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Steam

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Everything posted by Steam

  1. Организаторы The Game Awards запустили второй этап пользовательского голосования за лучшую игру 2025 года. Первоначальный список из тридцати позиций сократился в три раза. Теперь участникам предстоит выбрать пять фаворитов из десяти игр. View the full article
  2. Чрезвычайно высокая конкуренция на рынке шутеров, спорные решения разработчиков и неудовлетворённость фанатов развитием серии вылились в слабый старт Call of Duty: ****** Ops 7. Таким мнением поделился рыночный аналитик Кристофер Дринг из The Game Business в комментарии изданию Eurogamer. View the full article
  3. Игры серии Total War перестанут выходить эксклюзивно на ПК. Во время трансляции по случаю 25-летия серии представители Creative Assembly официально подтвердили новый вектор развития, предполагающий выпуск будущих стратегий на консолях. View the full article
  4. В рамках PC Gaming Show: Most Wanted 2025 издательство Plaion (бренд Deep Silver) показало сюжетный трейлер стратегии в реальном времени Warhammer 40,000: Dawn of War IV. Релиз игры состоится в 2026 году на ПК. View the full article
  5. Студия Liquid Swords создателя Just Cause и Mad Max Кристофера Сундберга официально представила Samson — одиночный сюжетный экшен с автомобильными погонями и открытым миром. Изначально проект позиционировался в качестве релиза ААА-класса, но на выходе будет распространяться всего за $24,99. Пока заявлена только версия для ПК. View the full article
  6. Romeo is a Dead Man от создателя No More Heroes Гоити Суды стартует 11 февраля 2026 года на PlayStation 5, Xbox Series X|S и ПК. Дата выхода была объявлена на официальной трансляции Grasshopper Manufacture. Разработчики также рассматривают выпуск игры на Nintendo Switch 2. View the full article
  7. На PC Gaming Show представили первый трейлер Carmageddon: Rogue Shift. Действие новой части безумных гонок на выживание развернётся в 2050 году, где игроки станут участниками жестоких боёв на машинах в постапокалиптической пустоши. View the full article
  8. The Shiny Trinket is a mysterious item that you can find on the Astra Malorum map in ****** Ops 7 Zombies, and finding it will allow you to recruit Bongo to do your bidding. Once you find the Shiny Trinket, it will fit into your tactical equipment slot. Initially, it will be of no use. However, the item has to be used to recruit Bongo, who can appear at random locations on the map. This guide will help you make the most of the Shiny Trinket to help you get a new companion. Table of contentsHow to find the Shiny Trinket in ****** Ops 7 Zombies Astra MalorumHow to use the Shiny Trinket in ****** Ops 7 Zombies Astra MalorumHow to find the Shiny Trinket in ****** Ops 7 Zombies Astra Malorum The Shiny Trinket is obtained by defeating O.S.C.A.R., who spawns several times based on how many rounds you can survive. Typically, you should get the Shiny Trinket when you defeat O.S.C.A.R. for the first time during a match. Screenshot by Destructoid Once you find the Shiny Trinket, it will be available in your inventory. It must be used three times (pending your ability to reach that point) to recruit Bongo. How to use the Shiny Trinket in ****** Ops 7 Zombies Astra Malorum You'll have to use the Shiny Trinket three times after spotting Bongo. The creature appears behind barricades in different areas on the map. I have spotted it more in the Luminarium and Archives. It always spawns behind barriers, and look out for its eyes to spot it easily. Screenshot by Destructoid Throw the Trinket towards it and wait for a few seconds. It will appear from the shadows and consume the Trinket. Wait for a new round to begin and for Bongo to reappear. Repeat the process two more times, and Bongo will join you in your fight against the zombies. While Bongo doesn't do a lot of damage, the massive health pool allows it to distract zombies, and that can save you time and again. The post How to use the Shiny Trinket in ****** Ops 7 Zombies Astra Malorum (Friendly Ravager easter egg) appeared first on Destructoid. View the full article
  9. The automation genre has come a long way since SpaceChem, dividing itself up into several sub-genres that approach the desire to make a giant complicated machine out of simple parts in any number of ways. Third-person automation is still the most common, viewing the layout from an overhead perspective, but there are still a small number of notable first-person games out there. Some have pressure mechanics to keep you moving, while others are all about taking it at your own pace with no danger. The machines that process one item into another may have a resource cost, or maybe not depending on the game's needs. There are a lot of different ways to automate the world, and the new Modulus demo shows a game where every part of the design bends towards a chilled, stress-free experience. View the full article
  10. Российские разработчики Евгений Сокарев (он же Sokar) и Антон Старцев (Saikono) сообщили о выходе финального, пятого эпизода ставшей культовой нелинейной визуальной новеллы в жанре ужасов «Зайчик» (Tiny Bunny).View the full article
