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Game Dev Story Temporarily Free on Android and iOS Mobile Devices
Game Dev Story Temporarily Free on Android and iOS Mobile Devices Kairosoft announced that it made the Android and iOS versions of the simulation Game Dev Story free on mobile storefronts. The announcement, which came up on social media , noted it is a one-day affair to celebrate the developer’s 30th anniversary . In order to claim it and retain access to the title after, someone must get it from Google Play or Apple’s App Store . Only those two options apply, as the Amazon storefront for its Android devices still shows it as $4.99. Game Dev Story is one of Kairosoft’s oldest and most famous simulation games, which started out as a Japanese PC exclusive until mobile ports for Android and iOS devices appeared worldwide in 2010. Players create a developer. They then hire staff to develop original games, take on contract work, and even eventually create their own consoles. Titles will be reviewed by a Famitsu -style magazine, you’ll unlock different genres and concepts that can have different synergies, and it is even possible to attend a TGS-style GameDex event each year.  Since its original launch, Game Dev Story appeared on multiple platforms. You can find it on the Switch, PS4, Xbox One, and Xbox Series X, though none of those are part of this free promotion. A PC version is also available on Steam now. It also ended up becoming part of Apple Arcade . Game Dev Story is temporarily free on Android and iOS devices via the Google Play and App Store mobile storefronts on February 11, 2026. The post Game Dev Story Temporarily Free on Android and iOS Mobile Devices appeared first on Siliconera .
SiliconeraFeb 11
Review: Mario Tennis Fever Is Stronger Than Aces
Review: Mario Tennis Fever Is Stronger Than Aces With Mario Tennis Aces , it felt like Nintendo did some experimentation to make the Switch title feel more like a fighting game and go beyond standard expectations of the sport. With Mario Tennis Fever as the first big Switch 2 Super Mario sports spin-off, it feels like a natural evolution of the previous game. Its new rackets feel great! There are a lot of modes, ranging from more traditional style games to Mix It Up ones with stage effects. If the Adventure mode was stronger, perhaps it’d be perfect. Mario Tennis Fever features all of the modes someone would expect from a Super Mario spin-off game. The most traditional types of tennis can be found in areas like the singles and doubles Tournament, the motion-controlled Swing Mode, and the standard Ranked, Local, and GameShare multiplayer matches. Both Trial Towers and Mix It Up involve certain restrictions in matches or special types of matches that could involve power-ups, Wonder Effects, or more unexpected challenges. Finally, the Adventure mode is a story about dealing with an unknown opponent with the power of tennis that feels like a really long tutorial. https://www.youtube.com/watch?v=RSyoMsWRL9I Yes, that’s sadly one of my biggest takeaways from the Adventure story mode in Mario Tennis Fever . Here’s the thing about it. While this is still a Camelot game, the campaign still isn’t as solid as the one we saw in Mario Tennis on the Game Boy Color. The story honestly is pretty entertaining. After going to get a legendary fruit Wario and Waluigi said could heal Daisy from an illness, the expedition Mario, Luigi, Peach, Wario, Waluigi, and Donkey Kong are on leads to them being assaulted by mysterious monsters. (Basically, Wario and Waluigi got greedy and intended to use the journey as an opportunity to steal treasure from the adjacent ruins.) Mario, Luigi, Peach, Wario, and Waluigi are turned into babies in the process. So, the two pairs of brothers head to the tennis academy to regain their strength to go back and fight in the hopes of defeating the foes and returning to normal.  The problem here is while there are eventually some fun matches with unusual situations and setups, so much of Adventure acts as a massive tutorial with tons of handholding. For example, the “singles” part of it just teaching basic shots and tennis skills before Luigi is even assigned to Mario as a doubles partner took me about 40 minutes. And then when Luigi does join up, that means unlocking and being guided through each of these minigame stations designed to grant experience and build up stats related to physical performance and shot strength one at a time. Once you do get past the extended tutorial elements, it’s generally fine, but there constant Talking Flower commentary and directing is a lot. Screenshots by Siliconera Speaking of which, I absolutely abhor the Talking Flower in Mario Tennis Fever . I understand that, as the most recent mainline Super Mario game, there are a lot of elements of it here from courts and rackets to Mix It Up mode elements. But the Talking Flower is somehow even more obnoxious due to how prevalent the commentary is. Moreso because in the Adventure and Tournament modes said jibber-jabber can’t be turned off. (In options, you can turn it off for other modes.) It’s worst in Tournaments, as by the final matches in the brackets I’d likely have my or my partner’s HP down low following so many matches, and every 30-60 seconds the flowery commentator would say, “Oooh, might be running outta steam!”  