Boston’s annual PAX East convention has come and gone, and generally speaking, it was a great time — cold weather and pricey parking notwithstanding. Set in the recently renamed1 Thomas M. Menino Convention & Exhibition Center, PAX East is the East Coast’s biggest video game convention, attracting publishers, developers, and players for four days of gaming goodness.
PAX East 2026 was no different, though the convention has certainly started to show some fatigue. The show floor was sparser than in years past, and big publishers were notably absent, with Nintendo being the major exception. Tradeshows in general have never been the same since COVID, and PAX East is a reminder that the days of Rockstar, Sony, and Valve frequenting these halls are long gone.
Honestly, though, I wouldn’t have it any other way. While I’ve played some terrific AAAs2 at past PAXs, there’s nothing better than discovering a well-hidden gem that feels custom-tailored to you. Boston’s convention is full of those moments, and that hasn’t changed with the years.
Across four days and tens of thousands of steps, our team walked the PAX East 2026 show floor and came back with some excellent recommendations to share. We hope you’ll be on the lookout for these games, whether they’re close to release or still many months away.
– David Silbert, Editor

Our Favorite Games From PAX East 2026
Couldn’t make it to Boston this year (or didn’t want to brave the weather)? We’ve got you covered. Here’s all of the best video games, board games, and peripherals we sampled during our time at PAX East 2026.
Want to jump to a specific entry? Use our table of contents:
- Aether & Iron
- Aniimo
- Bubsy 4D
- CRKD’s upcoming controllers
- Do A Crime
- Dreadmoor
- G’AIM’E Lightgun
- Gnaw
- Grim Trials
- Halloween
- Jigrift
- Kiln
- of the Devil
- Poly Fighter
- Pokémon Champions
- The Secret of Crystal Mountain
- ShantyTown
- Sprout
- Valor Mortis
We’ve also listed some honorable mentions at the end of the piece!

Pokémon Champions
I began my PAX East 2026 journey by heading to Nintendo’s booth. As press members, we’re given an hour before the public to explore the show floor, chat with developers, and try out games before the general public. As you might imagine, Nintendo tends to get a heavy crowd, so I made sure to spend my time wisely.
Or so I thought. Turns out, even with just press members in line, it took me two hours to play Pokémon Champions. But I’m not here to critique Nintendo’s lack of available demo stations; I’m here to chat about the game. And based on what I played, it sure seems like how you’d expect a Pokémon battler to play.
I didn’t get to delve deep into the recruiting and training functions of Pokémon Champions. Instead, my demo time consisted of two double-team battles. Ahead of both battles, I selected one of Nintendo’s prebuilt teams, selected four Pokémon from that list, then sent them out in a specific order. When selecting your battle order, you can see what Pokémon your opponent has to choose from, but naturally, you won’t see their exact selections. Thus is the fun of competitive battling.
I went with the coolest-looking squad, and then we were off to fight. Battles themselves play like any Pokémon game you’ve played in the past 30 years, including weakness-based moves, tagging in/out different Pokémon, and using held items like Leftovers (so clutch). Visually, the game looked far better than I expected, at least by Pokémon standards. Models look great, and battle arenas pop with color.
I knew little to nothing about Pokémon Champions a few days ago. After demoing it, I can see the appeal. I’m skeptical about how the game will play for those (like me) who aren’t willing to shell out for a Pokémon Home subscription and thus are going into the game dry. But if Nintendo can make it easy enough to build teams and battle without any prerequisite Pokémon (or any serious spending), count me in.
– Written by David Silbert
Developer: The Pokémon Works
Publisher: Nintendo, The Pokémon Company
Release Date: April 8, 2026
MSRP: Free to play (with paid battle passes and other microtransactions)

Sprout
While PAX East may not be the video game juggernaut it once was, it’s absolutely flourishing when it comes to tabletop games and RPGs.
Sprout, a board game from NYC-based company Rabble, has all the underpinnings of a great game night. As roommates learning to care for their houseplants, up to five players will work to gather four nutrients (i.e., resources) — sunlight, water, fertilizer, and love — which they can then use to care for (i.e., play) plants in their possession. The more plants you play, the further you progress on the game board; you’ll also gain passive effects ranging from resource generation (get two water) to sabotage (steal two nutrients from another player).
Resource management has a wonderful risk-reward pull. At the beginning of the round, a dealer will reveal a card from the nutrients deck. Everyone who is currently “in” will receive the benefit (e.g., two sunlight). However, the longer you stay in, the easier it is to accrue too many resources, leading you to, say, overwater your plants or expose them to too much sunlight. Much like Flip 7, success lies somewhere in between the boundaries of shrewdness and greed. I found it a super compelling mechanic.
I played a few rounds with a group of content creators (who courteously let me hijack their appointment), and we had a blast. Sprout takes the spirit of other “laid back” board games like Wingspan, invites some friendly competition with its double-down mechanic, and strikes a beautiful mix between strategy and approachability. It’s a wonderful synthesis that plant lovers should love.
– Written by David Silbert
Developer: Rabble
Publisher: Rabble
Release Date: TBD (a Kickstarter is planned for later this year)
MSRP: TBD

