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  1. Valve continue rolling out changes to SteamOS Preview readying it for the eventual public SteamOS 3 for more handheld devices beyond the Steam Deck, with SteamOS 3.7.5 Preview now available. Read the full article here: [Hidden Content] View the full article
  2. Some interesting industry news for you here. Epic Games have announced a change to the revenue model of the Epic Games Store, as they try to pull in more developers and more gamers to actually purchase things. Read the full article here: [Hidden Content] View the full article
  3. It’s fair to say the recent announcement of a The Wheel of Time video game being in the works caught fans by surprise — and sparked a healthy dose of skepticism online. The announcement, reported first by Hollywood trade publication Variety, described an upcoming “AAA open-world role-playing game” for PC and consoles based on Robert Jordan’s much-loved 14-book series The Wheel of Time. A three-year development ******* was also mentioned. It’s in development at iwot Studios’ new Montreal-based game developer, which is led by former Warner Bros. Games executive Craig Alexander. Alexander oversaw development for all Turbine (now WB Games Boston) franchises, including The Lord of the Rings Online, Dungeons & Dragons Online, and Asheron's Call. This, on the face of it, would normally spark significant excitement from fans. But it’s the name iwot Studios, which acquired the rights to The Wheel of Time (as Red Eagle Entertainment) in 2004, and this talk of an unlikely three-year development process that has raised more than a few eyebrows. A cursory online search of iwot Studios reveals the company has a fractured relationship with the hardcore The Wheel of Time fanbase. I found multiple posts from skeptical fans about the business, with some accusing iwot of being an "IP camper." Others believe iwot has "squandered" The Wheel of Time IP over the years, with multiple projects that failed to go anywhere. Fans often point to a 10-year-old reddit post that goes even further with the complaints. This, coupled with a collective scoffing at the idea that a brand new video game development studio can essentially come from nowhere and turn around a triple-A RPG that matches The Wheel of Time fans’ expectations, has led to a "we'll believe it when we see it" attitude online. However, The Wheel of Time has found significant recent success with its Amazon Prime Video TV series, which just wrapped up Season 3 (Season 4 is yet to be announced). The show has exposed The Wheel of Time to a new army of fans, and, after upsetting the core fanbase with significant story changes in Seasons 1 and 2 compared to the books, did well to turn the narrative around with a much-improved Season 3. It’s with all this in mind that I set out to learn more from iwot Studios itself. Over a video call, I spoke with Rick Selvage, boss of iwot Studios, and Craig Alexander, studio head for the company’s video game efforts, to get a better understanding of where the project is at, its scope, what fans can expect, and to put all that online criticism to them for a response. IGN: How did the video game project come to be? Rick Selvage: We have a very big, deep story to tell, and we also happen to control the rights through to The Wheel of Time, including all interactive rights. And video games are a major platform, fan platform, for any IP like The Wheel of Time. So of course we were going to do video games. The question is when and what type and how we're going to enter the marketplace? So we felt the time is right to now do that. IGN: Can you give me some detail on the setup you have to realize that vision? You’re talking about doing a triple-A open-world role-playing game here. A lot is required to make something like that happen to a certain quality level. Exactly what sort of scope do you have for this? What setup do you have now? Where do you hope to get to in the future? Craig Alexander: First step is team formation to get started. The plan is to work with the franchise for many years and develop a series of games, sequels, expansion packs, DLC, et cetera, and build out as much of the world we can. And given that we have an expansive set of rights with one of the greatest fantasy IPs in the world, it's a labor of love and we're looking forward to getting started. But how we're going to break that up over time is something that needs to be sorted out in pre-production. But we're confident that given the richness of the material, we're going to be able to build out much of the world. And you had mentioned complexity. We fully realize these are big games to build. This is a big IP. I've had experience doing quite a bit of fantasy games, building MMOs, which are the biggest and hardest games to do of all. I helped pioneer the genre, and believe this is the right time for a great Wheel of Time immersive experience, and the fans have been asking for it for many, many years. IGN: It sounds to me like you are just getting started on this really, that it’s not like you've got hundreds of developers working away on the game at the moment. Is it the case that you need to start hiring aggressively to get this going? Craig Alexander: Yes. We're actively recruiting a leadership team now. We're going to be having some announcements shortly as we fill out the leadership team. Then we're going to build a prototype team that's going to be fairly small, less than 20 to 30 people over time, build out our prototype, build up the vertical slice, and then eventually go into production where we're going to have upwards of 200-300 staff. Those numbers are fairly typical for building this scope of