RedPassportDev Yesterday, 10:02 AM
Hi everyone — I’m the solo developer of Red Passport: Ticket to Russia.
The original idea sounded simple: make the trip itself the adventure. You leave a Moscow apartment and travel toward Vladivostok by bus, passenger plane, train and yacht. I didn’t want those legs to disappear behind a loading screen; I wanted the airport announcements, cramped interiors and slightly uncomfortable waiting to be part of the story.
![[Image: shot-11.1.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-11.1.jpg)
That created the design problem I kept returning to: how do you make transit feel slow enough to sell the distance, but not so empty that the player feels trapped? A lot of the game became small environmental beats — finding where to go, listening, looking through windows and deciding whether to touch something you probably shouldn’t.
![[Image: shot-03.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-03.jpg)
And yes, that “probably shouldn’t” became the moment people talk about most. There is an unattended handgun on the passenger flight. You can ignore it and continue the quiet trip. Or you can take it, which turns the Novosibirsk transfer into this:
![[Image: shot-06.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-06.jpg)
…followed by a detention cell.
![[Image: shot-04.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-04.jpg)
The release feedback has been a useful reality check. Some players really connected with the atmosphere and the sense of a long, strange journey. Others called out rough navigation and technical edges — fair criticism, and exactly the kind of lesson a solo project gives you in public.
I’m curious how adventure players here feel about deliberately quiet travel sections. When does “slow and atmospheric” work for you, and when does it become dead time?
If anyone wants to try the trip (or make the worst possible decision on the plane), the Steam page is here:
Red Passport: Ticket to Russia on Steam
The original idea sounded simple: make the trip itself the adventure. You leave a Moscow apartment and travel toward Vladivostok by bus, passenger plane, train and yacht. I didn’t want those legs to disappear behind a loading screen; I wanted the airport announcements, cramped interiors and slightly uncomfortable waiting to be part of the story.
![[Image: shot-11.1.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-11.1.jpg)
That created the design problem I kept returning to: how do you make transit feel slow enough to sell the distance, but not so empty that the player feels trapped? A lot of the game became small environmental beats — finding where to go, listening, looking through windows and deciding whether to touch something you probably shouldn’t.
![[Image: shot-03.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-03.jpg)
And yes, that “probably shouldn’t” became the moment people talk about most. There is an unattended handgun on the passenger flight. You can ignore it and continue the quiet trip. Or you can take it, which turns the Novosibirsk transfer into this:
![[Image: shot-06.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-06.jpg)
…followed by a detention cell.
![[Image: shot-04.jpg]](https://media.indiedb.com/images/games/1/93/92226/shot-04.jpg)
The release feedback has been a useful reality check. Some players really connected with the atmosphere and the sense of a long, strange journey. Others called out rough navigation and technical edges — fair criticism, and exactly the kind of lesson a solo project gives you in public.
I’m curious how adventure players here feel about deliberately quiet travel sections. When does “slow and atmospheric” work for you, and when does it become dead time?
If anyone wants to try the trip (or make the worst possible decision on the plane), the Steam page is here:
Red Passport: Ticket to Russia on Steam
LinaAgh26 08-18-2026, 04:07 AM
Hi — I run EasyHub, an ad-supported HTML5 / Unity WebGL browser-game portal. We did not make the individual games; we host free-to-play web titles.
Not an adventure, so Other Games seemed the right room. One management/sim example we have on the US pages:
https://easyhub.games/en/games/pk-my-perfect-hotel
Curious if anyone here still plays short browser sims, or if this is too far from the adventure beat. Happy to take feedback on the portal itself (contact@easyhub.games).
Not an adventure, so Other Games seemed the right room. One management/sim example we have on the US pages:
https://easyhub.games/en/games/pk-my-perfect-hotel
Curious if anyone here still plays short browser sims, or if this is too far from the adventure beat. Happy to take feedback on the portal itself (contact@easyhub.games).
DrewClue 08-14-2026, 06:05 AM
https://www.gematsu.com/2026/08/netflix-...loot-games
Honestly, I'm very disappointed but not surprised. Netflix shouldn't have been buying gaming studios to begin with, and I really loved all three of the Night School Studios games I played, hopefully they can reform or join another studio or something.
Honestly, I'm very disappointed but not surprised. Netflix shouldn't have been buying gaming studios to begin with, and I really loved all three of the Night School Studios games I played, hopefully they can reform or join another studio or something.
PIEDRA_Adventure_Gaming 08-13-2026, 07:27 PM
Servant of the Lake, the new Rusty Lake game, is out, and I got to play it ahead of release. I put together a full spoiler-free video review.
