2026 IGF nominees
Friday, January 9, 2026
Comments: (live)
Tagged: igf, reviews, arctic awakening, promise mascot agency, the haunting of joni evers, carceri, prší, kid cosmo, and roger, jane
Oh gosh! The IGF finalists are up.
I played a bunch in the first judging round. Many of these are already in my review list, including The Drifter, Öoo, Strange Jigsaws, Type Help, The Roottrees Are Dead, and Mini Mini Golf Golf.
I am amused that four games in that IGF post wound up in my review post titled "Weird little games, summer edition". I didn't know they were IGF entries when I wrote that; I just knew they were little and weird. It's great to see the appreciation of weird little games is shared among the discerning game-playing community.
Of course I am happy to see that Roottrees and Type Help continue to get recognition. I can't wait for Incident at Galley House, the Type Help remake.
Games which I have not yet played but I clearly need to: Perfect Tides: Station to Station, Blippo+, Angelina Era, and all the other titles that I haven't mentioned but in no way mean to slight.
Extra shoutout to Titanium Court. I have not played this and I do not know a damn thing about it, but as soon as the IGF post dropped, my social circles were flooded by awesome game-design folks saying "Titanium Court! I can talk about it now! Titanium Court! You gotta play it!" (As soon as it's out -- no release date yet.) So, I guess I gotta play it.
Anyway, here's what you want: games that I have played but not yet discussed. This includes both IGF finalists and entries that didn't get an official mention but they're worth a word anyhow.
- Arctic Awakening
- Promise Mascot Agency
- The Haunting of Joni Evers
- Carceri
- Prší
- Kid Cosmo
- and Roger
- Jane
Arctic Awakening
- by Goldfire Studios -- game site
A narrative exploration game in five episodes. You're stuck in Alaska with only the wreckage of your airplane and your court-assigned therapy bot for company. What's going on, and why do you keep discovering abandoned weird science labs?
I am mixed on this one. The dialogue and the voice acting are great. Grumpy Guy and Perky Bot are a solid double act, and I enjoyed spending time with them. But, to be clear, you spend a lot of time with them. Most of the game is walk-and-talking through the wilderness. To be fair, the wilderness has grandeur. Think Firewatch with snow -- not hyper-realistic, but great mountain vistas and charismatic megastructures.
There's light puzzling, mostly of the "find this object, it's around here somewhere" variety. This can get annoying if you happen to miss the object for a while. Just keep poking. Beyond that, the game tracks a lot of story state -- again, Firewatch-style. Minor story state, though; it's not a seriously branching plot.
I feel like the overall structure doesn't quite hang together. It's supposed to be a dual plot: discovering the secrets of the world, and working through your emotional issues. Thread #1 has a lot of meat on it, but doesn't exactly resolve; the last-act reveals are rushed, and manage to be both obvious and incomplete. As for thread #2, it mostly consists of your annoying bot friend trying to get you to open up about your life, while you tell him (correctly) that this is less important than getting home. It just doesn't really fit the ending they want you to arrive at.
I had a good time, but the game doesn't exceed the sum of its parts.
Promise Mascot Agency
- by Kaizen Game Works -- game site
Disgraced yakuza enforcer is sent to the town of out-of-work live mascots. Hijinks ensue.
This is very pleasant. (Once I got past the initial money crunch, which is a bit scary even in easy mode.) It's GTA with all the hostile cops and high-pressure race scenes stripped out, which is honestly a brilliant idea and exactly what I need in my life right now.
The setting is self-consciously ridiculous. Not as completely ridiculous as Paradise Killer, which was lofted entirely on its absurdist beach-town-of-Elder-God-Things vibe. But dead-serious yakuza mob war cheered on by a walking thumb and a block of sentient tofu are almost as good. All the characters are a joy to hang with, each in their own over-the-top way.
PK's plot was almost entirely backstory. I can see the designers are pushing to have a more active story this time, but the pacing isn't great. If you are assiduous about side missions (and why would you play a package-hunting game without lawnmowering the side missions?), then the plot hangs and hangs and then slams down on you at the end. It's good stuff, but the last half of the last act turns into a sequence of cut scenes. Sigh.
