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HEART MACHINE

Edge UK

|

August 2025

Inspired by personal trauma, driven by early success, an indie gem searches for stability

- BY CHRISTIAN DONLAN

HEART MACHINE

Two words that click together neatly: Glitch City. This, surely, is the sort of place you'd find in the intricate, fidgety, soulful games made by Heart Machine. It's a place where you'd find the ruined libraries of Hyper Light Drifter, perhaps, where the pixel-art shelves creak under their burdens and computer components are made from chunks of roughly edged stone. You could skate through its pearly clouds, as in Solar Ash, or encounter ghost shanties made from blue plastic, of the kind you come across in Hyper Light Breaker.

Glitch City is a large part of the Heart Machine story, one that predates the studio's founding. But it's not a game, nor an imagined world – it's part of the real one. It started off as a co-working site for game creators in Los Angeles, and has since grown into a community space for the local indie game development scene. Named after a term coined by Pokémon fandom, Glitch City was set up in part by Heart Machine founder Alx Preston, in 2013, back when Preston was doing freelance artwork and, full of hope, entering game jams.

"We wanted a space where we could work with other like-minded people," he explains. That desire for shared space led first to "art nights", held once a week in Preston's garage. "We found that to be nice, just to have some other people around while you're working on your private projects." It worked so well that soon Preston and his friends were talking about getting a dedicated space for themselves, so they gathered a group of indie developers and signed a lease on a location. Preston laughs at how easily it all came together – "just from conversation and a need to connect, right?"

MEER VERHALEN VAN Edge UK

Edge UK

Edge UK

Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

time to read

4 mins

January 2026

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

time to read

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GLOOMY JUNCTURE

Finding hope in seedy alleys and dive bars

time to read

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

time to read

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Edge UK

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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Fittingly, each stage in Once Upon A Katamari takes place in the past.

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

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Wreckreation

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