Announcement - Valve
Today's Deal: Save 75% off The Binding of Isaac!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

Product Release - Valve
The Basement Collection, a collection of 9 award winning indie games from the creator of Super Meat Boy and The Binding of Isaac, is now available on Steam!

The Basement Collection includes:
  • Aether ( an exploration adventure game )
  • Time Fcuk ( a dark puzzle game )
  • Spewer ( a physics based platformer )
  • Meat Boy ( the super meat boy prototype )
  • Grey Matter ( an anti shooter )
  • Coil (an experimental game )
  • Triachnid (a physics based spider sim)
The collection also features 2 secret unlockable games and tons of unlockable comics, sketch books and even never before scene stock footage from Indie Game: The Movie.

Additionally, if you previously owned Super Meat Boy, The Binding of Isaac, or Gish on Steam, you'll receive 30% off for a limited time!

PC Gamer

Edmund McMillen, the man behind Super Meat Boy and The Binding of Isaac has announced the release date for The Basement Collection. A grab bag of his earlier projects, many of the titles have been polished up with new visuals, music, and even content in some cases. It'll release on August 31st for $4 on Steam.

The promo on McMillen's website lists the following games:

Time Fcuk (updated with new content + levels and achievements)
Aether (updated with new content, graphics make over, improved physics and achievements)
Spewer (updaed with new content, graphics make over, improved physics, new levels, new music track and achievements)
Grey Matter (added achievements)
Coil (added achievements)
Meat Boy(flash prototype) (no new content)
Triachnid (no new content)
Secret game (locked) (updated with new content, soundtrack, difficulty modes and achievements)

McMillen also boasts that "Every game will come with bonus content, ranging from development sketches to early playable prototypes and tech demos," and "will also feature four very large bonus unlockables that should make fans of my work quite happy." The Basement Collection will also come with a free soundtrack, including 10 fan-made remixes.

In Which Edmund McMillen Compares Catholicism to D & D

Edmund McMillen speaks his mind. Whether it be about games, religion or poop, he never holds anything back.

The indie superstar responsible for Super Meat Boy and The Binding of Isaac drops his latest bits of wisdom in this fantastic interview by Nathan Grayson over at Eurogamer.

In the interview, Edmund talks at length about his childhood wherein he found the inspiration for Isaac and in doing so manages to make some very interesting comparisons between games and religion:

"People wonder why there's a lot of violence in my work. I grew up with a picture of a bloody dying man who is suffering for everybody, a martyr, and it's the whole idea of self-sacrifice. Your exalted God, your God, rips his body to shreds for the good of the world. Violence becomes holy. And in a lot of ways, in the Bible and Catholicism, violence and gore is considered holy. You drink the blood of Christ, you eat his flesh. How does that not come in to me? When I'm going through seven years of catechism growing up and they're teaching me, you know, spells... I'm learning how to cast incantations before I receive the blood and body of Christ, you know? So I can be protected from the devil. It's total magic, and I totally love it for that, I love it for its mysteriousness, I love it for its ritualisticness. I think Catholicism is quite interesting. It's very close to D&D. It seems like such a natural progression."

That is just a tiny part of this fascinating case study of a fascinating indiviudual and you'd be doing yourself a disservice to not read the full interview.

PC Gamer
The Binding of Isaac

"Who would have thought a game about an abused child fighting off his mother with his tears could ever sell 700k copies in less than a year? Not me, that's for ****ing sure."

So begins an e-mail that Binding of Isaac co-creator Edmund McMillen sent us this morning. The popularity of the Wrath of the Lamb DLC has helped his weeping foetus roguelike rack up an incredible number of sales - but its launch, McMillen says, could have gone better.

"The limitations of Flash and the abundance of items caused an infinite number of variables that we simply couldn't effectively test, and it kinda sucked. We were able to squish all the major game breaking bugs in the 1st day of release, but it still left a bit of a bad taste in my mouth - so we decided to do yet another content update to the already bloated experience."

Wrath of the Lamb version 1.3 is out now and if you already own the DLC then the update doesn't cost anything. It adds new items, bosses, enemies, music and a new ending cutscene "that should shed some light on the game's story even more."

McMillen has also announced on his blog that he's working with Tyler Glaiel of Eyebrow Interactive on remastered versions of three of his flash games - Aether, Time Fcuk, Spewer and "an extra little unlockable game."