Halloween
I never had much love for slasher films growing up, but that’s changed as of late. My girlfriend took me to a midnight screening of Scream, and I found myself grinning from start to finish. More recently, we watched Hitchcock’s Psycho, which engrossed me with its pacing, mood-setting, and iconic shower scene. And Weapons, though not a traditional slasher, made me come to appreciate the craft of portraying a terrific villain.
John Carpenter’s Halloween is next on the list, which made me delighted to learn that developer-publisher IllFonic is creating a video game adaptation. A spiritual continuation of IllFonic’s previous works, namely Friday the 13th: The Game, Halloween builds on the asymmetric social multiplayer that made the 2017 game a cult hit.
Like in Friday the 13th, IllFonic’s take on Halloween has players channeling their inner bad guy. In place of Jason Voorhees, we have Michael Myers. Structurally, the game plays similarly, with civilians working creatively (and often desperately) to escape while the lone villain hunts the pack down.
I got the chance to play both as Mike (we’re on a first-name basis) and as a civilian. As you may expect from an IllFonic game, the experiences are totally different depending on your role. Myers is slow but deadly, and can shift through shadows to reappear suddenly on another side of the map. Civilians, meanwhile, can run, hide, and even fight back with bats, knives, and other weapons — but never for long.
The PAX demo had some unfortunate bugs, like civilians clipping out of cars (and thus revealing their location to me as Mike) and combat animations randomly cutting out. The frame rate also took a hit when things got rowdy. But jank, much like camp, is much of the fun in social games like this, and I enjoyed my time despite the glaring visual hiccups.
If IllFonic can patch up the issues, Halloween could be the next social breakout. Based on my conversations with the developers, it’s clear they understand not just the property, but the asymmetric multiplayer genre like the back of their hands. We’ll see how it all materializes later this year.
– Written by David Silbert
Developer: IllFonic
Publishers: IllFonic Publishing, Gun Interactive
Release Date: September 8, 2026
MSRP: TBD
Wishlist on Steam

Aether & Iron
When David went hands-on with Aether & Iron at PAX East 2025, he came away impressed by the quality of its writing, characters, and world. Ten months later, Aether & Iron is nearly set to release, and our fundamental impression of the game has not changed.
I played an updated build of the game at an off-site event. There, I spoke with the lead writer and played for over an hour as the hard-nosed smuggler Gia. In my demo, I explored a fictitious New York City sitting in the clouds, engaging with other denizens while performing skill checks and narrowly avoiding (in my case, several) combat encounters.
For my full impressions, read my Aether & Iron preview. The game comes out on Monday, and I cannot be more excited to pick it up.
– Written by Gary Wilson
Developer: Seismic Squirrel
Publishers: Seismic Squirrel, Chaos Theory Games
Release Date: March 30, 2026
MSRP: $24.99 (with a 20%-off launch price of $19.99)
Play the demo!

CRKD’s Upcoming Controllers (and a Tantalizing Stage Tour Tease)
Okay, yes, this isn’t technically a game demo. But I was lucky enough to test the new third-party controllers developed by CRKD. I am a user of CRKD products myself: Their Gibson Les Paul Tribal Edition guitar controller is my go-to for rhythm games. At PAX, I was able to try their new ATOM+ micro controller, the Nitro Deck 2 for Switch and Switch 2, and the Ult Pro controller. I don’t have much to say on the Ult Pro; it feels like a solid, worthwhile modern controller at a more competitive price point.
I came away deeply impressed by the feel of the ATOM+ in particular. Designed as a portable Bluetooth controller, the ATOM+ stood apart from other micro controllers I’ve tried in the past. Fully equipped with a pair of responsive joysticks and surprisingly tactile buttons, I was most impressed by how good the ATOM+ felt in my hand. Movement in Ori and the Will of the Wisps felt snappy and responsive, and I honestly could have continued with it for longer. At only $30, I could certainly see myself investing in one.
As for the Nitro Deck 2, it left a little something to be desired. Designed to help the Switch 1/2 feel weightier and fuller in handheld mode, the Nitro Deck felt flimsier than I would’ve liked. While comfortable to hold, it added very little to the already solid form factor of the Switch 2. However, the choice to make the Nitro Deck compatible with both versions of Switch by use of an expandable back panel was very clever. The CRKD representative on hand did mention the models at PAX lacked some features that will be included for launch: namely, the haptic rumble motors. Perhaps those additions will help the Nitro Deck 2 feel more worthwhile.
While with the representative, I also asked a few questions about CRKD’s upcoming game, Stage Tour. Positioned as the modern, official alternative to Rock Band, Stage Tour aims to help revitalize the home concert genre left behind by Harmonix. While new details were kept close to the vest, CRKD confirmed with me that Stage Tour will have a fully licensed soundtrack, with setlist announcements starting “in the next few months.” We should also hear more about CRKD’s upcoming drum peripheral very soon.
– Written by Gary Wilson
Manufacturer: CRKD
Release date: Spring 2026 (Nitro Deck 2); June 2026 (Ult Pro and ATOM+); Fall 2026 (Stage Tour)
MSRP: $99.99 (Nitro Deck 2); $69.99 (Ult Pro); $29.99 (ATOM+); TBD (Stage Tour)

