Launched following last week’s Nintendo Direct, Super Kirby Clash is a free-to-play multiplayer game pitting multicolored Kirbys in medieval cosplay against massive bosses. I love the battles, but the game’s economy and endless upgrade cycle have me wondering how long that love will last.
Nintendo calls Super Kirby Clash a free-to-start game, which is a fancy way of saying free-to-play without actually saying it. Anyone with a Nintendo Switch can jump onto the eShop, download the game, and hop into its odd class-based action role-playing boss battles without spending money.
The game opens on a small, side-scrolling village. Here, the player, a proper pink Kirby, can shop for equipment, use the adventurer bell to receive gifts from other players, or embark on quests, either online with other players or offline with AI adventurers.
By quests, I mean battles. Players choose which of the game’s four character classes they wish to play as—Sword Hero, Hammer Lord, Doctor Healmore, or Beam Mage—and hop into an all-out melee against King Doo, Hornhead, Mr. Frosty, giant Waddle Dees, or any number of trademark Kirby foes.
The fights are a lot of fun, especially with four human players working together. The Sword Hero slices and shields while the Beam Mage casts slowing magic. Doctor Healmore drops puddles of healing magic. The slow-moving Hammer Lord swings its mallet for massive damage. When an enemy gets beaten down enough it drops four shards, one for each player, that when collected trigger a quick mini-game that brings a massive meteor smashing down on their foe.
Super Kirby Clash isn’t quite as engaging outside of battles. The game runs on a currency called Gem Apples, and it never lets you forget that. Gem Apples are used to unlock quests. Gem Apples are used to purchase equipment and unlock character enhancing perks. If your party runs out of time in a fight or everyone gets knocked out, Gem Apples can be spent to revive everyone.
There’s a tree in the village where players can harvest Gem Apples twice a day. Leveling up the tree causes it to drop more Gem Apples when harvested. Guess how to level up the tree. That’s right, buying more Gem Apples.
Then there is the game’s upgrade cycle. Players fight battles and complete quest goals to increase their Heroic Rank. Increasing one’s Heroic Rank unlocks more powerful gear and raises the maximum level the player can reach. New weapons and equipment cost a combination of resources earned through quests and Gem Apples (of course).
Quest, level, buy new equipment, quest, level, repeat. I’ve been playing Super Kirby Clash for days and I see no end to that cycle.
I still enjoy the battles. I’ve seen others complain of horrible connection lag but have only experienced it once out of a couple dozen online fights. I’m still getting a kick out of seeing all of these colorful Kirbys waddling around swinging swords and casting spells. It’s like the most adorable LARP ever. I just can’t help wondering how long until the charm wears off.
Update 9/10 11 AM: As several commenters have mentioned, this is an enhanced port of Team Kirby Clash Deluxe for the 3DS, which came out in 2017 when I wasn’t looking. Poor 3DS.
After years of wishing and hoping, Nintendo finally added a selection of Super Nintendo games to its Switch online service. Which of the 20 classics should you play first? We had Kotaku’s resident old men, Chris Kohler and Mike Fahey, Statler and Waldorf together a ranked list.
20. Super Soccer
Chris Kohler: I played this for a minute.
Mike Fahey: Same. I played for a minute, got two fouls, felt very American.
Chris: The opposing team got the ball, started running it toward my goal, and I realized all too late that I had no idea what buttons did what.
Fahey: Which is exactly how real soccer works.
19. Super Tennis
Fahey: I do understand tennis. This is definitely tennis.
Chris: Yes. This one I got the ball over the net a couple times.
Fahey: I appreciate the use of Super Nintendo’s Mode 7 graphics to turn the court around once per match.
Chris: That’s a model of restraint.
18. Brawl Brothers
Chris: There are a lot of great side-scrolling beat-em-ups on the SNES. This is not one of them.
Fahey: It reminded me of several good ones, so much so that I had it higher in my list. Then I played it again.
