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Byway Games newsletter

A little newsletter about games made by independent creators!

All games are submitted by their creators. Submit yours here: http://byway.games/submit/


Byway is a newsletter featuring micro-reviews about games that appeal and/or are exciting to me, a developer of games who loves playing games!

Byway exists to cover games that meet these criteria:

  • Being developed without publisher support.
  • A budget of under $100k.
  • Are submitted to Byway by their developer or a representative[1].

Game Submissions

It's important to me that games are submitted for consideration by the developer only, but this also means that I can't write anything if no-one submits anything! So please consider submitting using the form. (I'm sorry if it's a bit long but I hope it's not too much!)

The form covers in more detail what can be submitted, but in general, if you're making something you consider to be a game then you can submit it for consideration. (I just need to be able to play it!)

For this initial trial (I've never done this sort of newsletter before!) I'm planning to do an initial run of about ten reviews which I will post to this Cohost account and link to from @byway@mastodon.gamedev.place. There probably won't be a regular cadence for these going out.

Thank you for reading, submitting your games, and being supportive! I hope this will be a fun project!

[1] - Someone who has permission to fill in the form on behalf of a developer who might otherwise be unable to or uncomfortable doing so.



By Sandra Lénárdová (she/her)

Alien Horizon is a tough city-building game that will challenge your planetary polis planning proficiency as you attempt to help humanity survive the Earth’s demise.

What's the game like?

Do you ever feel like you had to leave your familiar blue home and start all over again in some unfamiliar, red place? No, I’m not talking about social media, you! :eggbug-devious: This is the storyline behind Alien Horizon, a city-building game that tasks you with making an off-world colony on an alien planet. The Earth is dying, and all inhabitants have been sent off to potentially habitable worlds on giant sleeper ships. Unfortunately, the planet you’ve been assigned seems less a “Goldilocks” planet and more of a “Little Red Riding Hood” – it’s going to be tough to survive here!

Sun is setting on a red planet, casting long shadows from wind turbines and solar panels

The relaxing, yet slightly menacing, menu music of Alien Horizon really set the tone for my first foray as the designer and manager of an off-world colony. For my inaugural playthrough I went with the ‘Tutorial’ opinion (highly recommended) and began my wonderful new life amongst the stars… with a rough landing onto a sparse landscape. Time to get to work I guess!

First I got a brief run-through the main points of the interface, two essential tools being the objectives tree and the world overlays. The objectives tree helps guide your construction activity towards survival, unlocking new technologies and buildings as you progress. The world overlays help you find and understand aspects of your environment such as wind (essential for siting turbines) and mineral deposits. Full of confidence, I issued my first orders to my volunteers (poor, unfortunate souls) to build a few solar arrays and a survey office, along with some power and supply lines to connect these structures to the body of my ship and make them habitable.

Trucks are driving out from a seed ship to solar panel construction sites

Almost immediately, little trucks sprang to life and drove out from my seed ship to drop off the building materials required. These vehicles were shortly followed by people in space suits, and once they reached the sites then construction began in earnest. The attention to detail in Alien Horizon is apparent even in the game’s current in-development state. Going in close to watch my workers I heard the sounds of their industry as the buildings took shape, these noises fading away as I zoomed out to survey the rest of my immediate landscape whilst I waited for them to finish their tasks.

Once my survey office was completed it was time to wake up some more colonists to help staff it. This is a careful balancing act to consider whilst building your living situation - people are needed to help staff the buildings and do construction work, but wake too many folk up without adequate supply lines and facilities and they will be unable to survive. Foreshadowing aside, :eggbug-tuesday: I ensured these buildings were adequately staffed and then turned my attention to surveying the landscape for the raw materials required for our continued survival - mainly water, but also for the manufacture of building materials (such as concrete) needed to construct required facilities like a bunkhouse and a hydroponic greenhouse. However, this exploration would have to wait until the following day. As night fell on the planet my survey vehicle stopped in its tracks, and little lights in the ship winked on as my colony slept. :eggbug-asleep:

There are a lot of warnings on-screen as night falls on my colony

As you might have realised by now, Alien Horizon is a very system-rich game which requires forethought, planning and attention to detail to succeed at. Reader, would it surprise you to learn that my policy of ‘build new stuff’ did not work well when approaching the design of an offworld colony? In my rush to add ever more structures to support my aspirations of a thriving future metropolis, I neglected to factor in the ongoing cost of maintaining existing services. And when a key utility line failed, with no stockpiled resources to repair it, and now no way to power the manufacturing required to obtain those resources… well. At least I don’t remember the names of the individuals I failed in my hubris. :eggbug-sob:

I resolved to do better next time, and began again. Which I guess gives a good summarisation of the experience of playing Alien Horizon; it's a tricky game to succeed in, but it's a lot of fun trying to do so.