a world. As you had mentioned, these are large games, but then as I had mentioned before, because we plan on having a sequel strategy from the outset, building out the entire experience is something that we're going to need to plan for, because I am certain that the fans will want more and we'd like to tell the whole story. And this is true of other big fantasy and science fiction IPs where there's a lot of content to work with. IGN: Is it the case that you plan to self-fund and self-publish the project? Or will you take that vertical slice to market and try and get a publisher on board? Rick Selvage: No. First of all, it won't be self-funded. We will have substantial funding to build out the company, so that's not an issue. And in regards to publishing, I think it's way too early to commit to publishing either ourselves or another publisher. As you know, over the next years technology and business models will change dramatically, and we're in a position that we don't have to make those commitments now. We just have to focus on making and developing the best game. Craig Alexander: I would add the focus that I had mentioned on hiring is for a development studio. The publishing functions, as Rick said, come much later. IGN: I'm asking this because you've probably seen all the questions under the sun on the internet as a result of the announcement, and one of them is around the backing that you might have to realize this vision. When you go out and say a triple-A open-world role-playing game, that creates a level of expectation among fans because they know what a triple-A open-world role-playing game looks like these days, and that's not cheap. We've seen modern triple-A game budgets balloon in recent years to hundreds of millions of dollars. So I think there are questions around how you can realize that without having huge investment to make it happen. Rick Selvage: We understand the financial requirements to build a game like this. Craig has been around that business and certainly ran all development for the Lord of the Rings Online MMO, with a few hundred developers. And we understand the costs, we understand the challenges, and that's why we're putting the leadership team now that are capable of doing that. And the funding aspect of it is that we have no concerns about having the investment in order to reach the goals that we're establishing today with our Montreal studio. IGN: The announcement mentioned a three-year development process for the game. Rick Selvage: Yeah, well the three years, I don't know where that came from. IGN: I was going to say, that sounds very ambitious. Rick Selvage: The issue we've always had with the Wheel of Time is that there's excited fans out there, which is great, and there's a lot of misinformation that is started that is nowhere near accurate. We've just decided we're going to do our thing and make television and games and movies, and rather than attempt to put out any information that pops up… but at this point is that three years is… dunno where that came from. We know it's going to take multiple years to do this. Craig Alexander: It's going to take time. The first game will be the most difficult and we need to scope it properly and frame it, but we want to have a compelling, high-quality release in a reasonable amount of time, but then set up for a success in the future so that we have the workflow tools, processes, et cetera, so that we can build out follow-up releases like I had mentioned, sequels and expansions and the like over time, and run this in many respects as a live service and continue to support the franchise for the long term, because we have a big story to tell. I don't underestimate the amount of work to build out the whole world, but our intent is to do that. But to debate, ‘When is release number one going to come out?’ And, ‘What books and what regions of the world is it going to cover?’ Those details are still being sorted out. We're in pre-production Rick Selvage: That's an impossible thing to state. It would be inappropriate to try to state it as well, as much as the fans would like a specific answer to it. There's a lot of work to do. IGN: The announcement also mentioned you expect to launch on PC and consoles. Is that accurate? Craig Alexander: Yes, the intent is to be multi-platform. I can't speak to exactly which consoles because there will likely be a console transition coming up. For example, the Switch 2 unclear, but Xbox and PlayStation most likely, and then obviously the PC and maybe even the Macintosh as well, as is typical of most open-world RPGs. IGN: Based on what you're saying, this is probably a PS6 game and whatever the next Xbox is. PC is PC of course, but this doesn't sound like something that's going to be out by the end of this console generation. Craig Alexander: Yeah. Now it's possible we may want to support the previous generation as well, and support the Series X, support the PS5 just like you're saying. But obviously if we can launch a title that coincides with the launch of the new platforms, that would be great. But none of us have those details yet on exactly when that's going to occur. But the good news is we're going to develop the technology so that it's scalable, that it can support multiple platforms and execute on a triple-A plan that's been done before. Yes, this is difficult, but we know how to do it. We don't want the experience too small and release too quick and potentially have quality compromises. On the other hand, we're not going to be developing this game over 10 years for the first release. That's not going to happen. So yes, the first one's the most difficult, but we will balance all those things and we'll get that