V Rising

V Rising is a solid survival/crafting game with a vampire theme and mechanics. I can’t think of a good vampire pun to put here.

I like V Rising. I don’t think it’s a perfect game. But it cost $20, and I’ve played 60 hours of it. If that’s not an easy recommendation, I don’t know what is.

V Rising is a multiplayer survival/crafting game in the vein Valheim or Rust. Instead of following their lead and being in a first person or over the shoulder camera, V Rising has a top down camera much closer to something like Diablo.

And instead of being a human unlucky enough to wash up on some random island, you’re a vampire.

The vampire thing isn’t just a theme. Sure, there’s a blood meter that replaces your hunger bar. But who you drink blood from also heavily impacts gameplay. Drink blood from a worker, and you’ll harvest more resources. Drink blood from a nun, and you’ll restore health when casting spells. Drink blood from a warrior, and you can parry some incoming attacks.

Also, you burn real hard during the daytime.

The general gameplay loop of V Rising is straight forward. After you get through the game’s equivalent of tutorial, and have a simple base set up, you’ll venture out to farm materials to craft better gear. Once your gear is good enough, you can go fight stronger bosses or “V Blood Carriers.” Defeating a boss and harvesting V Blood unlocks additional spells, powers, and crafting recipes. Then you can craft better gear! But that might require expanding your base, which requires more resources. So you rinse and repeat.

Of course, when I say “harvest resources” I mean less in a “harvest crops” sort of way, and more in a “humans in the Matrix” sort of vibe. V-Rising’s combat is probably closest to Battlerite (not surprisingly, given that Stunlock made both games). If you’re not familiar with Battlerite, I’d say it feels like a slower-paced version of League of Legends. Also, damage, health and “level” is all completely dependent on the level of gear you have equipped.

I never really had that “Power Fantasy” moment that I get from games like Path of Exile. Instead, you’re limited to 3 skills from your weapon, 2 spells, and an ultimate skill. Even when you outlevel an enemy, unless the difference is absolutely massive, you can still get put into the dirt. The combat is at its best in the game’s boss fights against V-Blood Carriers. It’s at its most annoying against packs or random mobs.

I don’t have too much to say on the multiplayer, mostly because I feel like you can play the game however you want. My first 50 hours were with a few friends on a publicly-hosted PVE server. The next 10 where those same friends on a privately hosted PVP server, and now we’re not friends anymore. Jokes aside, the multiplayer works well, and many of the factors like resource scaling are configurable. If you want a comfy base building setup with some friends, you can just join or host a PVE server with 5x resources, and the ability to teleport. And if you’re masochistic, you can join a 0.5 resource PVP server. Changing the pace and flow is pretty much just a server config setting.

I don’t think the game’s perfect. There’s a whole system for binding and turning humans into vampire servants, but their utility is limited outside of equipping them with a bit of gear, and sending them out on timed missions to gather resources. While the weapons are fairly diverse, the clothing options are a completely linear path, with no build diversity other than “big number good.”

Arise reborn, my servant! Now go get me copper.

Still though, there’s a lot more thought than often goes into games like this. It’s not possible to build a base in such a way that blocks off other players from a critical resource. The number of bosses is fairly high, and despite many of them just being random humans, the actual fights feel meaningfully diverse.

I think V Rising’s greatest strength compared to a lot of the other crafting/survival games is how complete the game loop feels. In 60 hours, I think I only looked at a wiki or guide 2-3 times, and I never encountered any jank.

V Rising is $20 on Steam. It’s a pretty good time. If you’re looking for a solid survival game, or a base builder, I feel comfortable recommending it.

Ed Note: Screenshots are blatantly ripped from the Steam Store page, at time of publishing. The game’s UI doesn’t look like this anymore, though. I still think these are decent representations of what V Rising looks like, even if the lighting in the screenshots is a bit nicer.

Cult of the Lamb

Cult of the Lamb isn’t a bad game, but it doesn’t commit to any of its single mechanics adequately to be an excellent game. The only area where it makes any real innovation is in combining the various gameplay loops that it consists of. But perhaps as a result of that synthesis, none of those loops felt very deep. As such, I didn’t personally enjoy it, and I don’t recommend it.

Let’s back up for a moment, so I can catch my breath from outrunning the screaming mobs. The game is getting a lot of good press and attention right now, and I suspect my opinion is going to be somewhat unpopular. Still, before you crucify me, let me explain myself.

