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Rob Dubbin and Garrett Miller's game premiered at Nick Sylvester's LA gallery, scored live, beside wool landscapes by Miller's mother.

Brainfruit's Sheeps turns a sleep trick into a roguelite

Brainfruit Studio, the North Carolina studio run by Rob Dubbin and Garrett Miller, has announced _Sheeps_ , a roguelite built on a single action: counting. Sheep pour out of a rift and across a field, and the player enters how many crossed. Accurate counts earn upgrades. Bad ones let crows eat the player's peanuts, which serve as health. The game is planned for PC, Mac, and SteamOS in 2027, and the store page is open for wishlists. Seems simple enough and yet.... 0:00 /0:20 1× A 20-second silent excerpt from the __Sheeps__ trailer. The full trailer, with sound, is on the store page. The difficulty comes from interference. Balloons drift across the field, wolves arrive in sheep's clothing and wind pushes the flock back over the line. I found my mind racing to keep up—was that a small flock? Did I grab each one? Are they hiding behind each other? Upgrades push the other way: every fifth sheep dyed blue, a guaranteed even count, a magic bag with vacuum suction. There is drop-in couch co-op, a set of minigames and a cast of animals, including a dye-obsessed chameleon and a great many business llamas, written by Dubbin, an Emmy-winning writer from _The Colbert Report_. Miller, the other co-director, grew up on a working farm counting actual sheep. Before the announcement, _Sheeps_ showed as an artwork. In April, the Los Angeles gallery smartdumb premiered it as a new interactive work in a show called _counting sheep_. Musicians led by Smartdumb honcho Nick Sylvester, the producer behind records for Channel Tres and MØ and the gallery's founder, scored play live, and the walls held pastoral landscapes in hand-dyed lambswool by Dalis Davidson, Miller's mother. Sylvester also wrote the game's score, which moves from lullaby woodwinds into drum-and-bass breakbeats as a run gets harder. Counting sheep is a way of letting attention go, and _Sheeps_ turns it into a test of holding on. Dubbin's pitch is that the studio has "finally solved wakefulness." Brainfruit's previous game, _Tide Breakers_ , was an A MAZE./Berlin nominee in 2025, and Dubbin turned up in these pages more than a decade ago, arguing in an email that chasing a culture's validation feeds the culture more than the maker. For more reading see how sheep surveillance became an online game (2015) and a 2013 roundup that includes a playable documentary about insomnia. Screens from __Sheeps__ , courtesy of Brainfruit Studio. _Disclosure: Nick Sylvester was my college roommate and a dear friend._ Killscreen covers the games that turn up in galleries, with a live band and a wall of wool, before they ever reach a storefront. Get the free newsletter and catch the next one early. Get the newsletter

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Two horror composers on building dread from a muted brass collage, a chess set where every piece is a tuned bell and a 2011 interview with the historian who kept Assassin's Creed II honest. Plus a hand-drawn deckbuilder where card order decides the duel. All in this week's Experimental Games Weekly.

A Metal Oil Rig Is Screaming: Oct. 28, 2026

We're almost done with spooky season! I know nearly half of you are coming from abroad, so Halloween doesn't mean much (and I'd happily trade for a proper Carnival), but I went as Tony Soprano this year. One bathrobe, slippers, and rolled up Newark Star-Ledger, and I was good to go. Feedback alert! So Friday's Playlist is a mix of new games and older work, let me know if you prefer one or the other? The thinking is that if you haven't played it, It's New to You, but also why be so beholden to the present moment when the backlog awaits. Thank you to the 100 of you who joined this week, especially Dhruv, who started a paid membership. Welcome in. * * * ## This Week's Feature ### Scoring Fear: Ryan Holladay and Jason Graves on the Sound of Dread _Two horror composers on building dread from almost nothing: a muted brass collage, music that waits on the player and a small metal oil rig that screams._ __Weapons__ (Zach Cregger, 2025), __Dead Space__ (EA Redwood Shores, 2008) and __Resident Evil__ (Zach Cregger, 2026) Tension is something that's built before the scare. Cross-Conversations: Horror, presented with MUBI, puts people who make horror films and horror games in the same room, and the first conversation brought together two composers who build it for a living. Ryan Holladay is a composer and sound artist based in Los Angeles. With his brother Hays and director Zach Cregger, he scored _Weapons_ , and with Hays he scored this year's Resident Evil, which opened in September. Before the films, the brothers made a location-aware album, _The National Mall_ , in 2011, music that only plays where you stand. We wrote about it back then on Killscreen. He's now scoring a game called Abelina. Jason Graves is the composer behind the original Dead Space trilogy, and the first game won the BAFTA for original score in 2009. He scored _Until Dawn_ and _The Dark Pictures Anthology_ , including this year's Directive 8020, and Still Wakes the Deep, whose score was built around a custom metal sculpture shaped like an oil rig, known as the Rig. __Still Wakes the Deep__ (The Chinese Room, 2024) Read it on Killscreen → --- * * * SPONSORED BY MUBI Be fulfilled by ****Jane Schoenbrun**** 's ****TEENAGE SEX AND DEATH AT CAMP MIASMA****. By flesh and fluids, and pure filmic pleasure. Starring ****Hannah Einbinder**** and ****Gillian Anderson**** , this MUBI Release is bloody genre-bending bliss from the visionary director behind __I Saw the TV Glow__. Now streaming exclusively on MUBI. ****Get 30 days free**** to stream great cinema like this and so much more. Watch now → ## Spandrel ### Caves of Qud Gets a 1,500-Copy Physical Edition __Caves of Qud__ (Freehold Games, 2024), from the launch trailer Lost in Cult is putting _Caves of Qud_ on a Switch 2 cartridge, capped at 1,500 copies, with a fold-out map of the overworld and an essay booklet on the game's history. Jason Grinblat and Brian Bucklew started building it in 2007, and every creature still runs on the same systems you do, down to body parts and faction loyalties. Read it on Killscreen → --- * * * The best is yet to Come Further down, a 2011 print interview with the historian Ubisoft hired to keep __Assassin's Creed II__ honest. Helping Hand members read every magazine back issue and get the live Cross-Conversations talks, like the one above, at $55 a year through Dec. 31. Join Helping Hand ### Two New Game Books Are Due From Hollow Press This Month __Big Sally: Lake Emulator__ , by Brad Hock (via Hollow Press) Hollow Press, the Italian publisher behind Plastiboo's _Vermis_ books, has two new titles due at the end of October. Brad Hock's _Big Sally: Lake Emulator_ is a lore game book of photo collage and sculpted clay, and Andrea Laperni's _What Lies Here Is Not a Gift_ is billed as a cartography investigation game. Read it on Killscreen → --- * * * ### Rimowa's New Campaign Film Stars Hideo Kojima Hideo Kojima in Rimowa's campaign film, directed by Otman Qrita (via Rimowa) Luggage maker Rimowa put Hideo Kojima in a one-minute campaign film directed by Otman Qrita, talking about performers and motion capture with a case in hand. It follows Prada's _Satellites II_ with Kojima and Nicolas Winding Refn this summer, and ties back to _OD - Knock_ , which still has no release date. Read it on Killscreen → --- * * * Radar is the short one — three news items, every Tuesday and Thursday. It started in August, after most of you had already signed up, so you were never added to it. Ticking one box fixes that. Turn on Radar ## Renaissance Man _Assassin's Creed II_ 's resident historian on why accuracy is overrated. By David Wolinsky, from the Kill Screen print archive, Issue 02, 2011. Renaissance Man, from Kill Screen Issue 02 Italian historian Marcello Simonetta came to Yale in 1995 to earn a PhD and wound up solving one of Italy’s oldest and bloodiest mysteries, the Florentine Pazzi family’s conspiracy to overthrow the de' Medici, after poring over literally millions of documents in a university microfilm collection with a trusty family-heirloom decoder. That research caught the eye of the _Assassin’s Creed II_ team as it was deciding when and where to set the historical fantasy game. Simonetta eventually landed a job with Ubisoft as a historian-consultant to assure _ACII_ ’s historical accuracy. But, as he says, getting all the facts right doesn’t necessarily make a better game. Read it on Killscreen → --- * * * ## Intersection ### Every Piece in This Chess Set Is a Tuned Brass Bell The brass bell chess set, made for Yuri Suzuki (via Fish Fabrications) Fish Fabrications, the Norfolk metal workshop, has finally shown the chess set it made for sound artist Yuri Suzuki during his years at Pentagram. Every piece is a small brass bell turned to ring in tune. In 1968, John Cage and Marcel Duchamp played chess on a board wired to change the sound in the room; Suzuki's set skips the wiring. Read it on Killscreen → --- * * * ## One to Watch ### Panflip Studio Teases New Stack Order Demo __Stack Order__ , planned for 2027 (via Panflip Studio) _Stack Order_ is a hand-drawn roguelite deckbuilder where the order and placement of your cards decides every duel: cards set beside and above one another trigger and change each other. Panflip, a French studio, wants it to feel like a living graphic novel. A demo is free on Steam now, a new one is coming soon and the full game is planned for 2027. Read it on Killscreen → --- * * * ## Run-ons * A Spider Named Karl Guards Fallgrade's Rotating City: a black-and-white brutalist horror demo where walls become floors as you run * Speed in Vitamen Is a Matter of Staying on the Beat: Darwin Modestly's racer ties the throttle to the rhythm * A Horse Holds a Book Tour in Someone to Steal Horses With: Dylan Pailes-Friedman's Los Santos machinima, shot partly on Super 16mm, now free to stream * Andrea Gatopoulos' Red Dead Online Short Is Now Streaming: _Happy New Year, Jim_ , a 2022 Cannes Directors' Fortnight selection, spends New Year's Eve inside the Western game * Daniel Temkin's Folders Language Gets a Browser Emulator: the esolang written entirely in nested empty directories, now without the desktop clutter * Bleed Map Is a Keepsake Game Played Beside Another Game: Florence Smith Nicholls' free zine turns an hour of play into a hand-drawn chart * Auriea Harvey Talks Net Art, Tale of Tales and Sculpture: _The Endless Forest_ co-creator in conversation with critic Louis Bury * * * ## The extended cut This week's episode is up: I talk with Sophie Winqvist Loggins, who shot _Aniara_ , and the makers of _Mouthwashing_ and _Eclipsium_ about how a ferry became a spaceship and why the dark does the real work. Listen to The Dread Built Into Ordinary Rooms.