  11. The game was first revealed during the December 2025 PC Gaming Show. View the full article
  12. The player will become an AI tasked to help an android regain memories of the past. View the full article
  13. Battlefield Studios has published the Battlefield 6 update 1.1.3.0 patch notes ahead of next week’s Winter Offensive update, revealing a detailed list of audio improvements, soldier visibility tweaks, a range of map adjustments, and more. Patch notes for the third major Season 1 update were published in a post on the EA shooter series’ website today. The full breakdown follows up on promises made by BF Studios’ outline from earlier this week and touches on every notable change coming to Battlefield 6 and REDSEC when Winter Offensive reaches its December 9 release date. Though today’s patch notes cover everything from audio to Sector sizes, players may be happy to see the studio continuing to adjust an issue that has wormed its way to the front of online discussion since launch: hit registration. BF Studios says the 1.1.3.0 changes should result in more predictable bullet impact and easier-to-read damage feedback thanks to tweaks to quick aim, pre-zoom firing, and close-quarters gunfights. Other elements the Battlefield 6 developers took aim at with the Winter Offensive update include better weapon handling, improved character highlights and animations for visibility, gadget reliability, and refined gameplay for vehicle-savvy players. Launch players will also notice relatively extensive changes to Sectors and vehicles across seven Breakthrough maps: Manhattan Bridge, Mirak Valley, New Sobek City, Operation Firestorm, Liberation Peak, Siege of Cairo, and Empire State. It may be some time before players get a handle on whether many of these changes correct the balance of the average Battlefield 6 multiplayer match. Those audio tweaks, however, will likely be noticeable from the get-go, with the hope being that infantry noise is clearer and easier to read at different distances. “We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches,” BF Studios says in the update 1.1.3.0 patch notes. “To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load. “These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it's a big step toward more reliable and predictable sound across the game.” Each change arrives in addition to new weapons, limited-time winter events, and more new content that players have been told to expect since launch. Highlights include the Ice Lock Empire State map, the Ice Lock multiplayer and Gauntlet modes, the Ice Climbing Axe melee weapon, Portal updates, and a mini–Winter Offensive-themed battle pass bonus path. It’s the latest in the run of Battlefield 6 Season 1 chapter updates, which saw Rogue Ops bring Blackwell Fields and battle royale to the experience October 28, while California Resistance added Eastwood November 18. Plans for Season 2 remain under wraps for now. In the meantime, you can read up on another recent change that saw BF Studios unveil another round of challenge and progression tweaks. You can also learn about why some players both loved and hated the new The 323 cosmetic pack. Finally, you can check out the full Winter Offensive patch notes below. Battlefield 6 Update 1.1.3.0 Patch Notes Update 1.1.3.0 delivers a broad range of fixes and refinements across Battlefield 6, improving soldier clarity, weapon reliability, vehicle behaviour, audio consistency, and overall gameplay flow. This update also includes several quality-of-life improvements across UI, HUD, and controller aiming options, along with map-specific updates designed to stabilise objective play and reduce round-end matchmaking frustration. We also made improvements to reduce cases where player settings could be reset when updating the game to the newest version. While this behaviour should now occur less frequently, we are still seeing isolated instances and expect to fully resolve the issue in an upcoming update. As always, thank you for continuing to share your feedback which helps us refine and evolve the Battlefield 6 experience. New Content: Winter OffensiveNew Time-Limited Map: Ice Lock Empire State. A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals.New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic.New Melee Weapon: the Ice Climbing Axe. Unlocked through the Winter Offensive Bonus Path.Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window.Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe.Major Updates for 1.1.3.0Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment.Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas.Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights.Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback.Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers.Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback.Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds.AREAS OF IMPROVEMENTSAUDIO With this update, we’ve made a wide range of audio improvements, including a dedicated tuning pass on footsteps to make movement clearer, easier to locate, and more readable at different distances. We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches. To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load. These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it's a big step toward more reliable and predictable sound across the game. CHANGELOGPLAYER:Fixed a clipping issue when dragging a soldier on an inclined surface when being prone.Fixed a clipping issue with character shoulders when jumping.Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived.Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles.Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed.Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget.Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments. We’re continuing to investigate additional edge cases and reviewing player reports related to hit registration.Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone.Fixed an issue causing soldier movement to feel slow while walking on uneven terrain.Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows.Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear.Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped.Fixed an issue that caused the player to continue controlling their soldier after dying in water.Fixed an issue that could cause the player to become stuck when entering water while crouching.Fixed an issue that could prevent melee damage from being dealt to soldiers in water.Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats.Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds.Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations.Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player.Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks.Fixed an issue where hands clipped into ladders when in first-person view.Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected.Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot.Fixed an issue where landing on a vehicle prevented the player from taking any fall damage.Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles.Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder.Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim.Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect when illuminated by a flashlight.Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle.Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun.Fixed first-person stair locomotion animations starting with a delay when moving on stairs.Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments.Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions.Improved hit registration reliability when multiple players were within close proximity.Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil.Improved melee animation when attacking while prone.Improved movement responsiveness at the start and end of drag and revive interactions.Improved soldier animation smoothness when entering and exiting prone.Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity.Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation.Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility.VEHICLES:Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers.Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player.Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats.Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations.Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment.Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.WEAPONS:Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle.Fixed a rare visual glitch that could cause scopes to be displayed incorrectly.Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended.Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended.Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking.Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur.Fixed an issue where target dummies in the firing range remained down after being shot.Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types.Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit.Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values.Fixed the “peekaboo” timing bug affecting target dummies on the firing range.Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion.Tweaked haptic feedback for weapon reloads on PS5 controllers.Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT).GADGETS:Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance.Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry.Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped.Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map.Fixed an issue where Throwing Knife animations lasted longer than intended.Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed.Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres. LWCMS Portable Mortar Fixed an issue where an incorrect shell type was used during firing and reload animations.Fixed an issue where firing a Smoke Shell did not shake the camera or tube.Fixed an issue where Smoke Shell clouds were smaller than intended.Fixed an issue where the fire rate was lower than intended.Fixed an issue where the Smoke Shell always regenerated via Supply Crates.Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate.Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds. Supply Pouch Fixed an issue where the Supply Pouch instantly regenerated health on deployment.Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour.Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time.Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition.MAPS & MODES:Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions.Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter. Fixed an issue where deaths were not tracked correctly in Strikepoint.Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley.Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands.Made improvements to reduce cases of players matching into games that were near the end of a round.The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds.Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback.Updated spawning behaviour for Battle Pickups:In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled.In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team. Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps. Manhattan Bridge Removed Defender vehicles in Sector 2 and Sector 3.Added an additional Attacker IFV in Sector 3.Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress. Mirak Valley Removed Defender vehicles in all sectors.Adjusted Attacker vehicle counts:Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.Sector 2: Added 1 Attacker IFV.Sector 3: Added 1 Attacker IFVs.Updated capture volumes across all sectors to make attacking easier. New Sobek City Sector 2: Added 1 Defender tank and one Defender IFV.Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport.Updated capture volumes in both sectors to improve attacker flow. Operation Firestorm Sector 2: Adjusted Defender armour (added and removed tank spawns).Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank.Updated capture zones across affected sectors to support attacker momentum. Liberation Peak Sector 3: Removed Defender tank.Sector 5: Added 2 Attacker IFVs; removed the Defender transport.Updated capture volumes to improve attacker advancement. Siege of Cairo Added an additional Attacker tank in sector 1 and 3.Updated capture areas on B flag to improve sector push potential. Empire State Sector 1: Updated capture volume on B flag.Sector 2: Updated capture volumes on A and B flags.PROGRESSION:Fixed an issue where enemies spotted by the LTLM II Portable Laser Designator did not count towards the “Spot enemies with Recon Gadgets” weekly challenge.Fixed an issue where the Incendiary Airburst Launcher did not track progress for the “Support Specialist 2” challenge when dealing damage with its lingering fire cloud.UI & HUD:Added a loading popup when entering a tournament code to provide better feedback on what's happening.Added “Free Look” helicopter game hint to be part of pilot hints..Enemies can no longer be spotted from the big map.Ensured players who trigger crane destruction now have their killer ID correctly logged in the scoreboard’s score log.Ensured the “Cut Parachute” prompt appears correctly in Multiplayer modes outside of REDSEC.Fixed a mini map issue where empty vehicle icons did not transition correctly into a friendly vehicle icon when entering a vehicle.Fixed a rare issue where objective icons could disappear when redeploying.Fixed an issue where a teammate’s armour briefly appeared as soft-armour colour when their armour broke, causing a momentary incorrect visual.Fixed an issue where camos in the Challenges section did not show their name or category.Fixed an issue where hints for “Re-Enter” and “Deploy” were displayed in the wrong order when using a controller with the EOD Bot.Fixed an issue where killcards did not always appear when players were killed inside vehicles.Fixed an issue where loading screen combat zone descriptions did not update correctly based on the active game mode.Fixed an issue where loading screen combat zone descriptions were incorrect for Sabotage on Eastwood.Fixed an issue where loading screen combat zone text displayed incorrectly on Sabotage across all maps.Fixed an issue where Store offers did not scroll correctly when fast-scrolling along the same row.Fixed an issue where the deploy camera could appear incorrectly rotated when spectating a soldier or vehicle.Fixed an issue where the different painted states of the LTLM II Portable Laser Designator weren’t correctly represented by the gadgets HUD warning label.Fixed an issue where the Helicopter HUD would disappear when the color was set to ****** in the settings.Fixed an issue where the LMR27 and ES 5.7 attachment lists were not sorted correctly.Fixed an issue where the LWCMS Portable Mortar icon had visual inconsistencies between the big map and the minimap.Fixed an issue where the Traverse Mark 2 displayed duplicate LMG text in the second seat, despite having only one mounted weapon.Fixed an issue