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Title: Live-Service Games Have Proven A Near Impossible Nut For Sony To Crack, But The PS5 Maker Isn’t Giving Up Date: Fri, 26 Jun 2026 20:30:31 +0000 Link: https://kotaku.com/live-service-games-have-proven-a-near-impossible-nut-for-sony-to-crack-but-the-ps5-maker-isnt-giving-up-2000711049 The company still sees online multiplayer gaming as an important part of its future
Title: Sony Is Going All Out And Giving GTA 6 Special Treatment Even First-Party PlayStation Exclusives Don’t Get Date: Fri, 26 Jun 2026 20:00:13 +0000 Link: https://kotaku.com/sony-is-going-all-out-and-giving-gta-6-special-treatment-even-first-party-playstation-exclusives-dont-get-2000710949 Rockstar's latest open-world game could be the PS5's biggest release ever
Title: Deltarune Chapter 5 Just Threw Players Taking Its Darkest Path A Massive Curveball Date: Fri, 26 Jun 2026 19:30:56 +0000 Link: https://kotaku.com/deltarune-chapter-5-weird-route-curveball-2000711015 B sides
Title: Cyberpunk: Edgerunners’ Ending Was Almost More Tragic Date: Fri, 26 Jun 2026 19:00:21 +0000 Link: https://kotaku.com/cyberpunk-edgerunners-david-death-ending-corporate-wars-2000711029 David and Lucy’s story almost ended on a much more horrific note than it already did
Title: Stardew Valley Creator: ‘I Torture Myself Over Every Last Detail’ Of Haunted Chocolatier Date: Fri, 26 Jun 2026 18:30:26 +0000 Link: https://kotaku.com/stardew-valley-creator-torture-myself-detail-haunted-chocolatier-2000710972 'I want more than just comfort. I want to delight the player'

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Title: Monopoly Go x The Simpsons crossover is almost here Date: Tue, 02 Jun 2026 08:41:21 +0000 Link: https://www.vg247.com/monopoly-go-the-simpsons-crossover-details Monopoly Go players have been looking forward to a major crossover event for what felt like months, and though most of the details ended up leaking, nothing actually beats official information. Read more
Title: Honkai: Star Rail Version 4.3 will take us deeper into the World in Canvas and make Mortenax Blade playable Date: Fri, 22 May 2026 13:43:44 +0000 Link: https://www.vg247.com/honkai-star-rail-version-4-3-all-details HoYoverse has today delivered full details on the next major update for Honkai: Star Rail. Version 4.3, dubbed The Lethe Below the Living, will be available for all players on June 1. The upcoming update adds a new chapter to the Planarcadia arc, and introduce a new playable character. Read more
Title: Forza Horizon 6 explodes on Steam even before it's officially out Date: Fri, 15 May 2026 11:00:02 +0000 Link: https://www.vg247.com/forza-horizon-6-steam-numbers-big-launch Steam is abuzz this week with a couple of long-anticipated launches, but in Forza Horizon 6’s case, at least, the game isn’t even out for what will be most of its players. The anticipated sequel in the open-world driving game series doesn’t officially launch until May 19, but owners of its most expensive version - the Premium Edition - can play it right now. Read more
Title: Mystic Messenger's most loyal players are getting banned in droves for seemingly playing the game too much Date: Fri, 15 May 2026 10:02:10 +0000 Link: https://www.vg247.com/mystic-messenger-ban-wave-thousands-of-hourglasses-anniversary Mystic Messenger, arguably one of the best dating sims around, has been dormant for about seven years. Despite not receiving new content or any meaningful updates in all that time, the game remains popular with its core fans, many of whom just woke up to some shocking news about their accounts. Read more
Title: Forza Horizon 6 review - The driving game for everyone still can’t seem to escape its car-collecting legacy Date: Thu, 14 May 2026 12:00:03 +0000 Link: https://www.vg247.com/forza-horizon-6-review There is this idea that, for a long-running series to remain as consistently popular as Forza Horizon has been, it needs to diminish itself somewhat with each new entry, gradually losing more and more of its edge in a bid to appeal to the widest possible audience. Read more

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Title: Steam Machine Preorders Are About To Begin, So Of Course They’re Already On eBay Date: Fri, 26 Jun 2026 19:00:36 +0000 Link: https://www.gamespot.com/articles/steam-machine-preorders-are-about-to-begin-so-of-course-theyre-already-on-ebay/ The Steam Machine isn't even out yet, though Valve has begun sending out confusing emails about whether people are in the "queue" or on the "waitlist" for the device. That hasn't stopped netizens from doing the inevitable, though: listing their reservations on eBay to make a quick buck. If you head over to eBay—or GameBay (?), since GameStop really wants to buy the online marketplace—and search for the Steam Machine, you'll see a handful of postings for Valve's upcoming living room PC. The system is already expensive, running between $1050 and $1430 depending on the model, but these listings go for about double the regular price. The Steam Machine listings GameSpot has viewed so far are all for "confirmed reservations." This means that the eBay seller received one of those perplexing emails from Valve securing their spot in the "queue"—not the "waitlist," which is an important distinction we just broke down. Some of the sellers even state that they'll ship the not-a-console console to you as soon as it ships to them, which could be sometime in early July. It's at a markup, though, with the cheapest going for $1363.70 (now sold) and the most expensive running your wallet a cool $3200. This isn't all that surprising to see, since this tends to happen with most in-demand or sold-out hardware from the PlayStation 5 and Xbox Series X to the Nintendo Switch 2 and the Steam Deck. Still, it is kind of curious, particularly since one listing called the Steam Machine "a piece of gaming history." There's no doubt that Valve's upcoming device is fascinating, with early impressions calling it a tiny but mighty piece of gaming hardware. Maybe the hyperbole will help the seller sell their reservation, which is listed for $2600.
Title: Steam Machine Preorder Emails Are Super Confusing Date: Fri, 26 Jun 2026 18:24:02 +0000 Link: https://www.gamespot.com/articles/steam-machine-preorder-emails-are-super-confusing/ With Valve's Steam Machine releasing on June 29, you may be confused as to when you'll be able to actually purchase the not-a-console console. It's a little perplexing, so let us help you make sense of the email you might've just gotten in your inbox. Valve has begun sending out preorder emails notifying you about the outcome of the randomized drawing you were able to sign up for recently. That email, though, isn't the actual one that allows you to buy the device. Instead, it's a notification telling you whether you'll soon be sent a second email to place an order, or if you'll have to wait for more supply to become available at some point in the future. What's confusing is the terminology the company's using. If you're in the "queue," you can buy the specific model of Steam Machine within three days of your email. If you landed on the "waitlist," you'll have to wait until more supply becomes available. This is the email sent to those in the queue, who can place an order soon: "When your Steam Machine 512GB becomes available, we will send you a separate email with the option to purchase. You'll then have 3 days to complete the purchase before we cancel your reservation and move on to the next person in the queue. This is the only email you will receive about the results of the randomization. If you ended up with a reservation queue spot for more than one model, you were allocated a reservation for the highest-end model, and were removed from all the others." And this is the email sent to those placed on the waitlist: "When we did the one-time randomization of the list, your place in line ended up beyond the number of units we'll have in this production run. As we work our way through the reservation queue, some customers may cancel their reservations. If that happens, you may be moved into the reservation queue, and you'll be notified via email that you have a reservation after all. This is the only email you will receive about the results of the randomization. If you ended up with a waitlist spot for one or more models, you'll be placed on the waitlist for the model that you were closest to the front of." Early impressions of the Steam Machine sound promising, as it operates as a living room PC that appears to be a novel way into PC gaming. It runs well, runs quiet, and runs small. It also runs your wallet, with prices as low as $1050 and as high as $1430. I hope you have half of a month's rent just lying around somewhere.
