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Steam

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  1. InFold Games' fifth installment in the Nikki series has reached an all-time low rating on Steam. The game's decline began with the 1.5 update, which sparked widespread controversy, enough for the community to consider a global boycott. Nearly a month later, the backlash shows no signs of slowing down, as Infinity Nikki hits yet another unfortunate milestone. View the full article
  2. Take-Two Interactive has revealed that the Borderlands franchise has sold nearly 93 million copies since its inception. With the next game in the Borderlandsseries just a few months away, the recent numbers are a fascinating look at how successful it has been for the company over the years. View the full article
  3. Riot Games is assuring players that it is "very confident in our accuracy rate" for detecting negative behavior in League of Legends, amid growing concerns that more bad actors are popping up in the MOBA. LoL lead gameplay designer Matt 'Phroxzon' Leung-Harrison also says Riot is currently testing even more ways to find other toxic behaviors in-game right now, which includes anyone who's "blatantly trolling" you. Read the rest of the story... RELATED LINKS: League of Legends WASD movement controls may soon be a reality League of Legends hits pause on new skins to rework disappointing ****** Rose set League of Legends Mythic shop May 2025 - what's on ***** now? View the full article
  4. After immense player backlash, Star Citizen developer Cloud Imperium Games is pushing back its controversial new item that helps you enhance your ships. Flight blades are an upcoming upgrade you can buy for either real-world money or in-game currency, but Cloud Imperium briefly made them available ahead of time, and only purchasable with actual cash. The new flight blades are still on the way, but after vocal player distaste, the studio now says all "future gameplay kit introductions" will be obtainable in-game on day one. Read the rest of the story... RELATED LINKS: New Star Citizen flight blades spark major backlash against Cloud Imperium New Star Citizen free event is the perfect chance to play big MMO and space game Star Citizen made more in 2024 than The Witcher 3's entire budget View the full article For verified travel tips and real support, visit: [Hidden Content]
  5. Undermere is a unique little place. In Bad Viking's debut game, Strange Horticulture, its residents were embroiled in the peculiar machinations of a forest cult intent on summoning the mysterious Woken Dendrue. Now, in its sequel, a conspiracy of ravens has descended upon the township; people are afraid to leave their homes, cautious of what appears to be a symbol that something bad is happening. This ill omen is good news for you, though - as the temporary proprietor of local curios store Strange Antiquities, you're the first port of call for protection totems, warding spells, and mood-lifting enchantments. Business is booming. Read the rest of the story... RELATED LINKS: The Necromancer's Tale is a dark gothic Disco Elysium, and it's got a new demo New $3 horror card game Deckline is basically the anti Balatro New medieval RPG is like an Arthurian Baldur's Gate that you can try right now View the full article
  6. "I think their French is a little bit better. I can't prove it but I think it might be."View the full article
  7. Cloud Imperium is under fire over a new Star Citizen ship component that launched in mid-May 2025. The controversial addition prompted some vocal fans to question the developer's game design decisions and monetization practices, in addition to raising concerns about the overall future of Star Citizen. View the full article
  8. Doom. Four letters, two gunbarrels, one space marine and boatloads of ****** guts is all it takes to change the face of gaming forever. Id Software’s seminal series is ground zero for first-person shooters, PC gaming, online multiplayer, community modding, speedrunning, and so, so much more. Video games are still living in the shadow of this infernal masterpiece three-decades later. The FPS genre has evolved a lot since the days they were called “Doom-likes,” and so has the series itself– with varying degrees of success. How does your favorite title rank among the seven (or so) main entries in the franchise? Which Doom games cover themselves in guts and glory, and which are cursed to wallow knee-deep in the unalived? We promise not to be too rough as we rip and tear through the series to bring you every Doom: Ranked. 