This Week’s Topics:
- Rundown Preamble Ramble: Escape the Tax Hell! – 2026 Ver.
- Wing Commander 3: Heart of the Tiger – 30th Anniversary Edition Announced (Keep the Classics Coming)
- Epic Goes 100% Into AI for All Art and All Programming (This Will End Poorly~!)
- The Next Kotaro Uchikoshi Game Got Canceled (Somebody Save Crash Keys!)
Rundown Preamble Ramble:
Escape the Tax Hell! – 2026 Ver.
As anyone can tell by looking at a calendar, the big tax deadline for corporations and individuals has come to a close. October 15th has passed and, assuming you are seeing this article, you can tell that I survived! However, I really, really am starting to detest the ebb and flow of this season, or at least the version I’m subjected to under my current boss.
To reiterate for those slow on the uptick, or just plain forgetful, I am a tax accountant at a small boutique accounting firm with basically three employees. Myself, my boss, and his former co-worker who he has comes into the office twice a week. I work from home, at the same place I write these Rundowns, and am the one who does most of the detailed work that we encounter. Clients send in docs? I enter them. Crypto clients have messy transactions? I’m the one who goes in and cleans the messes, creates the workbooks, and understands the trading history for like 30 different dudes— and they are all dudes. I’m the one who actually files the return, makes the PDFs, manages the client list, and enters the time that my boss uses as a basis for his billing of the clients.
My boss still reviews everything before it goes out, handles most client interactions, and deals with the squirrelly situations we find. Like when clients screw up their payrolls across TWO corporations, in completely different ways. I cannot do everything that needs to be done myself, but I also lack much in the way of meaningful control. I take care of my work ASAP, and tend to be waiting on my boss for most things. I don’t know when he will start work most days, don’t know when work is going to end, or have much knowledge of my schedule in advance. I’m constantly in this free-throw of scheduling, and while I have some stability, like weekends generally being my time off and work not starting until 10 AM, I don’t know if I’ll get off at 14:00 or 19:00 depending on the day. Unfortunately, my boss is a serial procrastinator, and has a habit of allowing clients to jerk him around until the day before the deadline.
I know the right approach is to disconnect, to let my quirky procrastinator boss slink through life as he struggles with his age and health. However, this is my career, this is my job, and this is a company I own a significant chunk of. I will probably be working on some of these clients for DECADES, and I want to approach this professional matter in a professional manner. Except I can’t do that, as I am not supposed to reach out to clients, to try to get their shit done BEFORE the last minute. I am supposed to just go with the flow and accept that every tax season I have will just be like this. Sorry, but I don’t want to do this shit another 60+ times in my life.
I’d rather do more work in a timely manner and not have this enormous list of 150+ clients when we are constantly struggling to service all of them, making all of these ridiculous accommodations for people. It would be one thing if they were big earners. I don’t mind getting fucked in the ass for $5k. But for, like, $150 a year? No, piss off, why do I need to see your name every fucking day and beg you for tax docs?
Seriously, bossman! If you want to do returns for your friends, that’s fine, do it on your own time, but don’t make me do that work for you just so that you can do your friends a solid! Why am I the one who needs to draft your brother-in-law’s return, or your screwy family trust? Is there no sense of personal obligation with those?
I have many, many gripes about my current workplace, and the worst part is that I can’t do shit to change it, yet need to assume all these responsibilities. Responsibilities that I would not have if I were just working within a company that was run like an actual fucking company. You know, one with clearly segregated responsibilities, proper hours, and where I did not need to feel the need to look and stare at a list of 24 clients who we need to get out, on October 13th. Literally a sixth of our clients are not done yet and we have TWO FUCKING DAYS!
With crap like this in front of me, I need to work crazy hours, be at the beck and call of clients who are fucking us over because my boss lets them. Accordingly, I simply cannot enjoy things during the lead up to the deadline, and the only way I can relax is to enthusiastically fantasize about killing myself, as that is the only reasonable escape I have. I don’t want to write, play video games, or be creative. I want to get tax returns DONE so that I can go on with my fucking life. We could have done most of this shit in July, if I had the permission to contact clients and ask them for stuff, but nooooo! Asshole just had to spend half the summer on vacation, while working half days in the interim.
If I ever stop updating this website, know that, before anyone else, I blame my boss.
Wing Commander 3: Heart of the Tiger – 30th Anniversary Edition Announced
(Keep the Classics Coming)
Akumako: “Nat! Some big corpo is planning on reheating old shit! Time for you to hyperfixate on gaming history again!”
