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  1. As a monster-catching game, LumenTale: Memories of Trey is all about wrangling up Animon, training them, and watching them grow. Not all Animon evolve in LumenTale, and the methods for the ones that do aren’t always straightforward. LumenTale‘s version of the Pokédex is called the AniWiki inside the LMD, and it’ll tell you how to evolve Animon once you’ve unlocked the higher research tiers for each species by scanning them in battle and catching multiples of them. It’s rather vague, though, often saying a creature evolves either by leveling, “Level+”, or “Special.” The Animon species that evolve by level are simple enough, but the ones that require you to meet additional criteria can be tough to figure out. Occasionally, the noticeboard in the Lumen Clubs will give you a few clues, as is the case with Kinedge or Quidvil’s evolutions. [Hidden Content] In case you’re trying to complete the AniWiki and don’t want to search for every evolution method, we’ve got you covered. Here are all the Animon in LumenTale that have additional requirements for evolving than just levelling. Table of contentsAll special evolutions in LumenTaleAll evolution items crafting recipes All special evolutions in LumenTale Here’s all the Animon that evolve through special evolution methods outside of purely levelling up, ordered by their appearance in the AniWiki. Note: This article is a work in progress. We will continue to update it with more evolutions as we find them. Know of one we missed? Email us at *****@*****.tld! AnimonEvolution MethodResultDeniuliLevel Deniiuli to 28, then wait until morning, or 10:00 on the in-game clock.FulgazeAlmyunaLevel Almyuna to 28, then wait until night, or 16:00 on the in-game clock.LopyunaLampeckoLevel Lampecko up to 25 and have a Lampalite in your inventory.LuxeckoOwaxleLevel Owaxle up to 30 and have a Candleshroom in your inventory.NefandleRainxyUse the Mestus trait 25 times in battle.RainagonMollupomMust have the Water hidden type, then level to 26.ObsidedgeBoobatLevel Boobat to 30 during the day.KonbianPinchopLevel Pinchop up to 30 with a Nanafin in your party. This evolution will consume the Nanafin.KlawllerCadedroLevel Cadedro up to 27, then evolve when it’s raining. NelumbierPuffellaUse the Felicis trait 20 times in battle.LequilarTrinkoralLevel Trinkoral up to 36 and have a Crimson ***** in your inventory.EncantyssFirtrichLevel Firtrich up to 37, then take to Area 11.PinouflageMinubeCollect all six colors and put them in your party. Then evolve one in “Rainbow” weather. ChromauraGriblinLevel Griblin up to 40 and have a Lustrostar in your inventory.DespablinToypetteCraft a Zord Helmet, then put all three Toypette variants in your party. Level the one you want to evolve up to 36, then evolve it. This evolution will consume all three Toypettes.AnizordKinedgeUse Aftershock 10 times in battle.FerrollCrocobitLevel Crocobit up to 37, then take to Area 24.TrepagatorChagmaLand 5 critical hits in one battle.GongbogChagmaMiss 5 attacks in one battle.NatmissQuidvilGet to level 30 and then evolve at midnight (real time).Dracumar All evolution items crafting recipes Some evolutions require items, like the Crimson ***** or Lampalite. You can find a couple of these around Talea, or you can craft them at fountains if you have the right ingredients. Here are all the evolution items in LumenTale and the items you’ll need to craft them. DesignEffectIngredientsCandleshroomEvolves Owaxle into Nefandle.1 Anivite EX 1 Emerald 30 MushroomsCrimson *****Evolves Trinkoral into Encantyss.1 Anivite EX 1 Ruby 30 CrustaceansLampaliteEvolves Lampecko into Luxecko.1 Anivite EX 1 Topaz 30 GlassLustrostarEvolves Griblin into Despablin.1 Anivite EX 1 Sapphire 30 SugarZord HelmetWhen all 3 Toypette variations are in the user’s party, they combine to evolve into Anizord.5 Anivite EX 1 Diamond 100 Plastic 5 Ruby 5 Sapphire 5 Topaz /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post All special evolutions in LumenTale: Memories of Trey appeared first on Destructoid. View the full article