On the plus side, if you’re not in Adventure mode, the gameplay and features in every other part of Mario Tennis Fever feels pretty great. When it comes to selecting a court, character, and racket, the UI is clear about how you unlock inaccessible things. (And the requirements usually aren’t obscenely tedious or difficult.) There’s a wide range of characters that all feel quite balanced. The Fever Rackets with special Fever Shots are genuinely amazing. And the general match structure is strong with even some generally solid CPU intelligence. (I do wish my NPC allies in doubles tournaments would use their Fever Shots more, though!) Images via Nintendo Really, the Fever Shots feel revolutionary. They really do make Mario Tennis Fever feel special. There are tons of options and, as I mentioned in my preview , each one makes it feel like you’re equipping a fighter to head into a battle. My favorites are the ones that deal HP damage, especially if it makes a part of the course feel “off limits” due to hazards, like the Fire Bar, Volcano, and Fire Fever Rackets. However, the more unusual ones that offer support or negative status effects to the field, like the Shadow one that creates a doppelganger of yourself on the field or Banana one that leaves slippery banana peels can be handy too. It comes down to picking one that suits your playstyle to assist with your assaults, and the fact that they’re optional (unless you pick a mode that requires them or the Racket Factory Mix It Up mode that makes them essentially mandatory) makes it even better. As for the Mario Tennis Fever modes that aren’t the Adventure one, all of them feel mechanically sound in this Super Mario sports game. I felt like Trial Towers ended up being my favorite single-player experience, since it let me get right into different types of matches, though the Tournament is solid too and fantastic for unlocking things. Mix It Up stages, with confounding stage effects that can make things more challenging and end up being free-for-alls with pinball, piranha plants, and Fever Racket elements, are absolutely fantastic if you can get actual people to play with you. I felt like all the multiplayer modes also worked well, though I primarily tested out online multiplayer outside the preview session. There was a little lag in the Wonder Court Match, I think due to the fact that the ton of Trottin’ Piranha Plants were on-field at once, but Ring Shot, Forest Court Match, Pinball Match, and Racket Factory Match all worked wonderfully online. And Free Match is generally solid for customization purposes.  Images via Nintendo While I’m a bit disappointed in the Adventure campaign, Mario Tennis Fever feels generally strong thanks to its Fever Rackets and range of modes. There are a lot of different ways to play tennis packed into this Super Mario sports game spin-off, and they often play with the idea of using special abilities to make things more exciting. Which can mean things like Mix It Up and Trial Towers modes can feel a little extra entertaining. I appreciate what Camelot and Nintendo did here and how it built on Mario Tennis Aces .  Mario Tennis Fever comes to the Switch 2 on February 12, 2026 .  The post Review: Mario Tennis Fever Is Stronger Than Aces appeared first on Siliconera .
SiliconeraFeb 10
Another Eden Begins Brings the Mobile JRPG to Switch
Another Eden Begins Brings the Mobile JRPG to Switch Wright Flyer Studios announced Another Eden Begins , a Switch, Switch 2, and PC JRPG based upon the free-to-play mobile and PC game Another Eden: The Cat Beyond Time and Space , will arrive in Summer 2026. It first appeared during the Nintendo Direct Partner Showcase on February 5, 2026 , with the Steam page opening shortly after.  As Another Eden Begins is based upon the main campaign and story of The Cat Beyond Time and Space starting from Part 1, the concept may sound familiar. Aldo lives with his sister Feinne in Baruoki. Their lives are peaceful and happy until she is abducted by the Beast King Guildna. When he goes to save her, he’s sent 800 years into the future. To save her (and the world), he’ll need to head into the past, present, and future with allies. This latest version will also involve New Game+ and 10 endings. Here’s the official trailer: https://www.youtube.com/watch?v=G41po-Mr2_I&feature=youtu.be WFS hasn’t mentioned how much of the mobile experience will be present in this console and PC release. As a reminder, over the years multiple characters joined the roster and crossover events showed up. Some of the most recent ones included Chrono Cross and Final Fantasy IX , but Persona 5 and Atelier Ryza storylines and units showed up too.  Another Eden Begins will appear on the Switch, Switch 2, and PC in Summer 2026, and the original free-to-play game is on PCs and mobile devices.  The post Another Eden Begins Brings the Mobile JRPG to Switch appeared first on Siliconera .