Chris: It’s not much to look at, the controls are stiff… it doesn’t have the personality of a Final Fight. Where’s Final Fight? Oh, it’s on the Capcom Beat-Em-Up Bundle. Where’s Final Fight 2, then?
Fahey: In the hearts of little children everywhere.
17. Super E.D.F. Earth Defense Force
Fahey: Talk about a misleading title.
Chris: Yeah, if you were thinking this was going to be about killing giant ants, I have bad news.
Fahey: That a game could make me feel bad about a lack of spiders is an amazing feat.
Chris: It is a competent side-scrolling shooter. Again, though, not much personality.
Fahey: We’ll get to good games soon, I swear.
Chris: We’re there now!
Fahey: This is certainly a game that people love a great deal. I still love its look, if not its feel.
Chris: Yeah, F-Zero never really grabbed me. Not sure why.
Fahey: I liked the Gamecube version much better. Until the virtual console gets Gamecube games, we have this.
15. Joe & Mac 2: Lost in the Tropics
Fahey: Here is a game I did not remember enjoying, but I’m having fun with it now. Maybe I’m growing up?
Chris: Maybe you appreciate the slow-paced leisurely island lifestyle more now that you’re a parent.
While the original was a straightforward port of the arcade game, this is a console exclusive with more adventurey elements. It’s fun although it’s not quite as exciting as the first one.
Fahey: Or dinosaurs. My kids love those dinosaurs. Either I am older and more mature or I am projecting. Either way, mildly better than those other four.
14. Stunt Race FX
Chris: I had never played this back in the day but I’m fascinated with how they pulled off a polygonal racer on the SNES.
Fahey: It was too slow for me back when it came out, and I was too shallow to appreciate the technical achievement. Now I gawk at it in wonder.
Chris: It has charm. The cars have eyes.
Fahey: Proper headlight eyes, none of this Pixar windshield eyes BS.
Chris: 10 FPS means you have time to appreciate each frame as it goes by.
13. Star Fox
Fahey: Is this the one with the furries?
Chris: ‘Tis. And I think again the personality of the characters and the design helps smooth over the fact that as an early polygonal game, it’s pretty choppy.
Fahey: I do love the characters. And I remember being blown away by what the Super FX chip could do. They basically installed an extra GPU inside the game cartridge. That’s amazing.
12. Super Ghouls ‘N Ghosts
Chris: They keep re-releasing this and I keep playing the first minute of it only to realize the only way I’m going to get past the first minute is to make mastering this game a second career.
Fahey: I just choked on a delicious beverage. This is another game that was much higher on my list until I played it. Still love the look and the terrain morphing.
Chris: Yeah, the music, the graphics, the tech is all so beautiful! It is an appealing game. And then everything about it is designed to murder you relentlessly. I’m too old for this.
Fahey: It will always be the fastest I’ve ever gotten naked. Can’t take that away.
Fahey: You’d think there’d be more non-sim games about casually flying. Aren’t we humans always dreaming about this stuff?
Chris: It’s just this side of being a glorified $60 tech demo for the SNES’ sprite rotating and scaling ability, and yet it’s still super fun. You’re right, the “casual flight” genre is not particularly robust.
Fahey: I am surprised we aren’t playing the latest Pilotwings game on our Switches right now. This will have to do.
10. Kirby’s Dream Land 3
Chris: I forgot to play this. This is good, right?
Fahey: As a fan of everything Kirby, it is indeed good. It’s still too early a game for Kirby to transform into different forms based on which powers he’s using, but the mechanics are all present and accounted for.
Chris: OK. I assumed.
Fahey: KIRBY FOR LIFE!
9. Demon’s Crest
Fahey: Look at us in the single digits, and with a Ghouls ‘n Ghosts spin-off no less.
Chris: It’s all the beautiful animation, art design, music, etc. from Ghouls ‘n Ghosts except you actually have a life bar and mobility and half a chance of winning. This is a very good action game with RPG elements.