The games will be updated with achievements and bundled together as 'The Basement Collection', which will cost $3 on Steam.

Check out our Binding of Isaac review for more on why the game deserves your attention. The launch of Super Meat Boy is also covered in detail in Indie Game: The Movie, which we also liked.
Product Update - Valve
Wrath of the lamb change log v1.3

Content Update:

-8 new unlockable items
-8 new achievements
-a new not so secret final chapter
-a new final ending
-3 new music tracks
-new mini boss
-golden poop!
-updated art, sound fxs and other touch ups added/polished.


-Ending 12 and challenge 10 now unlock for everyone.
-Brimstone is back in working order
-Alt end boss active
-Familiar conflicts fixed
-item frequency has been fixed
-enemys have been rebalanced
-bosses have been rebalanced
-a "secret boss" now appears where intended
Product Release - Valve
The Binding of Isaac Wrath of the Lamb DLC is Now Available on Steam!

The Binding of Isaac: Wrath of the Lamb is the expansion to The Binding of Isaac, a randomly generated action RPG shooter with heavy Rogue-like elements. Following Isaac on his journey players will find bizarre treasures that change Isaac’s form giving him super human abilities and enabling him to fight off droves of mysterious creatures, discover secrets and fight his way to safety.

Rock, Paper, Shotgun - (Adam Smith)

These are not the 'more' things, just the original non doubleplusgood things

Despite the constant flow of new games to try, be they the sort of grand strategy that devours weeks or tiny flights of fancy, there are some games more than a fortnight old that I still find time to play. The Binding of Isaac is one. Short, decidedly sour and extremely attentive to my desire for carefully controlled randomisation and odd loot, every journey into the basement has something to offer. We knew an expansion was on its way and now we know it’ll be here on May 28th. According to the trailer, it’ll also contain ‘more’ of just about everything.


PC Gamer
You hear combat in the distance.
You feel a sense of loss.
You hear something die in combat.

Brogue is a roguelike, like Rogue. There are hundreds of these games now, covering both extremes of accessibility. Brogue sits nicely in the middle. If you've played Dungeons of Dredmor and The Binding of Isaac and Spelunky, and now you want to start swimming to the deeper end of the pool, Brogue is your waterwings.

Complexity: It has the ASCII ungraphics, the thrill of pockets filled by unknown potions and scrolls, the permadeath difficulty. Simplicty: It's fully mouse-controlled, readable at a glance, and has an elegant skill system. It also has monkeys that will steal your shit and break your heart.

You see a kobold.
You see a kobold.
You see a monkey.

Monkeys are enemies in Brogue, just like the kobolds and rats and goblins and spectral blades and every other creature and enemy and object and potion and scroll you encounter in the game's caves. The thrill of roguelikes is that everything is an adversary, and choosing to play is the thing that kills you.

Monkeys are in some ways more dangerous than anything else I've encountered. If you meet a kobold, it'll run at you and you'll fight it till one of you is dead. By comparison, monkeys will run up to you, steal something from your pockets and then flee faster than you can chase. I've starved to death, deep underground, cursing fleet-fingered primates after they've nabbed the last scraps of food from my pockets.

Sometimes though, you find a monkey being held captive by two guarding kobolds. Dispatch with them and you're presented with a quandary: free the monkey, or leave the monkey. I gambled once and set the monkey free, and he became my ally. My own helper monkey. My bro in Brogue. Soon, I discovered another, and we ventured deeper in to the caves as three friends.

You see a toad.
You hit the toad in its sleep.
You hit the toad; the toad slams you; you begin to hallucinate.

When playing a truly great roguelike, the recurring question in your head is: how cruel can the game designer really be? As the player, you're engaged in consecutive games of 'chicken' with them, learning just how cruel one death at a time. What stops these games from being unfair or frustrating is that you knew you were pushing your luck when you agreed to play 'chicken' in the first place.

Hit a toad in Brogue, and it won't just hit you back. It'll also poison you, causing your monkeys to morph. You'll round a corner and they'll disappear from sight, and when you see them next, they're a goblin, no, a kraken, no, a lich, no. You're no longer sure whether it's your friend or your next death. The designer is very cruel.