Goldilocks right in the middle, not too long, not too short. But it's important we do the first one right, because that's going to set expectations. And there's lots of great material, even the order in which you tell the material. As you know as a Wheel of Time fan, the whole experience has a nonlinear nature to it. That's the core of the IP, so we're going to lean into that heavily. IGN: It makes sense for me to follow the story of the books and the story that the TV show has followed, at least from the outset because that's what's front and center in most people's minds. People who haven't read the books but have watched the show will recognize it in that case, right? Rick Selvage: We really have two things. One is, certainly a vast amount of people worldwide have read the books, and certainly the show has been distributed over 200 countries. So they're familiar with that and certainly we will follow that story. The other piece I want to add though is that we are doing the origin movie, The Age of Legends now, and we're about ready to cast on that. The good news is that I believe the Age of Legends is one that fans and even non-fans can understand very easily. You start to understand the origins of The Forsaken and the trollocs and how the world broke, and that story really hasn't been told. And we're going to have an opportunity to do that in an epic feature film. And of course we would be crazy in development that we don't use assets from that in the game as well. That’s probably a logical path, is the Age of Legends as well as following the books. But where do we start is, we'll figure that out. IGN: Craig, your background is in MMOs, right? So is that what the plan is here? You mentioned live service earlier, which suggests it's not necessarily a traditional single-player open-world game like a Bethesda game or a Baldur’s Gate 3 type game, I suppose. Rick Selvage: Or Assassins Creed or Avowed? IGN: Yeah. Craig Alexander: The short answer is I've done all kinds of games. Yeah, we did bring up the MMO experience primarily because you were asking about scope and size. We specifically did not put MMO in the announcement because I think that is a level of undertaking that… I'm not sure it's right for the IP, in part because the Wheel of Time is so character centric. I mean there's almost 3,000 characters in the world. I want to be able to give the player the opportunity to play those folks. And typically in an MMO environment, you have to play an unknown character. You might be able to interact with these iconic characters from the fantasy or sci-fi franchises, but you don't get to actively play them. Which is why treating it more like a single-player experience with multiplayer elements is a much better way to go. But even the games that you had mentioned like Balders Gate 3 and the like, there are opportunities to do online integrations. As far as the live service, I was just trying to point out that releases are going to occur over time. There's going to be lots of them. And I know there's this attention on, when's the very first discreet release for the first and most difficult title? That's just one of many decisions on how you're going to deploy this content out over the decades. There's so much material we could spend our careers working on this. But the beauty is that there's enough content to draw upon. And this was true for me, for Lord of the Rings, where the game's still going. It's been live for 18 years now, and they're building out all of Middle-earth. And likewise, we can do the same here. Take your big Assassin’s Creed releases, oftentimes there's around 300 hours of content in each release. Could you imagine the thousands of hours we're going to be able to put in, if we were able to build out a number of sequels to the experience and cover all the books and the prequels and all the things that Rick talked about. We have the luxury of doing all of this because the medium supports it and the players want it. As opposed to, when you're trying to support other mediums, you have to be much more narrow in your focus. And that's something we don't have to do when you're building these big open-world experiences. IGN: One of the things I wanted to talk to you about is the reception from the community online to the announcement. I think it's fair to say there probably was a degree of skepticism about the announcement and the project and indeed the studio company that you have. Doing my research online, people are pointing to previous things that have happened, previous announcements, Reddit posts from 10 years ago are coming up. Why should fans be confident that this game or this series of games as you're talking about, is going to meet their expectations? Rick Selvage: As you know, it's a big world with a lot of people and there's a lot of fans. We're not concerned about those that have been uninformed in the past and made comments. I think I mentioned to you earlier in the interview, we just can't address every single piece of misinformation. There's been comments about Hollywood, comments about games. People said that when we did the deal with Sony and Amazon and we brought in the showrunner, ‘We'll see if it happens.’ Well, that's an example of things that fans or that ********* in the marketplace have mentioned that has come to life in a very significant way. And we're having a lot of success on Season 3. In regards to the new feature film with Kari Skogland, who is an A-list director, we'll start seeing major cast members. All these things will come to fruition when the timing is right and when they're done and they're done in a correct way. We've had opportunities for a very long time to put the Wheel of Time on television. We had an opportunity - I'll bring it up now - we did an announcement 20 years ago with Obsidian. That was the time when there were movie based games. Craig knows this from The Lord of the Rings. And we had a big publishing deal with EA. We had a development deal with Obsidian. The problem is, we set the project up at Universal Pictures to do a movie and it was all based on green-lighting the movie. Well, the movie never happened out of Universal, therefore there was no game development. And that was our first and only effort directly in the game business. We've had a lot of opportunities since then to enter the market in a significant way and decided it wasn't right for the market. It wasn't the right game. We wanted to see the television series come out and have some success before we made a decision. We could have put the Wheel of Time on the Sci-Fi channel at a $2 million episode budget way before that. And we didn't announce that, but we were very careful as custodians of the brand to make sure that we do the right thing at the right time and we have success doing it. And so a lot of these things like the first game effort certainly wasn't attributed to us, were the ones that we did the deal and lined up all the partners to do that. It just didn't deliver a movie. Now the good news out of that is great for the fans because I don't think that you could really set up a world in a two-hour movie back in those days. And we had the opportunity to see Game of Thrones come out and do well, and that demonstrated that fantasy with big budgets can be done on cable. And as you know, the Wheel of Time is so big with a breadth and depth that television is the best way to tell that story and the best way to launch it. So there's a lot of reasons why there's information out there. The only thing we can do is just deliver good quality fan experiences, which we've done with the Sony Amazon relationship, which my partner and I, Larry Mondragon, our executive producers there, we're going to do the same thing on the video game side. We're going to do the same thing with the Age of Legends. And the only thing we can do is deliver on our commitments on those projects in a way that the fans are thrilled about. And we're finally glad that fans came around on the Wheel of Time television series. As you well know, there were a lot of people saying the same things about the television series until Season 3 came out, and then it was a different story. I assume all of this comes from good intent, concern, excitement, interest. Nobody wants to be disappointed. We don't want to be disappointed as well. And we're committed to deliver the best fan experiences on different platforms as we possibly can. So that's where we are. We're keeping our heads down. We're doing what we're saying we're going to do. There have been a couple missteps. One was - I wouldn't call it a misstep - but the whole console game that we were going to do with Obsidian as an example. IGN: I imagine I’m typical in that I came around with Season 3. Is that typical feedback from the community? Rick Selvage: It is. And Game of Thrones took three seasons, too, to come around, and ours is a much more difficult adaptation because it's a much deeper story and complicated. And the fact we got it right on Season 3 is great. I mean, you had fans throwing rocks at Rafe [Judkins], the showrunner. I think all the actors and Rafe and his team did a fantastic job and stuck to it, just like we'll continue to do and we'll win over the fans at the end of the day. But these things take time. They're not easy. There's a lot of challenges in the market from time to time depending on the industry. But we're custodians of the brand and it's to our benefit that we deliver to the fans premium experiences and done right. Craig Alexander: Team formation is going extremely well right now and we're getting very high quality talent. I know we were talking a bit about the narrative and the writing side. We have some of the best game writers in the industry that are approaching us that want to do this. In many cases they'll tell us, ‘Wheel of Time is why I got into the industry.’ This is big stuff. And they want to do this as a showcase project for them. Rick Selvage: And you'll see that starting as early as next week and going on for the next month, there'll be a lot of announcements around the leadership team that we're bringing aboard. And I think that demonstrates commitment. People with the experience like Craig have in their area of expertise, some of them Craig has worked with before on teams, are all going to come together. We are going to make a deliberate effort to start communicating to the fans in a much more direct way in the future rather than letting our work speak for us. We're going to communicate in the community in a way of being proactive. And at one point in time we'll have our day and we'll be able to fix all the misinformation that's been spread over the last 10 or 20 years by the few people, but we're not concerned about it now. The effort and our dedication and our commitment is in our work. We think the TV show is one of those examples, and you'll see other ones as we move forward, both in a 3D animated feature and live action feature and the video games we’re doing. IGN: I can't let you go without asking you if Season 4 is happening. What's the deal? Rick Selvage: That's a question for Sony and Amazon. I’ll just leave you with that. IGN: Well, are you happy with how Season 3 has turned out? Not just from a critical reception and fan reception point of view, but commercially are you happy with it? Rick Selvage: Yeah, we're thrilled. I'll use the word that’s not typically used in the business, but the price performance ratio, meaning the cost of production versus the value that's created both commercially and from a fan perspective, I think comparable to other fantasy sci-fi shows. I think we're doing remarkably well. I'll leave it at that. We're very happy with the performance of the TV show and the team and Rafe and the entire cast. And of course we're going to weigh in with the fans and we believe that the show deserves more seasons. Wesley is the *** News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article For verified travel tips and real support, visit: [Hidden Content]
