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465 articles

Space Marine 2 kits out Salamanders and brings a new Thousand Sons sorcerer to slay

Space Marine 2 has just unleashed a brand new update with new gear, PVP maps, and a fearsome new Chaos Space Marine foe to fight. Read the full story on Wargamer: Space Marine 2 kits out Salamanders and brings a new Thousand Sons sorcerer to slay

25 minutes ago•Steam Sale•

That GOG gloss-up of Thief is an excellent way to play the game until we get the Nightdive remaster

Two weeks ago I came to you with news that Thief: The Dark Project (and its expanded version, Thief Gold) were getting a sort of pseudo-remaster courtesy of GOG, ahead of its official Nightdive remaster coming this winter. My sentiment at the time could be summed up as: hey, this is cool... Read more.

44 minutes ago•Steam Sale•
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After Clair Obscur Expedition 33, Sandfall Interactive is "going to go a bit crazy" with its next game: "We want to let ourselves dream again and be creative"

We won't see a new game from Clair Obscur: Expedition 33 studio Sandfall Interactive for a few years, it seems, but the studio's leaders are confident it will be something "a bit crazy." Speaking with Automaton , Sandfall CEO Guillaume Broche reexamines the studio's plans for its next game – only its second release after the breakout success of Expedition 33, which was largely made by a team of junior staff. "It's too early to say anything precise, but we had a lot of fun creating Expedition 33, and it's a game that we all love internally, so we want to find this flame, this passion again for the next project," Broche says. "Expedition 33 was quite a long project too. Especially for me, it was six years. For Tom it was five and a half, and for most of the other members it was between four and five years. That's also why we want to let ourselves dream again and be creative again. We're going to go a bit crazy." Don't interpret that craziness as a massively inflated scope, however. Broche affirms that Sandfall wants to stay small. Currently, the studio has around 26 people, which he calls "more than enough" for pre-production on the next game. If they cracked open the Expedition 33 war chest and hired a ton of people to make a gigantic game, Broche reckons they'd lose part of the team's charm. "If we know we can't do everything, we have to focus on what matters, and I think that philosophy is what made Expedition 33 what it is," he says. "It feels very focused, everything has a purpose, and everything is made for a reason. It doesn’t feel like something too big for its own good." Earlier this year, Broche commented on the second album syndrome facing whatever game follows Expedition 33. Unbothered by sales comparisons or critical expectations, he said "we're just going to do what we love again" as "we didn't make the first game to please anyone" and that worked out pretty alright. Sandfall staff have said as much since the end of the GOTY season that saw Expedition 33 showered in trophies. COO and production director François Meurisse likewise said the team's next game will just focus on "what we think is cool," not what's expected to perform or, as writer Jennifer Svedberg-Yen put it, "please a lot of people." Clair Obscur: Expedition 33 leads call PlayStation killing discs a "sad decision" after buying boxed copies of their own RPG – "For us, physical was something special." [/url]