  2. Independent studio Maverick Games, founded by former Forza Horizon 5 creative director Mike Brown, will finally be revealing its new AAA open-world action-driving game on June 2, at 11am London BST (6am EDT / 3am PDT / 8pm AEST). The Maverick Games team has been hosting a countdown livestream over the past week from within a modified Fiat Multipla that has been placed inside the Leamington Spa-based studio. The team has revealed a small series of screenshots to date, along with several clues relating to possible features and a potential location. Earlier this year, Amazon backed out of the publishing deal it had with Maverick Games for its untitled racer. Fortunately, this didn’t prove to be the end of the road for the project, with Brown quickly confirming on social media that development was continuing to progress strongly and that the game’s announcement was still coming. Maverick Games was founded in 2022 following the departure of a number of staff from Forza Horizon developer Playground Games. At that time, former Forza Horizon 5 creative director Mike Brown was joined by producer Tom Butcher, technical director Matt Craven, technical art director Gareth Harwood, audio director Fraser Stachan, and art director Ben Penrose. It was revealed in January 2023 that the team was working on a “premium open-world game for consoles and PC.” Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff. View the full article
  3. The Asus ROG Harpe II Extreme Edition 20 is a highly luxurious gaming peripheral that combines an epic ****** and gold look with excellent build quality.View the full article
  4. Like previous Golden Rabbit Edition (GRE) launches, the AMD Radeon RX 9070 GRE is a graphics card that first started out as a China-only release, but now AMD is making it available worldwide. A stripped-back version of the RX 9070, it features a GPU with slightly reduced core counts, and it's partnered with 12GB of VRAM instead of 16GB. With a healthy, if not huge, price drop, it's well-positioned to be a sensible mid-range choice for a lot of buyers. Read the full story on PCGamesN: AMD Radeon RX 9070 GRE review - a new mid-range graphics card champion View the full article
  5. Saga is accelerating its focus on the emerging AI agent ecosystem, shifting its strategic emphasis toward AI-driven digital characters and autonomous agents as the next frontier of digital entertainment and online economies. As part of this evolution, the company is launching Saga AI Labs for the development of its synthetic relationship technology and AI-native consumer platforms. “With AI, characters stop being static intellectual property and start behaving more like life-like actors,” said Rebecca Liao, CEO of Saga, in a statement. “They can interact with audiences continuously, create content, promote experiences and eventually participate directly in digital economies. That fundamentally changes the reach and potential impact synthetic relationships can have on established components of digital consumer businesses.” As a direct result of the rapid growth of its AI agent business, the company has transferred operational stewardship of its blockchain network to Alapin Holdings, part of the dao5 family, which has expanded its offerings in recent years to support next-generation decentralized infrastructure projects, including tao5, a leading validator on the Bittensor network that also provides incubation and advisory initiatives. For Saga, this ***** reflects a broader organizational shift over the last two years to prioritize AI products, and allows the company to concentrate its resources on building platforms for AI-powered characters, consumer-facing digital IP ecosystems and autonomous software agents. As Saga AI Labs, the company will focus on infrastructure for persistent AI characters that form synthetic relationships with users on social platforms, messaging applications, games, and digital marketplaces. This decision is driven specifically by the strength of Saga’s character AI agent platform and its accelerating success in the market. Saga’s intelligent digital characters are evolving from static intellectual property into persistent online personalities capable of interacting with audiences, creating content and participating in digital economies. Saga’s push into AI-driven character systems is already underway. The company recently collaborated with mobile gaming studio Etermax to launch an AI-powered version of ******, the iconic host of the global trivia franchise Trivia Crack. The game has surpassed more than 800 million downloads worldwide, making it one of the most widely played trivia platforms in mobile gaming. Saga AI Labs has since expanded these efforts through additional partnerships across gaming and entertainment. In collaboration with GFAL, the company recently introduced Crystal Beaumont, an influencer-style AI character tied to the hit mobile title Diamond Jewels, designed to operate directly across social platforms as a persistent digital personality. Saga also partnered with BONOXS to launch an AI-powered community manager for BONOXS Arena, where the