Alesta
Turkey
Components & Peripherals ⠀

ASUS ROG Astral GeForce RTX 5090
AMD Ryzen 9950X3D
GSKILL 48GB Trident Z5 Royal DDR5 8400Mhz
ROG RYUO III 360 ARGB
MSI MEG X870E GODLIKE 8400MHz
2x ICOLER Transwarp 120mm RGB Fan
6x ICOLER Transwarp 120mm RGB Reverse Fan
Crucial T705 4TB 3D NAND SSD 14100MB/12600MB
ASUS ROG Strix 1200W PSU
Thermaltake AH T600 Snow Full Tower White
Lian Li Lancool 207RW
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ROG Swift OLED PG27UCDM 4K 240HZ 27
ROG SWIFT PG248QP FHD 540HZ 24,1
LG G5 OLED TV 4K 144HZ 65
Razer Huntsman V3 Pro
RAZER VIPER V3 PRO
Razer Atlas Tempered Glass Mouse Mat
Microsoft IntelliMouse 1.1a Mod SteelSeries


SteelSeries Arctis Nova Pro Wireless
Asus Rog SL400 Rog Destrier Ergo Chair
IKEA UTESPELARE Pc Desk
IKEA FJALLBO Tv Unit
PS5 Pro
DualSense Edge
Screenshot Showcase
Ciri & Geralt
3251 718 341
Screenshot Showcase
Clash
513 78 6
Review Showcase
"Escape. Yeah. That's What I Wanted"

Square Enix had 15 damn years to get this right — they didn't. Sandfall shows them how it's done, and does it at a fraction of the price. Absolute legends.

For anyone planning to play, here’s a heads-up that’ll seriously double your experience. I used RTX HDR mode and Clair Obscur fix that removes those annoying black bars in cutscenes, a mod that gets rid of the over-sharpening and subtitle background blurs, and DLSS V310.2.1.0 (using DLSS Swapper), which actually looks better than native 4K. Definitely check these out before you dive in.

https://www.youtube.com/watch?v=sN91jLQJjcQ

Some games aren't just about flashy graphics or tight gameplay. And they’re not just trying to tell you a story either. They feel like a painting coming to life pulling you in with their colors, style, and atmosphere.It’s got serious artistic flair, a poetic vibe in its storytelling, and turn-based combat that feels deep enough to stand beside genre greats.

Expedition 33 leans into a darker tone at times, but overall, it’s dressed in the elegance of the French Belle Époque—just with a fantastical twist. You can feel it in everything: the environments, the character and enemy designs, the overall atmosphere. The devs clearly didn’t stick to a traditional fantasy playbook—they went for a unique visual language, and it seriously pays off.

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3492231079

One minute you’re up against puppet-like enemies that look like they’ve walked straight out of a dark fairy tale, the next you’re fighting elemental creatures in epic battles. The storytelling occasionally throws in those quirky, light-hearted JRPG-style moments that give you a breather from the plot—but make no mistake, this game takes itself seriously. And it shows, especially in how the narrative is built and delivered.

The story of Expedition 33 revolves around a mysterious entity known only as the Painter, and a haunting cycle that grips the world. Every year, the Painter marks a single number on a massive canvas—counting down, one year at a time. And when that number is drawn, everyone of that age... simply vanishes, erased with a single brushstroke.


The narrative is sometimes brutal, often tragic, and it moves with a sense of urgency and tension. Especially in the first half, the story stays tightly paced—you’re constantly drawn in, not just by what’s happening, but by what’s hiding beneath it all. The game drops just enough hints to keep you theorizing, wondering about the bigger picture without giving everything away.

Relationships between characters, the heavy emotional stakes, and the ever-present mystery all give the story real depth—it’s not just a frame around the gameplay; it is the canvas. That said, the momentum does slip a bit toward the end. The pacing drags at times, and there are moments when you start to feel like you’re just pushing through to see it end. Still, even with those lulls, the narrative manages to leave a strong impression overall.

In Expedition 33, you’re not just stuck controlling a single character—you can switch between different members of the squad even outside of combat, which adds a nice bit of variety to the exploration. The world design itself follows that classic JRPG "corridor" structure we saw a lot in the late '90s and early 2000s. At first, the paths branch out just a little, but later on, things get more intricate. There’s no in-game map, though—so you’ll need to memorize the layout yourself if you want to find all the extras. It encourages exploration in that old-school way: pay attention, remember the routes, and dig around for hidden goodies.