1 hour ago•Steam Sale•

Call of Duty: Black Ops Fans Can't Agree on Which Map to Play

Call of Duty: Black Ops fans are growing frustrated by players who refuse to vote for different maps. The recent ports of Call of Duty: Black Ops have been a strong source of nostalgia for many, but some are irritated by how it has created stubbornness among players when it comes to voting for maps. In the original Black Ops games, players can choose which map they want to play on in the next match. There are always two options, and then a third option lets you pick a random map. Players have noticed that, despite the fact there are over two dozen maps in each game, they end up playing on the same small handful of maps every time. Black Ops 1 and 2 have iconic maps like Nuketown, Firing Range, Hijacked, and Raid, and because they're so iconic, it's what a lot of people want to play. Over on Reddit , players have pointed out that some fans aren't voting for less popular maps and are even outright leaving matches in droves if they aren't satisfied with the result. "I don't mind playing Nuketown once in a while, but it seems like 70% of the lobbies will vote random, and if it's not Nuketown, 1/3rd if the lobby backs out," said one fan . "If Nuketown is an option, then there [are] 8 votes for it instantly." "Don’t get me wrong, Hijacked, Nuketown, and Raid are goated maps, but so are Uplink, Grind, Takeoff, Mirage, Turbine, Downhill, Slums, Meltdown, Carrier, and Studio, etc. Honestly, Black Ops 2 doesn’t have a bad map; even Magma, Frost, and Pod are better than so many of the new maps out today," said another . "Sometimes I’m just down to play on a map I don't like that much just for variety's sake, so I’m hella annoyed by this too despite loving all the maps everyone always picks, but not when it’s the only maps I’ve been playing on for the last 5 hours straight." Some even noted that Black Ops 2 specifically has a playlist for just Hijacked and Nuketown if that's all people want to play, even suggesting that Nuketown should be removed from standard map rotations. "Map voting is a curse in this game. On BO7, you'll RARELY play anything other than Nuketown, Hijacked, Raid, because everyone needs to spawn trap and get 100 kills, or the map is garbage," stated an annoyed player . "I honestly miss MW2019 when there was no map voting; I actually got to play ALL the maps. Every year a bunch of people are on here complaining that there's only 10 - 12 maps at launch, and then they still refuse to play on any of them except for 3. It's mindboggling." "Takeoff and Uplink are the most skipped maps I’ve seen, and I believe it’s because people simply don’t know what they are," said a frustrated player . "And even more unfortunate due to rage bait culture asking people to vote for either becomes a massive vote for classified and ends up being Drone or Aftermath which in turn kills the lobby." One fan made a respectable case for playing nothing but the hits, however. "I totally get it, but as someone who only plays for a bit after work every now and then, it’s fun just hopping in a few Nuketown games and playing super engaging games for a bit with the little time I have," argued a fan . "Also helps leveling up when you can get like 100 kills within a game or two, as opposed to maybe 3-4 of playing bigger maps." Ultimately, Call of Duty players are creautres of habit. They know what they like, and it's very hard for some of them to accept change or adapt to new things. As a result, it means the franchise and the players themselves can get stuck in repetitive cycles, as seen in cases like this one. Many of the maps people are complaining about here have been brought back in other Call of Duty games multiple times over the years and continue to be very popular with fans, for better or worse. In somewhat related news, Black Ops fans recently uncovered a cut Zombies mode from the original game. The mode is a tower defense version of the undead horde mode and would've been a very unique spin on the classic co-op offering. 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.

2 hours ago•Steam Sale•

20 years later, Bully is still "unlike any other" open-world game, says Rockstar co-founder and GTA veteran Dan Houser

Video games can transport you across kingdoms and dimensions, so developer Rockstar was bold in deciding to set its 2006 open-world drama Bully in a New England boarding school. 20 years later, there still isn't anything quite like it. Rockstar co-founder Dan Houser tells IGN during a San Diego Comic-Con interview, "The team did an amazing job bringing [Bully] together, and it's a game that's unlike any other games out there." "You know," Houser added, "I think people are always looking for games that play like normal games, but with different tone and different setting. And Bully really found that." The teen angst simulator puts faith in its moody protagonist Jimmy, whose normal -ness sets him apart from other AAA game heroes. As him, you try winning over each of Bullworth Academy's stereotypical cliques – Jocks, Nerds, Greasers – while dodging adults, drinking soda, and Rated T smooching the NPC of your choice. It's a classroom daydream where you outrun the hall monitor and become a John Hughes hero. Rockstar co-founder and Bully writer Dan Houser looks back on what made Bully such a classic. In partnership with Aliens: Fireteam Elite 2, Alienware, BRISK x Splatoon Raiders #sdcc pic.twitter.com/RkaZtjsFfw July 28, 2026 Naturally, players got happily lost in it. Our contemporaneous GamesRadar+ review calls it a "cavalcade of favors, beatdowns, vandalism, minor theft, humiliation, blackmail, make-outs and a whole lot of sticking it to The Man." Basically, it's awesome. Though, Bully was controversial ahead of its release as parents panicked about the name "Bully" (our review references this by calling Bully either "the ruin of Western civilization or a Catcher in the Rye for the videogame generation"). Rockstar wasn't worried about what was ultimately an anti-bullying statement as Houser pulled freely from his childhood memories while working on the game's story . That grubby authenticity ultimately helped make Bully a popular, empathetic open-world game people could really see themselves in, and it prevented Bully from being another great game overshadowed by moral panic – which is what happened to the other 2006, boarding school nightmare Rule of Rose. "I think people love open-world games anyway – particularly, ones that are made with integrity," Houser tells IGN about Bully. "We've got amazing art direction from [former Rockstar lead] Steven Olds, you've got incredible music, you've got some really memorable characters, and it's a unique setting. It came together really well." Find out where Bully falls on our ranked list of the 25 best Rockstar games of all time. [/url]

2 hours ago•Steam Sale•

Final Fantasy XIV Patch 7.55 is now available, Square Enix reveals patch notes and known issues for Switch 2

Patch 7.55 for FFXIV brings in new adventures in the Occult Crescent: North Horn, the conclusion of the Phantom Weapons series, Inconceivably Further Hildibrand Adventures, and more.

