2 Wedges

2 Wedges

@2wedges.com

Dark themed publisher and indie studio crafting games modern in design, deep in atmosphere. https://linktr.ee/2wedges Wishlist Now! Sigils of Nightfall: https://shorturl.at/3RrIz LURKS WITHIN WALLS: https://shorturl.at/sfaFM

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We’re excited to be part of EVA 2026, Argentina’s biggest video game development event! This year, we’re bringing our four games to the event. And we have even bigger news to celebrate! Sigils of Nightfall and LURKS WITHIN WALLS are nominated for Best International Game!

We are honored to have two games featured in the LAGS Creator Picks! A huge thank you to the @lagshowcase.bsky.social for highlighting Litany and Caravana 2000 during LAGS Creator Fest 2026! Thanks to all the amazing streamers, creators, and everyone who tuned in and discovered our games!

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The MIX is coming to Latin America for the first time, and Caravana 2000 will be part of the in-person showcase! Caravana 2000 brings Brazilian chaos and pop culture, mixing absurd humor with unexpected horror. Invite your friends and buckle up, because this trip is anything but ordinary.

The MIX is coming to Latin America for the first time, and Litany will be part of the in-person showcase! Litany is a roguelike deckbuilder where party composition and powerful synergies can make or break your run. Build your team, experiment with combinations, and see if you can break the numbers!

Event details: October 22, 2026 8 PM – 2 AM (October 23) COBRA, Av. Coronel Marcelino E. Freyre 3880, Buenos Aires, Argentina

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Gather your amigos! Latin American Games Showcase Creator Fest 2026 is bringing Caravana 2000 Demo to 190+ creators from October 9–11. For three days, creators from around the world will be playing, streaming and showcasing games from Latin America. Play the demo now! @lagshowcase.bsky.social

Latin American Games Showcase Creator Fest 2026 is bringing Litany to 190+ creators from October 9–11. For three days, creators from around the world will be playing, streaming and showcasing games from Latin America. Play the demo now and get ready for the show! @lagshowcase.bsky.social

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Caravana 2000 is bringing the Demo World Premiere to The Horror Game Awards! Hop on the ride and see what happens when you put completely unhinged characters in a haunted Brazilian chaos. Absolutely no good decisions. Demo launching tomorrow. Don’t miss out. Oct 7 - 11 AM PT | 2 PM ET | 7 PM BST

LURKS WITHIN WALLS is back for The Horror Game Awards: The Harvest of Terror edition. Play this unique combination of survival horror, dungeon crawling, and turn-based combat, featuring creatures straight from @slimyswampghost.bsky.social haunted imagination.

Litany is part of Melbourne International Games Week, including PAX Aus 2026, alongside an incredible lineup of games from around the world. Come discover Litany, build your party, break the numbers, and see how far you can push your synergies. Play Litany Demo and leave us a review!

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Caravana 2000 foi destaque em uma matéria da VEJA sobre os jogos brasileiros que estão marcando presença na TGS 2026. Transformamos uma das imagens mais características do Brasil em um jogo de terror cheio de monstros, armas absurdas e muito caos. veja.abril.com.br/coluna/visao...

veja.abril.com.brTrenzinho do terror é jogo brasileiro em destaque na Tokyo Game Show | Visão de JogoDelegação leva produções nacionais ao maior evento de games do Japão, incluindo Caravana 2000, que transforma trenzinho da alegria em terror

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Lurks Within Walls Interview

