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  1. Fediel is voiced by Savy Des-Etages in English and Asami Tano in Japanese. View the full article
  2. "A good example of how fresh ideas from younger staff, combined with collaboration with experienced employees, led to successful results"View the full article
  3. Replay is full of great clips every month, but these are May's best of the bestView the full article
  4. If you found yourself lurking around Kickstarter a few months back, or really the internet in general, you probably heard something about The Official Cyberpunk Trading Card Game. Pulling in more than $28 million dollars and taking the top spot as the most-funded game on the crowdfunding platform, the TCG based on CD Projekt Red’s Cyberpunk 2077 RPG continues to evolve and change post-campaign. Recently, the folks at WeirdCo have released big updates coming to the game that not only tweak terminology but also add in some massive game-design-shifting changes. Here is the full blog post, but here are the changes that are coming to the Cyberpunk TCG: The starting phase has gotten a name change, and its structure has been tweakedThe “Play” and “Attack” phases have been combined into a single “Main” phaseOpponents can react to a declared attack A new “Quick” keyword on cards has been created that can be played in response to an attackThe cost to flip one of your legends has been reduced to 1 Eddie instead of 2You need 7 gig dice now to win instead of 6 So let’s break things down a bit. The changes that Weird Co. has shared range from minor adjustments for the sake of clarity to large new mechanics that, debatably, are some extensive game design adjustments. On the lighter end, the name change for the first phase of a turn and the creation of the “Main” phase, and the more malleable and flexible early turn structure are welcome and act more as just solidifying and adapting to how folks have naturally played the game. As someone who has played Magic: The Gathering for over 20 years, changes like these feel natural. Untap, draw, play. Familiar. The new Main phase is also a pleasant change that focuses on giving players more flexibility in how they take their turns. The big update here is that you can take the available actions of selling a card for a resource, calling (flipping) one of your Legend cards, playing cards, activating effects on your cards, or making an attack in any order. Previously, the order was rigid, where you had to play your cards before making the attack, and once doing so, your turn was over. Now, being able to attack and play cards as you wish and giving you control over when you pass will go a long way in improving the general feel and flow, which I am 100% here for. The two changes I would classify as mid-tier changes, ones that will impact the game but not in a drastic way. Previously, the game would end if you started your turn with six “gig” dice in front of you. Considering each player has six dice they will assign, this meant that the first player could simply turtle up and play completely defensively and win due to meeting that criteria first. This has been increased now to needing seven dice to win, requiring you to have stolen at least one die from your opponent. It makes sense, will help the game go on a bit longer, and force some interaction beyond simply hiding behind a wall of blockers. The second of these tweaks is that flipping one of your Legend cards, calling them to action, now only costs a single Eddie resource instead of two. Honestly, the fact that you don’t know which Legend is which (unless you use another card to peek), I’m still not entirely sold on the mechanic in general, but this cost reduction does help things. With games playing out fast, spending two of your rather limited resources on your turn to flip one of your Legends rarely felt like a better proposition than playing a cheap unit to serve as a blocker or another attack to steal more dice. A prospect that appears to be shared by many, as in the update announcement, the team specifically mentions “During Alpha testing, we discovered that it was possible to win games consistently without flipping multiple Legends. While we don’t necessarily want players to have to flip all three of their Legends every game, we do want flipping Legends to be an exciting and impactful highlight in the vast majority of Cyberpunk TCG games,” so fingers crossed. By far the biggest change, well, more like an addition, is that the person being attacked can actually do something more than just blocking (if they have a Blocker that is)! Hallelujah! Now, when you are attacked, you can react by assigning a blocker as you could before, but now you can also flip one of your Legends (for the updated cost) or utilize cards with the new “Quick” keyword. This new mechanic, which allows cards either from your hand or that are already on the field, will allow players to pull off battlefield tricks and make attacking a bit more exciting, since you will never know what your opponent may have in their hands. I love this, as tricks like counters and trap cards are some of the most exciting parts in card games, and their absence during the Alpha rules and cards was an uncomfortable void in the game. To be clear, this is a great addition, and what has me the most excited from the announcement, but it also is a pretty big change, and I find myself wondering - how many of the cards will have to be redesigned now around this