Steam Next Fest March 2026
October to March is the longest gap between Next Fests and yet it felt like this was a really short gap. I'm surprised I played this many demos in such a short period. I'm also surprised that I found so many games that I liked, considering the first couple times I looked at the landing page I only found a couple things that caught my eye.
Added to Wishlist
Annihilated
Playtime: 43 minutes
A roguelike game where you use limited-durability weapons to fight enemies, and are accompanied by one of four? (three in the demo, not sure if just an incomplete preview) characters who lost part of themselves and need the protection of the protagonist. Each character has benefits and disadvantages to bringing them on a run, probably. The combat is timing-based, where you need to hit the attack button on certain spots on a bar. Overall I thought the story and combat have neat concepts and the art is great (also everyone except the Mage is male, so I really like the character designs). I'm definitely bad at timing-based combat but I'd like to at least keep an eye on this.
Evocreo II
Playtime: 77 minutes
Apparently this debuted on mobile last year, and they're getting around to the port (like the first game). Like the previous title, this is basically Pokemon. Not even just creature collection. Every bone in this game's design feels heavily derived from that series. It does have a hefty amount of QoL - some of them from later 3D Pokemon games (more streamlined Pokemon centers/marts, general separation of creatures from overworld moves), some of them independently added (free ability to lock evolutions, free swapping of moves, multiple abilities per creature). The artstyle, especially the battle backgrounds, are nice to look at, and the creo (noncapitalized like a proper generic term, lol) generally look pretty decent. I got through a decent enough chunk of the demo to get a feel of the gameplay and I like the flow of combat and the ability to self-sustain. I'm interested, though I'll also admit I'm not as much of a creature collector person nowadays and I already have a backlog of Pokemon games to get through. At the very least, making it a paid product outright is better than dealing with microtransactions (it's still a paid product on mobile…).
Factory 95
Playtime: 71 minutes
I'm usually not super into automation games since they tend to focus on building up increasingly complex factories and optimizing at that level stresses me out immensely. However, this game falls into more of a puzzle-type game, where each objective can be separated into its own "level," even though technically you could use a prior objective as a starting point. And suddenly automation games are much more appealing to me.
In short, I enjoyed this one. It could use a bit of QoL like better module movement, undo/redo buttons, and an easier way to manually draw arrow paths (autopathing is fine in earlier tasks but later ones have tight maneuvering), but generally it's pretty good.
Feline Forensics and the Meowseum Mystery
Playtime: 17 minutes
I'm really looking forward to the full release of this one. I like the loop of investigating the environment, finding evidence, and also correcting the recounting of events as well as the fill-in-the-blanks report. Also, I like the cat tree in the detective's office. The main thing I'm worried about is how long the full game will be? My impression is that this is a single event arc, but I don't know how much content is within that. If it's a reasonable amount for a reasonable price I'll definitely pick it up, though.
Little Chef: Cozy Cooking
Playtime: 29 minutes
A physics-based ingredient combining cooking game. The demo is one level long, but it looks like there are more independent levels as opposed to being a single sandbox. It's pretty fun, though the stove pot does take a bit longer than I'd like to cook. I would have preferred if repeated combinations had a shorter cooking time, but in general this hits the same kinds of mindless fun that something like Little Inferno satisfies and I might pick up the full game if it's reasonably priced.
Lost Wiki: Kozlovka
Playtime: 16 minutes
A rather interesting detective game based in a wiki/database environment, about investigating the truth behind a set of disappearances in a town. There's a rather eerie and unsettling aesthetic that it's going for with the black+white+red color scheme and the retro CRT-horror vibe, but as far as I'm aware this game isn't actually horror and only uses it for setting up the atmosphere. I really enjoyed what we got in the demo and I'll likely grab it once it releases.
Romestead
Playtime: 25 minutes
Another one of them Open World Survival Crafters. The gimmick behind this one is that you can pick certain things up to use as building materials or to interact with the overworld. It's… definitely a gimmick. The difficulty curve at the start is extremely steep (good luck doing anything at night if you don't have full barricades or a house up, good luck getting materials or crafting if you didn't do it beforehand) and the whole undead gimmick is thrown at you at full force because undead mobs have infinite chase range, and seem to spawn specifically to aggro on you. That kind of difficulty can be balanced out, though, so beyond my issue with the curve, it is an interesting enough game. The setting of a post-apocalyptic Rome is interesting, and I'm at least somewhat interested in the altar-centric system. Plus the tool gathering is extremely generous and for the most part feels good to use (you can mine and chop and use a weapon at the same time if everything is in range).