One of my favorite features was the world map system, which really brought back that JRPG nostalgia. It’s got that Final Fantasy vibe—especially games from the PS1/PS2 era—where you travel between main and side areas using a world map, complete with roaming enemies and a camp system. It’s not just functional, it’s actually fun to wander around in. And later in the game, when you get access to Esque, it basically turns into an airship-style travel mechanic. That really hit home for me.

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3492711330

Honestly, the game feels like it was designed by people who deeply love classic JRPGs. From the turn-based combat to the map structure and progression style, it’s clear they were aiming for that same kind of magic. If I had to compare it to something specific, I’d say it lands somewhere around the vibe of Final Fantasy X—and that’s a big compliment coming from a long-time fan.

That said, exploration also highlights one of the game’s weaker spots: side content. Optional areas don’t really expand the lore or introduce meaningful subplots—instead, they mostly exist as grinding zones. Sure, you'll occasionally run into tough enemies on the map, but often it’s more efficient to find a high-yield grind spot than to take them on. This throws off the game’s balance a bit.

It really could’ve used something like Final Fantasy XII’s Hunt system or FFX’s Dark Aeon-style story integration to make those encounters feel worthwhile. As it stands, those big threats often feel like missed opportunities for narrative payoff or unique challenges.

Expedition 33 hits surprisingly hard on the emotional front. Sure, we've seen games go for a dramatic tone before—but here, the voice cast really takes it to another level. With names like Andy Serkis, Charlie Cox (yep, Daredevil himself), and Kirsty Rider from The Sandman, the performances are top-notch. But it's not just the big names—actors like Ben Star, Jennifer English, and Seline Melou (who’ve been making waves in other games and projects lately) also bring serious weight to the story.

The result is a cast that truly sells the world’s emotional depth, making the highs more powerful and the lows hit even harder. And let’s not forget the soundtrack. Some tracks don’t just set the mood—they stick with you, the kind of songs that end up in your playlist long after the credits roll.

Now, if turn-based systems aren’t your thing, this probably won’t change your mind. But if you grew up on Final Fantasy, Chrono Trigger, Chrono Cross, or Persona, this is a modern JRPG-like experience that’ll scratch that nostalgic itch while offering something fresh.


+Jennifer English and Charlie Cox absolutely steal the show.
+The game's combat system is so good that it will likely inspire turn-based games to try and copy it for years to come.
+Lorien Testard basically dropped one of the best game soundtracks in history and then just bounced.
+The game’s presentation punches way above its budget—it looks like something a multi-million dollar studio made. Honestly, it’s on a whole other level compared to those Japanese games throwing around pointless millions.
+The main story is way too good for a game—honestly, it’s on the level of The Matrix 1. Plus, every ending isn’t just a random ‘different’ wrap-up; each one hits just as hard and leaves a real impact.

-The biggest flaw in the game? Later on, it just can’t keep up with you. If you power up enough and build your characters right, you can one-shot pretty much everything—even the final boss.
-The game lacks DLSS 4, doesn’t have FSR at all, and misses out on several other technical features like frame generation and native HDR support. Most importantly though, there’s no photo mode, which feels like a big miss for a game released today.

Review Score 96/100
Review Showcase
0.3 Hours played
Until something better comes along, this is the best there is.

(I discovered this game thanks to PS Plus and decided to give it a try. I finished it on PS5.)

(I'm currently on day 150 in the game. Yes, the whole screen is blue. I'm finishing up the remaining stuff.Rather than a typical review, this is more of a guide-review hybrid.)


First of all, this game isn’t for everyone. It combines puzzle-solving and rogue-like elements. I started without any guides or prior knowledge, and during the first day, I could hardly figure anything out. The game takes place inside a mansion, and its owner wants us to reach the 46th room. While this is initially shown in a cinematic, the story unfolds more as you progress.

https://www.youtube.com/watch?v=BK-6qPBhMCA&list=PLhlHjE5P3IOSC6qm3WrCLDYDz6inzQOvM&index=1

The village presents you with doors to the left, right, and center. In the center, there's a blueprint schematic. Your character picks it up, and the journey begins. Each time you click on a door, you are given 3 random room choices. It could be a corridor, a bedroom, a living room, or even a bank vault — your goal is to build your path and keep heading north toward the 46th room.