new mechanic? I am someone who is no stranger to backing games in crowdfunding and am well aware that “all rules are subject to change” is a pretty standard note on the campaign pages. Balancing and adjustments are common with games evolving all the time, but to me, this is a massive game design change. A far rarer occurrence, and one that I can’t recall seeing in other TCG crowdfunding scenarios. It makes me start to wonder if the Cyberpunk TCG may have come to Kickstarter a bit underdone, or had its focus devoted elsewhere. A concern that I have mentioned previously is that backers are a bit like ‘guinea pigs’ right now, with the folks at WeirdCo laying down the tracks while the train is going full steam ahead. A feeling only made a bit stronger that they are looking to fill a Senior Game Designer role currently. It will be interesting if Cyberpunk 2077 TCG gets any more big changes leading up to launch. I am firmly in the camp that all of these updates are great for the game in the end. I am eager to see what sort of nifty effects are planned to use the Quick keyword and if the Legend cost reduction will actually change my mind on their value. Players still have a bit of a wait until they will be stealing gigs in their local game store, but with the success that the Kickstarter had, the team at WeirdCo has the funds to really massage the systems to knock the gameplay out of the park. Now, we just have to wait and see what the final product will look like. Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky. View the full article
  5. Subnautica 2 developer Unknown Worlds has revealed new content coming to the underwater survival game in the weeks and months ahead, teasing a new vehicle and new region centred around the Collector Leviathan as part of update 1.1. Smaller upcoming updates will improve the currently limited Biomods system, adding more passive slots and new options for “deepening early-game survival strategies.” To improve the multiplayer experience, proximity voice chat, emotes, and expanded character customisation are all in the works. Unknown Worlds has indicated the popularity of multiplayer in Subnautica 2 took the team by surprise, so it’s playing a little bit of catch-up here. But the most exciting additions are set for a larger content update (early access 1.1), which will add a new vehicle and a new region to explore centred around the Collector Leviathan. In a developer update, design lead Anthony Gallegos discussed the new region, which will contain new creatures, new resources, and will be progression and story driven. It will also add a new chassis, which “brings back one of the most requested player experiences,” Gallegos teased. “So, get ready to get stompy.” That suggests a Subnautica 2 version of the Prawn suit, a bipedal mechanical walker from the previous game, which is sure to go down well with players. “Our goal is to let you jump in without having to start a new save,” Gallegos continued. “Rather, pick up right where you left off. I really think it's going to be the scariest the game has been yet, and I can't wait for you to try it.” The announcement comes following the release of a hotfix that modifies the behavior of creatures in response to complaints about not being able to kill predators. Not being able to directly 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. Earlier this week, we reported on fresh comments from Gallegos, who countered the narrative that Unknown Worlds 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. 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. 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
  6. Valve has just confirmed that the Steam Frame and Steam Machine release windows will both be "this summer," finally narrowing down the release date for the two highly anticipated additions to the Steam hardware lineup. Originally slated for an "early 2026" release, both devices have just three weeks to arrive before technically falling outside of that window. However, for those still hyped for the new Valve gaming PC and VR headset, there isn't long left to wait. Read the full story on PCGamesN: Steam Machine and Steam Frame release windows confirmed for this summer by Valve View the full article
  7. When I was given the golden opportunity to preview Kayou's new KPop ****** Hunters cards, I couldn't decline. As a dedicated Pokémon TCG expert and someone who finds collecting small bits of cardboard fun, well, passing that experience onto my Huntrix-loving kids with a shared bit of bonding was exciting. I can't easily pass the idea of collecting 'mon to my children - stock shortages make that increasingly unmanageable for non-millionaires - but the KPop cards allow me to introduce them to something similar. Read the full story on Wargamer: Those KPop ****** Hunters cards look better than you'd expect, and your kids are gonna love 'em View the full article