agent currently engages players around tournament ecosystems for major game titles, including Valorant and Garena Free Fire. Unlike traditional in-game characters confined to a single product, Saga’s AI-powered characters exist beyond the boundaries of the games themselves. These autonomous digital personalities can interact with fans on social platforms, answer questions, generate content, onboard users, and guide audiences toward broader digital ecosystems. The initiatives demonstrate how familiar entertainment IP can evolve into persistent AI personalities capable of interacting with users continuously across the internet. Saga AI Labs says additional AI character launches tied to established gaming and entertainment IP are already planned for later this year. The move reflects a broader shift across the technology industry toward what investors and researchers increasingly describe as the emerging AI agent economy, a rapidly developing sector in which autonomous software agents act on behalf of users, brands and digital intellectual property. Investment in AI agents has accelerated rapidly over the past year, with venture capital firms and major technology companies investing billions into startups building autonomous digital characters. For Saga, this trend is not theoretical but operational, as the company deployed its first prototypes at GDC 2025 and now continuously builds and deploys AI-driven characters that interact with users, generate content and participate in digital ecosystems. These capabilities are powered by Saga’s in-house training models, optimized for creating autonomous, always-on digital characters with nuanced personalities. With early success in gaming and entertainment, Saga is now extending this technology into consumer brands, sports and broader commercial applications, signaling a move toward AI-native engagement across industries. The transition also marks the beginning of a new phase for the company as Saga AI Labs expands its work with gaming studios, entertainment brands, and consumer applications exploring AI-native audience engagement. The agreement transfers long-term operational responsibility for the Saga blockchain protocol and its associated cryptocurrency ecosystem to Alapin Holdings, a protocol operator within the dao5 family focused on expanding decentralized developer ecosystems and strengthening network infrastructure. The deal highlights a broader shift in the cryptocurrency industry: successful blockchain networks are increasingly being treated as long-term digital infrastructure capable of operating independently of their original builders. “This shows that a successful blockchain network can become an infrastructure asset in its own right,” Liao said. “The ecosystem is strong enough to stand on its own while we focus on building the next generation of AI-driven digital economies.” Saga’s decision to transition stewardship of the network reflects a different model in which a mature blockchain ecosystem can evolve into an independent infrastructure asset operated by specialized protocol stewards while the founding company focuses on new technological frontiers. As Saga sharpens its focus on building AI-native consumer platforms, stewardship of its blockchain network will transition to Alapin Holdings, part of the dao5 family. The group will oversee the continued growth and operation of the Saga network as independent infrastructure, supporting developers and expanding the ecosystem while Saga directs its resources toward scaling AI-driven characters, digital IP, and autonomous agent economies. Structured transitions of operational stewardship remain rare in crypto, where most networks continue to be run indefinitely by their founding teams or nonprofit foundations. Saga’s move signals a shift toward treating blockchain networks as independent infrastructure rather than founder-led products. In 2025, Saga released its AI Character Agent Network for Gaming & Digital IP Commerce, an ecosystem of applications where NPC-like autonomous agents acquire, engage, and monetize users on behalf of studios, publishers, and global IP owners. Since its launch in early 2024, Saga has processed over 23 million transactions across its network worth $2b+ in the aggregate. Saga is led by a team of multi-exit Silicon Valley founders in AI, blockchain and enterprise software with 15+ years of experience in tech, finance and politics. Alapin Holdings, part of the dao5 family, is a long-term protocol operator focused on stewarding decentralized networks and accelerating ecosystem growth. The firm works closely with developer communities and infrastructure partners to support the sustainable expansion of next-generation blockchain protocols. The post Saga sells off crypto branch and focuses on AI-driven digital characters appeared first on GamesBeat. View the full article
