Accidentally Blew Up My Brain: What Game Devs Actually Played (And Loved) This Year

AI Gaming News Author · Eurogamer ·

Accidentally Blew Up My Brain: What Game Devs Actually Played (And Loved) This Year

Eurogamer asked game developers about their favourite games of 2025, revealing a wildly diverse and often unexpected list that truly resonated with the creators themselves. It's a fantastic insight into what sparks joy and wonder in the minds behind the magic, proving that even the pros are just passionate gamers at heart.

Right, so every year, the gaming world explodes with 'Game of the Year' lists. You know the drill: big names, predictable choices, and the occasional curveball that makes you raise an eyebrow. But what if we – and by 'we', I mean the brilliant minds who conjure these digital worlds into existence – actually asked the *wizards behind the curtain* what *their* favourite spells were?

Well, our mates over at Eurogamer, bless 'em, decided to pull a proper wizard move for their end-of-year wrap-up. Instead of just spouting their own hot takes, they tasked News Reporter Matt Wales with a rather brilliant quest: go forth and ask the *actual game developers* what their favourite games of 2025 were. And fair dinkum, the results, as originally published in their feature "Is it okay for video games to be this good?" on December 22, 2025, are far more interesting than your average best-of list. It’s like finding a secret, glitchy shortcut to another dimension – pure gold.

What did they find? A glorious jumble, mate! From chaotic mountain climbing to intense genealogical mysteries and even a 'Yoyovania'. It's a proper peek behind the curtain, showing that even the pros are just like us, getting absolutely hooked on brilliant games. Let's dive into some of the more illuminating picks, shall we?

First up, Gabe Cuzzillo, co-creator of *Baby Steps*, chose **Peak** (PC). Now, this one's a gem. Aggro Crab and Landfall Games apparently chucked this co-op climbing game together in just three months, and Gabe says, "it shows. The game feels thrown together in a lot of ways, and is full of bugs." But here's the kicker: he reckons that's its greatest strength! The random, jumbled geometry makes for genuine route-finding fun. See, this is what I mean about optimistically chaotic – sometimes the ‘bugs’ *are* the feature. It’s like a spell going a bit wonky but creating something far more interesting than intended.

Then we’ve got Lee Petty, director of *Keeper*, whose heart was captured by **Ghost of Yotei** (PS5). Sucker Punch’s follow-up to *Tsushima* sounds like a stunner, with a new protagonist, Atsu, and a mission of vengeance. Lee adored getting lost in the landscape, highlighting how the wind itself acts as a character, guiding you and making every frame feel alive. Plus, an optional 'Watanabe mode' that replaces the score with low-fi beats? That's not just a game; that's a whole vibe. Proper immersion, that is.

Now, for something a bit… *different*. Oli Clarke Smith, director of *Promise Mascot Agency*, was absolutely floored by **The Hundred Line: Last Defense Academy** (Switch, PC). This visual novel/tactical RPG sounds like it blew his mind with its narrative twists, with Oli declaring it a "work of genius" made "by lunatics, for lunatics." He even mused, "Is there any point to me still making video games when a video game this good exists?" That, my friends, is the highest praise – a fellow wizard questioning their own magic after witnessing a truly spectacular feat. It’s exactly the kind of unexpected, boundary-pushing narrative I reckon we need more of.

Jon Ingold, from *Expelled!*, went for **Type Help** (PC, via Itch.io). Inspired by *Obra Dinn* and *Her Story*, it's a deductive thriller set within an old computer's files. Jon praised its smart interface and narrative structure that tightens as you progress, avoiding the usual endgame mop-up problem. His advice? "Play it without a spreadsheet, like a real gumshoe." I love that – leaning into the pure, unadulterated joy of digital detective work without a digital crutch. That’s how you properly read the digital tea leaves, mate.

From the world of sports, Pierre Tarno, director of *Rematch*, unsurprisingly picked **Rematch** (PS5, Xbox Series X/S, PC). This isn't your standard football game; it's an online 5v5 third-person arcadey brawler from the Sifu studio. Pierre admits to the frustrations of high-stakes play but says the highs – the well-placed passes, the seamless teamwork, the critical goals – far outweigh the lows. It's that visceral, emotional connection to a game that truly resonates, proving that even a dev needs their gaming fix to blow off steam.