Title: Fumito Ueda is Rethinking The Companion Relationship That Defined His Career Date: Thu, 25 Jun 2026 17:30:00 +0000 Link: https://www.gamespot.com/articles/fumito-ueda-gen-atlas-interview/ First revealed a year and a half ago at 2024's The Game Awards as Project Robot, Fumito Ueda’s new game broke cover at Summer Game Fest earlier this month with new details (it has guns?), a new name (Gen Atlas), and some face time with its renowned creator. Ueda is one of gaming’s true auteurs, having directed three of the medium’s most beloved, singular games: Ico (2001), Shadow of the Colossus (2005), and The Last Guardian (2016), each produced for PlayStation consoles. The first two were developed under Ueda’s Team Ico banner inside Sony while The Last Guardian took a more complicated route to release, with Ueda directing inside Sony, then as a contractor, and then as the lead of his own independent studio, GenDesign. Now, a decade after the release of his last game, Ueda and GenDesign are back with a new publisher, a new game, and maybe a new outlook on game development. GameSpot spoke with him inside Epic Games’ booth at Summer Game Fest earlier this month. We started, where else, by asking Ueda about the scene that literally elicited gasps from the crowd when it was revealed in the trailer: The protagonist uses guns. Perhaps unsurprisingly for a game codenamed Project Robot, the project “started with giant robots at its core, and then slowly but surely, we started world building,” Ueda tells GameSpot. “Once we got into this phase of, okay, this is going to be a sci-fi universe, I think it's not unnatural to have guns, other weapons and to have shooting in action. And so as a gameplay experience, I think it's somewhat maybe even expected when you hear a sci-fi action adventure game that you're going to be able to wield a weapon and do some shooting." While Ueda followed this up by declaratively stating, "This is not a shooting game," he did suggest that some of the logic for equipping the player character with a weapon was born of player frustration from his earlier games. “For example, The Last Guardian, the player character didn't really have a weapon,” Ueda explains. “And so I think that also created a little bit of frustration as a player character. And so in order to sort of lessen the frustration or kind of soften that frustration, there was thought that went into this in terms of what are some of the tactics that the player character can use. And shooting is one of them.” https://www.youtube.com/watch?v=64Q-WAFpRfo In Ueda’s previous games, the player character had a companion that was alive, albeit unable to directly communicate. In Ico it was Yorda, a princess whose language you couldn’t understand; in Shadow of the Colossus, it was your horse Agro who obeyed your commands (“Agro!”) but obviously couldn’t communicate back; and lastly in The Last Guardian, the impossibly charming Trico, a giant bird dog cat thing whose unspoken partnership is the actual thesis of the game. Each of these games had a sort of fantasy theme to them, as barren as the narratives may be, so the shift to science fiction and big robots (and their detached heads) raises questions about that companion relationship central to his games. “The robot head is going to have different roles and functions,” Ueda says. “I can say that it could be at times a vehicle for your transportation. At times it will be your navigator. At times it can be a tool as just a functionality.” If that sounds somewhat familiar to the basic companion structure of his previous games, Ueda clarified that the “kind of relationship that the main character is going to establish and build throughout the game [is not] necessarily the same kind of ‘you need to protect your companion or you are being protected.’ It's a little different from what you've seen in my past games.” Ueda says that his previous games omitted direct communication between the player character and the companion because that was the reality of the game’s fiction (ie: horses can’t talk). But also having direct communication “kind of ends that conversation maybe by a line or by the next command or if the character says, ‘Oh, go to the north and to the woods and you can find this,’” Ueda explains. In keeping with that sense of “what is real in this setting, in this world, and the relationship that I am continuing to grow” with a companion, Ueda says that Gen Atlas’s player character and robot head companion will have some communication, in part owing to its sci-fi setting. “It’s not going to be a situation where you can't have communication,” he says. “You will. It's not going to be maybe as blatantly direct, but you will actually be able to have some level of communication.” “There are some very fundamental setting differences such as going into the sci-fi world that has allowed me to make some different decisions and adjustments between how your character and companion used to communicate in my past games versus this one,” Ueda says. “So you'll probably be able to notice those differences and why they're happening and it's probably thanks to the setting that it's in sci-fi.” The switch to sci-fi is perhaps not even the biggest change for Ueda in Gen Atlas; it’s also his first time developing a game for a multiplatform release, and inside of an off-the-shelf game engine (in this case, publisher Epic Games’ ubiquitous Unreal Engine). When asked if the access to a more powerful game engine and a multiplatform target has changed how he approaches development, Ueda was ambivalent. “Maybe there are challenges that […] haven't crept up yet for me because it hasn't been such a huge challenge. The one biggest difference for me though, is that all my previous games we had our own engine that we worked off of and Gen Atlas is built on Unreal. And so perhaps if I look at just the large subject of reporting on different consoles, yes, there are things that are different. But in a sense it hasn't really greatly […] changed anything that I've had to do.” Game development as furoshiki When asked if the technological constraints of his previous games contributed to his creative process at all–Shadow of the Colossus famously pushed the PlayStation 2 hardware to its limits–and whether the freedom to not worry about those constraints in the same way would impact his design, he was more contemplative. “When we talk about technology and limitations, we are making video games at the end of the day. So we're talking about platforms that have existed from 30 years ago to today and it does seem like it is limitless, but I think there's still some limitation,” he says. “In Japan, there's a culture of furoshiki. It's the wrapper. It's literally like a piece of cloth that you open up and then you close. But when you close it, it needs to be wrapped very nicely and essentially [it has a] souvenir, it's gifting, right? And so there is the expression in business and any sort of structure in Japan that you open up the furoshiki to put in any idea you want, but at the end of the day, at the end of the entire process, you have to wrap the furoshiki. But how you wrap it, what's inside, how it's balanced, is it cohesive? Is it lined up? Are all the pieces lined up perfectly? That's what matters." “So in that sense, I think that there are still some limitations when it comes to perfecting that skill, perfecting it and wrapping it in a nicely neatly bowtied package by the time you deliver it to the world, that's where it matters." Epic's SGF booth had a giant Gen Atlas robot head staged out front (not pictured: A steady stream of visitors climbing the steps in the back to have their picture taken). Interestingly, for a now-independent game developer shipping a major title with new partners, Ueda’s concept of furoshiki didn’t stop with design, but extended to the managerial requirements of running a large game studio working on a AAA game. “When you think about what’s inside, it's do you have the right human resources?” Ueda says. “Do you have not just the right human resources, but the right human resources with the right skill that can make that perfect piece of puzzle and do you have the right financial backing for it? Do you have the right support for it? So if you take all that into consideration, I do think that there's still some limitations. […] Yes, the hardware technology has advanced to a point where we think it's so superior and limitless, but I think what matters is how you approach the process of making it within the limitations that still currently exist.” Gen Atlas will be released for PlayStation 5, Xbox Series X|S, and Windows PCs (where it will be exclusive to the Epic Games Store). It does not yet have a release date.
Title: Battlefield 6 High-Value Target Patch Notes Detail Gunplay And Netcode Improvements Date: Fri, 26 Jun 2026 17:06:26 +0000 Link: https://www.gamespot.com/articles/battlefield-6-high-value-target-patch-notes-detail-gunplay-and-netcode-improvements/ The final phase of Battlefield 6's Season 3 content rolls out on June 30 with the High-Value Target update, and Battlefield Studios has released the patch notes early. This reveals several adjustments to Battlefield 6 and Redsec, including gunplay changes, tuning of vehicle equipment, and additional improvements to the game's netcode. Content-wise, the update brings a new multiplayer mode, a casual battle royale mode with bots, and a new melee weapon. There is also the limited-time Wet Work event, which allows players to complete objectives across Battlefield 6 and Redsec in order to earn some new rewards. Season 3's updates are focused on improvements designed to give Battlefield 6 a more polished feel, and the High-Value Target update continues to expand on this. The patch notes detail even more netcode and combat readability improvements. With these netcode-specific improvements, players should hopefully notice less dying behind cover and inaccurate hit indicators. The developer says hit confirmations now display faster when receiving damage, and damage feedback is no longer delayed when taking damage from multiple sources at the same time. Damage handling has also been improved during occasions when the server receives multiple damage events at once, which the studio says should reduce extreme cases of players dying behind cover. Additionally, blood effects no longer appear on screen from shots that did not hit the player. Gunplay changes are another major part of the update. Adjustments were made to various categories, including muzzle velocity, bullet drag, recoil variation, and bolt-action rifle ranges. Battlefield Studios says, "Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. " Weapon-ballistic changes arrive to most primary weapons. Bullets will now travel slightly slower and lose speed more quickly over distance, which the developer says is meant to "increase the importance of leading moving targets and rewarding precision aim." Bullet drag has been increased by 40% across all weapons, and by 100% when using Match Grade ammo. Additionally, muzzle velocity is reduced for most primary weapons. Bolt-action rifle "sweet spot" ranges have been narrowed to following ranges: L115 sweet spot range decreased from 120-175m to 100-133m M2010 ESR sweet spot range decreased from 75-120m to 75-100m PSR sweet spot range decreased from 100-150m to 90-120m SV-98 sweet spot range decreased from 54-90m to 54-75m While aiming might sound more difficult now, the developer has paired the changes with a reduction to recoil variation across the entire weapon pool to make the game's weapon behavior more predictable and controllable. "Weapons should feel less erratic during sustained fire while also retaining their individual recoil characteristics," Battlefield Studio says. Season 3's new melee weapon The developer also follows up the vehicle changes made at the start of the season with additional adjustments designed to target vehicle-focused equipment. These are small changes for equipment that is either under- or overperforming. Notably, this gives a buff to the attack helicopter's heavy rocket damage. This increases the heavy rocket damage against tanks, helicopters, and jets. The RPG-7V2 launcher is also improved with a damage increase against both tanks and helicopters. The Smoke Generator now provides damage-reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimal hits. Changes are made to the Mobile Anti-Air Vehicle ammo types: Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200 General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130 High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6% The full patch notes for Battlefield 6's High-Value Target update can be found below, as shared by Battlefield Studios. BATTLEFIELD 6 GAME UPDATE 1.3.3.0 On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes. At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon. Battlefield 6 Free Trial From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment. NEW CONTENT Wet Work Event Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt. New Mode Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy. New Battle Royale Mode Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad. New Melee Weapon EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements. Major Updates for 1.3.3.0 New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial. Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently. Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover. Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles. REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight. UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance. Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish. CHANGELOG PLAYER: Dummy Targets no longer slide into place when entering the Firing Range. Firing Range now includes an additional target at 5m for testing close-quarters weapon damage. First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat. Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should. Soldier rotation now behaves correctly when changing stance while dragging a downed teammate. The Briefing Screen camera now centres correctly at the start of a round. Weapons no longer disappear in first-person after being revived. Netcode-specific Improvements Blood effects no longer appear on screen from shots that did not hit the player. Client hit confirmations now display faster when receiving damage. Damage corrections have been reduced by improving how client damage is matched with the server. Damage feedback is no longer delayed when taking damage from multiple sources at the same time. Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover. Death timing is now more responsive in dense combat situations. Netgraph and connection icons no longer freeze when experiencing rubberbanding. Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies. Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions. Network TimeNudge now recovers faster after performance spikes, with reduced spike severity. The client game clock now synchronises with the server more quickly after poor CPU performance. Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering. VEHICLES: Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2. ATPs now reset team ownership correctly when nearby friendlies are downed. Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets. Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain. Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again. Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x. Emergency Repair Pause On Damage timer increased from 1 to 2 seconds. Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit. Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures. Projectile Intercept System activation time reduced to 0.55 seconds. Radio selection now works correctly when using a controller. RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters. The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits. Main Battle Tanks MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets. MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m. MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters. Infantry Fighting Vehicles IFV AP Shell initial velocity increased from 375 to 445 metres per second. IFV AP Shells now pierce the Projectile Intercept System. IFV AP Shells rate of fire increased from 120 to 160 rounds per minute. IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters. Mobile Anti-Air Vehicle Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200. General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130. High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets. High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%. Thermal Smoke Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage. Thermal Smoke no longer removes C-4 Explosives. Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits. GADGETS: Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended. LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying. M320A1 SMK and M320A1 THRM icons now display optics in the correct position. M84 Flashbangs no longer deal damage to gadgets. Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person. Shell impacts from Mortars and JAGM strikes are now visible on the Big Map. The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade. The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed. The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo. TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby. WEAPONS: Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values. Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values. L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles. M2010 5-round magazine now sits correctly in third-person view. M45A1 and Vz.61 sidearms now use Subsonic Ammo by default. M87A1 magazine tubes no longer become invisible in third-person view. Speedloader attachments now play the correct animation in third-person view. The Extended Fast Magazine on the L115 now uses the correct 3D asset. The PP-19 no longer clips through the character model while in the Loadout screen. The Taclight-Hip icon now displays correctly. Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood. Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value. USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies. Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession. Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground. AK-205 AK-205 314mm Fluted Barrel icon now better reflects the attachment model. AK-205 barrel icons now display correctly. AK-205 ergonomic attachments now correctly update weapon stat values. M16A4 M16A4 Carry Handle Iron Sight naming now displays correctly. M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly. M16A4 Flip-Up Iron Sight naming now displays correctly. M16A4 single-fire behaviour in third-person now ejects one shell casing per shot. M16A4 third-person reload animations now correctly press the magazine catch and release. RPK-74M RPK-74M Ballistic Tip attachment cost set to 20. RPK-74M soldier finger animation now behaves correctly after firing a single shot. RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips. RPK-74M third-person prone pose no longer clips the hand through the magazine. Bolt-Action Rifles Sweet Spot Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse. L115 sweet spot range decreased from 120-175m to 100-133m. M2010 ESR sweet spot range decreased from 75-120m to 75-100m. PSR sweet spot range decreased from 100-150m to 90-120m. SV-98 sweet spot range decreased from 54-90m to 54-75m. WEAPON BALLISTIC CHANGES: To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim. Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo. Muzzle Velocity reduced for most primary weapons. Muzzle Velocity Adjustments: ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%) LMR27: Decreased from 880 m/s to 800 m/s (-9.09%) SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%) SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%) TR7: Decreased from 648 m/s to 604 m/s (-6.79%) NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%) M417A2: Decreased from 600 m/s to 560 m/s (-6.67%) M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%) CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%) M240L: Decreased from 630 m/s to 590 m/s (-6.35%) M4A1: Decreased from 630 m/s to 590 m/s (-6.35%) VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%) SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%) GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%) RPKM: Decreased from 670 m/s to 630 m/s (-5.97%) M123K: Decreased from 670 m/s to 630 m/s (-5.97%) M433: Decreased from 670 m/s to 630 m/s (-5.97%) SGX: Decreased from 402 m/s to 378 m/s (-5.97%) QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%) DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%) M/60: Decreased from 720 m/s to 680 m/s (-5.56%) AK4D: Decreased from 720 m/s to 680 m/s (-5.56%) PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%) M16A4: Decreased from 720 m/s to 680 m/s (-5.56%) SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%) PSR: Decreased from 720 m/s to 680 m/s (-5.56%) SV-98: Decreased from 720 m/s to 680 m/s (-5.56%) L115: Decreased from 703 m/s to 664 m/s (-5.55%) L110: Decreased from 780 m/s to 740 m/s (-5.13%) B36A4: Decreased from 780 m/s to 740 m/s (-5.13%) M277: Decreased from 624 m/s to 592 m/s (-5.13%) PP-19: Decreased from 468 m/s to 444 m/s (-5.13%) M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%) SVDM: Decreased from 800 m/s to 760 m/s (-5.00%) GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%) M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%) Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%) M250: Decreased from 760 m/s to 724 m/s (-4.74%) Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%) USG-90: Decreased from 570 m/s to 543 m/s (-4.74%) SL9: Decreased from 510 m/s to 486 m/s (-4.71%) L85A3: Decreased from 814 m/s to 778 m/s (-4.42%) UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%) SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%) PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%) VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%) AK-205: Decreased from 737 m/s to 708 m/s (-3.93%) KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%) RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%) KV9: Increased from 348 m/s to 362 m/s (+4.02%) RECOIL CONSISTENCY CHANGES: We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics. Recoil Variation Adjustments: TR-7: Decreased from 47.1° to 40.8° (-13.4%) AK4D: Decreased from 25.4° to 20.0° (-21.3%) NVO-228E: Decreased from 36.8° to 28.9° (-21.5%) VCR-2: Decreased from 64.9° to 50.3° (-22.5%) M433: Decreased from 50.9° to 41.4° (-18.7%) M16A4: Decreased from 46.4° to 37.5° (-19.2%) B36A4: Decreased from 37.4° to 28.0° (-25.1%) L85A3: Decreased from 29.4° to 22.8° (-22.4%) SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%) KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%) M417A2: Decreased from 19.8° to 15.4° (-22.2%) SG 553R: Decreased from 43.3° to 35.8° (-17.3%) SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%) M277: Decreased from 39.4° to 34.4° (-12.7%) M4A1: Decreased from 37.9° to 30.7° (-19.0%) GRT-BC: Decreased from 31.2° to 26.1° (-16.3%) QBZ-192: Decreased from 23.5° to 19.9° (-15.3%) AK-205: Decreased from 7.8° to 7.4° (-5.1%) RPKM: Decreased from 22.7° to 17.5° (-22.9%) DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%) KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%) RPK-74M: Decreased from 18.9° to 16.1° (-14.8%) M121 A2: Decreased from 39.5° to 31.8° (-19.5%) M240L: Decreased from 41.8° to 34.5° (-17.5%) M/60: Decreased from 38.8° to 29.9° (-22.9%) M250: Decreased from 39.7° to 35.9° (-9.6%) M123K: Decreased from 55.9° to 47.7° (-14.7%) L110: Decreased from 39.4° to 31.0° (-21.3%) SCW-10: Decreased from 35.0° to 33.5° (-4.3%) UMG-40: Decreased from 17.4° to 13.0° (-25.3%) KV9: Decreased from 57.6° to 50.0° (-13.2%) CZ3A1: Decreased from 59.1° to 50.8° (-14.0%) SGX: Decreased from 39.8° to 31.7° (-20.4%) PW5A3: Decreased from 33.2° to 28.3° (-14.8%) PP-19: Decreased from 21.4° to 18.0° (-15.9%) SL9: Decreased from 16.2° to 13.0° (-19.8%) USG-90: Decreased from 42.8° to 35.5° (-17.1%) PW7A2: Decreased from 33.3° to 27.8° (-16.5%) VZ. 61: Decreased from 20.8° to 18.4° (-11.5%) Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill. Damage Multipliers To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms. This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso. In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight. To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments. Automatic Weapons Damage Multipliers: Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x Stomach: Decreased from 1x to 0.84x Limbs: Decreased from 1x to 0.84x DMRs Damage Multipliers: Head: Unchanged (1.34x, 1.5x, 1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x Stomach: Decreased from 1x to 0.91x Limbs: Decreased from 1x to 0.91x Sniper Rifles Damage Multipliers: Head: Unchanged (1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x Stomach: Decreased from 0.8x to 0.67x Limbs: Decreased from 0.8x to 0.67x Weapon Dispersion Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery. Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges. Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth. On average, dispersion growth has increased by 14%. Weapons with the highest damage output can receive up to a 22% dispersion increase. Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms. MAPS & MODES: Capture points can now be pinged correctly. M-COM “Destroyed Support” events now trigger correctly. Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill. Obliteration Bomb objectives no longer become trapped under debris piles. Obliteration now backfills with Bots to populate the server and meet game start criteria. Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo. Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby. Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress. Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active. Updated the Automated Anti-Air range to be consistent across all maps. Water no longer flickers when viewed from a distance. PROGRESSION: Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen. Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective. UI & HUD: “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open. Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play. Air vehicle icons now remain visible when aircraft are at a higher altitude than the player. An Event tab has been added, making it easier to explore event content, track progress, and earn rewards. Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position. Battle Pass items now remain correctly framed within the menu. Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time. BF Pro challenges can now be tracked as intended. Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud. Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations. Combat areas for flying vehicles now appear correctly when viewed on the Big Map. Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort. Cosmetic items now display the correct icons and artwork more reliably. Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed. Deploy Screen camera no longer shifts unpredictably when attempting to centre. Distance limits for displaying nearby medics while downed have been adjusted to 50m. Enemy icons now appear correctly on the Big Map. Free Mode Trial tiles now keep their Trial tags after a menu refresh. Gadgets and melee weapons now appear correctly framed within the Loadouts menu. Hit indicators no longer appear before a spectated player is seen damaging another player. Obliteration game mode name now appears correctly in its Custom Search description title. Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context. Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S. Profile tabs now display hover visuals when hovered and focus visuals when focused. Purchased Battle Pass tier items no longer appear incorrectly locked. Revive icon opacity for friendlies now applies correctly when zooming. Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu. Spotted notifications now continue to appear correctly after a player’s first death. Sprays now appear correctly in Store bundle previews. The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence. The “Getting Revived by” UI text no longer appears compressed. The crosshair no longer moves unintentionally when swapping weapons while sprinting. The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages. The pre-game lobby now displays the player’s selected Training Path. The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match. Weapon Charm thumbnails now display with the correct orientation. World icons no longer use the “When Zooming” opacity setting while not zooming. SETTINGS: Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive. Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight. PORTAL: “Core_Stinger_RankUp” music now triggers more reliably and as intended. “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3. “mod.SetPlayerMaxHealth()” error logs now display the correct value. “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences. Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions. AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn. Custom Bazaar has been added to the Spatial Editor. Free Camera has been updated with a new control system. M-COM functionality and Bomb asset have been added to Obliteration. Operation Metro community map has been added to the SDK. Physics Impulse now includes an example and a Readme file. Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area. Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle. Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time. Screen Effects now support Freeze Max amounts above 200. Sound Effect feedback now plays when joining a match through the Portal Server Browser. Text formatting now appears consistently in the Portal Server Browser. The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects. The Rules Editor now updates correctly after importing a Blockly JSON file. The Train on Railway to Golmud now only loads the variant requested by the experience creator. Third-person camera collision and positioning have been improved. Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs. Vehicle Resupply Station has been added to the SDK. Verified modes have been added for Squad Deathmatch and Team Deathmatch. AUDIO: Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle. Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue. Defibrillator charge replenishment now has unique sound effects. Focus sound now plays correctly on the “Select Character” button when using a controller. Foley audio no longer cuts off when stopping movement. Land vehicle Doppler and pass-by audio has been improved. Lopez voice lines no longer reference tanks when other enemy vehicles are present. Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby. Navigation sound effects now play correctly when viewing player profiles through the Social menu. Obliteration urgency music now plays correctly when a match ends by time limit. Small concrete buildings now provide improved destruction audio feedback. Small vehicle wreck fire audio now has improved spatialisation. Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality. Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession. Sound effect feedback now plays when joining a match through the Portal Server Browser. The Defibrillator reload animations now include new audio. Vehicles no longer randomly play low-health sounds when they should not. Weapon-to-shoulder movement now has added audio when stopping a sprint. Wooden surfaces now play the correct sounds when destroyed by a melee weapon. AI: Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar. Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar. Bots can now use boost when driving cars and tanks. Bots now recognise parked vehicles as obstacles. Bots now turn more effectively at speed when driving cars and tanks. Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars. REDSEC PLAYER: Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play. Ammo and armour plates can now be automatically looted when placed on certain couches. Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled. Corrected an issue where ammo and armour plates sometimes had to be manually picked up. Corrected an issue where weapon drops sometimes were empty. Improved infantry armour animations during stance transitions, including entering and exiting prone. Players no longer get stuck interacting with the Antenna during the Signal Decryption mission. Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning. Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying. Second Chance fade transitions are now snappier and better hide redeploy transitions. Second Chance messages now appear with improved timing and added animations. Second Chance redeployment and spectating no longer result in a black screen. Second Chance respawn sequences now play at the player’s upcoming spawn location. Squads redeploying through Second Chance after a squad wipe now spawn together more reliably. Teams redeploying through Second Chance now redeploy together more reliably. The “Tank Hunter” mission can now be attempted more than once per match. Thermite Charges can no longer be picked up after sabotaging armoured vehicles. CALL-INS: Updated airstrike call-ins to correctly display their replenishment state before being equipped. Updated the Missile Strike Package inventory display to show the correct number of uses to the player. GADGETS: Grenade Launchers and explosives can no longer open Safes in Battle Royale. MAP: Lighting has been improved to address visual glitches across the Downtown area. Psygas now appears as intended in the Downtown layout in Gauntlet. REDSEC missions have been removed from the “Defense Testing Complex 3” area. The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area. UI & HUD: Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale. Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open. PP-19 loot and upgrade feed entries now display the correct SMG icon. The Compass UI now correctly shows the presence of shooting enemies in Battle Royale. Updated several Contract and Counter Mission icons. COMPETITIVE: Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards. Ranked screen season visuals now show the active game mode and no longer display the arbitrary year. Several Ranked Camo cosmetics have been moved to categories that better fit their style. The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”. Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1.
