strategy – Gaming Master https://gaming.vmondeika.com Get daily gaming updates with us Fri, 12 Jun 2026 11:38:22 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 “Pay the gravity tax”: In crushing strategy game Asema, your factories will become a vortex if they grow too vast https://gaming.vmondeika.com/pay-the-gravity-tax-in-crushing-strategy-game-asema-your-factories-will-become-a-vortex-if-they-grow-too-vast/ https://gaming.vmondeika.com/pay-the-gravity-tax-in-crushing-strategy-game-asema-your-factories-will-become-a-vortex-if-they-grow-too-vast/#respond Fri, 12 Jun 2026 11:38:22 +0000 https://gaming.vmondeika.com/pay-the-gravity-tax-in-crushing-strategy-game-asema-your-factories-will-become-a-vortex-if-they-grow-too-vast/

I like a factory simulation that fervently embraces the basic evilness of factory sims, these games about wrapping a smoking, clanking straitjacket around a realm of organic colours and unsuspecting resource deposits. Or in the case of Asema, around the wonders of the interstellar abyss, and whatever life it contains. “You are old, one of many,” goeth the blurb. “There may be an infinite amount of your kind in the cosmos, older than stellar dust. But for you, the only space that matters is the one you can silence.”

Gosh, that’s a sentence, isn’t it? Up there with “Sins of a Solar Empire” in terms of billowing nihilism. What else have you got to offer, Asema? You say you’re replacing our beloved conveyor belts with huge railguns, so as to launch resource packages between factory nodes suspended in a 2D gravitational simulation? Yes, I think the grasping starbarons who read Rock Paper Shotgun would enjoy hearing about this.

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In Asema, you slowly build up a relatively freeform logistical network that reaches across moons and asteroids. You kick off with one drone in the rich shallows of the inner solar system, then extend your reach via unlockable technologies into the outer void.

The big problem is gravity, a “unique environmental puzzle” for any Kuiper Belt magnate trying to optimise their loading bay configuration. “Your heavy machines will naturally drift toward the nearest gravity wells, such as moons,” explains the Steam page. What’s more, “anything can become a gravity well when it has enough mass – even one of your own machines.”

If this is a daunting prospect, there are waterwings of sorts for people who can’t do slingshot maneuver equations in their heads. “You don’t need to calculate orbital math or plot trajectories,” the devs continue. “You just need to manage your economy. Build and power dedicated Focus arrays (computational anti-gravity) to keep your grid stable, counter the pull of the moons and gravity wells and keep your factories perfectly positioned.”

This does sound like it could ultimately rob the idea of its complexity, to be honest, but there is the implicit mid-to-late game prospect of power-outs that send your entire factory network spiralling into the nearest black hole. Yes, Asema has those too.

There’s a demo on that Steam page. The full game is slated for release later this year. If you’d rather shoot explosive shells out of those railguns, maybe give In The Black a look instead – it’s a space combat game from former X-Wing and Mechwarrior devs that also features a Newtonian physics simulation.

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Amberspire review – a strategy game dedicated to the dicey ecopoetics of urban sprawl https://gaming.vmondeika.com/amberspire-review-a-strategy-game-dedicated-to-the-dicey-ecopoetics-of-urban-sprawl/ https://gaming.vmondeika.com/amberspire-review-a-strategy-game-dedicated-to-the-dicey-ecopoetics-of-urban-sprawl/#respond Tue, 02 Jun 2026 18:35:17 +0000 https://gaming.vmondeika.com/amberspire-review-a-strategy-game-dedicated-to-the-dicey-ecopoetics-of-urban-sprawl/


The key thing to know about Amberspire is that it isn’t a city-builder in the SimCity sense, but a turn-based boardgame puzzler in which you don’t so much ‘build’ a city as you do manage a tumult of unpredictable, city-flavoured agencies. Created by Lunar Division, developers of The Banished Vault, it takes place on the surface of a moon-sized mausoleum – a vast Venetian graveworld whose fractured isometric crust reveals level after level of archways and catacombs, sinking beyond sight.


The all-pervading presence of the crypt reminds me of London’s old church cemeteries, crushed like dandelions between mishappen skyscrapers, refusing to be written out of the tale. It also immediately undercuts your primary objective of building a city populous and advanced enough to win recognition from other planets. However high your towers rise, your city is just another layer of debris and pollution applied to a strangely fruitful necropolis. This isn’t a lesson in humility. It’s an invitation to enjoy city-building as the act of dancing with a deathly ecology.