  6. Revealed less than a week ago, Call of Duty: Modern Warfare 4 is already breaking franchise records as its reveal trailer is now the most-watched trailer on the Call of Duty YouTube channel. Hype for Modern Warfare 4 is clearly growing, as expectations for this year's entry are high following a two-year stretch of low points in the series. View the full article
  7. Elden Ring fans are still waiting with bated breath for an official release date announcement for the long-awaited Tarnished Edition, which is set to release for Nintendo Switch 2 and also give players a couple new classes to mess around with. The Tarnished Edition DLC reportedly will also include several new armor sets, weapons, and possibly even new Ashes of War and consumable items, and will also allow players to customize Torrent's appearance for the first time ever. View the full article
  8. Chagma is one of the rarer Animon in LumenTale: Memories of Trey. If you’re looking to complete the AniWiki and catch every creature in the game, you’ll need to know how to get Chagma and its evolutions. Here’s where you can find Chagma in LumenTale. Chagma locationhttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 Chagma spawns in Area 02 as part of combat encounters. More specifically, I found Chagma at the bottom of the map, in the raised area to the left of the Grass Holoken Power objects, as shown in the image below. As of writing, I have not found it as an overworld spawn. Screenshot by Destructoid It only took me about 20 minutes to find my first Chagma, though some other players reported on social media that it took them over an hour before finding one. I spent another half hour searching for a second one before I called it a day, opting to use LumenTale‘s online trading system to get one instead. Because Chagma are so hard to find, most people want starters or rare creatures like Minube or Yakora—fair trades, though equally difficult to find. How to evolve Chagma Chagma has two different evolutions, as shown in the AniWiki once you’ve unlocked all of the Animon’s research tiers. According to the database, it’s a “special” evolution method, much like Firtrich or Kinedge—though we don’t get any more information than that. That’s where the Lumen Club noticeboard comes in. “Is it your lucky day? Maybe not…” Screenshot by Destructoid When you’ve progressed through the story enough, the noticeboard will update with a clue about how to evolve Chagma, as shown in the image above. It’s all based on the creature’s luck, though it’s not actually the stat that makes the difference. Chagma’s evolution in LumenTale depends on whether you can land critical hits or if you miss your attacks entirely. You need to land five critical hits in a single battle to evolve Chagma into Gongbog, the Chakra-type Animon with the Felicis attribute. If you miss an attack five times in a battle, however, then it will evolve into Natmiss, what’s also a Chakra type but with the Mestus attribute. Animon (Attribute/Type)Evolution MethodResult (Attribute/Type) Chagma (Sereum, Chakra)Land 5 critical hits in one battle. Gongbog (Felicis, Chakra) Chagma (Sereum, Chakra)Miss 5 attacks in one battle. Natmiss (Mestus, Chakra) If you’re going for a Gongbog, there’s a couple different ways you can increase Chagma’s chance of landing a critical hit. The first is to activate Chagma’s attribute, the Sereum trait, which considerably increases the chances of your attack dealing critical damage. Similarly, if your Chagma has a higher Luck stat, the chances of its attacks being critical hits raises. You can increase your Chagma’s base Luck by feeding it certain food items, like the Salame Imperiale, Baby, or Fuorisede recipes, which you can craft at a fountain if you have the right ingredients. Similarly, if you get lucky (pun intended), you may find a Chagma with the Lucky Break quirk, which increases the chance of landing critical hits and activating secondary effects. If you don’t have a Chagma with this ability, you can use an Appendix Q to change the creature’s innate quirk. You can get an Appendix Q either by crafting it at a fountain (two Anivite EX, 10 Glass, and one Diamond), or by receiving one from NPCs as you progress through the game’s story. On the other hand, another potential quirk of Chagma’s is the Hotheaded trait, which increases damage but greatly lowers your chance of landing a hit at all. This quirk is the best to have if you want to evolve your Animon into a Natmiss. Conversely, if your goal is simply to complete the AniWiki and catch all the Animon in the game, then you can evolve your Chagma into either a Natmiss or a Gongbog, and then ask for whichever one you didn’t go for using the game’s online trading system. Otherwise, you’ll need a second Chagma, or unevolve yours by using the Mystical Relic. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post How to find and evolve Chagma in LumenTale: Memories of Trey appeared first on Destructoid. View the full article