7. Doom 3 2004’s Doom 3 is the end result of an ultimatum John Carmack issued to the rest of Id, and it kind of feels that way. Carmack was dead-set on making a next-generation remake of Doom to showcase the impressive new light and shadow capabilities of the IdTech 4 engine. Doom co-creator John Romero was long gone at this point, and the remaining Id OGs were staunchly opposed to what they saw as a retread– a tech demo in search of a purpose. Carmack very publicly overruled them, and thus we have Doom 3. To their credit, Carmack and crew made some big changes in pursuit of modernizing the series. Doom 3 is a slower, more story-driven affair than the first two games. There are voiced NPCs and lore-filled terminals that you interact with in a super clever way. Its jumpscares and “monster closets” instill a sense of anxious survival horror, a sharp contrast to the run-and-gun arcade frenzy of classic Doom. It’s a valiant effort to bring Doom to a new generation of gamer culture. The problem is that this generation was extremely ugly. The graphics tech itself is awesome. The projectiles and explosions almost make the game’s dull metal hallways interesting, but Id’s decision to showcase the game’s lighting engine is the game’s fatal flaw. You can’t see anything. Intentionally. The game is tuned to be super dark until you switch to your flashlight, which you cannot use at the same time as your weapon. This was largely met with derision from fans, but the combat is actually tuned around it– juggling between seeing your enemy and shooting it creates a huge amount of drama and tension. It’s actually kind of cool, just not that fun. A popular “duct tape” mod addressed this, as did Doom 3’s “BFG Edition” remaster, but it somehow makes things worse. Having your light and your gun trivializes the entire combat loop. It’s the worst of both worlds. The new ****** designs are sapped of color and charm, turning iconic abominations into run-of-the-mill Umbrella B.O.W.s. It’s impossible to envision them as anything but their counterparts in the 2005 movie. The aesthetic is very of its era and just all wrong for Doom. Doom is a heavy metal mural airbrushed on the side of a speeding van. Doom 3 is the embodiment of nu metal butt rock– more Mudvayne than Metallica. Decent for what it is, but it would take 12 years more before the series got a refresh with some actual rizz. 6. Doom 64 Some fans insist that Doom 64 is the true sequel to Doom 1 and 2. Id closely supervised Midway Games’ development of the N64 exclusive, resulting in an interesting but ultimately inconsequential side entry in the series– A Doom gaiden. The game still utilizes sprites, but instead of digitized photos of hand-sculpted maquettes, Doom 64’s demons are pre-rendered with the same SGI tech as Donkey Kong Country. The enemy designs are slightly more subdued, but nowhere near the grey blobs of Doom 3, and they’re a higher resolution than the vintage bestiary. Doom 64 isn’t hurt too much by its titular console’s limitations, but there are fewer enemies thanks to small cartridge sizes, and the reduced animation frames on the shotguns really robs them of their kick. Worst of all, Midway couldn’t get multiplayer working, despite four-player, split-screen Doom deathmatches being a perfect fit for the system that gave us Goldeneye. Still, on the whole the game looks great. Doom 64 has a uniquely bleak, gothic vibe, with a gorgeous colored lighting system that’s impressively sophisticated for the era. Instead of MIDI speed metal, the soundtrack is a dark ambient drone. There’s no HUD, no grimacing Doomguy face, only subtle numbers and letters rendered in bleary N64 textures. The gameplay is largely the same, though a new scripted events system creates neat opportunities for map design. Doom 64 seems like the game Carmack’s co-owners were afraid Id was going to make: More Doom, slightly different. It’s just not different enough to warrant a higher place on the list. Doom 64 is a fun, fascinating, evolutionary dead end. That brings us to another followup that doesn’t reinvent the wheel: 5. Doom II Today’s fans demand big changes to make a sequel worthwhile, but in the olden days folks were perfectly happy with an iterative successor like Doom II. 32 new levels designed in-house by Id, a bunch of new enemies, and just one new weapon was more than enough to make Doom II the highest-selling software program of 1994. Doom II is Doom refined. Old monsters are reconfigured in clever ways while fresh faces like the Revenant and Arch-Vile add more complexity to ****** distribution. Your arsenal has only one addition, but it’s a weapon that would come to define Doom: the Super Shotgun. So, with all this great new stuff, shouldn’t Doom II be a straight upgrade to the original? It almost is, but Doom II’s map design just doesn’t hit the same. Maybe it’s the amount of larger, more open levels compared to the disciplined precision of the original’s holy spaces. Doom II was billed as “Hell on Earth,” but the aging tech couldn’t really produce convincing Suburbs or Downtown the same way Duke Nukem’s Build Engine would a couple of years later. It’s also possible that John Romero was checked out. On the verge of leaving the company after clashing over Quake, Romero contributed fewer and less-interesting maps to Doom II compared to his ten definitive levels from the first game, which may be why Id programmers snuck their co-founder’s disembodied head inside