Cult of the Lamb presents itself as a combination of a management sim and action roguelike. You play as the Lamb, resurrected from a sacrificial death by an elder god-like figure, The One Who Waits. Upon being returned to life, you are entrusted with two goals. To build a cult in his name, and to slay the four bishops who trapped him.

I’ll cover the slaying first. The action roguelike portion of the game follows the somewhat standard roguelite formula. Upon beginning a run (or crusade, as the game likes to call them), you’re dropped into a level and given a starting weapon and a curse. There are four or so base weapon types, each with varying speed and attacks.

The dagger is the fastest, but with low damage, while the hammer is the slowest, actually having a sort of windup before it swings. The sword and the axe sit in the middle. There are more variants applied to each of the base weapon types, but they don’t really change how the weapons play, just how much damage they do. Curses are just spells. You spend fervor to use them and they have some sort of damaging effect. You get fervor by killing and hitting enemies.

The system is pretty light on builds, so runs don’t feel that different. You can’t force weapon spawns to show up, and despite the variants, each variant feels the same as the base. For example, the poison dagger and the godly dagger don’t feel different to use, even if the second has much more damage.

Anyway, back to crusade mechanics. The goal of a run is to reach the end of the zone, which looks something like the map below. Along the way you’ll gather various resources and crafting ingredients.

While this might look a little intimidating at first, there are usually only 2-3 combat areas in a run. The rest are actually resource nodes, shops, or other small events.

Upon reaching the final area of a zone, one of two things will happen. One, you’ll face off against a mini-boss for a bit more loot and a recruitable. Or two, if you’ve already defeated the zone 3 times, you’ll face off against the zone’s boss: one of the four Bishops of the Old Faith.

I played the game on medium difficultly, and I’d say that none of the fights are particularly challenging. Only one boss fight in the game took me multiple attempts.

If you win the fight, you’ll get some bonus resources, and if you lose, you’ll lose some of what you’ve collected. Either way you’ll be sent back to your cult after. This is the management sim portion of the game. You can construct buildings with resources you’ve gathered. But you make the the most important building during the game’s intro: the shrine. The shrine is used to gather devotion.

Devotion serves the role that something like “Science points” would in another game. It’s used to unlock additional buildings and structures from your primary tech tree. The other resources you have to keep an eye on are the food and faith meters. While individual cultists have their own stats, these meters provide a sort of aggregate overview of the status of your cult. Keep your cultists fed, or they’ll start to starve, and get unhappy. Keep them loyal, or they’ll… I actually don’t know what happens to be honest. I never had any loyalty problems.

This might have been because the only time someone wasn’t loyal, I sacrificed them to be ritually devoured by tentacles.

Speaking of, rituals! Another building you unlock early on is the Church, where you can perform rituals and announce doctrines for your followers to obey. In theory, it’s kind of a neat idea. In practice, I never once ran out of the resource needed to perform rituals, so I pretty much just performed them whenever they were off cooldown. For some rituals the cooldown was several in-game days long.

The timing system itself is probably worth noting. Time passes the same regardless of if you’re at your cult, or on a crusade. And cultists can’t make their own food. So it’s somewhat necessary to either set things up so that they won’t starve while you’re away, or to try to minimize the time spent on your crusades.

This is as good a moment as any to talk about the cultists themselves.

While each individual cultist does have some of their own traits, they don’t offer much variety. I only ever saw cultists with a maximum of three traits, and most of them have fairly minimal gameplay impacts; things like “15% faster/slower gathering speed.”

The end result is that I never really felt incentivized to get attached to anyone, or to assign any specific cultist a specific task. The benefits to doing so were pretty much non-existent.

It doesn’t help that there are a bunch of other mechanics that discourage you from getting attached. Cultists can die of old age, which encourages constantly acquiring new members. But cultist death makes it feel bad to use gifts or invest any significant effort into leveling up a single member. There’s also a portion of the game where several of your cultists will be randomly selected to turn against you, and you’re forced to kill them. You can also unlock the ability to sacrifice members for various reasons, including to resurrect yourself after dying in the roguelike portion of the game, but I never used that feature.