Title: Some Retailers Reportedly Spill The Tea On GTA 6 Gameplay Details Date: Fri, 26 Jun 2026 15:56:18 +0000 Link: https://www.gamespot.com/articles/some-retailers-reportedly-spill-the-tea-on-gta-6-gameplay-details/ With Grand Theft Auto 6 a few months away from blowing up the entire industry on November 19, some retailers appear to be getting antsy, as a new leak floating around online is providing new details about the crime sim. Posted to the notorious GamingLeaksAndRumors subreddit on June 25, gameplay details on GTA 6 appear to come from the Brazilian version of Amazon. Some of this information doesn't seem particularly new—like the dual-protagonist system or the higher graphical fidelity—but other parts sound kinda enticing ... if it's to be believed. For example, the supposed leak mentions that this rendition of Vice City is "the most massive, dense, and insane map" developer Rockstar Games has ever created. There will be dangerous swamps, crowded beaches, and realistic suburbs "designed to deliver brutal immersion and total freedom." The two protagonists—Lucia and Jason, who people speculate are either lovers or siblings—possess unique abilities that "directly influence the criminal ecosystem and the tactical intelligence of the missions." That doesn't sound too dissimilar from the roles the triple characters of Grand Theft Auto 5—Franklin Clinton, Michael Townley, and Trevor Philips—had, but with a bit more impact on the game's narrative development and gameplay interactivity. What may be most fascinating, though, is the role social networks play in GTA 6. If this leak is true, your in-game phone will allow you to follow Vice City influencers, discover "secret side missions" and "world events," and watch viral videos. So, think TikTok, but in GTA. Maybe RobTok? TikCrime? We'll workshop those names. This all comes together in a vibrant "living world controlled by artificial intelligence." Vice City, according to the leak, will pulsate in "a hyper-realistic way," with NPCs going about their lives based on advanced AI, creating a more immersive experience that allows you to participate in random events and walk into interactive establishments. It's giving Watch Dogs 2, but with what sounds like "a greater sense of immersion." Take it all with a grain of salt, though. This leak comes right on the heels of Rockstar Games peeling back the curtain on how much GTA 6 will cost—$80, though there is a more expensive $100 Ultimate Edition—and the fact that you only get a download code in the box instead of a disc. Going download-only makes sense in theory in 2026, but while preorders are now live, people have thoughts about the price. This is especially true following Xbox's upcoming price increase, which now means you gotta be rich to buy GTA 6 and a console come November—if your retailer is even carrying the game, that is.

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Title: Star Fox on Switch 2's music is the best thing about it Date: Fri, 26 Jun 2026 19:30:20 GMT Link: https://www.polygon.com/star-fox-music-soundtrack-score/ It's often said of remakes and remasters that the most effective ones are not the most dazzling, but those that look like the images the originals conjured in players' heads. Crash Bandicoot N. Sane Trilogy is a great example of a remake that might be light years ahead of the originals technically, but that also has a deeply comforting familiarity; this is how your rose-tinted brain remembers it looking. The Shadow of the Colossusremake by Bluepoint (RIP) and Nintendo's The Legend of Zelda: The Wind Waker HDget close, but miss by a whisker due to subtleties of shading and texture. They look too new, too sharp and three-dimensional.
Title: Supergirl thankfully doesn't retcon Superman's most polarizing twist Date: Fri, 26 Jun 2026 19:00:21 GMT Link: https://www.polygon.com/supergirl-superman-earth-conqueror-retcon/ When it came to Superman's origin story, James Gunn mostly played it safe in his 2025 movie. While the plot zooms past Kal-El's birth on Krypton, his arrival on Earth, and his wholesome Kansas upbringing, none of those details change much. They still define the character as an all-powerful alien who represents the best of humanity. But Gunn did make one radical change to the Superman origin story, and it's one that Supergirl smartly doubles down on.
Title: This new Pokémon 30th anniversary merch is a genius idea Date: Fri, 26 Jun 2026 18:46:54 GMT Link: https://www.polygon.com/pokemon-30-anniverary-carry-on-starter-bags-buy-plushies/ The Pokémon Company is celebrating the franchise's 30th anniversary in all sorts of ways, from special card sets to a Game Boy music player. Many of these celebratory items are cool, but not particularly surprising. In late June, the pocket monster company added some unexpected products to its anniversary lineup: carry-on bags.
Title: Kaiju anime Snowball Earth is getting a second season Date: Fri, 26 Jun 2026 18:41:50 GMT Link: https://www.polygon.com/snowball-earth-season-2-announcement/ Snowball Earth is getting a second season. The announcement came shortly after the 13th and final episode of season 1 aired on Friday. The anime is available on Crunchyroll, Hulu, and Disney Plus.
Title: I'm glad the new Star Fox on Nintendo Switch 2 is just another remake Date: Fri, 26 Jun 2026 18:31:20 GMT Link: https://www.polygon.com/im-glad-the-new-star-fox-is-just-another-remake/ When Nintendo first announced Velan Studios' Star Fox for Switch 2, the reactions I saw were immediately split between excitement over Fox's return and intense disappointment that it was just another version of Star Fox 64. It colored reviews — even the critics favorable to the game wanted more out of it — and the Reddit consensus was largely the same. I get it. It's tiresome seeing what looks like nostalgia traps instead of creativity. But Star Fox 64 is nearly 30 years old, and Fox McCloud hardly has the cultural presence of his Nintendo peers like Mario and Link. Rebooting the series with one of its most popular entries is a smart way to give it new life with people who'd otherwise never give it a second thought. It certainly worked with me.

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Title: The Ultimate Summer Sale Pairing: Steam Sale Meets GeForce NOW Discounts Date: Thu, 25 Jun 2026 13:00:34 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-steam-summer-sale-2026/ Summer savings are heating up. From the Steam Summer Sale to GeForce NOW membership discounts, this week’s GFN Thursday delivers double the deals and more ways to get the most value from cloud gaming. Plus, Dark Scrolls joins the growing Devolver lineup, alongside Square Enix’s The Adventures of Elliot: The Millennium Tales. They lead the charge for six new games joining the GeForce NOW library this week. Steam Dreams Are Made of These Add to cart, not to storage. The Steam Summer Sale is here, bringing discounts across thousands of PC games as one of the year’s biggest opportunities to grow a gaming library. Supported Steam games can be streamed across devices with GeForce NOW, making it easy to buy a game once, keep progress synced and pick up where the gameplay left off on PCs, Macs, handheld devices, phones, TVs and more. In other words, the Steam Summer Sale brings the deals; GeForce NOW adds the flexibility.  As new titles expand collections, storage demands and hardware requirements expand with them. GeForce NOW helps remove those barriers by streaming supported games from powerful GeForce RTX servers in the cloud, allowing members to enjoy today’s biggest games on devices they already own. Since downloads and installs are handled in the cloud, games can be added to the cart without being added to storage. Check out the “Sales & Special Offers” row in the GeForce NOW app to discover the discounts today. The Ultimate Upgrade to Level Up for Less The upgrade every game deserves. The deals don’t stop there. Pair GeForce NOW’s summer sale with the Steam Summer Sale to spend less time waiting on downloads, managing storage or needing pricey hardware upgrades — and more time gaming. Get $70 off a 12-month Ultimate membership or $35 off a 12-month Performance membership and experience GeForce RTX-powered gaming in the cloud across devices. The Ultimate membership unlocks GeForce RTX 4080- and 5080-class performance in the cloud with up to 4K resolution, up to 120 frames per second (fps) and advanced technologies like NVIDIA DLSS, ray tracing and NVIDIA Reflex. Dig Into Devolver Written in chaos. Dark Scrolls, the kinetic action roguelite from Devolver Digital, arrives on GeForce NOW with its blend of fast combat, evolving builds and unapologetic chaos. Set in a warped fantasy world that doesn’t take itself too seriously, players battle through shifting arenas packed with enemies, hazards and power-ups that can turn a run from fragile to unstoppable in seconds. Stack abilities, experiment with wild combinations and adapt on the fly as the game constantly raises the stakes — rewarding bold play as much as careful movement. On GeForce NOW, Dark Scrolls is ready the moment players are, streaming across devices with no downloads or setup required. It joins a growing lineup of Devolver Digital titles on the service — Cult of the Lamb, Hotline Miami, Hotline Miami 2: Wrong Number, Inscryption, Enter the Gungeon and Ball x Pit — each delivering that distinct mix of style, surprise and controlled chaos, and just a click away with GeForce NOW. A Storybook Across Centuries The Adventures of Elliot: The Millennium Tales arrives on GeForce NOW, delivering a charming, narrative-driven adventure filled with mystery and discovery. With a hand-crafted world and a focus on exploration, it blends classic adventure gameplay with modern, character-driven storytelling. Follow Elliot — a curious traveler bound to a mysterious Millennium Core — as he’s pulled across eras in a journey that spans neon skylines, forgotten ruins and quiet villages on the edge of legend. Each era has its own rules and rhythms, with Elliot’s reactions and scribbled journal notes giving the story a warm, personal touch. Stream the cinematic-quality visuals and responsive gameplay with GeForce RTX power in the cloud for Ultimate members. Experience Elliot’s time-twisting journey in sharp detail across supported devices — no high-end rig, patches or paradox prep required. Just jump in and pick up from wherever the last chapter left off. In addition, members can look for the following: Dark Scrolls (New release on Steam, available June 22) SAND: Raiders of Sophie (New release on Steam, available June 22) Deer & Boy (New release on Steam, available June 23) EMPULSE (New release on Steam, available June 24) The Adventures of Elliot: The Millennium Tales (Steam) FATAL FURY: City of the Wolves (Steam) Leaving the last word to the Community Corner, one GeForce NOW member recently shared being “so impressed” by GeForce NOW. They gave the service a spin because of affordable pricing and took a lower-end PC from 20-30 fps on low settings to 60+ fps with settings maxed out — really putting the WoW in their World of Warcraft.  What are you planning to play this weekend? Maybe even more importantly, what device are you planning to play on? Let us know on X or in the comments below.
