MindsEye, the new blockbuster action-adventure from Grand Theft Auto producer Leslie Benzies, debuts today on PC, PlayStation 5, and Xbox Series X and S. But the game's important day one patch won't arrive on day one for Xbox. Writing on reddit last night, MindsEye developer Build A Rocket Boy said that due to "varied platform certification," Microsoft's console wouldn't feature the 16 GB patch at launch, despite the fact the studio says this update is "highly recommend[ed]... to ensure MindsEye plays as we intended." "It includes key final refinements," Build A Rocket Boy said, including "gameplay improvements, visual polish, stability fixes and performance tuning." When will it pop up for Xbox players? For now, the studio can't say for sure. "[It] will be made available on Xbox as soon as possible," the studio added. This is the same update that, last week, Build A Rocket Boy said fans should wait for rather than playing the game before its street date, after early copies began making their way in the hands of players. Early reaction to the unpatched version of the game included negative comments branding the game a "technical mess." "We want everyone to experience the story the same way at the same time on day one, without bias," Build A Rocket Boy said in a statement issued in response to early copies being played. "This means waiting until the official release date to play through the game firsthand." Now, Xbox fans will have to wait a little longer. Mention of bias in the studio's statement sparked suggestion by some fans that the company was referring back to comments made by its co-CEO Mark Gerhard, who suggested there had been a "concerted effort" to "trash the game and the studio" with negative social media posts from paid accounts or bots. IGN subsequently put this claim to Hakan Abrak, boss of Hitman developer IO Interactive, the company which is publishing MindsEye. His response: "I don't know. I don't believe that. I don't believe that. I just think the game should speak for itself on June the 10th." MindsEye has had an unusual road to release, having been initially announced as an episodic campaign component for the company's now-abandoned creative platform Everywhere. Ultimately, MindsEye is being released with its story mode as the star, and while the full game will offer customisation of its world using Everywhere's toolset, the metaverse-y portion of the game has been sidelined. In MindsEye, you play as Jacob Diaz, an ex-military drone pilot who was implanted with a chip to interface directly with the flying hardware. The experience has shaterd Diaz's mind — and it's up to you to investigate Diaz's past and piece together the truth of what happened. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
Wizards of the Coast knows the people thirst for more more Baldur's Gate 3-ish CRPGs, and the company's president has made it clear they still plan on making those kinds of things, even if the D&D action game they recently announced will be a different kettle of magic frogs "Don’t get me wrong," said President John Hight when speaking to Polygon about the different possibilities making a D&D game offers being a factor in going that route with this latest game, "we are going to do CRPGs that are going to be as serious as BG3." Read more View the full article
The Final Trial, aka the Eighth Trial of Aql, or the Footsteps of the Fremen quest, is the final piece of the puzzle to solve in Dune Awakening, but it's a stern test. The trial is unlocked after you have finished the others in sequence, so it will require some time. In case you're there already, here are the final trial answers and more information about the quest in Dune Awakening. Dune Awakening Final Trial location The final (or the eighth) trial can be found at Sietch Tal'ab, at the border of Mysa Tarill and the Eastern Shield Wall. Check the screenshot below for the exact location before we move on to the necessary steps and the correct responses to solve the trial. Screenshot via Funcom Dune Awakening Footsteps of the Fremen quest guideTaskHow to CompleteRespond to the door with answers about the FremenKeep heading into the sietch until you reach a locked door. To explore further, you'll have to answer with the following responses. ・Nilotic al-Ourouba ・Poritrin ・Salusa Secundus ・Bela Teguese ・Rossak ・Thurgrod ・HarmonthepKeep exploringOnce the door opens, a short cutscene will play. Keep exploring the sietch until you find a room with a Solido Projection.Match symbols on the archThe Solido Projection talks about ecology, and your job is to use the buttons to match the symbols with the words. ・Animal - Aerate - Soil ・Bind - Dune - Grass ・Planting - Shelter - DownwindRotate the ringsThe next step is to keep exploring the sietch. You'll reach an area with a specific mechanism to crack. The mechanism has three rings that you have to rotate. ・Outer Ring - 2x ・Middle Ring - 1x ・Inner Ring - 2x This is the final piece of the puzzle, and wait for your companion to say 'Very Good' (completing the puzzle). The door will open when you interact with the deathstill.Open the safeA cutscene will play along the hallway that will reveal info about a safe. Go to the door from which you entered the room, and look for a console. The safe is located to the left of this console.Survive the last assaultYou will find one final set of enemies behind the open door (behind the central console). After clearing the enemies, exit the sietch, and you're all done with the quest. That's pretty much all you have to do to complete the final Trial of Aql in Dune Awakening. The post Dune Awakening final trial answers appeared first on Destructoid. View the full article
