode cryptograms and decipher clues as you solve wordplay & logic puzzles across the globe!
The demo leads you through one puzzle which, as they are making a puzzle game, makes sense as they don’t want to have you complete too many of the puzzles. It gives you an idea of what they game will be. The puzzle wasn’t particularly difficult once I figured it out but in the beginning there was no indication as to what you had to do, just a bunch of words and columns like a crossword. When I tried it it was at the end of a long day and I was a little tired so it may not have been the best time to try a puzzle game that needs you to decipher the puzzle before you can solve it.
Ecto Mercenary Program: Ecto Mercenary Program is a sci-fi looter shooter where you and your friends form a mercenary group to forge a path for yourselves. Rise from a destitute crew fighting raiders for scraps to a feared force on the station. Survival is not guaranteed.
I tried this and just couldn’t get what you were supposed to do. I am not sure if this is a problem with the game or the demo. You are confronted by a menu that when you click play it leads you to new menu with a bunch of options that you have no idea what they mean. You have to hire mercenaries with money you are not sure where it is and then it hires a random mercenary. You are then dropped into a speaceship?? Where you are told to move forward and find an exit. You have no weapons but can punch but the enemies you encounter do a weird lurch attack or have guns. You pick up random things on the side but have no idea what they do. I just think this demo could do with a tutorial level to get you to understand what you need to do. A clearer step by step initial gameplay walkthrough would probably make this demo a better showcase for what the game is.
Pirates: Rogue Fortune: A rogue-lite action and adventure game set in the Caribbean! Explore the ocean depths in search of treasures, survive intense naval battles, and upgrade your ship to reclaim your place as the greatest pirate in a world to discover with every attempt.
This game’s description is exactly what the game is. It is a roguelike where you sail your boat from one point of interest to another, these being either resource gather spots that entail a battle as well or a person to speak to that adds to the story or you can purchase upgrades from. At the resource gathering spot it is a little like Dave the Diver mixed but mining. You descend from the boat and mine out resources (iron gold and so on) while a timer runs out at the top. You have a bag that carries up to three items before you get weighed down and swim slower through the water. There are various power ups that help with this such as increased number of slots in the bag or a balloon that takes up to 2 resources back to the ship (this is on a cool down). There are also run based power ups and chests you can collect that are trapped in rocks.
When the timer runs out at the top of the screen the battle segment starts and you need to ensure you have returned to your boat in order to fight off the enemy boats. Your boat starts off with cannons that have 3 shots before they needs reloading. There is a reload mini game where you need to press space bar when it hits a green segment reload bar to get a perfect reload otherwise the reload still happened but takes longer. The enemy ships vary in size and health and get more numerous and powerful as you move to further points of interest along the run.
There are various people along the run that offer varying items and powerups as well as story notes. Many of the power ups are double edge swords with a bonus and a curse.
Overall this was a fun play and if you enjoy roguelike games this may be of interest as I think it mixes different ideas and could have a lot replayability especially if they have a large variety of items, bonuses and curses to deepen the experience.
A small caviate is that the game will release into early access so if you try the game and like it know that it will not release immediately as a 1.0.
Valor of Man: Forge your party. Master your fate. In this turn-based roguelite RPG, lead four heroes through a fractured realm of danger and destiny. Build synergies, unlock powerful abilities, and face ever-shifting challenges in an epic battle for survival. No journey is ever the same.
Another game whose description is exactly what the game is. It is another roguelike with 4 heroes all with different abilities. The ones in the demo are classic DnD clases, there is a fighter, a healer, an assassin/rogue and a spellcaster. As you progress down the roguelike tree, have different encounters such as battles, different story beats and campsites. Story beats, interactions and campsites give you either new ability, increase your current abilities, give weapons/armour and so on.
In the battles the heroes have Action Points (in the demo they have 2 each) that can be used to move and or attack. You can either move and attack, double move or double attack. Some abilities have other ways to use them (once every turn or 2 turns, once a battle, using mana and so on). The controls are intuitive and if you have played a turn-based game before you will have an intrinsic understanding of the game.
As with all the roguelikes that I have played this could be interesting as long as they add a big variety of abilities, enemies, heroes, synergies and encounters. I did find sometimes it was unclear what the ability would use and then why I couldn’t use it again at a later time. I think the more you play the more you will learn what all the icons mean and it will be a little clearer.
Replaced: Uncover the sinister secrets of Phoenix Corporation, through the eyes of its own creation, R.E.A.C.H. - an AI trapped in a human body against its will.
The premise for this is an AI has been trapped in your characters body. You have escaped or been disposed of outside the city walls. The area is desolate and, in the demo at least, there is no further history of why this is the case. There are journal articles and other highlights you find along the way that give context and more information on what is going on. The game is a side-scroller but there are places where it moves to upper or lower levels and for art 2.5D style there is an incredible feeling of depth and distance to the levels. There is a sequence when you are above some enemies in an airduct and you can really feel the sense of perspective.
