Deck of Haunts - play as a haunted house tormenting inquisitive humans. The theming is fun and unique. It's similar to Slay the Spire et al, but the UI isn't amazing and there's a building mechanic that's a bit undercooked. It's not as good as StS or Cobalt Core. And it's pretty easy. I beat it first try on Normal. Maybe the custom rules mode or Hard will prove more interesting. But even if it's easy, it's fun tormenting people as a spooky mansion. Kinda too gruesome some times too, honestly. My minion eats people that I drive insane. Nibbles them to death. Some times he screws up my plans. He's not a team player.
Marathon - think this is the only extraction shooter I've played. Reminds me of the intensity of PUBG. Being self-tormented for 15 minutes while waiting for the Sword of Damocles to fall. Then a release of tension as someone shoots you in the back. It's a potent experience. Wouldn't recommend it. But I've been becoming addicted to the cocktail of emotions one feels from playing it. Probably too intense to play for months and months or years and years. The art direction and technical design are exquisite. Occasionally, I catch myself stopping to take in the scenery. The game is so all-consuming, I rarely have the presence of mind to appreciate the beauty around me. The first time you play Outpost is unforgettable. A nightmare world that weeps death down upon your frail body. You're surrounded by psychopaths--some being on your own "team"-- and merciless robots--some being on your "team" as well. All of this, juxtaposed against a gaseous, nebulaic sky, with a close-orbit planet and a frenzied lightning storm overhead. Awesome, in the old sense of the word.
Highguard - trying to play it some every day before it goes poof in to another plume of ashes out from the chimney of the live-service game crematorium. Been getting matches in 5v5. Some times if I put up like 8 invisible ziplines, eventually my teammates will stop ignoring them and use them to infiltrate the base relatively safely instead of dying in the open-air chokepoint in plain sight of the manned enemy embrasures.