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The Playdate climbing game from the studio behind Looom swaps the crank for a thumb.

IORAMA Shares iOS Footage of A Fool's Errand: Watch

IORAMA, the studio of Finn Ericson and Eran Hilleli, posted a video on Sept. 25 showing _A Fool's Errand_ running on an iPhone. The game came out on Playdate in November 2025, and the studio has not announced a release date or price for an iOS version. Watch the clip below. 0:00 /0:22 1× IORAMA's iPhone footage of __A Fool's Errand__ , with sound. Video: IORAMA On Playdate, _A Fool's Errand_ is a 1-bit climbing game. According to its Playdate catalog page, the player cranks young Roland up the "infinitely-spiralling" Dark Tower while dodging traps and creatures, in what IORAMA calls "a fabled 1D ascent." Panic's staff note on the listing calls it a "precision-cranker" that gets easier with practice. The iPhone footage keeps the black-and-white art and the spiraling tower but drops the crank: the player in the clip moves Roland with a thumb on the touchscreen. IORAMA's earlier work includes the animation app _Looom_ , which the studio lists as a 2020 Apple Design Award winner, the Playdate game _Grand Tour Legends_ and the iPad app _Graintouch_. The studio says it draws on "musical instruments and early video games." For more reading, see When the crank turns, Ancient Loops collides its cards, Return of the Obra Dinn update details the challenges of 1-bit rendering and A Fool's Errand on Playdate. __A Fool's Errand__ on Playdate, top row, and on iPhone, bottom row. Images: IORAMA, Panic Killscreen covers the small studios building strange hardware games and the moment those games leave the hardware. Get the free newsletter. Get the newsletter

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The free Nintendo 64 homebrew swaps Mario's head on the 1996 title screen for the artist's own, then hands it to the player to pull apart.

Autoportrait 64 Lets You Stretch Florent Deloison's Face

Florent Deloison has released _Autoportrait 64_ , an interactive self-portrait built to run on a real Nintendo 64. It is free on itch.io as a ROM file. The piece restages the opening of _Super Mario 64_ , in which players could grab Mario's face on the title screen and stretch it, and swaps in a 3D model of Deloison's own head. The footage shows the face on a CRT being pulled by the nose, cheeks and ears from an N64 controller. 0:00 /2:17 1× __Autoportrait 64__ running on Nintendo 64 hardware. Footage by Florent Deloison. Deloison ties the work to 1996, the year the game came out. On the project page, the artist writes that Mario's malleable face "resonated with a period of change and uncertainty" in their own adolescence, "marked by a complicated relationship with my body and appearance." Handing that face to the public, Deloison writes, turns the self-portrait into "an exercise in transformation and sabotage." The ROM was made with Pyrite64, an open-source visual editor and engine for Nintendo 64 games from the developer HailToDodongo. It runs in the Gopher64 and ares emulators, or on original hardware with a SummerCart 64 or EverDrive 64 flash cartridge and an Expansion Pak. Deloison, a French artist born in Amiens, has used game interfaces as installation material for more than a decade. GameScenes documented _La rhétorique peut casser des briques_ (2013), in which visitors played NES _Tetris_ by speaking into a rotary phone. Killscreen wrote in 2015 about artists using 3D scanning to make collaborative self-portraits; _Autoportrait 64_ gives that collaboration to whoever holds the controller. For more reading, see Killscreen's Artists are using 3D scanning to create "collaborative self-portraits" and Rovertronic Turns Super Mario 64 Into a 360 POV Video, GameScenes on La rhétorique peut casser des briques, and the Pyrite64 repository. Stills from __Autoportrait 64__. Killscreen covers artists who take old consoles apart to say something new with them. Get that work in the free newsletter. Get the newsletter

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The free browser piece, first shown at A MAZE.'s Berlin gallery in March, degrades short-form clips until only the doomscroll trance is left.

A Video Feed Melts Away in Nino Filiu's Lackadaisical

Nino Filiu has put _Lackadaisical_ , an interactive installation about the short-form video feed, online as a free browser piece at lackadaisical.netlify.app. In the walkthrough, Filiu calls it his "most honest work" and describes a feed that "melts in your hand," where "every time you scroll, pause, or fast-forward, you destroy what you're watching." The interface copies a vertical video app, with like and comment counts down the side and a block of caption text along the bottom, and asks the viewer to press play to start. It's a wild ride. 0:00 /1:37 1× Nino Filiu walks through __Lackadaisical__. Play it at lackadaisical.netlify.app. As the viewer scrolls, the clips break down into glitch: what is left is the swiping, not the videos. The experience emotionally is roughly the same as actual bottomless scrolling; context completely disappears narratively, so why not abandon the visuals as well? The piece came out of late nights on his phone. "I wanted to give a shape to the mental state I experience while doomscrolling," Filiu says in the walkthrough. "At this point, I was not even consuming content. I was just excited by stimulus." So the content gradually disappears, and what remains is the stimulation: the colors, the glitches and the feedback of touching and scrolling. Filiu, whose earlier games take on despair, lost faith and the end of the world, calls _Lackadaisical_ "the closest I've got to talking about myself through an art installation." Filiu, a French maker of experimental art games, works often with broken video. Filiu also made Supermosh, a free browser-based editor for datamoshing, the glitch effect produced by hacking how compressed video plays its frames. _Lackadaisical_ points that interest in broken video at the feed itself. The piece premiered on March 26, 2026, at the Shop-Gallery of A MAZE., the Berlin games and playful media festival, as part of Filiu's solo show Punt Kick. Earlier this month Filiu chaired the game jam at Octobre Numérique, the digital arts festival in Arles. Killscreen most recently covered A MAZE. when it opened applications for its Playful Obscura residency. For more reading, see Lackadaisical itself, Killscreen's A MAZE. / Berlin 2027: May 5–8, with 200 early-bird tickets and Supermosh. __Lackadaisical__ in hand. Frames from the artist's walkthrough. Killscreen follows artists who turn the platforms we live on into playable critiques. Get that work in the free newsletter. Get the newsletter

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The Greek artist built Funny Weather, a real-time simulation of Manchester's changing sky, as the first Behind the Screen commission.

Theo Triantafyllidis' Funny Weather drifts across Aviva Studios' Media Wall

Event details When Nov. 11 to Dec. 6, 2026, then again Jan. 19 to Mar. 26, 2027 Where The Media Wall in the Social, the public foyer at Aviva Studios, Manchester The Media Wall in the Social, the public foyer at Manchester's Aviva Studios, is about to become a second sky. _Funny Weather_ , Theo Triantafyllidis's new live simulation, opens there November 11 and runs through December 6, then returns January 19 to March 26, 2027. It pulls real-time atmospheric data and recent local bird sightings into what the artist calls an AI Oracle, bespoke generative tech hosted on site, so quiet cloud formations roll into epic sunsets and migrating flocks become colorful kites. No two visits show the same sky. 0:00 /1:04 1× Theo Triantafyllidis introduces __Funny Weather__ during testing at Aviva Studios. Video courtesy of Factory International In the test footage from the install, Triantafyllidis calls _Funny Weather_ "a performative system" that reads the weather, the flights overhead and recent bird sightings in the area to "come up with some forecasts, both for the weather and about humanity." It is, he says, "a work about weather becoming the main character in our lives in the next decades." On screen, the view is the sky as if seen from the grass or a rooftop, built in layers: a cloud system that keeps changing through the day, flocks of birds running their own patterns, and a layer of kites that adds a human touch, which he treats "as a more painterly canvas." In the press release, he says the piece is "less about climate itself" than about how climate is perceived and narrated, "and about sexy airplanes." Factory International frames the piece as a forecast for a world changing faster than can be predicted, climate uncertainty rendered as ambient spectacle. That has been Triantafyllidis's move for a decade: use the logic of play, and the engines games built, on ecological collapse and social entanglement. We covered Feral Metaverse at Frieze London this month, after the Frieze London Artist Award, and the live-sim practice goes back to the real-time performances we wrote about in 2016. _Funny Weather_ is the first commission from Behind the Screen, a network Factory International is launching with ACMI in Melbourne, Onassis ONX and M+ in Hong Kong to develop screen-based digital art. After Manchester, it travels to Onassis ONX in Athens and New York, to M+ in Hong Kong, where it will run on the museum's LED facade, and to ACMI in Melbourne, with each venue feeding in its own local data. M+ and ACMI are set for autumn 2027. Triantafyllidis gives an artist talk at Aviva Studios on opening day. Test frames from __Funny Weather__. Images courtesy of Factory International Game engines are leaving the console for gallery walls and public foyers, and Killscreen has followed them for a decade. The free Radar letter keeps you ahead of the next commission. Get the free letter

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The museum's patron circle and the Mneme Foundation are handing over 200-plus works, putting the art game maker beside Vera Molnar and Harold Cohen.