Scriptorium: Master of Manuscripts
Playtime: 44 minutes
An art design simulation game. it kinda reminds me of Sticky Business, but with a medieval manuscript aesthetic instead. Which makes this a fantastic game already. I especially love that it is not a business management simulator (as far as I'm aware) - you're just given assignments and have flexibility over how you want to solve them. Currency is used for decorating and for upgrades (once those are added). I just wish you could rotate components by dragging their corners, but that's honestly a small thing.
Shantytown
Playtime: 28 minutes
If Islanders is a cross between a city building tile puzzler and a diorama sandbox, Shantytown is one step closer to the diorama. While there are objectives to complete and combos to synergize, progression is tied mainly to completion itself and less so efficiency, making the order of placing objects a bit arbitrary. The game's levels also seem to focus on creating handcrafted scenarios, at least in the story mode, which I think provides better mileage than the typical fully-generated nature of these kinds of games. I like it! I like the sandbox mode as well, even though I only got a limited view of it. I always appreciate when a diorama sandbox gives me an "on-foot" camera angle, basically letting me make reference photos from their game. I'll definitely keep an eye on this.
The Piper of Dawn
Playtime: 66 minutes
I'm pretty sure this is a farming/production management sim. I didn't get to the automation part, though, so I only have an impression of the farming side, which felt about on par with a browser farming game (in a good way). I do like how the clock runs both actively and when you do tasks like cleaning the garden.
My big complaint is that I would enjoy this game so much more if it wasn't constantly huffing its own fumes. There is so much verbose and navel-gazey dialogue. The prologue takes 15 minutes to get to gameplay. Every day is interrupted by another five minute cutscene. The worst part is, this game is proud of its dialogue. The emphasis on "rich storytelling" is in the game's blurb. I put it on my wishlist because I like the art and the gameloop I saw, but it might stay there because it's just so insufferable and I don't see it getting better.
Walk the Frog
Playtime: 20 minutes
Another one of those puzzle games where the map is split into pieces and your goal is to rearrange them back together. I thought this was… pretty ok. Not great, but ok. It feels like a lot of the puzzle is essentially just piecing an image back together, and there was only one solution for each map. There's a stronger narrative to back the gameplay up, but it was only moderately engaging in the preview and I'm not sure if it gets any better. I'm not sure if this game will add on more gimmicks. I'm interested enough to put it on the wishlist, but I might end up passing on the final product unless it really surpasses my expectations.
Yuma Nest
Playtime: 62 minutes
We have the modern Maplestory artstyle at home. But seriously, despite the artstyle, the 2D sidescroller environment, the extremely familiar UI, and the general feel of the gameplay and upgrade loop, this is not actually a Maplestory clone (as much as I'd like a modern singleplayer clone). There's a bit more of a focus on tower defense-like aspects and things feel more balanced for a game where you aren't the main source of damage… but the demo also feels a bit like it's having an identity crisis, because there's just such a heavy focus on you fighting bosses yourself. I'm willing to keep an eye on this game, though. I think it has potential, even though it feels a bit like a ripoff and also has a narrative tone that doesn't resonate with me at all. I would keep playing around in the post-demo content but apparently the game stops saving once you upgrade to a class, so there's really no point in it.
Also I swear the left character in the banner is using the 2015 Hayato art as a base. It's distinct enough on its own merits that I wouldn't say the whole of it is tracing, but the basic pose and hair is extremely similar.
Everything Else
Budgie's Bug Shop
Playtime: 42 minutes
An incremental game about catching and selling bugs. I find it very funny how absurdly overpowered the upgrades get in the bug catching minigame. It does start out rather difficult, but by the end each round is almost perpetually self-sustaining just because of all the synergy procs going on. The game does advertise itself as a 2-3 hour experience, though, so this felt about right, honestly.
Chef Knight
Playtime: 46 minutes
A rather solid incremental game. You go into dungeon stages to defeat food monsters and collect ingredients that you use to cook meals that you then sell to buy upgrades. I will say the "aim to attack in that direction" thing doesn't vibe for me on kb+m, but it should be resolved by using a controller. The upgrades also feel reasonable. At the final stage, I felt pretty powerful, but the basic attacks and bonus attacks didn't feel excessively overpowered. On the other hand… it only really garners a demo's worth of interest from me.
Coffee Talk Tokyo
Playtime: 44 minutes
The moment Vin went on their explanation about spoons I had a flashback to Tumblr-style AO3 mental health tangents. Like this is futuristic 2026 Tokyo but the writing is set in 2016. It's stuck before the release date of the original Coffee Talk… Anyway, it's okay. It's written by different people than the first two games and apparently people are taking issue with the writing, but I can't voice any judgment on comparative quality. I have the first two games through various means and I should get around to playing them before thinking about this one.