Anvil Empires is a terrific idea. Imagine a game of Age of Empires 2, but every villager and soldier is an actual, living player. Cooperating with hundreds of other people, you need to build a village, create a production line for weapons and armor, and defend your castle from the opposing army, every member of which is also a real person. Like Foxhole before it, Anvil Empires promises not just large-scale, multiplayer combat, but a simulation of every facet of warfare, where the factory workers and manufacturers behind the front line are just as important as the troops. And so far, the sheer numbers are looking good. More detailed feedback, however, is less than resoundingly enthusiastic. Read the rest of the story... RELATED LINKS: Gigantic RTS game is like Age of Empires 2 but with 1,000 actual players View the full article
The Roblox community has become aware of a new rule that’s been added to the gaming platform’s terms and conditions, and players aren’t happy with the recent change. Roblox is an online game creation system that lets users program and play games, either created by themselves or other users. Created by David Baszucki and Erik Cassel in 2004, Roblox was released to the public in 2006 and has accumulated millions of games in its catalog over the past few decades. View the full article
If you're on the lookout for a new action RPG, you'll want to give Vindictus: Defying Fate's new alpha test a go. A single-player combat-focused experience from The First Descendant developer Nexon, it's already the top demo on Valve's platform during Steam Next Fest. While the player numbers are high, the overall reception to the demo has been mixed so far, largely due to the pace of combat and the game's overall stability. That said, with no launch date in sight just yet, you've only got a limited time to get involved. Read the rest of the story... RELATED LINKS: Elden Ring style action game based on legendary MMO gets free playtest Warhaven publisher announces new soulslike based on classic MMORPG View the full article
Larian is, as you've no doubt heard, done with Baldur's Gate 3. There's no DLC in the pipeline, no sequel around the corner. Swen and co are off to pastures greener, creating something they're all very happy to tantalise us about while giving no details at all. I've decided it's Knights of the Old Republic 3, personally (it is not)... Read more.View the full article
One of the most defining elements of Dying Light 2 was its lack of guns. In a post-apocalyptic world where manufacturing had all but ground to a halt, it just made sense that humanity had to make do with what they could actually get, and what's easier to make a spikey stick or an AK-47? But it seems like Techland is going back on this bold decision... Read more.View the full article
While sandworm-riding is usually the first thing we want to try, and then fail at, in Dune: Awakening, it turns out that if you're super patient and don't mind a little screen-tearing or clipping through assets, it can be done. No, it isn't an official feature that can be unlocked — although developer Funcom did apparently consider it for a while before discarding the idea — but it turns out that if you have lightning-quick reflexes and study the sandworms' behaviors and attack patterns like they're an Elden Ring boss, you can climb aboard. Redditor SgtDolphin has now shared not one but two videos of him riding the worm, using a combination of skills and equipment like the super-sprint Bindu Sprint ability, the Full Suspensor Belt, and Emperor's Wings to help move quickly and better control his player in the air (thanks, PC Gamer). Once you're on, no, you can't control the worm any more than you can stop yourself flying off it from time to time, but Dolphin shows it can be done. Riding the Sandworm byu/SgtDolphin induneawakening .reddit-embed-wrapper iframe { margin-left: 0 !important; } "It's very glitchy at times especially on the sand that's being displaced," SgtDolphin explained in the comments. "Many deaths from the worm to get these rides, it's a pretty dangerous sport!" Riding The Sandworm: Part Two byu/SgtDolphin induneawakening .reddit-embed-wrapper iframe { margin-left: 0 !important; } We're still in the process of reviewing Dune: Awakening. While there's no score at yet, and we're still a little unimpressed by the gunplay, our reviewer wrote: "After more than 35 hours I still feel like I’m fairly early into my Dune: Awakening adventure, and still have new zones to visit, haven’t gotten very far into the main story, and have only had a few encounters with PvP. There’s a ton for me to do, so look for an update sometime this week as I work my way through to the endgame." If you're wondering what players are making of Dune: Awakening so far, the survival multiplayer game has already set a concurrent player peak on Steam of over 117,000 players. For more, check out details on the MMO's business model and post-launch plans. To help you survive on Arrakis, we've got Dune: Awakening resource guides that'll help you find iron, steel, aluminium, and more. If you're just getting started, check out all the Dune: Awakening classes you can choose from, and keep an eye on our in-progress Dune: Awakening walkthrough for a step-by-step guide to the story. Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky. View the full article
Retired PlayStation boss, Shuhei Yoshida, gives a major shout-out to OMUT by hailing the indie game as one of the hardest ever. The upcoming horror game is among the latest projects to have caught the interest of the former PlayStation bigwig, who is known to have a knack for independently developed titles. View the full article
