Couple of games we're playing right now
Sep. 24th, 2026 11:58 pmThis month saw two titles drop that we'd been anticipating. The first is Graveyard Keeper 2, the sequel to a beloved slow-life sim that's been around on Steam (where the first game is free). We played the first game a couple of years ago because it is also included on Playstation Plus. The second game is a direct follow-up of the first, following our hapless protagonist transported to another world mired in dark-humoured, Eastern European medieval fantasy chic. It's like Harvest Moon for weirdos. Or...uh, if I have to use a games millenials might recognise, Stardew Valley, but your job is burying people.
You: How the fuck is that remotely like Stardew Valley?
Me: If you set aside the talking skull, witch burnings, cannibalism, necromancy, irreverence for organised religion and rude treatment of corpses...
You: <dead eyes>
Me: There's farming! And fishing! And crafting!
You: Oh, yeah? What do you craft? Gravestones and iron maidens?
Me: <furtive glancing about> What? No, no. Perfectly normal hammers and nails. And bookshelves.And zombies.
You: <dead eyes>
Me: There's also cooking! You can brew your own beer!
Seriously though, it's the kind of game you pull up at the end of the work day when your brain is frazzled and you just want to grow some carrots and slowly chisel (perfectly non-deadly) weeping angels. It's a weirdly pleasant and soothing, even wholesome.Just ignore for a second my idea of wholesome could be completely broken.
The other game we've been playing is something we anticipated, saw the trailer for, played the demo for, and lost about 60% of our motivation about, yet got anyway because we really want them to keep making this game. That would be Brigandine: Abyss. Back during COVID, the previous instalment, Brigandine: Runersia, fell out of the sky one day and blew us away with its lovingly-crafted, epic grid strategising. It felt very much like a homage to classic grid-based tactical RPGs. We bought it after being blown away by the beautiful painted cover art and seeing it was an SRPG, which was facing a series of lean years at the time. Then we were blown away by the amount of detail in the game's world-building and the strategy gameplay itself.
We, or at least I, spent the first week of playing Brigandine: Abyss while talking smack about it. The major reason was the art. Runersia's art looked like painted character illustrations ready for their own fantasy collectible card collection. Sure, the way chests were drawn on men and women was distracting, but in the realm of slightly pervy fantasy art, they were still well-drawn distractions. Abyss's art is generically anime-style. We're talking so lo-fi, it reminded me of the bland illustrations you'd find in an early 2010s Compile Heart game, back when they were putting out RPGs every minute. 50 or so hours of playtime later, I've adjusted with lingering bitterness.
Brigandine games usually revolve around controlling one of a handful of factions to conquer a continent. The real meat of the titles is the unique storyline of each playable faction, and in particular, the vast array of recruitable NPCs you can gain as leaders for your army of monsters. These NPCs are often quirky characters in themselves. Each comes with a unique biography you can read, and many of them are interconnected with each other, encouraging you to find and collect their counterparts if you can. In Runersia, the game actively encouraged you to do this by making it an in-game achievement, rewarding you with hidden cutscenes locked to hitting events or playing specific factions, as well as personal conversations if you got two connected characters together on the battlefield. Abyss hard-locks these interactions only with characters from within the same factional storyline, saving none for "independent" NPCs any faction can recruit or even NPCs from other storylines. The loss of interactivity was a big bummer because collecting those stories became kind of a side-obsession between us when we tag-teamed Runersia. Implied character connectivity is still there in the NPC biographies, and I still take the time to read them, but there's a lot of missed potential. Runersia had only six factions but over 100 recruitable NPCs. Abyss has 24 factions and also about 100 NPCs, with five playable factions in story mode. We joked that they made the five most boring factions the ones with main storylines. I'm going to say this upfront, I wouldn't play Brigandine: Runersia or Abyss for the writing quality. However, each of Runersia's factions had some kind of dark or weird twist to them that was worth finding out. And after each playthrough, I honestly cared for the guys I was helping take over the world. The first faction I played in Abyss, the Pandemyuon, started out promising as the faction run by a mad scientist and his experimental hybrid warriors, only to immediately become a hackneyed plot about a runaway experiment finding redemption with a saintess. I grimaced through the bad web novel dialogue just hoping something better would happen and it did. The story has many cheesy flaws, but it still put up a plausibly interesting tale of freaks getting redemption and justice. There is a twist, an actually great one. However, the way that twist was resolved still leaves me wishing the ideas they were throwing into the hat would sometimes be less predictable. It does give me tentative hope for the other factions though.