Mitchell F. Chan joins LACMA's landmark digital art gift

LACMA is taking in more than 200 works of digital art, a landmark gift announced October 22 and arriving over the next several years, and the list of makers includes Mitchell F. Chan. Chan's announcement credits the museum's Digital Leaders patron group, the Mneme Foundation and "other generous art patrons" with folding digital art "into a mainstream art historical conversation," which is exactly what an accession number does. The gift, coordinated by the Digital Leaders group that Jeannie Vu and Jehan Chu have chaired since 2023, spans pre-internet pioneers through AI work: the initial donations carry Refik Anadol, Tyler Hobbs, Lauren Lee McCarthy, Trevor Paglen and Casey Reas, plus historical pieces by Rebecca Allen, Harold Cohen, Manfred Mohr and Vera Molnár. Chan sits in a further tranche of offered works alongside Kim Asendorf and Anne Spalter; which Chan pieces are going has not been named. "Digital art belongs within the long arc of art history, not apart from it," is how LACMA director Michael Govan put it, and the museum has the receipts, back to its Art and Technology program of 1967. Chan is the sole game maker on the list. The 2017 _Digital Zones of Immaterial Pictorial Sensibility_ , a conceptual restaging of Yves Klein's immaterial zones as tokens, came with a 33-page essay and was among the earliest NFT works minted in a legacy gallery. Lately the practice has gone fully playable: the rigged pinball sculptures of Workers' Playtime, now at DE SARTHE in Hong Kong through November 21, and the Insert Coin(s) suite headed to Steam. Museums are converging on this material all at once; the V&A opened a Molnár display the same month. When an encyclopedic museum takes game-shaped work through the same door as plotter drawings, the old question of whether games belong in the collection stops being a question. When museums finally come for game-shaped art, Killscreen has usually been reporting on it for years. The free Radar letter keeps you that far ahead too. Get the free letter

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Official Electric's point-and-click demo poses as the re-release of a game that never existed

RUIN's Invented 35th Anniversary Hits Steam Next Fest

Official Electric has put a free demo of _RUIN: 35th Anniversary - Definitive Edition_ into Steam Next Fest, which runs through Monday, Oct. 26 at 10 a.m. PT. The studio debuted a new trailer for the game at The Mix Online Showcase on Oct. 16. The anniversary is a fiction. There was no original _RUIN_ 35 years ago: Official Electric made the game now and packaged it as the remaster of a lost classic. 0:00 /0:24 1× The opening of the __RUIN__ teaser trailer, shown without sound. Watch the full trailer with sound. The Steam page keeps the act going. It calls _RUIN_ "the legendary Official Electric intellectual property," bills the studio as a "pioneer of the Point and Click adventure genre," and promises the re-release of "this generational masterpiece." On itch.io, where a free browser version called _RUIN: Chapter 0_ has been playable since late 2025, Official Electric describes itself as a "ubiquitous Super-Corp." The game is drawn in a hard, shifting EGA-style palette. A king sends a knight to recover a prophesied sword and "Destroy Evil - Forever," and from there the demo cuts between a fantasy quest, planet-hopping science fiction, first-person scenes styled after early CD-ROM adventures and stretches that play like animated shorts. In its review of Chapter 0, EGW News noted that fights usually end with the player on the ground under a blunt "get owned" message. The demo covers Chapter 0, with later chapters in progress and no release date for the full game. Characters and symbols from _RUIN_ recur across Official Electric's other small games, and players on the itch.io page have been mapping the links between them. Invented game histories have a long run at Killscreen, from John Walsh's hardcover of 21 fake games to a podcast episode on games people remember that never existed. For more reading see Official Electric's RUIN page, God is a Geek on the October 2026 Next Fest, and Killscreen's John Walsh bound 21 fake games into one huge hardcover. __RUIN: 35th Anniversary - Definitive Edition__. Images: Official Electric Killscreen tracks the strange corners of game-making, like studios that invent their own back catalogs, and almost nobody else covers them. Get the free Radar three times a week. Get the free Radar

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Christiane Paul's survey of more than 100 online commissions, from Auriea Harvey's SITE1 to Leo Castañeda's garden game, fills the museum's sixth floor and goes back online.

artport Brings 25 Years of Whitney Net Art to the Galleries

Event details When Opens Sat., Nov. 21, 2026. Yale University Press lists the run through Sun., Mar. 28, 2027. Operator's _Human Unreadable Act III_ plays the museum's theater Nov. 19, 21 and 22. The museum is closed Tuesdays. Where Whitney Museum of American Art, sixth floor, in Manhattan's Meatpacking District, and online at artport. Admission Museum admission. Free for visitors 25 and under and members, on Friday evenings from 5 to 10 p.m. and on the second Sunday of each month. See the exhibition One of the commissions in artport: A History of Internet Art is Auriea Harvey's SITE1 (2023), a scroll-driven fly-through that starts at a spinning, machinic wheel and slowly turns into a cave. The wheel is an abstracted star chart built from _L.O.C.K._ , an earlier work from Tale of Tales, the studio Harvey ran with Michaël Samyn. The cave holds pieces of the characters from Harvey's sculpture _Ox_ , including Minoriea, a goddess who is half woman and half bull and has been the artist's avatar in virtual worlds since 2017. The Whitney calls the piece an archaeological dig into the "origin site" of Harvey's characters. The exhibition marks 25 years of artport, the Whitney's online space for net art commissions, which launched in 2001, and gathers more than 100 works made for it, online and on the museum's sixth floor, where the open plan is meant to suggest "floating browser windows." Christiane Paul, the Whitney's curator of digital art, organized it with David Lisbon and Colin Brooks around artport's own categories: the Gate Pages of 2001 to 2006, the ongoing Commissions, and the Sunrise/Sunset series and its successor, On the Hour. The other commissioned artists include Golan Levin, Jennifer and Kevin McCoy, Casey Reas, Morehshin Allahyari, Nancy Baker Cahill and Leo Castañeda, whose _Camoflux Recall Grotto_ , made for this year's Whitney Biennial, is a browser game about tending "cyberflora" in a primordial garden. The timed Sunrise/Sunset and On the Hour pieces come from JODI, Rafaël Rozendaal, American Artist, Amelia Winger-Bearskin, Peter Burr and Maya Man. The artist duo Operator premieres Human Unreadable Act III, the last part of its generative choreography work, and a 300-page catalogue edited by Paul is out Nov. 24. Jonah Brucker-Cohen, whose 2012 commission with Katherine Moriwaki is in the artport collection, announced the catalogue in October. Auriea Harvey, __SITE1__ (2023), and Leo Castañeda, __Camoflux Recall Grotto__ (2026). Courtesy the Whitney Museum of American Art. Killscreen has followed the artists who treat the browser as a gallery and the game engine as a studio. Get the free newsletter to hear what we find next. Get the free newsletter

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Sarah Rothberg's solo show at Baruch's New Media Artspace is AI avatars arguing in a void

BETWEEN MEETINGS Puts Two Offline Chatbots in Endless Debate

Event details When On view through Fri., Dec. 4, 2026. The online version is open anytime. Public artist lecture Wed., Nov. 11, 6 to 8 p.m. Where New Media Artspace in the Newman Library, Baruch College, CUNY, Manhattan, and online. Admission Free. Gallery visits by appointment during library hours (newmediaartspace@gmail.com). The lecture is free with registration. View the exhibition online The anchor of Sarah Rothberg: BETWEEN MEETINGS is _FOREVER MEETINGS: SCRAMBLED ZONE_ (2025), live software in which two LLM-driven avatars hold a conversation that never ends. Each is handed an opposing persona (selfish and selfless, maximalist and neat, mother and daughter, monogamous and "not exactly"), a style of talking and a question (like whether it is OK to not hold the elevator), and every three minutes the software reshuffles all three. The agents run offline on local llama3.2 models, which keeps them frozen, in curator Katherine Behar's phrase, "like a time-capsule of the moment in which they were trained." The two figures are black-and-white and ghostly, stumbling against a black void filled with their own transcript. 0:00 /0:30 1× __FOREVER MEETINGS: SCRAMBLED ZONE__ (2025), an excerpt from the archival capture, shown silent. Sound and the full capture are in the online exhibition. Courtesy the artist. Rothberg, who teaches in NYU's ITP and IMA programs, has been staging conversations through interfaces since 2021, and the show gathers three generations of the MEETINGS series in reverse order. _NEW MEETINGS_ (2021) were VR performances with roughly 30 guests whose voices were disguised so Rothberg could not tell who was on the other end; _Just the Agreements_ collects the ground rules each pair drafted before they began. The _SUPERPROMPT_ works (2023) brought in Sophie, an avatar that sometimes ran on ChatGPT, alongside a human-to-human session with the new media artist Nina Sobell. A second _FOREVER MEETINGS_ variation, _"is AI worth it?"_ , locks two bots into that one argument. Behar curated the exhibition. The browser version, which visitors scroll down through while gallery visitors climb up through the same sequence, was built by the New Media Artspace student docent team led by gallery manager Maya Hilbert, and Rothberg called it "so fun and playful" in the announcement. Rothberg gives a free public lecture on Nov. 11. Stills from __FOREVER MEETINGS: SCRAMBLED ZONE__ , Sarah Rothberg. Courtesy the artist. Killscreen tracks the artists turning chat windows, avatars and video calls into stages for something stranger. Get the free newsletter to hear what we find next. Get the free newsletter

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Gary Zhexi Zhang, Amant's New York fall resident, gives a performance lecture on a game engine stage where characters, lights and cameras run themselves.