Fahey: I remember peeing a little when the dragon peeked through the bars during the game’s opening sequence. In my defense, I was just a young boy of *checks release date* err, 21. Maybe I was drunk.
8. Super Puyo Puyo 2
Chris: It’s Puyo Puyo, which is a good thing.
Fahey: What I love most about Super Puyo Puyo, aside from its Puyo Puyo-ness, is it opens with an anti-AIDS message.
Chris: I saw that! That’s awesome. This particular edition is well-liked for having four-player support. At this point I’m sure you have four Switch controllers.
Fahey: And some of them work!
7. Breath of Fire
Fahey: It’s no Chrono Trigger. It’s none of the Final Fantasies. If I had to pick a turn-based Super Nintendo role-playing game that was not either of those, this would easily be fourth or fifth on my list.
Chris: And yet, where are the Chrono Triggers and Final Fantasies? Certainly not here. So it falls to plucky Breath of Fire to fill the void. I mean, it’s pretty good though.
Fahey: Oh yes, I will happily take Breath of Fire any day. Hell, it’s time for a new, non-free-to-play mobile sequel. I’m sure Capcom is totally on top of that.
6. Super Mario Kart
Chris: When I read the words “Super Mario Kart,” the soundtrack just starts playing in my head immediately.
Fahey: My trigger fingers starts me a-hopping. It’s like F-Zero for people with taste.
Chris: I wish it had four-player balloon battle mode, but I’ll just have to live without it.
Fahey: One day there will be a Mario Kart game with that mode, Chris. One day.
5. Kirby’s Dream Course
Fahey: Now we are talking. For all of the excellent platformers and free-to-play four-player Switch battle games out there, Kirby as a golf ball is the most charming Kirby of them all.
Chris: Oh man, this is still the best golf game ever. So clever. You know, a prototype of the unreleased pre-Kirby version of this, called Special Tee Shot, was just dumped. Would be cool if Nintendo put the final version of it on this service.
Fahey: Maybe they will include it in the modern version of Kirby’s Dream Course secretly being developed inside my head.
4. Super Mario World
Chris: I remember when this came out on the Wii U and it was like, ah, finally, a game to play on my Wii U.
Switch has a few more games though.
Fahey: A couple, yes.
This one was tough for me. I feel like Yoshi’s Island and Super Mario Land are constantly duking it out inside my head.
Chris: Yeah, this one is still a fantastic Mario game, but in the fullness of time you can see that it’s not quite as ambitious as Yoshi’s Island.
We’re splitting hairs at this point though.
Fahey: And spitting eggs.
3. Super Mario World 2: Yoshi’s Island
Fahey: In the battle between more Mario and something cool and new, cool and new won.
Chris: We’re deep into “masterpiece” territory now. Playing it again, you can see that the art design still looks fantastic. And that music!
Fahey: It’s ageless, like you.
Chris: Yoshi’s Island will be here after we are all gone.
2. The Legend of Zelda: A Link To The Past
Chris: I think this is still the best old-school formula Zelda. Prove me wrong.
Fahey: Do I have to?
Fahey: I would go as far as saying that A Link to the Past is my favorite Legend of Zelda game. The modern 3D stuff has its own flavor. I like 2D better.
Chris: You don’t need to qualify this with “Well, you see, at the time this was released…” — it just holds up. You could put this on a cartridge and sell it (although I’ll glady take it as part of a super cheap yearly subscription instead)!
1. Super Metroid
Fahey: The closest thing we had to a huge disagreement on placement in the rankings, solved by ten minutes of playing this legendary game.
Chris: It is the best Metroid. If you’ve played any other Metroid game and thought, oh, this is cool, but you haven’t played this—this is better.
During these dark times of difficulty discourse—in which brothers tear down brothers and Sekiro purists get memed to heck and back—hit platformer Celeste stands out as a bastion of both brutality and accessibility, pushing players to the limit with devious level design but also allowing them to dictate the terms of engagement with a multifaceted assist mode. That said, people have been overlooking the greatest assist mode of all: being Kirby.