The setup: you take a servant job at the Vanderboom mansion and have to make it through three days of household chores. Laundry, setting the table... and the odd alchemical experiment. It works as a prequel set decades before Rusty Lake: Roots, so there's plenty here for anyone who's been piecing the universe together for years.
The review covers structure, characters, puzzles, art direction and soundtrack, plus where I'd rank it within the series.
Video is in Spanish with subtitles in several languages.
Anyone played it yet? Where would you rank it?
The setup: you take a servant job at the Vanderboom mansion and have to make it through three days of household chores. Laundry, setting the table... and the odd alchemical experiment. It works as a prequel set decades before Rusty Lake: Roots, so there's plenty here for anyone who's been piecing the universe together for years.
The review covers structure, characters, puzzles, art direction and soundtrack, plus where I'd rank it within the series.
Video is in Spanish with subtitles in several languages.
Anyone played it yet? Where would you rank it?
alkis21 08-12-2026, 09:35 AM
Hello everyone. I am Alkis from Athens, Greece, an adventure game fan and developer. Some of you may remember my previous titles, Other Worlds (2004) and Diamonds in the Rough (2008). I also made a Greek educational adventure game called Gongbot in 2022.
I'm currently working on a new 3rd person point & click adventure called The Other Side of the Wall. Published by Dionous Games, it's the story of Julian Reed, a 13-year old boy attending Saint Maximus the Confessor Catholic School in the early 1980s. Saint Maximus is an all-boys boarding school that shares a wall with another institution for "troubled cases" called Cedar Tree House. Cedar Tree House is shrouded in mystery, as discussing it is frowned upon by the Benedictine monks who make up most of the teaching staff at Julian's school. There is no contact between the two institutions, at least not as far as the students are concerned.
It's late August, the semester has not even started, and only a few students and faculty members are present when Julian discovers a tiny hole in an isolated corner of the wall separating Saint Maximus from Cedar Tree House. The hole is just big enough for him to see a pair of blue eyes. They belong to a girl who soon becomes his closest confidante.
The opportunity to spend time with a girl -albeit separated by a wall- is a welcome distraction from Julian's routine, but it will not be the only one. One boring morning, during class, he notices that one of his classmates is missing from his usual desk. When Julian asks about him, he is shocked to discover that nobody acknowledges that the student ever existed.
The Other Side of the Wall is more than a whodunit game. It's a coming-of-age story of a boy who stumbles upon a mystery and finds himself in over his head. A story about friendship, curiosity, and the unsettling feeling that something is terribly wrong. This is a game for people who enjoy being challenged with (mostly inventory based) puzzles and being rewarded for paying close attention to subtle clues.
If the above sounds interesting to you, feel free to try our demo and add the game to your Steam wishlist!
I am looking forward to reading your comments.
I'm currently working on a new 3rd person point & click adventure called The Other Side of the Wall. Published by Dionous Games, it's the story of Julian Reed, a 13-year old boy attending Saint Maximus the Confessor Catholic School in the early 1980s. Saint Maximus is an all-boys boarding school that shares a wall with another institution for "troubled cases" called Cedar Tree House. Cedar Tree House is shrouded in mystery, as discussing it is frowned upon by the Benedictine monks who make up most of the teaching staff at Julian's school. There is no contact between the two institutions, at least not as far as the students are concerned.
It's late August, the semester has not even started, and only a few students and faculty members are present when Julian discovers a tiny hole in an isolated corner of the wall separating Saint Maximus from Cedar Tree House. The hole is just big enough for him to see a pair of blue eyes. They belong to a girl who soon becomes his closest confidante.
The opportunity to spend time with a girl -albeit separated by a wall- is a welcome distraction from Julian's routine, but it will not be the only one. One boring morning, during class, he notices that one of his classmates is missing from his usual desk. When Julian asks about him, he is shocked to discover that nobody acknowledges that the student ever existed.
The Other Side of the Wall is more than a whodunit game. It's a coming-of-age story of a boy who stumbles upon a mystery and finds himself in over his head. A story about friendship, curiosity, and the unsettling feeling that something is terribly wrong. This is a game for people who enjoy being challenged with (mostly inventory based) puzzles and being rewarded for paying close attention to subtle clues.
If the above sounds interesting to you, feel free to try our demo and add the game to your Steam wishlist!
I am looking forward to reading your comments.
Lucien21 08-10-2026, 02:24 PM
Embark on a thrilling point-and-click road adventure across Europe. Travel through mesmerizing locations, solve puzzles and survive chilling threats while following the legendary Amber Road. Will you have the wits to uncover the mystery behind the enigmatic artifact – the Sun stone?
https://store.steampowered.com/app/47081...mber_Road/
https://store.steampowered.com/app/47081...mber_Road/
PIEDRA_Adventure_Gaming 08-09-2026, 07:11 PM
At Mysterium 2026, Cyan Worlds confirmed they're developing a new game set in the Myst universe, codenamed "Mudfish". Very early stage, but it would be the first original story in the series since Myst V: End of Ages in 2005.
