Type, a retro-vibe game about….you guessed it, typing! This hectic keyboard-mashing game will have you thinking you’re in the clear, and then you’ll slowly see a nuclear warhead coming at you, and well, I’m sure you can guess what happens next with that. Despite just the simple mechanics of typing gibberish words, no one wants to fail at anything, right? Well, yes. Unfortunately for you, this game will overwhelm you, and fast. Think you’ve got what it takes? Be daring to keep reading.
First Thoughts 💣
As simple as the concept is, for whatever brain chemical reaction created reason, it works. Looking at the recently added global leaderboard and seeing that your high score is just below someone else’s, it’ll have you going back for more. In the fast-paced retro arcade you will mentally find yourself in, even if your friends haven’t gotten their own high score yet, you’ll want to make sure they could never beat yours, let alone the rest of the world.
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Can I run it? ⌨️
For such a simple game, you don’t need a beast of a device to run and enjoy this one. Per the developers’ recommended minimum system requirement on Steam, specifically your device’s processor, it is noted as “Hamster Wheel”. I think that speaks enough volume for how easy it is for anyone to take on this challenge of achieving a higher score than someone else. There is absolutely no input delay with the letter being registered once pressed on your keyboard, and as soon as you have booted up the game, you’re immediately thrown into battle against the enemy of random sequences of words, with no loading screens or transitions between menus.
Too Simple or Just Enough? 🤔
We here at InsideXO would say this is just enough. As we will read a little more in depth later on of insights from Parsy himself, regardless of competitor games out there, there are gamers all over the world who like to type fast, challenge themselves to improve using non-traditional words, and know how a real word would be spelt. Others use it to learn to begin typing in general, or the English language we all know and love. Given that gibberish words might not be the most effective method for this, with the feedback Parsy has received, rest assured, updates are coming for this as well.
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Game Over (The Good Way)
To take this all in, even though Type was only released a few days ago, and is not fully released, waves of its catchyness are already being felt through indie game communities, especially in Parsys own discord server, with his Type Leaderboard and Type Updates channels, where updates and new scores have been made consistently in the past weeks. You can show off your high scores, boost your competitive ego to keep being better, and show love to his creations (yes, there are more projects by Parcyval Studios!). At the end of the day, it’s all love and friendly competition, and who doesn’t love that?
We are born very similar, but life takes us different paths, and some lead to game dev some not.
I had the privilege of speaking with the developer of the newly found game “Type”, here’s how it went. Read the full review here!
How do you view the experience you deliver with this type of game?
Well, challenging, especially for people who don’t type that much or have problems with typing fast. On one side, I am kind of worried that this will create a problem to reach an audience, but looking at the success of stuff like osu, or even a successful competitor of this game, called “Glyphica”, you can see some people like fast typing/clicking. Always improving, beating your last record, or competing in a global leaderboard.
There are people who want to learn typing, either young people, or learning English as a second language. Originally, I only wanted to add gibberish words to make it harder, but thinking about it now with feedback, I will add real words for this specific audience. Someone streamed my game, playing typing games in general because of health issues with her hands, which was wholesome to see! Those kind of things motivate me.
Were there any particular games, films, or general works that influenced your game Type?
There is a popular German YouTuber named “HandOfBlood” who has a video format where he plays bad games. and in one old video, he played a typing game. And I thought, hey, that has potential!
Was there a feature you wanted to include but had to cut due to functionality reasons or similar?
In all my games, I add whatever I want. It may take a bit, but nothing is impossible for me.
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Is there a roadmap or update/content line we can expect to see in the near future? How do you plan to get new players hooked?
This is not my main project, as you can see! It’s pretty simple! My main project is an RTS called Descending Empires, which originated from the idea of a spiritual successor to Empire at War! So I have to split my attention to this game and 2 or 3 other ones I am working on (yes, I work on 4 or 5 games at a time, alone).
But yes, I will add a tiny tutorial/campaign with dialogue boxes, more enemies, more abilities, OF COURSE, as a roguelike, and maybe passive perks later! maybe even more if I come up with more when taking a walk outside!
What advice would you give to indie or any game developers just starting out today?
Everyone can do it, but at the same time, only specific people can. Be it from financial reasons (having to work all day with no time, …) or your life shaping your brain/character in a way where you just can’t think creative enough / in this specific way. It’s like with all things, we are born very similar, but life takes us different paths, and some lead to game dev, some not. Just try it out! (though you can be successful by copying existing formulars, as seen in palworld).
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What’s been the most rewarding moment for you during the development or release of Type?
Well, I had more players than expected, but that is probably because the demo is free! The full game will probably have less players
The idea was born earlier, but I really started making this game for my first Gamejam, which I made a video of here, and I never actually expected the game to be my first Steam release! Well, you never know where life takes you.