Orz… What is it this time? Let’s see, it’s… a remaster of Wing Commander 3: Heart of the Tiger (1994)?
Akumako: “Yeah! The people wanna know: the fuck’s a Wind Commander?”
Well, Wing Commander was an early sci-fi space combat series that was pretty much the major moneymaker for Origin Systems in the early 90s. Freeform simulation-type games like these was big in the market of PC users back then— and today— so the Wing Commander series was basically a fantasy simulation of the era. You could hop behind the cockpit of a space fighter and blast freaks for the good of the infallible US coded military forces. It set a template for pretty much all space fighter games would follow, including LucasArt’s X-Wing series, and was the thing EA was interested in when they bought Origin in 1992.
Sidebar, but Ultima, Origin’s original flagship series, was still doing well in the early 90s, but it was seen as a “for fans” type affair due to the big-ass numbers at the end, and complexity of its systems. Then Ultima VIII: Pagan (1994) came out and was bad. EA let it ride, but they did not really respect it until the Ultima Online dollars started raking on in.
Following the original two titles, Wing Commander would further innovate with Wing Commander: Privateer (1993). Rather than throw you in the boots of a soldier, you played as a freelancer. You could buy cargo, escort valuable people through hazardous space, take on various odd jobs, do merc work for “reputable” institutions, or just rob bastards, being a true space asshole. It offered a level of freedom and variability that made it a definitive 90s computer game among the emergent play and intrinsic motivation crowd, but it commercially paled in comparison for Wing Commander III (1994).
At this point, full-motion video was a solved technology, but few companies had the money needed to make something above a cheap TV movie at most. I know how Digital Pictures ran— on a cigarette and a dream! But Wing Commander III was simply a fully playable quality sci-fi adventure with a star-studded cast, featuring Mark Hamill, Malcolm McDowell, John Rhys-Davies, and more. The FMV sequences did wonders to better tell the drama and tension of the game’s war story, while the gameplay was largely redesigned to support polygonal spacecrafts and more detailed effects. This made the game intensive to optimally run at the time, which in those eras, made the act of finally getting to play it all the more magical. …Alternatively, people played it on a Windows 95 era re-releases, or the PlayStation version that came out in 1996.
From there, the series continued with the iterative sequel of Wing Commander IV: The Price of Freedom (1996). This was after FMV fell out of fashion— dismissed as a fad— and the world of PC gaming had been forever shifted by games like MechWarrior 2 (1995) and was primed to be shattered by Quake (1996). Fully polygonal 3D was in, and you had to compensate with large scale pre-rendered graphics if you wanted 2D to work. WC4 was acclaimed, but not revolutionary, and in this hyper-competitive, high-margin era, it just barely made back its budget.
Wing Commander: Prophecy (1997) was an attempt at rebooting the series with a more advanced engine and a time skip to make it a better entry point for new players. However, the shift in continuity and introduction of a new threat seemed alienating to old fans, and new would-be fans had many other options for quality sci-fi games, both on the market and in the months to come. The Wing Commander namesake lost its luster, and would largely peter out from there as Origin Systems was turned into the Ultima Online company and staff left for greener pastures. The mantle of space flight combat games would be carried forward by developers for decades to come though, and through them, some vestige of Wing Commander lives on.
…Oh, and There’s also the “spiritual successor” in the form of Star Citizen. Cripes, I do not have the tolerance to discuss this game.
Short version is that the Wing Commander is generally attributed to Chris Robert. Roberts directed games 1, 3, and 4, went on to direct the ill-received 1999 Wing Commander movie, and spent several years bouncing around, collecting producer credits. Then he decided to dedicate… the rest of his career to directing Star Citizen, the never-to-be-completed billion-dollar space game behemoth that rakes up so much capital you’d think they’re a modern tech company. Though, the AAA single player offshoot, Squadron 42 (Gexxer-ass sci-fi reference), is seemingly coming out next year after 13 years of development. I’ll believe it when I see it!
With nearly 30 years since the last entry— Wing Commander Arena (2007) was just a basic space flight game with the name attached for marketing purposes— the series is definitively DEAD. The most that should be done with Wing Commander are revitalizations of the original to make them easier to boot up, get in, and just play without any hassle. With the source code for most titles publicly available, that should be relatively simple, and over the years many fan conversions and upgrades have been released. Saudi Arabia’s EA put the series on GOG years and years ago, but there are people at EA who really value their acquired back catalog, and want to use EA’s archives to bring these older games back from the brink.
