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Inside Six Very Different Indie Games Supporting a Shared Cause

The teams behind GigaBash, HELLCARD, Gordian Quest, Winion Virus, Monstrum, and UNYIELDER discuss the creative ideas and development decisions that shaped their games.

Earlier this month, six independent games spanning kaiju battles, tactical deckbuilding, psychological horror, survival, and high-speed boss fights came together for the limited-time gamescom asia bundle. Available for $9.99 through November 2, the collection includes Steam keys for GigaBash, HELLCARD, Gordian Quest, Winion Virus, Monstrum, and UNYIELDER.

The six games have a combined regular price of $123.94, making the bundle 91% off. The combined value is based on standard U.S. Steam regular prices as of October 1, 2026. The promotion also supports an important cause, because 10% of the bundle purchase price (less all applicable taxes, fees, and refunds) goes to Stand Up To Cancer. Restrictions apply.

This time, we are going behind the games themselves. We spoke briefly with developers from each participating studio and asked them each the same two questions to learn about the central ideas behind their projects and the creative decisions that helped distinguish them. 

Check them all out in the gamescom asia bundle!

GigaBash

What is your background in the game industry, and what projects have you and the team worked on previously?

We started as Passion Republic, an art outsourcing & co-dev studio contributing to global AAA franchises like Elden Ring and The Last of Us for the past 15 years. Driven by a desire to create our own IP, we formed Passion Republic Games in 2018 as a dedicated indie division. This journey from service work to creative freedom culminated in the 2022 release of our flagship Kaiju brawler IP, GigaBash.

Can you tell us about your game and, specifically, what makes it really unique in this genre? Why should someone be interested in checking it out?

GigaBash is a chaotic 4-player arena brawler where you control giant monsters, heroes and mechas in fully destructible cities. What makes it unique is its blend of accessible party-game fun with the heavy-hitting weight of classic monster movies. Players can evolve mid-match into world-shattering 'S-Class' forms to completely level the battlefield. Plus, it is the ultimate crossover hub, letting you battle original titans alongside officially licensed Tokusatsu legends like Godzilla, Ultraman, and Gamera.

HELLCARD

What is your background in the game industry, and what projects have you and the team worked on previously?

My background spans live operations, community support, product management, and publishing, including eight years at Vertigo Games before joining Skystone Games. At Skystone, I work closely with developers on production, launch strategy, and bringing their games to players worldwide, with our portfolio including HELLCARD, Tiny Bookshop, Tyrant’s Realm, and Mistfall Hunter. HELLCARD is developed by Thing Trunk, the studio behind Book of Demons, and we support the team as its publishing partner.

Can you tell us about your game and, specifically, what makes it really unique in this genre? Why should someone be interested in checking it out?

HELLCARD is a roguelike deckbuilder that combines tactical card battles with cooperative play for up to three players, all within a distinctive papercraft world. What makes it stand out is how enemy positioning shapes your decisions: your cards can manipulate the battlefield, and coordinating with teammates lets you combine abilities and help each other out of difficult situations. For deckbuilding fans, the appeal is taking that satisfying process of discovering powerful card combinations and making it a shared experience with friends, while also offering solo play with recruitable companions.

Gordian Quest

What is your background in the game industry, and what projects have you and the team worked on previously?

Mixed Realms is a Singapore-based independent game studio established in 2016. We started with Sairento VR, a fast-paced cyber-ninja VR action game, before moving into different genres with Gordian Quest, our deckbuilding RPG, and Hellsweeper VR, our more recent action VR title. We’re currently developing 13Z: The Zodiac Trials, a third-person action roguelike. Across all of our games, we’ve always been very community-driven and enjoy experimenting with different genres and combat systems.

Can you tell us about your game and, specifically, what makes it really unique in this genre? Why should someone be interested in checking it out?

Gordian Quest combines the depth of a traditional party-based RPG with deckbuilding, roguelite progression and tactical turn-based combat. Rather than controlling a single deck, players build and manage a party of up to three heroes, each with their own skills, equipment and playstyle, so there is a huge amount of room for experimentation and synergy between characters.