Bubsy 4D
One of my most anticipated indies of 2026 was Fabraz’s Demon Tides, an open-world platformer that’s equal parts Banjo Kazooie and The Legend of Zelda: The Wind Waker. In my Demon Tides review, I called it a terrific platformer, albeit also a technically flawed one. Despite its performance issues, the game lived up to my expectations, to the point that I invested 30 hours seeing and doing everything.
Normally, an indie studio is lucky to put out a great title like that every four to five years. (Demon Turf, Fabraz’s previous game, came out in 2021, for instance.) However, it looks like Fabraz has learned some dark magic, as not only is it delivering a second game this year, but that game is shaping up to be damn good.
Bubsy 4D, the seventh entry in the long-running platforming series and the first 3D entry in 30 years, was announced at Gamescom 2025 to plenty of buzz. The excitement was hardly surprising, given the historic nature of the revival3; far more shocking, though, was the reveal that Fabraz would be the studio behind the latest title.
In October 2025, Fabraz released a lengthy Steam demo for consumers to enjoy… which I apparently missed! Thankfully, PAX East 2026 had a portion of that demo on display for attendees, and I instantly felt right at home. Bubsy 4D shares similar DNA to Demon Tides, from the cel-shaded art style to the intricate platforming mechanics to the unbridled sense of humor.
Oddly enough, though, I actually think Bubsy 4D may be better than Fabraz’s original IP. The platforming is smoother and more intuitive, the art is more cohesive, and the jokes are funnier. It helps that Bubsy is an established character with plenty of history; expect callbacks, self-deprecating zingers, and plenty of fourth-wall-breaking moments.
I greatly enjoyed Demon Tides despite never playing its predecessor. Having never played a Bubsy game either, I have a feeling history may repeat itself with Bubsy 4D.
– Written by David Silbert
Developer: Fabraz
Publishers: Atari
Release Date: May 22, 2026
MSRP: TBD
Play the demo!

Kiln
David and I were lucky enough to dive into an on-floor demo of Kiln, the upcoming party game/hero shooter/pottery-making simulator from the legendary Double Fine Productions. Our brief demo covered both the main aspects of the game. First came making our water-carrying fighter on a pottery wheel. We were given three clay balls of different sizes: Small is the fastest but carries the least water and is the easiest to destroy, medium is a wonderful all-rounder, and large is the slowest but hardiest. Both David and I picked similar builds, but the exact shapes we created led to different special abilities. During the competition phase (we’ll get there), my flat but wide pot had a sword-swinging ability. Meanwhile, a rounder pot could launch a blast of water to knock opponents away.
Once our pots were spun, dyed, and fired, it was time to battle. Our match was a four vs. four race to extinguish the opponents’ Kiln. Players deal damage to the enemy kiln by gathering water from the center of the map, dodging attacks from opponents, and then spilling it into the open furnace. We crushed our opponents, both in the Destroying Their Pots department and the Destroying Their Kiln department. The match was still frenetic, however, with some fun push and pull.
I came away from the demo interested in how Kiln will come together. The pottery spinning phase was finicky, and I never got a good handle on shaping my pot into exactly what I wanted. The match itself was muddy, and I found it hard to tell when I was doing damage to the actual kiln. In the end, though, I had fun. I’m sure Kiln will be a great time with friends in a party setting. As for the overall shelf life, we’ll have to see.
– Written by Gary Wilson
Developer: Double Fine
Publisher: Xbox Game Studios
Release date: April 23, 2026
MSRP: $19.99
Wishlist on Steam

of the Devil
If not evident by the screenshot and the stylized title, of the Devil is an extremely striking game. Developed and self-published by a four-person team based in Boston, of the Devil pays homage to investigation games like Ace Attorney and Danganronpa. Animations pop with a flair that would make the Persona team jealous, and characters talk with a hardboiled bite that would fit right in a Raymond Chandler book.
But the game is more than its influences. In my demo, I investigated a crime scene, gathering evidence that I would then use to defend my client in a courtroom trial. Strong writing brings each character to life, while a novel blackjack mechanic — in which you “press” witnesses or “stay” — gives cross-examinations a unique flavor.
of the Devil is an episodic narrative adventure, and based on my talks with a friend of the devs, it’s shaping up to be quite the beast. A free prologue, Episode 0, is out now, offering several hours of story. Two additional chapters, Episode 1 and 2, are out for $9.99 a piece, with each running upward of seven to eight hours. Based on the existing Steam reviews — “Overwhelmingly Positive” based on 2,000+ reviews — it seems like folks are quite enjoying this caper so far.
– Written by David Silbert
Developer: nth Circle Studios
Publishers: nth Circle Studios
Release Date: Episodes 0-2 out now; episodes 3-5 still TBD
MSRP: Free for the prologue; $9.99 for subsequent episodes
Play the prologue!

