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Tabletop Game Review: Spring Meadow

Spring Meadow is the grand finale of Uwe Rosenberg’s puzzle trilogy of games. It follows 2016’ Cottage Garden and 2017’s Indian Summer. The complexity of this game—the most interactive between the players in the trilogy—is set in between those two games. Hey, hey, Geekly Gang! Kyra Kyle here with another tabletop game review. We’ll be placing oddly shaped polyominoes on wintery player boards in today’s game review, Spring Meadow. Uwe Rosenberg’s final game of his puzzle trilogy marks the end of a harsh winter, and the first delicate flowers bloom. Can you have the lushest meadow? We’ll get to Spring Meadow’s review in a bit, but first, let’s talk about the less picturesque elements of the game and discuss Spring Meadow’s credits.

The Fiddly Bits

Designer: Uwe Rosenberg
Publisher: Stronghold Games; Pegasus Spiele; Edition Spielwiese
Date Released: 2018
Number of Players: 1-4
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 15-60 minutes

Game Mechanisms

Grid Coverage
Pattern Building
Tile Placement

Game Setup

We’ll be paraphrasing the Spring Meadow rule book. The setup is succinct and easy enough to follow.

1) Place the double-sided Hiking Map (shared board featuring the offering of polyominoes) that corresponds to the number of players face up in the center of the table.

2) Shuffle all Meadow (polyomino) tiles and randomly place one on each of the 25 spaces of the Hiking Map.

3) Return the remaining Meadow tiles to the box. You will need them later to refill the Hiking Map.

4) Place the Rock tiles, Marmots, Picnics/Hiking Pins, and Compass within reach of the players in a common supply.

5) Place the Signpost next to the player count icon on the Hiking Map.

6) Shuffle the double-sided Mountain boards and give one to each player. Orient the Mountain board with the arrow pointing up.

7) Randomly select a starting player. Each successive player will take a Rock tile, the size of which will depend on the player count and the player order.

Game Flow

On a turn, the active player chooses 1 Meadow tile from the Signpost Path (noted by the Signpost pawn, you’ll either select from a row or column of polyominoes, depending on the Signpost’s orientation during your turn) on the Hiking Map. Place the tile on your Mountain board.

Pay attention to the Holes in the Meadow tiles and the Burrows on your Mountain board. Burrows will challenge your puzzle skills and placing adjacent Holes will allow you to place extra Rock tiles on your Mountain board.

If you wish to cover a Burrow, you must place a Marmot over a Burrow that has already been cleared.

When the Signpost stands next to a Signpost Path (column or row) on the Hiking Map containing zero or one Meadow tile(s), a Scoring phase is triggered.

Starting from the bottom of your Mountain board, count all covered spaces up to and including your first incomplete row to tally your score.

The player with the most points earns a Hiking Pin and must place Marmots over all their cleared Burrows (so they cannot score those Burrows again).

Once scoring is completed, refill the Hiking Map with randomly drawn Meadow tiles afterwards.

The first player to earn their second Hiking Pin wins the game.

Review

It took some time for me to get into Spring Meadow. I appreciated Spring Meadow’s theme. There’s something about the earth waking up from a cold winter. One of my favorite things to do during this time is to stop by the Platte River and hear the ice turn into slush and float on by. Spring Meadow gives me those vibes. And I love polyominoes in general, and Spring Meadow uses them in interesting ways. Kind of like a competitive Tetris, where you want to fill the board with as many blocks as possible. But Spring Meadow has a steep learning curve, and if you play with a new player, that can derail the game.

Sure, at one point, I was that new player. The person who taught me the game had a fun enough time, but he didn’t really find enjoyment in playing Spring Meadow until me and another player from my gaming knew had played a handful of games. He told me as much. And I found the same to be true. Spring Meadow feels unforgiving as the “new player,” but as an “experienced player,” I felt as if I was taking advantage of someone else.

While Spring Meadow’s player (Mountain) boards can be oriented in landscape or portrait, I prefer portrait. There isn’t much difference between the two orientations, but portrait clicks a little better with me. Other players in my gaming group said the opposite, so there’s a chance portrait or landscape orientation could benefit one player over another because of how different brains process information. This doesn’t lower Spring Meadow in my estimation, but I had to mention it.

I’m uncertain if Spring Meadow has a runaway leader problem. Certain plays of Spring Meadow devolve into a runaway leader, especially if you have a veteran player against noobs, but evenly skilled players can keep the game close. Still, I don’t think the Marmots covering cleared Burrows is a big enough penalty or catch-up mechanism. Player boards stay the same in between rounds, so if you’re ahead by fifteen points at the end of one round, all other players need to score fifteen more points than the leader during the second round. Good luck with that.

I could see gamers instituting an extra catch-up mechanism of handing players who are behind by more than five points, a one, two, or three rock tile. But that would be a house rule.

I also prefer Spring Meadow with fewer players. The three and four-player variants have one player selecting on the diagonal (instead of a row or column), but it’s the same player picking on the diagonal each time that happens. While picking the Meadow tile you want from a diagonal line may not add extra strategic value for that one player, it feels bad for the players who don’t get to choose from the diagonal, and choosing a tile from a diagonal line gives the illusion of more choice, because you’re literally picking your tile in a manner no one else can.

Despite any minor gripes I may have, I’ve enjoyed my time with Spring Meadow. It’ll be one of those games you’ll need to play multiple times to grasp the game’s nuanced strategy. Fortunately, games of Spring Meadow don’t take that long. Fifteen minutes per player is short. This is another reason why I like playing Spring Meadow with fewer players. A two-player game takes up to thirty minutes. Nice!

Too Long; Didn’t Read

Spring Meadow may have a runaway leader problem, and veteran players have a decided advantage over noobs. But I love the theme and the game uses polyominoes in intriguing ways. Spring Meadow is one of those games you’ll need to play more than once to grapple with its nuanced strategy. Thankfully, games of Spring Meadow don’t take long: fifteen minutes per player.

Geekly News: February 1, 2026; Martian Manhunter in the DCU

Happy Sunday, Geekly Gang! Kyra Kyle here with another week of Geek News. We have plenty of new board games and some video game releases to discuss, but first, we need to discuss the DCU. Over the past week, James Gunn has been dropping bread crumbs as to who may soon join the cinematic universe. And I’m hyped.

Head of DCU James Gunn Posts Pictures of Chocos

What can pictures of a snack prove? It depends on the snack. Known for having fun with fans on social media, head of DCU James Gunn posted multiple pictures of Chocos, which most DC Comics fans will know is the favorite snack of Martian Manhunter. Gunn refuses to say anything definitive about Martian Manhunter’s future in the DCU, but Chocos showing up so often on social media can only mean that fans won’t need to wait long to see a proper cinematic version of everyone’s favorite green-skinned member of the Justice League.