Now, I spent the first week of Brigandine: Abyss talking smack about it while we tried to eke even part of the cost back in playtime by starting a playthrough for every single playable faction. We spent the first week talking smack about this game, and still played it consistently on our non-MMO off time since it came out, which might tell you...this thing is an addictive horror of one-more-turns. We play Brigadine: Abyss more than Star Wars Zero Company, which came out the same day, is made by the people who rebooted X-COM and is basically X-COM in shiny Star Wars skins. Do we regret buying Abyss at present? No.
We started out on Normal difficulty and found it actually rather challenging. Each faction has genuine strengths and weaknesses starting out, and they're not built to be balanced or ever powerful at the beginning. Some factions are definitely more unfortunate than others. I mean, for my second playthrough, I decided to pick up the faction where your starting hero NPCs are literally two fairies and a little girl. Unlike the vast majority of power-fantasy light novels out there, a little girl punching a ninja with her wee balls of light is not great at Level 2. I started my second playthrough on Hard difficulty because I'm difficult. It is noticeably harder. I can't tell you if the hit rate is necessarily worse with the higher difficulty setting because the hit rate at the start of the game is just that bad in general. Enemy units do seem harder to hurt and they do hurt you a lot harder in turn. My experience with Runersia and Abyss's enemy AI is that they're always set to absolutely not attack you until you are within attack range. It is hard, but not impossible, to bait them. Abyss's AI has this weird thing going where enemy casters will stand behind other units and meteor your side to bits like you'd expect, then the healer will just walk up and slap you. At full MP. The dev has apparently said they intend to provide support for their international release, so I'm hoping stuff like this gets patched. It's a great exploit in a hard fight, but man, it's cheap.
So yes, lots of flaws and still a pretty darned fun, addictive distraction. It probably is easier to come into this game if you haven't played Runersia, since that will spare you the jarring difference in art quality. Read the damn NPC bios, the little stories they tell can be more meaningful than the main characters in the factions. Collect your mercs!
You: How the fuck is that remotely like Stardew Valley?
Me: If you set aside the talking skull, witch burnings, cannibalism, necromancy, irreverence for organised religion and rude treatment of corpses...
You: <dead eyes>
Me: There's farming! And fishing! And crafting!
You: Oh, yeah? What do you craft? Gravestones and iron maidens?
Me: <furtive glancing about> What? No, no. Perfectly normal hammers and nails. And bookshelves.
You: <dead eyes>
Me: There's also cooking! You can brew your own beer!
Seriously though, it's the kind of game you pull up at the end of the work day when your brain is frazzled and you just want to grow some carrots and slowly chisel (perfectly non-deadly) weeping angels. It's a weirdly pleasant and soothing, even wholesome.
The other game we've been playing is something we anticipated, saw the trailer for, played the demo for, and lost about 60% of our motivation about, yet got anyway because we really want them to keep making this game. That would be Brigandine: Abyss. Back during COVID, the previous instalment, Brigandine: Runersia, fell out of the sky one day and blew us away with its lovingly-crafted, epic grid strategising. It felt very much like a homage to classic grid-based tactical RPGs. We bought it after being blown away by the beautiful painted cover art and seeing it was an SRPG, which was facing a series of lean years at the time. Then we were blown away by the amount of detail in the game's world-building and the strategy gameplay itself.
We, or at least I, spent the first week of playing Brigandine: Abyss while talking smack about it. The major reason was the art. Runersia's art looked like painted character illustrations ready for their own fantasy collectible card collection. Sure, the way chests were drawn on men and women was distracting, but in the realm of slightly pervy fantasy art, they were still well-drawn distractions. Abyss's art is generically anime-style. We're talking so lo-fi, it reminded me of the bland illustrations you'd find in an early 2010s Compile Heart game, back when they were putting out RPGs every minute. 50 or so hours of playtime later, I've adjusted with lingering bitterness.