This is the biggest argument for me on why Cult of the Lamb isn’t like Animal Crossing. Cultists aren’t friends or helpful NPC’s. They’re a resource to be used in your quest to slay the bishops. At their best, they’re pretty much slaves to your every whim. At their worst, you can sacrifice them to a pit of tentacles for emergency meat.

Since I’ve covered most of the game’s mechanics, let me try to wrap it all up into one neat package. The action roguelite section of the game doesn’t have the build diversity of other games like Binding of Issac or Atomicrops, or the mechanical challenge. At the same time, the cult management portion of the game doesn’t offer the mechanical depth of other sim games, like Cultivation Simulator or Dwarf Fortress.

At the same time it doesn’t have the comfy factor of something like Animal Crossing, since many of the mechanics apply pressure to your cult. It feels like a waste to construct various decorations and buildings when the same resource could be used to create another outhouse.

I’ve talked a lot shit, so before I wrap this up, I want to say some nice things. Cult of the Lamb has absolutely incredible art style, that it executes to near perfection. And while the plot twist is pretty easy to see coming, there were a few moments in the game that did creep me out. It’s not enough to change my opinion on the game. In 12 hours of gameplay, I can’t tell you the name of a single cultist or about a really cool run, but I do remember a small set of dialogue from an NPC that twisted the knife on how fucked up the game’s universe is.

So, yeah. I don’t personally recommend Cult of the Lamb. This isn’t because it’s a bad game. But what I personally tend to prize in games is either new weird mechanics/risks, or really fun moment to moment gameplay and systems. Cult of the Lamb doesn’t do either of those things. Instead, it’s a synthesis of existing mechanics, and watered down versions of their systems.

Cult of the Lamb is $25 for all platforms.

You shouldn’t play The Cycle: Frontier

This is less a review and more of a public service announcement. I was recommended The Cycle: Frontier several months back. Maybe not so much recommended as someone told me they were playing it. I asked them if it was good, and I got told “It’s like Escape From Tarkov,” which didn’t answer my question. In retrospect, that might have been a warning sign.

But it was free. How much did I have to lose?

The answer is “5+ hours of my life.”

Why do I hate this game? Well, a lot of reasons actually! Funnily enough, they’re not the same reasons most negative reviews on the Steam page offer. Those reviews have issues with the massive numbers of hackers, and the claim that the game’s secondary map is imbalanced. The hacker complaint actually somewhat surprised me, as Cycle Frontier has very invasive anti-cheat.

Anyway, I have my own reasons for hating this game. In order to explain them, I need to explain Cycle Frontier’s gameplay loop.

In Cycle Frontier, you are a “Prospector” who gets airdropped from outer space onto some planet. Your goal is to collect as much garbage loot as possible, get to an extraction point, call down a shuttle, board the shuttle, and survive until it takes off.

Of course, the other players are also trying to do the same thing. One of the big differentiators between this game and something like Hunt: Showdown is that all players aren’t spawned in at the same time. More players can drop in whenever. And as you might guess, it’s a lot less work to just kill other folks and take their stuff, than to try to find loot yourself.

Let’s start with my first problem with the game: the loot. Loot in Cycle Frontier is visually difficult to actually spot, so much so that every lootable item has a glowing sheen effect that plays on it. I’m assuming they did that so I’d be able to tell that this random alien shrubbery is loot, and this one is scenery. In addition, there’s no “Take All” option, so each time you open a crate, get clicking.

Loot is also incredibly uninspiring. It’s all random trash and garbage that gets used as part of inane upgrade trees to… give you more stuff with your daily login rewards. Oh, I’m sorry, they’re called “Crates” and they’re on a timer, but they’re pretty much just daily login rewards. And perhaps most importantly, you know what you won’t find as loot ever? ACTUAL WEAPONS.

And this is a problem, because you can’t get weapons except by buying them. So forget about just dropping in naked, scavenging what you can find, and making do, because you won’t find anything. Backpacks and weapons almost entirely seem to only drop from other players. In my time playing, I’ve never seen a single one that didn’t appear to come off a corpse.

Of course, this all starts to make sense when you realize you can “insure” your gear to get it, or its equivalent value back in credits. Just spend a bit of your Premium Currency! Because of course this game has premium currency. And while there is a way to earn some of it in game, again, it’s tied to the daily crate system.

Now all of this might be tolerable if the game’s gunplay mechanics were incredible, and genre defining, but they’re trash. On multiple levels. Let’s start with the game’s AI enemies.