Supergirl is the DCU’s next film, but it’s unlikely Martian Manhunter will appear. I’m not ruling out a Martian Manhunter appearance. I’m excited to see him in the DCU. But Martian Manhunter may be better served in the Man of Tomorrow, 2027’s follow-up to last year’s Superman. Regardless of when we’ll see him, I can’t wait for J’onn J’onzz to make his big-screen debut.

Lodge Launches on KickStarter

Players compete with each other to build the coziest lodge. Draft room tiles from a sliding display and place them on matching floors to attract guests to your lodge. Gain bonus points for placing those guests on their preferred floors and by constructing amenities to keep them happy. Lodge’s spatial puzzle gives the game a unique feel. I love the look of the sliding display tray. Great touch!

Lodge builds on ideas started with Cascadia and Tiny Towns, so if either of those games scratched an itch, you may like Lodge. Even if you haven’t played those games, Lodge settles into this casual weight game with plenty of strategic choices. It’s easy to teach to non-gamers, but can keep “true gamers” engaged. And the look is incredible. Lodge offers a couple of pledge levels: $39 and $69. But you can get a super special version at $119. If you’re interested in Lodge, check out its KickStarter page.

Stamp Showdown Launches on KickStarter

In Stamp Showdown, you’re battling for the win of a high-profile stamp competition. Each round, all players secretly choose a stamp to trade with the market, then reveal together. In ranking order, each trade reshapes the market by pulling in all matching suits and ranks before joining it. Will you strengthen your own collection, or block your opponents at the perfect moment? After seven tense rounds, the final showdown begins, and only the most dazzling poker-style stamp collection will win!

I love the recent trend in card games, where the game can function as a classic deck of cards. This diminishes the risk for investing in the game. Even if you don’t care for Stamp Showdown, you’re still left with a stunning deck of cards. The classic card suits also aid with identifying cards and their potential abilities. One of my biggest gripes with Stamp Swap was that I didn’t know which sets stamps belonged. You won’t have that problem with Stamp Showdown. Stamp Showdown offers a couple of pledge levels at $18 and $35. If you’re interested in Stamp Showdown, check out its KickStarter page.

Red Leaf University Launches on KickStarter

Red Leaf University is a 1–4 player worker placement game where you’ll recruit a team of bright young students and send them to specialized campuses to expand their knowledge, earn academic credits, and chase the ultimate honor: becoming Valedictorian! Red Leaf University delivers a streamlined euro-style experience: with your students, you’ll explore a university divided into six specialized campuses (Art, Business, Science, Architecture, etc.). Each campus allows players to recruit or upgrade a student of its discipline or engage in a unique minigame tied to its specialty.

Love the art. Love the theme. Love the worker placement mechanism–always. And it appears Red Leaf University takes worker placement in exciting new places. With a pledge level of $38, Red Leaf University offers a lot of game. I’ve loved Grail Games since Doughnut Drive-Thru and the reprint of Reiner Knizia’s Circus Flohctai (Flea Circus). They are known for high-quality games in small packages. Red Leaf University looks to continue that trend. If you’re interested in Red Leaf University, check out its KickStarter page.

DeckHand: Race for Infamy Launches on GameFound

Ahoy! DeckHand: Race for Infamy features pirate mayhem in a condensed card game. Over five quick rounds, you’ll trade rum, gather weapons, and tame wild creatures in your quest for infamy! Each round has two key phases: drafting cards to plan your strategy, then building to expand your fleet and compete for Infamy cards. Every card you build strengthens your fleet, unlocking new opportunities and expanding your reach. Simultaneous play keeps games fast and lively, even with up to five players. DeckHand: Race for Infamy promises little waiting around for other players. It doesn’t take long to learn, but offers plenty of strategy.

Closed drafting, multi-use cards, and tech-trees? Sign me up. DeckHand: Race for Infamy sports a few twists on familiar game mechanisms. It looks to combine these game mechanisms in fun and inventive ways. And I’m down for that. With pledges costing $28, DeckHand: Race for Infamy may be worth a look. If you’re interested in DeckHand: Race for Infamy, check out its GameFound page.

Queen Games to Launch New Stefan Feld City Collection on GameFound

Every so often, Queen Games offers Stefan Feld’s City Collection. Feld is one of the most respected board game designers, and his City Collection is a treasure. Yes. Feld is one of those designers who adheres to point salad–earning points through multiple ways–but none of the cities in this series feel the same, and Queen Games does an amazing job with their production. Feld’s City Collection looks great on the shelf. These ten games–yes, 10 whole games–look like prestige books on a shelf. As of the writing of this post, we know little about the project besides Marrakesh getting a new expansion or three. And the games use a new “Folded Space” storage system. I can’t wait to see that. If you’re interested in the Stefan Feld City Collection, check out its page on GameFound.

Highguard Releases

Highguard is a PvP raid shooter where players will ride, fight, and raid as Wardens, arcane gunslingers sent to fight for control of a mythical continent. Team up, secure your base, then ride out across vast uncharted lands to loot, harvest resources, and upgrade your arsenal as you face off against a rival Warden crew looking to claim your territory as their own. Battle for possession of the legendary Shieldbreaker in the open field; fight to carry it to the enemy base to bring down their shields—then raid to destroy their base before they can destroy yours.

Highguard plans to right the wrongs made in Apex Legends. What? That’s right. While Highguard is Wildlight Entertainment’s debut title, most of the dev team got their start at Respawn with Apex Legends. They always felt Apex Legends floundered because it didn’t know where it wanted to go. They insist Highguard will fix that. Check out their road map.

Everything above should be up for change–you never know what the future may hold–but I like that Wildlight Entertainment has a clear vision. I have yet to play Highguard, but the graphics look amazing. It is free-to-play, so I have downloaded it. Who knows? You may find me in Highguard. Or at least you may see an upcoming Highguard F2P review in the future. Highguard is available on PC, Xbox Series S/X, and PlayStation 5.

Dark Auction Releases

Noah lives with his eccentric father, who’s obsessed with Dictator X. When he joins a strange auction at a castle, he must work to solve mysteries hidden in the exhibits and uncover his father’s secrets. Risk everything to win—but what truth awaits?

Typically, we don’t cover visual novel games, but we’ll make an exception for Dark Auction. I love the vibe and the mystery the game presents. We may need Season–who plays the most visual novels–to check out this title for a review. Let us know in the comments if you’d be interested in a Dark Auction review. Dark Auction is available on PC, Nintendo Switch, and PlayStation 5.