Ingesteis a free experiment from Ex.ult Videotainment that mashes up Celeste with Nintendo’s eternally joyful pink puffball, Kirby. Specifically, the project puts Kirby into the original 2015 version of Celeste, the first iteration of the game that Matt Thorson and company would eventually turn into last year’s beloved mini-masterpiece. The idea started as a joke during a podcast hosted by members of the Ex.ult team and then evolved into a new spin on Celeste’s tale of climbing a mountain as a metaphor for overcoming anxiety.
“We’ve been talking about [cartoon] Kirby: Right Back At Ya! and were struck by a scene in which Kirby falls asleep while fighting,” wrote Ex.ult on Ingeste’s Itch.io page. “Metaknight says that Kirby’s freedom from anxiety is his greatest strength. We were like, ‘Whoa! That reminds me of the feather scene in Celeste. Wouldn’t it be funny if…?”’And then we realized it was actually a cute and thematic idea, and put it together over a few weeks as a side project.”
Unlike Celeste’s main character, Madeline, Kirbybegins his journey as a void of anxiety—and also just a bottomless void in general. As you’d expect from a game featuring Kirby, Ingeste is pretty easy. Most of the time, you just need to float upward or sideways into various spike-covered corners if you want to collect optional strawberries. Spring boxes, dream blocks, and other vestiges of Celeste’s design remain, but Kirby obliviously floats right past them to the beat of a fun, flighty cover of one of his own games’ songs. I finished the whole thing in about 20 minutes. Still, I was amused, especially after beating my head against many portions of the full version of Celeste last year.
While Ingeste is kind of a joke, Ex.ult hopes that it helpsfurther drive home Celeste’s central idea.
“Madeline’s journey to work with herself, rather than against herself, has meant a lot to us,” wrote Ex.ult. “The generous Assist Mode shows us there’s no wrong way to make it, and that it’s cool to play games in whatever way you like.”
The early 2018 Switch game Kirby Star Allies improved a lot over the past year thanks to a stream of free downloadable updates. Some significant parts of those updates weren’t originally planned, according to the game’s developers at Kirby studio HAL.
HAL’s chief creator, Shinya Kumazaki explained the process of expanding the game to me in an e-mail interview, saying the whole offering was designed to keep people playing and to “keep long-time fans happy.” Along the way, some of their plans changed.
A planned roster of additional playable characters morphed as HAL’s designers decided which favorite buddies and villains to reintroduce from past Kirby games. The final update’s multi-hour Heroes In Another Dimension bonus campaign was a new idea, a switch from an initial plan to simply add more levels to expand the existing story.
“Even though planning is very important when it comes to designing a game of this magnitude, we also value the ideas and discoveries that come up day-to-day, but don’t get a chance to emerge by simply following the plan,” Kumazaki said. “The last update added Heroes in Another Dimension, which is something that came from one of those ideas.
Kirby Star Allies’ downloadable bonus campaign, Heroes In Another Dimension, challenged players to clear levels and collect hearts using the special abilities of a huge roster of franchise characters, many of them also added to the game post-release.
“We originally considered adding a new planet to the second half of the Story Mode, but we figured players might enjoy having an additional game mode even more, and we could reveal more of the story that way.”
As it becomes the norm for games to have extensive post-release content updates, veteran developers and the longstanding series they work on face the challenge of pleasing fans with expansions. Developers need to be careful that what they give players is exciting and interesting while avoiding giving the feeling they withheld cool stuff from the main game.
For Star Allies’ expansion, the initial idea was to use the DLC to add more of a celebration of the Kirby series’ long past.
Kumazaki and his team looked at heroes and villains from earlier Kirby adventures that they could add to the four-character teams that Star Allies players use to run and fight through the game’s levels. Initially, they worried whether it was narratively consistent to add certain characters but abandoned those concerns by deciding Kirby would just summon them magically using a Dream Rod. The additional buddy characters, as well as a few available in the game when it launched, would be called Dream Friends.