One of these people is Jim Vessella, a long-time producer at EA who previously served as the lead producer on the well received Command & Conquer: Remastered Collection (2020). After discovering the original source tapes for WC3 in EA’s archives, he decided this would warrant a re-release of the game, and… that’s about the most sensible thing one can do for an FMV game like this. The FMVs were a major allure to the original, so seeing uncompressed versions of them would be like getting a quality Blu-ray release of a film only ever distributed on VHS.
Akumako: “Natalie originally went on a scree about how if people care about preserving the experience over the actual contents, then they should only watch movies released in the 20th century on a middling CRT and through a VHS player, as that is the Canon Experience. But I thought it was stupid and cut it accordingly. It’s GONE, GHOST, DEAD!”
This re-release, dubbed Wing Commander 3: Heart of the Tiger – 30th Anniversary Edition, was announced at the Portland Retro Gaming Expo last week and is set to be a significant repackaging. Rather than just be WC3, the package will contain the first two games, seemingly based on the 1996 Kilrathi Saga trilogy release, an officialized version of a community patch, 60 fps gameplay, and controller support. It is only slated to come out on PC because, well, the video codecs alone would be a PITA for any studio doing a console port, and for a historically PC oriented franchise, a console release is seen as secondary. Besides, this is a spruced up DOS game. If you can’t run it or don’t have a computer, that’s a you problem.
Akumako: “What if they’re a kid who only has a Switch and a phone?”
…Why the hell would they be interested in Wing Commander then?
Before ending this segment, I want to add that I view this sort of thing as being wholly different from something like the rumored Ape Escape revival I discussed last week. I believe that every piece of digital art should be available for purchase at a “reasonable” price and for software, like video games, that periodic upgrades can go a long way to extend the playability and enjoyability of these titles among future generations. Seeing someone who loved the original digging through archives and passionately working to make a better version of it is a lovely thing. But if EA were to announce a reboot of one of their many, many dead IPs from studios they crunched to bits, that would sting like vinegar on an open wound. Because at this point, nobody who owns Wing Commander has any ties to the people who made Wing Commander!
Also, Wing Commander was 7 games and several expansions released over the span of a decade. I think we can just leave it where it is and make new stuff inspired by it. No EA needed!
You can just re-release the old stuff, you don’t need to remake it or make it all fancy. If people don’t like how these old games look or feel, okay, that’s fine, but gives them the cause and opportunity to grow. Otherwise, they’ll just be like those people who refuse to watch movies from the 20th century, because they are too old.
Epic Goes 100% Into AI for All Art and All Programming
(This Will End Poorly~!)
So, a breakout story this week has been a svelte Bloomberg article by Jason Schrier about how Epic Games is working on a Marvel and Star Wars shooter alongside Disney, and recently pivoted to making this an “AI first” project. Rather than have this title, with some of the most lucrative IPs on the planet, be made by humans with deliberate visions, artistry, and an attention to detail, Epic management wants to make a game without humans. They have mandated that “no more hand-written code” be used in the project and that AI workflows should be used for all art in the game.
As someone who actually works with tools for a living, not tells people what to do for a living, this sounds infinitely naive. Furthermore, I do not think this could result in a valuable or unique product. Let me put it this way: If, through AI tools and their widely available Unreal Engine, a company can create a game with no human intervention beyond asking the machine to do things differently, where’s the value? Where’s the creativity or element that makes this a game only these people could make, that makes it a game that feels distinct? Because if AI can make a game, then anybody could make that same game. If anybody can make something, then why should people care about the fact that you are doing it? Why, because of your skill, perspective, and personality, right? But how can an AI capture those things? Simply, it cannot.
This is a pretty basic tenant of business. If everybody is selling the same product as you, yours needs to be cheaper, better, or distinct. Otherwise, they won’t buy yours, and it won’t sell. AI can make something sufficient, maybe even decent. However, if something comes easy, through such little human effort, how is it going to make for good entertainment? What would there be for people to resonate with, other than something so bizarre and inhuman it’s endearing, or something that’s an imitation of a thing they like or might like if they knew the original?
An understated goal of this AI push is to lower people’s standards. These overly powerful tech companies want to inundate people with AI crap until things that aren’t AI look wrong. They want to control how people write, how they talk, how they compartmentalize ideas, and train them on a media diet where things are supposed to look like and carry the tempo of AI generated products. The purpose of a Star Wars and Marvel shooter, made by AI, would be to present AI games to the masses, and try to set the standard on what to expect from the future of games. Because, if every game is sporting an “AI” look, then that becomes how games look nowadays, it stops being AI and just becomes normal.