2 hours ago•Steam Sale•

Clair Obscur: Expedition 33 leads call PlayStation killing discs a "sad decision" after buying boxed copies of their own RPG – "For us, physical was something special"

The industry is still reeling from Sony 's announcement that it's ending physical disc production for PlayStation consoles in 2028 . There's been a lot of pushback, and now the developers behind Clair Obscur: Expedition 33 have added their two cents, lamenting the choice as a reductive one for the medium. "Personally, I find it super sad because I really like video game stores," Guillaume Broche, creative director on Clair Obscur, tells Automaton . "And even if nowadays, I play mainly on PC myself, we have a lot of people on the team who play on PS5 and love to collect physical discs. I think it's part of the beauty of art too – that it's something tangible." He concedes that in terms of business, he "can understand why it may make sense," but "it's a sad decision" for the overall creativity of the industry. Tom Guillermin, co–founder and CTO of studio Sandfall Interactive, revealed actually doing a physical run for Clair Obscur was something the team had to push for. https://www.youtube-nocookie.com/embed/2VaLOc1FpSo "A physical release adds more constraints because you have to account for the production time of the physical items, and you also earn less money per copy," he explains. "But for us, physical was something special. We also felt that the game could be special to players." Doing a physical run is an increasingly large labor of love. The ubiquity of digital storefronts is pushing game discs into being a more niche interest similar to vinyl , except people aren't really buying game discs . Still, discs are important because they're timeless and collectible, and it feels better to have a game you love in your own two hands. I've bought several games I love more than once because I got the physical version after playing the digital one. Nobody can turn the servers off on the disc I own, and I like having it on display. "So even though it made things harder and meant less money per unit, it was important for us to provide players who want to have the physical game in their hands with an option," Guillermin says. "Because that's what we value as players too." He's not kidding on that last part, because once Clair Obscur was on actual store shelves, Sandfall literally went out and bought it. "After launch, we went to a video game store to buy our own game. Just as a gesture," Broche recalls. "Another strong memory I have is when someone from Japan sent me a picture [of our game] from a video game store, in Akihabara I think, in Japanese writing and all," he remembers. "I felt like a kid when I saw it. I was like 'Yeah, it's real!' It starts feeling real when you see it in stores." Clair Obscur: Expedition 33 devs were told that "no one" would like one of the RPG's best systems before it launched, lead says: "We didn't care" [/url]

2 hours ago•Steam Sale•

After playing Halo: Campaign Evolved's prologue, I don't want another Halo remake – it's time for a new game