SiliconeraFeb 5
Culdcept the First and Culdcept Begins Games Revealed
Culdcept the First and Culdcept Begins Games Revealed Two new Culdcept games are on the way, with Culdcept the First heading to the PC and Culdcept Begins showing up on the Switch, Switch 2, and PC. While the latter first appeared in the Nintendo Direct Partner Showcase February 2026 montage , the former only appeared when the Steam page launched.  Culdcept Begins is the entry with a confirmed release date. That will show up on consoles on July 16, 2026. The Steam page for that only shows a 2026 window, so it is unknown if that will also be available at the same time. The page for Culdcept the First only notes “coming soon” and doesn’t even mention if it will show up in 2026.  Both games feature similar gameplay , as they are board games that also blend in JRPG, TCG, and creature-collecting mechanics. You build up a deck of cards that includes monsters, spells, and items. Your goal as a Cepter is to defeat enemies and maintain territory on the board by installing your creatures in spots. It can almost feel a bit similar to Itadaki Street or Monopoly in terms of the conquering parts of the board. Culdcept the First is an updated release of the classic game, which adds features like quick saves and loads, bonus pack reward adjustments, and a rewind feature. Here’s the Nintendo Direct Partner Showcase montage that included Culdcept Begins clips. https://www.youtube.com/watch?v=nFgscsKBMH4 And you can see the first Culdcept the First trailer below. https://www.youtube.com/watch?v=VHSea4GfAdc Culdcept Begins will come to the Switch and Switch 2 on July 16, 2026, with a PC version confirmed. Culdcept the First is also on the way to PCs. The post Culdcept the First and Culdcept Begins Games Revealed appeared first on Siliconera .
SiliconeraFeb 5
First 2026 Nintendo Direct Partner Showcase Looks at Switch 1 and 2 Games
First 2026 Nintendo Direct Partner Showcase Looks at Switch 1 and 2 Games Nintendo confirmed that it will hold a Partner Showcase Direct at 6am PT/9am ET/3pm CET on February 5, 2026, and it also noted this will be all about Switch 1 and 2 games. It will only focus on third-party titles from partners like Capcom and Square Enix. Also, it will be a worldwide affair, with English and Japanese placeholders live. Here is the English presentation placeholder. This will be a 30 minute video. No titles are confirmed yet. However, some Switch 1 and 2 games without release windows include The Adventures of Elliot: The Millennium Tales, Trails in the Sky 2nd Chapter, Final Fantasy VII Rebirth, Mina the Hollower and Professor Layton and the New World of Steam.  https://www.youtube.com/live/BJ5lNP7cJHA You can also find the placeholder for the Japanese Nintendo Direct Partner Showcase below that will highlight Switch 1 and 2 games. These tend to include some different or additional games. https://www.youtube.com/watch?v=bHNz10LGs-E This isn’t the first Nintendo Direct of the year. We saw ones for The Super Mario Galaxy Movie and for Tomodachi Life: Living the Dream . However, there’s no date for the first first-party one of 2026 yet. The Switch 1 and 2 game Nintendo Partner Showcase Direct will air on YouTube worldwide at 6am PT/9am ET/3pm CET on February 5, 2026. The post First 2026 Nintendo Direct Partner Showcase Looks at Switch 1 and 2 Games appeared first on Siliconera .
