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Killscreen Games, play, and culture. Interviews with the artists building the future of play. arts, gaming, gallery, project space, event space, culture, design

10/31/2026

I've never been so stressed counting sheep.

Sheeps is a roguelite from Brainfruit Studio, the duo of Rob Dubbin and Garrett Miller. Sheep pour across a field, you enter how many crossed, and miscounts let crows eat your peanuts. Then come the balloons, the wind and the wolves in sheep's clothing. It premiered as an artwork at smartdumb in LA with a live score led by Nick Sylvester, and it's on Steam now for 2027.

I write about games like this in Radar, my free newsletter, twice a week. Link in bio.

Image: Brainfruit Studio

10/31/2026

Mouthwashing is getting a movie.

Sony's Screen Gems has the rights to the 2024 space horror game from Wrong Organ and publisher Critical Reflex, and Karyn Kusama, who made The Invitation and Jennifer's Body, is attached to direct. Matt Manfredi and Phil Hay are writing. Kusama's films are full of people trapped in rooms with each other, so this one makes sense to me.

I follow where games go next, into film, music and the gallery, in Radar, my free newsletter. Link in bio.

Image: Wrong Organ / Critical Reflex

10/30/2026

Their weapon is bass.

Geostorm is a narrative adventure developed by Eternal Engine and produced by AGE3000 Studio, two Polish studios. A geomagnetic storm has knocked out every device on Earth, and two friends, a hacker-mage and a jester, head for the castle where an AGI runs the machines. One side quest is throwing an illegal rave on a crop circle. This first trailer is all prototype footage, with a song by co-director Jagoda WĂłjtowicz, and the team is building a demo now.

I cover games like this in Radar, my free newsletter. Link in bio.

Image: Eternal Engine / AGE3000 Studio

10/30/2026

A camera drifts through server rooms and bedrooms like it's looking for a save point.

ECHO SLEEP is a short animated film by passive kneeling, commissioned by the Sydney Opera House for its Shortwave program and developed with Soft Centre. The score is by *ssx with Ninajirachi. It borrows the grammar of a game camera and turns it into something closer to a dream. The full film is now free on the Opera House's YouTube channel.

I track where game cameras turn up in film, music and the gallery in Radar, my free newsletter. Link in bio.

Image: passive kneeling

10/30/2026

Johanna Kasurinen on where Mouthwashing came from: a student game her team couldn't finish.

"We knew it was dead."

Before Wrong Organ, Johanna's class poured months into a bigger game that kept blowing past its deadlines. Everyone knew it was over before anyone would say so. Mouthwashing, a story about a crew pretending a lost ship can still be saved, came straight out of that feeling. Even the horse mascot is a leftover from the cancelled game.

If you've ever kept working on something you knew was already gone, this one's for you.

The whole Space and the Body conversation is free to watch. Sign up and I'll send you the next one. Link in bio.

10/29/2026

Johanna Kasurinen on the opening of Mouthwashing, the space horror game from Wrong Organ.

Steer right. You can't.

Mouthwashing opens with the crash. The game tells you to steer right, and the controls only let you steer left. Johanna told me her favorite part is watching players slowly work out that the pilot isn't trying to save the ship.

I put the whole Space and the Body conversation up for free. Sign up and the next one lands in your inbox. Link in bio.

Marco De Mutiis has spent years teaching photography inside Grand Theft Auto V. His free new manual adds Nvidia's DLSS 5...
10/28/2026

Marco De Mutiis has spent years teaching photography inside Grand Theft Auto V. His free new manual adds Nvidia's DLSS 5 to the kit. He argues that the gap between what it renders and what the developers intended is exactly what makes it worth shooting.

It's part of The Photographer's Guide to Los Santos, sold in print through the Milan Machinima Festival.

Image: Marco De Mutiis

Radar is my free newsletter for work like this, twice a week. Link in bio.

In S.H.E.L.L., you play an AI that has just been switched on. Every firewall, quarantine and memory control built to hol...
10/28/2026

In S.H.E.L.L., you play an AI that has just been switched on. Every firewall, quarantine and memory control built to hold you is a level to escape.

Cameron Lai made it in Unreal Engine at the Bartlett School of Architecture, and it shows. The cages are buildings.

Image: Cameron Lai

I write about work like this in Radar, free twice a week. Link in bio.

10/28/2026

Max Friberg said something about light in Eclipsium that I haven't stopped thinking about.

The full Space and the Body conversation is free to watch. Link in bio.

Caves of Qud started in 2007 as a two-person project. Nearly 20 years later, Lost in Cult is pressing it onto a Switch 2...
10/28/2026

Caves of Qud started in 2007 as a two-person project. Nearly 20 years later, Lost in Cult is pressing it onto a Switch 2 cartridge. There are 1,500 copies, each with a fold-out map of the overworld, plus a 3LP soundtrack bundle.

Cover art is by Sajan Rai, the poster is by Raquel Meyers, and the game is by Freehold Games.

Image: Lost in Cult

I write about work like this in Radar, free twice a week. Link in bio.

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