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Amberspire is deceptively rudimentary. At bottom, it’s about putting buildings near other buildings that provide them with construction and manufacturing materials, or trade goods. You start with kilns, furnaces, and crystalisers that produce bricks, metal, and glass. Later, you’ll erect observatories that harvest starlight, and teahouses to fuel the haggling at your bazaars.

The range at which buildings can share resources is indicated by stretchy lines. There are no separately functioning couriers or whatever to transport materials to farflung corners, though there are structures like scrapyards that increase the resourcing range of buildings nearby. This limitation strongly defines expansion, and will probably mean that you’ll need to play at least twice with foreknowledge of the adjacency requirements, if you want to ‘optimise’ your city – though I’m not sure that’s playing the game ‘right’.


The materials and goods themselves aren’t just tangible equivalents for wood or stone. As your city’s sophistication grows, you’ll output hazy luxuries and outright abstractions such as “void”, “tides”, and “ritual”, a gentle display of how unearthly the concept of ‘value’ may become, as culture travels further and further away from the ‘bare necessities’. Many of these goods can be traded at marketplace buildings for Influence points, which unlock new city ages and thereby, new building types. Other materials can be funnelled to launch pads and similar transport hubs to expand your city’s population: this is necessary both to advance between ages, and so that your various factories have enough workers within their catchment area.

Importantly, you have no say about where exactly your citizens build their individual houses within the zones created by transport hubs. They’ll pop up unpredictably, depriving you of sites for your lighthouses and armories and libraries, which in turn forces you to push outward; you are somewhat at the mercy of your city’s fertility.


A city in Amberspire, with a mouseover pop-up showing what resources a particular building could produce.
Image credit: Rock Paper Shotgun / Bithell Games


That last observation aside, all of this may seem broadly familiar. The other major complexity is that buildings don’t produce things directly. Instead, they produce dice, each with two, three, or four possible outputs. To begin with, you can select and roll up to six of those dice each turn. So even if you have buildings in range of a construction project, there’s no guarantee you’ll get the materials you need – a design choice that, at its more successful, charges routine city-building with enjoyable peril, while nudging you to reconsider your strategy when the bones disappoint you. Perhaps you’ll start a new construction instead of completing one, or spend a turn focusing on population growth.


There’s a bit of leeway to jiggle the odds. Turns are grouped into rounds of four. Each round, you’re allowed four re-rolls, and it’s better to keep a few in reserve for calamities. On which note, we should talk about the unruly weather and the fragile catacombs underfoot.


Every fourth turn in a round belongs to Amberspire, the moon you’re earnestly transforming into Coruscant. Amberspire also loves to gamble, using two dice varieties of its own germination. Firstly, there are weather dice, which guide the map’s four kinds of procedural terrain: fields of fading silica, rashes of rust, clouds of fog, and pools of marbled green ooze.

These restless entities will destroy or sabotage your buildings, so you’ll need to position and regularly operate special structures, such as drainage silos, to keep them in check. You’ll also have to deal with ‘seasonal changes’, like the shocking of dust from sarcophagi miles underground, which exacerbate different kinds of weather. Most importantly, you’ll need to consider the risks of being overly productive, because all of your building dice have a chance of adding weather dice to the planet’s reserve.


Weather and instability dice rolling across a darkened city backdrop in Amberspire.
Image credit: Rock Paper Shotgun / Bithell Games


The other kind of dice Amberspire plays with are instability dice. These determine the rate of collapse of the tombs beneath, together with building loss due to everyday activity. Instability dice are produced primarily through player action, created when you demolish buildings, or do other things that trouble the foundations. Some of your resource dice are sneakily painted blue: spend three of those within the city, and you’ll face a branching quest scenario – a containment breach, a crashlanding – that often asks you to choose between spending a lot of Influence, or handing more instability dice to Amberspire.


If you really screw up during a bad season, Amberspire may come away with dozens of dice to roll, spilling across several rounds. The effect on the city can be a sight to behold. Gaps appear across the layout, permanently depriving you of construction sites near your hubs and thus forcing you to sprawl even further, which may only add to your problems. Meanwhile, turbulent ecological agencies form a fungal rainbow rind along the outskirts, looming over the oddly fearless flecks of citizens whose own dwellings spread like weeds.