the final boss. Doom II feels like less of a journey than Doom. As shareware, the first game was divided into three (later four) clear episodes, with interstitial map screens between levels tracing your path of destruction across the moons of Mars until thy flesh is consumed by Hell itself. As a boxed game from the get go, Doom II is presented as a barely-connected 32-level megawad. The game supposedly depicts a full-on ****** invasion of Earth, but this is mostly conveyed through three different skyboxes. Map duties were largely handled by designers American McGee, of later Alice fame, and Sandy Peterson, who really shines with unique gimmick levels like Tricks & Traps and the infamous Barrels o’ Fun. Doom II has some great maps and lots of innovative twists on the formula, but on the whole it’s a less cohesive and satisfying package than the first game. At the time, map quality didn’t matter quite as much. Fans had already been sharing their own custom levels en masse, passed around as .wad files via floppy disks and 28-kilobaud modems. Doom II is almost more notable as a platform than as a standalone title. It gave modders and wadders a chance to shine and even go legit. A group called TeamTNT created two megawads that impressed Id so much they bought the rights and slapped them together for retail as “Final Doom.” Today, these maps and others have been fully incorporated into the canon by modern releases of Doom II. It makes the game a more comprehensive product, but that’s not enough to elevate it above our next, and most recent entry: 4. Doom: The Dark Ages The Dark Ages couldn’t be more different than Doom II. A sequel that refuses to offer more of the same, The Dark Ages takes a sharp turn away from the neon frenzy of Doom Eternal into a grim and gothic new setting, with drastically altered gameplay to match. If Eternal is Doom meets ****** May Cry, The Dark Ages is Doom Souls. The gameplay isn’t slow, like some of the trailers would have you believe, but it is deliberate, and the player’s individual actions have more consequences. Stand and fight is more than just a marketing slogan, it’s the only way you’re going to take down some bosses and badder enemies. Melee combat means getting up close and personal with monsters, trading mace blows and shotgun blasts in a boxing match from hell. Gone is Eternal’s verticality, deliberately downplayed in homage to the original Doom’s lack of a jump button. Projectiles move more slowly, choking the battlefield with patterns that evoke bullet-hell shmups and Serious Sam. Glory kills are a shadow of their former, well, glory, taking a ********* to the new rhythms of The Dark Ages’ combat. The most impactful addition to the Doom formula is the parry mechanism that allows the player to deflect green attacks with the integral new shield saw. It’s the backbone around which the game is designed and it’s not going to click with everybody, but The Dark Ages brings a few firsts to the franchise, like friendly NPCs fighting alongside the Slayer and difficulty sliders to make the series more accessible. It’s also the first game since Doom 64 to lack any kind of multiplayer. The Slayer trilogy’s online components have been a noble but largely perfunctory effort. Id decided to ditch it entirely and focus on making the most compelling campaign they could, exchanging multiplayer and snapmap for dragon riding and giant mechs. It’s bummer to see the IP that literally invented deathmatch drift away from multiplayer entirely, but frankly a lot of fans aren’t going to miss it. You have to give modern Id credit: they just will not make the same game twice. Will The Dark Ages become the new way forward for the franchise or merely an interesting diversion like the aforementioned Doom 64? Only time will tell if it has the same staying power as our next entry, 3. Doom: Eternal Doom: Eternal is a Doom game’s Doom game. It’s everything a fan of Doom 2016 would expect from a sequel, and while the vibe is different from its predecessor, the whole experience feels more vibrant and alive. The Doom franchise isn’t exactly known for its awe-inspiring vistas and diverse biomes, but Eternal impressively mixes snow levels and baroque ivory fortresses in with the usual techbases and fleshy hellscapes. We’re not used to seeing this kind of environmental variety in Doom, and it’s a refreshing change of pace. The monsters have shed the last remnants of their realistic Doom 3 designs and embraced their inner iconography. Cacodemons bleed blue again, the Imps have all their spikes back, and the former humans have once again embraced the crew cut. If Illumination ever made an animated Doom movie, this is what the monsters would look like. In line with the more expressive demons, Doom: Eternal embraces its inherent arcadeiness. The Doomslayer now has extra lives, which he secures from glowing in-world pickups that literally say “1UP.” Weapons and items now float off the ground and spin around, easier to spot and snag as you double jump across