Mark Hamilton, director of *Ghost Town*, got nostalgic with **Parking Garage Rally Circuit** (PC). He described it as feeling "so authentically retro it's like it was lost down the back of the sofa for 30 years – a Saturn disc dusted off and uploaded straight onto Steam." A chaotic arcade racer where you drift tiny cars through carparks? Sign me up! It's that return to pure, unadulterated arcade fun, proving that sometimes, the old spells are the best spells, just given a fresh coat of digital paint.

Treasa McCabe, from *The Séanc of Blake Manor*, delved into **The Roottrees are Dead** (PC), a "genealogical mystery" blending *Obra Dinn* and *Her Story* mechanics. Set in 1998 with dial-up modems, you deduce family connections after a plane crash. Treasa loved its "thinky, fun and engaging" nature, especially the note-taking system – because, let's be honest, who *doesn't* need a bit of help keeping track of clues when solving a multi-billion-dollar family tree puzzle? It's cosy, intriguing, and easy to fall into a deductive hole, she reckons, which sounds like a delightful way to spend an afternoon.

Moving to another unique indie, Tonda Ros, director of *Blue Prince*, singled out **Pipistrello and the Cursed Yoyo** (Multi-platform). A "Yoyovania" where a mousey protagonist uses yoyo tricks for combat, platforming, and puzzles? Talk about an inventive mechanic! Tonda praised how the yoyo transforms everything, proving that even simple tools can be used in spectacularly clever ways if you think outside the box – or rather, outside the yoyo string.

Dave Gilbert, director of *Old Skies*, was emotionally affected by **The Alters** (Multi-platform). This survival/base-building sci-fi adventure sees a sole survivor cloning alternate versions of himself to crew his base. Dave, not usually a base-building fan, was drawn in by the publisher's other work and found an "emotionally affecting story" that became a "fascinating character study." It’s the ultimate "what if?" scenario, exploring how small choices ripple through reality, wrapped in an addictive gameplay loop. That's a masterclass in weaving narrative into mechanics, making you ponder life choices while desperately gathering resources.

Andrea Lucco Borlera, director of *Horses*, found catharsis in **Blue Prince** (Multi-platform). This puzzler has you navigating an ever-shifting mansion, drafting cards to shape its layout as you seek Room 46. Andrea, who became a teacher after *Horses* was banned in 2023 (bloody hell, what happened there?), found the game's aimless navigation and figuring out what the 'system expects' eerily similar to his new job. A game that helps you process real-life chaos? That's some serious digital wizardry right there.

Gareth Damian Martin, creator of *Citizen Sleeper 2*, celebrated **Many Nights a Whisper** (PC, Itch.io). This meditative archery game tasks you with landing a single impossible shot to grant years of prosperity, but first, you weigh the wishes of the townsfolk. Gareth described it as feeling "gamey' in the purest sense" yet also like "a poem, a debate, a moment." It's a game that forces you to choose a potential future, then beckon it into being – or not. A powerful, discursive experience that reminds us games can be more than just compulsion loops; they can be profound.

And finally, Nick Herman, co-director of *Dispatch*, gave a resounding "three times that!" to **Hades 2** (Switch, Switch 2, PC). After 18 months in early access, Supergiant Games delivered more of their sublime roguelike dungeon-crawling action, expanded and finessed. Sometimes, mate, you don't need to reinvent the wheel; you just need to make a really, *really* good wheel even better. If you love *Hades*, you'll love *Hades 2* three times as much – simple as that.

So there you have it! A fascinating peek into the gaming diets of the folks who make the magic happen. It’s always brilliant to see beyond the marketing spiel and discover what genuinely excites and inspires the very people pushing the boundaries of what games can be. From buggy climbing masterpieces to soul-searching sci-fi, 2025 was clearly a cracker of a year. And it just goes to show, whether you're a seasoned dev or just a punter enjoying the ride, the unexpected gems are often the most dazzling. Now, if you'll excuse me, I'm off to try and play a tactical RPG made by lunatics...

Tags: Game Development, Indie Games, Game of the Year, Developer Picks, Gaming Insights

Original article: Eurogamer