I Hate This Place Releases

I Hate This Place is a craft-based, isometric survival horror game with twisted monsters and warped reality. Scavenge and build to survive terrifying days and nights while using stealth and noise to fight enemies that stalk by sound. All styled with bold comic art and an ’80s horror vibe. Honestly, my first thought was that I Hate This Place reminded me of a solo-player experience of Eternal Return. The one thing I loved about Eternal Return was wandering around, scavenging items, and building gear. I Hate This Place looks to scratch that itch. And its graphics are amazing.

Early reviews for I Hate This Place are mixed. The most recurring complaint for I Hate This Place was it’s doesn’t maintain a consistent framerate and there a bugs. Like a Bethesda’s worth of bugs. I put I Hate This Place on my wishlist. Maybe, after a few patches, it could fix a handful of things. Love the idea. If you want to give I Hate This Place a try, it’s available on PC, Xbox Series S/X, and PlayStation 5.

The 9th Charnel Releases

A first-person psychological survival horror game, The 9th Charnel is filled with a rich and frightening atmosphere. While exploring the many mysteries of this world, you must survive, whether by stealth or by using weapons. I always like the option of using stealth or combat. The 9th Charnel has yet to receive too many reviews. But I may have found one of my favorite reviews in a while by User Májkül. “I like this place. I would love to live here.” What? That’s like saying you’d love to live in Raccoon City or Silent Hill. Love it.

Fear not for The 9th Charnel’s lack of reviews. It offers a free demo. If The 9th Charnel sounds like something you’d like to try, it’s available on PC, Xbox Series S/X, and PlayStation 5.

Catherine O’Hara Passes Away at Age 71

News of Catherine O’Hara’s passing came as a shock. The beloved comic actor died in her home after a “brief illness” on January 30, 2026. Our writers have been rewatching some of our favorite O’Hara performances. Schitt’s Creek, Home Alone, Beetlejuice, and The Nightmare Before Christmas have dominated our screens these past few days. Our thoughts go out to O’Hara’s family and friends. Thank you for the memories.

That’s all we have for this week’s Geek News. Thank you for reading, and wherever you are, I hope you’re having a great day.

Wonder Man Review

Hey, hey, Geekly Gang! Kyra Kyle here again. I had intended to split my reaction to the MCU’s Wonder Man miniseries into two halves, but it wasn’t a long series, and I got into the series. In short, Wonder Man is one of the best Marvel television shows in years.

First, Wonder Man is only the second Marvel project to receive the Marvel Spotlight moniker; Echo was the first. The idea behind Marvel Spotlight projects is that one doesn’t need to know much about the MCU to understand and enjoy the show. While Wonder Man has some references to the greater MCU (most notably Ben Kingsley’s Trevor Slattery, the fake Mandarin from Iron Man 3), it does a great job of weaving in the information you need to know about the character during the series’ runtime. Second, Wonder Man abandons most superhero tropes. This is a superhero show for people who don’t like or are tired of superhero shows. The show centers around Trevor Slattery and Simon Williams’s (portrayed by Yahya Abdul-Mateen II) relationship.

The two of them are theater nerds, trying their best to break it in Hollywood. Their chemistry is electric. I’m struggling not to give away any spoilers. There will be some. You’ve been warned. Captured by the United States Department of Damage Control, Slattery is tasked with fetching enough dirt on Williams to lock him away for dangerous superpowers. But Williams only wants to be an actor. Unfortunately for Williams, there’s a ban on people with superpowers from becoming actors ever since Josh Gad–the actual actor, not a character Gad was portraying–disappeared into Darius “Doorman” Davis. There’s an episode in the middle of Wonder Man that chronicles Doorman’s exploits. It was a standout episode in a series filled with standouts.

Wonder Man manages to maintain tension and intrigue, despite the title character refusing to use his powers through most of the show’s runtime. This is one of the few Marvel shows that avoids an awkward middle. You know what I mean. MCU shows are notorious for losing their way and including filler episodes somewhere around the halfway point. The aforementioned Doorman episode occurs right when most MCU shows would falter. And it’s so good.

While it helped to already enjoy Kingley’s Trevor Slattery, pairing him with Badul-Mateen’s Simon Williams is brilliant. They make an unlikely pair of friends. But that’s skin deep. If you know the two of them, they’re more alike than one might guess. They’re both outsiders. Both have few if any true friends. They need each other, and their personalities play extremely well off each other. Trev is more laid-back, and Simon lives in his head. Heck, Simon overthinks everything. Trev helps Simon to relax; he literally teaches Simon the box breathing exercise. But Simon reminds Trev how rewarding acting can be; with Simon’s help, Trev rediscovers his passion.

The rest of Wonder Man’s cast is fantastic. While the show does include comedic moments (How can you not with Kingsley’s Slattery in the production?), it never loses sight of its emotional center. Wonder Man is one of the rare Marvel shows that avoids undercutting scenes with emotional weight with a bad joke. Kudos! I was not expecting that. Honestly, I thought Trevor Slattery would ham up every scene in which he was involved. I am happy to be wrong Unlike a lot of other Marvel shows, I’m going to return to this one. Wonder Man is worth your time. It reminds us of what the MCU can be. Fingers crossed that we’ll get other great Marvel Spotlight shows in the future.

What did you think of Wonder Man? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Fallout Season 2: “The Handoff” Review

Happy Saturday, Geekly Gang! Kyra Kyle here. Today will be a busy review Saturday. I’ll share my reaction to Fallout Season 2, Episode 7, “The Handoff” this morning before diving into the first half of the Wonder Man miniseries. Ah! But that’s for later. This post is dedicated to the most recent episode of Fallout. And my, was “The Handoff” a loaded episode. It does a great job accelerating the plot threads and themes Fallout Season 2 has developed. And there’s plenty of fan service.

I’d be tap dancing a lot if I tried to avoid spoilers here, so I may drop the occasional spoiler. I apologize in advance. Consider yourself warned of future spoilers. “The Handoff” begins with pre-war Steph–that’d be the same Steph who serves as Vault 32’s current overseer–escaping a Canadian detention center with her mother. Spoiler: her mom dies, but she tells her to do what she must to survive. Yes. This is another flashback, and I have mentioned this season of Fallout has teetered toward too many flashbacks, but the flashbacks during “The Handoff” felt earned, filled in some details, and played off the current actions. I love this motivation for Steph. She’s been creeptacular since last season. This episode does a great job exploring why.

And I like Fallout’s inclusion of Canada as the “51st State” or “Little America” during the closing credits. Fallout took that straight from the games. I mean, there’s no way a sitting United States President would want to annex Canada in the real world, right? Right? That’s only in fiction. And the fact that Chet uses Steph’s Canadian identity, the vault chases her into the Overseer’s Headquarters, and history appears to repeat itself (the previous Vault 32 Overseer appeared to have suffered a similar fate) is fantastic. Even better, Steph has control of the secret box she knew Hank MacLean had before the bombs dropped. “The Handoff” does a good job of paying off some questions, while posing more. What’s in the box, Steph? What’s in the box?