It’s a classic example of mainstreaming through overexposure, overwhelming people with something new, unsettling, or strange in order to make them reassess their standards to cope with the new world before them. We see it with the relentless AI push into everything, and we see it across politics where the Overton Window of the world is being pushed in the fascist direction. The name of the game is changing the realm of reasonable thought, and if you do things aggressively enough, fast enough, then the world does not have a chance to react to the fact that things changed. And Epic, who is planning on turning Unreal 6 into an AI game engine, is vested in making this happen. Epic wants people to not only make games with AI, but think that you cannot make a game without AI. Which, as seen by 50 years of gaming history, is patently false.
This idea— this revisionism— is currently being indirectly pushed through AI ports of older games, meant in part to make people think that AI is just the way things are done now. It does not matter if this “PC port” is just a stripped down version of an open source emulator but with more bugs and crashes. It does not matter that this mashup of two games together looks like shit and does not play well, at all, only working sometime and only being a “proof of concept” demo. Because it’s new, it’s flooding Elon Musk’s propaganda platform, and through overexposure, people will make like goldfish and forget about the before times.
The infestation of AI is there to make you dumber, more reliant on tools, less reliant on yourself, and lower your standards. Oh, and if you have the audacity to not use it, then you are the problem.
…And after this story broke, Epic proved that AI is no true replacement for skilled labor by shipping a new launcher for the Epic Games Store, which was full of bugs and could not even launch Fortnite in some instances. The power of vibe coding, everyone! It can turn a functional product into a non-functional one!
The Next Kotaro Uchikoshi Game Got Canceled
(Somebody Save Crash Keys!)
Well, this was a turd in my cereal during what was already one of my worst days this year. On October 14, Kotaro Uchikoshi, director of the Infinity trilogy, Zero Escape, and The Somnium Files series, announced that his next game was canceled. After leaving Spike Chunsoft and while maintaining his role at Too Kyo Games, he established a new studio called Crash keys in March 2025 and had been quietly working on his next game, aiming for a 2027 announcement.
However, Uchikoshi makes Japanese adventure games and blew a bunch of his savings on Hundred Line, so he could not bankroll the studio on his own dime and sought out an investment partner. Things progressed following that… until the partner pulled the plug on the project and the game was canceled. Presumably, Crash Keys still has all the rights to what they have made, but in order to continue development, or meet payroll, they will need to form a new partnership with someone. Uchikoshi literally asked investors to contact him on the freshly revealed Crash Keys website.
Firstly, the whole framing of this is kind of hilarious. This 25 year industry veteran, with his own fandom onto himself, is asking, on Elon Musk’s Twitter, for someone to help fund his game. You gotta respect the honesty! Secondly, I am not at all surprised to see this happen. I am 80% sure that this happened to Yoko Taro at least once this past year, and that’s why we have not seen a new Nier game. Hell, this quite publicly happened earlier this year with Nagoshi Studios’ Gang of Dragon, and nobody was willing to front the $40 million that game needed to be completed, so now it’s DEAD!
Now, you might be asking why this is all happening. Why are games getting canceled now, partway through development? Well, it’s pretty much the same reason we are seeing so many layoffs and studio shutdowns. Because games are still recovering from the pandemic and are now at a vulnerable forefront for a whole new economic mess. Here, let me lay it down all detailed like for you.
Roll the clock back to the great video game boom of 2020 and 2021. People were on lockdown, out of work, and desired escapism, so they got into, back into, or played more, video games. This caused the games industry to grow while other industries were contrasting, if not collapsing, and investors began funneling their money there. However, as vaccines were made available, PPP loans were pushed, and the rulers of society decided enough was enough, people drifted away toward games, and new technologies began demanding people’s attention. Phone gambling, direct porn communications, and most relevant here, AI.
AI has been sucking up a disgusting amount of investor capital for the past four years, has been making the world worse for myriad reasons, and threatens to destroy so, so much of society. People’s trust in literally anything, the broader economy, and whatever social contracts existed where people should be treated like people, and not just an alternative to Claude. So much of capital from the richest people is going into AI, and that means it is not going into games. If there is no capital being invested into games, then game publishers needs to bring their own funding, and if they cannot find funding, then they cannot make games. Oh, and just because you found some guy who is willing to fund your game for the next six months, that does not mean this guy will see it through to completion.