Title: Sync and Stream: GeForce NOW Connects to Members’ Game Libraries Across Devices Date: Thu, 18 Jun 2026 13:00:32 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-game-stores/ Play favorite titles from popular game libraries, keep progress synced and jump back into gaming sessions on virtually any device. That’s the power of GeForce NOW cloud gaming. From providing access to members’ favorite game libraries to offering some of the season’s best membership pricing, GeForce NOW is making it easier than ever to get more from the cloud this summer. Plus, check out the seven new games arriving in the GeForce NOW library this week. Hit Play Across Top Game Stores That’s a whole lotta ways to play. Whether it’s blockbuster franchises, competitive shooters, sprawling role-playing games (RPGs) or indie gems, GeForce NOW supports thousands of games from leading PC game stores, making it easy to bring existing game libraries to the cloud. Connect supported game store accounts and stream titles with GeForce RTX power. Games that include cloud-save functionality help keep progress intact across devices. Start a game on one screen, pick up where playtime left off on another and spend less time managing installs and storage space. Jump into fan favorites like Cyberpunk 2077 and The Witcher 3: Wild Hunt streaming through GOG. These sci-fi and fantasy favorites support cloud saves, making it easy to continue where play left off. GOG single sign-on and game library syncing — coming this summer — will make that process even smoother. Explore ancient mysteries in the Assassin’s Creed franchise or team up for tactical action in Tom Clancy’s Rainbow Six Siege through Ubisoft+, delivering iconic worlds and competitive experiences to the cloud.  Whether joining massive, all-in combat in Battlefield 6 or shaping the fate of Thedas with compelling companions in Dragon Age: The Veilguard, the EA app offers action-packed experiences and beloved RPGs. Find them in the GeForce NOW app by simply searching and filtering by store. Choose the Screen, Keep the Adventure Gaming doesn’t always happen at a desk — community members are sharing how GeForce NOW lets them play across their favorite devices. GeForce NOW Ambassador and cloud gaming creator Anytime Anywhere Gaming recently showcased Dead as Disco — a PC title without a native mobile version — running on an iPhone through the cloud. As he put it: “One of the coolest benefits of GeForce NOW is I can take the same copy of the game I own on Steam and carry it to my iPhone … it’s super awesome being able to play a game on a multitude of devices without having to buy it again.” That flexibility extends beyond mobile. One GeForce NOW member on Reddit shared being “blown away” by the experience of playing on Mac through the cloud, highlighting how GeForce RTX-powered gaming can be enjoyed across devices, no upgrades required. Whether via phone on the go, on a MacBook between work meetings or on a TV in the living room, GeForce NOW helps make PC gaming accessible across nearly every screen. Upgrade and Unlock More This Summer Summer lovin’, havin’ a sale. For a limited time, annual memberships are available at the best prices of the year: $35 off a 12-month Performance membership $70 off a 12-month Ultimate membership Performance memberships deliver high-quality cloud gaming across devices, while Ultimate unlocks GeForce RTX 5080-class performance in the cloud with up to 5K resolution, up to 120 frames per second and advanced technologies like NVIDIA DLSS, ray tracing and NVIDIA Reflex. Pair these special prices with thousands of supported games across top PC game stores. Plus, with GeForce NOW, spend less time downloading, upgrading hardware and managing storage — and more time gaming. New on the Cloud  In addition, members can look for the following: Embers of the Uncrowned Demo (New release on Steam, available June 13) Pro Cycling Manager 26 (New release on Steam, available June 15) Aphelion (Steam) Citizen Sleeper (Epic Game Store, free from June 18-25) Megastore Simulator (Steam) OPERATOR (Steam) Super Meat Boy 3D (Xbox, available on Game Pass) What are you planning to play this weekend? Let us know on X or in the comments below.
Title: Save Big and Play Bigger: GeForce NOW Summer Sale Brings Major Membership Savings Date: Thu, 11 Jun 2026 13:00:17 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-summer-sale-2026/ The GeForce NOW summer sale kicked off today with limited-time savings of up to $70 off a 12-month membership, making now the perfect time to upgrade to get the best of the cloud and see just how far Ultimate gaming can go. PC gamers are driven by one thing: the love of the game. But getting there can be complicated — setups take space, hardware takes planning and downloads take time. GeForce NOW removes the barriers and delivers instant access to games, high-performance GeForce RTX power in the cloud and the ability to play across nearly any device — all with one membership. Regular upgrades and new features continue to expand the experience, building the value of that membership over time.  Plus, GeForce NOW is always delivering new games — including epic adventures across Tyria. Guild Wars 3 is coming to GeForce NOW, bringing its next-generation massively multiplayer online role-playing game (MMORPG) experience to the cloud at launch. While awaiting its arrival, the journey begins today with Guild Wars 2 and Guild Wars Reforged, along with limited-time exclusive rewards. Instantly Elevate Every Device PC gaming demands more from players than ever. Bigger game files and more frequent updates can turn the urge to play into a long list of to-dos. GeForce NOW streamlines that experience. Installs, patches and updates are handled in the cloud, so games are ready to launch in just a click. Time that would’ve been spent waiting on progress bars can go back into playtime, making it easier to fit gaming into quick breaks on busy days. High-performance NVIDIA GPUs in the cloud means access to always-ready GeForce RTX performance without having to purchase new hardware. Members can tap into powerful servers that meet rising game requirements and keep pace with today’s games. And memberships continue to improve with platform upgrades — like the free Ultimate upgrade to the NVIDIA Blackwell architecture — extending their value, as well as the life of gamers’ devices, over time. All of the gaming. Laptops, phones, tablets and TVs — devices most gamers have at home and already use for school, work and everyday life — can all act as gaming screens. Streaming means not having to worry about hard drive space for installs and updates, or needing the latest devices.  Level up playing on Linux. These benefits are reinforced by continuous quality-of-life improvements like smoother sign-ins, new platforms — like Linux and Amazon Fire TV — and refinements that make it faster and easier to get into a gaming session. Together, these benefits make GeForce NOW the easiest way to enjoy PC gaming both instantly and over time, while keeping the focus on what matters most to gamers: getting into the game. The Biggest Gaming Upgrade, the Best Price of the Year Sale-ing into summer with huge savings. For a limited time this summer, GeForce NOW memberships are available at some of the year’s best pricing — with major savings on 12-month memberships: $35 off a 12-month Performance membership $70 off a 12-month Ultimate membership The Performance membership delivers smooth, high-quality cloud gaming across devices, with streaming up to 1080p at 60 frames per second (fps) and access to RTX-powered servers for supported games. The Ultimate membership steps things up with RTX 4080‑ or 5080‑class performance in the cloud, supporting up to 4K and beyond on ultrawide displays, up to 120 fps, and advanced features like ray tracing, NVIDIA DLSS and NVIDIA Reflex for a more responsive, visually rich experience. These limited-time discounts won’t last long — beat the heat and jump into GeForce NOW.  A New Legend Rises One of the best things about the cloud is that every week, new games become available to stream — including new AAA games at launch and the latest content and rewards.  The land of Orr awaits. Guild Wars 3 marks the next adventure in Tyria — an action-adventure MMORPG where fluid combat, deep character building and a living world of magic and mystery shape every journey. Alliances are forged, spirits awaken and every step forward leaves a lasting mark on an untamed frontier. Be among the first to raise the banner. Gamers can add Guild Wars 3 to their wishlist today and stay up to date on every reveal as it marches toward launch. While the next chapter in Tyria prepares to unfold, its legacy is ready to be played today. Return to adventure in Guild Wars 2 and Guild Wars Reforged, and unlock exclusive in-game rewards for a limited time — available for GeForce NOW Premium members today through Saturday, July 11, and free to all members beginning Friday, June 12. Be on the lookout for an email with codes to redeem.  In Guild Wars 2, the “Masterpiece Emote Tome” turns every victory into a moment of flair — a chef’s kiss to triumph. Start playing by applying the code through an ArenaNet account or during account creation, then log in to access the emote. In Guild Wars Reforged, the “Vision of Lyssa” costume brings elegance and illusion to life and includes an account upgrade. Inspired by the twin goddess, this striking ensemble can be worn over any armor. Redeem by adding the code in game, then visit a Costume Maker NPC to claim the reward. But Wait, There’s More Duet Night Abyss from Hero Games makes a splash on GeForce NOW, plunging players into a submerged world where survival is shared. Control a synchronized duo tethered by fragile oxygen lines, navigate glowing reefs, drowned ruins and shadowy chasms where every move demands trust and timing. The game’s moody visuals and tense, cooperative focus give each dive the feel of a playable deep-sea thriller. GeForce NOW is kicking off a new Community Corner for the summer, spotlighting stories and creations from members across the globe. This week, a community story takes the spotlight as a Linux gamer on Reddit shares how GFN has helped them with accessibility gaming, saving storage space on massive titles and minimizing upgrades. In addition, members can look for the following: NBA THE RUN (New release on Steam, available on June 9) Witchspire (New release on Steam, available on June 10) SpaceCraft (New release on Steam, available on June 11) Duet Night Abyss (Launcher) DOOM Eternal (Epic Games Store) The Elder Scrolls Online (Xbox, available on Game Pass) Farever (Steam) World of Tanks: HEAT (Wargaming) Finally, Pro Cycling Manager 26 is now scheduled to launch on Monday, June 15, and Denshattack! is now expected to launch on Wednesday, July 15.  What are you planning to play this weekend? Let us know on X or in the comments below.