There are enemies in games that are “Bullet Sponges.” I wouldn’t describe enemies in Cycle: Frontier like that. The enemies in Cycle are the fucking Bounty Wipes best value, soaks up more than the competition of damage absorption. This is to presumably make up for the fact they’re braindead, with all the tactical sense of a rock. I’ve had more exciting tactical engagements trying to get a cat into its carrier so I can take it to the vet.

But again, this is more “large annoyance” than fundamental problem. Bad loot, obnoxious progression, perverse incentives for combat engagement, and bullet sponge enemies are all individually frustrating, but on their own, are not the death toll for a PVP shooter.

However, bad sound design is. And Cycle Frontier has the worst sound design I’ve encountered. I’m not a big audio person, so I can’t give a good technical explanation of why it sucks, but I can give a few notable examples.

Whenever a player is dropped into your map, they’re sent down in a drop pod, and it makes a large sonic boom sort of noise. This would useful, except that it’s pretty much omni-directional, and gives no info about where it came from. In one game, I heard something like 13 of these in a row, and I have no idea if it was 13 players or a sound bug.

In another game, I was crouching around when another player used the audio wheel to talk to me. Based on the sound playing, I assumed the player was located above me, and hid in a bush. However, after waiting a decent while, I saw them emerge, look around, and then scuttle off. Where had they been located? Maybe 30 meters behind me in the same small strip of river.

Another really obnoxious one is how the movement audio plays. If you move, the audio plays the full stepping clip, except that the clip is LONGER than taking a single step forward. So if you move and stop, there will still be sound. This all gives the impression that there’s someone around you, even when you’re completely alone.

The sound design is the nail in the coffin of Cycle: Frontier. It takes something mediocre, and transforms it into something effectively unplayable. There are other annoyances and frustrations, but it could be argued they are part of the game’s design. But a game where you can’t hear your enemy coming has no business being a hardcore PVP FPS.

Editors Note: The Cycle Frontier is actually being shut down shortly as of June 2023. I’m honestly a bit shocked by this. The player numbers don’t seem to be that bad.

Garfield Kart – Furious Racing

The bar for franchised game tie-ins is a moving target, but it’s rarely above sea level. Often, it spends time in the Mariana Trench. I’m lucky in that the franchises I love started as games, so the games are usually pretty good (or in the case of Pokémon, “Yes, it’s the same thing, but I bought it and it was okay the last 5 times so I guess I’ll do it again.”)

There are exceptions, of course, coughMagic:Legendscough but on the whole, I don’t actually play many games based on “Things I liked when they weren’t games.” I’m much more likely to buy a shirt because you wrote Undertale on it in comic sans, than I am to buy a game because it has LeBron James, or Rick and Morty in it.

All of this is a lead up to say that my expectations for Garfield Kart – Furious Racing were low. Very low. And while the game does exceed my expectations, the fact that it doesn’t crash constantly and runs on my Ultrawide monitor at all is already miles above what I expecting. My expectations were right next to the funny looking fish with the glowing bulb attached to its head.

Garfield Kart – Furious Racing is a a cart racer based off the Garfield comic strip: the fat orange cat who hates Mondays, loves lasagna, and made its creator Jim Davis a fortune. As a child, I actually liked Garfield if only because a cartoon where the cat actually wins made me happy. A a teenager I thought it was incredibly stupid, and not actually funny. But a stronger understanding of how syndication works, and how easy it is for a comic strip to get kicked from a paper at least makes me respect the effort it must take to tell 20+ years of mildly inoffensive “jokes” and not upset anyone.

Anyway, the theming is skin deep. Garfield Kart is fairly straightforward cart racer. If you’ve ever played any Mario Kart, you’ll pick it up quickly. If you haven’t played any Mario Kart, well, it’s a cart racer, so you’ll pick it up in like 5 minutes tops anyway.

Mechanically, Garfield Kart isn’t hugely technical. Press a button to go forward, toggle your drifts on curves to get a mini-turbo, and hit item boxes for consumables. The consumables range from a lasagna (a single use speed boost), to two variety of pies you can throw at your enemy (one type homes, the other type you have to aim). And it wouldn’t be Mario Kart without an item to royally screw the first place player. In Garfield Kart, that’s the UFO: a trio of three alien spaceships that fly ahead on the course, lay down tractor beams, and grab the first person to pass through.