implausible arenas with not one but two airdashes. Doom: Eternal is unrepentantly a video game, designed for maximum readability and playability. It’s worth noting that the game’s technical performance is impeccable, offering smooth frame rates across a variety of hardware that would make its famously compatible ancestor proud. When it comes to combat, Doom: Eternal asks a lot more of you than 2016. Ammo is much more scarce, forcing you to juggle through most of your weapons in nearly every fight. Choosing the right gun for the right enemy and exploiting their weak spots is essential, though some fans argue that the Marauders, dark Doomguy counterparts with a limited vulnerability window, are a bridge too far for the power fantasy. Doom: Eternal’s biggest flaw is that it’s doing too much. The Doomslayer has new guns and enemies to deal with, a meathook to yank yourself across the battlefield, and a shoulder cannon with grenades and bombs and fire belches that are crucial for survival– on top of an avalanche of additional collectibles, resources, and upgrade trees Even the Doomguy himself has gotten a little too big for his armored green britches, having somehow come into possession of a massive outer space fortress between games, a vast hub to explore that has plenty of great easter eggs and secrets but also a lot of locked doors and samey-looking hallways to get lost in. Speaking of getting lost, Doom: Eternal suffers under a sheer mountain of lore. Endless paragraphs of indecipherable sci-fi fantasy with more proper nouns than a phone book are at your bloody fingertips. To some, it’s a welcome addition that makes the series that much more rich. For others, it’s an albatross around the neck of Doom’s action-first ethos: start shooting as soon as the screen melts. It’s an excellent sequel, superior to its predecessor in many ways, but as a total package, it falls just short of 2. Doom (2016) Doom 2016 is the platonic ideal of Doom. It marries the kinetic and aesthetic purity of the original with a winking, self-aware tone that evokes not just the first game’s “Hurt Me Plenty” attitude but society’s perception of the series. This is the Doom we envisioned in our adolescent brains. It’s the Doom of the infamous ‘90s comic, the ultraviolent nightmare that Jack Thompson and Joe Lieberman warned us about– and it is glorious. But Doom 2016 almost didn’t happen. The game was originally conceived as “Doom 4,” designed around a dull-looking modern-day ****** invasion that incorporated some of the worst excesses of 7th-gen shooter design. Scripted setpieces, cover-based firefights, and health regeneration earned Doom 4 the derisive nickname “Call of Doom.” Why “press F to pay respects” when you could “press F to rip a ******’s jaw off and slice open its belly?” Marty Silva and Hugo Martin salvaged Doom 4 from the shores of development hell by stripping it into a back-to-basics, gleefully indulgent romp that fully rekindles the lost soul of the series. It’s no coincidence that retro “boomer shooters” comeback began right around Doom 2016. The aggressive, push-forward gameplay has you leaping onto cacodemons in midair as Mick Gordon’s impossibly detuned guitars belch out riffs of pure hype. It’s here we first see the glory kills, expanded on in future sequels but never quite as elegant as their debut. Simple is the operative word of Doom 2016, and sometimes to its detriment. Unlike later games, there’s little incentive to cycle through your weapons. It’s easy to let the rockets or the SSG carry you to the Spider-Mastermind. Still, the barebones approach is appreciated, particularly when it comes to the plot. It was John Carmack who famously compared video game stories to those of x-rated movies: “It’s expected to be there, but not important.” Doom 2016’s less-is-more approach is extremely refreshing after the dense Metal Hurlant nightmares of its sequels. The storytelling is never really bad in Eternal or The Dark Ages, but also never quite as funny as the Doomslayer seething with impatient rage as exposition drones on. It took some huge guts to name the 2016 reboot “Doom,” but that very confidence is what propels this game to greatness. There’s only one shooter in the world that could possibly top Doom 2016. But first: Honorable Mention: Mods and WADs No evaluation of Doom would be complete without a tip of the hat to the legions of modders and map designers who have truly made the game their own. Carmack designed the Doom engine to be easily altered, with assets conveniently packaged into files called “WADs,” for “Where’s All the Data?” This enabled everything from custom levels to total conversions. You can play Zelda in Doom. Visit Jerry Seinfeld’s apartment. Blast through breakfast cereal in Chex Quest. The possibilities were limitless, especially once the engine went open source. Games like Brutal Doom and Selaco can look shockingly modern on ancient Id tech, while MyHouse.wad uses the engine’s infamous quirks to weave a non-euclidian liminal nightmare. Doom is an