We get a little bit more time with Norm. He has enough time to use the radio to attempt to contact his father and sister. And we know Hank turned on the radio on his side. How many are connected to this line? And who was Hank trying to contact at the beginning of the season? All great build ups, but I would’ve liked a little more Norm screentime.

At the Vault-Tec facility, Lucy appears to support her father’s method of “peace,” but betrays him and races to sabotage the mind-erasing device. But the mainframe isn’t what she expects. It’s run by the preserved head of Congresswoman Diane Welch. Again, “The Handoff” does a great job weaving so many of the threads together, both present timeline and the past. We caught glimpses of The Ghoul’s past where he thinks he’s delivering Cold Fusion to someone who can help (namely, the same Congresswoman Diane Welch, who protested the billionaires club meeting a couple of episodes prior), only to be two-timed by who knows how many people. We’ll get to pre-Ghoul Cooper soon enough, but these glimpses show that Lucy and The Ghoul are–as The Ghoul once said–the same, only he’s her in the future. Ah! Yet another great payoff.

And I like Lucy’s story beats in “The Handoff.” I questioned if she was turning toward her father’s viewpoint or saw some value in it, and even when she showed disdain for her father’s methods, I still wondered if she would punish him. Or how would she punish him? Or how did she intend to stop him? All great questions that kept me watching. Many of them receive answers, but I’m still unsure if she powered down Welch’s head. Even if she did, what chaos would doing so bring?

And then we return to The Ghoul, Maximus, Thaddeus, and Dogmeat. I can’t overstate how well “The Handoff” calls back imagery from past episodes. Donning power armor reminiscent of the Courier’s armor in Fallout: New Vegas, Maximus strides down Freeside. A young child looks up at him in a similar fashion as Maximus looking up at a Brotherhood of Steel Knight. A quick slow clap for Fallout. Freeside’s residents applauded the New California Republic’s return to New Vegas; I’ll do the same for these references and callbacks. It won’t be long until the quartet rumble with the pack of deathclaws, but before the gang can reach the rickety wall, Thaddeus’s arm falls off. Yeah. That’s not good. Not only was Thaddeus supposed to serve as a sniper, he’s exhibiting signs counter to a ghoul. Earlier in the episode, Thaddeus revealed he has a mouth growing near his clavicle. That, mixed with his fallen arm, makes me believe Thaddeus may be turning into a centaur (from Fallout 3). But he could be some other mutation.

The deathclaw fight scene was relatively short but eventful. I won’t give a blow-by-blow, but it was fun. Maximus does enough to help The Ghoul reach the Lucky 38, and the fight will get even more intense with next week’s finale. I can’t wait. And speaking of that finale, The Ghoul uses cold fusion to power up an old friend: Mr. House. Yes! Like I’ve been saying, we saw plenty of huge reveals during “The Handoff,” while the episode does a stellar job raising the stakes for this season’s climax.

So, what did you think about this week’s episode of Fallout? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Game Design Brain Dump: January 30, 2026

Happy Friday, Geekly Gang! Today may be the first month where I had two game design brain dumps. Let’s keep the streak going. Yay! Thanks to everyone reading. You’re awesome. We all know it. The past couple of weeks were eventful for a couple of my board game designs. I’ll save Rustbucket Riots’ updates for a future game design brain dump. Instead, let’s discuss the changes for Spill the Beans. I can sum up all the updates in two words: production considerations.

Originally, Spill the Beans featured double-sided jelly bean tokens where most beans had different bean types on both sides. Players would pick beans from their supply, add them to the bean jar, shake beans from the jar, and shed cards from their hands. The game was dumb fun.

Despite being a card-shedding game (like Uno) with extra steps, Spill the Beans worked well. But I thought of how the game worked. I marketed Spill the Beans as a party game. Party games usually accommodate at least six players should be able to play the game, and if I include enough cards for six players, I would’ve needed 120 cards. That’s a lot of cards for a party game. It could work if Spill the Beans only included cards. But I intend on having jelly bean tokens. The card-shedding mechanism also took away focus from the jelly beans. At first, this wasn’t that big of a deal. The jelly bean tokens were flat and circular with jelly beans printed on them. And then, I 3D printed the jelly beans.

The original game had too many cards, and I couldn’t have the cards upstage the cute jelly beans. So, I cut the game mechanisms that no longer worked and reduced Spill the Beans’ game components to the jelly bean tokens, the jar to shake them from, and five mason jar (point-value) cards. Players still shake the jar and try to get so many beans from the jar. Then, they place at least one bean on one of the jar cards and eat the rest (add them to their score pile). As soon as three of the five mason jar cards are filled, play ends. Whichever bean has area majority in each mason jar card, claims that jar’s point value. Then, players score their “eaten” jelly beans. Whoever has the most points wins.

This new ruleset is simple. It puts emphasis on the jelly beans, not card shedding. And the new Spill the Beans scales well at higher player counts. Perfect for a “party game.” And the new game’s toy factor is through the roof. I can’t wait to codify the rules, pitch to publishers, and see Spill the Beans on shelves. Yay!

That’s all I have for this week’s game design brain dump. If you’ve made it this far, you’re awesome. Thank you for reading, and wherever you are, I hope you’re having a great day.

Geekly Tunes: January 2026

Happy Wednesday, Geekly Gang! Kyra Kyle here. During today’s post, our writers share what they’ve been listening to over the past month. Feel free to share what you’ve been listening to over the past month. We’re all part of the Geekly Gang. I’ll get things started with what I’ve been listening to over the past month.

Kyra’s Tunes

Gorillaz made one of my lists from last year, but I’ve been relistening to the band’s catalog. I’m getting hyped for Gorillaz’s upcoming release this year, The Mountain. March 2026 can’t come soon enough. I won’t go into too much detail with Gorillaz’s music. I did that in my previous post. But I absolutely adore “Désolé.” It’s a vibe, and I love the featured artist, Fatoumata Diawara’s, voice. Slay!

I sense a trend, because my next band is another one I covered last year: The Smashing Pumpkins. While I delved more into Mellon Collie and the Infinite Sadness in the previous post, I’ll concentrate more on Siamese Dream in this one. “Today,” “Disarm,” and “Cherub Rock” received a heap of praise when Siamese Dream first released, and I love these tracks. They’re classics. But I can’t get over “Soma’s” hundreds of layered guitar tracks. It’s haunting, and so is “Mayonaise.”

Yep. I’m going down the “Mayonaise” rabbit hole. “Mayonaise” exists through a series of flaws. This song proves that imperfections can make something beautiful.