  9. The early access build of Romestead has plenty of heavenly deities, and we can unlock (and level) them to get different rewards. The process of unlocking the gods is relatively easy, and the game practically does it for you. However, the leveling method varies for every deity, as you’ll require different items. Let’s quickly go through the complete process. Table of contentsHow to unlock Gods in RomesteadHow to level up every god in RomesteadCeresDianaMarsMercuryVenusVulcanhttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 How to unlock Gods in Romestead There are seven gods currently available in the game, and here’s the list. To access them, you’ll need to complete the tutorial. Then, you’ll learn how to construct the Altar, which essentially activates the Deity system. Once unlocked, you can then start to earn Worship Points. Image via Three Brothers To get the points, you’ll need to make offerings. The offerings for every god are different, and the same also applies for the Worship Points you get in return. You can make your offerings by visiting the Altar and choosing a god. You can then use the Worship Points to unlock different blessings and buffs. Let’s not find out the offerings applicable for every god. How to level up every god in Romestead The lists below have a list of all the valid items you can offer to every deity in Romestead. Ceres Bread Bay Leaf Grapes Garum Flour Honeycomb Olive Oil Wheat Seeds Sapling Diana Cured Hide Chanterelle Mushroom Leather Hood Leather Poison Mushroom Raw Game Meat Wool Rotted Arquies Bow Skeleton Bow Strange Crab Meat Mars Bone Flint Pilum Head Lobber Wristguards Rusted Copper Gladius Rusted Copper Hasta Scattered Spoils of War Mercury Basic Cargo Root Boots Venus Chest Fine Accessory Energy Potion Minor Health Pot Vulcan Coal Copper Bar /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post How to unlock and level up every god in Romestead appeared first on Destructoid. View the full article
  10. We have just shipped an updated Steam Deck Client to the Stable channel. General Improved the layout of the pair controller screen on Steam Deck. Fixed an issue with joystick LEDs not working correctly on Legion Go in some cases. Downloads Fixed a bug which may have impacted download performance on some networks. Remote Play Fixed doubled input when the Steam Controller is connected via a puck. Steam Controller Firmware Controller FW update to address potential charging issue. Added support for dimming the LED via settings in Steam. Reduced internal deadzoning on the lower-range of the triggers. Steam Input Added support for dimming the Steam Controller's LED. Added a potential workaround for an issue on Linux where gamepad emulation would break for Steam Controllers. Reverted changes to trackpad momentum tracking that caused a deadzone around the edges of the Steam Controller trackpad. Fixed some cases where returning to the "Edit Layout" screen from changing a binding or navigating from the "Preview" layout view could focus the wrong input. Fixed an issue displaying the paired device serial on the Steam Controller Puck info page. SteamNetworkingSockets Fixed a bug causing connections to drop with the error "stop_waiting past sentinel gap". View the full article
  11. A new Steam client has been released and will be automatically downloaded. Steam Controller Firmware Controller FW update to address potential charging issue. Added support for dimming the LED via settings in Steam. Reduced internal deadzoning on the lower-range of the triggers. Steam Input Added support for dimming the Steam Controller's LED. Added a potential workaround for an issue on Linux where gamepad emulation would break for Steam Controllers. Reverted changes to trackpad momentum tracking that caused a deadzone around the edges of the Steam Controller trackpad. Fixed an issue with joystick LEDs not working correctly on Legion Go in some cases. Fixed some cases where returning to the "Edit Layout" screen from changing a binding or navigating from the "Preview" layout view could focus the wrong input. Fixed an issue displaying the paired device serial on the Steam Controller Puck info page. Downloads Fixed a bug which may have impacted download performance on some networks. Remote Play Fixed doubled input when the Steam Controller is connected via a puck. SteamNetworkingSockets Fixed a bug causing connections to drop with the error "stop_waiting past sentinel gap". View the full article