Valor Mortis
I am a massive fan of the folks at developer One More Level. The creators of the Ghostrunner franchise, One More Level is known for creating frenetic, fast-paced experiences that’ll have your fingers twitching and your heart pounding.
Valor Mortis isn’t anything like what the studio has done before… or is it? Billed as a first-person Soulslike, Valor Mortis seems like a far cry from the cyberpunk aesthetic and parkour-heavy platforming of Ghostrunner 1 and 2. Still, I scheduled an appointment based on the pedigree of the developers alone, and I’m thrilled to report I wasn’t disappointed.
Set during a fictitious retelling of the Napoleonic Wars, Valor Mortis puts you in control of one of Bonaparte’s soldiers, risen from the dead. Using a mix of swordplay, gunplay, and BioShock-esque magic powers, you’ll combat turncoats while learning about the mysterious world you now inhabit.
Valor Mortis has all the hallmarks of a great Soulslike, from bonfires to parrying to disgustingly mutated bosses. In my 20-minute demo, I got a feel for the controls (which felt great) and was soon crossing blades with my enemies, Sekiro style. A Bloodborne-inspired health-regain mechanic encourages staying on the offensive, while metroidvania-like barriers (glowing growths you can shoot, wooden barriers you can burn, etc.) allow for plenty of off-the-beaten-path exploration.
I didn’t know what to expect heading into Valor Mortis, but I came away utterly impressed. If the rest of the game — which a One More Level rep teased would be quite open-ended — is as enticing as this early demo, Valor Mortis could be a massive success waiting to happen.
– Written by David Silbert
Developer: One More Level
Publishers: Lyrical Games, One More Level
Release Date: TBD 2026
MSRP: TBD
Wishlist on Steam

Jigrift
Over the years, I’ve come to expect a few truths about PAX. Lines are long.4 Food trucks are ridiculously expensive. People are friendly, if a bit awkward, and there’s never enough time to see and do everything.
Another truth: Whenever publisher Whitethorn Games has a booth, it’s usually worth checking out. From the atmospheric Mythwrecked: Ambrosia Island and cozy Calico to the narrative-heavy Botany Manor, the games under Whitethorn’s label are refreshingly creative. They also don’t shy away from a good brain teaser.
Jigrift is the latest addition to the Whitethorn cohort. Developed by Empty Castle Games, the title is every bit as quirky as the above photo suggests. As a mystical frog named Bert, you’ll travel between Wind Waker-esque islands through a mix of light platforming and heavy puzzle-solving.
The puzzle-solving is quite literal. At any time, Bert can perform a ritualistic dance; doing so zooms out the game to a bird’s-eye view, allowing you to view neighboring islands. The main hook: Each island is a puzzle piece in a broader jigsaw. By rotating and connecting pieces, you can reassemble the world in various ways, allowing access to new islands, collectables, and story threads. (Think 2020’s Carto, applied to a 3D game world.)
The concept alone was enough to sell me on Jigrift. Add in a gorgeous pixel art style evocative of A Short Hike, and you have a cozy puzzler that’s easy on the eyes yet tough on the mind. I’d have it no other way.
– Written by David Silbert
Developer: Empty Castle Games
Publishers: Whitethorn Games
Release Date: H2 2026
MSRP: TBD
Wishlist on Steam

ShantyTown
This past Christmas, my girlfriend bought my mother a DIY diorama of a cozy study. It was a beautiful display, with colorful stacks of books, detailed artisanal pictures, and intricate lighting bringing the scene together. My mom groaned when she opened it. “It’s cute, but I’ll never be able to build this!”
If only my mom had a copy of ShantyTown. Developed by solo creator Erik Rempen, the game lets players construct gorgeous scenes without the need for a glue gun, or patience, or even a steady hand. Using a radial menu and drag-and-drop controls, you’ll add various elements to your scene, from apartments and ramen shops to neon signs and palm trees. The more you build, the more you build up your “photo” meter, which, when full, culminates in a photo shoot of your latest vignette (and the end of the level).
Space is tight, so creativity is at a premium here; you’ll need to take advantage of the verticality in each scene to build your ideal layout. There’s also some light resource management at play — buildings that require electricity, for instance — but according to Erik, whom I spoke with at PAX, the systems are pretty forgiving. You can even ignore them altogether.
I played ShantyTown for over an hour on my Steam Deck. (I could’ve played at the show, but I figured I’d take my time at home.) The game is absolutely gorgeous, and taking pictures of my diorama as the sun set was an easy highlight. If I have a concern, it’s that the controls, at least on Deck, are a bit finicky; I struggled to set items with precision, and it took me a while to figure out how to pan the camera up or down. Still, the allure of ShantyTown cannot be denied, and I look forward to building even greater sights once the game releases in a few weeks.
– Written by David Silbert
Developer: Erik Rempen
Publisher: Kinephantom Games
Release Date: April 16, 2026
MSRP: TBD
Play the demo!