“There were more than a few times when we thought it would be difficult to include certain characters when taking the past stories into consideration,” Kumazaki said, “but we got past that kind of rigid thinking early on. Focusing on the story would immediately close the door to going on adventures with these characters.”
Through the updates, they added the likes of the villainous Marx from Kirby Super Star, Daroach from Kirby Squeak Squad and Susie from Kirby Planet Robobot. They added 10 characters overall. Adding new characters to the game created new challenges. On the happier end of things, they had a breakthrough by figuring out how to pair the painter Adeleine and the fairy Ribbon who appeared together in Kirby 64 as a single playable tandem.
HAL had to leave some beloved characters out. Prince Fluff from Kirby’s Epic Yarn didn’t make it in, for example, and there were more. “There were other characters that we wanted to make special guest appearances, like Drawcia, Elline, Shadow Kirby, Galacta Knight, and so on. But we established a certain rule for our selection process. The rule was to select one character from each title in the main action games over the years, the so-called core Kirby games, the equivalent to numbered sequels.”
Everyone plucked from older games is a custom character with their own special moves. They’re elaborate additions and their popularity seems to have influenced the change to how HAL expanded the game’s campaign. Kumazaki said that the new characters and the allied characters in general had proven surprisingly popular and influenced the team to make the Heroes In Another Dimension campaign, which plays differently than the main Star Allies campaign. In Heroes, players are required to play as specific Kirby ally characters, including the DLC ones, one at a time, learning and using each one’s custom abilities to overcome obstacles and, optionally, to solve environmental puzzles to collect hearts. It was overseen by the game’s level design director Hiroki Endo. “The main focus of this mode is on collecting,” Kumazaki said, “and the difficulty level depends on whether you want to collect everything, meaning that a wide range of players can enjoy going on adventures with the Dream Friends.”
HAL added a lot to Star Allies over the year, including the characters, the new campaigns, and new collectable pieces of art, more background music from earlier games and bonus stages to another mode in the game. It’s made the game both better and more substantial.
As bountiful as all the additions are, they also accentuated Star Allies’ relative brevity at launch. The game had a lot of levels but could be dashed through quickly. Its mini-games were shallower than those in other recent Kirby games and the overall package, judged by the series’ past generous standards, felt surprisingly trim to some players (including me, as I noted in my review). I asked Kumazaki if this was because the developers knew they’d be adding to the game post-release.
In his reply, he sidestepped the implication that the DLC plan could have influenced the game’s length. He said that Star Allies had a lot of levels, but acknowledged people could get through them quickly. The team’s goal for this game, he said, “was more to balance the game so it moves ahead at a good pace, and progress comes more briskly than usual. I’m conscious about wanting to have more players get to see the ending when I’m creating a Kirby game.”
“I’ve felt that each new Kirby game gets slightly more difficult and sprawling than the last,” he added, “So from that perspective, we took another look at the origin point of the series, and set our sights on developing a game where even young children who have never played a game before would be able to stick with it and progress through the story, and would completely lose track of time while playing, just like we all did when we first met Kirby as kids in Kirby’s Dream Land.”
Kumazaki seems as pleased as many Kirby fans with how Star Allies’ season of free DLC went. The game is better for it, and so too is HAL, he said: “Of course, it wasn’t easy realizing all these updates. But because of them we felt like we went through this game’s launch with fans four times, including the original release date, which is also a new sensation.”
So, given the inevitability of there always being new Kirby games, will they make another that is supported by a year’s worth of additional updates? “There’s nothing I can say about that at the moment,” Kumazaki said, “but I think we’ve learned a lot from our experience in developing in HD, creating 4-person multiplayer and a lengthy development cycle as we updated the game. I’m confident they made the Kirby Team here at HAL Laboratory even stronger!”