I would like to thank the Parsy for taking the time to provide us with his insight, and most importantly, I would like to thank YOU, the reader, for making it to the end.
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One response to “An Interview With Parcyval Studios”
Beneath the rusted metal and flickering lights of long-abandoned cities, small towns, and heavily invested zones, something stirs… and it’s not happy you’re here. Dead Metro, a free indie developed with raw tension and a grim atmosphere all around, throws you into a suffocating underground maze where survival hinges on every bullet and every step. It’s rough around the edges, but what it offers is a brutally effective taste of what’s to come, and trust me, the darkness doesn’t play fair.
My First Impressions 💬
Dead Metro wastes no time dropping you into a run-down underground world that feels both claustrophobic and alive with tension. Even in demo form, the game’s atmosphere feels well-realised, from flickering tunnel lights to the constant sense of danger just out of sight. It instantly gave me that grimy, post-collapse vibe reminiscent of Metro 2033, but stripped down in a way that focuses more on raw survival than heavy narrative. From the start, it’s clear this is a world where every corner could kill you, and that’s what makes it so gripping.
Controls and Gameplay🕹️
Based on gameplay, movement, and combat feels surprisingly tight for a game still in its demo phase. The weapon handling, especially with the shotgun and assault rifle, has a punchy, impactful weight to it. Enemy encounters are sharp and unforgiving, keeping you alert as you push through the darkness. Resource management is crucial; you’re constantly scavenging for ammo and supplies while trying not to get overwhelmed. There’s a simplicity to the core of loot, explore, survive and shoot, but it works well in this gritty setting. The pacing allows for both tense firefights and slower, ambient exploration.
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Graphics📺
Dead Metro thrives on its visual tone. While not hyper-detailed, the lighting, shadows, and grime-smeared textures all add up to a cruel, believable environment. What stands out most to me is the game’s commitment to mood: dim tunnel corridors, leaking pipes, and the occasional glowing emergency light that really sets the tone. Creature design, though limited, is effective and creepy, especially when backed by the game’s lighting and animation. Even in its current state, the game looks the part of a solid horror-survival experience.
Performance🖱️
For a demo, it runs very well. There are no aggravating frame drops or audio stutters, and loading is fast and stable between areas. Gunfire is synced with audio and visual effects, and transitions between exploration and combat are seamless. That said, a few moments showed rough animations and slightly stiff enemy AI, totally expected for an early build. These are areas that could easily see improvement in future updates.
Summary📝
To wrap things up, Dead Metro is shaping up to be a gritty, underground survival horror gem. It channels classic post-apocalyptic energy while keeping things intense. The moment-to-moment gameplay rewards patience and awareness, while the setting constantly puts you on edge. For a free demo, it delivers a lot, and if the full version expands on the mechanics, polish, and enemy variety, it should become a must-play for fans of claustrophobic horror.
If you’re into harsh environments, jump-scares with bite, and eerie atmosphere soaked in rust and darkness, this is a game to keep your eye on.
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Final Thoughts
All in all, Dead Metro is a haunting and surprisingly immersive indie experience that proves you don’t need flashy graphics or a massive budget to leave a lasting impression. It’s a short but impactful ride through a nightmare-fueled subway, packed with atmosphere, tension, and just enough mystery to keep you hooked.
Badge: One to Watch Summary: A gritty and atmospheric underground horror that punches above its weight and drags you along the rails of fear.
Rating: Graphics: 3.5/5 Gameplay: 4/5 Atmosphere: 5/5 Future Potential: 5/5 Overall: 4 out of 5
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One response to “Dead Metro: Where Every Step Could Be Your Last”
The Bunker, while maybe not discovered by many, has the potential to reach players beyond comprehension. For those of you who love that zero to one hundred real quick feeling, this is the one for you. I was fortunate enough to get in touch with the developer of The Bunker, but we will go over that later. First, we will read about my thoughts and time in the game.
My First Impressions🧠
From the moment I stepped into The Bunker, it was clear this wasn’t your average indie horror experience. The game wastes no time pulling you into its dim, atmospheric world, one that feels simultaneously stripped back and deeply immersive. The VHS filter immediately gave me the impression I wasn’t just playing a game, I was living a horror movie. And that’s exactly what I was hoping for. There’s a quiet, creeping dread built into every corner of this game, and its simplicity only enhances it.
