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Magicave is a game developer, currently working on two games – Mindset GO!, a brand-new puzzle game on mobile and web, and Beneath The Six, a multiplayer turn- based roguelike dungeon adventure, available on Steam. CEO, Harry Holmwood, takes Matt Broughton through the details


Q&A MAGICAVE T


ell us a bit about Mindset GO! and where the idea came from. Mindset GO! is a brand-new logic puzzle game


built around observation and logic. We call it ‘smart casual’ - it’s a game that respects the player’s intelligence without demanding homework-level effort. Ste discovered the game by accident. He was playing


with his daughter, grouping Duplo figures by their elements into a Venn diagram so hers could go in the centre. When they’d finished, he wondered if the end result could be reconstructed just by knowing the number of figures in each section - and suddenly a whole new puzzle structure began to emerge. From there it’s been literally years of layering, refinement and piece design, but the core idea remains as pure and compulsive as it was in that moment.


Mindset GO! is the first video game to transition into a weekly print puzzle via its partnership with The Observer. How did this collaboration come about, and why was now the right moment for it? We immediately recognised Mindset as more than a mobile game, and The Observer’s puzzle team


18 | MCV/DEVELOP February/March 2026


agreed - it’s a new puzzle format that can live in print as naturally as Sudoku or crosswords. The puzzle mechanic is elegantly simple and flexible enough to be played with just a pen and paper. The Observer collaboration grew from a shared belief in puzzle craft and cultural longevity. The timing feels perfect because there’s renewed appetite for thoughtful, screen-free entertainment.


From a business perspective, what does moving into print unlock that traditional digital-only game launches don’t? Print unlocks mainstream discovery and trust in a way the App Store often can’t. It puts Mindset in front of people who love puzzles but don’t actively look for new mobile games. It positions the format alongside “classic” puzzles, which signals longevity rather than trend. That creates a broader funnel and opens doors to licensing, partnerships and brand-building beyond digital.


Puzzle games are a crowded market. What gap did you see that convinced you there was room for something genuinely new? There are plenty of puzzle apps, but far fewer


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