First, you’ll notice mayonnaise is misspelled. This is intentional. The title comes from a Japanese rock magazine that translated a Billy Corgan lyric (from the Pumpkins’ first album, Gish) as mayonnaise seas, as in a sea of mayonnaise. The Japanese writer had omitted one of mayonnaise’s Ns. The writer blamed the mistranslation on Corgan’s enunciation. To his credit, Corgan agreed, and the Pumpkins would joke that they needed to write a song named “Mayonaise.”

Next, Billy Corgan and the Pumpkins struggled to complete Siamese Dream. “Today” is about the day Billy Corgan chose not to attempt suicide. Yikes! The Smashing Pumpkins were not in a good headspace. It doesn’t stop with Corgan. Due to his heroin addiction, Drummer Chamberlain was in and out of rehab. Bassist Wretzky and lead guitarist Iha were going through a brutal breakup. And the Pumpkins were over time and over budget with the album. “Cherub Rock” goes into the “joys” of deadlines and corporate ultimatums.

Finally, “Mayonaise” derives from a guitar demo Iha had made during the Pumpkins’ Japanese Gish tour. With his cheap rhythm guitar that whistled whenever he stopped playing, Billy Corgan did his best to accompany Iha’s gorgeous guitar riff that begins and ends the track. In fact, Corgan’s problematic guitar was part of why Siamese Dream required so many guitar tracks. I’m looking at you, “Soma.” Corgan would cut and splice out his whistling guitar. During “Mayonaise,” he leaned into the flaw.

“Mayonaise’s” lyrics lay out several of Corgan’s insecurities, but in the end, it retains a defiant optimism. I love the repeated line, “When I can, I will.” “Mayonaise” reminds us to be kind to ourselves. Give ourselves grace. Who knows? A flaw–even a collection of flaws–can become great art.

I have one final entry for this past month: The Mill Brothers. I’ve listened to many tunes from the Fallout series’ soundtrack, but “You Always Hurt the One You Love” holds a special place for me. Sure. Originally, I heard this song covered by Spike Jones & His City Slickers. That version has plenty of belches and gunshots, but underneath the cacophony lies a beautiful voice. And The Mills Brothers sang the original. Gorgeous. “You Always Hurt the One You Love” is a lovely song that I’ll gladly listen to on repeat.

Okay. I may need to skip my podcasts this month; I’ll share them next month, I’m sure. Let’s check in with Season.

Season’s Tune

I’m kicking off this year with Rick James’ “Super Freak.” I’d heard snippets of it before, but never the full song. I’m also ashamed to say I wasn’t familiar with Rick James at all before listening to “Super Freak” and watching the music video. I’ve heard Motown Records music before, but only bands like The Temptations. I’m not used to overtly racy Motown music. I enjoyed seeing many women of different backgrounds featured in the music video. I’m not sure if that meant he was an equal opportunity ladies’ man, or if he wanted to attract a wider audience. Regardless, Rick James was R&B Shaft.

I haven’t branched out too much so far this year. I’ve listened to predominantly comfort tunes. I’m always down for recommendations, Geekly Gang.

Skye’s Tunes

Out of the Blue is an album I’ve been wanting to add to my collection for a long time. Given that this is the album with “Mr. Blue Sky,” it’s not hard to see why. Ever since I was a kid, I loved listening to “Mr. Blue Sky,” and it’s fantastic that I finally have the pleasure of owning it on vinyl. Thanks to my family for making that dream a reality this past holiday. While my primary reason for wanting Out of the Blue was for the sake of owning “Mr. Blue Sky,” I’ve been having an amazing time getting more familiar with each of the other tracks as well. That’s easily one of my favorite things about vinyl. The fact that I can discover all sorts of great new songs just by owning an album. Thanks, Out of the Blue.

The general theme of last Christmas was acquiring classic albums from my childhood. Enter Monkey Business. Of course, Monkey Business is an album my parents imposed strict rules on, considering specific tracks (I’m sure you can guess which ones), but each of the other songs quickly became staples. I’ll even say that Monkey Business played a role in helping me realize my love for dancing. Nearly all these tracks are bangers, but some of my favorites include “Pump It,” “Don’t Phunk With My Heart,” “They Don’t Want Music,” and “Gone Going.” Even now, I still remember the glory days in our old base housing quadruplex while getting certifiably down to this album in my sister’s room. Great stuff.

There aren’t many albums (or even bands) I would consider “musical comfort food,” but CAKE easily fits that bill for me. Across several years of my childhood, my parents had a way of steadily introducing my sister and I to CAKE during road trips. It was never the plan to consistently listen to them in the car on our way to or from vacation spots; it just so happened to be how it worked. Eventually, CAKE became the band I associated with long car rides, and they always made the trip more pleasant. Out of all their albums, my favorites had always been Comfort Eagle and Fashion Nugget due to how many of my favorite tracks were on them. To this day, you can still catch me humming songs like “Opera Singer,” “Long Line of Cars,” “Perhaps Perhaps Perhaps,” “Short Skirt, Long Jacket,” “Comfort Eagle,” “Frank Sinatra,” and so many more completely at random. So much nostalgia.

Hey, hey! Kyra Kyle here again. Those are all the Geekly Tunes our writers have for this past month. What have you been listening to over the past month. Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Video Game History: inXile Entertainment

Happy Monday, Geekly Gang! Kyra Kyle here with Geekly’s first-ever video game history post, where we discuss a video game company’s history. Today’s video game publisher/developer is the indie darling, inXile Entertainment. It took me a while to realize that inXile is pronounced “In Exile.” That phrase will factor into the game’s history, and wow, do founder Brian Fargo and inXile Entertainment have a long and bumpy history, complete with plenty of stellar games. Before we get to the formation of inXile, we must first talk about Brian Fargo’s first video game publishing company, Interplay.

Brian Fargo Pre-inXile Entertainment

Brian Fargo began developing video games while he was still in high school. Per a 2017 interview with Stay Awhile and Listen, Fargo’s first semi-widely distributed game (he had an earlier game that sold five copies) was Demon’s Forge. The title Demon’s Forge will return, but not until much later. A handful of years later, Brian Fargo would co-found Interplay Entertainment in 1983 with fellow developers Jay Patel, Troy Worrell, and Rebecca Heineman. Fargo was 20 years old at the time.

In 2022, inXile Entertainment released a 20th Anniversary Documentary. I will draw from this documentary often, but since it was released by inXile Entertainment, it glosses over some details, so I’ll be providing some context from other sources. If you have a chance, and hopefully after reading this post (wink), you should watch inXile Entertainment’s 20th Anniversary Documentary. It runs about 20 minutes. According to Fargo in the documentary, (he was so young), his vice president had to buy him beer if he wanted it. Fargo tries his best to hide a smirk. I, Kyra Kyle, have never participated in underage drinking. (Wink.)