  8. Crimson Desert continues to evolve at a rapid pace. This week’s update adds a number of quality-of-life changes, makes the Wyvern a mount, and adds a pinball minigame, because why not? Pearl Abyss has released major updates for the single-player open world action adventure game pretty much every week since launch. It has changed significantly, with everything from combat to endgame reworked. And every now and then, Pearl Abyss will just throw a curve ball in a patch, seemingly just for fun, to keep players on their toes. This week, it's a pinball machine. Random, but brilliant! The Pinball minigame is located to the inn near the Delesyian Institute. The patch adds the Marni Token Exchange where tokens obtained from the Pinball machine can be exchanged for various items, including the Material Box of Fortune, Abyss Artifact, two types of Artifact Chests, a Helm, 13 types of furniture, and three types of gear crafting recipes. Pinball isn’t the only minigame added with today's patch. Crimson Desert also now has the Orb Roll minigame at the Great Gate of Urdavah. Meanwhile, the Re-Blockade feature is improved with the addition of the Battle and Reconstruct stages. For major strongholds, players can request Protection through the contribution assessor (formerly known as the manager of the contribution shop) in each region to suppress Re-Blockades. Liberating strongholds rewards contribution, provisions, trade goods, and other items. Elsewhere, Kuku Bird Chicks and Baby Wyverns can grow after being fed. After reaching a certain level of growth, they can be registered as special mounts. And here’s a really helpful user interface change: the category tabs in the Mission Dispatch menu are now mission-based, not region-based. The patch notes, courtesy of Steam, are below. The release of update 1.10 comes hot on the heels of Pearl Abyss’ announcement of a summer roadmap of content, as well as confirmation that DLC is in development. Outlining content updates planned for June to September, Pearl Abyss confirmed story refinements, new combat challenges, cross-save support, and quality-of-life improvements set for the single-player open world action adventure game. Pearl Abyss only teased the DLC, confirming its existence and that it was being worked on. But it did describe it as a “meaningful addition to the player’s journey.” Crimson Desert update 1.10.00 patch notes: New Additions Improved Re-Blockade.Improved the flow before and after blockades by adding the stages "Battle" and "Reconstruct".For major strongholds, players can request "Protection" through the contribution assessor (formerly known as the manager of the contribution shop) in each region to suppress Re-Blockades.Liberating strongholds rewards contribution, provisions, trade goods, and other items.Added the "Pinball" minigame to the inn near the Delesyian Institute.Added the "Marni Token Exchange" where tokens obtained from the Pinball machine can be exchanged for various items.Obtainable items: Material Box of Fortune, Abyss Artifact, 2 types of Artifact Chests, a Helm, 13 types of furniture, and 3 types of gear crafting recipesAdded the "Orb Roll" minigame at the Great Gate of Urdavah.Obtainable items: Material Box of Fortune, Abyss Artifact, 2 types of Artifact Chests, golden apple, 3 types of carpets, 3 types of lightsAdded a new mount: "Wyvern".Added a new ****: "Kuku Bird Chick".Kuku Bird Chicks and Baby Wyverns can grow after being fed. After reaching a certain level of growth, they can be registered as special mounts.Added new mount equipment, the "Wyvern Saddle".Added new **** equipment, the "Small Kuku Bird Eggshell" and the "Small Wyvern Aviator Hat". New Additions Content Improved locked items so that Abyss gear can be removed from them.Improved the Large Farming Scythe so that it can used to obtain gatherable items.Added a "Carpet" category to the house decoration category.Added carpets to the items sold at some dyehouses.Added a cat tower to Furlington Farm in the Azerian Estate.Improved the animation of feeding certain wild animals while holding them.Changed the item description for "Sigil of Valor".Can be equipped on: Dogs, Baby WyvernsAfter the next patch, the Iron Eagle and Phoenix will also be able to equip the Sigil of Valor.Added a map to the constellation research journal and improved it so that the location of constallations can be found through it.Changed the carry postures for certain pets. Controls [Controller] Changed the basic interaction (Y/△) to not operate as a long press when using the "Default" customization preset.[Controller] Changed Axiom Force so that its buttons can be customized.[Keyboard/Mouse] Fixed an issue where, when customizing secondary keys, the customization setting would not save properly. Combat / Action Added a ground attack skill to Blackstar.Improved it so that, if you change your element slot or arrow/bullet/small cannonball slot during a boss battle, the changes are kept even after dying and retrying.[Damiane] Adjusted the damage of unarmed skills.Improved arrows so that normal arrows are used first when Replenishing Arrows run out. UI Fixes & Improvements Changed the category tabs in the Mission Dispatch menu from region-based to mission-based.Added knowledge on "Dye Colors" and "Small Tools" in the Journal > Knowledge > Gatherables menu.Fixed an issue where some key guide information displayed at the bottom-right would not appear in certain situations.Added a level of growth UI to the inventory, allowing you to check the growth levels of pets and horses.Improved the Photo Mode UI. Localization Fixed various localization errors and improved localization quality across all languages. Others Fixed an issue where, after winning a Rematch, progress would not be maintained properly and revert to a previous state.Fixed an issue where some bosses would damage themselves while attacking.Fixed an issue where attack animations would cancel when using Axiom Force or Force Palm while on a mount.Fixed an issue where a double jump would sometimes activate even when