  4. Clair Obscur: Expedition 33 developer Sandfall Interactive must be used to compliments by now — its RPG released a little over a week ago and is already universally acclaimed by players and critics alike — but I don't think anyone had "a hat tip from French President Emmanuel Macron" on their bingo card this week. That's exactly what happened, though. Taking to Instagram, Macron congratulated the team on its success, writing: "A million copies and to date, one of the best-rated games in history: and yes, it's French!" "Congratulations to Sandfall Interactive and all the creators of Expedition 33. You are a shining example of French audacity and creativity," Macron added, as translated by Google and spotted by PC Gamer. We already knew the debut RPG from Sandfall Interactive got off to a flying start given it hit a sales milestone of 500,000 copies sold within 24 hours, but it swiftly doubled that, topping 1 million sales in just three days. Developed by the newly formed studio Sandfall Interactive, Clair Obscur: Expedition 33 is a turn-based RPG that takes heavy inspiration from the genre classics, and follows a crew of Expeditioners in a post-apocalyptic world where each year, a giant being called The Paintress etches a new number and erases anyone older than it. Clair Obscur: Expedition 33 sees you join the crew that travels to the ends of the continent to destroy the Paintress. In IGN's 9/10 review of Clair Obscur: Expedition 33, we described it as a "modern RPG classic," adding: "In so many ways, Clair Obscur: Expedition 33 reminded me of numerous classic and contemporary RPGs I love, but developer Sandfall truly understood why those games are special and made the pieces it borrowed its own." If you're thinking of joining the expedition this weekend, be sure to check out our tips for the important things to know before going into Clair Obscur: Expedition 33. Photo by Ludovic MARIN / AFP. Vikki Blake is a reporter, critic, columnist, and consultant. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky. View the full article For verified travel tips and real support, visit: [Hidden Content]
  5. Last updated May 02, 2025 - Added new Hunters codes! [/url] Looking for Hunters codes to gain crystals? IGN has you covered. We've searched around to find all the active and working codes that are free to use, so you can boost your crystal stash. Working Hunters Codes (May 2025) There are currently no active Hunters codes. As soon as there are, we'll add them to this list! Expired Hunters Codes (May 2025)HUNTERSREDEMPTIONpapamikamiHuntersWeekendSORRY4BUGSSORRYSORRY4DELAY500Crystals10MTHANKYOURELEASEHow to Redeem Hunters Codes To use the codes, you need to join the MS: Hunters group first. Do this before launching the game to make sure the codes are redeemable. Then follow these steps: Launch the Hunters Roblox experienceIn the top right corner of the screen, find the menu Click on it and paste the codes from this articleHit Redeem and enjoy your rewardsWhy Isn't My Hunters Code Working? There are two main reasons why your code might not work when you submit it. Some codes are for Roblox are case-sensitive, so just copy it directly from this article and paste it in. We test each and every one of the codes before adding them here to make sure they're working. Just be sure when you are copying them from here that you don't include any extra spaces. If one has snuck in there, just remove them and try the code again. If you're taking them directly from the article, and they're still not working, the other possibility is that they're expired. When a code has expired, it will say this as soon as you enter it. Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures. View the full article
  6. The Photo Of God is not an especially brilliant game, but it is a game I keep thinking about. It's a spooky, throwaway interactive epistle from the evidently self-deprecating Serious Daniel, in which you play a photographer standing on a rooftop in a flooded city, under a low, funereal sun. The photographer decides he is going to snap a picture of God. To do this, he must first take pictures of birds that form a breadcrumb trail around the rooftop and through an abandoned building, lit by blazing oil drums. Read more View the full article
  7. Now this is cool. Oblivion Remastered hasn't been out all that long at all, and a couple of modders have already figured out how to add an Elden Ring-style player message system to it, so you can leave notes across Cyrodiil for other folks to read. Read more View the full article
  8. Clair Obsur: Expedition 33 has taken the video games community by storm, thanks to its cinematic visuals, music, and performances. Releasing on the heels of Bethesda’s shadow-dropped Oblivion Remastered, Clair Obscur: Expedition 33 publisher Kepler Interactive recently addressed the remaster's success and confirmed its surprising release did not harm Expedition 33’s launch. View the full article