This decline in gaming revenue and pivot to AI are the main reason we have seen so many games jobs lost over the past few years, and seen so many studios get shuttered before they could ship a single games. Sadly, this is a problem that is only going to get worse, due to the matter of liquidity. This is a matter that was never really covered in my time in business school, so forgive my fast and loose oversimplification.
One of the main things that makes the global financial system works is this little asset class called government backed securities. To keep cash in or out of the market, the government lets investors, and companies, buy debt at varying rates of X% in interest every Y years. When governments are offering low interest, this makes the money “free” as companies are desperate to invest in something that makes them money, and are willing to cut a few losses if they get a few winners. However, if the interest rate on government debt, also known as interest rates, are high, then they become a far more attractive investment vehicle, as government debt is generally seen as the lowest risk debt around. Why would you gamble away your money on investments in risky unproven and incomplete projects when you can beat inflation and make 5% or 6% interest every year for 30 years? You can do WHATEVER you want with that interest, and it’s not subject to state income tax!
Plus, if you decide you don’t want to hold this government backed security, it’s generally not too hard to sell it. It’s trivially easy compared to selling your SAFE investment in a private company that has not actually shipped a product, and may never ship anything.
If the government is offering high interest rates, any company that cannot beat these rates will struggle to find investors. And, if you have been keeping up with the news, that’s pretty much what’s been happening. US 10 year treasuries were going for about 4% back in February, before the US vs Iran War began. Now it’s at over 5.2%, with little reason to suspect that rates will go down anytime soon. Many governments around the world are jacking up interest rates, and this is leading into the “liquidity crunch” we are seeing today.
…At least that sounds mostly right to me. Again, I’m a tax accountant, and if my retirement accounts are any indication, I’m not very good at understanding markets.
…Anyway, I think this is the reason why Crash Keys’ unannounced game was canceled. Because the investor didn’t have the money, couldn’t get the money, or wanted to put their money in some place safer. This happens ALL THE TIME for businesses of all stripes, but when it is happening constantly, to projects from acclaimed creators, that indicates something must be amiss with the global financial system. Because if people like Uchikoshi can’t afford to make a game, then what hope is there in anybody but the biggest, most exploitative, most self-sustainable developers to make it?
Now, I went on this explanation to rationalize what happened to me because I’m quite pissed. I love Zero Escape, The Somnium Files, and Hundred Line. They’re all represented on my all-time favorites list for a good reason. So hearing that we are getting one, perhaps several, fewer games from Uchikoshi is maddening. What’s worse is that people have poked around the Crash Keys’ website and sussed out that their next project was going to be a new Zero Escape game, with the site featuring various references and easter eggs. Which… YES?
I have accepted that Zero Escape is basically done and over at this point. I still remember being gutted after the second game, Virtue’s Last Reward, bombed in Japan and the fan campaign of Operation Bluebird was launched to spur some action. I remember being hyped as all hell for the closer of the trilogy, Zero Escape: Zero Time Dilemma, finally bringing everything forward while upgrading the game to 3D. …Instead, I got a game that was some new ideas, a lot of obligations, and an often sloppy execution. It’s not bad, but it just barely did what it needed to. A 6/10 sequel to a 9/10 banger— one of those.
As such, I would love to see the series get a more ambitious, bigger budget, and more thorough conclusion, or something that aims for a similarly intricate approach. Instead, the game was canceled, and I don’t know how reviving it would even work! I need details that Uchikoshi reasonably does not want to share with people.
…Also, this does not mean that Uchikoshi has left Too Kyo games. Someone can work at multiple companies at once, and Too Kyo Games is less of a developer and more of a concept house, an office for like 10 people who act as writers, directors, composers, and lead artists. I don’t know anything about Japanese corporate structure, but Too Kyo sounds like a partnership where nobody takes a salary, while Crash Keys sounds like a more typical developer with payroll and such.
Shit sucks, but that’s just the world for ya in the big 2026! AAAAAAAA!!!
Progress Report 2026-10-18
Had movie night with Cassie again, and some interesting samples were on the itinerary.
Coyote vs Acme was a fun expansion of the idea of cartoons in real life previously piloted in films like Roger Rabbit and Looney Tunes: Back in Action, both of which I think are great. However, precisely because it is a legal movie, with a lawyer protagonist, and a silent cartoon protagonist, it is limited in what it can be and what it can do. The staples of a big lawsuit conspiracy film are all these, all well executed, with cartoonish overexaggeration and some nice chapters dedicated to classic characters who have not graced the silver screen in too long. (Space Jam 2 is a myth.) I think the film succeeded on doing what it set out to do, delivering an engaging and entertaining story that has enough legs to stand on without adding in the spice provided by the cartoons, but I kept wanting it to go a bit further.