G’AIM’E Lightgun
I’m a sucker for arcade shooters. When I’m not playing Galaga or Guitar Hero at the local barcade, I’m playing House of the Dead. If there’s a new machine at Dave & Buster’s — Halo, Luigi’s Mansion, whatever — I want to try it. But no arcade shooter beats the goat: Time Crisis.
Bandai Namco’s classic is beloved for many reasons, from the snappy levels to the tough-but-fair challenge. Add its then-revolutionary pedal-based cover mechanic, and Time Crisis is hard to top. It’s a shame, then, that the game has been relegated to bulky arcade cabinets that would cost a fortune to recreate at home.
At least, that used to be the case. In honor of Time Crisis’ 30-year anniversary, Bandai Namco is partnering with hardware manufacturer Tassei Denki to bring the arcade hit to retailers and, by extension, your living room. Under the MyGAIME label, Tassei Denki has developed a modern lightgun that eschews infrared sensors in favor of an HD camera that tracks your TV and uses AI (the old-school kind, not generative BS) to triangulate your aim.
I was skeptical at first, but after trying it, I was sold. The G’AIM’E Lightgun feels similar in build to what you’d use at the arcade, and the tracking is surprisingly accurate. Within a few seconds, I was picking off bad guys, taking cover, and hitting “continue” once I bit the dust — minus the whole need to search my pocket for coins.
In addition to Time Crisis, the G’AIM’E Lightgun comes bundled with three other games: Point Blank, Steel Gunner, and Steel Gunner 2. According to a MyGAIME rep, this bundle is a static product, a la the NES or SNES Classic; what’s in the box is what you get. That said, the manufacturer has plans to release other mini-consoles in the future (a House of the Dead bundle with Sega, perhaps?). They’re also working to develop a lightgun that will be compatible with your PC library, though details there were scarce.
At $99.99 for just the gun and mini-console, the G’AIM’E Lightgun won’t break the bank, but it isn’t exactly cheap, either. I’d be lying, though, if I said I wasn’t considering an impulse buy.
– Written by David Silbert
Manufacturers: Tassei Denki, MyGAIME
Licenser: Bandai Namco
Release Date: Available now
MSRP: $99.99 for just the gun and mini-console; $149.99 for a bundle including the pedal; $199.99 for a bundle including the pedal and a second gun

Poly Fighter
The Punished Backlog team is home to some truly diehard fighting gamers. From our reviews of Street Fighter 6 and Bleach: Rebirth of Souls to our coverage of the Super Smash Bros. Melee circuit, we love an opportunity to crush some inputs and climb the competitive ladder.
Well, some of us do at least. As much as I can appreciate a polished fighting game, I’ve always found the genre intimidating. It took me years to develop confidence as a Smash Bros. player, and even then, I can barely hold an Elite Smash ranking, let alone compete in local events. As for non-platform fighters, forget it; the genre just holds too much complexity for someone who bounces around games as much as I do.
Poly Fighter might well change that, for a decidedly simple reason: There’s no competitive aspect at all. No PvP modes, no EVO lineup, nothing. Instead, Montreal-based developer HeartLoop Games is taking a unique approach and creating a fighting game that is completely single-player.
Dubbed a “single-player roguelike fighting game,” Poly Fighter takes two genres that shouldn’t work well together and somehow defies the odds. After selecting a character, you’ll battle through a Slay the Spire-esque map, taking on opponents that vary in design, personality, and moveset. After defeating an enemy, you’ll have an opportunity to take a move from the kit and add it to your own. Despite starting with a limited moveset, you’ll slowly accrue specials, supers, and various other attacks, each with unique strengths and elemental properties.
In other words, it’s a fighting game that you can play at your own pace, without risk of embarrassing yourself at an arcade or at your friend’s house. Add in 40+ playable characters, 80+ enemy characters you’ll encounter on your journey, and the promise of even more content post-launch, and Poly Fighter firmly has my attention. Now, if I can just find a fight stick on the cheap…
– Written by David Silbert
Developer: HeartLoop Games
Publisher: HeartLoop Games
Release Date: TBD
MSRP: TBD
Play the demo!

Aniimo
Having kicked off PAX East 2026 by playing Pokémon Champions, it felt somehow fitting that my final appointment of the event was another creature-catching game. While Nintendo’s booth had me (and the rest of the press) waiting two hours, developer Pawprint Studio had me up and running with its upcoming game, Aniimo, within a matter of minutes. It took me even less time to realize that what they’re creating may well be something truly special.
Aniimo is marketed as a “free-to-play, next-gen creature-catching open-world RPG.” Those are some big words (and a lot of hyphens), especially when you consider it’s trying to compete in a genre that’s been dominated by The Pokémon Company for decades. On the other hand, it isn’t exactly an outlandish dream. It’s Pokémon atop the hill; the bar for innovation is low.
Which makes what I’m about to say seem surreal: Aniimo may just be the Pokémon evolution we’ve been waiting for — no pun intended. After making a custom character and completing a chunky intro, I was thrown into an open-world environment that was a sight to behold. Bright colors and lush foliage abounded. Expressive creatures roamed in realistic packs. By aiming the mouse, I could throw Aniipods (Poké Balls) at Aniimo in real time, a la Pokémon Legends: Arceus.
Unlike Arceus, however, Aniimo let me do so much more. With the tap of a button, I could “twine” (i.e., morph) with an Aniimo in my possession, allowing me to use its moves not just in battle, but in traversal. Gliding, climbing, and burning down brush were just a few of the abilities I got to see in 40 minutes of play. Taking turns with fellow writer Zack Gulinello, we explored the open world, engaging in everything from a flashy (if easy) boss battle to bite-sized traversal challenges.
There’s no question Aniimo is both pretty and fun to play. The elephant in the room, however, is monetization. After wrapping the demo, I asked representatives from Pawprint how they plan to monetize the game. They told me they’re still figuring out exact pricing, but stressed that they’re aiming to strike the right balance — think battle passes and cosmetics over lootboxes and gacha mechanics.
I hope they get those details right. If so, Aniimo will be an easy hit. If not, it’ll be one of the biggest “what ifs” I’ve seen in recent memory.
– Written by David Silbert
Developer: Pawprint Studio
Publisher: Pawprint Studio
Release Date: TBD
MSRP: Free-to-play (exact monetization model still TBD)