I’m characterising Amberspire as an opposing gambler, here, but it’s better to think of the moon as a collaborator. The goal of building a city worthy of the stars creates antagonism between player and map – there is no way to achieve it, without further poisoning and destabilising the landscape – but that antagonism is playful and surprisingly forgiving. One thing you realise early is that however clogged and holed your city becomes, it’s very hard to engineer an actual catastrophe. This isn’t Frostpunk. There are a few soft guardrails against total failure: you might lose a major structure to one of those quest storylets, but I’ve never lost one to the rolling of instability dice in themselves.


An isometric city in Amberspire, laid out in isometric view with Venetian architecture and colourful patches of rust, grass and smog along the outskirts.
Image credit: Rock Paper Shotgun / Bithell Games


In general, the audible merry chatter of city-dwellers far below encourages you to think of eruption and collapse as just part of life’s rich tapestry. Colourful intervals, in the development of an organism that is at once too grand, too humble and too grotesque for any notion of historical progress, or firm division between nature and culture.

It’s a pleasure to watch the terrain tiles flourish, sometimes obstructing and consuming each other, and it’s a pleasure to nest your sunmirrors and chapels in amongst these swirling, polluted shades. The crust’s disintegration is similarly entrancing, like the slow unwrapping of a gift; the quest and event writing, which features work from former RPS contributor Holly Nielsen, encourages you to boggle over what might be lurking down there.


Amberspire is a lot easier than the developer’s previous The Banished Vault, but there’s still room for frustration. The dice ecology/economy is an acquired taste, especially if you come in thinking of this as a traditional, and more predictable city-builder. Often, the dice cheat you and there is nothing to do but end the round and watch Amberspire mutate around your stumpy efforts. Later in the campaign, you attract the attention of otherworldly races, who serve as positive and negative modifiers. Their disapproval may severely obstruct you: there’s a faction who limit the dice rolled each turn to four if you rub them up the wrong way, and finding an opportunity to fix your reputation is itself down to chance. Again, it’s a game you’ll probably want to play twice, once you’ve figured out the rules.


But perhaps it’s more appropriate to just play it once, and embrace the disorder. My current city is an absolute disgrace, with teahouses and crystalisers, forts and fogbreakers scattered all over like flies in a knotted cobweb. Still, I love being here. I look at the little bridges the townsfolk have built over some of the pits, at the rust that clings amorously to my habitat layer, at the loaves of spaceships lifting off from the pads, at all the dents and compromises inflicted by the dice. And I think: what an amazing place we’ve all built together.

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Why VivaTech 2026 is the place to see Europe’s AI strategy take shape https://gaming.vmondeika.com/why-vivatech-2026-is-the-place-to-see-europes-ai-strategy-take-shape/ https://gaming.vmondeika.com/why-vivatech-2026-is-the-place-to-see-europes-ai-strategy-take-shape/#respond Tue, 02 Jun 2026 16:57:39 +0000 https://gaming.vmondeika.com/why-vivatech-2026-is-the-place-to-see-europes-ai-strategy-take-shape/ [ad_1]

TechCrunch is partnering with VivaTech 2026 to spotlight some of the most important conversations shaping the future of artificial intelligence. As part of the collaboration, TechCrunch and VivaTech will also showcase emerging founders through the VivaTech Innovation of the Year competition. The winner will earn a chance to pitch live in Paris and secure a place in Startup Battlefield 200 ahead of TechCrunch Disrupt 2026, taking place in San Francisco from October 13-15.

If you want to understand how Europe is approaching the AI race — and how that strategy differs from Silicon Valley’s — VivaTech 2026 will be one of the most important places to be. Register now to join the conversations shaping the next phase of AI innovation.

How Europe’s AI strategy diverges from Silicon Valley’s

The global AI race is often framed as a battle between the United States and China. But at VivaTech, Europe is expected to make the case for an entirely different model.

In recent years, Silicon Valley has pushed aggressively toward scale, speed, and market dominance. Europe, on the other hand, is providing a counterbalance: a vision for artificial intelligence centered on industrial competitiveness and technological sovereignty.

That divergence has become more visible over the past year. While U.S. AI companies continue racing to release increasingly powerful models, European policymakers have focused heavily on regulation, transparency, privacy, and infrastructure independence. Critics might claim this approach restrains innovation. Supporters argue Europe is attempting to lead with governance.

