Game
Terraria
Still the best sandbox survival game, with amazing progression. Even with a full backlog, I keep finding myself coming back to it again and again.
SteamA running shelf of games, films and books I love. Some are just personal favourites; others I pick apart from a developer's chair — proper reviews and notes will land here as I find the time to write them. Keen to talk about any of them? Find me on Steam.
Game
Still the best sandbox survival game, with amazing progression. Even with a full backlog, I keep finding myself coming back to it again and again.
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It was supposed to be a cozy game — yet here I am speed-running and min-maxing it. Still having a heck of a great time.
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One of the best experiences I've had in years. The only problem: you can only experience this masterpiece once.
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A personal favourite. Hard to beat nostalgia, but still an exemplary cRPG — great narration, replayability, and the freedom of a proper RPG. The UI and spell explanations are dated and oldschool, but if I beat this at age 10 without proper English, I'm sure you can too.
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I wouldn't have guessed a fishing minigame, inventory-management "minigame", and cruising around in a boat would add up to a fun game. Yet here we are — simplicity at its best, a well-polished indie with a welcome Lovecraftian streak.
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Finds a sweet spot between RTS and tower defense — a lucky little genre mash-up that leans hard into fun and simplicity.
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Not hard, just punishing — it teaches you to respect the enemies and the game. And the best 3D map design I know: a long trek out from Firelink Shrine, only to unlock a shortcut that drops you right back at it.
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The factory must grow.
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Somehow Team Cherry made a better game than the genre-defining Metroid and Castlevania.
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Kicked off the whole roguelike-deckbuilder wave. I love card games but always found deckbuilding tedious — the homework happens outside the game. Slay the Spire folds it into the run itself, so you learn your deck as you go and feel the weight of each choice. Great design.
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This is how I like to remember Star Wars — great narration, a great story, and choices that matter.
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A model for how a platformer roguelike should feel: fair (well, almost), lots of ways to solve a problem, and I can always see exactly why a run went south.
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Picked it up for the cute art and the oldschool Zelda-like feel; finished it for the brilliant puzzles and hidden tricks.
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An incredible non-Euclidean puzzle game I still look up to as a developer. Most 'think outside the box' puzzlers just frustrate — Antichamber keeps amazing you at every step.
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Short, but it stays with you. A reminder that a game doesn't need hundreds of hours of content — a cute, well-made platformer can go a long way in a player's memory.
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Film
Film