the controls for Vault were inputted only once.Fixed an issue where Vault could not be used as a Counter.Fixed an issue where the character's attack power was not properly reflected when using Kliff's Nature's Echo and Damiane's Reckoning.Fixed an issue where Force Current could not be used properly during the "Repair the second pensive statue" mission of the "Jijeong Temple in Chaos" quest.Improved homing skills and items so that they no longer target unintended objects.Fixed an issue where, if a **** picked up certain items while the inventory was full, the items would disappear without being obtained.Fixed an issue where, after placing a Legendary Fish in the pond and loading, additional Legendary Fish appeared in the pond.Changed Legendary Fish so that they cannot be used from quick slots.Fixed an issue where some knowledge could not be obtained in certain situations.Fixed an issue where the map could not be closed in certain situations.Fixed an issue where crashes would occur on the dye menu in certain situations.Improved terrain and object placement in passage areas so that wagons can travel more smoothly in some regions.Fixed an issue where characters mounted on a mount could not be controlled in certain situations.Fixed an issue where horses could not be changed at the stable in some save files.Fixed an issue where the Contribution UI would sometimes appear upon re-entering the game.Fixed an issue where the effect of Focused Force Palm would continuously remain in certain situations.Fixed an issue where disbanding comrades while mounted on a horse would dismiss the horse as well.Fixed an issue where bounty quests would not progress properly in certain situations.Fixed an issue where dialogue would overlap during combat with Sir Catfish.Added animations for placing live fish into and taking them out of the inventory.Changed the release function so that summoned pets can also be released.Fixed an issue where bird pets would sometimes lift gimmick elements.Improved the appearance of some outfits and characters to look more natural.Changed the circus sign lights so that they shine even from a distance.Fixed an issue where evade could not be performed while using Examine during the faction quest "Bandits Riding Wolves".Fixed an issue where NPCs related to the quest "Swift Delivery, Safe Borders" would not appear.Fixed an issue in the quest "Harvest of Greed" where the wagon disappears upon retrying the quest after the culprit dies.Fixed an issue where certain objects would sink abnormally into the terrain.Fixed an issue where, if Kliff died while accompanying the player, he could not be summoned again even after sufficient time had passed after being disbanded.Fixed an issue where the camera would not follow the locked-on target while in Focus mode.Fixed an issue where unnatural effects would appear when the character collided with certain furniture.Fixed an issue where the patterns of certain tattoos would not display properly.Fixed an issue where notifications for knowledge entries that did not exist in the Knowledge menu would display abnormally.Fixed an issue where rain would appear indoors.Fixed an issue where rendering was unstable in certain areas when the terrain was wet from rain.Improved the visual effect of rain to show the rain making the ground wet appear more clearly.Mitigated an issue where the appearance of the previous equipment would briefly appear when changing equipment in shops.Fixed an issue where the power core would intermittently fail to operate after moving to the Fleet of Archives Abyss.Fixed an issue where the barrier in the 'Fleet of Archives' Abyss would become disabled when approached.Fixed an issue where some text UI overlapped when buying the Writ of Absolution on a 5K monitor.Fixed an issue where two alchemy materials were consumed at a time when using alchemy materials on Hard difficulty.Changed the contribution shop and manager of the contribution shop's name to contribution office and contribution assessor.[Keyboard/Mouse] Improved archery/shooting contests so that the character immediately enters aiming mode when the contest begins.[Damiane] Added a turn and a roll animation while equipped with a musket.[Damiane] Fixed an issue where the greatsword's appearance would appear abnormal after giving up during a Rematch.[Damiane] Fixed an issue where the shield's appearance would remain abnormally after using the Shield Toss ability.[Oongka] Improved the effect of the Devastation ability. 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
  9. Valve gave us the latest teaser for the Steam Machine and Steam Frame which they said are now shipping "this summer" in a post about their verification systems. Read the full article here: [Hidden Content] View the full article
  10. Valve released another update to the SteamOS 3.8 Beta bringing some great sounding improvements for upcoming Intel handhelds and other fixes. Read the full article here: [Hidden Content] View the full article
  11. At this point, Marvel's Iron Man hero is more or less synonymous with Robert Downey Jr.'s portrayal and the iconic MCU Mark III suit from Iron Man (2008), so much so that it's the first thing most fans think of when they hear the superhero's name. That said, Iron Man's look has evolved drastically since the character first made his debut in 1963, when he appeared in Tales of Suspense #39, when Tony wore a bulky gray armor suit that looked more like a giant metal tank than a proper superhero outfit. View the full article