The game has 10 playable heroes and close to 800 active and passive skills, alongside a full four-act campaign and the more replayable Realm Mode. We wanted to make something that would appeal both to people who enjoy deckbuilders and to RPG players who love party building, character progression, tactical positioning and discovering powerful combinations.

Winion Virus

What is your background in the game industry, and what projects have you and the team worked on previously?

The three of us didn't come together as industry veterans. We formed the team because we wanted to make a game set in a universe we call Winion World, and Winion Virus is our first release. We learned everything by doing it, from development to game shows, marketing and running the game after launch. Along the way we were grateful to receive the Public Pick award at BIC 2025. A programmer and an artist have since joined, so we are now a team of five, working on a multi-ending DLC.

Can you tell us about your game and, specifically, what makes it really unique in this genre? Why should someone be interested in checking it out?

Winion Virus is a horror visual novel about raising digital creatures called Winions. It begins like a cute creature-raising game, and then a virus starts to spread among them and the story turns into horror.

What sets it apart from other horror visual novels is that it starts with cuteness. Players have time to grow attached to the Winions before things fall apart, so the horror carries a different weight.

The world matters too. Each Winion has its own personality and relationships within Winion World, and details about characters such as I-ON, Grid, Bo, Fix and Debug are scattered through the game, so there is more to find after the ending.

Players tell us the Winions themselves are the biggest draw. At events, people who had never heard of the game stop at our booth for the character designs, and players say that caring about the Winions made it both scarier and sadder. We think it works for people who love cute characters and for people who enjoy a story with a twist.

Monstrum

What is your background in the game industry, and what projects have you and the team worked on previously?

My background in the industry is marketing. I have almost 10 years of experience in marketing across different industries and disciplines and joined Junkfish in 2023 at the time as their Marketing Manager. Whilst here, we have worked on Attack of the Earthlings Mobile, a mobile strategy game similar to X-COM, Bootleg Steamer; a prohibition-themed strategy and inventory management game, and now we are returning to horror with Wilderdark; a parasitic dinosaur horror survival game.

Can you tell us about your game and, specifically, what makes it really unique in this genre? Why should someone be interested in checking it out?

Monstrum is unpredictable and even with speed running tactics you never know what sort of gameplay you’re going to get. Everything is procedurally generated from the levels, items, and the monster, so you will get a new experience each time.

You cannot fight back there is only escape. Tied with the randomness of each game play, you have to be  a quick thinker to find the things you need for the right escape route. If you’re not fast enough you’re going to get caught. You’re not fighting back against the monsters, but trying to solve a puzzle while staying alive.

UNYIELDER

What is your background in the game industry, and what projects have you and the team worked on previously?

Hi! I'm Don Baey, Co-Founder & Chief of Business Development at TrueWorld Studios, an indie game development studio based in Singapore. I was previously a Production Manager at Ubisoft, where I worked on titles such as Prince of Persia: The Forgotten Sands, Assassin’s Creed II, Ghost Recon Phantoms, and Skull & Bones. I was also a founding Executive Committee member of the Singapore Games Association (SGGA). Our team comes from a diverse range of backgrounds, both within and beyond the games industry. We started the studio during the COVID-19 pandemic, initially working on AR/VR and animation projects. UNYIELDER represents an important milestone for the studio as our first original game.

Can you tell us about your game and, specifically, what makes it really unique in this genre? Why should someone be interested in checking it out?

UNYIELDER is a fast-paced FPS that combines the intensity of boss-rush combat with the replayability of a roguelite, wrapped in a distinctive Japanese-inspired art style. Rather than fighting through waves of ordinary enemies, players face increasingly challenging bosses, experimenting with different weapons, builds and strategies along the way. We wanted to create an experience that rewards skill, adaptability and persistence, where every encounter feels like a fresh challenge and every victory feels earned.

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