SiliconeraFeb 4
Review: Nioh 3 Is Accessible and Ferocious
Review: Nioh 3 Is Accessible and Ferocious I’ve been a fan of the Nioh series since its inception, but I was nervous when Team Ninja said Nioh 3 would involve big changes to a formula that I loved. With this sequel, the developer added open-world elements and completely reworked foundational mechanics. While I enjoyed Rise of the Ronin a lot, its open-world level design and direction aren't exactly what I want out of a Nioh game. Fortunately, any comparisons end there. Nioh 3 takes the essence of the series, fine-tunes all its systems, and builds new and interesting mechanics in ways that feel laser targeted at fans. Nioh 3 puts the player in the role of Takechiyo Tokugawa, the eldest grandchild of Ieyasu Tokugawa, during the early Edo Period. As you are about to be appointed Shogun, your younger brother Kunimatsu betrays you. This sets you on a time-traveling path through different eras of Japan’s history to learn the strength and values needed to become Shogun. Similar to Nioh 2 , it has you play as a defined character , but allows you to fully customize their look. Twofold in this case, as you can completely change how your character looks between its Samurai and Ninja styles, with armor sets also being split. It's a small addition, but a really cool one, especially considering how deep and varied Koei Tecmo’s character creators always are. While the time-traveling element is fun from a historical perspective, I didn’t find Takechiyo’s journey is as compelling as Hide and Tokichiro’s was in Nioh 2 . The interpersonal drama and stakes in the previous game felt more moving to me. Images via Team Ninja Mechanically speaking, Nioh 3 starts in a peculiar manner. By default, Samurai style is incomplete, having only access to medium stance (don’t worry, that gets remedied very fast). On the flipside, Ninja style has access to all its basic mechanics from the get go. I found the first tutorial boss to be exceedingly tricky in Samurai style, until I tried in Ninja style and understood that the game was trying to teach me to appreciate both, and to change accordingly to the situation. In that sense, Nioh 3 is not necessarily an easier game than its predecessors, but it feels more approachable. Compared to previous entries, I didn’t feel like I had to commit to one weapon class, I was encouraged to experiment and swap freely. The name of the game is still all Koei Tecmo’s signature “masocore” challenge, but the new open-field structure, and the division between Samurai and Ninja styles introduces a deep level of choice and flexibility. These open-fields are composed of various regions, each one designed like various traditional Nioh missions, but adjoined and seamless. This means that the way you enter, discover, and approach some regions can be different on a player-by-player base. Oftentimes the game will set you on a linear path, but when you have the freedom to approach missions, it’s an interesting twist. The second region in particular is especially good at doing this with its main objective. Screenshot by Siliconera During my 70 hours with the game, I tried dual swords, odachi, and switchglaive for Samurai, and dual ninja swords, talons, and hatchets for Ninja style. I never ran out of weapon points and in fact had a surplus at all times. Being able to fully respec your character at almost any time is an amazing addition, but feels so necessary in retrospect. I feel like the new Ninja style is going to be divisive among Nioh veterans, depending on your preferred weapons. Nioh 3 is all about tradeoffs and compromises. Almost every mechanic has been reworked and expanded in some way. Ninja weapons don’t have access to stances, but are faster and deal more damage to enemies from the back. This lends Nioh 3 an almost Ninja Gaiden feeling that really clicked with me. In turn, this means that Ninjutsu is now an essential part of your kit. I was never a fan of Ninjutsu in previous games—preferring Onmyo magic—but I loved how it has been implemented here, especially the way you recharge your Ninjutsu by fighting. Meanwhile, Onmyo has been reworked to be attached to yokai Soul Cores. I understand why Team Ninja didn’t make a dedicated Onmyo tree this time around, and I actually appreciate it. Having so many options available doesn’t mean you’re overpowered. I still died a lot, but I feel like Nioh 3 reduces frustration by giving new ways to approach fights. As I played, I took a much more aggressive role in fights, going in to deflect, evade, and position myself in the most advantageous way to unleash combos, Ninjutsu, and magic. Screenshots by Siliconera Team Ninja has leveraged the studio’s years of experience to make Nioh 3 feel the most interesting out of any game in the series. Being accessible doesn’t mean that the game makes compromises with its intended audience. Nioh 3 can also be the studio’s most devilish endeavor. The inclusion of so many options and flexibility, both in combat and exploration, means that frustration is kept at a minimum in a genre known for its challenge, while maintaining the friction necessary for triumph to taste oh so sweet. Nioh 3 will come to PlayStation 5 and PC via Steam on February 6, 2026. The post Review: Nioh 3 Is Accessible and Ferocious appeared first on Siliconera .