  12. A fan-favorite Steam has gone completely free to get and keep forever. The only catch? It won't be available on the digital PC gaming storefront for much longer. View the full article
  13. We have just shipped an updated Steam Deck Client to the Preview/Beta channel. General Added support for the Malay language. Steam Input Added support for GameCube rumble when the adapter is in PC mode. Fixed the selected action set in the configurator resetting while making edits in the configurator. Fixed a bug virtual menus assigned to a mode shift would not be able to add bindings when accessed via the link on the source page. Linux SteamRT3 Beta The Steam Deck client can now be run inside a Steam Runtime container. This will help the Steam client provide a more consistent experience. This is the same technology we use for Steam games. The SteamRT3 beta client is distributed alongside the regular beta client. You can opt-in to the beta client via the 'Use experimental SteamRT3 Steam Client' toggle in Settings -> System. The SteamRT3 beta client has been updated to 64 bits. Please report issues specific to the SteamRT3 beta in the Beta Forums or the steam-for-linux issue tracker. View the full article
  14. The Steam Client Beta has been updated with the following changes: General Added support for the Malay language. In-Game Overlay Fixed a bug where performance monitor showed FG rather than DLSS in some situations where we should have known DLSS specifically was in use for frame generation. Steam Input Added support on Windows for more than 4 Xbox controllers if GameInput v3 is installed. Added support for GameCube rumble when the adapter is in PC mode. Fixed the selected action set in the configurator resetting while making edits in the configurator. Fixed a bug virtual menus assigned to a mode shift would not be able to add bindings when accessed via the link on the source page. Remote Play Added a button to toggle the performance graph in the streaming overlay. Linux SteamRT3 Beta Fixed games not exiting when requested by Exit Game button. View the full article
  15. If you’re looking for something different, Blue Ridge Hunting will introduce you to the cryptids of the Appalacian Mountains this August in early access. Announced at the Women-Led Games Showcase, the horror game will put you face-to-face with some of the most fearsome cryptids based on real Appalachian legends and folklore. The game is coming from solo dev ***** Meadows. The online co-op game is launching into Early Access this August. In the narrative-driven story mode, join the Appalachian Investigation Group (either alone or with up to three players) as you investigate, document clues, and hunt terrifying cryptids based on real legends and folklore. A scene from Blue Ridge Hunting. Source: ***** Meadows In freeplay mode, you can explore and hunt the Appalachian region freely with up to five fellow investigators. As you earn money from completing investigations, continue to upgrade your gear so you are well-equipped for greater threats that lurk within the forests. Be careful not to let these creatures hear you, as any small whisper or unusually loud step could be your last. [Hidden Content] The game has a gritty retro/PSX art style inspired by early 3D horror and analog media. Creatures react to proximity voice chat and radio chatter — communication is crucial, but dangerous. You can explore Appalachia alone or with up to 5 players in online co-op freeplay. It has a narrative-driven story (1–3 players) following the Appalachian Investigation Group’s hunt for the Mothman. You can encounter unique, intelligent creatures based on real Appalachian folklore and sightings. And it has an original score blending haunting melodies with Appalachian Bluegrass roots. Blue Ridge Hunting is currently in development for PC. Prospective investigators can wishlist the game on Steam and support the Kickstarter campaign now to help bring Appalachian cryptid hunting to life. ***** & Company is an independent game studio founded by ***** Meadows as a creative home for friends and collaborators. What began in January 2023 as a solo multiplayer cryptid-hunting idea has grown into an ambitious debut project rooted in the culture, history, and resilience of West Virginia. Six One Publishing is the publisher. It’s a boutique publishing label built for developers seeking a meaningful partner who understands the current industry landscape. With deep experience across game marketing, event production, content creation, and games media, Six One Publishing blends publishing, media, and community into an agile, indie-first platform reimagining what publishing can look like in 2025 and beyond. The post Blue Ridge Hunting debuts in early access in August appeared first on GamesBeat. View the full article