Halo's greatest strength is simplicity. Super-soldier protagonist Master Chief is an immovable object, the Covenant's alien invaders an unstoppable force, and hitting them together like action figures has created 25 years of entertaining FPS hijinks. Returning to the first game via Halo: Campaign Evolved, little has changed – even when it has. The remake features a prologue from developer Halo Studios, with three all-new missions that see Chief tear through a Covenant ship before the events of the original game. The prologue is Halo Studios' first original creation since the studio's rebrand from 343 Industries in 2024, which means we're effectively getting a glimpse into the series' future while fresher players are given the perfect introduction to Master Chief and Halo's setting. Shipping it (Image credit: Xbox Game Studios) Verdict (Image credit: Microsoft) Halo: Campaign Evolved review : "An FPS in its purest form, but also a wasted opportunity for Halo Studios to put its own spin on a classic" Aboard the Covenant's vessel, you're thrown straight into the carnage. It's an excellent setting for an FPS, particularly one of Halo's straightforwardness. Squeezed into the ship are cramped service corridors, grand halls, and even a domed Earth-like desert biome – all unmistakably alien, but designed with perfunctory violence. Ornate balconies can be a vantage point for Jackal snipers or a haven for Chief to blast Brutes from a distance, and every door is a potential entry-point for more aliens – and just about the only place you can create a chokepoint, if you're quick enough to frag a gaggle of Grunts before they can disperse. Even in a linear shooting gallery like this, I always feel moments away from being overrun on all sides. The developer also recognizes the importance of Master Chief's momentum, which is something I clocked while playing the original game's remade levels . Standing still is a surefire way of being pelted with grenades, leaving you to push forward as your only option – if only to pluck a plasma rifle from a dead brute, as limited ammo makes every weapon a disposable tool. I'm pinballed from gun to gun, drawn further out of position until I look back and realize I've completed most of the prologue this way. The original Halo campaigns were defined by their breathlessness, and it's bracing to see Halo Studios lean into the same dynamic so effectively. As someone who has lapsed from the series since the Xbox 360 days, the new prologue also serves as a nice way into Halo at its simplest. A Star Wars-style crawl establishes humanity's war against the Covenant, while Master Chief is endearingly portrayed as both stoic hero and tongue-in-cheek action film caricature. "Chief – you ever get tired of being the strong, almost-silent type?", he's asked during a lull between shootouts. Long pause. "No." (Image credit: Xbox Game Studios) By remaking the first Halo after a major development overhaul , Halo Studios seems to be looking back to find its way forward. Its originality in the prologue shows the developer certainly has the shooter chops to carry Halo forward – five minutes with the CE Magnum is enough to confirm that – but the bigger question is how this action will be framed going forward. Does the prologue's claustrophobic structure mean we'll see more traditional shooter levels in future Halo games, or will they build upon Halo Infinite's open-world experimentation? Whatever the answer, I just hope the next game from Halo Studios is wholly original. After all: what's Halo if not moving forward? Not sure where to start? Here's how to play the Halo games in order [/url]

2 hours ago•Steam Sale•

Resident Evil beats Final Fantasy to become the best-selling Japanese game series not published by Nintendo, with Resident Evil 2 Remake now leading the pack

Resident Evil 2 is now the series' best-selling game, while a new sales milestone sees the Capcom horror series pass Final Fantasy. In Capcom's latest earnings report , the company announced that Resident Evil 2 – that being the 2019 remake, not the 1998 original with the same name – has sold an extra 1.42 million copies since the last report, sending the game to lifetime sales of 19.75 million copies. And despite Capcom's decision to split every different version of a game into different parts of its platinum titles page making it seem like this happened long ago, Resident Evil 5 has finally been dethroned (via DuskGolem ). Between the original Xbox 360 and PS3 game, its Gold Edition, the PS4 and Xbox One re-release, and Switch editions of Capcom's divisive horror title, Resident Evil 5 had sold 19.01 million copies the last time Capcom detailed its sales in an earnings report earlier this year . However, Resident Evil 2's spot at the top is definitely under threat as Resident Evil 4 remake is already at 16.04 Million copies sold despite 2's four-year headstart. Not to mention Resident Evil 4 sold 2.43 million copies in the last three months, which is over 1 million more than 2 sold. Resident Evil Requiem is also killing it as it sold a further 1.14 million in the last three months, and with momentum like that and big sales down the line, it also has a chance to make it to the top. Capcom also confirmed that the Resident Evil series as a whole has sold 213 million copies since it debuted 30 years ago. That means it has surpassed Final Fantasy, which Square Enix claimed had sold 212 million as of last month. This means that Resident Evil is the ninth best-selling game franchise of all-time, and the biggest-selling Japanese game series not published by Nintendo, and with sales like Mario and Pokemon have, I'm afraid that's probably the closest it will get. "Resident not-Evil" is Resident Evil 2 director's joke cozy life sim pitch starring a retired Leon Kennedy fishing, baking, and "inviting his old friends over for barbecues" [/url]

2 hours ago•Steam Sale•

The Witcher 3 director says solely aiming for high sales is a great way to make a game "fail," and he wants to measure his new RPG The Blood of Dawnwalker by the "opinions of fans"