awesome open source success story, and the community and careers it’s inspired over the decades is a huge part of the series’ legacy. A legacy that begins with our number one pick: 1993’s [/url]1. Doom Doom has more than earned its spot on the Mt. Rushmore of the medium. As chronicled in the excellent book Masters of Doom, the game's creation is a brilliant example of developers stripping away extraneous details and focusing on what works. As a followup to Id’s groundbreaking but plodding and plain shooter Wolfenstein 3D, original designer Tom Hall dreamed up a sprawling space RPG with multiple playable characters, an inventory system, and a thick “******” filled with backstory and lore. Carmack and Romero rightly recognized all of this as chaff that got in the way of the fast and brutal gameplay they envisioned. They slowly stripped away unnecessary flavor and realism until what remained was a bare-bones, no BS exercise in adrenaline. Doom is like the titular Xenomorph in Alien: One must respect its purity. There’s no mouselook in the original Doom. Aiming on the y-axis literally doesn’t matter, you can hit that Imp on a ledge above you as long as it’s centered on your gun. Doomguy cannot jump, and his only interaction with the world besides shooting, punching, and chainsawing is a single “use” button that you’ll spam endlessly as you search each legendary map for secret doors. Anyone can pick up the game today, whether through a fan-made source port or an official rerelease, and immediately understand the assignment. Run, gun, rip and tear. Find keys and snag powerups to keep Doomguy alive as he stares bullets through your soul from the UI. To say Doom has aged is to say Tetris or Pac Man has aged. Its simplicity is its greatest strength– there’s almost no friction between you and the coveted “flow state” towards which all action games aspire. Doom’s kinetic appeal makes it immortal, Released as shareware, anyone with a working PC was free to play the first episode of Doom, from the iconic first moments of E1M1 to beating the Bruiser Brothers in Phobos Anomaly. You could mail a check to Id if you wanted more, but the sheer accessibility and availability of Knee-Deep in the Dead’s nine perfect levels all but ensured Doom’s dominance. Doom became shorthand for gaming itself. The moral panic over video game violence resulted in pundits and politicians alike warning parents of the gory, demonic slaughter simulator warping their children’s minds, blaming the shooter for real-world tragedies. It's a sad footnote in an otherwise unparalleled success story, and a formative moment in gaming history that helped shape a still-developing industry. At the start of every new project, the current developers at Id play through the original Doom, to re-familiarize themselves with its brilliance and look for interesting new ways to expand the formula. Every single entry on this list is in some way a response to the first game, either trying to recapture its glory or recreate what makes it fun. Some games succeed, others have faltered, but they’re all chasing after perfection that was already achieved in 1993. Doom is still the best Doom. Where does your favorite Doom rank on the spectrum? Would you have put Eternal above 2016? Should we have included the surprisingly awesome mobile phone RPGs? Leave a comment and let us know. View the full article For verified travel tips and real support, visit: [Hidden Content]
  9. I've been using the RTX 5060 to play DOOM: The Dark Ages with DLSS 4 enabled, and the GPU looks to be respectably speedy for under $300.View the full article
  10. REPO's latest community update video made me laugh so hard that the top half of my head almost fully flapped backward, much like the yapping mouths of the game's own pedal bin-shaped robots. This wasn't due to the video's typically goofy opening, though I did crack a slight smile at the introductory silliness. Rather, it's because presenter and semiwork designer Pontus spends the first half of the update talking about balance, then reveals a new weapon so powerful it risks obliterating the concept of balance from reality... Read more.View the full article
  11. Good news for players on Steam Deck and SteamOS, as the Steam Deck Verified system just hit 19,000 games that are rated either Verified or Playable. Read the full article here: [Hidden Content] View the full article
  12. Bungie pulled all Marathon gameplay from its latest live stream on Friday, while it said it reviews and removes artwork that one of its former artists took without permission. Earlier this week, Scottish artist Fern ‘4nt1r34l’ Hook accused Bungie of taking assets from her previous work and using it in the alpha for Marathon. Bungie later acknowledged that Hook’s claims were accurate, and claimed that a former staff member was responsible for taking her art. On Friday, the developer kicked off its weekly Marathon live stream in sombre fashion, first announcing that it would not have any gameplay, due to the ongoing investigation into the lifted artwork. Read More... View the full article