  16. The Knight is the first class we all get in TBH: Task Bar Hero, and he can be an essential member in any team. He has plenty of positives to offer, starting with becoming the main tank. However, he also has his weakness, and that’s why it’s important to get a proper build. Let’s find out how to get the most out of our tank. Best TBH: Task Bar Hero Knight buildhttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 Before we get into the build, it’s essential to understand the Knight’s role. The Knight is the main tank of the game. Hence, he must be able to absorb plenty of damage and still stand tall. He should be able to do some damage on the side. I have tried pure tank with him, and the build is far from being effective. First, let’s check out his key abilities. Aegis Field: As I said, the main role of the Knight is to tank damage. Aegis Field allows the Knight to do that for his entire team. When active, the Knight deploys a shield that blocks 110 damage for all allies within the area. Yes, the shield covers all your allies irrespective of the formation and team composition. Sacred Blade: Until you reach level 30 with the Knight, use any offensive skill in the second slot. Your priority is to unlock Sacred Blade. This skill not only buffs the Knight’s attack, but he will also recover two HP from every kill. Hence, the Knight deals more damage from every attack and also heals himself in the process (if the Priest’s heals fall short for some reason). Screenshot by Destructoid Now, let’s find out which passive skills work best for the Knight. You should also focus on them when equipping your gear items. Max HP: Pretty self-explanatory as a tank needs a lot of health. HP Regen per sec: This passively heals Knight every second after he takes damage. If his base health is high enough, the Knight will never die since he will always have the window to heal himself from all incoming damage. Armor Enhancement: Defensive skill that makes it harder to kill the Knight. Add HP per kill: You’ll gain HP every time the Knight kills a monster. This works better if your Knight has decent DPS, For gear, you should always prioritize increasing his health and armor. These are the two most important attributes to look after. The longer the Knight survives, the better it gets for the team. Adding elemental damage using decorations also works well since that will raise his DPS value. That’s just about all you need to do to set up your Knight. While the class works well with all other characters, you can pair him with a Priest in the team for maximum results. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post Best Knight build in TBH: Task Bar Hero appeared first on Destructoid. View the full article
  17. If fans have ever wanted to play as the CEO of a multibillion-dollar company in charge of publishing Grand Theft Auto 6 and go one-on-one with the Undertaker, now they can, because Take-Two Interactive head Strauss Zelnick has been added as a playable character in WWE 2K26. While the WWE 2K series is no stranger to including offbeat guest characters in its DLC packs, few could imagine that the guy in charge of talking about Grand Theft Auto 6to shareholders would be the next person in the squared circle. View the full article
  18. Valve has provided a long-awaited update to the Steam Machine's release plans. Potential customers have been patiently expecting key information on the new SteamOS gaming PC for months now, namely when it will release and how much it will cost. We still do not have an answer to the latter, but Valve has at least narrowed the Steam Machine's release window in an update to Steam's Verified program. View the full article
  19. The Xbox Series S is taking some heat once again following comments made by the founder of Moon Studio, the team behind action RPG No Rest for the Wicked, which has been available on Steam Early Access since 2024. During the PlayStation State of Play, it was confirmed the game was coming to PS5 this October in celebration of its 1.0 release, but Xbox users will have to wait. This isn't due to any kind of marketing deal with PlayStation. Rather, it has to do with limitations with the Xbox Series S. In response to a fan inquring about the lack of an Xbox release date, studio founder and game director Thomas Mahler pointed to the Series S. "Series S is making that rough," said Mahler in a comment on Discord. "We'll ship it after in a good way once it's optimized like crazy for Switch 2 and Xbox." Another user joked that a mobile version would follow the Xbox and Switch 2 versions, to which Mahler responded: "Series S and mobile specs aren't too far apart at this point." This is hardly the first time something like this has happened. The Xbox version of ****** Myth: Wukong was delayed by a year and it was heavily rumored that it may be due to difficulties developing for the consoles. Microsoft responded to these rumors noting that it had not been informed of such troubles, but developer Game Science later suggested those rumors may have had some truth to them. Game Science CEO Yongar Feng-Ji noted in January 2025 that the Xbox Series S' 10 GBs of shared memory was creating issues with optimization. When the game was eventually released on Xbox, the studio confirmed that the delay was a result of spending extra time trying to optimize the game specificially for Xbox. Baldur's Gate 3 also suffered issues when it came to developing for the Xbox Series S. The game had a staggered release across platforms, arriving in August 2023 for PC, September for PS5, and December for Xbox. That wasn't by choice, necessarily. Larian had troubles getting split-screen co-op to work smoothly on Xbox Series S. The studio even enlisted the help of Microsoft's own engineers to help get it all functioning. With all of this said, there has been a lot of discussion throughout the current console generation over whether or not the Xbox Series S is worth the hassles. Microsoft mandates that all Xbox Series X titles must also work on Series S with full feature parity, but it has led to some games being released later on the platform. It begs the question whether Project Helix, the next Xbox console, will have a cheaper and weaker variant – or if Microsoft will go all-in on one SKU. Given how aggressive Xbox's new CEO Asha Sharma has been, it's hard to imagine the company doing two consoles again, but we'll just have to wait and see. For now, No Rest for the Wicked will release on PS5 on an unspecified date in October. The Xbox release date is currently to be confirmed. 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