Brigandine games usually revolve around controlling one of a handful of factions to conquer a continent. The real meat of the titles is the unique storyline of each playable faction, and in particular, the vast array of recruitable NPCs you can gain as leaders for your army of monsters. These NPCs are often quirky characters in themselves. Each comes with a unique biography you can read, and many of them are interconnected with each other, encouraging you to find and collect their counterparts if you can. In Runersia, the game actively encouraged you to do this by making it an in-game achievement, rewarding you with hidden cutscenes locked to hitting events or playing specific factions, as well as personal conversations if you got two connected characters together on the battlefield. Abyss hard-locks these interactions only with characters from within the same factional storyline, saving none for "independent" NPCs any faction can recruit or even NPCs from other storylines. The loss of interactivity was a big bummer because collecting those stories became kind of a side-obsession between us when we tag-teamed Runersia. Implied character connectivity is still there in the NPC biographies, and I still take the time to read them, but there's a lot of missed potential. Runersia had only six factions but over 100 recruitable NPCs. Abyss has 24 factions and also about 100 NPCs, with five playable factions in story mode. We joked that they made the five most boring factions the ones with main storylines. I'm going to say this upfront, I wouldn't play Brigandine: Runersia or Abyss for the writing quality. However, each of Runersia's factions had some kind of dark or weird twist to them that was worth finding out. And after each playthrough, I honestly cared for the guys I was helping take over the world. The first faction I played in Abyss, the Pandemyuon, started out promising as the faction run by a mad scientist and his experimental hybrid warriors, only to immediately become a hackneyed plot about a runaway experiment finding redemption with a saintess. I grimaced through the bad web novel dialogue just hoping something better would happen and it did. The story has many cheesy flaws, but it still put up a plausibly interesting tale of freaks getting redemption and justice. There is a twist, an actually great one. However, the way that twist was resolved still leaves me wishing the ideas they were throwing into the hat would sometimes be less predictable. It does give me tentative hope for the other factions though.
Now, I spent the first week of Brigandine: Abyss talking smack about it while we tried to eke even part of the cost back in playtime by starting a playthrough for every single playable faction. We spent the first week talking smack about this game, and still played it consistently on our non-MMO off time since it came out, which might tell you...this thing is an addictive horror of one-more-turns. We play Brigadine: Abyss more than Star Wars Zero Company, which came out the same day, is made by the people who rebooted X-COM and is basically X-COM in shiny Star Wars skins. Do we regret buying Abyss at present? No.
We started out on Normal difficulty and found it actually rather challenging. Each faction has genuine strengths and weaknesses starting out, and they're not built to be balanced or ever powerful at the beginning. Some factions are definitely more unfortunate than others. I mean, for my second playthrough, I decided to pick up the faction where your starting hero NPCs are literally two fairies and a little girl. Unlike the vast majority of power-fantasy light novels out there, a little girl punching a ninja with her wee balls of light is not great at Level 2. I started my second playthrough on Hard difficulty because I'm difficult. It is noticeably harder. I can't tell you if the hit rate is necessarily worse with the higher difficulty setting because the hit rate at the start of the game is just that bad in general. Enemy units do seem harder to hurt and they do hurt you a lot harder in turn. My experience with Runersia and Abyss's enemy AI is that they're always set to absolutely not attack you until you are within attack range. It is hard, but not impossible, to bait them. Abyss's AI has this weird thing going where enemy casters will stand behind other units and meteor your side to bits like you'd expect, then the healer will just walk up and slap you. At full MP. The dev has apparently said they intend to provide support for their international release, so I'm hoping stuff like this gets patched. It's a great exploit in a hard fight, but man, it's cheap.
So yes, lots of flaws and still a pretty darned fun, addictive distraction. It probably is easier to come into this game if you haven't played Runersia, since that will spare you the jarring difference in art quality. Read the damn NPC bios, the little stories they tell can be more meaningful than the main characters in the factions. Collect your mercs!