This is going to be a special game. The art style is amazing, the pixel art graphics are in that incredible hi-res crisp style that is just gorgeous and the colour pallet they use is vibrant and sharp. The combat is precise and although not difficult as such in the demo at least, is satisfying. It gives you the feeling of being something special without feeling overpowered. The tutorial was clear and gave you enough information to complete the demo without too much trouble. The enemy designs are interesting and although they are similar, there are enough differences to them to make them unique but obviously part of a whole or collective. The one other non-enemy person you meet is clearly stylised and interesting. There is enough in the demo to hook you and want to know more. I think this will be an interesting game and it will certainly be a highlight for the graphics.
Alonitaire: Break the rules of solitaire in this atmospheric roguelike deckbuilder. Unleash forbidden sigils while the Jack of Spades begs for your help in secret. Forge game-breaking combos under the Joker’s watchful eye and uncover the truth behind the deck. Don’t investigate… just play.
This is a fresh take on Balatro with the base game being solitaire instead of poker. The cards are asleep and need waking up as they are being held captive by the joker. When cards are woken up they gain abilities to use to help you win the game against the joker. There are abilities that allow you to move other cards abilities around, one that moves the cards around, one that allows the card to be placed on any card of the opposite colour that is of a lower value, and the initial card that you can use being the one that wakes other cards up. I didn’t play a lot of the game as I am working through the demos I have downloaded, but I will come back to this one when I am done with all the others. Definitely worth a play if you like Balatro.
These are the demos I have tried so far, there were some really good games in there. The Steam Next Fest is a really good celebration of gaming and if I had infinite time and I wasn’t working fulltime, I would certainly play more if games. I whoever is reading this has any suggestions please leave a comment below.
Windrose (formally Crosswind) is really exciting
I played the Windrose demo both in singleplayer and two and three person co-op. Although I am putting up a couple of posts about the Next Fest demos I have played, I felt that this game was too good to squeeze in between the other demos and felt it needed a more in depth review. The game is really good, and it is an early access/demo game that has sucked me in. The last time I could not stop playing a survival game was Valheim. This has many similarities to Valheim and is basically in the broadest terms Pirate Valheim. That is very easy way to explain it and has no nuance to it, but it certainly gives me the same vibes and sense of wonder and exploration as Valheim does every time I play it.
The story goes that Blackbeard and his crew have taken over the Caribbean and he has declared himself King of the West Indies after destroying the British Fleet. Rumour has it that he has made a deal with the Devil himself and now Tortuga is the final bastion of freedom and independent ports that is left.
You were a pirate captain whose ship was attacked by Blackbeard’s pirates while trying to escape and was destroyed along with you and your crew. During the battle on your ship, you encounter two of Blackbeard’s pirates that have discovered an artifact on your vessel and they are discussing it. After you kill them, you pick up the artifact only to be shot from behind by a huge pirate with a pistol and a club. As you lie there dying the artifact that looks like a skull or a mask starts to meld with you. The large pirate orders all of your crew to be thrown overboard. You wash up on an island with the bullet wound completely healed and your body laced in patterns that hurt to touch. All of this is told after the basic combat tutorial via a beautiful comic style cutscene
Once on the island this is where the survival game starts and you progress through the usual procedure of collecting sticks, stones, food items and fibre to use to craft items. You do start with a broken sword and a musket in a divergence from usual survival games where you start with nothing although you don’t have any shots for the musket. Before you can build anything else you need to set down a bonfire that dictates your camp area and then build various workbenches where you create and update tools, meals, gear, potions and weapons.
There are various enemies on the first islands in the demo, these include animals that give you resources to cook with (boars, dodos) and some undead enemies (giant crab creature and drowned sailors) as well as Blackbeard’s pirates. Other food sources to be collected include bananas, chili, sweet potato, coconut and dodo eggs all used to cook dishes at the cookfire. There is already a decent amount of food items and these work similar to Valheim. You can eat 2 food items at a time, and each food item gives you different buffs, some increase one of your stats (strength, endurance, vitality and so on) and others just give flat health increases. For healing you can create bandages and later brew health potions. The systems is quite deep currently and they are still working on it.
The combat is tutorialised during the opening sequence and is a mixture of light attacks, heavy attacks, blocks and dodges. This is not Dark Souls like but far more actiony. Where this is Dark Souls like is your pirate has different stats (strength, agility, vitality and so on) and you level these up. Your weapons, like Dark Souls, have affinities towards these stats (A being the highest in the demo). Combat is stamina based and swinging and dodging all use stamina forcing you to conserve your stamina (or not as I tend to do). There is also posture damage indicated by shields on both the enemies and you which if it is reduce down enough staggers you or the enemies, but I never really managed to do this as I tended to find they die before their posture was broken.
