SKOOTA
SKOOTA GAMES IndieGames Notebook Interview
EVENT REPORT

【Feature】This Year is Hot for FPS! I Tried That Game I Saw on Social Media! Steam Next Fest Report

by SKOOTA 2026.03.06

Hello, while spring is supposed to be approaching on the calendar, my inner ear is caught in a winter storm. I'm Mob from the Negolove team at SKOOTAGAMES.

Now, one of the first big events of 2026, the "Steam Next Fest," has come to a close. What games left an impression on you?

Amidst the vast number of demos, the word that stirred my timeline the most was undoubtedly "FPS." Specifically, the genre known as "Boomer Shooter," which has a retro feel reminiscent of the 90s. Have you noticed it on your X timeline?

This isn't just my personal experience or bias. When we look at the actual data, out of the "Top 50 most played demos" at this Next Fest, an astonishing 7 titles were from the FPS genre. Considering that the release ratio of FPS games on Steam has been around 3.3% in recent years, the figure of 6.8% share of FPS in the Top 50 proves that there is more than double the usual interest and enthusiasm concentrated in this genre.

Of course, many users who don't usually engage with data may have seen indie FPS games through social media. For example, last year, 'Beyond Citadel' by doekuramori gained attention among overseas gamers through clips and screenshots, and more recently, 'MISHA' by gaman has been making waves with its unique world view and perspective that allows players to look down at their character. It seems that quite a few FPS titles are gaining global attention beyond Japan.

Looking at just the examples above, it may seem that visuals are the only focus, but in terms of gameplay, the primal and straightforward pleasure of "shooting and dodging," along with the developers' raw individuality, seems to resonate deeply with today's gamers. Therefore, it wouldn't be an exaggeration to say that the FPS genre is experiencing a bit of a renaissance in the indie game scene.

So this time, I would like to review three FPS titles that I've often seen on social media and have been curious about, which also participated in this Next Fest. By the way, I am quite weak when it comes to 3D action games (I often get motion sickness), and I had to sacrifice my stomach and sense of balance to write this review. If there are any of you who are also sensitive to 3D games, I hope you can read this in a relaxed state.

While they all involve the act of "shooting," these titles offer completely different sensations, which I will introduce along with unique comparative parameters.

The Last Salvage Squad | Finding a Certain "Weight" on the Edge of Despair

This game has been particularly eye-catching on social media with its unique graphics and intense color palette. In terms of visual impact alone, it can be said to be the most striking among the three games we are featuring this time.

Beyond the delicate animations of the firearms lies a forest of towering skyscrapers. And, as if mocking those high-rises, gigantic enemies approach from afar. The sensation of an enemy that once appeared as a mere black dot in the distance suddenly looming right in front of you, revealing its massive form, truly felt "overwhelming." What I felt while actually playing was that this "sense of being overwhelmed" was likely the intention of the creators.

The setting of this game is a world where humanity has already been wiped out. Humanity has been defeated by aliens that invaded Earth. The characters, including the protagonist, are not human but rather the remaining "swarm weapons." While they take the form of young girls, they collect special weapons that are remnants of humanity and confront the gigantic enemies. For a world that has already perished, the remaining assets continue to resist until the end... This setting is both epic and simultaneously suggests an overwhelming sense of powerlessness against the enemies, which may have been what I felt as "being overwhelmed" through social media.

Users who approached this game seeking the exhilaration of an FPS may be surprised by the unexpectedly heavy and profound world. One particularly symbolic moment was the episode involving a "dog" that you accidentally discover in the game.

In the game's setting, the height of the weapons we control is 12 meters. The dog is only the size of a finger joint. Protecting such a small life and rejoicing in the fact that "humanity has perished, but we managed to save the dog" made the characters appear both adorable and somewhat melancholic. Even though they are all the same type of weapon, discovering that each one has a different personality and individuality felt like finding a small light in this dark world, which made me inexplicably happy.

One point worth mentioning about the gameplay is that the surrounding "concrete jungle" is not just a backdrop. The massive buildings can serve as obstacles when attacking enemies, as well as valuable cover to withstand enemy onslaughts. The playstyle of "just shoot everything and dominate" does not work in this game. You need to constantly consider the surrounding environment, the number of enemies, and your available resources, making calm and calculated decisions. In fact, recklessly spraying bullets can lead you into a disadvantageous situation. It is this "weight of judgment" that makes the action game feel more substantial.

Due to its dark atmosphere, it may not be to everyone's taste, but the depth of this world was enough to raise expectations for the final product. If you're reading this review and are curious about what lies beyond this despair, it might be a good idea to check your Steam wishlist now. The balance of action, gameplay, and world-building in this highly anticipated title, 'Final Recovery SQUAD', was exceptional.

📊 [Mob's Experience Parameters]

Depth of World: ★★★★★
Strategic Depth: ★★★★☆
Satisfaction: ★★★☆☆
3D Motion Sickness Level: ★★★☆☆ (can hit hard after a certain time)
One-liner: A beautiful fusion of a desperate world and a weighty strategic FPS.

Gyarutomura | A Chaotic Oddity Wrapped in Unconditional Kindness

Next up is 'Gyarutomura', a title that made a tremendous impact on social media. If 'Final Recovery SQUAD' showcased an unexpected "depth," this game delivers a kind of shock and confusion with the thought, "I never expected to encounter something like this in the FPS genre..." It is an incredibly energetic title.

What first surprised me was the unique title screen. The entire screen is black, filled with white pixel text, creating a stoic yet surprisingly "functional" layout. The title is in the top left, with language settings below it. The start button is in the center. And the cherry on top is the "title song MV playback panel" placed in the top right. The way all the information is condensed into one screen gives off an extraordinary vibe even before playing.