Grim Trials
It’s always nice when your first demo sets the stage for a strong weekend ahead at PAX, and that was definitely true with Grim Trials. As is often the case, the visuals were what first caught my eye with their dark but colorful cartoon style. I love to see the variety in the art direction from small studios at a place like PAX, but games like this always grab my attention when they pop off the screen with a sharp and vibrant look.
It would be hard to describe the snappy roguelike gameplay without invoking names like Hades and Absolum, but those comparisons don’t tell the whole story. There’s your classic, fight, die, upgrade, repeat mechanics at play, yet I noticed multiple areas where small tweaks made a big difference. For instance, the map was in a hex-style layout that meant paying close attention to your path was part of the challenge. Find the right way to go and you might encounter the boss quickly, but stray too far and you’re sure to hit a dead end.
Similarly, crafting in Grim Trials was tricky, but streamlined in a way that meant every run was fruitful (the alternative was driving me crazy in Hades II.) Instead of relying on single-use type items, you may need four “organic materials” to make a potion. That could be anything from roots or leaves to one of many other objects you’d find along your way. It was a small but meaningful mechanic that had me grateful for the flexibility compared to some other, stricter titles.
Ultimately, when you stumble upon a game with the level of polish that Grim Trials possesses, you know you’re in for a treat. There’s a definite player-friendly feel here, and I haven’t even mentioned you can pet the dog in the hub world! If you like macabre atmospheres and awesome roguelikes, check the demo out!
– Written by Zack Gulinello
Developer: Glory Jam
Publisher: Soft Source
Release Date: TBD
MSRP: TBD
Play the demo!

The Secret of Crystal Mountain
I’m pleased to announce that The Secret of Crystal Mountain is the recipient of the 2026 Zack Award for Best Game I Played at PAX! Cue the applause. Sometimes you don’t even need the full allotment of time when playing a demo to know it’s going to be a hit, and I walked away, satisfied, after only 10 minutes. (I’d rather enjoy the game once it’s out without having to stop!) I was grateful to be able to spend the rest of my time chatting with solo dev Chris Rosenthal to learn about his soon-to-be debut title.
As was the case with my favorite game of last year, Gigasword, the best part of experiencing these smaller indie titles at PAX is seeing the passion that the people behind their development have. Chris described that he wanted a mashup of Super Mario 64 and The Legend of Zelda: Ocarina of Time. If you’re going to dream, might as well dream big! But even though those are two of the greatest games ever (and two of my personal favorites), I see what he’s saying.
You play as an adorable “fox-cat” (according to Chris) who is trying to reach the top of Crystal Mountain. The art here is incredibly inviting. I was quickly enamored with the lush forest I found myself in. I wasn’t bouncing off the walls like Mario, but my character had some tricks up his sleeve in the movement department with a standard jump and dash, but also a downward sword strike that would let me hop between enemies or conquer tough platforming sections.
I was told that combat won’t be a major focus of Crystal Mountain. There aren’t any bosses at this moment because Chris said he’d like players of all skill levels to be able to enjoy the game. Still, enemies are aplenty on your quest and I commented that the swordplay felt enjoyably crunchy even in a somewhat cozy-feeling adventure. I loved the way Chris broke down why the swing of my weapon felt the way it did and how he was working to make every aspect of the character feel just right. I could tell right away his drive to put out a special game is going to pay off big time. You won’t want to miss this one, I promise!
– Written by Zack Gulinello
Developer: Revolutron
Publisher: Revolutron
Release Date: TBD
MSRP: TBD
Wishlist on Steam

Gnaw
I didn’t get a ton of time with Gnaw, but even with limited exposure, Redstart Interactive’s upcoming game made an impact. Right off the bat, it looks like a mashup of Teenage Mutant Ninja Turtles and Jurassic Park, with visuals that would make any Saturday morning cartoon jealous. A metroidvania starring dinosaurs feels like a total no-brainer, and I’m glad to say it’s definitely working here.
Made by a team of just four people, Gnaw has you chomping through enemies, exploring underground sewers, and, of course, finding new abilities to make your journey a little bit easier. I got to experience one such “ability” where my character was too short to ride an amusement park ride and had to wear a fake giraffe neck in order to get cleared. There’s definitely a sense of humor here throughout; I love when a well-made game can also give the player a sly wink and a nod.
In talking with the team, I also appreciated how focused they were on improvement and taking feedback during an event like PAX. They mentioned multiple adjustments that either had recently been made or will be soon, based on watching players go through just the first few levels. Little things like the way your dino chomps enemies, to how they recover health or even the urban setting were all being analyzed moment-to-moment in order to craft the perfect experience for everyone. While I appreciate the impressive dedication and commitment to their craft, I’m fairly confident this team won’t need to do too much additional work on Gnaw for it to be a success.
– Written by Zack Gulinello
Developer: Redstart Interactive
Publisher: Redstart Interactive
Release Date: TBD
MSRP: TBD
Play the demo!