One cool thing about it...

One of the tricky things in city building style games, or in similar genres like real-time strategy games, is early-game resource management, especially power. One of the first things that Alien Horizon tasks you to do is to establish a power grid with solar and wind options. Be careful though! It’s very easy when you’re beginning the game to build one too many structures and max out your energy supply. However, rather than being left in a state where you have to eke out scraps of power in order to build some more solar arrays, in Alien Horizon there is a backup option in the form of the ship’s reactor. With limited fuel it won’t last forever, but switch this back on and you can use this as an emergency backup to power your colony’s buildings long enough so that life support won’t fail whilst you fix your mistake. I found this a nice affordance that makes the game a little more forgiving whilst you’re learning what to do.

Tutorial screenshot about how to turn off the reactor in the seed ship

Where can I find out more?

Alien Horizon is currently in development with development being supported via Patreon. You can try the game out for yourself right now, with the current build freely available from Itch! In the game submission details the creator, Sandra Lénárdová, told me that the game stands at about 10-15 hours of content in its current state, which means there is a lot to explore and discover. If you enjoy it then please consider supporting the game’s development!

You can find Sandra at @akhera on Mastodon.

My thanks to Sandra Lénárdová for submitting Alien Horizon to Byway. As a reminder, Byway exclusively reviews games submitted by their creators, so please do get in touch if you have made, or are making, a game that you would like me to cover!



By @SuperBiasedGary (they/them) with art by @esshemasha (they/them).

com__et is both an engrossing narrative about pursuing what you want and a playful exploration of telling a story using the visual novel format.

What's the game like?

Expectations are tricky things. The expectations that others have of you, the expectations that you have of yourself. (The expectations of writing your second video game review... :eggbug-nervous:) com__et is a story about expectations, choices, discovering what you want, and the consequences of your actions.

You are talking to a character named as "Her". She is saying: "You and Him are so cute. You and Him have been like that for what, a decade?"

com__et opens with what might be described as a ‘typical visual novel situation’ – you’re about to meet up with your… boyfriend? But… Well. Then things start to get interesting. Is that a comet falling from the sky? How do you really feel about today’s ‘date?’ Why does it feel like you’re missing something here?

Your character is thinking, "She pokes Me playfully, before I gently brush Her hand away."

I went into com__et without any notion of what kind of story it was going to tell, and left it feeling like I’d just had one of those rare experiences that come about when you find a game that tries something different and it pays off. If you’re the sort of person who is interested in the ways that narrative games tell their stories then I think you’ll enjoy the way this unfolds and the playfulness of the approach. And if you’ve never tried a visual novel before but are curious, with a play time of 45-90 minutes it’s a very approachable entry-point.

Your character is thinking about how precarious it is for Her to be sitting on some railings.

One cool thing about it...

I always love it when games do interesting things with their music, and so my selection for one of the coolest things about com__et is the dynamic soundtrack that reacts to your choices. This is a really nice touch that builds the atmosphere and really emphasises how much your decisions matter in the game. @SuperBiasedGary has also written an article on the Itch development log about how this was achieved with Ren’Py, which is really great to see! Game developers sharing knowledge! Yes! :eggbug-heart-sob:

Where can I find out more?

com__et is out now, and you can download it over on its Itch page! It's pay what you want, so please support the developers with cash money if you like what they're doing here!

You can find @SuperBiasedGary here on Cohost, and you can find links to their work on their website. You can find the game's artist, @esshemasha, over at Twitter!

Final comments.

My thanks to @SuperBiasedGary for submitting com__et to Byway. As a reminder, Byway exclusively reviews games submitted by their creators, so please do get in touch if you have made, or are making, a game that you would like me to cover!