007 First Lighthas no shortage of Easter eggs, references to the films, or legacy collectibles to find, but the most stylish items you can collect easily come from the plethora of suits for you to unlock. Although some costumes are advertised as limited rewards, there's still plenty up for grabs right now, or that can be earned simply through playing through First Light's optional story and challenges. View the full article
Since it launched in 2024, Nintendo Music has been slowly receiving small updates adding new soundtracks and occasional new features. View the full article
Crimson Desert developer Pearl Abyss has revealed significant changes it plans to make to the game this summer, while also teasing upcoming DLC. 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. Let’s start with the new combat content, aimed at existing players. Pearl Abyss said this will give players the chance to “prove their true strength as a Greymane.” Expect more information in the future. There’s a Re-Blockade rework coming that makes the flow before and after a blockade “feel more natural,” Pearl abyss said, along with new ways to defend certain strongholds from invasion. Rewards will also be improved to make liberating strongholds feel more rewarding. The Re-Blockade feature was added to help endgame players stay engaged with the world, after some had said they couldn’t find enemies to fight because they’d cleared them all out. But perhaps the most significant changes are to character and story. One of the chief criticisms of Crimson Desert is that its story isn’t particularly interesting, and its main character, Kliff, is one dimensional. Most who have played Crimson Desert will be aware of the discussion around Kliff and his lack of personality. The gruff Greymane is a man of few words; ‘Alright,’ which he responds with to even the most dramatic of lines of dialogue from other characters, has become a meme within the community. But Kliff’s empty personality is just a part of Crimson Desert’s overall story issues. Certainly, the game has been praised for its open world, combat, and many, many systems. But the story and Kliff himself are generally thought of as the weaker aspects of the game. From IGN's Crimson Desert review: While the world you’ll explore is full of fun stuff to do, the stories you’ll find in it are consistently bad. From the moment you’re introduced to the first of its three playable characters – Kliff, a viking-coded warrior who is on a low stakes revenge quest against another group of barbarians – there’s very little to become invested in, and it only gets worse from there. The story is aimless, the characters are forgettable across the board, the dialogue is often pretty hard to listen to, and there’s an entire multi-chapter arc in the main questline that’s centered on a character who dies offscreen before the story even begins – they continually try to make you care about this person through multiple ******** scenes separated by hours and hours of game time. It’s odd because, with long sequences of talking to your companions and a lot of time spent watching cutscenes as part of the main story, it does seem like Pearl Abyss wanted people to care about this stuff, but almost none of it is really worth paying attention to and much of it is actively cringe worthy. That said, there are also a lot of cutscenes full of cool, anime-style fights – those are pretty sick. Today, Pearl Abyss said “enhancements are planned to strengthen the narrative and bring greater balance to the playable characters.” On story improvements specifically, Pearl Abyss is “refining the coherence of key scenes to strengthen the narrative flow of Kliff's journey and make it more engaging.” Damiane and Oongka, the other two playable characters that do not properly fit into the story because they’re locked out of key moments, will also see improvements. “The overall gameplay experience for Damiane and Oongka will be improved, with various adjustments made so that all three playable characters share the spotlight,” Pearl Abyss said. The cross-save feature does what you’d expect. By linking an account, players will be able to share save files and continue across PC, PlayStation, and Xbox. Quality-of-life improvements for non-combat content are coming to trading and farming, “addressing areas players have found inconvenient.” And then the big one: Crimson Desert’s upcoming DLC. 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.” Could it be considered an expansion? “Beyond the content and features above, the team is hard at work on an upcoming DLC for Crimson Desert,” Pearl Abyss said. “While details cannot be shared just yet, it is being prepared as a meaningful addition to the player's journey, with more information to follow.” What could this DLC involve? Players have gone out of bounds and found various interesting parts of the map with unused content. There's also a named area to the east, called Sunbaked Peaks, that players are currently unable to reach. Perhaps a story expansion could open that up. Overall, there’s a lot to get excited about here if you’re a Crimson Desert fan, and Pearl Abyss will be hoping story changes will encourage newcomers who were put off by the characters and plot. All the while, the pace of updates remains remarkable, with a patch released every week. 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