SiliconeraFeb 4
Preview: Resident Evil Requiem Grace Sections Feel Thoughtful
Preview: Resident Evil Requiem Grace Sections Feel Thoughtful Capcom’s talked a lot about how the Grace Ashcroft segments in Resident Evil Requiem are designed to feel like more classic installments’ experiences and, I’d say that feels accurate after some hands-on time with the Switch 2 version . I got a chance to step into her shoes as she started to explore the Rhodes Hill Chronic Care Center. Even in these earliest moments, it felt like caution and thoughtful exploration proved critical to my survival. My demo session began with Grace strapped upside-down into bed in a room at the Rhodes Hill Chronic Care Center, with her blood being drained for an unknown reason. After she managed to free herself in a cinematic, I was thrust right into the unknown. The space seemed dilapidated and dated, with the initial spaces offering little answers. She was trapped in part of a floor with no immediate details about how to get forward beyond needing a fuse to open a gate. There were areas that seemed wrecked, but is that due to age or something else?  As with older Resident Evil games, these initial moments in Requiem meant exploration and constant checking rewarded me with insight. One door with cherubs on it was locked. Exploring around led to a key. While there was a fuse in one room, I’d need a tool to get it. However, there was a lighter in that room that made it possible to proceed further into an area that was previously too dark to explore.  https://www.youtube.com/watch?v=6a8gK0YdUpY Getting there led to the revelation that yes, even in these early moments Grace is in danger in Resident Evil Requiem . After opening that door, a dead, infected doctor’s corpse falls. It’s immediately eaten by a hulking, monstrous beast that then turns its attention to Grace. Running leads to the revelation that those holes in the ceiling from earlier would allow that entity to “fast travel” to surprise my avatar. After running a bit, I got away. However, that hulking menace remained on the floor, and that room I hadn’t gotten to explore yet held the screwdriver I’d need (and a helpful green herb) to get by. This early experience offered a chance to see the sort of level design Capcom put into Resident Evil Requiem. The creature stalking Grace pays attention to light and sound. Using the lighter? Dangerous! Moving a cart to reach the toolbox with the screwdriver I need that’s on top of a cabinet? It will make noise and the things on top of it will fall! However, there are things to help give Grace an advantage. There’s a window directly beside the area where I’d need to move the cart to reach the toolbox, so I could see if my enemy was moving down the hallway to reach me in that dead-end space. Both that room and the one in which this segment started out involve spots where I could put furniture between Grace and her opponent, so a dead-end would turn into a place where I could outmaneuver it.  More importantly, this slice gave me a chance to really see how Resident Evil Requiem runs on the Switch 2. It performed so well. It was fluid, with no delays or lag. Which is critical, considering how responsiveness is the key to keeping Grace alive when she’s being stalked. It looked fantastic, with the high level of detail allowing me to really appreciate how grotesque the hulking behemoth tracking my character was. The haptic feedback also felt quite appropriate. I would say that during this part, the third-person perspective felt most helpful since it was more helpful when keeping track of my enemy. But first-person view also looked good on the Switch 2.  From what I experienced, the Resident Evil Requiem Grace sections feel true to form and felt great on the Switch 2. It really makes you think and explore an area’s nooks and crannies for useful items, then follow certain steps to successfully escape and progress. Meanwhile, the level design also feels executed in a way to help you stay aware of what might be around you and evade opponents. Not to mention it seemed quite responsive on Nintendo’s console. Her segments seem like they could be a highlight.  Resident Evil Requiem will come to the Switch 2, PS5, Xbox Series X, and PC via Steam and Epic Game Store on February 27, 2026.  The post Preview: Resident Evil Requiem Grace Sections Feel Thoughtful appeared first on Siliconera .