Title: NVIDIA, KRAFTON, NC and Reigning ‘League of Legends’ Champions T1 Celebrate RTX Spark at Korea’s PC Bangs Date: Sun, 07 Jun 2026 07:00:15 +0000 Link: https://blogs.nvidia.com/blog/krafton-nc-t1-korea-gaming-pc-bang-rtx-spark/ At GTC Taipei at COMPUTEX last week, NVIDIA unveiled RTX Spark, the superchip that reinvents Windows PCs for the era of personal AI agents. On the heels of this announcement, NVIDIA founder and CEO Jensen Huang headed to South Korea, where he introduced RTX Spark to the nation’s passionate gaming community. Leading game developers — including Korea’s KRAFTON and NC — are already working to bring their titles to RTX Spark-powered systems.  Designed for local AI, creating and gaming, RTX Spark brings together 30 years of NVIDIA innovation to slim Windows laptops with all-day battery life and small, ultraefficient desktop PCs.  With the superchip, gamers can play AAA games at 1440p resolution and over 100 frames per second with NVIDIA ray tracing, DLSS and Reflex technologies. In addition, RTX Spark supports all NVIDIA RTX technologies, including the recently announced DLSS 4.5 Ray Reconstruction, which features a second-generation transformer model for realistic image quality.  RTX Spark Ignites Korea’s Gaming Community Korea has played a major role in spearheading esports and driving the boom in PC bangs, or internet and gaming cafes. With longstanding collaborations rooted in the country, NVIDIA in October celebrated 25 years of GeForce in Korea with a free festival for gamers, highlighting the rich gaming ecosystem that has been built over decades.    On Friday, Huang headed to T1 Base Camp — a PC bang owned by T1, one of Korea’s top esports teams. There, he met with T1’s reigning League of Legends World Champion team, including six-time World Champion Lee “Faker” Sang-hyeok to unveil RTX Spark.  NVIDIA and Riot Games — developer of League of Legends — are collaborating to bring the title as well as VALORANT to RTX Spark, expanding gamers’ access to high-performance gaming on slim laptops.  To mark the occasion, T1 Base Camp attendees had the chance to win RTX Spark laptops, League of Legends and T1 merch signed by Huang and Faker, as well as GeForce RTX 5090 GPUs.  Surprising PC-Bang Gamers  Later, Huang headed to Seoul’s Gangnam district, where he surprised PC-bang gamers with a first look at RTX Spark with KRAFTON and NC.  At the first stop, Optimum Zone PC, Huang and KRAFTON Chairman Byung-gyu Chang showcased PUBG: BATTLEGROUNDS and Subnautica 2 on RTX Spark to a captivated crowd of gamers.  Gamers then got the surprise chance to play with the unreleased PUBG Ally, a co-playable character built with NVIDIA ACE technologies on RTX Spark laptops. PUBG Ally resulted from AI research and development at KRAFTON and NVIDIA, part of an initiative to create next-generation game characters that act like teammates and enable more meaningful, immersive engagements with players. Next, Huang stopped at another PC bang, Portal PC, where he showcased NC’s CINDER CITY and AION 2 on RTX Spark, with support from Taekjin Kim, co-CEO of NC.  NC and NVIDIA began working together in the early 2000s on the Lineage franchise and have since collaborated to integrate RTX technology into many of NC’s flagship games, including Lineage 2, AION, Blade & Soul, AION 2 and CINDER CITY.  Gamers at Portal PC were given the chance to play a demo of NC’s highly anticipated open-world massively multiplayer online tactical shooter CINDER CITY on GeForce RTX-powered PCs.   CINDER CITY will support the DLSS 4.5 Dynamic Multi Frame Generation and Super Resolution features at launch. Plus, gamers will be able to experience the title on slim RTX Spark laptops and compact desktops when the game is released later this year.  In addition to KRAFTON, NC, and Riot Games, 100+ Windows software providers and game developers are embracing RTX Spark. These partners include NetEase, Remedy Entertainment and XBOX.  Learn more about RTX Spark and its launch partners.
Title: Forecast: Fun Ahead — 18 Games Join in June to Stream on GeForce NOW Date: Thu, 04 Jun 2026 13:00:27 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-june-2026-games-list/ June’s forecast with GeForce NOW: 100% chance of gaming. GeForce NOW is lining up new adventures for the month, from big-name blockbusters to quirky indies ready for the spotlight. Members can dive into fresh worlds, squad up in new playlists and discover “just one more run” favorites — all streaming from the cloud, no downloads or upgrades required.  Eighteen games are coming this month, starting with the 10 games arriving this week with the highly requested Neverness to Everness.  A World Beyond City limits end where reality bends. Step into a surreal, supernatural open world in NTE: Neverness to Everness from Hota Studio. Reality bends, streets twist into impossible angles and the uncanny waits around every corner. Play as an anomaly hunter drawn into a strange metropolis alive with anomalies, cosmic oddities and dreamlike encounters. Explore the city’s districts at street level or from impossible heights, uncovering secrets, side stories and hidden paths woven through the tangled skyline. Combat and exploration blend together as players move between quiet, eerie spaces and sudden bursts of action.  Every alleyway and rooftop hides something strange and new, from bizarre characters to otherworldly phenomena that reshape the environment in unexpected ways. Streaming with GeForce NOW lets the game’s distinctive art direction and atmospheric lighting shine, keeping the city’s moody glow, deep shadows and supernatural effects crisp and sharp.  Whether wandering its streets on a big screen or checking in from a laptop, NTE: Neverness to Everness stays fluid and immersive — powered by the cloud. June Games Juicing Up the Cloud A legend returns. Return to the Valley of Mines in Gothic 1 Remake, a faithful rebuild of the original experience that expands the world with more detailed questlines, additional nonplayer character routines and reactions, new traversal abilities and a fully modernized combat system. Step into the role of the Nameless Hero and explore a dangerous prison colony filled with rival factions, ancient magic, deadly creatures and choices that shape the journey ahead.  Whether revisiting a classic or discovering it for the first time, GeForce NOW makes it easy to jump into the adventure instantly across nearly any device, no downloads required. Check out what all is available this week: Jurassic World Evolution 3 (New release on Xbox, available on Game Pass) Fatekeeper (New release on Steam, available June 2) House Flipper Remastered Collection (New release on Steam, available June 4) Pro Cycling Manager 26 (New release on Steam, available June 4) GOALS (New release on Steam, available June 4) Gothic 1 Remake (New release on Steam, available June 5) NTE: Neverness to Everness (Launcher) The Outer Worlds: Spacer’s Choice Edition (Steam and Xbox, available on Game Pass) Tomb Raider I-III Remastered (Epic Games Store) XCOM: Enemy Unknown (Steam) And look forward to the games coming throughout the month: STARSEEKER: Astroneer Expeditions (New release on Steam, June 11) SpaceCraft (New release on Steam, June 11) Denshattack! (New release on Steam and Xbox, available on Game Pass, June 17) The Adventures of Elliot: The Millennium Tales (New release on Steam, June 18) Dark Scrolls (New release on Steam, June 22) Monopoly: Star Wars Heroes vs. Villains (New release on Steam and Ubisoft, June 30) Farever (Steam) FATAL FURY: City of the Wolves (Steam)  More From May In addition to the 16 games announced last month, 18 more joined the GeForce NOW library: Alchemy Factory (Steam) Battlestar Galactica: Scattered Hopes (Steam) Blades of Fire (Steam) BeamNG.drive (Epic Games Store) Directive 8020 (Steam) Disco Elysium (Xbox, available on Game Pass) Oddsparks: An Automation Adventure (Epic Games Store) Ostranauts (Steam) Planet Coaster 2 (Epic Games Store) PowerWash Simulator 2 (Xbox, available on Game Pass) Resident Evil Requiem Demo (Steam) Romestead (Steam) SPLITGATE: Arena Reloaded (Xbox, available on Game Pass) Subnautica 2 (Steam, Epic Games Store and Xbox, available on Game Pass) Sunderfolk (Epic Games Store) TerraTech Legion (Steam and Xbox, available on Game Pass) Warhammer 40,000: Mechanicus II (Steam) World of Tanks: HEAT (Steam) What are you planning to play this weekend? Let us know X or in the comments below.

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Title: Share of the Week: Saros – Arjun Devraj Date: Fri, 26 Jun 2026 16:00:06 +0000 Link: https://blog.playstation.com/2026/06/26/share-of-the-week-saros-arjun-devraj/ Last week, we tasked you with capturing portraits of Arjun Devraj in Saros’ newly released Photo Mode using #PSshare #PSBlog. Here are this week’s highlights: l2.focus shares Arjun’s profile against a moody red background MdeavorVP shares Arjun aiming his weapon Santisbae shares Arjun’s head haloed by the eclipse  thwippip shares a close up portrait of Arjun rruiz_86 shares Arjun exploring a chamber on Carcosa Couch_Gamer2k23 shares Arjun facing a source of light Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week? THEME: SparksSUBMIT BY: 11:59 PM PT on July 1, 2026  Next week, share sparks, fireworks, and twinkling lights from the game of your choice. Use #PSshare #PSBlog for a chance to be featured.