I recently contacted Nintendo to see if I could get an interview with the Kirby development team. To my surprise, they replied by offering three interviews. During one of them, I asked what Kirby’s feet look like and the reply was another swerve.
“It’s definitely a unique question,” Shinya Kumazaki, chief creator at Kirby studio HAL Laboratory, said over email. “I couldn’t help laughing a bit. But I’m afraid the mysterious composition of Kirby’s body is top secret.”
I’d wanted to know because an unofficial online comic strip went viral in 2017 after it dared to depict Kirby with human feet. Kirby always wears shoes in his many, many games, and many of us hadn’t considered what’s under them until seeing that unexpectedly disturbing comic.
I’d hoped we’d get another Nintendo mystery solved, like the one about whether Mario was originally punching Yoshi (he was) or whether that thing on Toad’s head is a hat (it’s not).
Sadly, Kumazaki wasn’t going to end the mystery, though he wasn’t quite done answering.
“I would like to talk a little bit about designing the running animation where Kirby’s feet kick out into the air while running across the ground,” he said. “Kirby’s body is uniquely shaped compared to us humans, but the animation we designed is reminiscent of movement that’s not so different from humans walking. It was created based on the idea of a human running energetically, with the thighs, knees, and ankles invisible, but nevertheless accounted for.”
“That concept has been used in drawing the movement of Kirby’s hands and feet ever since Kirby was made up of pixels,” he said. “So maybe rather than getting hung up on Kirby’s soft round body, picture a lively child running around a wide meadow, then take another look at how Kirby’s feet move!”
Ok, so we don’t know what Kirby’s feet look like, but we now know that he at least in spirit has thighs, knees and ankles. That’s something.
I’ll have more from my interviews with Kirby’s creators in the coming days. We talked about more than just Kirby’s feet.
Nintendo’s omnipresent Kirby character almost always inhales his enemies. He did it in his first game, Kirby’s Dream Land. He did it in his Switch debut, Kirby Star Allies. He does it in Smash Bros. He just doesn’t do it in Kirby’s Epic Yarn, the 2010 Wii game remade and released today as Kirby’s Extra Epic Yarn for 3DS. Why? The game’s explanation is that Kirby has a yarn stomach, something the developers thought surprisingly deeply about.
Making Kirby out of yarn “means outlining the character with yarn, so the stomach would be hollow and enemies would just fall out after being inhaled,” Etsunobu Ebisu, the longtime producer on the Kirby yarn games, explained to me over email. That’s a logical answer, if an initially confusing one. Enemies would fall out of a hollow stomach? That matters in a medium in which a little video game man can double his size by eating a single, large mushroom?
Ebisu’s answer makes sense, though, if you think about Kirby’s Epic Yarn as a yarn game first and a Kirby game second. That’s technically what it was. The game was largely created by Good Feel, a studio founded in 2005 that initially planned to make a yarn game with an original character.
“When discussing designs for a new action game, we often start with the player’s abilities,” Ebisu said. “But for this project we took a different direction and started to discuss and pitch ideas from the structural and environmental perspective. From there, we figured out how the world would play by going over things like what the world would be like if it was made of yarn, how that would differ from a normal world, and whether there’s anything that can be done only because of the yarn.”
In the summer of 2009, Ebisu recalled in that interview, Nintendo and its partners at longtime Kirby development studio HAL Laboratory suggested making the yarn game a Kirby game. Iwata admitted some guilt over that call.
“As the ones who made the suggestion, we thought that the game would be easier to make if you could borrow the already established world of Kirby, which we thought was compatible with a world made of yarn,” Iwata said in that 2010 interview. “We were, however, a little worried about trampling on the feelings of people who had wanted to create an entirely original game.”
As it turned out, the Good Feel developers liked the Kirby suggestion but just couldn’t appropriate Kirby’s signature move. The whole point of their game was to make it look like it was occurring in a world made of yarn. It just didn’t make sense to the developers to have Kirby, rendered as a circle of yarn, inhale his foes.