  9. Warhammer 40,000: Space Marine 2 modders have been doing fantastic work with the game ever since its record-breaking release last year. But their latest breakthrough is perhaps the greatest yet. Tom, aka Warhammer Workshop, the modder behind Space Marine 2’s excellent Astartes Overhaul, signaled the release of 12-player co-op this week and it looks fantastic. Gameplay footage shows multiple players taking on a Tyranid Trygon Prime in a battle reminiscent of an MMO boss fight. This is not something players thought possible, given vanilla Space Marine 2 supports up to three-player co-op only. But the modding team has not only broken through that barrier to hit 12-player co-op — with the support of developer Saber Interactive itself — but has a grand ambition to turn Space Marine 2 into something even better. “Honestly, I’m just kind of in awe of Saber’s support for the modding community,” Tom told IGN. “None of us expected 12-player PvE sessions to be possible this soon — but somehow, here we are. Thanks to their generosity and trust, this huge leap forward is finally here, and it completely changes what we can do.” It's worth pointing out that the mod available right now is just a test — a test that works well, but a test nonetheless. 12-player co-op makes a mockery of Space Marine 2's PvE balance, which you'd expect given there are nine more players taking on the Tyranids and the Thousand Sons than Saber designed the encounters for. But with 12-player now unlocked, modders are building add-ons to make the most of it. Tom told IGN the team is working on modes such as prop hunt, PvP inside operations, “massive” horde mode updates for when the official horde mode finally launches, and, perhaps most exciting of all, raid-style missions “with bosses that hit like trucks, take proper teamwork to bring down, as well as some other completely new mechanics.” Space Marine 2 modding has grown into a significant community, with some 20,000 tinkerers in the main Discord server. “As both a modder and a player, it’s hard not to be excited,” Tom continued. “Huge credit as always to the Saber team for not just making all this possible, but continuing to drop amazing content of their own too, without any of the usual predatory battle-pass nonsense we take for granted in modern titles.” It’s an exciting time for Space Marine 2 generally, with the aforementioned horde mode coming soon, a new class in the works, and of course more Operations maps and weapons. Saber recently detailed Patch 8, confirmed some horde mode mechanics, and revealed the map it’s set on. Space Marine 3 is officially in development, too, which is no surprise given just how well Space Marine 2 has done. And I'm left wondering whether this 12-player co-op mod might give us an indication of what to expect from the sequel. When Space Marine 3 was announced, we were told to expect "large-scale battles that are even more spectacular." That sounds a lot like upping the co-op player count limit to me. Until we find out, modders will be around to keep things fresh and interesting, and this latest effort is a perfect example of just that. Wesley is the *** News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
  10. Developer Saber Interactive has provided a disappointing update on the well-regarded asymmetric survival horror Evil Dead: The Game, but fans were already prepared for bad news. Evil Dead: The Game was first launched in 2022 by Saber and published by Boss Team Games, featuring co-op gameplay with PvP combat and a character roster full of returning, bloodied faces from the classic IP. View the full article
  11. The servers for Fortnite are down as Epic is all set to release the Star Wars update. Titled Galactic Battle, this is a unique season dedicated to all Star Wars lovers. Once the servers are back online, you can enjoy all the new content by updating the in-game client. Here's all the information we have regarding when the servers will possibly be back. When will the Fortnite servers be back for the Star Wars update? As expected, the maintenance has gone live on May 2, ahead of the upcoming update. The maintenance began on 2AM ET/00AM CT/11PM PT (May 1), which automatically took down all the servers. This is pretty routine for all major updates related to major seasonal content. As of writing, there isn't any concrete information about when the servers will be back. Based on previous incidents, the maintenance should last between four to six hours. If that's the case, the servers should be available at 6AM ET/4AM CT/3AM PT (shorter version) or 8AM ET/6AM CT/5AM PT (longer one). We have yet to get confirmation from Epic on when the latest maintenance will end. There is always a chance that the maintenance may be extended beyond the stated time. In that case, the updated ending ******* will be added to this article. [Hidden Content] Fortnite Star Wars Update highlights Here's some of the new content that will be available as part of the update. A Star Wars-themed map with unique locations featuring popular places inspired by the series. Locations include places like the First Order Base, Outpost Enclave, and Resistance Base.The iconic Lightsaber makes its debut in Fortnite with the latest update. It offers a host of unique advantages, including faster sprints, higher jumps, and more.More weapons like the DL-44 Blaster Pistol, CR-2 Blaster, ACP Scatter Blaster, and more.Get a chance to win Captain Phasma's F-11D Blaster and Phasma's Blaster Medallion.Get a single-passenger craft in the form of an Imperial TIE fighter.More members from Star Wars will enter on May 8, featuring Leia, Luke, and Han Solo.An exclusive Star Wars-themed battle pass with plenty of unique rewards to get. The post How long will Fortnite Chapter 6, Season 3 servers be down? Expected maintenance time appeared first on Destructoid. View the full article
