
Combolands: a city builder you finish in thirty minutes, and that is exactly what was needed
Place buildings, stack synergies, watch the numbers climb. Seven guilds, two per run, and a fresh island every time.

A survival thriller shot entirely in live action, without a single line of dialogue, four endings. Two and a half years of solitary work.
Alexandrosse
InsertCoins.press Score
7.5/10
Verdict
Recommended
FMV, that genre where you watch real people on film and choose what they do, carried the curiosity smell of the nineties. We assumed it had been shelved along with the CD-ROM.
Out of it today comes a game whose making is more impressive than most big-budget productions this month.

Two and a half years of solo development. Writing, directing, acting, editing, coding: one person, Dogus Cagrici, on every job.
And above all, the shoot. No crew, no backup vehicle to reach the city if something went wrong. He went into the wild with a backpack and a camera, and filmed in the deserted forests of four different cities, in strictly natural light.
The developer describes the November cold, wading into a freezing river and filming for hours in wet clothes. No phone signal at all, and brown bears, wild boars and snakes active in the area. He states forty days alone in the woods, and his Steam page describes the same expedition in the same terms.
For moving shots there was no camera operator: he relied on the auto-tracking of a gimbal and a drone. His technical crew was a machine.
One detail tells you everything about the man: the script and all its branches were written before he left, and for certain scenes he drove to other cities rather than adapt the text to the available scenery.
You are alone in a forest. You remember nothing, not even your name.
Not one line of dialogue. Nobody comes to explain. You learn by observing and acting, and the story is written solely by what you decide. The studio states four distinct endings, some offering salvation, others a heavy toll.
The developer makes one thing clear: there are no complex puzzles and no reflex tests. Only choices, to be made carefully. A wrong decision or an overlooked detail carries consequences you do not get back.
That is an honest position. The game does not pretend to be a survival game with meters; it is a story you act in, in the literal sense, because somebody really performed those actions in front of a camera.

It is the project's best decision, and it is structural rather than aesthetic.
FMV always had one problem: the acting. When an amateur performer recites a line to camera, the whole thing collapses in three seconds. By removing speech, the game removes half the risk at a stroke.
What remains is a face, real cold, a genuinely freezing river, and a tiredness that is not performed because it is real. As it happens, that is exactly what a survival thriller needs to show.
The silence also serves the premise. A man who no longer knows who he is has nobody to talk to, and the film's muteness becomes his.
It is short by nature. A run wraps up quickly, and the real content lies in retracing the path to reach the other endings. A flowchart system lets you go back and branch off. If you dislike replaying, the length will feel thin.
And it is video. No freedom of movement, no exploration in the usual sense. You choose inside a story, you do not wander through it. Anyone expecting a survival game with an inventory will be disappointed, and that is not the game's fault.
It launches today.

Seven and a half.
It rewards a commitment of making with no equivalent this month: forty days alone in a frozen forest, four filming locations, a river in November, and two and a half years spent occupying every role in a production. It also rewards a sound instinct, that of stripping out dialogue to keep only what real footage does better than anything else.
It accounts for a short format, interaction reduced to choice, and a genre that will never suit anyone who wants to hold a controller rather than a decision.
One last thing. A game's worth is not normally judged by its author's suffering, and I will leave it there: the score above concerns what is on screen. But it should still be said that there is something rare about this degree of stubbornness, and that you feel it while playing.
Would you have gone forty days alone to finish a project? Answer honestly on the InsertCoins Discord.
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