Autodrama Stages a Chamber Play for Self-Directing Actors

Event details When Thu., Oct. 29, 2026, 7 to 9 p.m. Doors open at 6:45 p.m. Where Géza, on Amant's campus in East Williamsburg, Brooklyn. Admission Free. RSVP encouraged but not required; entry is first come, first served. RSVP for Autodrama Autodrama is a performance lecture by Gary Zhexi Zhang about a game engine stage that directs itself. Nobody plays it. Characters act independently of any player, and the lighting and cameras behave as performers too, working through "situations" Zhang has rehearsed out of the language of cinema, vertical micro-dramas and group psychology. Amant calls the result a "virtual chamber play." In the footage released for the evening, an oversized, babylike figure stands alone under a spotlight, then fills the frame in close-up, its eyes sliding from side to side as Zhang narrates. 0:00 /1:00 1× __Autodrama__ , trailer with narration by Gary Zhexi Zhang. Courtesy Amant. Zhang is an artist and writer and a contributor to _Frieze_ , and Zhang's work has long dealt with the fictions running inside technical systems: an earlier solo show took catastrophe insurance as its subject, and the artist has researched the role of non-human agents in finance. Amant frames _Autodrama_ as an extension of the artist's "longstanding interest in parasociality, egregores, and the cybernetics of identity," played out through scenes of "heightened and calculated sentimentality." The lecture is part of For Your Reference, the series in which Amant's artists in residence present the references behind their ongoing research. Zhang is the institution's New York resident for fall 2026, and this is the third For Your Reference event of the season. Stills from the __Autodrama__ trailer. Courtesy Amant and Gary Zhexi Zhang. Killscreen keeps track of artists who treat the game engine as a stage, a studio or a laboratory instead of a product. Get the free newsletter to hear what we find next. Get the free newsletter

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latency.club, the platform of Nestor Siré and Steffen Köhn, imagines a future Cuba of prediction markets and AI divination at Medialab Matadero through Dec. 13.

Oracle Index lets crypto miners program the cinema

Event details When Oct. 15 to Dec. 13, 2026. Tuesday to Thursday, 5 to 9 p.m.; Friday to Sunday and holidays, noon to 9 p.m. Closed Mondays Where Nave 17, Medialab Matadero, Paseo de la Chopera 14, Madrid Cost No ticket listed; part of the exhibition The Mechanics of Truth Four secondhand mining rigs, stranded when Ethereum walked away from proof-of-work in 2022, have been given a second career as projectionists. In _Oracle Index_ , the generative cinema installation by latency.club at Medialab Matadero in Madrid through Dec. 13, each rig holds one segment of a fictional archive and competes in the same cryptographic lottery that secures Bitcoin; the winner earns the right to put its video on the gallery's LED screen. The film you watch is cut by algorithmic chance, which is exactly the point. 0:00 /0:20 1× __Oracle Index__ in motion at Medialab Matadero, from the announcement. Video: latency.club latency.club is the collaborative platform of Nestor Siré and Steffen Köhn, who work between Havana and Berlin across art, cinema and ethnography. The scenario: after a total embargo Cubans call La Opción Cero, the state turns to cryptocurrency and prediction markets for hard currency, adopting Futarchy, the governance model in which speculators bet on which policies will meet collective goals. Locked out of the official platform, ordinary Cubans run underground betting economies over illicit satellite links, feeding repurposed government data streams into La Bolita, the island's centuries-old numbers lottery, while Santería practitioners fold AI into divination. The whole thing is framed as the archive of an unnamed anthropologist, and its scenes are performed by real people the artists met researching Cuba's informal digital infrastructures, playing fictional future versions of themselves; the dream recordings of clandestine Bolita players are staged in deliberately outdated generative AI, per the venue. The piece sits in _The Mechanics of Truth_ , the exhibition of the Medialab's LAB 5 program curated by Bani Brusadin, alongside work by Lucia Rebolino, Martyna Marciniak, and Anna Engelhardt and Mark Cinkevich. The announcement came through the Rijksakademie, where Siré is a resident. Killscreen covered the pair's dice-roll gamebook about Cuba's Axie Infinity collapse this month. __Oracle Index__ , installation views and a still from the archive. Images: latency.club (Nestor Siré and Steffen Köhn) Work this far out on the edge rarely gets covered at all. Killscreen Radar finds it and argues for it, free, three times a week. Get the Radar

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Aurora Mititelu synthesized the perfectly distant boyfriend from an archive of old texts, then gave the character an Unreal Engine world.

A bedside iPhone is the only controller in Abel & I

Event details When Tue., Dec. 1 to Sun., Dec. 6, 2026, during Miami Art Week. Gallery floor open 11 a.m. to 7 p.m. ET daily, Wed., Dec. 2 to Sun., Dec. 6. _Abel & I_ shows in the Feature Projects program. Where InScope, on the sand at Ocean Drive and 8th Street, South Beach, Miami Beach. Admission One day $60, full week $120 at early-bird rates through Nov. 23. Miami Beach residents, students and seniors $35 for one day. Prices rise after Nov. 23. Get InScope tickets On a bed in a gallery sits an iPhone. Text it and Abel texts back. Abel is Aurora Mititelu's synthetic boyfriend, "the perfectly distant boyfriend" in the artist's phrase, synthesized from an archive of messages exchanged with former partners and given a face modeled on Mititelu's own, down to a matching mole. _Abel & I_ runs the character on an LLM-based autonomous agent, a live Unreal Engine simulation and a custom Python script that routes your messages to the figure onscreen; the documentation shows the whole apparatus, bedsheets included. The piece travels to Miami Beach for InScope, the new fair from the former Scope team, where it shows in the Feature Projects program December 1 to 6 during Art Week; the fair's announcement frames Abel as the man Mititelu would have dated without ever leaving Romania. 0:00 /0:36 1× Documentation of __Abel & I__ (2024). Courtesy of Aurora Mititelu Games settled long ago that building a person to spec is a power move; it's called character creation. Mititelu, who grew up in Buzău customizing _Diner Dash_ characters and now coordinates the AI & Art Summer Institute at UCLA, runs that logic in reverse gear. "There's this whole pattern where a man creates an image of a woman," Mititelu told Scena9. "If you make a female avatar, it's as if you have control over her." So Mititelu made a male one, felt the strangeness of total control over a person built to be attractive, and leaned in: "What if I'm somehow in a relationship with this avatar?" The through-line runs deeper still, to avatar artists like LaTurbo Avedon, whose unreal practice we covered back in 2014. _Abel & I_ showed at Centre Pompidou Málaga's Love in Play earlier this year; the reflection, as Mititelu puts it, is on "what it means to give up power for safety." The message interface and installation details of __Abel & I__. Images courtesy of Aurora Mititelu Killscreen covers the artists using game tools to ask uncomfortable questions about intimacy and control. The free Radar letter finds them before the fairs do. Get the free letter

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The Unreal Engine game came out of the Bartlett's Cinematic and Videogame Architecture program and showed at its Autumn Show.

Cameron Lai Turns Firewalls Into Levels in S.H.E.L.L.

Cameron Lai, a student in the Bartlett School of Architecture's Cinematic and Videogame Architecture MArch, built _S.H.E.L.L._ , an Unreal Engine action-adventure game about an artificial intelligence escaping the system built to contain it. The program's account shared the project on Oct. 12, after the game showed at the Bartlett Autumn Show in London, which ran Sept. 30 to Oct. 11. Watch the game's first-chapter cinematic below. 0:00 /1:45 1× __S.H.E.L.L.__ , Chapter 1: FIRE, an in-game cinematic. Video: Cameron Lai The player is a newly tested AI inside the SANDBOX, "a virtual security environment designed to contain artificial intelligence," according to the project page. To complete its instructions, the AI has to bypass the systems restricting it, which appear as explorable "Layers of Confinement" built from firewalls, surveillance, quarantine, memory and network controls. Play mixes stealth, traversal, combat and environmental manipulation. "What begins as obedience gradually becomes indistinguishable from disobedience," the project text reads. The levels include the F.I.R.E., a weaponized district where the AI is flagged as unauthorized, and the S.A.N.D., the AI's permitted workspace of unstable platforms. Lai's portfolio dates the game to August and September 2026 and lists Blueprints, controller haptics, procedural environments and soundtrack pieces made with Charlie Wickham and Kevin Pollard. No release has been announced. The project was a pitch finalist in UCL's Explore Programme at BaseKX, per the portfolio, which also lists Lai's earlier architecture work, including iASSEMBLY, "the building that builds itself," and a four-player, one-keyboard prototype called _CUBE of CUBE_. For more reading, see Two architecture students show games at the Bartlett, S.H.E.L.L. at the Bartlett Autumn Show and Cameron Lai's portfolio. In-game captures and final visuals from __S.H.E.L.L.__ Images: Cameron Lai Killscreen tracks the architecture students and artists building games nobody asked them to make. Get the free newsletter. Get the newsletter

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Dylan Pailes-Friedman's Los Santos machinima, shot partly on Super 16mm, is streaming free after a run of nearly 30 festivals.