This "extraordinariness" is also fully displayed in the tutorial. While the game has the orthodox feel of an FPS, it offers two types of tutorial options: "normal tutorial" and "over-the-top tutorial."

If you choose the latter, every time you press a key following the instructions, a powerful sound effect and cheers of "Great job!!" resonate. I have never encountered a case that embodies the fundamental game design principle of "praising the user" so directly.

What’s even more surprising is that this game is a demo yet features "full voice" acting. Once the tutorial ends and the main stage begins, not only does the protagonist gal converse with an operator via radio, but even the boss character has voice acting. Knowing how difficult and labor-intensive it is to implement voice acting in indie game development, I couldn't help but respect this volume of work. (How did you even manage to get this done??)

Looking at the gameplay, this title deliberately creates a unique play feel by imposing "restrictions." The most notable of these is the inability to "jump." Instead of the vertical mobility that has become standard in recent FPS games, this title focuses on fast movement and information gathering through radar, basing its gameplay on flat maneuvers. Rather than jumping over obstacles, it’s about how to secure advantageous lines of fire and blind spots. This simple yet strategic back-and-forth evokes the spirit of classic FPS games.

Additionally, the ability to wield a "knife" as a melee weapon is an interesting element. At lower difficulty levels, it has enough power to take down enemies in one hit, and as you get used to it, you can experience the thrill of dominating the battlefield with just a knife. Since players can choose different options based on their skill level, there is a solid "fun as a game" hidden behind its flashy appearance. If you're eager to experience this unpredictable adventure, why not check out the Steam store page?

It was a unique title that shone with its distinct personality while providing a solid FPS experience, 'Gyarutomura'.

📊 [Mob's Sensory Parameters]

Uniqueness (Chaos Level): ★★★★★
Tension: ★★★★★
Satisfaction: ★★★★☆
3D Motion Sickness Level: ★★☆☆☆ (Symptoms are minimal due to primarily flat movement)
One-liner: New strategies born from constraints and overwhelming energy that envelops the player.

Guns and Nuns: Storming Hell|Letting Go of Gravity, 100% Pure Madness

Finally, we introduce a title that stands apart from the previous two, a work that thoroughly pursues score attack, 'Guns and Nuns: Storming Hell'. This is also the only work from an overseas creator featured in this article.

The first time I saw this game on social media, it was due to the concept of "a protagonist in a nun outfit wielding dual guns to take down demons." Particularly, her maniacal smile when defeating enemies left a strong impression and garnered enthusiastic support among some indie gamers. The character's resemblance to the anime 'Hellsing' likely struck a chord with many people.

What’s surprising is that this game has no explanation of its world or story at all. In the demo, you simply pick your favorite weapon on the given stage and exterminate the approaching demons. Only pure action is presented there. All we know is that the protagonist's name is Angelica Amadeus and that she wields a pair of golden guns called "Requiem." It’s a beautifully simple and straightforward structure.

What surprised me the most during actual gameplay was the "gravity system" on the stage. The setting resembles a virtual space where platforms float in the air, but if you step off a platform and fall into the void, it doesn’t result in a game over. Instead, gravity reverses, and you continue to fight while standing upside down on the "underside" of the platform. It’s a design that seems to say, "There’s no need to die from falling while exterminating demons." By the mid-game, in a chaos where you can’t tell what’s ground and what’s sky, an extreme situation unfolds where you simply point your gun at the demons.

This straightforward gameplay and score attack system are incredibly compatible, and the addictiveness is astounding. By the way, my global ranking during my first play was 11,242. While I desperately managed to score 200,000 points, the top players were racking up astronomical numbers of 10 million points. There’s no way to compete with that.

In terms of freedom of action, this game is overwhelming compared to the other three titles. The only downside (which is a personal issue) is that the intense movements make it unavoidable to feel "nauseous." I needed a 10-minute break after each play, but the charm packed into it was worth it. If you want to experience the "madness" of this game, definitely check it out on Steam.

It was truly a work that embodies the idea of "simple is best," titled 'Guns and Nuns: Storming Hell.'

📊 [Mob's Sensory Parameters]

Score Attack Enthusiasm: ★★★★★
Sense of Speed: ★★★★★
Degree of Madness: ★★★★★
3D Nausea Level: ★★★★★ (※ A long break after playing is strongly recommended)
One Word: A high-speed action that transcends even gravity, simple is best.

In Conclusion: The "Persistence" of Indie Games Seen Beyond 3D Nausea

The three FPS games I encountered during this Steam Next Fest each contained completely different souls within the common act of "shooting." Some conveyed the sense of emptiness in a world on the brink of destruction, others embraced total affirmation within constraints, and some offered the pure thrill of destruction that transcended gravity.

Even within the same trend of "boomer shooters," there exists such a variety of interpretations and expressions. That is the charm of indie games and the reason we continue to follow such events. The fragmented information that flows through short videos on social media transforms into the "dedication" of the creators, which can be called their "commitment," the moment you grasp the controller and feel that "tactile sensation" with your fingertips.

Honestly, I have never tested my physical limits as much as I did with this article. The more intense the action, the more violently the screen shakes, causing my vestibular system to scream. However, I was able to have a genuinely enjoyable experience, so personally, I was very satisfied.

We tend to seek efficiency and clarity. However, the games introduced this time taught me that sometimes it’s interesting to love "inconvenience," sometimes to surrender to "madness," and to care for "small lives," which transcends logic. With this stimulation etched into my fingertips and sense of balance, I want to return to my own game development— and my activities with the Negolove team— starting tomorrow.

Why not search for your own "striking work" (with motion sickness medication in hand)? Until next time, see you in the next report.