Strangely enough, the UFO is fairly good for illustrating perhaps my biggest gameplay gripe with the game. Once a player ends up in first place, it’s incredibly difficult to catch them. A lot of the speed loss in Garfield Kart comes from crashing into other carts, and once you get ahead, it’s incredibly easy to just chain mini-turbos. And because of how item rolls work, it’s unlikely that the second place player will get the red shells homing pies they need to close the gap.

Outside of that, we have the actual racing tracks. Garfield Kart has 16 tracks, all of which are fine. There’s a fair amount of asset reuse between them, but that’s not really a big deal to me.

What is a slightly bigger deal to me are the bugs. Garfield Kart is mostly stable, but has a fair number of bugs. In the 10 hours I’ve played, here’s a sampling of what I’ve seen: 1. Item display from item boxes not updating, and showing you as having an item after you’ve used it. 2. Cart collisions acting inconsistently. 3. Netcode resulting in other carts clipping into you, and launching you through the ground. 4. Hitting geometry at weird angles can easily result in carts getting stuck tilted up at 90 degrees, and unable to move. 5. AI getting permanently lodged on rocks.

Garfield Kart isn’t a bad game. It’s effectively just a low budget Mario Kart clone with a more boring theme, fewer tracks, and less polish. And while I would normally say “Just go play Mario Kart,” what sets Garfield Kart apart is its price point and system.

See, Garfield Kart regularly goes on sale for about a $1.50, a price at which you can buy 10 copies, send them to all your friends, and have an amusing cart racer to play with everyone for under $20. Compare to Mario Kart 8, which is $60 for the game alone, and another $50+ for each controller, and all of a sudden Garfield Kart is an absolute bargain.

So yes, while I do recommend Garfield Kart, it’s a conditional recommendation based on having 3-4 other folks to play it with, and spending about as much as a Snickers bar per person on the game itself.

An Interview with Jongwoo Kim, Creative Director of Lucifer Within Us – Part 4

This is final part of a series from an interview with Jongwoo Kim, the creative director of Lucifer Within Us, a unique mystery game. To read our writeup on the game, click here. To read part three, click here.

Headcanon, Scalpels, and Lessons Learned

Fritz Wallace: One of the things I mentioned in the writeup was that Lucifer Within Us does feel a bit short. Like, I solved the last case, and the big reveal happens, and I’m ready for the next part… and then credits roll. Was the game intended to be a setup for the next part of the adventure after those first three cases?

Jongwoo Kim: In my headcanon, Ada goes off and it’s a longer adventure in that world to find those acolytes, and exorcise each one. It would be much more episodic. LWU as it is almost functions as an origin story for this world, and Ada, to set up the other “Books” in the series, if we were using Sherlock Holmes as an example. I would love for her to go on more adventures.

Fritz Wallace: Another lore question, if you don’t mind. Is Ada’s ability to use the timeline a supernatural, or a technical ability? Or is it something else?

Jongwoo Kim: I think that’s an excellent question. She’s an exorcist, but what makes her special? When we initially envisioned the project, when the timeline was created, it was meant to be a mind’s-eye sort of thing. It’s someone replaying in their mind. But that was when it was one of multiple tools the player had access to.

Given how dominant it became, I don’t we ever really decided “how” it worked. I think if it was an actual supernatural ability, we would have had some visual of her engaging in the timeline mode, but we didn’t do that. So I think the reality of the game that we actually delivered is that Ada is just visualizing it in her head. It’s not magic, a special technology, or supernatural ability, it’s a skill she has. At the same time, given the setting, I can see why folks might view it as one of the first three.

Let me put it this way. Something I really wanted to avoid doing was… I feel very frustrated with Quantic Dream-style mystery adventure stuff. Occasionally the player gets amazing abilities. In Heavy Rain, the Agent gets Ari, where he can go into his own world, and solve stuff. But you can only do that when the player is allowed to. The game decides when you can do that.

It raises the question “Without this ability, is the Agent a worse detective?”
I didn’t want to diminish Ada, and by extension the player, by implying that this is just a trick, or magic. I wanted the player feel like they solved the case through their sheer intellect.