Controls and Gameplay 🎮
The control scheme in The Bunker is minimalistic by design, just a handful of key binds and mouse movement, but that’s what makes it shine. Everything responds smoothly, without any clunky inputs or interruptions to flow. The gameplay loop, while basic on paper, becomes something much more potent thanks to the environment and audio design. You’re not burdened with overly complex mechanics or systems. Instead, you’re free to focus on exploration, the tension of the unknown, and piecing together the story through small but impactful discoveries
Graphics 📽️
The retro aesthetic combined with VHS distortion is hands-down one of the game’s biggest strengths. Visually, it captures the eerie, lo-fi look that feels like something disturbing you found on an old tape buried in a basement. It’s raw, gritty, and immersive in the best ways. The bunker’s environment is stripped of unnecessary detail, and that restraint is exactly what makes it work; it gives you a sense of place and purpose without overwhelming the eye. It’s a focused, intentional design that serves the mood above all else
Performance ⚙️
Despite the heavy atmospheric effects, The Bunker runs incredibly well. The game’s optimisation matches its visual simplicity, no hitches, no crashes, no frame drops to break immersion. Every moment, from your slow, deliberate movement to the intense final chase sequence, feels well-paced and technically solid. It’s clear the Dev focused on making sure players could fully sink into the horror without being distracted by technical issues.
Summary 📓
The Bunker is a short play, an hour, maybe a little more, but that’s all it needs to leave an impression. It delivers a punchy, unnerving story that’s easy to follow, but laced with real emotion. One particular moment involving two skeletons and a tragic note genuinely lingered with me after finishing. The audio design is intense, the world is atmospheric, and the simplicity is used to full effect. This isn’t just another indie horror; it’s a love letter to analogue fear and raw storytelling.
If you’re after a chilling, one-sit horror experience that will make you jump, think, and feel, The Bunker is absolutely worth crawling into.
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But Wait, There’s More…
What’s Next for The Bunker? That is a great question. With the eerie legacy of The Bunker still fresh in players’ minds, developer Cyber752 is already deep into planning its chilling sequel. While the original cast of characters won’t return, The Bunker II will introduce a new lineup of survivors navigating the horrors of a new facility.
Gameplay is set to expand in major ways, including a new co-op system where players must work alongside NPCs to solve puzzles and progress. A battery-powered mechanic is also being introduced, requiring players to manage resources to unlock and power up key areas, adding a new layer of strategy and tension.
Perhaps most excitingly, Cyber752 has made it clear that community feedback plays a vital role in shaping the sequel. Through the game’s official Discord server (Cyber Nightmares) and Steam discussions, the team is actively listening to fans to build a more engaging, immersive, and terrifying experience.
The next chapter of The Bunker promises to go bigger, deeper, and darker, and if the first game is any indication, we’re in for something special.
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Developer Interview 🎙️
Q: What inspired the decision to use live-action footage, and how did it enhance the storytelling experience?
A: I enjoy watching YouTube videos of people exploring abandoned places like old bunkers and haunted locations. The atmosphere in those videos is tense and eerie, and it often feels like something is watching you. That feeling really inspired me.
Q: The character we control, his/her journey is both physical and psychological. How did you approach including his/her mental state and its evolution throughout the storyline?
A: Her name hasn’t been revealed yet, but she’s going through an extremely tough emotional journey. She was just camping with her friends when a nuclear war broke out, killing everyone she knew, including her family and the friends she was just with. This leaves her feeling incredibly vulnerable. Only four hours after the incident, we hear her crying, already broken and driven by anger. From that moment, she begins to gather the strength to survive and find a way out of the bunker.
Q: We don’t see many underground bunker settings in games these days. How was the construction of the bunker space itself approached? Was there any inspiration from real-life locations or movies?
A: Yes, before writing the story for The Bunker, I was very interested in nuclear events. I did a lot of research on Chernobyl and even watched HBO’s miniseries. With the world today still facing so many conflicts, I felt the need to create a game that captures the fear of nuclear warfare and also honors those who have been affected by it.
Q: Has the feedback you’ve received from the community influenced any future changes/updates we can expect?
A: Absolutely, I take player feedback very seriously. In the 1.1.0 update for The Bunker, I added a basic inventory system and an auto-save feature based on suggestions from players. It’s important for me to listen and improve the experience for everyone.
Q: Looking back on the development process, what is the biggest lesson you learned when creating a game for others to experience?
A: Playtesting, without a doubt, has been one of the most important lessons I’ve learned while making all of my games. Testing with actual players, especially those who are not friends or close connections, gives the most honest and valuable feedback. That raw input, driven purely by gameplay experience, helps me improve more than anything else.
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Wrap up
All in all, I think we can all agree that The Bunker is a game you should have in your library as soon as possible. The developer truly cares about the player base and their voices, not leaving any stone of feedback unturned.
The Bunker is affordable, which makes it one of its top attributes. Despite only having a free demo at the moment, we can be sure the wait for the full release will be worth the while. The Bunker is more than ready to reach its full player potential, and we here at InsideXO are all for it.
Badge: Worth Your Playthrough Summary: Fun yet terrifying horror survival that puts a lot of horror movies to shame.
Rating: Graphics: 3/5 Gameplay: 4/5 Atmosphere: 5/5 Future Potential: 5/5 Overall: 4 out of 5
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