Next Fest ends today. Of the eight demos I selected, I've played six.
The two I haven't tried yet are ArcheAge Chronicles, which is a 38GB
download and which I never really meant to include as part of the official
count and Hela: Of Mice & Magic, which can only be played with a
controller.
I do have a controller but when I went to look for it yesterday, I couldn't find it. I'll have another look today. That said, just knowing it's the only way the game can be played loses me most of whatever interest I had, so I might not look all that hard.
I wrote about two of the demos, World of Slime and Never Wither, on Thursday. I reviewed them together because they're both creature-catchers. They also have similarly open-ended demos with no specific end-point. I played each of them only for as long as I felt I needed to get a feel for what they were about. I haven't logged into either of them since, even though there's plenty left to do, so I doubt I'll be adding either to my wishlist.
Today, I'm going to lump the remaining four demos together, on the grounds that they're all Point&Clicks of some stripe or other. Other than their broad genre, they aren't all that similar. Two are genuine, traditional Point&Click adventure games, one's a visual novel and the other's a police procedural focusing entirely on interrogation.
Taking them in the order I played them:
The Other Side of the Wall
This is one of the adventures. It's set in a single-sex (Male.) private school in the 1980s. The school is run entirely by Roman Catholic priests. You can guess where this is going, I bet.
Well, it's not. Or not in the demo, anyway. Not that the demo goes anywhere much. Very little happens at all.
It took me just over forty minutes to finish the demo and that included several minutes watching a YouTube video to figure out one of the puzzles. Here's the thing; I love Point&Click adventures but I'm really not very good at them, even after many decades playing the damn things. It's very rare for me to get all the way through one without having to consult a walk-through or watch a video of someone else who's better at it than me. In fact it's probably never happened.
I don't mind that. It doesn't put me off. I like to get as far as I can on my own without becoming frustrated and then, when I start to run out of ideas on what to do next, ask for hints. Usually just a nudge is enough but if I still can't figure it out I'm fine with looking up the full solution. The fun for me is in watching it all play out more than it is in solving the puzzles on my own. It's like how magic tricks are always more interesting when you know how they're done. Or is that just me?
That said, I feel it can hardly be in a game's best interests, if someone who enjoys adventure games can't even get off the first screen without looking something up. I've played a couple of demos like that. Luckily, neither of the two I picked this time was quite so that awkward but I still had some problems getting going.
It wasn't clear in either of them how to get started. For this one I just wandered about aimlessly, waiting for something to happen. It was quite a while before anything did. I looked at everything and talked to everyone and it all felt a little bit aimless.
I had a pleasant chat about literature with the priest who teaches English in the school. It later turned out I needed him to point me towards a a certain poem someone had hinted I might do well to study but at the time I didn't know that, of course. I just stood there, chatting with him about literature for no apparent reason. It was odd.
It all felt even more aimless than usual with no overarching plot or mystery to give it shape. Eventually I found my way to the eponymous hole in the wall between the all-boys' school and the all-girls school next door, which none of the boys is allowed to visit. (Yeah. Go figure.) I had a very elliptical conversation through the hole with an unseen girl who wouldn't even tell me her name.
To get it out of her, I made my way back, via another conversation with the literary priest, to my room-mate, who was paying paying another of the priests to get him cigarettes. He made me the middle-man in the transaction and that got me the book of poetry the first priest had told me would have the poem I was looking for, which would in turn tell me what I had to get next, so I could give whatever it was to the girl on the other side of the hole in the wall and she'd finally tell me her name.
Yeah, that's an adventure game alright. Can't fault the gameplay. Very traditional.
The writing is good, if oddly literary. The conversations with the English-teaching priest go way beyond what's necessary for the plot. You get to know his thoughts on Maya Angelou, Henry Miller, J.D. Salinger and several other 20th Century authors. As for the book of poetry, you get two read two entire poems by Yeats...
He's chatty and so is the girl behind the wall and the room-mate. The voice acting is about as functional as the rest of the game. It does a decent job but it's not especially memorable. I enjoyed it well enough at the time but now, a few days later, I couldn't even remember if the game was voiced at all. I had to go to YouTube to check.
I finished the demo without ever being entirely clear where the story might be headed. Or, reall;y, what the story was. Usually there's some kind of threat in these things or at least a mystery but this felt more like a slice-of-life. Nothing wrong with that but it'd be unusual for an adventure game not to include... well... an adventure.