where the vehicle 3D preview did not update when switching loadout presets.Fixed an issue where zooming in on the big map would sometimes result in a ****** screen.Fixed issues that prevented Resupply Station icons from appearing on the big map as intended.Improved Commorose behaviour by correcting the request distances for “Need Repair” and “Need Pick Up”.Improved image cropping to better align artwork in the Battle Pass purchase screens.Improved ping behaviour on friendly soldiers, revive requests, and stationary weapons.Improved the text used to describe unlock conditions for Bonus Mission for better clarity.Reduced man down icons to only show the two closest downed team mates.Removed the ability to cycle between classes on the deploy screen using Q and E to prevent unintended class changes before spawning.Snap Zoom (Aim Assist) has been clarified in the menu: this option is only available in Single Player and Portal modes, not in Multiplayer.Squad and friendly in-world nametags now blink when the player regains health or receives ammunition.Stationary weapons no longer show pickup provider icons when a player is requesting to be picked up.Unlocked cosmetics now appear above locked ones in selection lists.Updated back-navigation logic so consoles can no longer back out far enough to trigger the quit-game popup unintentionally.Updated the countermeasure hint to only display when a weapon lock-on state makes the prompt relevant.Updated the lock-on warning behaviour so that lock-on alerts can take priority over painted labels when appropriate, ensuring threats are more noticeable.Updated the Saints Quarter loading screen to display correct combat zone text.Updated underbarrel launchers so the correct type icons appear in the HUD.SETTINGS:Fixed a bug where changing the “Command Console” option would not apply until the game was restarted.Fixed an issue where navigating back from the Options menu could behave incorrectly when accessed through Pause Menu.Fixed an issue where the “Edit Controller Schemes” menu title could disappear in Options.Fixed an issue where vehicle aim sensitivity displayed an incorrect value in the vehicle control settings.Fixed an issue with options sliders “stepping” functionality being broken and not allowing players to step through decimals.Improved the “Dynamic” response curve option for controller stick aiming to better match player expectations and player feedback.The range for Infantry and Vehicle mouse sensitivity options are now doubled and can go twice as high.SINGLE PLAYER:Fixed an issue where the out-of-bounds timer did not correctly account for player death or Mandown state in Single Player.AUDIO:Added new vehicle-specific hostile type identifiers for more accurate callouts.Added safeguards so background environmental soldier audio no longer triggers during moments with no combat.Adjusted the balance of the bootflow logo music and sound effects.Fixed an audio issue that occurred when crawling while aiming down sights.Fixed an issue that caused health-replenishing audio to play multiple times.Fixed an issue where background environmental soldier audio wasn't affected by the voice over volume slider.Fixed an issue where end-of-round music would sometimes not play, or play the incorrect track.Fixed an issue where players could experience a stuck “Low Health” audio cue after remaining at low health for 30 seconds in modes without health regeneration.Fixed an issue where round-start music could play before the round actually began.Fixed an issue where Supply Crate sound effects could repeatedly trigger on downed soldiers.Fixed an issue where the “Advance to Next Sector” audio cue played “Out-of-Bounds” sound effect.Fixed an issue where the incorrect nearby-friendly voice over line would play when a mortar shell landed beside the player.Fixed an issue where the proper sound effect did not play when performing a combat dive.Fixed an issue where the Rorsch Mk-2 SMRW Rail Gun’s charge loop sound effects did not play correctly.Fixed an issue where vehicle prop-fuse fire effects were missing their intended audio.Fixed missing audio when performing weapon inspections.Optimised memory handling and improved prioritisation for most in-game sounds, reducing cases where important audio, such as vehicles or footsteps, sometimes failed to play.Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues. Footsteps Balanced enemy-specific layers for clearer cloth and gear cues.Further reduced or removed the momentary dampening of enemy movement audio triggered by damage, low-health states, game notifications, or occlusion effects.Improved distance-based acoustics for clearer separation between close, mid, and far ranges.Improved distant world reflections to better convey space and positioning.Increased enemy movement audio at distance for greater readability.Increased overall enemy movement volume, with an additional boost when an enemy is behind the player.Reduced how heavily sneaking stances (crouch walking, crawling) lower enemy movement audio.Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking.Reduced scuff and scrape audio from movement against walls and ground.Reduced self and friendly footstep volume in Wartapes, Wartapes VAL, and REDSEC.Refactored footstep triggers to be more reliable across different speeds and stances.Removed limitations on the maximum number of close-range enemy audio sources.Small balancing tweaks to footsteps on different materials for outliers, such as slow speed on gravel and different directions (up, down, sideways) on wooden stairs.PORTAL:Fixed an issue where AI squadmates in Portal did not display class identifiers on the insertion screen.Fixed an issue where mod.PlaySound() and mod.PlayVO() accepted any object type as input. These functions now correctly require sound effects and voice over object types respectively. While existing syntax remains unchanged, any TypeScript code that explicitly references generic object types will now need to specify mod.SFX or mod.VO as appropriate.Fixed an issue where mod.PlayVO() always played the voiceover for the Alpha flag, regardless of the flag specified by the script.SDK Assets for MainStreet, ClubHouse, and Marina have been corrected to only use relevant assets.AI:AI bots can now respond to ammo, healing, and pickup requests.Fixed an issue that caused AI repairing friendly vehicles to be less responsive than intended.Fixed cases where AI attempted to take cover in ways that left them static or unresponsive. Bots will now correctly move toward locked objectives in King of the Hill.Fixed instances where AI soldiers could take too long to find a valid path to their objective, causing them to remain stationary.Improved AI responsiveness when performing revives.Improved AI revive logic and movement to make their actions more consistent and reliable.REDSECPLAYER:Fixed a rare issue where a Second Chance respawn could place players over 1,000 metres in the air.Fixed an issue where incorrect mouse sensitivity was applied to the MH-47’s third-person camera during insertion.Fixed an issue where players could be kicked for inactivity while spectating.Fixed an issue where players could not claim a second custom weapon dropped as a mission reward.Fixed an issue where takedown prompts did not appear consistently when approaching enemies from behind.Fixed an issue where the wrong animation would play when switching from a call-in grenade to a different weapon.Fixed an issue where weapon swap animations broke after switching away from the Resupply Drop Call-In.Triggering a redeploy tower or beacon now disables or destroys any other active tower or beacon for the same team.GAUNTLET:Fixed an issue where mission objects would not drop if the carrier disconnected.VEHICLES:Fixed an issue where tanks and ambulances would be clipping through each other.Fixed an issue where vehicle containers could occasionally be empty after being opened.WEAPONS:Adjusted damage for the Rorsch Mk-2 SMRW Rail Gun against fully armoured soldiers. Headshots now kill the opponent on one shot while a bodyshot will leave the opponent with 10 HP.GADGETS:Fixed an issue with incorrect textures on the projectile deployed by the XFGM-6D Recon DroneFixed an issue where the XFGM-6D Recon Drone’s altitude unintentionally decreased as the match went on.CALL-INS:Fixed an issue where Smoke Cover could not be activated during the late stages of a match.The UAV now fully explodes on impact when shot down.MAP:Fixed an issue where a Razer keyboard lightning event did not trigger when interacting with antennas on the “Signal Hack” mission. Battle Royale Improved loot box placement across the map for more reliable accessibility. Gauntlet Fixed an issue where M-COMs in Wreckage would not reactivate after being destroyed.UI & HUD:Fixed an issue where the armour bar of your team mates were showing even though they were at full capacity. Battle Royale Added clearer distinction between player and squad member inventory requests.Added upgrade notifications to the loot feed when a weapon is improved.Fixed an issue where ping icons of lootable vehicles would disappear from the mini map when the players get more than 25m away from them.Fixed an issue where the Tank Hunter mission UI could remain active if the targeted squad destroyed its own tank.Updated the artwork for mission rewards to reflect new keycard changes. Gauntlet Added correct interaction prompts for counter-mission teams when defusing explosives in Wreckage.Fixed an issue where the scoreboard was sorted by deaths instead of score.Fixed an issue where the Loadout screen overlay could incorrectly appear over the Gauntlet Mission Briefing on Aftermath.Fixed team-ownership colours for M-COMs in Wreckage missions.AUDIO:Fixed an issue where subtitles would not appear correctly during insertion.Fixed missing UI audio when unlocking the first Field Upgrade.Increased the volume of armour-break audio for both incoming and outgoing hits. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe). 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  14. The closed beta test is scheduled to take place in Q1 2026, with the full release following later within the year's first half. View the full article