SiliconeraFeb 3
Starsand Island Early Access Starts Next Week
Starsand Island Early Access Starts Next Week Starsand Island, a new farming and life sim from Sparkle Lab, is about to enter early access on two platforms. People on PC and the Xbox Series X will get to start playing it on February 11, 2026. Others will need to wait until Summer 2026, as the 1.0 launch that includes the Switch 2 and PS5 won’t happen until then.  Ahead of the reveal, Seed Sparkle Lab did explain what will be part of early access on Steam . All four seasons will be present. People will be able to go through the professions’ beginner and expert tasks, which will include 100 kinds of crops, 10 species of animals for ranching, over 100 kinds of marine life, 15 NPCs in town, bows as weapons, and the ability to craft machines and tools for farming, logging, and mining. More parts of the island are available, which includes three new spots to live. However, things like dating and multiplayer won’t be present until 1.0. It is unknown if the My Time at Portia crossover will be present in early access. There’s also a Starsand Island early access trailer , and that highlights some of the things we can expect from the initial PC and Xbox Series X launch. https://www.youtube.com/watch?v=8G7ps4PEp_M Here are the exact launch times for Starsand Island early access worldwide. Image via Seed Sparkle Lab Starsand Island will enter early access for the PC and Xbox Series X on February 11, 2026. A full launch that also includes Switch 2 and PS5 versions is set for Summer 2026. The post Starsand Island Early Access Starts Next Week appeared first on Siliconera .
SiliconeraFeb 2
Review: Dragon Quest VII Reimagined Shakes Up a Classic
Review: Dragon Quest VII Reimagined Shakes Up a Classic While the wait for Dragon Quest XII continues, Square Enix has kept the fires burning for the Dragon Quest series by remaking some of the earlier entries. First, the legendary Dragon Quest III was given the HD-2D treatment while largely retaining its original structure. Next, Dragon Quest I & II underwent a similar process while also dramatically expanding on the sparser bones of those pioneering RPGs. While one might have expected Dragon Quest IV to be the next game to be reissued, Square Enix decided to hop ahead to the PlayStation Dragon Quest game, Dragon Quest VII . We've had plenty of time to spend with Dragon Quest VII Reimagined to see what its new take has to offer players both returning and new. At the time Dragon Quest VII first released on the original PlayStation back in 2000, its five-year development time seemed quite lengthy. In Japan, expectations and anticipation ran equally high. The game met and exceeded that hype by most measures, going on to become the highest-selling PlayStation game in the region. When the game arrived in North America just over a year later, it was facing a very different situation. With Enix's original American offices having closed early in the 16-bit era, the mainline series hadn't seen a localized release since 1992. Dubbed Dragon Warrior VII for the West, the game struggled with being a humble-looking PlayStation RPG in a post-PlayStation 2 world. Screenshot via Siliconera Those who tackled the game came away with varying thoughts on it. Dragon Quest VII is a lengthy game relative to other RPGs of its era, with a slow initial build-up and lots of ways to get hopelessly far off-track. Its focus on a series of smaller vignettes over a strong over-arching plot ran against the popular grain of the genre at the time, and its systems could be rather complex. Some people loved these aspects, while others found themselves bouncing off of the game. When Square Enix made its first attempt at remaking the game via Dragon Quest VII for Nintendo 3DS, it attempted to address some of these issues. While preserving virtually all of the same events and most of the systems from the original, it was a brisker affair due to various additions and tweaks. Dragon Quest VII Reimagined goes further, and it's a very different game from the source material. It subtracts almost as much as it adds, and at times it feels like the opposite of what we saw with Dragon Quest I & II HD-2D Remake . It's a take that wants you to get lost less often and get to the exciting bits faster. Instead of the humble look of the original or using a throwback style, Dragon Quest VII Reimagined opts for a more modern presentation with diorama-like visuals. Its glasses are off, its hair has been styled up, and it's in the best threads it could find. Can it finally be the star of the prom? Screenshot by Siliconera It's a smoother experience than the previous versions of Dragon Quest VII . Many rough edges have been significantly sanded off, and a strong effort was made to reduce friction as much as possible. Getting lost is nearly impossible, as the game will always point you to where you need to go next. Important items will be marked on your map. You'll have your first battle much sooner. The job system is functioning right from the start of the game, though it still takes a little while before you can fully play around with it. Chunks of the world and the scenarios that go with them have been omitted. As an exchange, some things have been added to the story too. This is a version of Dragon Quest VII trying its hardest to please the crowd. Stepping back from my own personal feelings, Dragon Quest VII Reimagined is without question a good RPG. It's very smooth to play, and I think its snappier pace makes for a more immediately appealing adventure. Yet I can't help but feel it has sacrificed a lot of its original identity to achieve all of this. Newcomers will likely enjoy what they find here, and the fact that it's so different from the previous versions means that returning players have a reason to play it as well. It's an abridged take on the game, for better or worse, but it's certainly a well-made one. Dragon Quest VII Reimagined will come to Switch , Switch 2 , PlayStation 5 , Xbox Series S/X , and PC via Steam on February 5, 2026, 2026. The post Review: Dragon Quest VII Reimagined Shakes Up a Classic appeared first on Siliconera .