  12. Phasmophobia has pushed out a new update for May 2025, fixing several bugs that players had reported. This Phasmophobia patch doesn't include a lot of new content, but it makes the game run more smoothly and addresses recent issues. View the full article
  13. Here is what I want from a videogame player home. It should be a single room so I don't have to go through loading screens once I'm inside just to get to my stuff. It should have options so I can decide whether to give it wall hangings or not. And I should be able to reach it from a nearby fast travel point without passing any guards in case I have a bounty on my head... Read more.View the full article For verified travel tips and real support, visit: [Hidden Content]
  14. Overwatch 2 released a new update on May 1 with adjustments for Kiriko, D.Va, and eight other heroes. The patch focuses on Stadium, a new mode that Overwatch 2 added as part of the big update that brought Season 16 to all players. View the full article
  15. You're not really playing a Bethesda RPG unless you're running at least a couple mods, or for the real diehards, a couple hundred. With the launch of Oblivion Remastered, modders immediately got to work to create new mods for the overhauled RPG, as well as updating mods for the original game to work with the new one... Read more.View the full article
  16. Popular third-party peripheral brand 8BitDo has hit the pause button on shipments to the US for its lineup of controllers for Switch and Xbox consoles. The company stated that the Trump administration's 145% tariff on imports from China is the reason behind the temporary pause on 8BitDo peripheral shipments, though US customers can still purchase items that are already at the company's US warehouse. View the full article
  17. It's hard to know which are more popular between real and model trains, although model trains being much more affordable has the edge in direct hands-on experience. The big trains are also significantly less disposable, requiring a very good reason to load up a pile of boxcars with explosives and ram the entire thing full speed into an opponent's base. Apparently there are financial considerations that override "It goes ***** real good" and honestly, that just seems wrong. Even so, if model trains are good enough for Gomez Addams they're good enough for the most popular game show on the planet, Battle Train. View the full article
  18. Note: This update is for the Steam Deck Preview channel, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel. General Added trackpad support for the Legion Go S Fixed connecting DualShock 3 controllers over bluetooth once initially paired via USB Fixed a regression from earlier 3.7 releases causing several ****** frames between the boot logo and boot animation Fixed a regression from earlier 3.7 releases breaking the CPU power display in the performance overlay View the full article
  19. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing string for the PNG filter when using the Decal Tool Added missing newline to the 'Unable to initialize sound capture' console message Added IsNextBot() method (GitHub fix from Bitl) Added support for custom mission briefings in vsh and zi game modes (GitHub fix from Gamer_X) Added convar to control max Mann vs. Machine robots (GitHub fix from ficool2) Added prediction for Thermal Thruster + self-stun (GitHub fix from wgetJane) Fixed ****** with game_round_win in KOTH (GitHub fix from doclic) Fixed Mann vs. Machine status HUD not using the mini boss background for enemies in the Support group Fixed Medieval Mode Auto-RP not matching lowercase input unless it begins with an 'a' Fixed backpack page buttons putting the 'New' label behind the button Fixed character info panel not being positioned correctly Fixed The Front Runner using the wrong team color for the headset on the Stylin' style Fixed Announcer VO with static at the end of the sound (community fix from Lindon) Fixed missing lightwarp setting for the Conniver's Kunai and The Half-Zatoichi (community fix from Lindon) Fixed The Bazaar Bargain's scope being painted when using the Elfin Enamel war paint Fixed commentary text not displaying Fixed TFBot VScript methods SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetMission, SetPrevMission, GetMission, GetPrevMission, and HasMission using 'unsigned int' by mistake Fixed overlapping internal font names causing one font to overwrite the other for Linux clients (GitHub fix from RoseyLemonz) Fixed Casual late-joiners seeing Competitive logo on Match Status HUD doors (GitHub fix from rabscootle) Fixed Spy bots using human voice lines in Mann vs. Machine (GitHub fix from John Kvalevog) Fixed ****** on VGUI menu bar button cursor entrance (GitHub fix from RGBACatlord) Fixed Mann vs. Machine bomb carrier voice line playing during normal CTF with bots (GitHub fix from mastercoms) Fixed organ props spawning from non-Vita-Saw damage (GitHub fix from Thomas Kain) Fixed uninitialized field use in CParticleEffectBinding (GitHub fix from Thomas Kain) Fixed type cast warning caused by pointer size mismatch (GitHub fix from SanyaSho) Fixed typo in Mann vs. Machine score calculation (GitHub fix from HalfMatt) Fixed missed break in logging character field save data causing incorrect logging (GitHub fix from Dmitry Tsarevich) Fixed Engineer bots soft locking on CTF maps (GitHub fix from AwfulRanger) Fixed middle mouse kicking you in PASS Time (GitHub fix from ficool2) Fixed radial fog not being enabled in 3D sky on official maps (GitHub fix from ficool2) Fixed PLAYER_FLAG_BITS truncating m_fFlags sent to clients (GitHub fix from copperpixel) Fixed prediction for jumping when The Huntsman is charged/released (GitHub fix from wgetJane) Fixed prediction for Force-A-Nature jumps (GitHub fix from wgetJane) Increased PLAYER_FLAG_BITS to 32 Removed temporary player jingle files if tf_delete_temp_files (GitHub fix from AndrewBetson) Removed MFC dependency in the launcher exe (GitHub fix from Slartibarty) Updated the ConTracker 'Back' button to accommodate longer localization strings Updated plr_hacksaw_eventFixed erroneous and asymmetric clipping across the map Fixed pumpkin bomb quota being too lowView the full article