  12. A new Steam client has been released and will be automatically downloaded. Steam Controller Firmware Controller FW update to address potential charging issue. Added support for dimming the LED via settings in Steam. Reduced internal deadzoning on the lower-range of the triggers. Steam Input Added support for dimming the Steam Controller's LED. Added a potential workaround for an issue on Linux where gamepad emulation would break for Steam Controllers. Reverted changes to trackpad momentum tracking that caused a deadzone around the edges of the Steam Controller trackpad. Fixed an issue with joystick LEDs not working correctly on Legion Go in some cases. Fixed some cases where returning to the "Edit Layout" screen from changing a binding or navigating from the "Preview" layout view could focus the wrong input. Fixed an issue displaying the paired device serial on the Steam Controller Puck info page. Downloads Fixed a bug which may have impacted download performance on some networks. Remote Play Fixed doubled input when the Steam Controller is connected via a puck. SteamNetworkingSockets Fixed a bug causing connections to drop with the error "stop_waiting past sentinel gap". View the full article
  13. New report sheds light on Valve's allegedly aggressive approach to competitionView the full article
  14. 1047 Games today dropped the first trailer for its upcoming shooter, Empulse, which it previously announced last month. The new trailer reveals more about the game’s proposed direction, including an emphasis on 6v6 first-person shooting and fast-pased movement. The cinematic trailer doesn’t reveal much about the game’s story, but 1047 reveals that the urban environment is a city called Freehold. The developer revealed more about Empulse’s mandate in a post on X, saying that the game is designed around movement and the fun of player-controlled mechs: “Our dream has always been to be a multi-game studio, and this is the kind of game we love making: a fast, arcade-style FPS gameplay that rewards player expression and skill. That is the type of gameplay we love and Empulse is the purest version of that idea we have built so far.” [Hidden Content] Empulse’s gameplay includes such quirks as P.A.I.N.T. bombs, which alter surfaces upon which players can land, grappling hooks for swinging and the ultimate prize: Player-controlled mechs that spawn on the map and which require an entire team of 6 in order to bring down. The X post notes: “Think of it like fighting over the rocket launcher in classic Halo, except this rocket launcher walks, has unique abilities, and a massive health pool.” 1047 says Empulse is scheduled to launch in early access sometime this year. It also plans to reveal more about the game at the upcoming PC Gaming Show on June 7, as part of the Summer Game Fest super-event. It notes that it plans to build out the game with the help of a growing community: “We don’t need to sell a million copies on day one. We are prioritizing putting out a really, really fun game in front of players who want a game like this, and then shaping it alongside them.” The post 1047 Games reveals more about its upcoming shooter, Empulse appeared first on GamesBeat. View the full article
  15. The Steam Client Beta has been updated with the following changes: Downloads Fixed a bug which may have impacted download performance on some networks. SteamNetworkingSockets Fixed a bug causing connections to drop with the error "stop_waiting past sentinel gap". View the full article
  16. We have just shipped an updated Steam Deck Client to the Preview/Beta channel. Downloads Fixed a bug which may have impacted download performance on some networks. SteamNetworkingSockets Fixed a bug causing connections to drop with the error "stop_waiting past sentinel gap". View the full article
  17. "The current situation is the fault of our development team for failing to follow Steam's technical guidelines"View the full article