They also released the trailer for Project Anglerfish, an Unreal Engine 5 prototype built solely to show publishers. It didn't move forward, and they've put it out anyway.
Plus: physical editions of the remakes, hardcover reissues of the novels, and Mysterium 2027 in Spokane for the studio's 40th anniversary.
What are you hoping for from a new Age?
I cover all of it here, including what happened at Cyan back in 2005. In Spanish, with subtitles in several languages:
They also released the trailer for Project Anglerfish, an Unreal Engine 5 prototype built solely to show publishers. It didn't move forward, and they've put it out anyway.
Plus: physical editions of the remakes, hardcover reissues of the novels, and Mysterium 2027 in Spokane for the studio's 40th anniversary.
What are you hoping for from a new Age?
I cover all of it here, including what happened at Cyan back in 2005. In Spanish, with subtitles in several languages:
Wild Boar 08-07-2026, 04:50 AM
Are you ready for the session? Let yourself be hypnotized and immerse yourself in the dazzling world of Moka Efti, known from the series Babylon Berlin. As a journalist, you follow the clues to a mysterious case at the famous nightclub. But can you trust your memories? https://store.steampowered.com/app/39754...lin_Story/
Release Date:
September 2026
Release Date:
September 2026
Wild Boar 08-06-2026, 11:59 AM
Eliza Trewithian haunts the old Wychwood Hollow, the largest ancient oak woodland in Cornwall. A place of myth and legend. You are dispatched alone to investigate the case, with help from some local ghost-hunters. Gather evidence, decipher the clues in old documents and explore the Hollow.
You are alone in Wychwood Hollow, Cornwall, to investigate the local legend of Eliza Trewithian the Cornwall wood witch. She haunts the ancient oak wood, since her death in 1793, torn apart by the hunting hounds of Trelawney Manor. Does Eliza seek revenge, or just witnesses to remember her story? Armed with a collection of ghost-hunting gadgets, it’s up to you to solve the case. Help is at hand, as a group of paranormal investigators have research and old documents to share. Gather evidence, decipher old documents, follow advice (or don’t!) and experience a very realistic ghost-hunt. https://www.youtube.com/watch?v=7f4YX2F29nU
You are alone in Wychwood Hollow, Cornwall, to investigate the local legend of Eliza Trewithian the Cornwall wood witch. She haunts the ancient oak wood, since her death in 1793, torn apart by the hunting hounds of Trelawney Manor. Does Eliza seek revenge, or just witnesses to remember her story? Armed with a collection of ghost-hunting gadgets, it’s up to you to solve the case. Help is at hand, as a group of paranormal investigators have research and old documents to share. Gather evidence, decipher old documents, follow advice (or don’t!) and experience a very realistic ghost-hunt. https://www.youtube.com/watch?v=7f4YX2F29nU
Joe 08-05-2026, 09:56 AM
![[Image: Clipboard02.jpg]](https://i.postimg.cc/HszPCQH3/Clipboard02.jpg)
Hello and welcome!
In this thread, we will attempt to solve the self proclaimed hardest puzzle on the internet: notpron.com.
The goal is to reach the final page, which requires figuring out how to move from one page to another.
There are over 100 puzzles in the format of the webpage. It has a somewhat eerie atmosphere, but it's not a horror game.
I've played this game from time to time for over a decade, but I've never got very far (~level 25). So this time, let's try to solve it together.
Rules:
- No walkthroughs. If you want to use one, please don't spoil the game for the rest of us.
- No spoiler tags. These will get really annoying really quickly, since most of the discussion will be about how to beat the level, sharing clues and brainstorming. The only spoiler tag that will be used is one containing the exact solution to the puzzle.
- I don't think it will be necessary, but let's limit it to a maximum of one level per day.
Official general hints:
- Always look for all hints you can find, and try to interpret them!
- A riddle consists of more than a picture!
- Try all to get to the next screen, no matter what. It's NOT a point and click thing!
- The url of the next riddle has nothing to do with the current one!
- Everytime you need Google, there is a build in search bar on the riddle page. No need on any others.
About passworded Stuff:
- no spaces
- no capital letters
- You won't see the password written in an obvious way
- You'll always get username and password at the same time or in the same way (except Level 13)
LEVEL 1
So, here we go: the first screen. It's more of a test to see if you're a bot than an actual puzzle:
https://notpron.com/notpron/levelone.htm
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