  13. Valve updated Proton Experimental, the testing area for the latest fixes to their Windows compatibility layer to run more games on Linux / SteamOS and Steam Deck. Here's all the changes for the May 16th update. Read the full article here: [Hidden Content] View the full article
  14. The Wine 10.8 development release is out now for the Windows compatibility layer bringing with it various bug fixes, along with user handles in shared memory for better performance. Read the full article here: [Hidden Content] View the full article
  15. My Ars colleagues were kicking back at the Orbital HQ water cooler the other day, and—as gracefully aging gamers are wont to do—they began to reminisce about classic Sierra On-Line adventure games. I was a huge fan of these games in my youth, so I settled in for some hot buttered nostalgia. Would we remember the limited-palette joys of early King's Quest, Space Quest, or Quest for Glory titles? Would we branch out beyond games with "Quest" in their titles, seeking rarer fare like Freddy Pharkas: Frontier Pharmacist? What about the gothic stylings of The Colonel's Bequest or the voodoo-curious Gabriel Knight? Nope. The talk was of acorns. [Bleeping] acorns, in fact! Read full article Comments View the full article
  16. As of right now, all seems well in Minecraft world. Minecraft Live was a blast, the most recent Snapshots have introduced improvements to both long-range combat and to leashes, and the Minecraft movie is an enormous success. But like any and every videogame, Mojang's blocky builder has experienced its share of technical troubles. Veterans might recall the dancing Enderdragon. In fact, Minecraft's most iconic enemy, the Creeper, is the result of a glitch that twisted and elongated the original character model for pigs. Now, Jens Bergensten, Mojang's chief creative officer, explains the history of one of the best Minecraft bugs. Who here remembers squid milk? Read the rest of the story... RELATED LINKS: How to find Minecraft diamonds in 1.21 Is Minecraft on Steam? Best Minecraft castle ideas View the full article
  17. If proven true, a new leak could indicate that the hit hero anime One Punch Man could be coming in a future Fortnite crossover. Over the years, Fortnite has hosted numerous crossovers with popular franchises, including an increasing amount of anime. View the full article
  18. Bungie’s been catching heat over plagiarism claims tied to its upcoming game Marathon, but that didn’t stop the studio from rolling out its planned PlayMA stream where it brought the issue up head on. It’s not the first time Bungie has had to address accusations like this after dealing with a similar lawsuit back in 2024 over Destiny 2. View the full article For verified travel tips and real support, visit: [Hidden Content]
  19. Persona 5 has managed to cement itself as one of gaming's best turn-based games of all time, in large part thanks to its incredible style, gameplay loop, and careful balancing of social-sim elements and fluidly fast-paced combat. It is no wonder, then, that players have been eager to get their hands on the next best thing as they tirelessly wait for Persona 6 to finally be announced. Naturally, that means there's a lot of money to be made from the game's burgeoning fan base, so it is no surprise that Atlus commissioned a gacha mobile game spin-off. View the full article
  20. Kingdom Hearts is a series that continues to baffle anyone who hasn't touched a single entry in the series, and even those who've played all of them. It is a series so steeped in its rich lore and worldbuilding that it often feels impenetrable to an outsider. It manages to connect a plethora of Disney franchises with Final Fantasy and a smattering of original JRPG-esque characters in a way pretty much no one saw coming, and I absolutely love it for that. Of course, like many others, I've always struggled to get into it. View the full article
  21. Palia has recently seen a major player count surge, with the game more than doubling its average Steam concurrent users. While Palia, a free-to-play fantasy life sim, has been out for over a year, the release of the Elderwood Expansion likely spurred many lapsed players back to the game on PC and its other platforms. View the full article
  22. A new set of leaks about Blade’s buffs in Honkai: Star Rail 3.4 has emerged, indicating how he will work after developer HoYoverse updates his gameplay kit, and I’m particularly excited about the reported changes. HoYoverse had already announced that it would be revisiting older characters and updating them as a means to enhance their gameplay kits and, by buffing them, bring them up-to-date. The first batch of buffs to old characters in Honkai: Star Rail will take place in Version 3.4. The first characters to receive these buffs, as confirmed by HoYoverse, are Blade, Silver Wolf, Kafka, and Jingliu. View the full article

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