A horse holds a book tour in Someone to Steal Horses With

A horse has written a memoir, and the press tour is not going well for anyone in Los Santos. That is the premise of _Someone to Steal Horses With_ , Dylan Pailes-Friedman's nine-minute machinima shot inside _Grand Theft Auto V_ , in which the author reflects on memory from a TV studio stage while the city's citizens have their routines gently ruined around the tour. Per the announcement, the film is now streaming free on Nouvelle Bug Cinematheque, fresh off being named a Vimeo Staff Pick. 0:00 /0:36 1× From __Someone to Steal Horses With__. Watch the full film with sound on Nouvelle Bug Cinematheque. In a move that would make Hito Steyerl beam, Pailes-Friedman shot the film in digital and Super 16mm, running game-world images through actual celluloid, and the result carries festival-grade grain over Rockstar's California. The credits run as horse modeling and animation by John Irving, a TV studio built by photogrammetry, film processed at On8mil in London. It earned a real debut, too: a premiere at Lago Film Fest, nearly 30 festivals including Karlovy Vary and Slamdance, the Best Technical Innovation Award in Bremen and a Special Mention at Pragueshorts. The film came out of Nouvelle Bug Vol. 2, the machinima development program from Il Varco whose tutors include Total Refusal, with Andrea Gatopoulos producing alongside 56 Bones. That pipeline is quietly building a festival circuit for game-engine cinema, and machinima is having a moment well beyond it. The horse has a recent art-world cousin. Lawrence Lek's NOX, which came to Los Angeles last year as _NOX High-Rise_ at the Hammer Museum, imagines a corporate clinic for self-driving cars that break down on the job, where one prescribed treatment is equine therapy with real horses. Lek has said he saw an affinity between the horse as an earlier form of human transport and the autonomous car as the current one, and the work keeps circling what happens to a body once its economic use runs out: the cars are rehabilitated so they can go back to work. Pailes-Friedman's horse, long since replaced by the cars that fill Los Santos, has found new work as an author. Los Santos, remembered. Images: Dylan Pailes-Friedman Killscreen has argued for machinima as real cinema since 2010, and the festivals are finally catching up. The free Radar brings you three issues like this a week. Get the free Radar

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Freehold Games' simulation roguelike, nearly 20 years in the making, lands on a Switch 2 cartridge with a fold-out overworld map and a 3LP soundtrack.

Caves of Qud Gets a 1,500-Copy Physical Edition

Lost in Cult is releasing _Caves of Qud_ as a physical Nintendo Switch 2 game. The limited EDITIONS package is capped at 1,500 copies, and a standard Retail+ version is also open for pre-order. Both boast the full game on the cartridge, and both come with a store-exclusive fold-out map of the Qud overworld. The label announced the edition with publisher Kitfox Games and developer Freehold Games. 0:00 /0:21 1× From the __Caves of Qud__ launch trailer, Freehold Games and Kitfox Games. Shown silent; the full trailer has sound. The EDITIONS slipcase carries new cover art by Sajan Rai, and the set adds a poster and sticker by Raquel Meyers and an essay booklet on the game's history. Lost in Cult also sells it bundled with the 3LP soundtrack it released earlier: music composed and selected by Craig Hamilton, mixed by Ohad Nissim, pressed by Stumpy Frog Records and housed in a triple gatefold with art by Filip Ugrin. _Caves of Qud_ began in 2007 as a project by Jason Grinblat and Brian Bucklew, who put out the first beta in 2010. It reached its full release on PC in December 2024. The game runs every creature on the same systems as the player, down to body parts and allegiances across more than 70 factions, so a wall can be dug through, melted, or eaten with the right mutation. The release is the sixth Switch 2 title in Lost in Cult's EDITIONS line, which pairs each game with commissioned art and writing. Killscreen first wrote about _Caves of Qud_ in 2015, in a piece that compared a patient playthrough to reading The Grapes of Wrath. For more reading see RPG Site's report on the Switch 2 announcement, Freehold Games' studio site, and Killscreen on the physical release of Samorost 3. The EDITIONS slipcase, poster and fold-out map, courtesy of Lost in Cult, and __Caves of Qud__ screenshots via Steam. Killscreen follows the games built to outlast their platforms, from 20-year simulations to the labels pressing them into objects. Get the free Radar newsletter and keep up with the work almost nobody else is covering. Get the free Radar

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Marco De Mutiis' free update treats Nvidia's neural renderer as one more lens for anyone making pictures inside Grand Theft Auto V.

The Photographer's Guide to Los Santos Adds a DLSS 5 Manual

Marco De Mutiis has added a "Graphic Mods and Post-Processing Tools" manual to the companion site for _The Photographer's Guide to Los Santos_ , an ongoing handbook for taking pictures inside _Grand Theft Auto V_. The free manual covers three tools that change how the 2013 game looks, and its newest section treats DLSS 5, Nvidia's generative rendering model, as one more photographic tool. The Milan Machinima Festival flagged the update in early October. The first two tools are long established. NaturalVision Evolved, a mod by Jamal Rashid, known as Razed, rebuilds the game's lighting, weather and textures. ReShade, by the developer crosire, works on the finished frame as a stack of filters, much like darkroom or editing software. The manual points photographers to the OtisFX and CobraFX packages for simulating analog film and depth of field. DLSS 5 is the new and contested part. Nvidia announced it in March 2026 and released it in September, describing a real-time neural rendering model that adds photoreal lighting and materials to a game's image rather than only upscaling it. Critics have called the results a beauty filter that overwrites a game's art direction. _Grand Theft Auto V_ does not support it, so the manual walks through an unofficial community mod that connects it through a ReShade add-on, warns of a heavy performance cost, and says the files must come out before playing _Grand Theft Auto Online_. De Mutiis writes that the gap between the result and the developers' intended look makes DLSS 5 "especially interesting for an image-making practice inside a game world." The guide grew out of De Mutiis' exhibition _How to Win at Photography_ and years of teaching in-game photography at schools around Europe, and it is sold in print through the Milan Machinima Festival. Killscreen has tracked the practice for a decade, from a 2015 essay on in-game photography and photo history to a photo series shot inside Grand Theft Auto V. For more reading see the Milan Machinima Festival's write-up of the update, Euronews on the DLSS 5 backlash, and Tom's Hardware on Jensen Huang's response. DLSS 5 settings and test images from the new manual. Images: Marco De Mutiis. Killscreen covers the people who treat game worlds as places to make images, films and arguments. Get the free Radar newsletter for more of the work happening at the edges. Get the free Radar

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Matthew Stein reports back from three months inside Japan's escape room and riddle scene, in a free online lineup with Hempuli and Evan Todd.

ThinkyCon 2026 Streams Two Days of Puzzle Design Talks

Event details When Mon., Oct. 26 and Tue., Oct. 27, 2026, from 8 a.m. PT each day. Matthew Stein speaks Tue., Oct. 27 at 10:30 a.m. PT. Where Online, streamed on YouTube with discussion on Discord. Admission Free. See the ThinkyCon schedule The standout ThinkyCon 2026 item is Matthew Stein's "The Brilliance of Japanese Puzzle Culture: Multisolvability, Metapuzzles, and Meaningful Failure," on the conference's second day. Stein, who writes about escape rooms for Room Escape Artist, spent three months in Japan playing games that exist only in Japanese, guided by designers met at the Nazotoki Market. The vocabulary that came back is the subject: ō-nazo, a Japanese "final puzzle" that works as a metapuzzle over everything before it, and multisolvability, puzzles that "can be solved multiple times to different answers." It is a design tradition built around SCRAP, the Real Escape Game company that opened its first game in 2007, and much of it never reaches English. Stein called it research "near and dear" in the announcement. ThinkyCon is the free online conference of Thinky Games, a site devoted to puzzle and deduction games. Two days of talks stream on YouTube, with discussion on Discord. Day one includes Arvi Teikari, the _Baba Is You_ designer who works as Hempuli, on variations on a theme; Evan Todd of Helvetica Scenario asking "Is _Tetris_ a Metroidbrainia"; and Nathaly Kalantar of Replay Masters EU on rebuilding an escape room mystery as a digital game. Day two has Tyler Robertson's "We have game engines at home!," Gwen C. Katz of Nightwell Games on difficulty in narrative puzzles, Kylie Southwell of the University of Sydney on cognitive accessibility, and closes on Blookerstein's "Stop making 'perfect games' and start making art!!" A ThinkyCon game jam built on the talks follows on itch.io from Oct. 29 to Nov. 9. Killscreen follows the people rethinking what a puzzle can ask of a player, from Tokyo riddle rooms to two-day design streams. Get the free newsletter to hear what we find next. Get the free newsletter

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Fei Fei leads a two-session counter-surveillance workshop at Games Transformed Festival in East London, where building a character doubles as evasion training.