Making a massive RPG like The Blood of Dawnwalker requires striking a balance between understanding that such projects require time and investment, and not letting financial targets distract from the creative vision. In fact, as far the game's director is concerned, worrying about money is a surefire way for a release to flounder. In an interview with Radio Times (below), Konrad Tomaszkiewicz, the director of The Blood of Dawnwalker and co-founder of studio Rebel Wolves (and a CD Projekt Red veteran who directed The Witcher 3), explains his perspective on sales targets. "We don't want to measure our games in millions of sales," he says. "I mean, you need to have money, of course, to create the next part," he continues. "But we want to create those challenges in front of us to fulfil our artistic and creative needs." https://www.youtube-nocookie.com/embed/snbobgMJs_w The real goal is to garner a positive reception from the game's fanbase. "I would prefer to measure the game in the opinions of fans," Tomaskiewicz adds, "and the energy when they like the game. If possible, maybe some awards for us, which will be achievements for us as artists." Strong aspirations, but good principles upon which to build a game. The Blood of Dawnwalker's an ambitious debut; a horror RPG set in the 14th century where a half-human, half-vampire has 30 days to save his family. It's high-concept, and stands out as a result. In Tomaskiewicz's mind, "the sales are secondary," because he has a core belief that, "if the game is good there will be the sales," and if you're worried about shifting copies from the jump, your project is doomed. "If you are thinking about sales as you create the game, when you try to make the game to match the sales, it will fail at the start," he says, definitively. Given that Tomaskiewicz directed The Witcher 3: Wild Hunt , he's got on the ground experience shipping a large game while maintaining the team's creative integrity. Geralt's last big adventure is testament to the notion that people gravitate to good games if the execution is there. We have just over a month to wait before we find out if The Blood of Dawnwalker will be another hit. Regardless, the real reward will be seeing who actually connects with the ideas Rebel Wolves is putting out there. Former Witcher 3 devs "can't" and "don't want to challenge" bigger games and companies with new RPG The Blood of Dawnwalker, and staying smaller let them "focus on the player's agency." [/url]

2 hours ago•Steam Sale•

These new Pokémon TCG Eevee statues are surely set to do stonks

China's new wave of Pokémon statues has been fully announced, and as teased earlier this year, these ones are based on TCG Eeveelution cards. Specifically, they're physical, 3D representations of Eeveelution artwork from the 151 and Prismatic Evolutions sets. Read the full story on Wargamer: These new Pokémon TCG Eevee statues are surely set to do stonks

2 hours ago•Steam Sale•

7 Free Steam Games That You'll Struggle To Put Down

There are so many incredible free games on Steam , that choosing any from among them to actually play is a surprisingly challenging task. Some are thought-provoking, narrative-driven experiences that'll take you a weekend to complete, while others are hundreds, if not thousands, of hour-long extravaganzas that'll have you hooked from the moment you hit play. While the former is absolutely worthwhile, sometimes you just want that never-ending video game to absorb all of your free time, and that's what the latter excels at.

2 hours ago•Steam Sale•

Sony Confirms PlayStation Plus Monthly Games for August 2026, Headlined by Dying Light 2: Stay Human

Sony has confirmed the PlayStation Plus monthly games lineup for August 2026 — and it includes Dying Light 2: Stay Human: Reloaded Edition, plus a bonus Marvel Tōkon pack. Available on both PS4 and PS5, Dying Light 2: Stay Human is the post-apocalyptic zombie survival sequel with top-notch parkour and an awesome open world. You play as Aiden Caldwell, a wanderer with the power to change the fate of The City — and also boot zombies off the top of skyscrapers. You don't have to do it all alone, either, as there's the choice of up to four-player co-op. "No patch can fix the forgettable main plot or the protagonist I couldn’t pick out of a police lineup even after 80 hours in his shoes, but Dying Light 2’s streets tell their own stories," we wrote in IGN's Dying Light 2: Stay Human review , awarding the game a 7/10. Two other titles join August's monthly game additions, which all become available to subscribers from next Tuesday, August 4, until Monday, August 31. Next up is Big Walk, from the creators of indie hit Untitled Goose Game. This cooperative multiplayer adventure is all about teamwork and talking, and sees you and your friends exploring a peaceful and picturesque world full of challenges, puzzles and discoveries. Finally, there's Signalis, a classic psychological survival horror experience drenched in melancholic mystery. Investigate a dark secret, solve puzzles, fight off nightmarish creatures and navigate dystopian, surreal retrotech worlds. But wait — there's more! Marvel Tōkon: Fighting Souls fans should take note of an incoming PlayStation Plus Pack available from August 6. This add-on, available via the PlayStation Store, will contain five avatars inspired by Captain America, Storm, Spider-Man, Doctor Doom, and Ghost Rider, plus a set of in-game Result Screen Character Poses featuring 20 characters, including Spider-Man, Ms. Marvel, Star-Lord, Peni Parker and more. There's no rush to grab the pack, either, as it'll be available to Plus subscribers for 12 months. PlayStation Plus Monthly Games for August 2026 PlayStation Plus Extra/Premium: Dying Light 2: Stay Human: Reloaded Edition (PS5, PS4) Big Walk (PS5) Signalis (PS4) Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social