  15. Honkai: Star Rail Version 3.8 "Memories are the Prelude to Dreams" brings in the five-star character Constance: The Dahlia and much more. View the full article
  16. Bandai Namco also published a roadmap that reveals 2 more DLC packs in the Season Pass. View the full article
  17. The Fire and Ice mission is the highlight of the Renegades campaign, bringing the classic Destiny 2 feel back to an expansion that often crosses into Star Wars territory. Of course, this means a lot of combat and a main mechanic that ties in with the mission. Fire and Ice can be quite a long mission when you don't know your way around it, and the main mechanic—bringing balance to the cosmic scales—can be tricky to glean at first. It's a perfect in-universe tie-in to the themes of Light, Darkness, and equilibrium, and it's a perfect opportunity to harken back to the Star Wars source material. Because of this, we'll cover the main combat sections in Renegades' Fire and Ice mission so you can learn the mechanics and grab your Praxic Blade. How to Balance the Scales in Fire and Ice in Destiny 2 Renegades The pendulum is a nice touch. Screenshot and remix by Destructoid For a quick breakdown: Kill two Cleaved enemies to generate energy orbs. Killing two of the same type grants Paired Energy (white), and killing two different ones generates Opposite Energy (******).Throw the energy orbs at a Blight to grow it, but make sure it's not too far apart from its twin color.Repeat it until all four Blights are fully grown. The Balance the Scales encounter is the first time you encounter Fire and Ice's unique mechanic. You enter a long room with a pendulum in the center and four Taken Blights interspersed in a square. The Blights are symmetrical to each other: top-right and bottom-left are ******, while top-left and bottom-right are white. The right half of the arena has Taken enemies, while the left brings Cabal. You'll notice a special glowing enemy under each Blight, called a Cleaved Taken Centurion or a Cleaved Imperium Centurion. Kill any of them to receive a buff: either Barant Energy (Cabal) or Taken Energy (Taken). Killing two of those Cleaved enemies generates energy orbs, depending on the type of enemy you killed. Defeating two of the same type creates Paired Energy (white), while defeating two different foes drops Opposite Energy (******). If you have Barant Energy and kill a Taken, you get Opposite Energy, which is easy to remember. The order doesn't matter, either. Remember, Taken are on the right. Screenshot by Destructoid After killing two Cleaved enemies, throw the energy orbs into the Blights to grow them. Blights can be up to two stages apart from each other. If one is three charges ahead, it resets, so don't overfeed them. We recommend doing two energy orbs per Blight, and it's fairly safe to aim them long-distance (it's not as good as battery tracking in Into the Light's Onslaught, but it's good enough). As long as you're keeping Blights within two stages of their matching color, you can continue generating the appropriate energy orbs and throwing them. You can do colors separately, for instance, starting with the two white Blights and then doing ******. Unless you're hunting down a catalyst for your Praxic Blade, this should be enough to get you to the portal and onto the final boss: the Disciple of Harrow. How to beat Disciple of Harrow in Fire and Ice in Destiny 2 Renegades The lightsaber helps... But it's a shame you only get it after the mission. Screenshot by Destructoid The culmination of Fire and Ice is the Disciple of Harrow, a heavily armed Cabal that has some pretty simple mechanics until it starts drawing cosmic energy and making an immune shield. The first part of the boss fight is simple: just damage it until it moves away. Once it gets to 75 percent health, the boss will move away and spawn a Cabal dome on the left. It'll do the same on the other side after reaching 50 percent, and it summons an immune shield when it gets to 25 percent. Breaking it requires the mechanic from the previous encounter. How to break the Disciple of Harrow's shield in Fire and Ice in Destiny 2 Renegades The Praxic Blade helps, but it's a shame you only get this after this mission. Screenshot by Destructoid Once you reach the last part of its health bar, Disciple of Harrow will shield itself, spawning a set of Cleaved Cabal enemies. There are no white Blights, however, so you shouldn't kill the two Cabal enemies, or you'll receive Paired energy. Getaway Artist Warlocks, be careful here. This is easily remedied if you're not solo, since two players can grab the same type of energy. Grab the necessary buff and look for a set of floating rocks around the center of the arena, which will lead to the artifact you've been using in the mission. Interact with it to summon the second type of Cleaved enemies. Kill them to generate ****** orbs and throw them into the Blights, keeping them up to two stages apart from each other. With five orbs per spawn, throw three into one of the Blights and two into the second, then repeat the process, fill up the Blights, and go for another damage phase. The trickiest part of this boss fight may not even be the mechanic. Disciple of Harrow has a fast-firing Cabal minigun and a penchant for aiming it at a guardian, so be careful if you're on the other side of those crosshairs. Take the Disciple of Harrow down, and you'll be teleported to a new room in the Praxic Temple, where you can snag your Praxic Blade. You'll receive one with either a green or a blue crystal, which lends its colors, but a lot of other options are available through playing (and some are in the Eververse, because, well, it's Bungie). The post Destiny 2 Renegades Fire and Ice mission combat guide and walkthrough appeared first on Destructoid. View the full article