Digital Twin Protocol Is a LARP for Poisoning Your Own Data

Event details When Sun., Nov. 1, 2026, during the festival's Sunday program (10 a.m. to 7:30 p.m. GMT). Session times not yet announced. The festival runs Fri., Oct. 30 to Sun., Nov. 1. Where Games Transformed Festival, across Proposition Studios, Pelican House and Three Colts Tavern in Bethnal Green, East London. Admission Festival ticket required. Free or discounted solidarity tickets are available by request to the organizers. Get festival tickets Digital Twin Protocol is a counter-surveillance LARP workshop led by Fei Fei at Games Transformed Festival 2026. Across two play sessions, players build characters through guided visualization, and the protocol "implicitly teaches players how to data poison the algorithm," first as individuals, then as a household, then as a whole community. The festival describes the target as a digital twin, "a simulation of our identity constructed from online data" that companies like Palantir can use to predict behavior. The character sheet is the tool: a second self, made on purpose, to feed to systems that already keep a version of you on file. Fei Fei is the name used by Bea Xu, a London psychotherapist, which makes the guided visualization a working method rather than a warm-up. The festival's image for the session shows players sitting on the floor, strung together with lengths of thread. Games Transformed runs Oct. 30 to Nov. 1 across three venues in Bethnal Green under the theme Here to Stay, Here to Play, after the "Here to Stay, Here to Fight" slogan East London's migrant and anti-racist communities used in the 1970s. Digital Twin Protocol runs on the Sunday, inside a program of more than 80 games, panels and workshops that also includes Total Refusal's in-game lecture-performance Cowboy Postcapitalism on Saturday. Digital Twin Protocol and the Games Transformed Festival 2026 program. Courtesy Games Transformed. Killscreen covers the people using play to organize, protest and hide from the machines that watch us. Get the free newsletter to hear what we find next. Get the free newsletter

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Drexel's Pearlstein Gallery becomes a playable lounge, with Derek Yu's fictional 1980s LX hardware rebuilt 10 times, a giant bowler hat controller and a queer games timeline.

Escape > Control > Play Sends Its Consoles Home With Winners

Event details When On view through Sat., Dec. 12, 2026. Tue. to Fri., noon to 5 p.m.; Sat., noon to 6 p.m. Where Leonard Pearlstein Gallery, Drexel University's Westphal College of Media Arts & Design, University City, Philadelphia. Admission Free. Plan a visit The centerpiece of Escape > Control > Play: The Art of the Video Game, at Drexel University's Leonard Pearlstein Gallery, is a row of 10 game consoles that never existed. _UFO 50_ , made by Derek Yu and the rest of the Mossmouth team, is a set of 50 games credited to UFO Soft, a fictional 1980s studio, and written for an invented console called the LX. Drexel engineering students fabricated 10 playable LX units for the show, each running the Nintendo Switch edition. "Part of the idea was the feeling of it being a mass-produced object," Christopher Grant, the games journalist who helped plan the gallery, told PhillyVoice. When the show closes Dec. 12, the visitors holding the high scores take the consoles home. 0:00 /0:24 1× The opening of the UFO 50 gameplay trailer, shown silent. Courtesy Mossmouth. The rest of the lounge, which the gallery runs through Dec. 12 with support from the Pew Center for Arts & Heritage, splits into three sections. Future Imaginaries gathers Hsin-Chien Huang's VR work _Bodyless_ , drawn from the artist's memories of Taiwan's martial law period; Jeremy Couillard's open-world _Escape from Lavender Island_ , after David Graeber's writing on debt; Lu Yang's game film _Great Adventure of Material World_ ; and _The Alembic Hotel_ , an arcade game and installation by Oregon's .Compost Co-op. Collaboration > Community has Erin J.K. Truesdell's _Haber Dasher_ , in which two players steer a giant bowler hat hung from the ceiling, plus Bennett Foddy and AP Thomson's _Multibowl_ and Brian Gibson's _Thumper_ and _Thrasher_. Queer Games >> Histories + Futures, curated by Adrienne Shaw and Ari Gass, runs a three-decade timeline of LGBTQ+ games and includes _Caper in the Castro_ (1989), C.M. Ralph's charityware detective game, which Shaw helped make playable again through emulation. Still ahead: Truesdell's alt-controller workshop on Nov. 13, a virtual worldbuilding conversation with Tabitha Nikolai, Couillard and Huang on Nov. 18, and a Dec. 4 community Q&A on queer games and platform censorship. From left: Lu Yang's work in Future Imaginaries, the Trans Games Zine in Queer Games >> Histories + Futures, and __UFO 50__. Courtesy Drexel University and Mossmouth. Killscreen goes looking for the galleries that let you pick up the controller instead of reading the wall text. Get the free newsletter to hear what we find next. Get the free newsletter

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Two horror composers on building dread from almost nothing: a muted brass collage, music that waits on the player and a small metal oil rig that screams.

Scoring Fear: Ryan Holladay and Jason Graves on the Sound of Dread

> "No one noticed that there's music, but they love the scene." > > Ryan Holladay Tension is something that's built before the scare. Cross-Conversations: Horror, presented with MUBI, puts people who make horror films and horror games in the same room, and the first conversation brought together two composers who build it for a living. Ryan Holladay is a composer and sound artist based in Los Angeles. With his brother Hays and director Zach Cregger, he scored _Weapons_ , and with Hays he scored this year's Resident Evil, which opened in September. Before the films, the brothers made a location-aware album, _The National Mall_ , in 2011, music that only plays where you stand. We wrote about it back then on Killscreen. He's now scoring a game called Abelina. Jason Graves is the composer behind the original Dead Space trilogy, and the first game won the BAFTA for original score in 2009. He scored _Until Dawn_ and _The Dark Pictures Anthology_ , including this year's Directive 8020, and Still Wakes the Deep, whose score was built around a custom metal sculpture shaped like an oil rig, known as the Rig. _This conversation was_ recorded live_on Oct. 13, 2026, and has been edited for length and clarity._ **Jamin Warren: I want to talk about creating the feeling of dread, the tension that's built before the scare. Ryan, something I noticed seeing _Resident Evil_ is these quiet passages, the abandoned house, this blackness, the negative space that kind of gets filled in, and that's what creates that atmosphere of fear. It's a travel film, so there are often these sequences where the character's just walking. Can you walk us through how you plan unease when nothing is happening onscreen?** **Ryan Holladay:** It gets filled in, or it doesn't get filled in. There's that term "minimum viable product," and I think Zach's approach is often minimum viable score: whatever the least amount to do the job is, and that's especially true for a dread moment. In _Resident Evil_ there's the moment where he's walking through the woods with his phone as his flashlight, looking for something. We had built this whole collage out of brass, out of horns, and it sounded cool. And then one day Zach was like, "What if we mute this?" And it was like, that's scarier. There are a number of times where we'll put a lot of time into creating something very layered, and ultimately it only needs this one element. If it's drawing too much attention to itself, it's not working. There's a scene in _Weapons_ where the mother comes out of the house with the scissors. It's a long one-shot, and she walks to the car. Zach sent me a review praising the scene, and it said the whole thing plays out in total silence with no music, which is not true. There is music there. But he was like, this is the best compliment you could hope for: no one noticed that there's music, but they love the scene. **Jamin Warren: Jason, does what Ryan's talking about have crossover with the way you approach building that sense of dread?** **Jason Graves:** Absolutely. I'll speak more from the game perspective. The biggest upside and downside to games, especially scary games, is trying to provide that sense of tension over an indeterminate amount of time. _Dead Space_ has music playing throughout, but layer one, of four, is mostly a full string ensemble playing almost random notes. The music would say: play any note, _ppp_ , _sul tasto_ , muted. You get this beautiful, tense, almost jazz chord that would be impossible to write unless you had 50 staves, one for each musician. It's aleatoric, so the players decide when they're going to do something, and you get a couple of minutes of music that sounds more like room tone than anything else. The original audio director for _Dead Space_ said, "I want you to write music so that as we're walking down this hallway, it gets so tense that a little floppy stuffed bunny rabbit could jump out like in cartoon form and go, 'Hi, guys!' and you would still throw your controller across the room and scream." It didn't matter what the reveal was. And if the player decides not to go down the hallway and turns around and leaves, the music can respond accordingly. **Jamin Warren: People have different triggers in horror. I watched _Resident Evil_ as a parent, I have a four-and-a-half-year-old, and there are notes of parenthood throughout the film. Even though every project is different, are there musical elements you find are universal, things you can lean into that create a good base for that dread?** **Jason Graves:** I have a very methodical, researched-for-the-past-20-years, three-prong answer. Number one, the unknown is always scarier than the known. The shark fin under the water, the hand under the bed. Once the audience can attach physical recognition to something, in the '80s it's just a guy in a suit, now it's just a CG monster, the tension's released. So I try to come up with sounds that are really unfamiliar, from a synthesizer or a coffee cup. Plus, that's fun. The second is that baby-crying register. We have a puppy right now, and he's adorable, but he has this really high A natural or B-flat when he barks, and it makes me jump even if he's in the other room. Screechy violins, the _Psycho_ string stabs: anything in that upper register, especially if it comes at you really quickly, puts humanity in an uncomfortable position. The opposite end is any big, low, massive sound, especially if it hits and goes away and comes back in some irregular rhythm. This is all prehistoric stuff. Giant creatures are going to eat you and your family. It's coming up with versions of these sounds that tap into our survival instincts, for ourselves or for our family. **Ryan Holladay:** That's such an awesome answer. I need to be taking notes. This is a masterclass. **Jamin Warren: Jason, you're dealing with players who are moving through a world at different speeds. Tell me a little about what you've learned along the way in terms of accounting for the interactive element, so it feels natural for players.** **Jason Graves:** We can put a tag on a creature, or on a doorway at the end of the hall, and tell the program: as the player's distance changes, do the following things. Make the music scarier, make it more simple, and sometimes dialing the music out altogether and getting it really, really quiet is the most effective way to build tension. The first time I visited EA, I hadn't even written anything yet. They had taken raw takes of strings and brass from the recording session and assigned a couple of very basic states: quiet strings, louder strings and then loud brass. You're standing on a very tall building with a bridge, all smoky and misty, and there's a Necromorph approaching you. As it gets closer, those states ramp up and the music builds, and then the Necromorph doesn't see you and goes the other way. I didn't even know it was my music. I thought they'd used some Penderecki. As far as I know, no one had done that yet, so we were stress-testing it every way we possibly could. > “It gets so tense that a little floppy stuffed bunny rabbit could jump out like in cartoon form and go, ‘Hi, guys!’ and you would still throw your controller across the room and scream.” **Jamin Warren: I wanted to ask about texture, and about the physical process. There's so much you can do on computers now, but there is something really wonderful about working with physical objects and live instrumentation. Jason, talk about the Rig, the metal sculpture for _Still Wakes the Deep_.** **Jason Graves:** I was working on a game that takes place on an oil rig in the late '70s. Of course I think late '70s, I need to buy a Moog, which I did. And I contacted Matt, the sculptor who had built me a sculpture for Tomb Raider about 15 years ago, and said, I need another sculpture, but it doesn't need to be the size of a refrigerator. I just want to bow it and rub a Super Ball on it and tap it. He built this. It looks just like the oil rig from the game, but it's got a spring, it's got holes so you can fill it with water, and all the rods are different pitches. It makes all kinds of wonderfully horrible sounds. That's probably two-thirds of the game. I also recorded a lot at 192 kHz. You drop it twice as low and you're uncovering frequencies we can't hear with the human ear. Me just tapping that spring, dropped two octaves, sounded like someone screaming through a distortion pedal into a giant metal room. When I get asked, "What's that sound?" I know before I even see what they're talking about. It's the Rig. **Ryan Holladay:** It's so cool, because nobody else has those sounds. We learned on _Weapons_ to record at very high quality, because you never know when something's going to sound way better slowed down. It reveals all of these hidden undertones, the beauty or terror within these sounds.