The first official community vote for Schedule 1 is now live, as developer TVGS calls upon players to decide what the game's next major content update should be. The very first Schedule 1community vote will be available until this coming weekend, and gives players the option to vote between a Rival Cartel update, a Police Expansion update, or a Shrooms update. While all three updates will likely make their way to the game in the future, the vote will determine which one is released first. View the full article
Video game voice actor union SAG-AFTRA say they've reached a "tentative agreement" with a group of games companies that could bring an end to the latest voice actor strike, providing it gets approved by the union's National Board and members. This tentative deal "puts in place the necessary AI guardrails that defend performers’ livelihoods in the A.I. age, alongside other important gains," say SAG-AFTRA. That's been the key issue at the heart of this strike, with the union citing a desire to push for protections against VAs being replaced or imitated by AI, though it has previously faced some criticism for how it's handled striking deals with companies that use AI. Read more View the full article
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Elden Ring Nightreign developer FromSoftware has released patch 1.01.2, which focuses on bug fixes for Nightlords, weapons, Guardian's Remembrance and more. Patch 1.01.2, available now across PC via Steam, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X and S, follows last week’s patch 1.01.1, the game’s first since launch, which made single-player mode a lot easier. Also last week, FromSoftware concluded a fresh round of server maintenance designed to improve matchmaking. FromSoftware has said that in addition to the DLC releasing later this year, new additions will be “gradually implemented,” including enhanced fights against existing Nightlords starting this month. And amid the ongoing debate about the game's difficulty while playing single-player, Elden Ring Nightreign's director has revealed he soloed every boss without Relics, and wanted players to know it's "very possible" to see everything. We’ve got plenty of Nightreign tips and tricks to help you take down all the eight Nightlord Bosses, and if you’re wondering how to unlock the two locked Nightfarer Classes, check out How to Unlock the Revenant and How to Unlock the Duchess, plus How to Change Characters. Elden Ring Nightreign update 1.01.2 patch notes:Bug FixesFixed a bug where the Passive Effect “Add (Magic/Lightning/Holy) to Weapon”, when applied to a Bow, made the Physical attack power higher than expected.Fixed a bug where some non-direct attacks of specific weapons’ skills would inflict the attribute attack power and status ailment of the weapon.Fixed a bug where weapons with the “Projectile Damage Drop-Off Reduced” Passive Effect were not included in the loot pool of chests and felled enemies.Fixed a bug where the ****** Merchant would not appear when some conditions were met during the Personal Objective “Find the ****** Merchant in Limveld” of Guardian's Remembrance.Fixed a bug where Libra, Creature of Night would repeatedly perform some actions.Fixed a bug that caused the game to become unstable under some circumstances during the battle against Adel, Baron of Night.Fixed a bug where it was not possible to rescue a player who was near death after being grabbed by Wormface's grab attack. NOTE: Although this update includes bugfixes, we are aware that similar issues may still occur under some conditions, and we are continuing to work on resolving them. The version number of this update shown at the lower right corner of the Title Screen will be as follows: App Ver. 1.01.2Regulation Ver 1.01.3 Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
This is great. Valve released a new Beta for Desktop and Steam Deck that brings Steam Input improvements for various controllers. Read the full article here: [Hidden Content] View the full article
Medieval zombie survival game God Save Birmingham exploded onto the scene in April with an 8-minute “gameplay” trailer that sparked as much skepticism as it did excitement. Among jokes about its Birmingham setting, some said it looked too good to be true, with animations that suggested what we were seeing in the trailer wasn’t so much gameplay, more pre-rendered footage designed to hoodwink the gaming public. Perhaps most damning of all, some compared God Save Birmingham to the infamous The Day Before, calling it a “fake game” and even a “scam.” For the uninitiated, The Day Before was one of the most controversial and catastrophic game launches in recent memory, as what was touted as the "next generation of post-apocalyptic MMO open-world survival games" was released as a barebones and broken extraction shooter. The Day Before received an almost impossibly rare 1/10 in IGN's review, and its shutdown was announced just four days after it launched in Early Access. After God Save Birmingham's April video went viral, Korean publisher Kakao Games and its developer Ocean Drive brought a demo to PAX East and released an updated gameplay video that offered perhaps a more realistic view of where the game is currently at in terms of development. This latest video has gone some way to addressing the narrative established by God Save Birmingham’s explosive April promo. But still, those The Day Before "scam game" comments remain. It was with this in mind that I interviewed Ocean Drive CEO and founder Jae Kim and head of publishing Jungsoo Lee to find out if God Save Birmingham can ever shake off The Day Before. What surprised me is that both seemed perfectly happy with the comparison. Read on to find out why. IGN: Can you give us some background on Ocean Drive? Jungsoo Lee: We founded our studio back in 2020 and it's our fifth year. We currently have about 80 developers in Korea and about 12 people in the States working on business, narrative design, and localization. As Ocean Drive Studio, our first game was Lost Eidolons. It was developed using Unity, which was one of our mistakes actually on decision-making. But we tried to have a quality of Unreal, and that was story-driven, Fire Emblem style turn-based tactical RPG. That was our first project. Currently internally we have four different teams. Two of those projects are pretty small-scale, more like an indie style. One of the projects is positioned as more like AA scale. It’s unannounced, but it's an action RPG project based on one of the reputable IPs in Korea. Our last final project is God Save Birmingham. We started small, but as of last month we had about 28 people working on the project. IGN: So how did God Save Birmingham come about? How did that project start? Where did the idea come from? Jungsoo Lee: Overall our company's vision is basically, we only work on the game that the creative director knows the genre as a hardcore player, because we believe understanding the community needs, what kind of game should be there for the genre, is the most important factor making a successful game there. And Hyeonseong Cha [creative director] really loves Project Zomboid. We also had a test project from Mr. Cha, one of the prototypes — it's on the Steam market right now — it's called Dropkick Navvy. It's a puzzle game using physics. So he was really into using the physics in his game design. So we actually mixed those two. And on top of that we had a Lost Eidolons medieval art style production experience. So all these concepts came together after one year of prototyping, and our past project became God Save Birmingham. IGN: The surprise for me is Birmingham. Even British developers don't make games set in Birmingham. But a Korean developer deciding to do it in Birmingham is very surprising. So I'd love to know why you decided to go there. Jungsoo Lee: Last year at gamescom, we had a lot of interviews at the show, and the most-asked question was, why Birmingham? So I know the answer pretty well! What happened was, we are a small team and they were really into working on medieval, especially the art director who used to work on our first game and he loves medieval art style. So we were looking at medieval, and they were searching for a medieval city. We are based in Korea, right? We are not really familiar with any of the cities in medieval times in Europe. So they were just looking at the list of cities, and they had a condition which was, it shouldn't be big because we're not a big team, so we can’t create a huge town. So that was the first condition. The second condition was, we wanted to have some diversity in the city, meaning that city must have some trade, a lot of trade and things going on at the time. So they were doing research and somehow they came to this YouTube video from the Museum of Birmingham, and they had recreated 14th century Birmingham there. They were looking at that and they loved how the town looked. They did some research on Google and they learned, oh, this background is perfect, let's just do Birmingham. And our entire team was actually surprised after our trailer released at gamescom, because there were so many British people making fun of Birmingham, and we started to wonder, what's going on with Birmingham? Because we had zero idea what was really going on at the modern day Birmingham. So it was a coincidence how we picked Birmingham and the situation at Birmingham got mixed up together. It helped us gain more views there because on Reddit, like Birmingham Reddit and *** Reddit, the trailer was there and they were making fun of Birmingham, like it's better than modern day Birmingham. So initially we asked Gary [PR] and the team, 'Is it okay? Did we do something wrong?' And Gary told us, 'No, it's part of the joke.' IGN: Did any of the developers actually visit Birmingham to get a sense of what it's like? I'm curious about some of the research that went on to try and nail the setting. Jungsoo Lee: In terms of how the town looks, we referred to the video from the Museum of Birmingham. That video gave them a lot of inspiration, especially how the town was looking at the time and what was the biggest landmark at the time, like Moor Street. And another research they did, our team in Korea, they purchased all the books related to medieval Birmingham. There was a case of, they had a potato as one of the foods, and they looked at the book, what was the main food there, and potato wasn't there. So they actually took out the potato. We have a carrot now, but we learned the color of the carrot was different at the time. It wasn't orange, like carrot-ish color. So we are in the process of changing that. So for now, we are actually referring to all those materials that we could get from the books or online. Also we are working with Gary to see if they can find somebody who can actually consult us about medieval times. One of the key pillars we have is recreating 14th century Birmingham as accurately as possible. So we are trying to find ways to actually make that happen right now. IGN: I know the game is about the last survivor, so it's not like you're going to have lots of voice acting for characters that you'll meet along the way. They're zombies. Will the character have a Brummie accent? Jungsoo Lee: Yes. We are trying to have that for the final product. The current voice acting for the trailer and the game demo, we couldn’t actually find the right person in the short ******* of time. But we are planning to find somebody who can recreate that medieval accent, the Brummie accent. So that's in the plan. And we have multiple different classes and we will try to have different voice acting for those. IGN: The April gameplay reveal trailer had a huge amount of interest and comments. Some people were saying the animations were too good to be true, some of it looked scripted, it wasn't true gameplay. You'll have seen all of these comments yourself. Was that something you anticipated from that video? Or did it take you by surprise? Jungsoo Lee: I say half and half. Meaning we didn't think the impact of The Day Before… because lots of people are referencing The Day Before and saying it’s another scam, right? I mean we read everything! Even internally, Jae and especially myself were thinking some people might say something similar, it might be too good to be true. Because we acknowledge we never say it's from the build, but the title is correct, meaning this trailer is there to show people this is what we are aiming to create in terms of gameplay experience that people will have at the final product. So reception, we were a little bit surprised. There was another video from a YouTuber with almost 1 million views, ‘Another fake scam’ was the title. So in that sense we are a little bit surprised, but it wasn't something we weren't expecting. IGN: Just to clear up for our audience exactly what is going on in that trailer, what are we seeing in that video in terms of gameplay versus things that you've created to give the impression of the experience you’re going for? Jungsoo Lee: So the map, environment, props, everything is exactly as what we are working towards. So it's already there in the build, the map and the objects, buildings, they're all there. But as you have pointed out, some of the animations are not there yet. Some are a work in progress, and in the near future it'll be implemented as a demo build. Some will take a longer ******* of time to actually get there. But ultimately what we can tell you is we are actually working towards that direction, and nothing is really exaggerated there. Here's one caveat though: if you play a sandbox game, you're not going to move the camera like that. Yeah, we acknowledge that. But what we intended with the trailer was basically we want to show the environment, what kind of features will be there. That was the major intention. If the player wants to create a video like that, our final build will let you actually make the video look like that. There will be camera options, especially for console controller players, it's kind of common. So if you want to move the camera like that, you can actually do that. If you want to grab props like in the video, where the hand exactly grabs the objects, you can do it. But in sandbox gameplay, real-world players, what they're going to do is open up the tab in the menu and drag everything into your inventory. You don't want to pick one-by-one. So there will be that difference. But endgame, the animation where you walk and grab the apple, those are already in the works. So they're actually working towards that right now. IGN: So what you're saying is that everything we see in that video will be achievable in the final game once it's finished? Jungsoo Lee: Correct. IGN: This isn't a situation where people are going to feel like the final product doesn't have some of the things suggested by the video? You're saying everything we see there eventually you'll be able to do in the game? Jungsoo Lee: Correct. IGN: You had a follow-up video and took the game to PAX. From what I can see online, the reaction to that has been better, with people saying this looks a bit more realistic and not the same thing as the previous trailer. What is your assessment of the reaction and the sentiment now that that video has come out, and how different it is compared to the sentiment after the first video? Jungsoo Lee: We definitely had much more positive comments there, but at the same time of course those people who talked about another The Day Before situation, some players are still saying, see, look at the difference between it. Our plan was basically, let's share this, our end goal, and then we'll regularly share how we are making progress towards that. One thing we didn't really expect was, we really underestimated how people perceived The Day Before situation, how hurt they were, because they were so excited. Because they were really excited, they got much ******* disappointment towards the project. And another thing was, we are not that reputable yet, so people don't really understand what kind of pedigree we have, what kind of people we have here, how many people we have here working towards the game. We had a lot of supporters, some of them said, ‘Why didn't you just release this video first?’ And that part, we take the feedback seriously. But one interesting story there, Jae and I actually told the dev team not to make a pre-rendered video. We basically said, ‘Let's just use our build and then share our current build video based on that.’ But our team, they're so into the project that they were the ones basically insisting, ‘No, we are very confident we can do it and we have to show them how ambitious we are.’ So that was one of the interesting parts, because lots of people were thinking vice versa, where marketing and business folks were pushing them to create this marketing video to attract a lot of players into our community. But it was actually vice versa. They were very confident, ‘We can do it.’ Every week we kept asking them, ‘So this is our end goal, you have to deliver this, you're making a promise to our players.’ And they said, ‘Yeah, we understand, and we’re very confident.’ That's how this video came about actually. IGN: There have been multiple occasions in this interview where you've referenced The Day Before. It seems to me that what happened with that game has created a difficult situation for you. How damaging do you think The Day Before has been for you specifically? Are you confident you'll be able to get to a place where people stop mentioning it with your game? Or do you think that it's just something you are going to have to live with for the rest of the development and until the game comes out? Jungsoo Lee: Jae and I had this conversation after the video. I don't think it was just only giving us the damage. Because it went viral, although it wasn't all positive, I think we got more views on the video because lots of people were actually saying, ‘Another scam here, there's The Day Before.’ Getting more interest towards a small studio like us, every type of interest helps. So we don't really think it's giving us that damage. Part of that is because we are pretty confident. The Day Before, they never had a test. They said they're going to have a beta test, but they suddenly say only for volunteers. Everyone was confused at the time. And we are not doing pre-orders; we've never done pre-orders on any of our games. So while we are internally confident that by showing the progress that we are making regularly — for example we're going to be at gamescom and we're going to share another demo on-site, then people will see how we progressed from the PAX East demo to the gamescom demo. So because of that level of confidence internally, I think we are fine with people actually comparing us to The Day Before, because if we can turn this around with actual gameplay and the demo, those people who are disappointed can actually be huge strong supporters of ours, and this is how you actually have to build a game with the community. IGN: Do you have a target year in mind for when people might be able to play it via Steam either in early access or otherwise? Or is it too early to say at this point? Jungsoo Lee: Our official communication about timeline is early access sometime next year. What we are internally debating is what volume of content do we want to have for early access? We don't want to monetize the game too early with a very empty game, right? So we have been assessing what will be our optimum volume of the content where players can actually enjoy the game to provide us meaningful feedback about how we should evolve the game. Project Zomboid is doing a great job. They started small and with the Build 41 update, they truly achieved commercial success from that update. And ever since they've been working with their community to actually create a feature that their community is asking. So we want to take a similar approach where we should have good enough of a game to… and especially with the video, we raised our internal standard bar for early access. So once we have that, I think we can get into early access. But Jae and we are targeting sometime next year. I don't think it'll be early next year, but probably between summer and the end of 2026. Jae Kim: Actually, we are very impressed by the viewer count of our game reveal trailer on IGN. Our studio is the child company of Kakao Games in Korea, the big listed company. So maybe we can make the team ******* after discussing with Kakao Games, because this game has a lot of buzz right now. So maybe we can invest more into this project to make it better when we launch this game. The schedule is quite open, but personally I really want to do the early access within the next year. IGN: For someone who has seen the April video and the reaction and dismissed it as a scam game or a fake game, or another The Day Before, what is your message to that gamer right now to convince them otherwise? Jungsoo Lee: Actions speak louder than words. The only thing we can tell them is, we understand, we'll try to prove it with our actions, especially with testing. Even though we have a trailer, there is a possibility people might think it's scripted, although it's actually the build happening. So I think hopefully they can at least wait for our future alpha, our beta tests, so that they can actually experience the game, and also follow us so that they can see what kind of progress we are making. Actions speak louder than words, so we'll focus on our actions going forward. Jae Kim: Our team is quite capable to deliver this quality of the game. We are not a newbie team. We have a lot of experience. It was mostly the free-to-play games, but the core members in my company, they really hate to make free-to-play games right now, because they’re all hardcore gamers, and they really want to make story based or a game with core play. So I'm quite confident to deliver this quality of the game. My only worry is that the game should be fun, right? That's the main concern I currently have. The quality, we can provide the quality. But I really want to provide a fun game. So please keep an eye on us, and I really appreciate all the comments on the video. Even if it's good or bad. God Save Birmingham is due out on PC via Steam in early access form in 2026. Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
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