***-based Maverick Games has revealed its debut project, Clutch, which it describes as a “cinematic open-world action-driving game.” Clutch’s story will combine both professional circuit racing with “action-packed underground race-and-chase sandbox gameplay where speed and style meet high-stakes pursuits and risky escapes.” Led by former Forza Horizon 5 creative director Mike Brown, Clutch will launch in Spring 2027 on PlayStation 5, Xbox Series X|S, and PC. Clutch’s story campaign will focus on a pair of sibling driving prodigies navigating their way through both a prestigious and historic racing tournament known as the R1K (described as a proving ground for the world’s top drivers for the past 100 years) and an underground car community dubbed Midnight Collective. However, when Clutch’s hero character finds himself in hot water and in need of a fixer, “the underbelly of the R1K is smashed wide open.” A first look at the story, actors, and the world of Clutch will be revealed at the Summer Game Fest Showcase on Friday, June 5. The announcement describes that Clutch will see players competing across a living PvPvE action-driving world, and it’s noted Clutch’s “open-world sandbox unleashes blockbuster action and unscripted chaos in every high-speed getaway.” In the first look at Clutch, Brown discussed that the project is benefiting from the longest development of any game he’s worked on. Running on a custom version of Unreal Engine 5, Clutch will not only boast cars where “every exterior curve, every fleck of paint, [and] every interior stitch” is recreated perfectly, but cars that actually come with signs of wear, and signs that the cars have actually been driven. Clutch will also arrive with a deep level of vehicle customisation options, both interior and exterior. The initial showcase unveils a wide range of options, from steering wheels to exhaust tips, and seats to neons. However, not only does it appear we can expect a large range of custom parts and options, but there will also be human details available to help the cars feel even more real. The examples shown are things like coffee cups and drinks in the cupholders, receipts on the dashboard, or hoodies strewn over the passenger seat. “I’ll talk through what we were going with there,” Brown tells IGN. “I’m not going to ding any other games in particular, because this actually applies to quite a few games, but I guess traditionally the presentation has a bit museum-like. Where the car, no matter its age, will be presented in a way that is completely pristine. Which then creates a problem that it’s so perfect that it doesn’t alway sit in the scene in a way that makes sense. Like, you’d be driving it around a place that looks like a real city or real countryside, with this museum-quality 60-year-old car driving around. “It always pops out of the scene in a way that doesn’t feel real. You could never actually see that car, on a road, looking like that; it would never exist that way. The way it’d actually exist would be there’d be dust, there’d be little bits of build-up, there’d be carbon around the exhaust. There’d be little bits of wear here and there. If you looked inside it there’d be wear on the steering wheel where someone’s driven this and gripped it, and the leather would be sagging on the seats. Maybe there’d be sun damage on the leather if it’s a soft top. Once you start to layer in all those bits of detail, a thing just looks that much more real and loved.” Brown founded Maverick in December 2022, a little over a year after Forza Horizon 5 was released. “I had been on Forza for a very long time and had achieved, I think, quite a lot with that franchise and really had an appetite to go and do something new; to try and push and do something new in the genre,” he says. “The problem with a franchise that is as successful and, frankly, excellent as Forza is it’s very difficult to go and try and push that thing into a whole new direction because the business would like it to stay in the direction it’s going, because it’s good for business. I felt like there was an opportunity to do something different and do something a bit fresher in the genre.” As a result, Brown departed Playground and set up Maverick Games, where he was joined by a number of other Forza Horizon veterans, including 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.” Brown explains the team has since grown to about 140 people, but they currently remain independent. “We are technically an indie dev so we will be entering ourselves for all the indie game awards,” he jokes. “We are about two miles away from the Playground Games office, so still very close contact with all those guys and still have a lot of friends over there – we see each other every day. And then we didn’t do what a lot of studios do where they kinda go into stealth mode for a few years; we tried to – as much as you can do as a burgeoning, embryonic studio – be quite loud. We’ve always been quite open about what we’ve been up to. “There’s only so much you can say, because you talk about what you’re doing in terms of development, but you can’t talk about the specifics of the game, because you’ll expose yourself a little too early, but from the start we were trying to just do things a little differently in the way that put out ourselves as a studio and as a company, but also the way that we operate internally, and try and just really encourage it to be a very open and creative and innovative space. And I think that’s gonna show in the software; I think once you see what we’ve got I think that’ll back up the theory there.” 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
Crimson Desert studio Pearl Abyss has shared its upcoming content plans for the game, including a confirmation that DLC is coming in the future. A series of content and feature updates are planned to be coming to the game between June and September, based in part on player feedback. This includes new combat-focused content “giving players the chance to prove their true strength as a Greymane”, and a revamp to Re-Blockade, designed to “make the flow before and after a blockade feel more natural, along with new ways to defend certain strongholds from invasion”. Read More... View the full article
Sony’s first-party game sales declined for five straight years, until a small uptick in 2025, helped by Ghost of Yotei. That’s according to data collated by Game File, which suggests that PlayStation sold less than half the number of first-party games in 2024 (when it released Astro Bot and Concord) compared to 2020 (when it released The Last of Us Part II and Ghost of Tsushima, as well as PS5). The decline can be seen in Sony’s annual financial results, which have reported first-party game sales (titles it published or developed itself) since 2020. Read More... View the full article
