Operation Backlog Completion 2026
Sep 252026
 

I’ve had both good and bad experiences with games backed on Kickstarter (as well as a backlog of backed games I still need to play), but this one might be the most painful.

Back in 2022, we discussed the double Kickstarter for Armed Fantasia and Penny Blood, spiritual successors to Wild Arms and Shadow Hearts respectively.

Although I found the dual Kickstarter format to be somewhat confusing, I backed the campaign in eager anticipation of both games.

I was a little worried because of how ambitious the projects were, but I still had optimism. Well, the years since then brought a sequence of disappointments on the Penny Blood side. After a while, the Penny Blood updates didn’t say anything about game development at all and only expressed their inability to pick up a publisher, and then the developer filed a lawsuit against Dangen Entertainment over unpaid costs. At this point, I’ve resigned myself to the possibility that the roguelike spin-off Penny Blood: Hellbound and novels set in the Penny Blood universe might be all we ever see.

But I still held out hope for Armed Fantasia, because even though updates were short and infrequent, at least they were still about the game.

Well… maybe that was too optimistic after all. Digital Bros, the parent company of 505 Games, announced the discontinuation of development on two games, one of which is Armed Fantasia.

(Did we know 505 Games had picked up Armed Fantasia? I feel like I’m going crazy, because I can’t find anything about the publisher being announced, yet I could have sworn we knew something. Maybe it’s just that we knew the game had a publisher, unlike Penny Blood.)

No update has been sent to Kickstarter backers yet, which is a little disappointing. After news like this, I’d like to hear what’s going on from the team. Maybe there’s still hope that they could find a different publisher; I haven’t completely given up on it yet.

But right now, it looks like Armed Fantasia might remain just a dream.

Jun 012026
 

It’s been over 4 years since we talked about the demo for Nine Sols, the most recent game from Red Candle Games.

It came out in 2024, and since I backed the crowd-funding campaign, I got a copy at launch.

But since my backlog is large and terrifying, I put it off and put it off (aside from briefly starting it)… until this year I finally started it properly and played it through to completion.

And you know what? It’s a hard game.

Nine Sols is a 2D action platformer. I’m not sure if it strictly meets the definitely of being a Metroidvania, but it’s definitely got some of those elements as well. There’s a lot of exploration, with upgrades to find and items to return for later.

Combat, meanwhile, has a strong emphasis on parrying. You will learn how to parry. Especially for bosses, learning the timing to parry each attack and then countering with a talisman attack often became the core of the fight. And it’s quite a challenge; I quickly got used to dying over and over.

(Nine Sols uses the Souls-like system where you lose your exp and money upon death and need to retrieve it from the spot where you died or the enemy that killed you, but fortunately, once you’ve gained enough exp to earn a skill point, the point stays even if you haven’t spent it yet.)

The gameplay is fun and challenging, and just like I noticed from the demo, there’s a good amount of story here, too. Early in the game, you reach a hub area, and a few different characters join the hub as you progress. Different conversations with these characters unlock as you give them gifts, and I loved returning whenever I had a new item to give someone (especially Shuanshuan, whose interactions with the main character are adorable).

There are a lot of bittersweet moments in the story, but also many heartfelt ones. The ending even made me tear up. I’ll probably be thinking about these characters for quite a while.

My one criticism is that I wish it was just a little shorter, since right about the point where I felt it had been a good length for this sort of game, I realized I still had a few more areas left to go. Still, that’s a minor complaint.

Overall, I’m happy I backed Nine Sols, and I’m happy I finally played it. I’ll be looking forward to whatever Red Candle Games makes next!

Apr 082026
 

I backed the Kickstarter campaign for the English localization of Volontés, which we discussed near the end of the campaign.

I actually thought I might play it as my Valentine’s Day game… until I learned that even backers needed to wait until March 26 to get the English translation, despite already having our copies of the game.

So when the translation came, I decided to give it a try and see how this dark fantasy otome is.

You play as a young woman named Fiena, who is adopted into a family in a small village and lives more or less peacefully there until knights suddenly slaughter everyone. She manages to escape and is taken to a magical, isolated kingdom, where she’s declared to be a divine messenger known as the Moon Witch.

To start with, I just want to say that Volontés has beautiful art and music. It’s really a gorgeous game.

Now, getting into the story, your choices in the common route determine whose route you end up on. There are four total routes, with two being unlocked at the start and two more being unlocked as you progress. Each deals with different plot events and revelations, but they all feel cohesive and make sense together, with details in some routes aligning nicely with things you learn in others.

I enjoyed the story in each route, but the romance sometimes felt rushed. Ismail’s route had the best romantic pacing, in my opinion, followed by Mel’s. Both Emmanuel and Olivier’s routes suffered from the romance feeling like it came out of nowhere.

(It’s especially a shame because I love kuudere characters, so Emmanuel seeming coldhearted and ruthless until you get to know him has all the makings of a route I’d enjoy… but it was one of the weakest because of the lack of natural romantic progression.)

Volontés is a pretty short game, so I wish they had slowed down the routes with an additional chapter or two in each to build up the relationships better. I also wish the choices had a little more substance to them, as many of the options feel basically the same aside from whether they raise affection or not.

Choices during the routes determine which ending you get for that route: the good ending, the bad ending, or the “plunder” ending.

The “plunder” endings are similar to what Mistonia did with its “astray” endings – Fiena becomes involved with a different character instead of the one whose route it is, usually the villain of the route. I enjoyed it in Mistonia, and I enjoyed how it worked here, too.

Click for Volontés spoilers
Why doesn’t Ismail have a plunder ending, though? Since Emmanuel’s route had an Olivier ending, Ismail’s had a Melodie ending, and Melodie’s had an Emmanuel ending, I assumed Olivier’s route would have an Ismail plunder ending…

…although what did happen in that plunder ending was so wild I can’t complain too much.

It might be because Ismail never plays a villainous role, but it could have been a more bittersweet ending instead. Olivier’s route having an additional ending for Nil just left me even more puzzled as to why Ismail didn’t get one.

Anyway, I enjoyed playing Volontés despite my gripes about the romantic progression, although I should mention again that it’s short. It took me 8 hours to get every ending, so even if we assume I went through it twice as fast as the average like I do sometimes, that’s still short for a full-fledged otome game. Just keep that in mind.

So if the game sounds interesting and you don’t mind the short runtime, Volontés is available now digitally, with a physical import also available.