SiliconeraFeb 2
Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim
Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim There are games out there that serve as a means to step away from real life for a few hours and enjoy existing in a pleasant space, and the Animal Crossing -like Cozy Caravan is exactly that. It’s a life sim with the lowest possible stakes and cutest possible appearances. There’s no possible way to fail. However, as a result of that simplicity and relaxed approach, it can get a little repetitive and feel like there’s no real thought necessary to spread kindness in a community. That, combined with Apple Arcade exclusive content, means that Cozy Caravan can be fun, but might be best on certain platforms at the start. Cozy Caravan begins in the player’s hometown of Fellowood Acres, following a pretty extensive character creator that involves a variety of animal species. You’re a member of a Guild that goes from town to town, assisting people in different villages around Harvestvale to spread happiness and make their lives easier. This could involve cooking, crafting, finding folks who are lost, aiding farmers with crop care, and of course selling food at the weekly markets in different towns. By helping out, you get Guild Tokens to advance through the ranks and improve your caravan, increasing the range of things you can do. You also get to do things like dress up, customizing your avatar’s appearance. https://www.youtube.com/watch?v=eXs_ZwnT0vo Now, while Animal Crossing will probably be the first thing that springs to mind when it comes to Cozy Caravan , it’s only sort of like Nintendo’s famous life sim series. The priority here really does feel like traveling around the world, taking on quests, and heading to the weekly market. In a way, the gameplay loop almost reminds me of a mix between some older Atelier games and Story of Seasons: Grand Bazaar . People will ask for your assistance with an array of different type of tasks, leaning into a more quest-like situation. However, since there is also the sense of gathering food for the market and making NPCs happy, it brings Story of Seasons to mind too. Since personal caravan growth is tied to making the effort to cook things up and assist folks, there is a sense of accomplishment.  However, since there aren’t things like demanding material requests or stringent timelines, there isn’t really any challenge to Cozy Caravan . The only trouble I had sometimes involved occasionally finding out what to do next. But even then, it’s such a freeform and relaxed game, the answer usually comes from taking the time to explore and talk to more characters. Said folks are generally all adorable. The downside is, while the character designs are fantastic, they aren’t terribly deep. In that way, Cozy Caravan can feel a bit like Animal Crossing . I’m sure you’ll find favorite friends while on the road. But while they do make it clear they know your avatar and like them, it feels superficial and not a more deep friendship (or more) as in Story of Seasons .  Speaking of presentation, there is a Switch issue that I noticed comes up and is exacerbated by the stop-motion design direction in Cozy Caravan. It can feel like there’s a bit of lag when moving around and exploring the world. I did notice this is alleviated a tad by choosing to turn it off in the accessibility settings, making it run a bit better. However, I also saw that it performed a bit better and more smoothly on my Switch 2.  Images via 5 Lives Studio But there’s another way in which the Switch doesn’t feel like the ideal Cozy Caravan platform, and I brought that up earlier. There is Apple Arcade-exclusive content in the game. This adds the Pawcific Islands region to Harvestvale. In turn, it means new characters, quests, and spots to visit. 5 Lives Studio did confirm on the Steam Discussions forum for the game that it is a timed exclusive element. Which means if you have an iPad, that’s with a subscription is probably the best way to play at the moment.  Cozy Caravan is a very relaxed approach to a life sim that is never taxing, but an exclusivity arrangement means the Switch might not be the best way to play it right now. After that deal with Apple expires and some patches release, that could change! It is pleasant, but know going in that the relationships with characters never get too deep and, while rewarding, the daily routine is quite simple. Cozy Caravan is available on the Switch, PC, and mobile devices via Apple Arcade.  The post Review: Cozy Caravan Is a Casual Animal Crossing-Like Life Sim appeared first on Siliconera .
SiliconeraJan 31