While the basic concept seems simple, beyond the heavy note-taking and attention to detail required for the puzzles, the game also features several key resources.

Gold (money) is used to buy items if you create shop rooms. If you happen to find the ultra-rare casino rooms, you can gamble to multiply your money. Later, when the exterior room mechanic unlocks, you can also donate gold to a mystical statue for daily buffs — such as increasing the chance of encountering rare rooms after using fruit three times.

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3472564622

Then there’s the diamond (gem) resource. When drawing rarer rooms, you may see a cost of 1, 2, or 4 diamonds below the choice. Diamonds are primarily obtained by creating specific rooms that grant them or by unlocking permanent upgrades. For example, solving mysteries in certain rooms grants buffs like starting each new day with +2 gold. Once the exterior mechanic is unlocked, there are even perks that change diamond costs into "energy" (steps).

Each room you visit costs 2 steps.

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3463569488

At first, you might think you’re just walking endlessly, but even exterior areas always consume 2 steps per room. If you equip sneakers, sometimes you can move without losing steps.

You can also solve major puzzles like the apple orchard to permanently boost your step count. Because once your steps run out, you’re forced to "call it a day" and move to the next day.

Unless you visit pawn shop rooms (where you leave an item for the next run) or freezing rooms (which store your wealth for your next run), you basically start over from scratch every time.

Thus, you have to plan carefully to make lasting progress day after day.

There are upgrade disks you can find that let you open computer rooms and convert useless corridors into green rooms. In green rooms, if you have a watering can, you can water plants for diamonds, or see flowers growing diamonds inside pots.The game is full of these strange, creative mechanics.

If you open a pool room and somewhere else open a pump room, you can even transfer water between locations. Draining the pool can reveal hidden areas below.

I’ll leave the rest for you to discover.

For example, the dining room automatically prepares a big meal every day after some time.

If you opened the corresponding bonus room, the meal grants you 30 steps; otherwise, 20 steps.

The salt shaker item can enhance this bonus even further — just like how a coin pouch gives you a bonus gold every time you collect 3 gold.

There are also countless useful items:

A metal detector to find more gold

A big hammer to break open locked chests

A lockpick to open low-rarity locked doors

A compass to help you draw non-dead-end rooms (because you can easily get stuck when you run out of diamonds or keys and can't draw the right rooms.)

And if you’ve unlocked the workshop room, you can combine these items to create a more useful single item. For example, a shovel with a metal detector. This can be especially helpful since the pawn shop in the game only lets you leave one item at a time.

Each run feels like trying a new tactic or being forced to end the day due to bad luck.

You get better with experience, and learn how to guess room layouts and design the house to progress more efficiently.

Understanding the Antechamber doors properly also becomes crucial. (I deliberately won't spoil what they are.)

Technically, the game looked pretty bad on PS5 Pro despite the lack of a Pro patch.It’s noticeably worse compared to the PC version.

On console, there’s even a permanent mouse cursor stuck on the screen.It definitely needs a console patch.Still, the intentional retro aesthetic and simple drawings fit the game well and don’t ruin the experience.

One of the game's undeniable highlights is its incredible music.It’s a strange blend — very deep, grim, and building up like the soundtrack from the first Joker movie.The moment I heard it, I thought, "yes, this is one of those games."

By mixing puzzles with rogue-like elements, offering extreme replayability, and challenging mysteries (if you don’t rely on guides), The Blue Prince became not only my indie game of the year but possibly my game of the last several years.

The feeling its finale gave me was something I hadn’t experienced since a masterpiece from year 2013.

If you have patience and fully engage your mind — exploring everything and solving hidden mysteries — you’ll see just how brilliant this game really is.

+Extremely creative, genre-defining approach
+The story opens up over time and blends perfectly with the theme
+Fantastic music
+A finale (and postgame) full of mysteries to discover
+Everything you see has a purpose and meaning
+The gradual sense of progress enhances the feeling of reward

-Progress can sometimes rely too heavily on luck
-Visual quality is poor on console

Review Score: 100/100 🏆
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DeviL 13 Jul @ 6:25am 
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