It didn't really feel all that eighties, either, mostly because the setting is both visually and thematically unconnected to that any decade. Institutional buildings, formal gardens, uniforms... none of it triggers much of a nostalgic response. Consequently, when the dialog mentions the names of bands or comments on behaviors that might be considered "of the time", it all feels a bit dropped-in.
Overall, I thought it was fine but it didn't make me want to play the full game. I haven't wishlisted it.
Kat Domino: Agent of S.H.E.L.L
This was my favorite of all the demos this time. I liked the design, the aesthetic, the gameplay and the setting. I was less sure about the writing or at least one aspect of it.
It's not that the writing is poor in any way. It's not. It's pretty good. It's just very punny and extremely fond of pop culture references, most of which feel somewhat dated. There are a lot of Monty Python and X-Files gags, for a start.
I find a little of that kind of thing tends to go a long way, even when it's done well. When it's done badly, I find it embarrassing and hard to get past. This isn't anywhere near that awkward, thankfully, but it did sometimes make me cringe a little.
As for the actual storyline, there isn't a lot of that either. The demo opens with the eponymous central character in her office, where she (Eventually...) gets a call from her boss, telling her she has to go to Reception to collect a new recruit to the organization. The demo ends the moment you step out of the elevator into the reception area. You never even get to see the person you're supposed to meet.
It took me just under an hour to get to that point. Once again, it included a few minutes of watching someone else on YouTube solve a puzzle I was having trouble with. I'd missed an interactable, which is so easy to do when there's nothing you can press to make them all light up. I also spent a lot of time before that just going backwards and forwards, revisiting locations and re-examining things in the hope of spotting something new as I tried to figure the puzzle out for myself.
But most of the fifty minutes went on examining things and talking to people for the first time. There's a lot of text to read and a lot of voiceover to listen to but that's just how good adventure games roll.
The gameplay and the mechanics will feel extremely familiar to anyone who's played a Point&Click adventure before. There's a surprising amount to click on for a demo, all with fulsome descriptions to read or to listen to Kat read out loud for you.
[And that, I'm going to warn you right now, is going to lead to me falling down an entirely unnecessary rabbit hole in a few paragraphs' time. If the developer is reading this, something that's always a risk when reviewing Next Fest demos, I apologize in advance. Just trust that it's all going to turn out alright in the end.]
The building Kat works in is actually a deep silo or perhaps an under-sea structure of some sort. Reception, where she's headed, is on the top floor, at the surface. Everything else is buried or sunk or whatever it is Judging by the portholes, I guess it's under the ocean. It certainly looks like the inside of a submarine, with all those metal walls.
The action, such as it is, consists entirely of getting a colleague of Kat's, Layla, to move out of the way so Kat can take down a poster on the noticeboard so she can get to the code for the elevator which is pinned behind it. That involves finding a rubber chicken, a walnut shell and a feather, which she has to paint blue. Once again, let me remind you, this is an adventure game.
All of that was good fun, even if I did have to look up one of the solutions. When you finally get to the end of the demo you receive a performance review. You, the player, that is, not Kat. You're rated on things like Sarcasm and Patience, which the game calculates from the responses you make and things like how often you skip dialog. That was a nice way to wrap the whole thing up.
And now we come to the voice acting. Talking about it ought to be worth another short paragraph or two at most. Somehow it's not. It's the rest of the post.
Like The Other Side of the Wall, Kat Domino is fully voice acted. I really liked the dry, sarcastic tone but I found myself spending too much time altogether, wondering whether the voice I was hearing was a real person or AI.
I really wasn't sure and I was sufficiently curious that, after I'd finished, I checked to see if there was any indication of AI use on the game's Steam page. There was not, so I googled it and got a response (Ironically, generated by Google's AI, Gemini.) telling me with great confidence that although there was some minor use of AI in some of the background material, the actual voiceover in the game was done by human actors.
So far, so clear. Only when I came to write this post, I wanted to include the quote and link to the source that supported it. So I ran the same query again and guess what? I got a different answer.
Now Gemini told me, with equal confidence, "Yes, the developer has disclosed that the voice acting for the project utilizes AI." Except the link it gave me as evidence went to an Instagram post about a different game entirely!