3 hours ago•Steam Sale•

Mark Darrah thinks that Dragon Age is dead. If it ever were to continue, it needs to be reset

Former Dragon Age producer Mark Darrah believes Dragon Age is dead, but I think that a franchise reset is sorely needed, even if it hurts. Read the full story on PCGamesN: Mark Darrah thinks that Dragon Age is dead. If it ever were to continue, it needs to be reset

3 hours ago•Steam Sale•

Danganronpa's ride or die creator "considered quitting" after a sequel to his high school killing drama was initially turned down: "I didn't want to work on another project"

Danganronpa's creator Kazutaka Kodaka has said that a sequel to the high school killing game was initially turned down following the original game's poor release sales. The writer even considered quitting his job, until the opportunity arose to keep working on the series. Posting on Twitter , and as translated by GamesRadar+, Kodaka recalls how studio Spike Chunsoft – then known as Spike – turned down a Danganronpa sequel when the first game didn't make much money. The visual novel was originally a PlayStation Portable exclusive and so it was reportedly difficult for it to make its development budget back. "After Danganronpa launched it didn't generate much revenue, so at that time we were told something like, 'we're not making 2,'" Kodaka says. "The team was assigned to different projects and they were spread out across the company." ダンガンロンパ発売後、当初そこまで売上が伸びずに「2は作らない」という事を告げられるのと同時に、チームはそれぞれ別のプロジェクトに割り振られてバラバラに。… July 26, 2026 Kodaka had previously worked on existing series like Clock Tower, Dragon Ball, and Detective Conan, and was eager to continue working on his own games. "My eyes were opened to the joy of working on something original and I didn't want to work on another project," he says. "I couldn't decide what to do and even considered quitting, but then I heard talk of a Danganronpa Zero light novel, so I went straight to my boss. That's how I continued working on the series." Working on Danganronpa's prequel novel gave the series' first game time to generate more sales, and the beloved sequel was finally greenlit. "Danganronpa was selling steadily and at some point there was talk of making a second game," Kodaka says. "As I was writing Danganronpa Zero, I revisited [the series'] vague setting, so the foundation of the second game's story was easy to craft." Kodaka continues to say he went from the "gloomy, claustrophobic" atmosphere of the first game to "shonen manga-esque steamy plotlines" for the second, before going into the weeds about how each murder mystery was crafted. Despite the fact that Danganronpa 2 almost never existed, it's many fans' favorite entry in the series, and will receive its own alternative timeline in Danganronpa 2x2 in 2027. Danganronpa creator's massive tactical RPG has secretly been two games all along, which, y'know, makes sense considering the enormity of 100 routes. [/url]

3 hours ago•Steam Sale•

New Dragon Ball: Sparking Zero Update Officially Confirmed for July 29

Bandai Namco has officially confirmed a brand-new update is coming for Dragon Ball: Sparking Zero on July 29. The sizable update to Dragon Ball: Sparking Zero will include new stages, gameplay mechanics, and other changes.

3 hours ago•Steam Sale•

You can now play Morrowind entirely in your browser: 'Honestly just wanted to see if it could be done'

With Bethesda making us wait going on 15 long years for the next Elder Scrolls game (I'm not including Oblivion Remastered ), we've been left to our own devices. A phenomenon I've noticed spike as of late is calls for a Morrowind remaster, and a lot of chatter surrounding Bethesda's seminal 2002 RPG in general, like game devs weighing in on how it would fare if it came out today , and the history behind The Lusty Argonian Maid . We're all getting cabin fever... Read more.

3 hours ago•Steam Sale•

New Hades 2-Like Game with Monster Girls Confirmed for 2027

Since the explosion of OG Hades and Hades 2, more and more developers have put their own spin on the action roguelike formula it pioneered (itself just an expansion of the core formula). Some roguelike games lean harder into RPG progression , others into storytelling, but BattleBrew Productions is taking a different route entirely.