“In response, we created the basic ‘pulling’ ability for the yarn characters,” Ebisu told me. That pulling ability basically means Kirby sends out a lash of yarn that grabs an enemy and unravels them into loose strands that fall to the ground. “We thought that this would fit the game, so we consulted with HAL Laboratory about Kirby’s ability in this game being to pull, rather than inhaling. HAL Laboratory understood that the hollow stomach meant air would just leak out even if inhaled, and kindly accepted our proposal,” Ebisu said.
The idea that Kirby’s hollow stomach couldn’t even inhale air is referenced in Epic Yarn’s opening cutscene as the yarn-transformed pink protagonist tries to suck in an enemy only for the air to pass through his new body.
In the 3DS Extra Epic Yarn remake, Kirby can also find power-ups that give him abilities such as a sword strike, appropriating moves that he gains in other games by inhaling enemies. The remake also adds some new sidescrolling mini-games and a special “Devilish Mode” that makes all of the main adventure’s levels harder by essentially having an invincible enemy stalk you. The core of the game is still the same, though. It’s a great-looking sidescroller that dazzles with its yarn effects while it deviates from the Kirby canon, because in this one, at least, Kirby keeps his stomach empty. It wouldn’t look right, otherwise.
Devil May Cry 5 is almost here and ready to slice up some demons. I played the demo and had a good time. I’ve never been a huge Devil May Cry fan, but I might check this latest game out. I like games where I can grab arms and use them as weapons!
I feel like anytime I see folks talking about Devil May Cry on the internet it boils down to three things: DMC sucked, DMC was great and did you know the first game was originally a version of Resident Evil 4? I played some DMC back when it first came out and wasn’t blown away, but I also don’t think it deserved the tidal wave of hate it got. This is a series about demons and swords and motorcycles. It’s dumb. Relax folks and just enjoy the dumb.
The new Devil May Cry is probably the biggest release this week, the majority of other releases are smaller games or ports. For baseball fans who don’t own a PS4 R.B.I. Baseball 19 is here to give you some baseball action. Left Alive is also coming out this week on March 5, for those who crave some mech action. Finally, there’s a new Kriby game coming out! And it’s for the 3DS! Which is wild. That thing is still going. Good job 3DS!
Plus other stuff! Check out the list below:
Monday March 4
Old Man’s Journey | Xbox One
Black Desert | Xbox One
Doom & Destiny | PS4
Grits Racing | PC, Mac
Gekido Kintaro’s Revenge | PC
Tuesday March 5
Unknown Fate | Switch
12 Is Better Than 6 | Switch
The Occupation | PS4, Xbox One, PC
Left Alive | PS4, PC
Eternity The Last Unicorn | PS4, PC
Beat Cop | PS4, Xbox One, Switch
Attack Of The Earthlings | PS4, Xbox One
R.B.I. Baseball 2019 | PS4, Xbox One, Switch
Move Or Die | PS4
Pillar | Switch
Bard’s Gold Switch Edition | Switch
Darkest Hunter | Switch
Nano Driller | PC
Space Bound | PC
7th Sector | PC
Wednesday March 6
Crimson Keep | PS4, Xbox One
Undead Horde | PC
I And Me | Xbox One
Overload | Xbox One
Gungrave VR | PC
Bassline Sinker | PC
Vignettes | PC, Mac
Thursday March 7
Braveland Trilogy | Switch
Hard West | Switch
Ghoul Boy | PS4, Switch
Valley | Switch
The Wild Age | PC
Friday March 8
Kirby’s Epic Yarn | 3DS
Devil May Cry 5 | PS4, Xbox One, PC
Assault Android Cactus | Switch
Verti-Go Home! | PS4
Shellshock Live | Xbox One
Monument Builders Rushmore | Switch
Paperbound Brawlers | Switch
Rogue Star Rescue | PC
Trash Time | Steam VR, Oculus Rift, Windows Mixed Reality