This is nothing compared to the malicious allure of potions and scrolls. A lot of roguelikes have items with unknown effects. You know they could be good or bad, and you're probably best waiting till you find a Scroll of Identify before you use them.

I can't help myself in Brogue, though. I find a scroll of "nurnidgenidgeherba" and read it immediately.

The scroll emits a piercing shriek that echoes throughout the dungeon!
(It must have been a scroll of aggravate monsters.)

I find bottles of lavender and violet liquids and drink them in an instant.

You no longer fear fire.
(It must have been a potion of fire immunity.)
Newfound strength surges through your body.
(It must have been a potion of strength.)

The results are positive just often enough that it's deliciously tempting to take a punt and have a drink. When I play Brogue, I wish every game had a system like this. A glistening thing under the player's control that could help or hurt, save or kill, but which will always do something hilarious and memorable.

A big red, flashing button labelled "DO NOT TOUCH".

Vapor pours out of the flask and causes the floor to disappear!
(It must have been a potion of descent.)
You plunge downwards into the hole!
You are damaged by the fall.
Your monkey falls from above and crashes to the ground!

A moment passes, I take a step.

Your monkey falls from above and crashes to the ground!

One of my monkeys avoided the disappearing floor, and so he jumped down voluntarily a moment later. He didn't want to be left behind.

In this topsy-turvy world of unknown potions and magical goblins and caustic flesh-eating gases and hallucinatory frogs, you can always count on your monkeys.

A shimmering cloud of rainbow-colored gas billows out of the open flask!
You look very confused!
Your monkey looks very confused!
Your monkey bites you.

Monkey, no! (It must have been a potion of confusion.) None of us can walk straight, floundering around in the gas. We end up stumbling off in opposite directions till the effects wear off.

Your muscles stiffen as a cloud of pink gas bursts from the open flask!
You are paralyzed!
Your monkey is paralyzed!

Sometimes I worry that I'm not the best friend a monkey could have. At least the effects wear off again, but not before we're found by a Pink Jelly.

You defeated the pink jelly; the pink jelly drenches your monkey.

Pink jellies are a pain, because they tend to split in two and multiply at a rate faster than you can kill them. They can be avoided entirely if you run away, but try telling that to a squad of monkeys. My friends are clawing and tweaking, and soon there's six, seven, eight jellies surrounding us.

This fight could go a few different ways, but I know what happens if my monkeys and I get separated. I've heard this message before.

You hear combat in the distance.
You feel a sense of loss.
You hear something die in combat.

I don't want to hear that again. In this topsy-turvy world of multiplying jelly monsters, who can monkeys count on if not their friend, the adventurer?

The pink jelly missed you; the pink jelly missed you.
The pink jelly defeated you.
You die...

Brogue can be downloaded now for nothing more than the price of a broken heart.

Indie Game Blocked by Nintendo Over "Questionable Religious Content"One of 2011's more pleasant surprises was The Binding of Isaac, a game Totilo described as "a wonderfully warped Old Testament take on The Legend of Zelda".

It's been out on Steam for months now, but was also slated to appear on the 3DS eShop as a downloadable purchase. That was until Nintendo took a look at the game and decided against releasing it.

Isaac's creator, Edmund McMillen, took to Twitter earlier tonight and wrote "After a long internal debate Nintendo has decided NOT to allow the Binding of Isaac on the 3ds. :("


"As many assumed the reasons were due to the games 'questionable religious content'", McMillen elaborates. "Thank GOD Steam exists!"

Wow. Nintendo's eShop, much like its retail offerings, is easily able to accommodate mature content. That's what game ratings and parental locks are for. For the platform holder to step in and block a game's release directly harks back to the dark days of the early 1990s, when Nintendo didn't allow things like blood or Nazis on its consoles.

The Binding of Isaac is based loosely on the biblical tale of the same name. Only, instead of Abraham being asked to sacrifice his son Isaac, in the game you play as Isaac and try to escape a slightly different fate by trawling though a ton of randomly-generated dungeons.

Edmund McMillen [Twitter, via Go Nintendo]


Search news
Apr   Mar   Feb   Jan  
Archives By Year
2018   2017   2016   2015   2014  
2013   2012   2011   2010   2009  
2008   2007   2006   2005   2004  
2003   2002