Dreadmoor
The first thing I was told when I booted up the demo for Dreadmoor was that it is most akin to a first-person version of Dredge. Sold! I adored the quiet spookiness that fishing for mutant critters brought me in Dredge, and the comparisons are certainly apt. The exciting thing here is that, with the change in perspective, there’s a massive expansion in the amount of freedom your character has.
While Dredge has great menus and impressive portraits of characters, you never actually get out of the boat or have a real character you inhabit. Dreadmoor gives you way “dread-more” to do, just by virtue of allowing your character to walk around, solve environmental puzzles, and find other people (or creatures) to talk to in your world.
Speaking of the world, it’s a gorgeous one, with a dark and gloomy feel but a rich and detailed backdrop. As you float through the swamp in search of fish to catch, you can’t help but sense the danger lurking around every corner. If you like fishing games, creepy crawlies, or anything with a distinctly mysterious style, this could be the one for you. I know I’ll get a lot of mileage out of that little boat, as long as I can manage to survive what’s below the surface!
– Written by Zack Gulinello
Developer: Dream Dock
Publisher: Digital Vortex Entertainment
Release Date: Q4 2026
MSRP: TBD
Wishlist on Steam

Do A Crime
The first thing I noticed when I passed by the Do A Crime booth was that it looked a little different than the rest of the stations at PAX. Despite being staffed by just a handful of people, the entire thing was decorated to fit with the theme of the game: a raccoon causing trouble in a quiet suburban neighborhood.
Raccoon plushes were everywhere, peeking out of trash bins. The tables were covered in gingham tablecloths fit for a picnic. Players set up shop in camping chairs underneath a hand-painted sign complete with raccoon prints across the entire thing. And, of course, I had to get my “mugshot” taken after committing all my crimes in the playthrough. I appreciated the clear enjoyment the team had for their project both on- and off- screen (perhaps inspired by this meme?).
When it comes to those crimes, I think trespassing and littering were my primary offenses, but as a raccoon just trying his best, I couldn’t help but feel like there was some bias toward my kind! Really, Do A Crime sets out to answer the question, “What if Untitled Goose Game had a raccoon instead?” and unsurprisingly, it turns out we’d all be better for having played it. As a cozy gamer, fan of Untitled Goose Game, and aspiring criminal, I’m definitely looking forward to this dropping later this year!
– Written by Zack Gulinello
Developer: Collywobble Games
Publisher: Collywobble Games
Release Date: 2026 TBD
MSRP: TBD
Play the demo!

Honorable Mentions
In addition to our “Best of PAX East 2026” list above, we also sampled a few games and peripherals that came just shy of the main list, but nevertheless impressed us and warrant mention!
Here’s our honorable mentions from this year’s show:

Awaysis
Awaysis caught my eye with its breathtaking cover art. Drawn by Satoshi Matsuura, an industry veteran who has worked on everything from Legend of Mana to Mother 3, the art depicts a team of fashionable animal warriors standing confidently atop a pile of defeated enemies. While the game itself, developed by Kyoto-based studio 17-Bit, is quite the far cry from that initial impression, that isn’t to say I came away disappointed.
In place of Matsuura’s 2D, anime-esque concept art, Awaysis features a 3D world filled with colorful backdrops and chaotic gameplay. A co-operative action game, Awaysis tasks you and up to three friends with navigating semi-linear environments while battling enemies and collecting loot. The real claim-to-fame is an innovative physics engine, which lets players slide down grassy hills, gain momentum, and divekick enemies to send them off the level’s edge.
The demo harks back to simpler times playing games like LEGO Star Wars, Marvel Ultimate Alliance, and other couch-friendly classics. While I found myself struggling with the controls at times (and not just because my colleague, Zack Gulinello, kept intentionally sliding into me), I appreciated the vision. If you’re hungry for an older style of co-op that’s been all but lost in the modern era, Awaysis is one to keep an eye on.
– Written by David Silbert
Developer: 17-Bit
Publisher: 17-Bit
Release Date: Q2 2026
MSRP: TBD
Play the demo!

Backyard Baseball (2026)
When Backyard Baseball suddenly reentered the public zeitgeist, it was a Big Freaking Deal. From Pajama Sam to Spy Fox, I grew up on Humongous Entertainment’s point-and-clicks. The Backyard Sports franchise was no exception.
I was happy enough that we got the original Backyard Baseball ’97 on Steam. My memories of Pablo Sanchez, Pete Wheeler, and Keisha Phillips date back to when I was 10. To be able to rekindle those memories, 20 years later, for just $10, was a gift in itself.
But publisher Playground Productions (who bought the original IP in 2024) and developer Mega Cat Studios (who were given the keys to the kingdom) aren’t content with such a minor (league) update. A new game, simply titled Backyard Baseball, is out in July, and our own Zack Gulinello could not be more excited.
The PAX East 2026 demo itself didn’t have much to showcase (thus the honorable mention). The new Backyard Baseball sports 3D character models, beautiful new backgrounds, and the same classic click-based gameplay fans of the OG have come to love. A new derby mode, which both Zack and I sampled, had us trying to score as many home runs as possible within a time limit.
Will refreshed graphics and a few new modes be enough to support a brand-new game? Time will tell. But the look and feel of Backyard Baseball has translated seamlessly to the modern era, and I have no doubt people will be lining up at the batter’s box to give this one a try.
– Written by David Silbert
Developer: Mega Cat Studios
Publisher: Playground Productions
Release Date: July 9, 2026
MSRP: TBD
Try the demo!