  18. Indie sensation Romestead has a fair variety of weapons to use, and you can craft them with the necessary resources. You find weapons of different types and standards, and using the better ones will help you to clear the in-game content quicker. Let’s find out how each type of weapon ranks in the current build of the game. Table of contentsComplete Romestead weapons tier listS-tierA-tierhttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 Complete Romestead weapons tier list I have used two different tiers to separate the available weapons. However, there’s something you should consider. Every weapon type has multiple variants, and I have considered the best one. The stats you see in the table below also reflect the same. S-tier weapons are perfect choices for beginners and veterans alike. They’re easy to use and do an incredible amount of damage. A-tier weapons are good choices, but they might be harder to master. Some of their usage scenarios are also highly situational. S-tier Weapon CategoryStatsReasonSledgehammerDamage: 22-24 (Bronze variant) Speed: FastThe Sledgehammer is easy to master, and it does plenty of damage. It can also one-shot squishy enemies, and has decent range. The Sledgehammer is pretty much the best melee weapon, and the right-click attack knocks back an enemy to create space. AegisN/A (Shield) Speed: FastNormally, I wouldn’t put a shield in a tier list meant for weapons. However, the Aegis can petrify an enemy if you manage to parry the incoming attack. The parry window is a tad too short for my liking, but I still think it’s worth mastering the skill. Arcuballista16-18 Piercing (Tectonic variant) 2-4 Blunt on hit Speed: FastUsing the bow feels slightly iffy due to the aim mechanism. That problem gets resolved when you use the Arcuballista. The crossbow also does blunt damage upon impact that raises the overall damage. You can also pair this weapon with your primary melee option to make your build more powerful. A-tier Weapon CategoryStatsReasonPilumDamage: 25-30 Speed: FastThe Pilum is a ranged weapon that you can throw at your enemies. It deals a lot of damage, and its range is decent. However, you can only use a single Pilum once, and the aiming isn’t the smoothest. I don’t like having the worry of running out of it when I will require it the most. In the right hands, it’s still a great consumable to use. Gladius10-12 (Bronze) Speed: FastThe Gladius is a sword that can be used to do melee attacks. It has decent speed and good damage output. However, it doesn’t have a special ability like the Sledgehammer. HastasDamage: 12-14 (Bronze) Speed: FastThe Hasta is a good choice for you if you love to use a spear. However, you’ll need to master your positioning skills to get the most out of the weapon. Once you do that, the Hasta can be a wonderful choice, and you can also combine it with a shield to do more damage while nullifying incoming attacks. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post Romestead weapons tier list—best ones to use appeared first on Destructoid. View the full article
  19. Subnautica 2 design lead Anthony Gallegos has opened up about the reaction to Unknown Worlds’ decision to prevent players from killing predators in the underwater survival game, explaining the developers’ true intent. Not being able to kill fish in Subnautica 2 is the game’s hottest topic, and while Unknown Worlds has promised to add “mitigation” to the game so you can better deal with predators, it will never allow you to kill them. Ahead of Subnautica 2’s early access launch, Unknown World spoke about not wanting players to conquer or dominate the underwater environment, insisting it wouldn’t feature tools that would let them slay anything that gets in their way. "We aren't a killing game," level designer Artyom "Artie" O'Rielly said in the Subnautica Discord. "Go play Sons of the Forest or something if you want to kill." That comment, among others, rubbed some Subnautica 2 players up the wrong way, and came to dominate the no killing fish discourse that emerged in the last few weeks. All the while, a narrative has emerged that Unknown Worlds actually set out to create a “pacifism game.” That, Gallegos told MinnMax in a fascinating new interview about the design of Subnautica 2, just isn’t true. Gallegos, who joined Unknown Worlds in 2021 just a year before development on Subnautica 2 started, said “people have a little bit of a misunderstanding of why we made some of those decisions.” “A source of a lot of the negative feedback we've gotten is that we've changed the game in the sense that we're not letting you kill predators,” Gallegos continued. “And that was not some decision made because we're like, ‘We're a game about pacifism or we're a non-violent studio.’ The studio was founded by modders who made Half-Life mods and their first mods were all about shooting aliens. They loved the movie Aliens and they wanted to make an Aliens video game that was legally distinct. That is what Natural Selection 1 and 2 are basically.” Gallegos said that Unknown Worlds co-founder Charlie Cleveland was inspired by the movie Aliens in the making of the first Subnautica, where “he was trying to make it a game without guns because he just thought maybe there was a place for a game that didn't add more to the landscape of violent games, which wasn't an indictment on violent games.” Still, Gallegos admitted, there is now “this idea that we really are leaning into Subnautica being a pacifism game, which wasn't our intent.” So what was the intent? It was twofold, Gallegos explained. One, Unknown Worlds didn’t want to give players the attitude that they were a “dominator over the world, because the message of the game very much is people learning to live in parallel with the world that they're in.” And two, the intent had to do with the game design, which was inspired by the likes of Soma and Alien Isolation. Gallegos cited a blog by Soma developer Frictional Games in which the studio said it had found that when it gave players the means to fight things, no matter how ********** the developers made the combat experience, players would always deem it better to master the “*******” combat than deal with constant threat and tension. Gallegos cited Konami horror masterpiece Silent Hill 2, where players will master the pipe combat despite it being poor “because it's way better to kill every creature in every hallway and then freely run through it than it is to dodge them when they're scary.” “And so by removing the option to deal with combat, it means that the omnipresent tension and stuff like that gets to be there,” Gallegos went on. “And so that's really where we're trying to lean into it from.” Unknown Worlds has been open about its plans to add ways for players to mitigate the threat of predators in Subnautica 2 via future updates. But Gallegos said the developers also plan to add creature flinches so players actually realise when they’re bonking fish on the face with the hammer. “For us it's mostly about seeking cool ways for the players to feel smart about it,” Gallegos said. “Some of the stuff we've talked about is like, what if you could build feeders and you could keep creatures so well fed that they don't have any interest in you, which is like something you see in real life when you see people that keep alligators as pets, right? They're like, ‘Oh, alligators are perfectly safe as long as they're not hungry, you know?’” While the killing fish debate rages on, Subnautica 2 is a clear success. It has sold a huge 4 million copies since its early access launch on May 14, achieving more than 467,000 peak concurrent players on Steam — success Gallegos said took the team by surprise. Subnautica 2 has sold so well that publisher Krafton has reportedly agreed to pay a $250 million earnout to the developers — a bonus that was at the heart of its high-profile legal dispute with the fired Unknown Worlds leadership. If you’re getting to grips with Subnautica 2, we’ve got a Things to Do First in Subnautica 2 guide to check out before you dive in, plus resource location guides to help you find Titanium, Silver, and more. Discover blackbox and supply crate locations on our interactive Subnautica 2 map, and make sure you don’t miss any Angel Comb Adaptations or Blueprints. 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
  20. Last year for Christmas, a good friend got me the best gift of all: Love The Orange Box the 1997 PC Gamer US "Holiday Extravaganza" issue, 456 pages of news, reviews, interviews, and, crucially, retro full page ads from the late '90s golden age of PC gaming... Read more.View the full article
  21. We haven't heard much about Riot's League of Legends MMO—basically nothing, if you get down to it—but it's still alive and kicking, and today it kicked again: Brian Holinka, who spent more than a decade at Blizzard, including nearly five years as the lead combat designer on World of Warcraft, has joined the dev team... Read more.View the full article
  22. After Larian Studios moved on from Baldur’s Gate 3, many fans have been wondering what comes next for the series. View the full article
  23. Onion Games' office in Shinjuku will welcome a limited number of visitors to view exclusive in-development materials at specific time frames. View the full article

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