Seriously, I didn't want to derail my own post, yet again, by talking about the inadequacies of AI search summaries but this just keeps happening. I thought for a while we were getting to the point where these summaries could be trusted but clearly not. Perhaps it's just Gemini. Maybe I ought to switch to ChatGPT for this sort of inquiry in future.
In an attempt to get to the bottom of it all, I put quotations marks around the title in the query to try and force Gemini to look at the right game. That got me something close to the original summary Gemini gave me yesterday. It recanted the allegation that AI was used for the voices at all, going back to its original contention that
No, the voice acting in the actual game demo for Kat Domino: Agent of S.H.E.L.L. is not AI-generated. According to community compilations of non-AI game demos featured in the October 2026 Steam Next Fest, the developers explicitly hired an actual human voice actress for the game's voiceover. While the developers have used AI voice synthesis for temporary social media promotional reels and background narration online, the core point-and-click adventure game itself relies on hand-drawn art and human voice talent.
This also turns out to be wishful thinking. Or hogwash, if you prefer.
The game is listed in a community-sourced Reddit post about demos in Next Fest that don't use AI but I could find no source anywhere for any developer statement specifically on voice acting in Kat Domino. The developers have made such a statement about the art but not the voice.
Because I find this sort of thing interesting, I have just spent half an hour doing my own digging, using my findings to push Gemini into doing the job it should have done in the first place. It was made harder for me by the fact that the developer, Evil Axis Game Studio, which is actually two people in Granada, Spain, only seem to use Instagram and TikTok to promote their work, two platforms with which I have little familiarity and, in the case of Instagram, limited access.
As is well-known, AIs are exceptionally bad at parsing social media, which seems to be the root of the confusion in this case. Honestly, I'm tempted to give Gemini a pass on that. It's a minefield, even for humans.
Eventually, I forced this revised summary out of Gemini, which I think is about as accurate as it's likely to get:
"There is currently no definitive, verifiable source confirming that the voice acting in the game is human. The truth is that the developers, Evil Axis Game Studio, have not officially published any cast list, voice actress credits, or a definitive statement confirming whether the dialogue in the game demo is fully human or assisted by AI voice synthesis"
In other words, Gemini doesn't know. And neither do we. Gemini did at this point provide several more paragraphs of explanations as to why it doesn't know, all of which appear to be accurate as far as I can tell. It's just a shame it didn't do that at the beginning. It would have saved me most of the morning.
The irony is, the reason I started all this in the first place is that I like the voice-over. Kat herself speaks with a timbre and resonance that I find aurally pleasing. The intonation and expression is characterful. Who or whatever is behind it is particularly good on sarcasm and irony. I don't actually care all that much whether it's a person or a machine. I'd just like to be sure.
The voice-work does occasionally exhibit a slight lack of affect that gives it an interesting edge, particularly when Layla is talking, and there are some moments when the sonic texture becomes a little resonant. I was kind of hoping it was AI because that would explain those slight strangenesses. Which, again, were things I liked...
Whatever the provenance, I prefer the voiceovers in Kat Domino, by some distance, to the obviously human voice acting in The Other Side of the Wall. Not that there was anything wrong with it but I didn't find it quite as engaging, somehow.
Maybe I'm really an AI and I don't realize. It happens all the time in Philip K. Dick stories...
The voiceover and the text do sometimes differ, too, which is a thing that often happens in games in development. Not that infrequently after release, too. I don't think that's evidence either way. And in the end, without a cast list or a definitive statement from the developer, it's only a subjective impression. For me, as a player, it's not even anything I'm particularly exercised about. I'm only bothered because I have to write about it and I know other people care a lot more than I do.
The real problem from my perspective is the distraction it causes. Instead of talking about whether the game is fun and worth playing, here I am, talking about whether it's "authentic" or "real" or "human" at some metaphysical level I can't entirely quantify or even confirm exists. Even though I find it interesting to consider these things on an academic level, and it's fun playing online detective, trying to find out the truth of it all, in the end what matters is whether the game, however it was made, is any good or not.
Based on the demo, I think Kat Domino is going to be a good game. Good enough for me to add it to my wishlist, anyway. Which I have now done.