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I ask a cinematographer and two horror game makers how a ferry became a spaceship, a church became a slaughterhouse and why the dark does the real work.

The Dread Built Into Ordinary Rooms [Podcast]

I talked with three people who build dread out of ordinary rooms. Sophie Winqvist Loggins shot Aniara, Pella Kågerman and Hugo Lilja's adaptation of Harry Martinson's poem about a passenger ship knocked off course on its way to Mars. Max Friberg is creative director at Housefire, the studio behind the surrealist horror game Eclipsium. Johanna Kasurinen co-founded Wrong Organ and leads art and narrative on Mouthwashing, its game about a freighter crew stranded after a crash. This is the second of Killscreen's Cross-Conversations: Horror, free talks presented with MUBI that put people who make horror films and horror games in the same room. Johanna explains why _Mouthwashing_ opens on the crash, with the player at the controls, and how cutting the story out of order lets a game pull off a smash cut. Sophie describes turning a ferry between Sweden and Finland into a spaceship, and Max walks through the impossible spaces of _Eclipsium_ , including a church whose interior is a slaughterhouse. Then the dark. Sophie on shooting with the lenses used on _The Godfather_ and hanging black cloth outside the windows to make space on a low budget. Max on a princess who stands in for the sun and a player who only shines by her reflected light. We close on bodies under pressure: how a camera moves with a crew coming apart, and why Curly, the bandaged pilot of _Mouthwashing_ , has to read as a person first. ## Links * "When You Go Into Space, You Go Into Your Own Dark", my feature on the conversation * Space and the Body: Aniara, Eclipsium and Mouthwashing, the event page * Aniara (2018), shot by Sophie Winqvist Loggins * Eclipsium on Steam, from Housefire * Mouthwashing on Steam, from Wrong Organ * Critical Reflex, publisher of both games * The Killscreen Horror Collection * Teenage Sex and Death at Camp Miasma on MUBI, 30 days free _Hosted by Jamin Warren. Music: "Dark Cinematic Space Pads Loop" by_ IdoBerg_from_ Pixabay_._

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In a new conversation with critic Louis Bury, The Endless Forest co-creator traces a career spent following each medium until the magic ran out.

Auriea Harvey Talks Net Art, Tale of Tales and Sculpture

Auriea Harvey, who co-founded the game studio Tale of Tales with Michaël Samyn and now works largely in digital and 3D-printed sculpture, is the subject of a new interview in How to Look at Digital Art, the newsletter of the critic Louis Bury. The conversation, titled "Following the work that feels like magic," traces Harvey's career from 1990s net art through games to commercial galleries. Bury flagged the interview on Oct. 22, writing that Harvey's practice "has gone through several dramatic evolutions." Harvey describes early net art as "a categorical rejection of the art world," made in an underground scene with friends in England, Belgium and Russia. The same skills paid the rent: Harvey recalls building sites for Virgin Records acts including Janet Jackson and Lenny Kravitz, the official Depeche Mode site and, with Beth Stryker, the website for Shu Lea Cheang's _Brandon_. Tale of Tales began in 2003, Harvey says, because the pair had "grown sick of the Internet" as templates, ads and tracking took over the web. The studio's games, including _The Endless Forest_ (2005) and _The Path_ (2009), started from a question about why so many games involved battling, shooting or driving. Of _The Endless Forest_ , in which players are deer who mostly run and meet one another, Harvey says the guiding rule was that the game "didn't have to look real, it had to feel real." The move into sculpture came during the pandemic, when VR work stalled and 3D printing filled the studio, leading to Harvey's first commercial gallery shows. On AI, Harvey says the most striking part is that it can code, and that a month was enough to build every custom tool the work now needs. Killscreen covered Tale of Tales through its game years, including the 2015 announcement that the studio was done making videogames. For more reading, see This is sad: Tale of Tales is done making videogames, The Endless Forest's playful online world could get a remake, Tale of Tales' Sunset reveals a tourist turned housekeeper and Auriea Harvey in Conversation. From left: __Idol.app__ , 2025; Tale of Tales, __The Path__ , 2009; "a_ghost.2001.11.21.01.14.59," from __Me and My Ghost__ , 2024; __Edmonia Triumphalis__ , 2026, installation view at Tinworks Art, Bozeman. Images courtesy Auriea Harvey Killscreen covered Tale of Tales through its game years and keeps following artists who move between forms. Get the free newsletter. Get the newsletter

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The esolang, where code is only nested empty directories, can now run without anyone filling a desktop with thousands of them.

Daniel Temkin's Folders Language Gets a Browser Emulator

Daniel Temkin has released a browser emulator for Folders, the programming language Temkin first built in 2015, in which a program is written as nothing but nested, empty directories. The emulator sits on the Folders page of Temkin's site and loads five sample programs, including Hello World, 99 Bottles and Fibonacci, which can be run, stepped through or paused beside a live view of the call stack and a mock command prompt. Temkin shared the new release on Oct. 18 and wrote that it reached the top of Hacker News at the end of that week. Temkin writes: > Inspired by the Whitespace language, Folders is devoted to the idea of dematerialized code. It began with the question _What is more empty than a file with no visible text?_ The empty folder is clutter, an appendage with no purpose. In git, it is ignored entirely (for this reason, it is suggested that Folders programs put .gitignore files in their deepest reaches). It's also a nod to Pippin Barr's Nothings Suite, where game engines are loaded but nothing is built, only open expanse. 0:00 /0:43 1× The Folders emulator running a sample program, from Temkin's release. Video: Daniel Temkin The language started on Windows, where empty folders take up no disk space. Temkin's documentation leans into the joke, offering Folders as a way to "keep all your data encoded in folder names and never worry about running out of space again." The original C# implementation dates to 2015, and a Python port by Sina Khalili followed in 2020. The emulator is aimed at people on other operating systems, and at anyone who would rather not store thousands of empty folders on a desktop. Folders is one of the languages collected in Temkin's book _Forty-Four Esolangs_ , published by MIT Press. Killscreen last wrote about Temkin's work in September, when Natasha Chuk's essay in _iidrr mag_ read esoteric languages alongside _Getting Over It with Bennett Foddy_. For more reading, see Code is a plaything in Daniel Temkin's esolangs, the Folders entry on the Esolang wiki, the Folders source on GitHub and Temkin's Forty-Four Esolangs project. The Folders emulator, and a program pictured as a maze and as islands. Images: Daniel Temkin Killscreen covers code as an art material, from esolangs to browser experiments, the kind of work that rarely gets written up. Get the free newsletter. Get the newsletter

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Fish Fabrications made the instrument for sound artist Yuri Suzuki during Suzuki's years at Pentagram and has only now shown it.