Brian Fargo’s Time at Interplay

We won’t spend too much time on Interplay’s history — that could be its own video game history post — but we will need to cover Brian Fargo’s time with Interplay Entertainment, as it provides context for inXile Entertainment. Fargo hit the ground running with a trio of hits between 1985 and 1988. Fargo led the Interplay team with the original The Bard’s Tale (1985), Battle Chess (1988), and the RPG classic Wasteland (1988), which would later inspire the Fallout series.

When the Eighties transitioned into the Nineties, Fargo ceased to develop games directly with Interplay. The last game I could find Fargo co-developed for Interplay Productions was 1991’s Track Meet for the Game Boy. Instead of designing games, Fargo served as Interplay’s CEO. The business may have started small, but with Interplay amassing numerous intellectual properties like Dungeons & Dragons (leading to the Baldur’s Gate series), Wasteland undergoing a title change to Fallout (and thriving as Fallout), Earthworm Jim, and Alone in the Dark, the company became a major force in video games. At this time, Interplay was easily one of the best video game developers.

Fargo has a knack for spotting video game development talent. During the early 1990s, Fargo advised Silicon & Synapse. In exchange for 10% equity in the company, Fargo and Interplay contracted Silicon & Synapse to port games developed by Interplay into other consoles, which gave Silicon & Synapse the capital it needed to transition into making original games (and eventually becoming Blizzard Entertainment).

Despite a great track record and hits like 1997’s Fallout, 1998’s Fallout 2, and 1998’s Baldur’s Gate, Interplay experienced financial difficulties. To avoid bankruptcy, Interplay went public on the NASDAQ. According to a Bit Gamer article, Brian Fargo admitted that further losses (because of increased competition, an underwhelming sports division, and a lack of console titles) forced Interplay to look to a third party. That third party would be French software developer Titus Interactive S.A.. Per a Los Angeles Times article, Titus bought 6 million of Interplay shares for $25 million, giving Titus a controlling stake in Interplay. Fargo and Titus’s relationship was strained.

Fargo would claim (in a Gamespot interview) that he and Titus have a “very different ideology of management that was not compatible.” Fargo always loved video games, and Interplay grew into a huge company of over 500 people with offices all around the world. He had to deal with shareholders. He grew distant from his first love, video games. Fargo no longer got to make games; he didn’t want to be a CEO. Ripples of this pattern will emerge in the future.

So, Fargo stepped down as Interplay’s CEO. He was a CEO without a company for several months, when he’d attend an industry convention.

Founding inXile

Fargo recounts his experience at E3 in an interview found on RPG Codex: Right after Interplay, I was going to E3 in May. I needed a quick name to get a badge. I chose the “Workshop,” and as a joke, I gave my title “CEO in exile.” It got such a funny response that we figured there was something to it.

“InExile” was already taken, so “inXile” was chosen as the newly formed company’s name. Fargo’s experience with finding talent during his days at Interplay served him well as he recruited the best team for inXile. According to the YT inXile Documentary, Fargo called Matt Findley (New Orleans, Louisiana Chief) to join the newly minted inXile. Unlike what Interplay had become, inXile would work on only one game. (Vice President of People) Elene Campbell received a phone call from Fargo to go to lunch, and she quickly joined. Max Kaufman (inXile’s former art director) also joined.

My favorite anecdote during these early days of inXile came from Elene Campbell. Campbell said, “inXile Entertainment’s office had a great location. We were right across the beach. We would purchase a surfboard for an employee if they wanted to surf.” Sounds like you couldn’t beat inXile’s location.

The Bard’s Tale (October 26, 2004)

The one video game inXile Entertainment chose to develop first just happened to be its first hit. 2004’s The Bard’s Tale couldn’t continue the story of the original trilogy because Interplay/Electronic Arts still owned the copyright. 2004’s The Bard’s Tale was neither a remake nor a sequel. It had to be something different, and it certainly was. According to Findley (in the inXile Documentary), we wanted to make some sort of cliché-busting, fourth-wall-breaking game. Former art director Kaufman added, We wanted The Bard’s Tale to be irreverent, looking back at the tropes of RPGs and making fun of them.

Fargo noted the difficulty of including comedy in video games. Humor is a subjective thing, Fargo said, but typically, people rate your game on certain criteria: graphics, gameplay, sounds, (control) responsiveness. When you add humor, you’ve added another category for people to criticize you for. You could hit on all the other categories, but someone could think the jokes are not funny. It’s very tricky doing humor.

Adding humor to The Bard’s Tale was risky, but the risk paid off. The Bard’s Tale became a classic because of its sarcastic humor. While the classic Bard’s Tale trilogy used a first-person view, 2004’s The Bard’s Tale had a 3D environment with the player watching in third-person. The player controlled “The Bard,” who never received a name. Dialogue followed a “snarky” or “nice” option system. While the player wouldn’t know exactly what The Bard would say, the player can set the tone for how the game’s world perceives The Bard.

The first dialogue decision is with a barmaid in The Drunken Rat. Being nice to her gives the barmaid the impression The Bard is a gentleman, and she leaves him alone, while being snarky results in the barmaid spending the night with The Bard. The Bard’s Tale gets into some adult themes. Nudge-nudge. Wink-wink.

inXile always intended The Bard’s Tale to be a comedy, but Findley shares (in the Documentary) the moment The Bard’s Tale became a “silly” comedy was when Art Director Maxx Kaufman turned in a drawing of a Bug Bear. Findley told Kaufman the bug bear looked like a guy wearing a terrible Bug Bear costume.

Kaufman admitted he rushed the Bug Bear character concept. He was doing a character concept a day, maybe even two a day. When he made the Bug Bear, he was being serious with the character. His intent was not to make a funny character, but that’s what ended up happening.

I have to agree with Findley. One of The Bard’s Tale’s most enduring legacies must be its use of music within the game. One of The Bard’s Tale’s biggest innovations was the original music that they wrote that had lyrics, Findley said (in the documentary). The songs weren’t just a soundtrack; they were being performed by characters in the game. This cornerstone survived all the way up to Wasteland 3 and The Bard’s Tale IV. inXile loves using original music to tell a story.

I always liked “The Blood of the Lamb” song that plays when dealing with a crazed cult in Wasteland 3. So creepy. And I appreciate inXile’s use of original music to tell a story. It also doesn’t hurt to have stellar voice actors for a video game. Tony Jay narrates The Bard’s Tale, while Cary Elwes earned a nomination for Outstanding Character Performance — Male from the Academy of Interactive Arts & Sciences.

With one hit under their belt, inXile looked poised for a long run of hits (much like Interplay a couple of decades prior), but inXile immediately hit a snag.