  20. Call of Duty: ****** Ops 7 players are having a blast with the games new mode, ****** Ops Classic. The new mode was released today as part of the game's Season 4 update and brings some radical changes to the gameplay of ****** Ops 7. The new limited-time mode strips out omnimovement, sliding, and simplifies the overall gameplay experience to be more akin to classic ****** Ops games like ****** Ops 1 and 2. Players also can't use things like stims, an equippable that lets you immediately heal mid-battle. "We wanted to get as close to a classic movement set (****** Ops 2 as a target) as we could, so Omnimovement, Wall Jump, and Slide are restricted in ****** Ops Classic along with some additional feature restrictions," said ****** Ops 7 design director Matt Scronce on X. The mode also limits players to maps from classic ****** Ops titles, including Firing Range, Summit, Raid, Nuketown, and more. It's by all intents and purposes ****** Ops as you remember it, save for some changes to the visuals and different weapons. So far, players seem to be really enjoying the old-school throwback. "****** Ops Classic is exactly what ****** Ops 7 should have been," said one player, and they're not alone. Another player concurred, stating that the mode should remain in ****** Ops 7: "Played one match of ****** Ops Classic and yeah I’m gonna need this to be a permanent mode." "Very fun and fixes a ton of issues I have with BO7. Almost got a nuke," said another fan. Some are noting that the changes are so radical they're having a hard time adjusting to them, because they're so used to the controls of modern Call of Duty. As of right now, it remains to be seen whether or not this will actually drive players to the game. The mode comes eight months after ****** Ops 7's initial launch, and four months before the release of Modern Warfare 4 – which may mean it's too little, too late for some players who bounced off the game in its earliest days. The movement of ****** Ops 7 has been a hot topic since its arrival, with some feeling like omnimovement and wall jumping overcomplicates the gameplay. More traditional movement, however, focuses on a player's gun skills rather than their ability to dodge bullets by moving around like a lunatic. Even if this mode doesn't change the tides for ****** Ops 7, the future is looking bright. We recently went hands-on with Modern Warfare 4's multiplayer ahead of the game's official reveal and had plenty of glowing things to say about it. Modern Warfare 4 won't feature omnimovement, and will instead focus on fluid but more grounded movement. 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
  21. Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel. These notes contain all changes since the current stable SteamOS 3.7 release, with the new changes since the previous 3.8.6 Beta noted below New in 3.8.7 Fixed a GPU ****** with Grand Theft Auto V Enhanced Fixed a regression with previous 3.8 builds that could result in audio popping Fixed Remote Play capture in Desktop Mode when the Wayland session is selected Fix Bluetooth not working on some Intel handhelds Add initial firmware for upcoming Intel handhelds Improved UI behavior when low on battery and connected to a slow charger Actually fixed an issue on certain TCL TVs where the display may remain blank using the Steam Deck Dock when VRR is enabled (requires a Dock firmware update) General Fixed a case where WiFi performance could become degraded until the device was put to sleep or manually reconnected Fixed excessive trackpad sensitivity on certain early Steam Deck LCD models Fixed a bug on Steam Deck OLED where rebooting would occasionally cause a loss of speaker output until rebooted again Initial support for upcoming Steam Machine hardware Added support for waking from sleep via connected Steam Controller Added preliminary support for HDMI VRR for devices with native HDMI output Updated Arch system base Updated graphics driver with performance and stability fixes Fixed an issue where "Allow Tearing" wouldn't have the intended effect in certain configurations Fixed a case where per-app performance settings would intermittently fail to apply when launching a game Substantially improved speed of future OS updates on high-speed connections Improved support for the screencasts in Game Mode (e.g. OBS/Discord) Fixed dropdown menus not appearing in some games Improved VRR frame pacing Fixed FSR badge remaining off in the performance overlay, even if it was actually active Improved support for games that attempt to open PDF files in external viewers Fixed an issue where video output could become frozen while using Remote Play Fixed a possible session ****** when using Game Recording with certain "Maximum video height" settings Added missing graphics features needed for titles such as "Crimson Desert" Fixed an issue affecting certain titles (such as "SpongeBob SquarePants: Titans of the Tide") where the game window could have an incorrect