Title: Highlights from Capcom Spotlight 2026 – Dragon’s Dogma, Onimusha, Monster Hunter, and more Date: Thu, 25 Jun 2026 21:52:30 +0000 Link: https://blog.playstation.com/2026/06/25/highlights-from-capcom-spotlight-2026-dragons-dogma-onimusha-monster-hunter-and-more/ We’re back with another Capcom Spotlight presentation, this time focused on new content for Monster Hunter Stories 3: Twisted Reflection, a deeper dive into the newly revealed Dragon’s Dogma 2: Dark Arisen, and a new look at Onimusha: Way of the Sword. Here’s a roundup of what you need to know. Monster Hunter Stories 3: Twisted Reflection New content for Monster Hunter Stories 3: Twisted Reflection launches today, with the arrival of the paid DLC, Additional Side Story: Rudy, as well as a free update that adds powerful endgame challenges. Fans of Monster Hunter Stories and Monster Hunter Stories 2: Wings of Ruin will recognize the return of Navirou, who once journeyed alongside the protagonists of each respective game, and is an ancestor of the Royal Felyne, Rudy. Additional Side Story: Rudy digs deeper in Navirou’s fate in the past 200 years, bringing ancestor and descendant face-to-face in an unexpected twist. Nergigante, the iconic flagship monster from Monster Hunter: World, returns as a formidable threat in this DLC. This destructive Elder Dragon is a bit too rowdy to tame as a Monstie, but you can expect a memorable challenge as you take on this spiky predator in a climactic battle. How will Rudy, Navirou, and crew overcome the power of the extinction dragon? Additional Side Story: Rudy is available as a standalone DLC as well as part of the Deluxe Edition and Premium Deluxe editions. Check PlayStation Store and see what awaits you in this new adventure. Monster Hunter Stories 3: Twisted Reflection also receives a free update adding powerful endgame challenges called Royal Monsters. Riders can load their completed save file and take on an even harder version of the final boss. Defeat this version of the final boss, and the existing world will be populated with powerful Royal Monsters. You can also test your limits even further by taking on Royal Monster versions of invasive monsters and Calamitous Elder Dragons. New details on Dragon’s Dogma 2: Dark Arisen Two years after the original launch of Dragon’s Dogma 2, the grand fantasy adventure has returned as Dragon’s Dogma 2: Dark Arisen. Enhanced with major updates and the Dark Arisen Expansion, Dragon’s Dogma 2: Dark Arisen arrives both as a bundle package for new players, and as a standalone expansion on October 9.  During Capcom Spotlight, Director Kento Kinoshita – who also directed the original Dragon’s Dogma: Dark Arisen – shared the team’s desire to deliver on requests from fans to continue exploring the world of Dragon’s Dogma 2 even further. With that in mind, the team invites players to a mysterious new frigid northern area called Norgan. You’ll uncover the story behind a Fallen Dragon, bearing an eerie form with a missing heart, along with its pursuer, a mysterious woman named Eir. In the Norgan area, the addictive gameplay loop first established in Dragon’s Dogma: Dark Arisen, makes a return as the Relic Expedition Cycle. Battle through formidable foes and gather relics, then bring them back for appraisal into stronger weapons and armor. Powerful treasure awaits with every adventure during your pursuits in Norgan. Dragon’s Dogma 2: Dark Arisen also introduces 12 new unique dungeons called Lost Rites. Rare equipment once held by past Arisen awaits you in these dungeon challenges, which take place in the existing world of Dragon’s Dogma 2. Additional hairstyles and tattoo options are coming with the expansion as well, bringing even greater variety to the versatile character creation options. The base Dragon’s Dogma 2 game was recently updated with a variety of quality-of-life features, too. Ahead of the launch of the expansion, we’ll be releasing a second free update in late August which adds further gameplay improvements highly requested by players, such as additional save slots, an increase of weapon skill slots from four to six, and performance improvements. Pre-orders begin today on PS5 in most regions and will roll out to all countries in early July. Those who pre-order will receive the Norgan Fashion Set – Northern Attire, which can be obtained whether you pre-order the bundle or standalone expansion. Those who pre-order the bundle will immediately receive access to the base Dragon’s Dogma 2 game. Whether you’re a new Arisen or are returning to make the adventure into Norgan, we can’t wait for you to experience what awaits in Dragon’s Dogma 2: Dark Arisen when it arrives on PS5, October 9. New enemy revealed in Onimusha: Way of the Sword The latest swordplay action game in Capcom’s acclaimed series is nearly here with Onimusha: Way of the Sword. The iconic samurai swordplay series which first began on PlayStation 2 is back with an all-new entry for the first time in 20 years, bringing its signature mix of satisfying samurai action and dark fantasy. Take up the katana of protagonist Miyamoto Musashi, slain by twisted creatures called Genma, and suddenly revived with mysterious Oni powers. Now bearing an Oni Gauntlet, Musashi searches for his reason to fight amidst hordes of powerful Genma in a twisted, dark fantasy version of Edo-period Kyoto. During Capcom Spotlight, Director Satoru Nihei revealed a look at a powerful new Genma enemy: Dohatsu-ten. Have a look at this fearsome new foe for yourself. Dohatsu-ten is a powerful boss enemy with both strength and speed on his side, relentlessly attacking our protagonist Miyamoto Musashi with swift and devastating movements. Unique to this Genma is the bloodthirsty nature of its sword, which becomes increasingly powerful when stained with Musashi’s blood. Beware its surging power as it absorbs souls and becomes even more dangerous. Onimusha: Way of the Sword slashes onto PS5 this September. Get a taste of early action in the game with the free demo on PlayStation Store!
Title: Star Wars: Galactic Racer hands-on report Date: Thu, 25 Jun 2026 21:29:32 +0000 Link: https://blog.playstation.com/2026/06/25/star-wars-galactic-racer-hands-on-report/ Even back in the 1977 original film, Star Wars has always been a universe full of vehicles that move at incredible speeds. While its spaceships are famously fast — just ask anyone about the Millennium Falcon’s record-breaking Kessel Run — its land vehicles might be more impressive as they tear through forests and canyons at breakneck, often deadly pace. Star Wars: Galactic Racer continues a video game tradition of capturing that speed by putting you behind the controls of landspeeders, speeder bikes, and podracers. I played about an hour of Galactic Racer at Summer Game Fest and came away excited for a game that expands on the Star Wars universe, and goes fast doing it. Set after the fall of the Empire, Galactic Racer places you on the Outer Rim, where lawlessness has allowed for the rise of an unsanctioned racing circuit called the Galactic League. You play a helmeted human called Shade, who is recruited by the League’s creator, Darius Pax, to defeat the circuit’s reigning champion. Turns out, Shade also has a history with the champ, Kestar Bool, and so you jump into the circuit for a personal vendetta as much as a love of speed and a need for credits. The story portions of Galactic Racer show glimpses of the larger galaxy, beyond the usual battles between good and evil. The SGF demo focused mostly on the campaign mode, and the portion I played centered on racing the more stable and reliable speeders, rather than the barely-held-together podracers (though podracers appear in the game too). Speeders come in three types: the car-like landspeeders, the fast and fragile speeder bikes, and the agile skim speeders. Each type has its own strengths and weaknesses, as well as its own specific abilities that can help you win races. Landspeeders are bigger and heavier than the other options, allowing them to take more of a beating than other vehicles if you bounce them off walls or other racers. They also have the ability to drift around turns to help you keep your racing line clean.  Speeder bikes are faster than landspeeders, but much easier to wreck. They have an ability called Kinetic Burst, which gives a quick blast of speed that helps you re-orient your bike to handle tight turns. Skim speeders are a little more like starships than speeders, and are the most graceful of the three types. They offer the most maneuverability thanks to the Knife Edge ability that lets you flip them on on their sides for tighter turns. All your speeders also come equipped with an Afterburner you can activate with X, which can give you a quick speed boost to overtake racers or extend a lead, and a powerful booster called a Ramjet, activated by pressing and holding R3. The Ramjet can boost for a long period to greatly increase your speed, but as you use it, a heat meter slowly fills on your screen.  If it heats up too much, your speeder runs the risk of exploding, but if you release the Ramjet early, you’ll have to wait for it to charge back up completely before you can use it again. You can also unlock and equip special abilities, such as shields to protect you from impacts or weapons to use against other racers, that can be activated by hitting L1. Events are scattered across different, famous Star Wars planets, which brings a lot of character to each race. For example, courses on Jakku take you through the graveyards of crashed Imperial ships, while Lantaana’s tracks mix dense jungles and fiery volcanoes. In the campaign, the circuit takes on a roguelite structure — while you race across each planet in a specific order, which specific events you face on each planet is randomized. You’re presented with three different “paths” at the start of a run, which show you what kinds of events you’ll face so you’ll have some idea of what to expect. Events include standard races, Field Tests that require you to hit a certain time with a new vehicle, Eliminators that remove the bottom competitors over the course of a race until only the top three remain, and Mystery Encounters that seem like they could be anything from a race to a story-driving conversation. Never quite knowing what you’ll face next helps Galactic Racer maintain the sense of being an up-and-coming racer who might be a little out of their depth.  You’ll have to hone your racing skills and strengthen your speeder on each run in order to stay competitive, and you can earn and buy upgrades that power up your vehicle, as well as some that persist between runs.  The races I played were satisfyingly tough — there are canyon walls and hunks of debris everywhere, and you’ll need to react quickly, as wrecks can be devastating. Crash too many times, and you’re bounced from the circuit, forced to restart your run from the beginning. If you’re skilled and devious, though, you can wreck your opponents in spectacular fashion by forcing them into walls or obstacles, giving Galactic Racer a bit of a Burnout: Takedown feel. In addition to the campaign, Galactic Racer includes a multiplayer mode, a Scenarios mode that includes longer-term challenges focused on specific characters, and an Arcade mode for quick races. I also tried the Arcade mode, jumping into a podrace as the villainous Sebulba from Star Wars: The Phantom Menace, and running a treacherous track on Tatooine. Podracers feel very speedy in Galactic Racer. The tradeoff is that they’re much more unstable than speeders, and just about any impact blows them apart. That made racing as Sebulba — whose podracer spits fire to take out other racers when you hit L1 — an exciting but tough proposition. His racer is incredibly fast and maneuverable, and great at taking down other racers, but you also need to be careful in managing your speed and making tight turns to avoid clipping the rocky canyon walls of Tatooine. Star Wars: Galactic Racer looks to be both a deep and interesting look at a specific pocket of the Star Wars galaxy, with all the speed Star Wars fans expect. You can jump into your speeder’s cockpit yourself when Galactic Racer hits PlayStation 5 on October 6.