For a limited time you can claim a copy of the excellent Gravity Circuit to keep, to celebrate the Gravity Circuit 2 sequel announcement. Read the full article here: [Hidden Content] View the full article
The end of an era? Wube Software have announced that the upcoming Factorio 2.1 will be the last major update for the games. Read the full article here: [Hidden Content] View the full article
Mojang have revealed that the Chaos Cubed update is set for release on June 16th, bringing with it a bunch of new content and features. Read the full article here: [Hidden Content] View the full article
The Resident Evil series may set a future installment in Japan — a setting no mainline game has visited to date. While no new game in Japan has yet been confirmed, Resident Evil Requiem producer Masato Kumazawa has discussed the possibility of a fresh title exploring the series' homeland in a new interview, sparking discussions among fans about what such a game might look like. Speaking to Japanese outlet Futaman, in remarks translated by IGN, Kumazawa said that a Japan-set Resident Evil game had been thought about. "I think that every Japanese Resident Evil fan has definitely thought about a Japan setting, and I’ve also considered it myself," Kumaza said. "As the series is primarily developed by staff in Japan, I think everyone on the dev team has probably thought about it. Even though Japan hasn’t appeared as a setting for the games yet, I think it might at some point in the future." While the Resident Evil series has primarily been set in the US, it has also explored fictional places in other parts of the world, such as Resident Evil Village’s Eastern European setting and Resident Evil 5’s controversial foray into West Africa. However, we have never seen Umbrella Corp’s impact on Japan. Silent Hill f transported Konami’s iconic horror series to 1960s Japan last year, kicking off some discussions on Reddit and other forums as to why Japan’s other major survival horror franchise hadn’t gone for a Japan setting yet. Although there has been some enthusiasm for a Resident Evil set in Japan among Japanese-speaking commenters, many hope that such a game would steer away from a traditional village setting, which has already been done by many other Japanese horror games such as Silent Hill f, Fatal Frame and Siren. On the flip side, some fans have pointed out that Japan has potential as a setting, considering all the small islands that could inspire in-game locations for a virus outbreak. Reacting to Kumazawa’s comment, some Japanese fans pointed out that Capcom’s survival horror franchise has had a Japanese main character before, but in a spin-off only released in Japan. Takeru Tominaga is the protagonist of the official Resident Evil manga Biohazard Heavenly Island. He’s the assistant director of Idol Survival, a reality TV show featuring bikini-clad models on a Caribbean island that just so happens to be the former site of an Umbrella Corp lab (what could possibly go wrong?). Soon, he and the remaining contestants and crew are fighting a very different battle against the zombifying T-virus. "Even if it’s difficult for them to make a Resident Evil set in Japan, a Japanese protagonist might be possible," mused a user on X. The games also have a few Japanese or half Japanese characters including Resident Evil Outbreak’s Yoko Suzuki and, of course, Jill Valentine. Kumazawa also assured fans that, despite its final-sounding title, Resident Evil Requiem would by no means be an end to the series. Although Resident Evil Requiem does wrap up or pay tribute to some of Resident Evil’s iconic elements ("It’s a Requiem for Leon’s battles against bioterrorism, and a requiem for the past Raccoon City incident"), Kumazawa added that "There are still many things we'd like to do, such as telling the stories of characters that didn’t appear in Requiem.” He also says future Resident Evil games will "preserve the core elements of the series" and stay true to established characters and settings, while experimenting with different ideas. "Players will get bored if we just keep making the same kind of games, so we'd like to continue taking on new challenges." He gives Village's Megamycete concept and Requiem’s POV switching as examples of new ideas the dev team has tried out to keep the series fresh. As for what's next for Capcom’s survival horror series, Kumazawa hopes fans are looking forward to the upcoming Resident Evil Requiem story expansion. Meanwhile, Resident Evil is getting a new movie set in Raccoon City, which will hit theaters this September. Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications. View the full article
Valve released the latest stable Steam Client update for all platforms, which includes numerous improvements for the new Steam Controller. Read the full article here: [Hidden Content] View the full article
Here we are again - X.Org X server and Xwayland have new security issues that have been revealed and patched in new versions released. Read the full article here: [Hidden Content] View the full article
Visual design in a game is a hotly debated topic, where audiences sit between the advancement of realistic graphics versus the less demanding art styles like cel-shading. I sit in the camp of 'well, if it looks good, it looks good,' and 007 First Light is a great example of nailing realism, so much so that James Bond's reflection made me jump out of my skin. I wish I were joking. Read the full story on PCGamesN: 007 First Light is so visually detailed that a mirror jumpscared me View the full article
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
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
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
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
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
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
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
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
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