The only concession and supernatural ability is the ability to exorcise demons, and to enter the sanctums of the suspect. So, in that way, she doesn’t have any other supernatural crime solving abilities, because that would be truer to her character, and the spirit of the game.

Fritz Wallace: I feel like the game did that really well. Throughout the whole game, there was only one moment of adventure game logic: that bit in the second case where you have to pick up the scalpel, and then give it to the doctor to have them perform an autopsy.

Jongwoo Kim: God, that scalpel. Yeah, that case has a long history, and lot of iterations. I’m not super happy with how the scalpel stuff was implemented in the end. So I sympathize with you there.

I do want to comment on that a little bit. One of our challenges was figuring out if problems in the game were due to UI, or to mechanics. One of the things we ended up doing over time was simplifying down interactions you can take with a character. So instead of asking or presenting, it would be just one action.

Generally we wanted to avoid what you called “Adventure Game Logic”. Shouldn’t Ada be able to perform the autopsy herself? In terms of the scalpel, in terms of trying to ship with the assets we had, we ended up going that direction [having the doctor perform the autopsy]. If I could, I’d have Ada examine or autopsy the body herself.

Fritz Wallace: You’ve mentioned a few games whose mechanics you don’t feel do mystery very well. Were there any other games or stories that did influence Lucifer Within Us? I feel like the default suggestion is something like Sherlock Holmes.

Jongwoo Kim: So, as far as Holmes influence, I don’t think any specific case or book influenced the game. But it was important to me, as far as player experience or the dream of the game. The phrase I kept repeating during development as “The player should not feel like Watson, the player should feel like Holmes.”

I often feel that in a lot of mystery games, the rug is pulled from underneath you. As much as I like Dapangropa, I get frustrated with every debate, because it’s like “Oh my god, you’ve been withholding a critical piece of information the whole time. I could not have known the solution, or I could guess, but given the evidence in my log, I could never have solved this case the way you wanted me to with the given mechanics.”

In that way, Holmes is a big inspiration. While I complain about the Frogwares Holmes games, in some ways, Holmes had a very kinetic style of investigation. He got into scuffles, he was at the scene of the crime. Ada is distinct from that. It’s a very clean investigation, followed by exorcism. But within the space of the investigation, there’s no field work other than the scene of the actual crime.

So, for character and experience, Holmes was a big influence. Beyond that, Phoenix Wright for the contradiction system.

Fritz Wallace: It’s interesting, since it’s such a clean investigation, relative to a lot of other things.

Jongwoo Kim: It is a little ironic that to do that idea, we had to change the idea to be about the supernatural. I’m super happy with it too! But a part of me does wonder if it would have made a stronger mystery game [if it had maintained it’s Cyberpunk theme] even if the project is more interesting and compelling as a result of its unique setting. But I don’t know. I would love to try to make something with the timeline mechanic again to be sure.

Fritz Wallace: One thing that did happen to me was that the game gives you 3 demons, and by the third case, there’s only one demon you haven’t exorcised yet. So it feels like it gives the game away a bit.

Jongwoo Kim: I mean. I see it both ways.

On one hand, I think it’s inevitable that if a game has an overarching arc, the player gets some sense of it. I think rewarding them on that front is good. So at some level, I’m happy if an astute player can see what happens in the third case ahead of time.

At the same time, I was surprised by how many people were caught off guard by the victim of the third case, because they thought the abbot was set up to be the big bad, or what not.

If I learned nothing else, I learned that it’s quite hard to predict how someone else will perceive the intended arc of a mystery. And I think that makes it interesting from a mystery design standpoint. It indicates there’s more to explore, and different levels of challenge one can design, without overwhelming the player.

Fritz Wallace: I will say, I didn’t get the overarching structure of the game, with the spear and whatnot, until the second time I played it, and went “Oh, that’s how it all comes together.”

Jongwoo Kim: Awesome. Well, I’m glad that worked for you on the second playthrough for sure.

Fritz Wallace: I think that’s pretty much everything I had to ask. This is the part where if you want to give a shout out, or mention a current project, this would be the ideal place to do that.

Jongwoo Kim: Well, I definitely have something cooking right now, but it’s not ready to show yet. I’m excited to unveil it to the world, and it’s coming soon.

Fritz Wallace: Well, I’m looking forward to it. Thanks for taking the time to talk with me!

Lucifer Within Us is available for PC on Steam. If this interview has made you interested, you can find it here!