  18. After posting a mysterious statue and an image of a desert, The Game Awards and Geoff Keighley have once again started teasing us with cryptic messaging. In a Dec. 5 reply to Geoff's original tweets, TGA's account posted " The █████ are silent. █████ bleeds. New █████ stir." Whatever that means. Over the past week or so, many speculations arose regarding the statue and what it could mean. Half-Life 3 hopefuls were first to be shut down, as the statue clearly indicates a dark fantasy world with dragons, druidic bears, medieval armors, and so on. That led people to hook to Diablo 4, based on Jez Corden's claims, which were then refuted by Jason Schreier, one of gaming's most reputable journalists. He went on to say that it's not The Elder Scrolls 6 either, but did not want to reveal what it was because he nevertheless considers it big enough to be kept a secret. This left God of War as the only plausible scenario, but Santa Monica and Cory Balrog both denied these claims. [Hidden Content] So what is it? What does the code above mean? Well, discussing the tease, my colleagues and filled in the gaps with a couple plausible words. One was "The Great Ones are silent. The Hunter bleeds. New Nightmares stir." If that wasn't clear, we were indicating Bloodborne 2. However, the pieces of armor and the overall tone of the statue do not inspire hope for that fabled sequel, so we could be very off target. Another potential solution is "The gods are silent. Earth bleeds. New evils stir," which could indicate just about anything. However, since Schreier thinks this is too big to reveal and spoil the heavy marketing, I believe this has to do with Larian Studios' next project. The statue thematically coincides with the Divinity series, and especially Original Sin 2. We know Larian has started working on its next game a while ago, though it did spare a lot of resources on updating Baldur's Gate 3 for two full years. It could be time to reveal the game to the world, probably a couple of years ahead of release. Larian is a private company, so they could've been working on this since before BG3 for all we know, as it has no obligation to disclose anything it does. The dark tone fits with the company's style, the eccentricity matches that of Swen Vincke, and since no corporate publisher is creative enough to greenlight this project, it's safe to say this was made by a private company, aka a studio like Larian. Of course, I leave space for the most copeful solution: "The half are silent. Life bleeds. New 3 stir," because I'm not giving up the hopium. The post TGA’s latest tease of the viral demonic statue is here, and we think we’ve cracked the code appeared first on Destructoid. View the full article
  19. A 10% introductory discount is also available worldwide for the first 2 weeks, until December 19. View the full article
  20. It’s after 5pm on a Friday, but no force on this Earth can stop me hurrying back to my desk to report on a large financial transaction. Also, we should have written this up earlier, but we were busy deciding which are the objectively correct 100 best PC games. I’m not… sure we put any Warner Bros games in that list. I’ve just done a CTRL-F for “Batman” and got zero results. I know, WTF - Arkham Asylum is amazing. Mark needs to stop driving things and think about capes for a change. I’m sure Warner Bros aren’t too bothered about this gross oversight right now, though. Netflix have just revealed plans to buy their entertainment business for $82.7 billion in stock and cash. Read more View the full article
  21. Whether formerGrand Theft Autoprotagonists will make any appearances in GTA 6 remains to be seen, but one is returning before then. Throughout the various GTA 6 delays, GTA Online has continued to receive updates at a steady pace. The next one, "A Safehouse in the Hills," brings back a familiar face. View the full article
  22. The Postal series is essentially the videogame equivalent of Uwe Boll's filmography*. They're notoriously awful—the last one we reviewed was Postal 3 in 2012, which earned a dismal 21%—and they keep happening for some reason. A new addition to the lineup was announced on December 3, in fact, called Postal: Bullet Heaven. And then approximately 24 hours later, everything went very sideways... Read more.View the full article

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