rpgamer.comLurks Within Walls InterviewAt long last players, who are skittish about their reaction time in a survival horror can rejoice. Developer Here Be Monsters has taken first-person turn-based gameplay and combined it with the atmosphere of a horror title, complete with terrifying monster designs and a tense soundtrack to create Lurks Within Walls. RPGamer had the opportunity to sit down with the developers, who can be followed here on their X profile, to ask some questions about the game, which readers can learn more about at (the game's Steam page). --- Ryan Costa (RPGamer): Lurks Within Walls has the atmosphere of a survival horror but the gameplay of a turn-based dungeon crawler. What made you decide to blend the two genres? @HereBeMonstersX: One of the main references is the now 30-year-old Resident Evil, especially the classic titles. Exploring corridors, finding items, managing resources, and surviving threats are the same actions we find in classic dungeon crawlers RPGs. Combined with first-person exploration, where each movement reveals new dangers, it felt like a perfect and underexplored combination. That was essentially where the idea for Lurks Within Walls was born. RPGamer: The sound design is incredibly on point. How difficult was it to find a way to make every step feel full of tension? HBMX: Thank you. This also aligns with the classics: being in a corridor, hearing something strange, and not having full control of a freely movable 3D camera helps build tension. The limitation forces us to find more controlled solutions, which ultimately helps us as well. RPGamer: Trevor Henderson's creature designs shown so far are thoroughly unsettling. Did you ever reach a point where the bestiary risked being too large? HBMX: We’re fans of Trevor Henderson; the more monsters, the better. Jokes aside, we now have another illustrator helping us, as well as an animator. Implementing the monsters into the 3D environments also requires extra effort so we don’t lose Trevor Henderson’s characteristic “cursed image” effect. I believe we’ll have the ideal number of monsters for the game’s scope. RPGamer: Players can choose different body parts to attack; how might strategies born from this evolve as the game progresses? HBMX: Yes, the demo version has already evolved. Today we’re more focused on the arsenal and the skills you can use with each tool. For example, you might have a shotgun and choose a headshot to deal a powerful critical hit but with a higher chance of failure, or use a “knockback shot,” with a lower chance of failure and a chance to push the enemy back. This way, the player can customize which weapons to bring and which skills to apply to each one, without making the system complex, while still allowing an extra layer of management and progression. RPGamer: With multiple paths, do the choices permeate across the entire game or within isolated sections? How large of an impact can they have? HBMX: This is where we need to be careful not to spoil the experience, but let’s say the floors are connected to each other, and many of them feature secondary or alternative paths. Combine this with new characters who have distinct actions and access options, and we start to have a structure that allows for varied experiences between sessions. RPGamer: For those that are squeamish, will there be jump scares included in the gameplay from moving enemies, or is it isolated to story scenes? HBMX: We’ll have some special moments, as seen in the demo, but the scares are spread throughout the environment and exploration. Imagine walking through a corridor full of slamming doors and, as you pass them, hearing one being forced open. Do you look back? Do you stop and wait? Or do you keep moving without ever turning around? Exploring in first person with classic dungeon crawler controls has allowed us to create situations that traditional first-person exploration games wouldn’t. At times, it even feels like cinema, where you control the framing; the difference is that ours is a game and allows interaction. RPGamer: Are the locations for treasure and monsters set, or is there an aspect of randomness for every playthrough? HBMX: Not entirely random, but rather modular. Using the example above, if there’s a corridor full of doors and you’ve already experienced that event, but you’re playing again and passing through the same area, imagine that the doors don’t slam this time, or that they’re all open. Maintaining this uncertainty increases tension and also allows for different experiences, rewarding new attempts and replay. RPGamer: Will there be a form of map that players can use, or is the sense of claustrophobia and panic aimed at keeping players feeling lost? HBMX: Maps are a major dilemma in first-person dungeon crawlers, because many players end up focusing on the map, prioritizing a top-down perspective and compromising the first-person experience. Although I’ve already answered the question indirectly, LWW is a horror game inspired by survival horror, so maps play an important role. We want to integrate them better into the game: imagine a floor-plan map displayed on a wall, indicating emergency exits, or a computer showing which rooms have been unlocked. Yes, we will have maps, but conditionally, not as a feature that compromises the intended experience. RPGamer: Will player decisions just result in combat-related deaths, or can those characters die from other means as well? Related to that, with a police officer shown at the end of the demo, does death result in a game over, or does perspective just transfer to another character? HBMX: In addition to combat, there are traps and events that come at an HP cost. Even player progression may allow improvements at a price. The demo introduces the dynamic of experiencing other characters’ perspectives; in the full game, you’ll have similar moments. Saying more than that might be a spoiler. RPGamer: Is there anything that you would like to share about the game not mentioned above? HBMX: Beyond classic references, we also love modern games, especially board games and RPGs. So, in addition to inspirations from Resident Evil and Legend of Grimrock, you’ll find influences from tabletop RPGs, ranging from modern Dungeons & Dragons hacks to the award-winning old-school revival RPG Shadowdark. Finally, thank you for the space and the opportunity to present the game’s behind-the-scenes. Lurks Within Walls is the game we would like to play, and that’s why it came into existence. --- RPGamer would like to thank the developers, Here Be Monsters, for their time answering questions about Lurks Within Walls, as well as Sarah Blackwell and Stride PR for making it all happen. Those looking forward to this tense turn-based horror dungeon crawler can check out (the game's Steam page). The post Lurks Within Walls Interview appeared first on RPGamer.

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PAX East 2026 has come and gone, and Outrun Gaming's Stephanie Valentine (@stephvalley.bsky.social) is naming her don't-miss demos from the event. Read more: #gaming #news #gamingnews #indiegames #gamedev #games #paxeast #🎮

outrungaming.comPAX East 2026: Five can't-miss indie games for your Steam wishlistThough PAX East 2026 has formally wrapped up and we're fighting post-expo sads, these upcoming indie games are keeping the excitement alive. Wishlist 'em today!

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We’re looking forward to meeting new people, connecting with devs and publishers, sharing upcoming news with the press, and exploring collaboration opportunities. Happy to grab coffee and chat, including what 2 Wedges has lined up or what you got coming up. Shoot me a DM or email. See you there!