Those debates will loom large at VivaTech 2026, which has become a showcase for Europe’s broader AI ambitions.

Where Europe thinks it can win

Europe’s AI ambitions are also being shaped by the industries it has historically dominated. While Silicon Valley’s AI boom has largely revolved around consumer platforms and foundation models, many European companies are focused on applying AI to complex, heavily regulated systems already embedded into everyday life: Manufacturing. Logistics. Healthcare. Cybersecurity. Energy infrastructure.

These industries are all becoming major AI battlegrounds and require more than powerful models — they demand operational expertise, compliance frameworks, enterprise coordination, and long-term institutional trust.

That dynamic could play to Europe’s strengths.

Rather than competing directly with Silicon Valley on consumer scale, Europe is increasingly positioning itself around industrial AI — the systems that quietly power supply chains, transportation networks, healthcare operations, and critical infrastructure.

In many ways, that shift mirrors the broader evolution of AI, as the industry moves beyond experimentation and toward deployment inside large organizations.

Push the conversation forward at VivaTech 2026

At VivaTech 2026, those conversations are expected to take center stage. Join founders, investors, enterprise leaders, and policymakers in Paris to explore how Europe is shaping its vision for the future of AI.

Book your pass now.

When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.

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How Europe’s AI strategy diverges from Silicon Valley’s https://gaming.vmondeika.com/how-europes-ai-strategy-diverges-from-silicon-valleys/ https://gaming.vmondeika.com/how-europes-ai-strategy-diverges-from-silicon-valleys/#respond Tue, 02 Jun 2026 15:08:19 +0000 https://gaming.vmondeika.com/how-europes-ai-strategy-diverges-from-silicon-valleys/ [ad_1]

The global AI race is often framed as a battle between the United States and China. But at VivaTech, Europe is expected to make the case for an entirely different model.

In recent years, Silicon Valley has pushed aggressively toward scale, speed, and market dominance. Europe, on the other hand, is providing a counterbalance: a vision for artificial intelligence centered on industrial competitiveness and technological sovereignty.

That divergence has become more visible over the past year. While American AI companies continue racing to release increasingly powerful models, European policymakers have focused heavily on regulation, transparency, privacy, and infrastructure independence. Critics might claim this approach restrains innovation. Supporters argue Europe is attempting to lead with governance.

The debate will loom large at VivaTech 2026, which has become a showcase for Europe’s broader AI ambitions.

Where Europe thinks it can win

Europe’s AI ambitions are also being shaped by the industries it has historically dominated. While Silicon Valley’s AI boom has largely revolved around consumer platforms and foundation models, many European companies are focused on applying AI to complex, heavily regulated systems already embedded into everyday life:

Manufacturing. Logistics. Healthcare. Cybersecurity. Energy infrastructure. These industries are all becoming major AI battlegrounds and require more than powerful models alone — they demand operational expertise, compliance frameworks, enterprise coordination, and long-term institutional trust.

That dynamic could play to Europe’s strengths.

Rather than competing directly with Silicon Valley on consumer scale, Europe must position itself around industrial AI — the systems that quietly power supply chains, transportation networks, healthcare operations, and critical infrastructure. In many ways, that shift mirrors the broader evolution of AI, as the industry moves beyond experimentation and toward deployment inside large organizations.

At VivaTech 2026, those conversations are expected to take center stage.

VivaTech Innovation of the Year 2026

TechCrunch’s partnership with VivaTech recognizes the event’s growing influence within the global startup ecosystem. As part of the collaboration, TechCrunch and VivaTech will spotlight emerging founders through the VivaTech Innovation of the Year competition, with the winner earning a chance to pitch live in Paris and secure a place in Startup Battlefield 200 ahead of TechCrunch Disrupt 2026 in San Francisco.

The collaboration underscores how seriously the global startup ecosystem is beginning to take Europe’s AI ambitions.

Europe is no longer positioning itself as a secondary player in the global technology conversation; it’s betting that infrastructure, regulation, and industrial expertise can become competitive advantages in the AI era. Whether that strategy proves successful remains an open question. But at VivaTech 2026, Europe will make the case that the future of AI may not belong exclusively to Silicon Valley anymore.

Book your pass now.

When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.

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