ChessUp
The game of chess needs no introduction, but the ChessUp smart board sure does. I came across the device while wandering the PAX show floor, the expo having begun its annual wear on my eyes, ears, and feet. Despite the urge to sit, I found two gentlemen playing the familiar game (albeit while standing at a high-top table) and decided to rally for just a few more minutes. I’m glad I did.
Developed Bryght Labs, ChessUp takes the average chess match and enhances it in a way my childhood self could only dream of. Immediately, I noticed the flourishes: A pressure-sensitive, LED game board lights up legal plays the second you touch a piece. Make an illegal play, and the space will flash red, communicating your blunder. Suddenly, a game that has existed for well over a millennium feels like an exciting new experience.
Of course, an illuminated game board isn’t enough to justify ChessUp’s enormous price tag of — brace yourself — $399. Thankfully, that’s just scratching the surface of what’s on offer. In addition to local PvP play, you can set an Elo and play against a computer opponent. When playing a bot, ChessUp won’t just highlight legal plays; it’ll share the best play and worst plays you could take with a given piece, allowing you to learn (and hopefully improve) as you play.
Add in built-in Wi-Fi, support for online matches via Chess.com, a collection of chess openings to learn, and a myriad of chess puzzles to solve, and ChessUp makes a compelling case for diehard fans of the sport. The price tag still seems prohibitively high, but the quality of the experience seems second-to-none.
– Written by David Silbert
Manufacturer: Bryght Labs
Release Date: Available now
MSRP: $399.99

Crystalmancers
Over the past few iterations of PAX East, I’ve noticed an awful lot of roguelike deckbuilders. That’s not a bad thing, per se — I love Slay the Spire and Balatro as much as the next person. But it’s impossible not to look at the current state of indie development and see a lot of tired ideas and wannabe breakouts.
Crystalmancers is neither tired nor a wannabe. Despite being described by its solo developer as heavily influenced by Slay the Spire, the game plays far closer (at least by my estimation) to the likes of Puzzle Quest and, as you will no doubt ascertain by the above screenshot, Tetris.
In a breezy 10-minute demo, I did battle with typical fantasy foes in decidedly atypical fashion. Instead of swinging a sword to deal damage, I was rotating and dropping blocks. Instead of dodging enemy attacks, I was reacting to board-altering effects. Much like other turn-based games, Crystalmancers telegraphs upcoming actions ranging from enemy attacks to powerful “glyphs,” which can turn the tide by simultaneously clearing all blocks of a certain type. The game also deviates from traditional Tetris by allowing players to fit blocks into any matching space, regardless of whether it’s enclosed on all sides.
Simply put, I had a blast. While much of the game’s finer systems — from shopkeepers to crafting mechanics — were still in active development (and thus unavailable in my demo), the bones of this Tetris roguelike are immediately compelling. Hopefully developer Vania Games secures a publisher, as I think they’re onto something special.
– Written by David Silbert
Developer: Vania Games
Publisher: None (someone fund this!)
Release Date: TBD 2027
MSRP: TBD
Wishlist on Steam

That’s a Wrap on PAX East 2026!
After four days of PAX and several nights thereafter writing up blurbs, we’re officially done recapping the best games of PAX East 2026. That said, we still have plenty more PAX coverage planned, including hands-on previews, interviews, panel recaps, and more. Check out more PAX East 2026 coverage here.
Did you attend PAX East 2026? If so, what were your favorite games from the show? Let us know in the comments!
- Thomas Michael Menino served as mayor of Boston from 1993 to 2014, which made him the city’s longest-standing mayor. Under his tenure, Menino drove the development of the Seaport District, improved Boston’s school programs, and fought for a greener city. He passed away unexpectedly in 2014 following a battle with cancer. In June 2025, the Boston Center & Exhibition Center (BCEC) announced it was changing its name in honor of the mayor who made the Seaport what it is today. ↩︎
- It’s hard to believe now, but back in the day, the gaming hype circuit used to run through Boston. When I first started going to PAX, I was demoing everything from Max Payne 3 to The Last of Us. I still have fond memories of sitting in on a Deus Ex: Human Revolution panel with fellow writer Kei Isobe. The swag we got back in the day was unreal, too. Anyone remember that Hitman red tie? Those were the days. ↩︎
- Initially developed and published by Accolade, the Bubsy games have exchanged hands on numerous occasions. Atari published the third game in the series, Bubsy in Fractured Furry Tales, thanks to an agreement with Accolade. Years later, Accolade went bankrupt and was acquired by California-based publisher Tommo, which went on to publish new Bubsy games under its UFO Interactive label. Then, in 2023, Atari purchased the Bubsy IP from Tommo, leading finally to Bubsy 4D. Never a dull moment! ↩︎
- Cough Pokémon Champions cough. ↩︎