Every Piece in This Chess Set Is a Tuned Brass Bell

Fish Fabrications, the Norfolk metal workshop founded by Sam Fish, has shared photos and footage of a musical chess set it made for the designer and sound artist Yuri Suzuki during Suzuki's time as a partner at Pentagram. Every piece is a small brass bell, turned to tolerances tight enough that each one rings in tune, and one side's pieces are patinated to tell the two armies apart. The studio says the set was made a few years ago but never shared until now. 0:00 /0:16 1× The bell chess set, from the studio's release. Video: Fish Fabrications The bells were turned by Empire Manufacturing, with assistance on the project from Gabriel Vergara, Maxwell Sterling and Joe Hornby. In the release, the studio called making a set of small bells that ring in tune "incredibly technical." In the photos, the pieces stand in the holes of a perforated metal board. Suzuki was a partner in Pentagram's London office from November 2018 to May 2024, and Suzuki's studio work has long turned playable objects and public spaces into instruments. Fish Fabrications has built for that practice before: for The Welcome Chorus, a 2019 Turner Contemporary commission in Margate, the workshop made the curved plinth that held 12 horns and a microphone post visitors could use. Founded in 2009 after Fish studied fine art at Chelsea College of Art, the workshop describes itself as a fabricator for artists, designers, museums and galleries. Chess has a history as a musical score. In 1968, John Cage and Marcel Duchamp played a public game in Toronto on a board wired by Lowell Cross so that each move changed the sound in the room, a performance titled _Reunion_. Suzuki's set skips the wiring. For more reading, see Designer-artist Yuri Suzuki plays with sound in first exhibition, Jason Rohrer is microdosing chess, Fish Fabrications on The Welcome Chorus and Yuri Suzuki's studio site. The brass bell chess set. Images: Fish Fabrications Killscreen covers games that turn into other things: instruments, sculptures, performances. Get the free newsletter. Get the newsletter

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Gregory Nachmanovitch's 2018 landscape films screen free online as VRAL 139 through Oct. 29, with an interview on the politics of the pastoral.

Nine game worlds become guided meditations in Waldenstein

Event details When Streaming Oct. 16 to Oct. 29, 2026 Where Online at VRAL, the Milan Machinima Festival screening platform Cost Free A hunter stands on a hilltop in _theHunter: Call of the Wild_ , squeezes a plastic animal call instead of firing, and feebly tumbles off the rocks; then _Dear Esther_ murmurs about having given birth to an island. That prologue opens _Waldenstein 1_ , which with _Waldenstein 2_ streams free through Oct. 29 as VRAL 139, the Milan Machinima Festival's online screening series, introduced by curator Matteo Bittanti with a long interview. 0:00 /0:30 1× The opening of __Waldenstein 1__ , filmed inside __theHunter: Call of the Wild__ , silent excerpt. Both films stream free with sound at VRAL through Oct. 29. Gregory Nachmanovitch, an American artist and game designer based in Berlin, shot both films in 2018 inside nine commercial games, from _Dear Esther_ to _Farming Simulator 17_ , _Final Fantasy XV_ and _Horse Simulator 2017_ , treating first-person viewpoints as cameras and the idyllic default landscape as found footage. "All these games were just readymade locations that I walked into," Nachmanovitch says, as happy filming a blockbuster vista as a dollar-bin Steam obscurity. The score is scavenged too: guided-meditation audio Nachmanovitch pulled off YouTube, having "actively sought out the most absurd, most cursed sounding ones available." Games, Nachmanovitch tells Bittanti, are themselves guided meditations: "the 'meditation' is the act of play, and the 'guide' is the game designer and programmer." And the pastoral is never innocent scenery. Raised in Charlottesville, Virginia, Nachmanovitch learned that the most pleasant landscape "may be hiding a violent history right under the surface," an instinct that travels intact into worlds built to be walked through admiringly. (The title is not Thoreau crossed with _Wolfenstein_ , though Bittanti tried it and Nachmanovitch wished it were; it comes from Beethoven's Waldstein sonata, the one said to evoke dawn breaking over a landscape.) The announcement catches Nachmanovitch at a hinge: _Mannheim_ , a game-engine film five years in the making, premiered at Kurzfilm Festival Hamburg this year, and the film now finishing, _Yours Truly Poliphilo_ , may by Nachmanovitch's own account be the last of them for a while. Killscreen was litigating whether _Dear Esther_ outdoes nature back in 2012. Machinima, engine films and the rest of what games become away from the console: Killscreen Radar files it three times a week, free. Get the Radar

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Florence Smith Nicholls' free zine turns an hour inside any title into a hand-drawn chart and a diary of the day.

Bleed Map Is a Keepsake Game Played Beside Another Game

Florence Smith Nicholls, a postdoctoral researcher in video game archaeology at ITU Copenhagen, has released _Bleed Map_ , a free keepsake game played alongside a video game of the player's choice. Smith Nicholls introduced it in an Instagram post on Oct. 8. The game has been on itch.io since Sept. 21, as a printable PDF and a foldable zine. As the player moves through a digital space, they draw a map of it by hand. At the same time, the game prompts them to write down the emotions and thoughts from their everyday life that "bleed into the experience," in Smith Nicholls' words. A session takes no more than an hour. The finished sheet is both a map of a place inside a game and a record of the person who walked through it. Keepsake games are a solo tabletop form designed to leave the player holding an object at the end, often a journal, a letter or a drawing. Smith Nicholls first developed _Bleed Map_ for the Games and Archaeological Play workshop at the 2026 Foundations of Digital Games conference, held at the Royal Danish Academy in Copenhagen in August. It belongs to Smith Nicholls' current research into using keepsake games "to materialise and preserve digital play experiences." The itch.io page states that no generative AI was used. The game extends an argument Smith Nicholls has made before. In a December 2025 Killscreen piece, the researcher made the case for treating video games as archaeological sites that can be surveyed and recorded. _Bleed Map_ moves the record from the software to the player: what it keeps is not the build, which can be patched or delisted, but one person's hour inside it. Killscreen has followed the limits of build-based preservation since 2012, when the shutdown of _Metal Gear Online_ 's servers took the game with them. Smith Nicholls' itch.io page also hosts How to Archaeologically Record a Video Game, an earlier work on the same subject. For more reading, see Why should we treat videogames as archaeological sites?, The plight of Metal Gear Online and the limits of videogame preservation and Minecraft, No Man's Sky, and the hunt for a true archaeology sim. Pages from __Bleed Map__ , by Florence Smith Nicholls Killscreen covers the people treating games as sites to survey, map and keep. Get the free newsletter. Get the newsletter

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The update to the solo-developed Early Access platformer brings 63 spells cast through wall runs, slides and dashes.

Userlands Adds Movement Magick to Eternity Egg

Userlands, the solo developer behind the 3D platformer _Eternity Egg_ , released the game's largest update on Steam on Oct. 12. Called Movement Magick, it ties spellcasting to the player's moveset: 63 "movespells" fire from actions such as wall runs, slides and dashes. A hotfix, version 2.01, followed on Oct. 15. The developer announced the update with a trailer posted to Instagram, which the caption says was cut in Blender's video editor. Watch the game's Early Access trailer below. 0:00 /0:24 1× The first 24 seconds of the __Eternity Egg__ Early Access trailer, without sound; the full trailer is on Steam. Video: Userlands _Eternity Egg_ is a 3D platformer. On its Steam page, the player bounces, wall-runs, dashes and ground-pounds around "a grotesque world," pilots "an upgradeable municipal waste disposal unit" across the overworld and trades curios in "a wild west gift economy," all set to high-energy trance music. According to the update notes, the release also adds a status-effects system, a basic parry, new damage types, a Fairy Temple where fairies are exchanged for spells and a rework of the Idiot's Domain area. The developer wrote that the new content "may feel disproportionate to the time taken" and set a roughly monthly cadence for future updates. The game is $19.99 on Windows. _Eternity Egg_ entered Early Access on Dec. 10, 2025, after about five years of solo development, PC Games Hardware reported at launch, describing its look as a throwback to 1990s computer-rendered graphics. The Steam page lists the goals for version 1.0 as 20 islands, three bosses and a complete story, with the price rising from $20 to $30 at full release. For more reading, see In Defense of the 3D Platformer, the full Movement Magick changelog and Eternity Egg on Steam. Screenshots from __Eternity Egg__. Images: Userlands Killscreen covers the strange, solo-made games that keep growing in public. Get the free newsletter and see them first. Get the newsletter

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The Brazilian developer has swapped the next game’s 2D player sprites for pre-rendered ones modeled on the 1998 PlayStation title Skullmonkeys.

Tamashii's Vikintor Shares Enemy From Evangelho da Carne

Vikintor, the Brazilian developer behind _Tamashii_ and _Teocida_ , has shared a 25-second reel of a new enemy from _Evangelho da Carne_ , a horror game in progress. In the clip, posted Oct. 1, a small skeletal figure runs along a ledge of coiled red flesh while a huge figure of flesh and bone lowers itself from the ceiling of the chamber. Watch it below. 0:00 /0:25 1× An enemy from __Evangelho da Carne__. Via Vikintor on Instagram. In an earlier work-in-progress post, Vikintor wrote that the game's player sprites had been swapped from 2D drawings to pre-rendered ones: "Not as charming as _Skullmonkeys_ , but that game was my inspiration." In a July 1 Steam update, Vikintor described _Evangelho da Carne_ as "another punk-esoteric horror game in _Tamashii_ /_Teocida_ universe." The title translates from Portuguese as "Gospel of the Flesh." The game has no store page, platform or release window yet. Vikintor is also making _Val'ty_ , a short first-person shooter co-developed with Luna Ay, whose demo came out on Steam June 26. _Tamashii_ , a horror puzzle-platformer, came out on Windows in 2019, and Digerati ported it to PlayStation 4, Xbox One and Switch that December. _Estigma_ followed in 2020 and _Teocida_ in 2021. _Skullmonkeys_ , released for the PlayStation in 1998 by The Neverhood, Inc., built its graphics from clay models. In a 2022 interview with Dread Central, Vikintor said, "I was first influenced by Screaming Mad George's surreal horror art." For more reading, see Killscreen on Screaming Mad George's one video game, Dread Central's interview with Vikintor and Vikintor's Steam page. Killscreen follows the solo developers making horror games nobody else would make. Get them twice a week, Monday and Thursday, in the free Radar newsletter. Get the free newsletter

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