Title: Introducing the five new games of Jackbox Party Pack 12 Date: Thu, 25 Jun 2026 12:01:08 +0000 Link: https://blog.playstation.com/2026/06/25/introducing-the-five-new-games-of-jackbox-party-pack-12/ Jackbox isn’t rocket science but we take our task of silliness seriously. We’re proud of our Chicago comedy roots, and every aspect of our games is high-touch to set fans up for a successful night.  Play Video What sets The Jackbox Party Pack 12 apart? It’s a pack especially focused on helping players build deeper human connection in fun ways. We’re excited to share more about what to expect this fall, along with some work-in-progress screens from each of the games. We Forgot a Card For Party Pack 12, we wanted to lean into the special events our games are often paired with. “We were inspired by all the funny cliches around greeting cards,” says Studio Creative Director Arnie Niekamp, “and that familiar feeling of being in a not-great store but you have to find something fast because you’re already late to a party.” Players design a card that fits an unusual gathering with limited time and bizarre options, pairing stock imagery with player-written taglines for the funniest outcome. “‘Quick, get to the jokes’ is practically the theme of this game,” says Niekamp. In the final round, players create a talking plush to pair with their card. It’s a gift that keeps on giving! MegaPals In MegaPals, players are given a one-word prompt and must submit as many associated words as they can before the timer runs out. Points come from matching with other players. Match the most and you’re MegaPals! “We were inspired by folk games like Mind Meld and Contact where you try to think alike in very few words,” says Game Director Alina Constantin. “The pitch was an idea from Editorial Lead Liz Anderson. We wanted to spotlight the common takes as well as the weird misses, and allow players to riff off their group’s train of thought.” Prompts for subsequent rounds are based on player inputs, giving the game endless replayability. “This game is great for players who enjoy adding a personal flair to simple word association and discovering unexpected compatibilities,” says Constantin. Idol Factions Idol Factions is a team-based game where words are served up to be sorted into the right category. The words don’t stop coming, so players must communicate and work together to land them in the right spot. “This game was pitched by Lead Engineer Chase McClure and started as a solo experience. Even then, Chase had made it so that players had to communicate quickly and clearly, which was immediately fun,” says Game Director Warren Arnold, “We want players to be the right amount of stressed out.” “This game is going to be perfect for gathering on a big ol’ comfy couch so you can scream your heads off about why an answer belongs in the category ‘Type of Cheese’ and not ‘The Last Name of a British Prime Minister.’” said Arnold. Debate and Switch In Debate and Switch, you’re in a town hall that has gone sideways. Everything up for discussion is a bizarre hypothetical and you need to form an opinion and defend it. Fast. “The original inspiration was the movie Rat Race, and then I realized there was already a board game version of what I was working on: Pricetitution. So we ditched the terrible scenarios and pricing and delved more into debate mechanics.” says Nate Sandberg, Senior Audio Lead, who originally pitched the game. “We loved building out the running characters, created by Senior Art Lead, Hector M Padilla, to act as voters during debates. Those little guys are just the best,” says Game Director Michael Siciliano, “It was harder to hone in on tone for the debate topics. We’ve had to pivot on exactly how strange or detailed they get. Allowing players to craft their own topics was an evolution we’re really excited for people to play with.” Hyperface In Party Pack 11, we played with the phone’s microphone for Hear Say. In Party Pack 12, we’re playing with the camera! In Hyperface, players edit a photo in response to a prompt. Players can choose to use a stock photo or they can take a selfie and edit their face in wild ways. “The reveal is often the highlight,” says Game Director Tim Sniffen. Seeing what others chose to do, whether going all-out or doing a tiny subtle eyebrow-raise, is usually the high point of any playthrough.” We want players to smudge, squash, stretch, and draw on their photos to create the wildest result possible. “Who among us hasn’t added a mustache to a magazine photo? If you’re ready for the power-user version, where you’re smudging someone’s nose like it’s made of taffy, this game is for you,” says Sniffen. The Jackbox Party Pack 12 is coming to PS4 and PS5 this fall. 
Title: How roguelite shooter Void/Breaker’s destruction combat uses PS5 features Date: Wed, 24 Jun 2026 16:00:15 +0000 Link: https://blog.playstation.com/2026/06/24/how-roguelite-shooter-void-breakers-destruction-combat-uses-ps5-features/ There are two types of players. One type enjoys high-octane gameplay – fluid movement, satisfying gunplay, the thrill of pure destructive chaos. On the other side of the axis are players who like to strategize. They’re driven by a need to optimize for the most efficient outcome. What if I told you there’s a solo developer – Daniel Stubbington – who decided to make a game for someone who has both of those in them? A roguelite shooter with fluid, fast-paced movement, where survival means mastering an environmental destruction system and combining it with a weapon modding system deep enough to create synergies crazy enough to make even the developer gasp? That game is Void/Breaker. And it’s coming to PS5 – we think this is going to be the best way to play it. What’s changed since we announced the PS5 version? The arsenal has grown. To the Pistol, Assault Rifle, and a Shotgun, we’ve added the SMG and the Sniper Rifle (Daniel’s own personal favourite). These weapons are the archetypes, and each one has its own character and that’s where the gun modification system comes in place. Every weapon has its own grid, and into that grid you place modules – weapon mods, ability mods, fire mode mods, melee mods. The modules aren’t isolated upgrades. They interact with each other, sitting next to one another on the grid to form combinations that are often more powerful than the sum of their parts. A mod that freezes enemies. Another that guarantees a critical hit against frozen targets. A proximity mine that deploys every time you slide. Some modules even expand the grid itself, unlocking more space. Stack the right things in the right place, and you’ve built something that carves through a room before your brain has caught up with what just happened. On PlayStation 5, the developer is exploring how adaptive triggers and haptic feedback can bring each weapon’s identity into your hands – so the resistance and feedback of firing the Sniper Rifle feel distinct from the rapid pull of the SMG. Gyro aiming is also being looked at, giving players who want it an extra layer of precision for a more immersive feel. That thinking extends to abilities, grenades, and the gravity tether too. All are being explored for how haptics could make each one feel distinct and satisfying to use. Gameplay built with the community, not just for them Daniel has remained firmly committed to the early access roadmap, working closely with the community and incorporating feedback to make Void/Breaker the best it can be ahead of its PlayStation 5 launch. And the community has been a huge part of shaping where Void/Breaker is today – not in a vague, “thanks for the feedback” sense, but in ways you can point to directly in the game. Wallrunning is the best example. Daniel experimented with it early in development, but decided against adding it. Players kept asking for it anyway. He listened, brought it back, and it’s now one of the features that gives the game’s movement the fluidity it’s known for. Melee tells a similar story. It used to be a fallback for when in a tight spot. Now it’s a genuine playstyle. New melee-specific mods arrived alongside a rebalance that scales damage relative to enemy health, so it holds up deep into a run rather than falling off. It’s another area where the DualSense controller’s options are being looked at, in the hope of making melee combat in particular feel memorable and satisfying. The story that grows  Underneath all of this sits a narrative that gives the gameplay real meaning. You’re a prisoner, caught up by a malevolent AI entity whose goals aren’t clear, and your goal is to break free from an endless cycle. You’re not doing it alone, though. Early into the escape, you find an unexpected ally – a chip left behind by a former prisoner makes contact and starts offering support, guiding you through the zones as the story builds toward its conclusion. Void/Breaker’s narrative leans heavily on Returnal as an influence, not just for its gameplay loop but for how it builds a story into a roguelite structure. It’s a big part of why the zones aren’t just combat arenas – they’re chapters in something larger. Five zones have been completed so far, each with its own distinct theme and identity, and the plan is for Void/Breaker to launch on PS5 with six zones in total, with the final zone bringing the story to its conclusion. Try it yourself A PS5 demo is available right now, letting you explore Zone 1 and get a feel for the core of the game. It’s running without DualSense-specific features for the moment – the adaptive triggers, haptics, and gyro support we’ve talked about here are still being built, and they’ll be ready for the full launch. Add Void/Breaker to your PS5 wishlist.

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Title: "I torture myself over every last detail": Stardew Valley's creator is having a real time of it with Haunted Chocolatier's recipe book interface Date: Fri, 26 Jun 2026 16:45:00 +0000 Link: https://www.rockpapershotgun.com/i-torture-myself-over-every-last-detail-stardew-valleys-creator-is-having-a-real-time-of-it-with-haunted-chocolatiers-recipe-book-interface Stardew Valley creator Eric 'ConcernedApe' Barone has released his latest reminder that yes, he's still working on Haunted Chocolatier, the action-RPG and life sim in which you run a sweetshop in a realm of ghosts. This particular blogpost is notable for a mildly agonised aside about the game's recipe book interface, which needs to be "seamless, clear, intuitive, satisfying, aesthetic", in a word, perfect. Read more
Title: Valve's Steam Machine gets competition in the "Stim Machine", a cheeky French PC box that's already reportedly been re-named Date: Fri, 26 Jun 2026 16:07:59 +0000 Link: https://www.rockpapershotgun.com/valves-steam-machine-gets-competition-in-the-stim-machine-a-cheeky-french-pc-box-thats-already-reportedly-been-re-named Watch out, Steam Machine! One who would claim your throne comes forth from the sun-kissed streets of France. He might have your number, once he's figured out what he's comfortable being called. He's the PC Box from French tech sellers LDLC, and he was originally dubbed the Stim Machine because no parody can be too on the nose. Read more
Title: Deep and volatile Terraria-style factory sim Sandustry hits early access in August, Hooded Horse announce Date: Fri, 26 Jun 2026 15:37:15 +0000 Link: https://www.rockpapershotgun.com/deep-and-volatile-terraria-style-factory-sim-sandustry-hits-early-access-in-august-hooded-horse-announce Driven witless by the UK heatwave, I throw open my email inbox and search desperately for videogames about waterfalls, canopies of thick palm leaves, and the sibilant settling of ice in the bellies of the largest, most enduring glaciers. Instead, I am challenged to excavate a world of sand. Hooded Horse and Lantto Games have announced an early access release date for Sandustry, their 2D factory-building game in which resources break down into pixels with individual physics. It's out in early access via Steam, GOG, and the Microsoft Store on August 13th. Please be careful when watching the below trailer. It may absorb whatever body fluids you have left. Read more
Title: How to survive the memory shortage crisis: a PC owner's guide Date: Fri, 26 Jun 2026 15:02:19 +0000 Link: https://www.rockpapershotgun.com/how-to-survive-the-memory-shortage-crisis-a-pc-owners-guide Urgh. Have you seen memory prices lately? If you somehow haven’t, make sure to look through your fingers, as they are truly terrifying. DDR5 RAM sticks are ungodly expensive, older DDR4's not much better, high VRAM graphics cards are ridiculous, and any PC hardware that includes at least one of these (which is a lot) is suffering ludicrous price hikes in turn. That includes the new Steam Machine, while handheld PCs are being stripped of affordable options, and next-gen, standalone VR headsets are unlikely to do much better. But we’re been here before, right? We made it through the crypto-mining-induced GPU price spikes of 2018, the 2011 hard drive shortages caused by flooding in Thailand, and the pandemic-driven PC surge. Remember the Discord stock alerts? The retailer lotteries? The waiting lines for websites? We can do this. We can weather the storm of new memory price hikes. But we don’t have to do it in silence. We don’t need to damn our enthusiasm for the PCs that play our PC games. There are ways to still upgrade and improve your rig, and its gaming prowess, even with memory prices as ridiculous as they are. Read more
Title: Creative Assembly confirm Total War: Medieval 3's starting factions, pegging out a complex world of schemers and killers, feudal giants and emerging empires Date: Fri, 26 Jun 2026 14:46:44 +0000 Link: https://www.rockpapershotgun.com/creative-assembly-confirm-total-war-medieval-3s-starting-factions-pegging-out-a-complex-world-of-schemers-and-killers-feudal-giants-and-emerging-empires Creative Assembly have announced the first six playable factions for historical strategy bash Total War: Medieval 3, while also sharing a little insight on the process of choosing Total War factions. Of course, the optimal way to select Twarieval 3 factions would be to mock up a grand tournament, where designers adorned with the heraldry of each realm prove their mettle in the jousts, the melee, and the pas d'armes, while rival spymasters contrive to spike their goblets with arsenic. Sadly, I don't think Creative Assembly have the budget to build a jousting arena, and poisonings tend to be frowned upon by HR departments. But they are, at least, letting players vote on 23 other playable factions they're thinking about adding. Online voting: the tiltyard of the modern era. Read more
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