HEI$T

Heist (stylized as HEI$T) is a cancelled action-adventure video game developed by inXile for publisher Codemasters (known for the video game peripheral Game Genie). Set in 1969 San Francisco, Heist follows a group of criminals as they perform various thefts.

Heist features plenty of high-speed chases in what could’ve been an immersive open-world. In a Gamespy article, Lead Heist Designer Sean Patton, cites Need for Speed: Most Wanted and its virtual cops as one influence in the general flow of the getaway chase in Heist. The game sounded amazing. inXile sunk tens–if not hundreds–of thousands of dollars and countless design hours into making Heist the best they could, and then, Codemasters canceled the project.

Heist is probably my favorite title I ever worked on that never made it to the end,” Findley said in the documentary. “We had an inspired concept of doing something that was supposed to feel like Quentin Tarantino. We had Bruce Campbell as the main character. Ed Asner, Rutger Hauer, Vinnie Jones, Christian Slater, and we had recorded the entire script from beginning to end before the project was shut down.”

Fargo added, “It (Heist) was the closest I’ve ever come to finishing a game–it was finished–and not coming out, but we just couldn’t. Unreal Engine, at the time, to do a true open world wasn’t working for us. Our publisher (Codemasters) really wanted a true open world, but we would have had to make it sort of modularized. Our publisher canceled it.”

There are conflicting reports as to why Heist was canceled. In an interview with Video Games 24-7 (VG247) about Wasteland 2, Fargo said, inXile had an agreement with Codemasters to create an open-world using Unreal Engine on the PS3–but the specs didn’t yet exist for the PS3. They (inXile) found a way to make Heist run great on PC and Xbox, but Codemasters wanted PS3. I gather that Heist worked on every system besides the PS3. Based on the wording, I’m unsure if Heist could’ve been an open-world on the other two systems (PC and Xbox) and needed to be a hub-world on PS3, or if Heist only worked as a hub-world on the other two systems and didn’t work at all on the PS3. Either way, Codemasters canceled Heist.

Heist was a massive blow. It certainly left a bad taste in Fargo’s mouth. He said in the documentary that he couldn’t wait to get back to making games he loves. He disliked making games other people wanted him to make. Well over a decade later, Heist still haunts inXile. They had created a great game in their minds, but their publisher wanted something different. And you don’t need to take my word for it. Heist gets a full segment dedicated to it in inXile’s 20th Anniversary Documentary. Fargo even lists various games, like Payday: Heist, that resemble what Heist attempted to do, but they didn’t have Bruce Campbell, Ed Asner, Rutger Hauer, and Christian Slater in their cast. Fargo insists Heist could’ve done well on the market.

Mobile and Web-Based Games

While one half of inXile developed games like The Bard’s Tale and Heist, the other half developed mobile and web-based games. This half of inXile yielded mixed results. In 2006, inXile acquired the rights to Line Rider, and later on, Fantastic Contraption. inXile ported these indie games to a wider market. They also created a series named Super Stacker. You can still play Super Stacker 2 for free as a web-based game.

Baby Pals Controversy

Fargo discusses inXile’s early days and why they chose to create two branches of the company. “We were trying to find a sustainable business model,” Fargo said (in the Documentary), “but the (video game) world was shifting underneath our feet. We just had to be plucky entrepreneurs and find something. We had the rights to Line Rider. Nintendogs had come out, and we said, let’s do cats (Purr Pals), and we sold three-quarters of a million copies. Dogs are done. What could we do next? People like babies.”

Enter Baby Pals. inXile had licensed the same sound library as the one Mattel was using for their upcoming dolls, so the company thought it was safe. But the next thing Fargo and company knew, inXile was in the news. If you listen carefully, one of the babies says, “Islam is the Light.”

During the documentary, Campbell says, “It was just a baby babbling. There were no hidden references, and it caused so much trouble.”

I like how Findley contextualized these small titles. “I have nothing but warm thoughts for Baby Pals, Purr Pals, Super Stacker, and Line Rider,” Findley said in the documentary. “All of those small and mobile titles we did during those periods…allowed us to do crazy things like Heist and the early stages of Hunted: Demon’s Forge.”

While I thought Findley had a slight smirk when he discussed inXile’s smaller titles during the 20th Anniversary Documentary, his inclusion of these smaller titles financing larger ones rings true.

Hunted: The Demon’s Forge

I promised the title of Fargo’s first semi-widely distributed game, Demon’s Forge, would return. With Heist in their rearview mirror, Hunted: The Demon’s Forge allowed inXile to return to their role-playing roots. But they added a cooperative gameplay twist. Hunted: The Demon’s Forge was an ambitious title. According to Findley in a Game Sauce article, Most co-op games are two guys with the same guns running through the world, so we really like the concept of teamwork…We’ve built these arenas with different heights and areas for players to really get out. They get to use their skills and still be able to help out their partners.

Based on Findley’s description, Hunted: The Demon’s Forge sounds something akin to an early hero shooter. The only other hero shooter available at this time would’ve been Team Fortress 2. But Hunted: Demon’s Forge only allowed couch cooperative play. With World of Warcraft going strong for seven years by 2011, and first-person shooters like Battlefield 3 (also released in 2011), and trying to capture the budding online cooperative wave, couch cooperative games were fading in popularity, and Hunted: Demon’s Forge underperformed.

Competition in the role-playing space was fierce during 2011. It didn’t help that many critics viewed Hunted: Demon’s Forge as a Gears of War clone. Hunted: Demon’s Forge may have fared better if it had been released in a different year. RPG juggernauts Mass Effect 2 and The Legend of Zelda: Skyward Sword were released the same year. Bethesda, Hunted: Demon’s Forge’s publisher, even released Skyrim that year. Yikes! Bethesda may not have given Hunted: Demon’s Forge much of a chance.

Choplifter HD

A little over seven months later, inXile released its 3D polygonal remake of the classic 1982 game Choplifter by Dan Gorlin. inXile even hired Gorlin as a design consultant for Choplifter HD. Despite Choplifter HD remaining true to the original, it was the second game in a row by inXile that received mixed reviews. Some critics appreciated how faithful the remake was to the original, while others criticized the game’s difficulty. Ryan Winterhalter of 1Up.com, compared Choplifter HD to that of a bullet hell shooter. I love Winterhalter’s title: Choplifter Appeals to Your Inner-Masochist. Yowza! That’s good copy.

For those keeping score, that’s a canceled game (Heist) that cost countless hours of development to make, a controversy (Baby Pals) that eventually led inXile to halt production on smaller games, and back-to-back near misses with Hunted: Demon’s Forge and Choplifter HD. inXile was at a crossroads.