I guess my real complaint is that the setting is amusing, in its over-the-top Japanese mob-and-mascot schtick. (The entire voice track is subtitled Japanese -- remember that the developers are British!) But I didn't spend the game repeatedly shouting "They did what?!" Which was the Paradise Killer vibe, and I miss it.
Not enough weird cosmic horror in the mix, is what I'm saying. Not none! Karoushi kicks ass. Needs more though.
The Haunting of Joni Evers
- by Causeway Studios -- game site
Walking sim about a woman's hangups about her family.
This is well-presented, but it drags out a fairly simple idea rather too long. It's three hours of the narrator talking about her family memories. She does her damnedest but the characters never really came alive for me (pun half-intended) (they're ghosts or something, see). Without that, the whole thing felt stilted and overstuffed.
(With an evil spirit for punctuation, but he never becomes more than a spooky cartoon. Weakest part of the game, really; they could have left him out.)
This is notionally part of a horror anthology series, "Worlds Across the Causeway". I didn't get a sense of the larger world beyond the phrase, though. I'd play another one -- three hours isn't much time to invest! But I'm not yet convinced by the concept.
Carceri
- by James Beech -- game site
A cheerful, talky platformer. You run around a candy-colored low-poly virtual world tagging little fox dudes. Sorry, I mean: infecting daemon processes with a sentient virus, which rewards you by levelling up your reality-warping powers. To wit: jump and then double-jump. (There's a third powerup but I won't spill the beans.)
At the end, you can listen to an hour-long philosophy discussion between the author and himself. It's like The Witness without any of those tedious puzzles!
...Okay, I'm being snarky. This is really very pleasant. The world is full of little corners to explore: libraries, art museums, a beach resort. Yes, a Piranesi-inspired prison labyrinth as well. All floating in a grand cyberspatial void. It reminded me of Fract: OSC, except that the only "puzzle" is not getting lost. The jumping isn't that hard either, and that's the whole game.
A complete run-through took me two hours. (I ignored all the in-game photo stuff and just explored.) The author says "virtual vacation" and honestly I was happy to take it.
Prší
- by Herdek -- game site
One of the regulars in your favorite Czech dive bar has disappeared. What are you going to do about it? Play cards, ask questions, and drink a truly catastrophic volume of beer.
This is delightful. The dialogue UI is built on playing cards -- and drinking beer -- in a way that I haven't seen before. The bar is built in a warped claymation style, which entirely suits both the story and the cultural setting. (Švankmajer fan game!) Really, everything about this is perfect.
(Now I want someone to adapt Fritz Leiber's "Gonna Roll the Bones" in a similar way.)
Kid Cosmo
- by Netflix -- game site
A narrative puzzle game about playing narrative puzzle games with your annoying sister in the alt-1980s.
This is well-built, but it felt a little unmotivated. There's some kind of alt-history leading to the Robot Uprising, which would be interesting if I knew anything about the tie-in movie or even the Simon Stålenhag book it's based on. But I don't. So it's two kids playing a videogame, plus the world has janitor robots and gas-pumping robots. The kids are cute but I don't see the theme.
I put this down after a few chapters. Maybe you'll be more into it.
(Also: I love a lot of break-the-fourth-wall game elements, but for some reason "use the physical tilt sensor" annoys me. Going back to the original release of The Room. I don't know why.)
(Outside-the-car lightning reflecting off the console case was jazz though.)
and Roger
- by TearyHand Studio -- game site
I have seen several games on this theme. (Not spoiling, as the reveal is part of the narrative.) This one works.
The one-button control scheme is master-level. I can't imagine how hard it was to make it feel this easy and natural. And yet expressive, and a surprise each time. You could play the game in another language and get everything important from the button mechanics.
Really, that's all I have to say about it. Top-notch.
Jane
- by Zach Knoles -- game site
A very short mood piece. You wake up in the middle of the night and wander around the house in your underwear. There's exactly one thing to do.
This is nice! You can argue whether it's substantial enough to be an IGF entry, but IGF judging is done for the year so never mind that. One character, one moment, sweetly presented.
Comments from Mastodon (live)
Please wait...
This comment thread exists on Mastodon. (Why is this?) To reply, paste this URL into your Mastodon search bar:

