Telltale Games made an appearance at Summer Game Fest’s 2026 showcase, where it revealed a new trailer for its long-in-development title, The Wolf Among Us 2. According to the new trailer, the new game launches sometime in 2027, published by Telltale and its partner PM Studios. The trailer teases the mystery, in which players return to Fabletown with Bigby Wolf to investigate a series of crimes while Snow White attempts to keep order against the city’s underworld. Alongside the new game, Telltale also revealed it’s launching a remaster of the original Wolf Among Us, which launches sometime in the 2026 holiday season. Jamie Ottilie, CEO of Telltale, said in a statement, “With The Wolf Among Us Remastered, we wanted to preserve the original experience while introducing Bigby and the world of Fabletown to a new audience. At the same time, The Wolf Among Us 2 allows us to continue the story of Fabletown in a way that pushes the series forward while staying true to what fans have loved about these characters and this world from the very beginning.” Michael Yum, CEO of PM Studios, added, “Working alongside Telltale on both The Wolf Among Us Remastered and The Wolf Among Us 2 has been incredibly special for our team. We’re excited for longtime fans to step back into this neon noir world they’ve waited years to revisit, while welcoming a whole new generation of players to discover Bigby Wolf and Fabletown for the very first time.” The post The Wolf Among Us 2 gets 2027 release window alongside remastered original appeared first on GamesBeat. View the full article
At Summer Game Fest, IO Interactive revealed the first year of content planned for 007 First Light, which brings back Lenny Kravitz's character Bawma in a brand-new mission. It's been an impressive few weeks for 007 First Light as the game not only racked up plenty of positive buzz from critics and fans, but it has apparently sold very well to help put the Bond franchise back on the map after a number of uneven releases. View the full article
Telltale Games will finally launch The Wolf Among Us 2 in 2027, after a remaster of the beloved original game arrives later this year. As confirmed tonight during the Summer Game Fest 2026 showcase, The Wolf Among Us 2 is now on track for launch at some point in 2027 for PC via Steam and Epic Games Store, PlayStation 4, PS5, Nintendo Switch, Switch 2, Xbox One and Xbox Series X/S. It's been almost a decade since the original incarnation of Telltale Games confirmed plans to develop more The Wolf Among Us, an adaptation of the noir fantasy series based on dark fairytale comic book Fables. The project has since survived the shuttering of Telltale, the brand's revival, a complete reboot, various delays, subsequent layoffs, and a now-dissolved partnership with Dispatch maker AdHoc Studio — which worked on the game for several years. "Set after the events of the original game, The Wolf Among Us 2 returns players to the shadowy streets of Fabletown, where fairytale characters live hidden among humans in modern-day New York," reads an official blurb. "As tensions rise and long-simmering power struggles threaten to erupt, Snow White struggles to maintain order while new forces move to reshape the city’s underworld. "When a brutal series of crimes threatens to fracture the fragile balance holding Fabletown together, Bigby Wolf, sheriff of Fabletown, finds himself drawn into a dangerous conspiracy that reaches deep into the city’s criminal underworld. As suspicion spreads across the city and powerful forces work against him, Bigby must uncover the truth and decide what kind of sheriff - and what kind of wolf - he is willing to become." The Wolf Among Us 2 will arrive following a fresh version of the series' original game, which will return as The Wolf Among Us Remastered, due sometime this holiday for PC via Steam and Epic Game Store, PS5, Switch, Switch 2 and Xbox. For this remaster, Telltale Games promises improved visuals, UI and accessibility features, and an hour of bonus content exploring deleted scenes, plus interviews with the game's cast. IGN recently sat down with Jamie Ottilie, CEO of Telltale, to find out why it's been such a long road to launch for The Wolf Among Us 2, what happened with the split from Dispatch maker Ad Hoc, and discover more about Telltale's plans for the future. To catch up on all the announcements from tonight, be sure to check out IGN's roundup of everything announced during Summer Game Fest 2026. 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
Nearly a decade on from Telltale Games' first announcement of a Wolf Among Us sequel, there's finally some good news. The rebooted version of Telltale has committed to a 2027 launch for Bigby Wolf's long-awaited next chapter, as well as a remastered version of his first adventure due out later this year. But what has taken so long? Well, the project has survived the shuttering of Telltale in 2018 and the brand's subsequent revival, a subsequent reboot, numerous delays, layoffs, and the now-dissolved partnership with Dispatch maker AdHoc Studio — which worked on the game for several years. But, as Telltale Games CEO Jamie Ottilie discusses with IGN below, that's only part of the story. Read on for detail on why Telltale restarted work on The Wolf Among Us 2 back in 2023, what became of the company's partnership with AdHoc, and how much of the Dispatch developer's work remains in the game — plus, Telltale's plans for the future, and whether we'll ever see a Wolf Among Us 3. IGN: I'm looking forward to replaying The Wolf Among Us. Obviously there have been reports of a remaster, but it's definitely been long enough since the original. Jamie Ottilie: That's good to hear. Some people are on the fence about remasters and why would you be? It's 13 years old and we want to preserve it and make sure it runs on modern consoles and that new people can experience it. Why wouldn't we do it? And I guess you want the sequel to launch to as big an audience as possible and the first one coming back again helps grow that audience, 13 years on. Ottilie: Yeah, I can't believe it's been so long. The anniversary is this October. The remaster should be coming contemporous with the anniversary. Should be. Because it's been so long, fans have wondered if Wolf 2 will tell a completely different story to avoid alienating anyone — even if many hope at least some aspects continue from the first game to the second. What can you say there? Ottilie: It's a new story but it's certainly a Bigby story. It's contemporous from a timeline standpoint with the first one. It's a true sequel. You don't need to play the first one to understand it, but it will help. It's the same universe, the same characters, fans should be very happy with what we're doing with the sequel. The original ended on something of a cliffhanger, or the suggestion of a reveal. Can you say whether that will be addressed in the sequel? Ottilie: I can't say that right now. The other folks on my comms team are on this call will get very upset with me if I answer that question, but some of that will get covered at Summer Games Fest. I can say we do think fans will be very happy with what we're doing with the story and how we're respectfully treating some of the content from the first one. Out of all the original Telltale games, why is the new Telltale so committed to The Wolf Among Us like this? Ottilie: Some of it's selfish [laughs]. I think it's important, it's one of my favorite games. One of the things that Mike and I bonded over is it's one of his favorite games. Quietly in conversations, you'll find that a lot of people will express that and put it in their top five or their top 10. It deserves a sequel. One of the reasons I chose to get involved with this iteration of Telltale was to see this sequel through. That level of desire is there and it isn't just me, it's everybody on my team. When I talked about putting Telltale back together with the folks who helped me do it, this was central to the conversation. So it's been there from the very beginning in terms of like, why are you doing this? What are you doing? Well, we're going to make this game, then we're going to figure the rest out. It's been a longer journey than any of us had hoped. It's hard for me to believe it's been seven years. It's been hard to be quiet the last few years while we got our stuff together and got the game going, but we're here now, it feels pretty good. "It's been hard to be quiet the last few years while we got our stuff together..." The Telltale brand still holds a lot of love from fans and there's a lot of curiosity around where the company as a whole is at. Can you get into the team's current size, and how much you're handling development internally? Obviously you've worked with Deck Nine on The Expanse, and then I believe it's Trick Studios you're now working with on Wolf 2? Ottilie: Yeah, Trick is our co-dev partner. We're working with Trick on a myriad of things and have been for a couple years now. One of the things that we decided to do as a company in terms of how we built this iteration of Telltale was to understand that development is cyclical. Your staffing meets are not consistent across a three-year ******* or a four-year ******* and rather than the ***** bust cycle that we all went through in terms of hiring and laying off, that we would build intelligently around co-dev. So people that are internal to Telltale are really focused on leadership positions we know we're going to need for the long-term, structured around what the components of a Telltale game are and how we work effectively with co-dev partners to deliver that when you need to be at scale making content. That's been part of our business plan really from the outset. We did The Expanse externally with Deck Nine because we acknowledged that trying to do two games at the same time with a company from scratch is really not a great business plan. There's always been the understanding that you have to focus on what you can do. It's taken us longer than we intended because we did a tech reset in 2022. We originally started off with the legacy Telltale tool [and] Unreal Engine 4, and on paper that looked like [it would provide] all sorts of good production gains and tools and scalability and iteration. And a couple years into that journey the reality that like, 'no, that's not going to be true' became obvious. And so we did a reset on pipeline and went back to square one in terms of how we were building the content, not what content we were building, but how we were structuring it, how we were building it. There's a lot of cinematic minutes that go into a Telltale game and building those at quality [and] efficiently is kind of the central problem to how you run the company. So, Telltale still has its own development staff? Ottilie: [It's] 40% internal, 60% external from a rule of thumb standpoint. We work with Trick. We also have a couple subject matter experts for some things like character rigging — it's super important and super specialized, but you also only need it for a [specific] *******. And when you're done with it, those are very expensive, very talented people that don't have a lot to do for the rest of the title. So stuff like that is outsourced in the traditional way [to] subject matter experts and then Trick and Telltale have structured an integrated team. We don't do traditional co-dev that's asset based or output based. We run one team, and where those people happen to collect their paychecks is irrelevant from a team structure standpoint. It all works under the same management system, the same standups, the same milestone basis, the same sprints. And so that's been a really effective way for us to work together. We've invested a couple years in our relationship with Trick, getting to the point where we can function this way. How did the Wolf Among Us Remastered project get started? Ottilie: Wolf 1 has been, because it's on the legacy engine and a bespoke code base, it is harder to work with than doing stuff from scratch, just because there's a great deal of institutional knowledge that's necessary to be able to wield those tools. We're about a year and a half into the journey on the remaster for Wolf 1. It really started out of 'we need to update this to keep it current on consoles and functioning and there are some bugs here that are pretty egregious that would be nice to get rid of as we're playing through this.' And then we did some experiments with, is it possible to make it look incrementally better and what would that look like? And so Wolf 1 just kind of grew organically out of that, wanting to continue to support it, wanting to see it stay in the market and be a really clean experience for new players that come in and want to play through it. And then, you called it out earlier, we're doing the sequel. The best way to introduce people to the sequel is to let them play the first title. And so it made business sense, it made production sense. It made sense as fans of the content and materials to do it. So that's been effectively moving forward, a very slow burn with the right approach, training new folks to work with the tools and tech and standing that stuff back up and ensuring that we could do it effectively. How was development impacted by the Ad Hoc leaving? Can you talk about why that partnership ended, and how far it got? Ottilie: We were working with Ad Hoc in the same way we were working with Trick, as an integrated team. It was not like a Deck Nine situation where we had an [external] developer. When we started working with Ad Hoc, they were relatively new. They were effectively four people, three of which had worked on Wolf 1. So it was natural for us to work together. When we did the tech reset and we realized that we're not going to be producing content for at least a year in terms of how we're approaching this, it didn't make sense for us to keep them tied up and effectively sitting on the sidelines not doing a lot while we went through the pipeline and [worked out] how we were going to build the content. And so it sort of came to a natural break point based upon the reality of where we were from a pipeline standpoint and they obviously had desires to ship their own games and did not want to be idle either. And I don't know if you know the core history of the team, but the core group's been together for 11 years across multiple companies on a journey to ship games and they deserved to be able to go out and do that and make that happen. So we just sort of got to a place where it didn't make sense for us to keep them tied up, as much as we wanted to collaborate on this title. And then by the time we were ready, they were off doing Dispatch as we all know now and it wasn't really effective to reintegrate them into the team. Unfortunately, timing works that way sometimes. "I'm not saying it was easy on anybody" It sounds like from your side, the reset was just a technical thing you wanted to do. Ottilie: It was the reality that we weren't going to ship on the path we were on, we were not going to ship a game worthy of the name [The Wolf Among Us] based upon how the content was coming together, what the pipeline looked like. It was a hard choice to do a reset. Nobody wants to do that. I'm not saying it was easy on anybody, I guess is what I'm trying to say. It's not the decision anybody wanted to make, but I think we all understood the nature of the decision of why it had to be made. Can you shed any light on how much of AdHoc's work remains in the game? Ottilie: Certainly there's some pieces of it that are there, but at the end of the day, when you do a complete reset, you have to reset with the creative leadership you have and how you're building the game. So it certainly isn't the same game as envisioned that was there. Some of the gains we were expecting on the tools and pipeline were about how much content we could create in a given ******* of time on a given budget number and that wasn't going to come to fruition either. So the number of minutes and the scoping had to be different than where we were in terms of how we approached the content. There are elements of it, but it's a different game is probably the best answer that I can give. There are people that have been working on the title from its inception consistently. So there is some continuity in the team, and it's very difficult to draw like a clean line, 'Oh, this is the Ad Hoc version. This is what was going on here.' It was always a collaborative approach to how the content was being built. Is there anything more you want to say now, to reassure fans after this bumpy development process? Obviously Dispatch is now out, and has been this huge success which is great to see. Ottilie: It's a great game. I would say internally we're thrilled that Ad Hoc got to go away and make Dispatch. The weird thing about narrative [games] is that none of us really think of each other as competitors. We're in such a niche piece of content that there's definitely a sprite of core in terms of people who make this kind of content. We're all rooting for each other. In terms of reassuring the fans, let's show you what we have at Summer Games Fest. We're pretty confident what we have will make Wolf two fans happy. We've shown it to enough people to know that we're on the right path here. We get a very positive response from when we take people into what we're doing right now. We are trying to be good stewards of the IP and the universe and everything that's there. While from the outside it seems like we've been quiet and people have had their doubts about it, for the last seven years there isn't a person on my team that hasn't made this the priority professionally in their lives to get this game done. The amount of sacrifice and creativity that has been necessary to get us this far is incredible in terms of the team that's there. There's a great deal of passion, care, and love for this franchise in this team that is still there building it. "Certainly we'd love to do Wolf 3..." If everything goes well, what is your ambition for Telltale next? Is it more remasters, more sequels? Is there a particular focus? Is it Wolf 3? Is it bringing back another popular franchise from Telltale's past? Where would you love to go? Ottilie: We are actively looking at what we'll do next. We're working on what we're calling a sequential slate, right? Instead of going wide, we're doing things in parallel, one thing in a time. We'll choose what we're doing next this year and have it in concept development while we're finishing up Wolf 2 so we know where we're moving to when we're done. There are quite a few games in contention for what that might be. It won't be Wolf 3 out of the gate. I mean, there needs to be some breathing room between sequels. Certainly we'd love to do Wolf 3, but I think that's a 'ship this one, probably ship something else in between, come back to Wolf', that kind of cadence. In a perfect world, we'd ship a new game every two years or so, taking about three years to make it, starting about a year prior so that there's a little bit of overlap with concept teams. We do a lot of writing and experimenting on paper. Before we move something into production, we throw away a lot of pages. Sometimes we write for an IP that we haven't even talked to the licensor about just to see if it's worth talking to the licensor about it. So we certainly have some ideas. There are three or four frontrunners in terms of what we'd like to do and there's a blend in there. There's some original IP in there. There's some legacy Telltale stuff in there. There's some new universes in there and I don't think we're ready to make that kind of commitment yet in terms of what's next, but it's top of mind for sure. 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
007 First Light is getting an impressive amount of post-launch support, according to the game's year one road map. At Summer Game Fest, IO Interactive debuted a teaser trailer for a new story DLC for the game centered around Bawama, the pirate king warlord played by Lenny Kravitz. Details are scarce on what we'll be doing with Bawama, but his story did end rather abruptly in the base game so it makes sense to return to him. It's also unclear if this will be a paid expansion or if it'll be a free update. 007 First Light will also get a year of updates which will include new TacSim challenges, a new gadget, New Game+, and a photo mode. It's pretty exciting, as IO Interactive stated that this is the "year one" roadmap, suggesting that there may be more content after this. IO Interactive is known for supporting its games with tons of extra content, but it will likely depend on if players keep showing up to support the game. Hitman is far more replayable than 007 First Light, but the new Bond game seems to doing well thanks to strong word of mouth. Estimates suggest 007 First Light sold over 2 million copies in its first week and the game has been showered in praise from fans and critics alike. IGN gave 007 First Light a 9/10, noting that it is "demonstrably obsessed with bringing the Bond fantasy to life in a way no game has ever managed before." IO Interactive also set up a sequel at the end of 007 First Light, which Amazon recently confirmed will not be self-published by IO Interactive. Amazon is expected to have a much larger role in future Bond games and will handle publishing on any sequels to First Light. For all other things announced tonight, be sure to check out our roundup of everything announced at Summer Game Fest, where we will be posting all of the biggest announcements and news. Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder. View the full article
We have just shipped an updated Steam Deck Client to the Preview/Beta channel. General Fixed Scaling/Filtering/Sharpening options not showing in the performance menu. Updated controller pairing UI. SteamRT3 Beta Fixed SteamOS updates failing to apply when opted in to the SteamRT3 experimental client. View the full article
The upcoming turn-based strategy Star Wars game, Star Wars: Zero Company, will feature Anakin Skywalker. Star Wars: Zero Company is being developed as a joint collaboration between Bit Reactor and Respawn Entertainment. Bit Reactor is a studio largely comprised of developers that previously worked for Firaxis on the XCOM series, so it's no surprise that Zero Company has often been described as XCOM meets Star Wars. View the full article
Indie developer Frozenbyte has announced Trine 6: Together in Time, an all-new sequel to their beloved co-op puzzle-platformer series. Trine 6: Together in Time is in development for Windows PC (Steam, Epic Games Store), Xbox Series X|S, Switch, Switch 2, and PS5 with a release set for September 17th. Here’s a rundown on the new sequel, […] Source View the full article
The critically acclaimed ******: The Old Country will be getting story expansion DLC. Titled Man of Honor, the DLC will be released on August 14, 2K and Hangar 13 announced. The expansion will add two new chapters in protagonist Enzo’s story, as well as extra content for the game’s Free Ride mode. Read More... View the full article
Developer Playtonic Games has announced Super Yooka-Laylee Kart, a new kart racing spinoff game based on their mascot platformer. Super Yooka-Laylee Kart is in development for Windows PC (Steam), though a release date wasn’t announced. Here’s a rundown on the game, plus its reveal trailer: REVENGE FUELLED RACING Every setback is another chance to strike back. […] Source View the full article
Playtonic has announced Super Yooka-Laylee Kart, an arcade racing adventure it says is built around “high-skill gameplay, tactical rivalries, and revenge-fuelled comebacks”. The game, which is so far only announced for PC, is being developed by a team that includes Diddy Kong Racing and Mickey’s Speedway USA designer Martin Wakeley, and DKR artist Kevin Bayliss. According to an announcement, Super Yooka-Laylee Kart will include a “deep” story campaign, online multiplayer, the ability to create custom races, rules and tournaments, and up to 8-player local split-screen multiplayer. Read More... View the full article
Street Fighter 6 revealed its fourth year of content, with 4 characters joining the roster over the coming year, including official confirmation of Tifa Lockhart from Final Fantasy 7 being the guest character. As many fans rightly predicted, Capcom chose to announce its next year of content for Street Fighter 6 during Geoff Keighley's annual Summer Game Fest showcase. View the full article
Ahead of its launch today, I had a chance to play Gothic 1 Remake on Steam Deck and ROG Ally to see how the remake scales across PC handhelds covering my Steam Deck recommended settings, performance impressions, and more. View the full article
Los Angeles-based developer That's No Moon Entertainment has taken to Summer Game Fest 2026 to announce a big-budget shooter called Crossfire. Based on the eponymous franchise operated South Korean gaming giant Smilegate, the upcoming title promises a premium single-player campaign built around stealth, cover combat, and cinematic storytelling, with its SGF 2026 reveal trailer teasing some of those elements. View the full article
Developer Shift Up has finally pulled back the curtain on the official sequel, Stellar Blade: Blood Rain, while sharing plenty of footage and details with fans, for now. However, a release date or window is notably absent. Previously, Shift Up indicated it would release 'Stellar Blade 2' before 2027 based on internal roadmaps, but that seems unlikely at this time. View the full article
Koei Tecmo appeared at Summer Game Fest 2026 to officially reveal Attack on Titan 3, a brand-new AoT video game that will retell the anime's entire story. Attack on Titan 3 was one of the more unexpected announcements at Summer Game Fest 2026, especially considering how quickly it's coming out. View the full article
Original Assassin's Creed creative director Patrice Désilets and his team at Panache Digital Games have announced a new version of 1666: Amsterdam, the supernatural history game Désilets once worked on a lifetime ago at THQ Montreal. What's more, the game now has a 30 minute prologue on Steam and the Epic Games Store, with an early access release coming later this year. Read more View the full article
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