A Comet Almost Hits the Earth

Fargo shared in the inXile Documentary, “I’ve had so many near-death events in this industry, where the comet almost hits the Earth. If Battle Chess wasn’t a hit…If Castles wasn’t a hit. I can go through ones where if that didn’t work, we’re out of business. Hunted didn’t work, so we had to scale back to a very small group of people.”

Up to this point, Brian Fargo had seen his share of misses and near-misses. inXile’s history began to mirror Interplay’s over a decade earlier. Interplay started as a focused team working on a couple of titles and then swelled to a company of 500 working on dozens of projects. Findley says (in the Documentary), “The years between The Bard’s Tale (2004) and Wasteland (2) was a roller coaster. We got smaller again, then we got bigger, and we got smaller. We went from being a focused team working on one title to 120 people working on four or five titles at once. We were all over the place.”

Interplay made itself a “public” company, entering NASDAQ. inXile would also go “public” but in a different manner. Only this version of “going public” involved inXile’s and Wasteland 2’s historic KickStarter campaign. Like Fargo said, “We threw it all in with our KickStarter and that changed everything.”

Wasteland 2’s KickStarter Campaign

“We were able to pitch the games we want to make,” Findley said (inXile Documentary), instead of pitching the game you know you can sell, which is a much more fun place to be.” This mindset changed everything for inXile. Heist and Hunted were financed by another company. Codemasters wanted a game in Heist inXile couldn’t deliver, while Bethesda released Hunted a few months before Skyrim. KickStarter showed inXile what their fans wanted to play.

For years, gamers asked for a follow-up to 1988’s Wasteland, but the rights to Wasteland proved tricky. Before inXile could begin work on Wasteland 2, they needed to obtain the rights to Wasteland from Electronic Arts. The original publisher, EA, had let the rights lapse. The last time Electronic Arts had worked on a project connected with Wasteland was Fountain of Dreams. “Originally, Interplay (and Brian Fargo) were supposed to be involved with Fountain of Dreams (1990), but EA took control of the project and produced it themselves,” said Fargo in a Wired interview. “By 2003, Electronic Arts dropped all claims that Fountain of Dreams had any connection to Wasteland.” This opened the legal door for Wasteland 2 to become a reality.

Wasteland 2 was a sequel to 1988’s Wasteland. To be fair, Wasteland 2 is a fusion of a sequel and an update to the original. The stories of both games share many similarities. Wasteland 2 is a joy to play. I highly recommend playing it. Wasteland 2 delivers on Fargo’s idea of a “hardcore role-playing game.” There is no one way to play through Wasteland 2. Your choices affect the world.

There are moments where it’s obvious how your choice will affect the world, especially the game’s first choice of saving Highpool (a community based around a local dam that provides water to the region) or the Ag Center (which grows genetically modified vegetables to feed the locals). You can’t respond to both distress signals. Other moments are more subtle in how your choices will affect the world.

But why KickStarter? inXile had never used a crowd-sourced platform before, in fact, Fargo had never heard of KickStarter. Fargo shares the moment he decided to Kickstart Wasteland 2 (in the inXile Documentary), “Tim Schaefer launches his KickStarter (Double Fine Adventures). The first day, it makes half a million dollars. I was like, this is it. I called Matt the next day, drop everything. This is what we’re gonna do. We went from what’s KickStarter? to launching within 30 days.”

Wasteland 2’s KickStarter did not end up beating Double Fine Adventures (per an inXile community post), but it was, at the time, the second-largest video game KickStarter campaign, closing in at just over $2.9 million. Add in PayPal donations of over $100,000, and Wasteland 2’s total funds equaled over $3 million.

To this day, Wasteland 2’s KickStarter campaign sports the third-highest total on KickStarter. I’ll admit, KickStarter is better known for board games than video games, but this fact may make Wasteland 2’s success on KickStarter all the more impressive. Wasteland 2’s success goes a long way to show how much the video game community appreciates inXile, and more specifically, Brian Fargo’s work.

Torment, The Mage’s Tale, and The Bard’s Tale IV

Torment: Tide of Numenara was released in 2017 after another successful KickStarter campaign. inXile learned plenty of lessons from their first crowdfunding campaign. Torment: Tides of Numenara was written by Monte Cook, who also wrote the rules to the tabletop role-playing game Numenara where Torment is set, but Torment: Tides of Numenara is also a spiritual successor of a former Interplay game, Planescape: Torment. Torment: Tides of Numenara received favorable reviews, continuing inXile’s hot streak. It also honors inXile’s past.

We won’t go into too much detail with the remaining titles in this segment. The Mage’s Tale was developed in parallel with The Bard’s Tale IV. The two projects share some assets. Both games received average or mixed reviews. Regardless of reviews, both games had ambition. While The Mage’s Tale brought the world of The Bard’s Tale to the new medium of virtual reality, The Bard’s Tale IV: Barrows Deep attempted to fuse elements of the original 1980s Bard’s Tale trilogy with the 2004 spin-off The Bard’s Tale.

After a shaky decade, inXile had found a sustainable business model. But nothing stays the same for long.

Joining Xbox

In November 2018, Microsoft Studios acquired inXile Entertainment and Obsidian Entertainment on the same day. Eurogamer made the announcement, stating, “The two independent studios who had fought against each other would now be under the Xbox umbrella. This announcement led to Fargo staying as head of inXile, because in March 2017 (also on Eurogamer), Fargo had announced his plans to retire from inXile following the release of Wasteland 3.

Fargo has said in the past that he doesn’t enjoy being a CEO. He may have wanted to leave on a high note (with Wasteland 3). Microsoft Studios’ absorption of inXile as a subsidiary allows Fargo to stick to his passion, developing video games. Microsoft’s near limitless resources mean that inXile won’t need to rely on crowdsourcing to make the games it wants to make.

Clockwork Revolution

This video game history post is one of the final pieces I wrote in preparation for my end-of-year novel writing/editing break, so I’m writing this post in 2025. Clockwork Revolution is slated for a 2026 release. Who knows? Clockwork Revolution may already be released by the time you’re reading this. I am stoked for this title. What I’ve seen looks amazing, and since Clockwork Revolution is categorized as an action-RPG, I’m anticipating it having gameplay similar to The Bard’s Tale (rather than Wasteland). Regardless, I have Clockwork Revolution wishlisted and will be playing it soon after it releases.

inXile and Brian Fargo had a crazy ride, filled with hits, misses, and near-misses. I’m glad Fargo and his team had those Wasteland 2 KickStarter moments. In the inXile Documentary, Fargo said, “They (fans) valued the work we’ve done before. It felt good. I can say that when we hit our funding goal, it was one of the highlights of my whole career.”

Thank you for reading. Let us know what other video game companies you want us to write a history for, and wherever you are, I hope you’re having a great day.