In the demo I came across a selection of weapons. When you place down the weapons bench you can craft a small selection of initial weapons which include a rapier, a club, a musket and a sabre. No cutlass for some reason. I know a cutlass is a type of sabre from what I have read, but a broad short cutlass is synonymous with pirates. There are also polearms and distinct variations of the base weapon varieties you can craft later. I found a halberd in a chest and there are other special weapons squirreled away on the islands. These weapons have a bonus to them (such as added crit chance or added posture points). Once you find a weapon you can from then on craft it at the weapons bench. The armour bench allows you to create one of the five armours items head, arms, chest, legs and boots. As with the weapons you can find armour in places around the islands. All of these weapons and armours have rarity and some of them have set bonuses. I have always liked set item systems in games as I enjoy mixing and matching in order to fit the situation. The upgrading of these items is done at the associated workbench and you are able to upgrade the level of the item as well as its rarity using various resources and specialised components.
A big surprise and a massive bonus from me to the developers, is the ability to walk up to your storage and push ‘Q’ while looking at it and the game will automatically deposit the items from your inventory that are the same as the ones in the chest. Now I would like them to tweak this so that if you were to create a storage room and place storage containers in there, when you walk into that room and push ‘Q’ it would do the same thing for all the storage at once. Looking at it in order for it to do it is fine but it would save so much time and energy if you didn’t need to look directly at the storage container. The second big thumbs up from me is a big one: crafting from storage. I am waiting for Valheim to add this feature as in 2026 I feel this should be a standard feature.
There is a main questline that guides you through the stages of the game and there are also a few side quests and challenges as well (kill 40 boars and 20 dodos). In a way these feel like it is from an MMO and it kind of leads to my first grip with the game. You do not get any experience for killing enemies. All your levels are gained through completing the missions in your journal. This means there is no grinding for levels and people I have spoken to have agreed that there is not really a reason to stop and fight enemies other than the fun factor or if you need the resource they drop.
When you do level up you are awarded talent points and you can add points to your various stats. Increasing your states increases your health, or stamina or damage depending on your weapon and so on. The talent points are used in the skill tree to add bonuses to your pirate, these include things like less stamina drain for various activities, more health, bigger crit chances and so on. From what I have seen you can respect at any time but I believe it costs money although this may be subject to change.
There are a few issues I have with the game, some are a me thing and are really just design choices from the developers that I am not fond of, other items do ruin the experience for me. Firstly the food bonuses are lost on dying. This makes sense, but if you are fighting a fight that is more difficult and you die a few times, you very quickly go through a lot of cooked food. This also adds to the decision not to fight everything you come across and the risk is too high for very little reward. Having said that, on death your top row of your inventory stays with you and the rest of the items are in a glowing storage where you died, and if you die multiple times you will have multiple corpse storages to go and collect, it dies not disappear.
Secondly the amount of resources you receive from chopping trees, mining stone, claypits and so on, is just too small for me. With upgrades and building and cooking being quite resource intensive, you end up running around to find a boar for it’s hide, and ironically hiding is exactly what happens.
Third I really wish all games used the rule that there was no stamina drain while running outside of combat. The stamina drain is very lenient while chopping trees and running around, but it would be good that if you are.
Fourthly, the camera can go a little wonkey when you are in a tight spot. This is an old soulslike issues, but it can be a pain later on.
There is much more to that is packed into this demo. I have played 18hrs of it between my solo run and the two co-op games I played with friends, and yet I never even really tried the building system, but that has a system for everyone from what I have done. It is similar to Valheim and many other games and it is a good system. If you are not the kind of person that need a well-built base of operations that has been lovingly and skilfully built from the ground up from hours of harvested materials, then there is a prefabricated building for you to build, but if you are the kind of person that likes the above, there are tools for that as well. I am waiting for my brother to test it out thoroughly as he is one of those people that has to create a show home.
There is a lot to this demo, and I have refrained from going into too much detail as it is part of the fun to find these things out. I haven’t spoken about when you get your ship (not a huge spoiler as this is a pirate game after all) and how good the naval combat is aside from the boarding as it seems all the enemies rush you and you end up getting attacked from all side by them. But the one thing that does need mentioning about the sailing is the sea shanties and just how good they are and how much fun atmosphere they add to the game. I am unsure why you need to turn them on though. I am all for the op in approach rather than the opt out approach, but in this case why would you sail as a pirate and not have a sea shanty going in the background?
This game has it’s hooks into me and many other people from what I have seen. I will try to not play this again until 1.0 as I wouldn’t want to burn out on it, but Valheim is still calling me and I often succumb to its siren’s call and I imagine this game will be the same.