position Fixed closing certain titles (such as "STAR WARS Jedi: Survivor™") and Starfield resulting in a session ****** Improved support for certain USB racing wheels and USB devices that boot in a non-standard mode Frequently these are devices that appear as USB storage devices with a driver installer, and must be switched to their normal mode by the OS Steam Deck controller firmware updates now display update progress on the splash screen Fixes issue on specific Steam Deck revisions where firmware updates could render the left controller inoperative for that session Fixes for experimental nested desktop mode Numerous stability and security updates Bluetooth Re-re-enable Bluetooth Wake for Steam Deck LCD Fix for more spurious wake issues that were present in earlier attempts Audio Detect HDMI channel count and expose surround configuration if available Add a setting to allow using Bluetooth headset mics (Bluetooth playback quality will be worse while capture is active) Restore internal audio device on reboot if set to "Off" in desktop mode Increase suspend timeout for HDMI devices so initial audio isn't cut off after a few seconds of inactivity Fixed a bug with switching input devices when a wired headset is plugged in Fixed an issue where audio underruns could be experienced after sleep/resume Accessibility Added an option to force mono audio output Desktop Mode KDE Plasma updated to version 6.4.3 from 6.2.5, and now uses wayland by default Fixes several cases of reduced performance in Desktop Mode compared to Game Mode Improved support for rotated displays Better scale factor out of the box on TVs Adds support for external HDR displays Adds support for VRR displays Adds support per-display scale factor For more information, see Plasma release announcements [Hidden Content] [Hidden Content] Keyboard layout and language are now obeying Game Mode settings Improved windowing behavior for games running in Proton Fixed a bug in Desktop Mode causing previously open applications to not be remembered when using the 'Return to Gaming Mode' shortcut to logout System Firmware Includes Steam Deck LCD BIOS v133 Security updates Added "Memory Power Down" setup option Preliminary support for hibernation Includes Steam Deck OLED BIOS v114 Security updates Charging LED now changes color when charge limit is reached, rather than only at 100% Non-Deck Improved compatibility with recent Intel and AMD platforms Greatly improved video memory management on discrete GPU platforms Fixed a compatibility issue with the SteamOS chainloader that could cause a boot failure on some desktop systems with recent UEFI firmware Power button short and long presses now supported across a wide variety of devices Improved controller support for OneXPlayer F1 series, GPD Win 5, GPD Win Mini, Anbernic Win600, OrangePi NEO, and Lenovo Legion Go Added controller support for OneXPlayer X1 series and Lenovo Legion Go 2 Added system and controller firmware update support for the Lenovo Legion Go 2 Added preliminary charge limiting support for Legion Go, Legion Go S, and Legion Go 2 - currently only accessible in Desktop Mode Added controller RGB LED color settings for the Lenovo Legion Go 2 Added controller, TDP control, and speaker audio support for the ASUS ROG Xbox Ally series Reduced handheld controller input latency from 5-8ms to 100-500us Night mode, color vibrance, and color temperature sliders in Steam now work on Z2E and later AMD APUs Seamless boot fixes for Z2E and later AMD APUs Automatically handle internally rotated display for some third-party handhelds Improved motion control support for handhelds with BMI260 IMUs SD card reliability improvements for some third-party handhelds, including ASUS ROG Xbox Ally, Legion Go 1, Legion Go S, Legion Go 2, and MSI Claw Fixed washed out colors for Zotac and OneXPlayer handhelds with OLED Fixed some GPU hangs on Phoenix APU devices (Tales of Arise, Octopath Traveler II) Fixed ASUS ROG Ally power consumption from fingerprint reader while shut down Fixed trackpad losing functionality after sleep/resume on the Legion Go Fixed spurious wake-ups when using a Logitech Bolt receiver Add controller support for MSI Claw devices (A1M, 7 AI+ A2VM, 8 AI+ A2VM, A8 BZ2EM) Add controller support for OneXPlayer APEX and X1 series. Improved gyro response for devices that use AccelGyro3D (Legion Go 1, Claw A1M) Fixed a system ****** on international Asus ROG Xbox Ally models Developer Desktop Mode now uses Wayland by default X11 support may still be selected via Steam developer settings, or via `steamosctl` Updated Linux kernel to 6.16 Steam now uses steamos-manager to query available desktop sessions and trigger desktop session switching Added support for setting the desktop password in developer settings Initial support for running as a Virtual Machine guest (virtio guest drivers) Added support for third-party devices to trigger the SteamOS boot menu via EFI variable Added `custom-update` verb to `atomupd-manager` for easier testing of specific builds System reports now include more audio debug information Initial support for LAVD CPU scheduler via `steamosctl set-cpu-scheduler lavd` View the full article
  22. Grinding Gear Games saw what temple farming did to the last league and acted fast on this oneView the full article
  23. Scramble Knights studio Funktronic Labs admits, "a live-service Battle Royale was not going to work for us"View the full article

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