Hozy
Playtime: 75 minutes
Yet another clean-and-organize game in the general approach of Unpacking, Organized Inside, Whisper of the House, etc. This one has fancy graphics like 3D models and ray tracing (I think; I noticed a lot of light scattering) and semi-realistic physics.
Despite my weakness for this genre, I didn't really like this. It feels a bit like a fancy asset flip. There's a minimal sense of cohesion with the furniture, if I'm being honest. I noticed exactly zero duplicate items, even when duplicate items would make sense (like chairs). And that's honestly really frustrating. I would rather play Unpacking again, where at least I got stacks of identical plates.
Isekai Bistro
Playtime: 24 minutes
Where is the isekai in this?? The backdrop is literally just a generic anime fantasy setting with monster girls. I will give them props for leaning into the monster portions, though. One of the girls is actually a full furry wolf (with paws!) instead of just having the ears and tail, and the harpy girl's first scene involves egg laying.
Oh yeah, this is a porn game. You play minigames to unlock scenes; each character is associated with its own minigame. They're not too difficult and I think there's no consequences to losing, so honestly this is a game played with one hand lol.
Microwave Simulator
Playtime: 31 minutes
My obligatory dosage of wtf game, I guess. In this game you buy items to put in a microwave for a fictional stream, and viewers send in donations in response because I guess some guy destroying things in a microwave is monetizable. There are also timed lootboxes and some side events, I guess. I was incredibly unimpressed by what feels like effectively an asset game. There's really not much to the game and I didn't expect anything from it anyhow.
Outbound
Playtime: 102 minutes
This game has the vibe of a wannabe open world survival crafting game, but it fails the open world aspect by tying you to an RV. It serves as your base, but restricts you to roads and flatter, more open areas. I see the general gameplay loop - collect resources to upgrade tools and your vehicle, drive around to unlock blueprints, ultimately create a self-sustaining mobile hub. However, as mindlessly enjoyable as the demo was, I'm not sure how well this extends into a full game. I just don't see an end goal that feels worthwhile. There's no overarching narration and seemingly no long term non-collection goals. The closest I got to a sense of pride and accomplishment was when I found enough blueberry bushes to put them in the planters, thus giving myself a fairly sustainable source of food (aside from collecting water)… which was quickly negated once I got to the treehouse and found a bunch of mushrooms growing around that area. Perhaps this feels better as a one-off multiplayer game.
Ride the Dragon: The Awakening of the Dragon Tamer
Playtime: 44 minutes
It's a… bullet heaven? A survivors-like? With a porn game attached to it. It's fine. I haven't played much in this genre aside from the origin of the genre but this seemed about on par. The bigger issues are that I don't really like this POV, the designs don't appeal to me, and the protagonist is pretty annoying. Also, AI generated backgrounds where they didn't even try to make them look good. I at least gave it a try, though.
The Ratline
Playtime: 64 minutes
Hmm. Apparently I found a game in the investigation subgenre that I don't really like. There was just a bit too much friction that prevented it from really being an enjoyable experience, from the way the evidence is kinda hard to read especially when you're crossreferencing multiple things, to how the rolodex is essentially just a narrow list of names with phone numbers with no ability to highlight the one number you need, to the general lack of supplemental tools that would help the player highlight important information (even just highlighters for text would be nice). The solution checking also doesn't tell you what you got wrong, only how many, which was especially frustrating with the third case - I went through every hint before realizing the error, because I was apparently mistakenly under the assumption that a nepo CEO would keep her last name after her second marriage. Overall I think this is a game I will pass on for now, and if I encounter it again because it gains a good reputation I'll consider it.
Whisker's Wish
Playtime: 32 minutes
I found the combat concept interesting, at least. It's basically pool in that you aim and launch your team of cats at the opponents. However, it limits the amount of strategy you can really do when it's basically impossible to set up combos across multiple turns. You also take damage every time you get hit on an enemy turn, and you're helpless to do anything when it's not your turn. Also, I feel like the boss was too difficult when the leveling system hasn't been implemented and I ended up skipping it.
Witchspire
Playtime: 37 minutes
Open World Survival Craft but like, give it a magic and familiar-summoning backdrop. This game felt… incredibly janky and unfinished. I'll forgive the default fonts and the bad UI layout, but there were so many bugs. You can relocate hearths for free but old locations stay on the map and only your first location can be teleported to (not even your current hearth). The UI has zero tangibility to the point of being disorienting, from upgrades to inventory organization. I still don't know how to build that log house I apparently unlocked, or use the new summons I apparently collected. Combat feels overly unforgiving, with monsters attacking too quickly for charge attacks and dodging iframes being way too narrow for such aggressive attacks. And the movement just generally felt floaty.
It also really doesn't help that the protagonist keeps making quippy comments. I don't understand why this is still a thing when the backlash against this happened years ago at this point.