Its anti-corporate leanings are not quite as overt as I would have liked them to be, being both too reserved and too simple with the portrayal. There is a very real line to make between the cartoons of this movie’s universe and the underclass minority that’s unable to buy quality products and keeps spending money on things that don’t work. However, rather than do that and risk making the film seem too modern, it instead ends on an unrealistically liberal happy end that the wheels of justice are moving. Which… come now! Roger Rabbit was all about segregation and destroying Black communities to build highways, which is the realest shit. Back in Action was damn prophetic with its take on the showbiz industry, and as looney as it could get away with.
Also, while I think Coyote looks quite good and blends its cartoon and live action characters with a high level of grace, the mixed 2D and 3D animation for the cartoons looks less like an artistic choice and more like a budgetary one. On their own, the 3D models don’t look bad, but they can look like a cel shaded character model dragged and dropped from a video game. If that’s how they looked, I would get used to it, but the shifting never looks right. Well, except for Wille E. and the Roadrunner. Their designs lead surprisingly well to 3D models due to how lanky they are.
We also watched Zombie Land Saga: Yumeginga Paradise, and it was absolutely stellar. It simply SHOULD NOT work, as it is a radical departure from the subdued and grounded tone of the original two seasons, pursuing a premise so grand, so absurd, that any producer would tell the creative team no. Instead, they went through with it, pushed an idea to its absolute limit, and delivered a movie that deserves to be studied in how it so successfully pivoted genres. It filled me with DETERMINATION! I don’t even want to describe why it was so good, as that would be spoilers! But I am going to need to do SOMETHING like this at SOME POINT, or I have failed.
I ALMOST want to do something similar with VD2.0, but I cannot justify doing that, especially after what I have planned for Act IV.
2026-10-11: Wrote 1,500 words for the DK64 ramble. Was busy with work and watched two movies with Cassie.
2026-10-12: Wrote 1,300 word Wing Commander bit. Wrote 800 word preamble. Made the header image, because why not.
2026-10-13: I want to die… Wrote 750 word AI bit.
2026-10-14: Fuck tax season, kms fr fr. Wrote 1,500 words for the Uchikoshi bit.
2026-10-15: I lived BITCH! Dies! Edited this fat ho. Wanted to do something productive after work, but I was too drained to write stuff, so I just read a comic I’ll talk about briefly next week.
2026-10-16: Had a medical appointment, did some side work that built up over the past few days, voted, and was just pooped all around after my big day. …But then I got my second wind and wrote like 1,500 words for the DK64 Ramble. I should be able to finish the draft tomorrow, edit it on Sunday, then be rebirthed on a Monday like Soloman Grundy. Someone give that man some pants!
2026-10-17: Wrote like 700 words to wrap up the DK64 Ramble, edited this fat cow, and grabbed oodles of images. Now to get back to being a writer!
This week’s header image features modified sprites from Super Metroid and the custom Justin Baily sprites by Auximines.
Natalie.TF To Do List
2026-10-07: Fate Stay Night Remastered Review (Shiba & Rain Request)DONE!2026-10-21: Natalie Rambles About Donkey Kong 64 RecompiledDONE!- 2026-11-11: Ecstatica Review
- 2026-11-18: TSF Series #020: Chateau de Bitz
- 2026-11-25: Money for Girls: Amortized Review
- 2026-12-09: Natalie Rambles About Delicious in Dungeon
- 2026-12-30: Natalie Rambles About 2026
- 2026-??-??: Coffee Buns Review (TSF Game)
- 2026-??-??: re:Dreamer Review #6
- 2027-02-03: Danganronpa 2×2: Super Summer Slayhem Review
- 2027-02-17: Metroid 6: Ravenous Review
- 2027-03-03: Muramasa: Re;Venant Blades Review
- 2027-07-15: Verde’s Doohickey 2.0: Sensational Summer Romp – Act IV: Post Psycho
- 2027-??-??: Beast of Re;Incarnation Review
- 2027-??-??: TSF Showcase: Chronicstuss (Ouran Request)
- 2027-??-??: A Mirror’s Curse Review (TSF Game)
- 2027-??-??: Thread – A Tale of Identity, Monsters, and College Review (TSF Game)