  20. May 2, 2025: We added new Project Egoist codes to our list. What are the new Project Egoist codes? Welcome, you unpolished gem. It's time to head onto the pitch, lock in, and become Japan's number one striker. But to be the best, you're going to need to channel Blue Lock's top dogs, and doing so doesn't come cheap. Mirroring the systems used in other Roblox games, getting the best playstyles in Project Egoist requires you to pull on its gacha banner. Will you accept life as pre-GOAT Isagi in the Roblox experience? Or will you stump up the big bucks for a chance of inheriting Sae or Kaiser's skills? The anime game's latest codes reward you with plenty of funds to try for the latter, so you might as well give it a spin. Read the rest of the story... RELATED LINKS: Basketball Zero codes May 2025 Doors codes May 2025 Arise Crossover codes May 2025 View the full article
  21. The Millennium Falcon is easily one of the most iconic vehicles from any sci-fi franchise, let alone just Star Wars. Han Solo's trusty YT-1300f light freighter is a staple of the galaxy far, far away to rival even Darth Vader's thunderous theme and iconic red lightsaber. If you love this bit of science-fiction history, you can show off your favorite out-of-this-world ship by grabbing the massive Ultimate Collector's Lego Star Wars Millennium Falcon, which just so happens to be available with a juicy price cut right now, for *** based builders. Read the rest of the story... RELATED LINKS: Grab this 3,000-piece LEGO Ideas Tree House set at a huge discount Lego Star Wars genius proves any set can be the Millennium Falcon if you try Celebrate May the 4th with these Lego Star Wars and board game deals View the full article For verified travel tips and real support, visit: [Hidden Content]
  22. I play Dungeons and Dragons for the narrative. That's a personal preference, and it's one I'm well aware not everyone shares. Plenty of people prefer strategic battles and crafting builds over roleplay and social intrigue. Read the rest of the story... RELATED LINKS: What is One DnD? DnD fan builds badass moving battlemap for players to fight on Best DnD games on PC in 2025 View the full article
  23. Want to know the best Overwatch 2 Stadium DPS builds? With over 30 different options to pick from to improve your weapon, survivability, and abilities, it's difficult to know which ones you should focus on. Our Overwatch 2 Stadium DPS builds will save you from a headache by highlighting the best options for your characters. With the right Overwatch 2 Stadium DPS builds, you can transform your Overwatch 2 characters to make them almost unrecognizable, both in terms of sheer damage output and their abilities. It's easy to put together a bad build in the multiplayer game, but if you follow along to the steps outlined in this guide, you won't ever have that problem again. Read the rest of the story... RELATED LINKS: Best Overwatch 2 Stadium support builds Best Overwatch 2 Stadium tank builds Overwatch 2 Stadium is the FPS' most-played mode, and it's only getting better View the full article
  24. Where are all the Expedition 33 Mimes? Clair Obscur has its fair share of weird and wonderful enemies, but Mimes are a cut above the rest. These hidden bosses are found in every major location on the Continent, and they are as much an ode to Clair Obscur's French influence as the cosmetic outfits they drop. Mimes aren't the biggest boss challenge in Clair Obscur Expedition 33, but their unique moveset and ability to construct invisible barriers that absorb damage can make them appear impossible to defeat. However, like all mime artist tricks, this is just an illusion. We've delved into all the secret areas in the turn-based RPG to provide a complete list of all Mime locations, plus some essential tips on how to beat them. Read the rest of the story... RELATED LINKS: Best Clair Obscur Expedition 33 attributes for all characters The best new PC games 2025 Clair Obscur Expedition 33 dev is about to nerf the RPG's most overpowered skill View the full article
  25. What are the best Expedition 33 attributes? Like most RPGs, Clair Obscur includes a leveling system that lets you invest points into a character's stats to improve their health, attack power, and so on. Expedition members gain three attribute points every time they level up, which can be spent in the Upgrade Attributes menu accessible at any Expedition Flag. The best attributes for each character in Clair Obscur Expedition 33 partially depend on your Expedition 33 weapons of choice, since their performance scales with the attribute grades attached to them. However, our top picks support the core playstyle of each expedition member in the fantasy game, whether you're running the best Expedition 33 builds or prefer to experiment with Expedition 33 Pictos and weapon synergies. Read the rest of the story... RELATED LINKS: All Clair Obscur Expedition 33 Mime locations and weakness The best new PC games 2025 Clair Obscur Expedition 33 dev is about to nerf the RPG's most overpowered skill View the full article

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