And the other problem with all this AI talk is that it's made the post run so long, the other two demos are going to have to wait. I think I have a lot less to say about both of them but I may be wrong. I wasn't expecting to have so much to say about these two!
As I mentioned in
And now there's an ocean to explore as well. Isles of Abyss adds sea travel,
through a scattered archipelago of islands, large and small, in boats you
build yourself. That's the bait that brought me back and so far, five hours
in, I've been very happily hooked.
In the meantime, I'm fine with my floating shack. It's a pig to turn sometimes
but get it pointed the right way and it really travels. The plot, such as it
is (It doesn't seem to be much yet.) has you adding a harpoon gun and then a
cannon with the intention of destroying (Or maybe it should be killing.) one
of the evil lighthouse monsters that fixes everything to the archipelago like
a nail. Even the dead,
And the vibe in the islands, it turns out, is blues rock. Why? Don't look at
me!
Yesterday, I
Actually, until today I always thought Mana Ridge was the only starting
village but I read the launch day
Except for one huge difference: the translation.
This version has none of that. Instead, my Sorceress seems to be a lying,
cheating, duplicitous gambler with a heart of corroded steel. She's daggers
drawn with her old teacher and she's out for what she can get. Actually, they
both are. Everyone in the village is either sarcastic, snarky or flat-out rude
and all the factions despise each other.
I find myself, suddenly and unexpectedly, in the happy position of having
far more ideas for posts than I'm likely to find time to write. Is that
a happy, position though? Better than the alternative, I guess.
...and it was absolutely no help at all.
What to do? I dunno. I guess... download, install and play? I mean, if you
want to know what some machine you never saw before does, you press the big
red button, right? We all know that.
All of that left me predisposed to feel critical about the whole thing. I
almost cancelled the download at a couple of points, asking myself if I really
needed the game at all. In the end, inertia carried me through and I'm
glad it did. I don't have an exact "time played" for my first session
but I've been playing it on and off all day.
So the game sounds good. Does it look good? Oh, yes. It looks great. I'm quite
picky about interpretations of characters I know, let alone ones I like, and I
have no complaints about any of these.
And it works really well. There are schematic, three-dimensional
representations of the area in which your characters stand like giants. You
press a footstep icon and the game moves you to the next nodal point for an
interaction or a fight and so the story proceeds to its conclusion.
At one point Krypto swoops into a fight to turn the tide, which seems a
bit random until you realise he's the character they're plugging in the store
right now. The game does prompt you to go buy him but doesn't hassle you when
you don't.
Ah, good old Steam Next Fest. Here it is again. One of the three weeks every year, when I get to play a bunch of demos for games I would never have bothered with otherwise and will never think about again. And I get to write about them, too, for an audience that's no more interested in the damn things than I am. Time well-spent, I'm sure.




The second half of the current update landed today and it took me forty
pulls to get Akane, which was the very first thing i did when I logged
in this morning. It felt pretty good, let me tell you.
And yet, so far, I haven't spent anything. I just keep playing it. Pretty much
every day. And enjoying it hugely, too.
As I expected, it took me an hour or so last night, flipping through the
demos on Steam, to pick half a dozen from this
Autumn's Next Fest to play and review And as I also expected, it was a less intuitive and
user-friendly experience than it could have been. It's not that the search and
sort options aren't there, or that they don't work, so much as it's the way so
many games are tagged with so many genres and styles it renders the process of sifting through them opaque.
Julian Reed is a 13-year old student at a New England all-boys Catholic
boarding school in the early 1980s. When people begin disappearing and no
one else seems to remember they ever existed, Julian investigates, with the
help of a girl he has never seen, separated from him by a wall."
World of Slime is a casual MMORPG where you capture, collect, and grow with
all kinds of slimes. Find new slimes through field capture, synthesis, and
fishing, then take them with you into battles, exploration, and puzzles."
Experience unprecedented creature collection gameplay—Transform into almost
any creature you see! Collect and raise fantastical creatures, and command
them to farm, build, and craft. In this open world survival crafting game,
Establish your settlement, become the last hope against the Corruption."
See the world through the eyes of a brave little mouse in this enchanting
3D co-op adventure. Explore breathtaking landscapes inspired by Northern
Sweden, solve puzzles, and be a force for good in a land where heartwarming
storytelling and the beauty of nature intertwine."