3 hours ago•Steam Sale•

Shards of Order Review: A Brutal But Balanced RPG Deckbuilder

Fardust’s dark fantasy card-slinging RPG offers an enjoyable, accessible, quick-paced campaign, with beautifully presented combat that's a joy to watch.

3 hours ago•Steam Sale•

Skillz (now Firy) wins $719M judgment against Papaya Gaming in largest false advertising award in history

Firy, formerly known as Skillz, won a $719 million judgment against Papaya Gaming in its long-running false advertising case. The U.S. District Court for the Southern District of New York issued an order stating that it will enter judgment against Papaya Gaming of $719 million in disgorgement of Papaya’s unjust profits to FIRY’s wholly owned subsidiary, Skillz Platform Inc., plus an award of certain attorney’s fees and costs, nearly $300 million more than the jury’s April award of $420 million. The false advertising lawsuit was filed in 2024 against Papaya Gaming for violations of the federal Lanham Act and the New York General Business Law. Earlier this year, a jury found in its favor in allegations that Papaya used bots to defraud human players in its human-only multiplayer games. Skillz’s lawsuit had similar allegations to the Skillz case against Avia Games, where Skillz won a civil lawsuit earlier. In that previous case, Skillz won a $42 million judgment against Avia Games, which was found to have copied Skillz’s IP for skill-based games against other human players. Ultimately, Skillz settled that lawsuit for $80 million. The actual allegation in front of the jury this time was a federal false advertising claim. The jury ruled on that matter. “We founded this industry and built its biggest and best company on one value above all others: honor,” said Andrew Paradise, CEO and founder of Firy, in a statement today. “When growth stalled, investors decided our moat was a story. It was not. In a winner-take-most market, Papaya could not beat us fairly, so it used bots to fake the competition we invented. This judgment sets the record straight. The moat was real. Fourteen years in, on our path to one hundred, Skillz is back to defining what this industry was built for: fair, fun, and meaningful competition.” In a statement, Papaya Gaming said, “We are disappointed with the outcome and are pursuing all available options, including appeal. Papaya remains committed to continuing to lead and grow the mobile gaming industry with integrity and transparency, delivering exciting skill-based fair competition to our players.” The judge, Denise Cote, took the advisory parts of the jury’s decision and decided to increase the total award based on that. In the case against Avia, Skillz also alleged that Avia copied its intellectual property. In the Papaya case, Skillz only charged that Papaya deceived players by using bots. In court, Skillz testified it estimated the damage was $4.5 billion in amounts stolen from tournaments. He noted Skillz raised almost $2 billion in capital in an IPO and other money raised, but the stock fell to as low as $40 million in value. In an earlier interview, Paradise said his first wind of something wrong was that Papaya was outbidding Skillz on all its advertising campaigns, even though it was a brand new company in the industry that Skillz had pioneered. “We studied their products,” Paradise said. “We paid a third-party market research company to run blind company testing. That’s when we learned they were running bots.” While Papaya is based in Israel, Skillz found many of its customers were in the U.S. That’s why it sued in New York. “It’s been a five year path to get here,” Paradise said, regarding the first lawsuit that started with Avia. He added, “I’ve never sued another company in my life” until the bot-related lawsuits. Skillz has also sued Voodoo . The $719 million disgorgement, found by both the jury and the court as the appropriate measure of recovery, was entered in lieu of the $420 million in actual damages awarded in April 2026, as the company is entitled to recover once for its injury. Skillz said an unanimous federal jury found Papaya’s advertising was false. The evidence showed that between 2021 and 2024, approximately 70% of the $6.7 billion in prize money Papaya advertised, roughly $4.7 billion, was never actually paid to customers because Papaya’s bots “won” the prizes instead. Papaya’s more than 13 million bot participants outnumbered its roughly 11 million real human players. In April 2026, the jury awarded the Company $420 million in actual damages, the largest false advertising verdict in U.S. history under the Lanham Act. The court has now denied all of Papaya’s post-trial motions challenging the verdict. The court also awarded the Skillz approximately $10 million in attorney’s fees for 2024 and 2025. Separately, the Court awarded certain litigation costs arising from Papaya executives’ invocation of the Fifth Amendment during discovery. A separate opinion addressing the company’s request for injunctive relief is forthcoming. The company intends to vigorously pursue full collection of the judgment; however, no assurance can be given as to the timing or amount of any ultimate recovery, including in light of any appeal or further proceedings. The post Skillz (now Firy) wins $719M judgment against Papaya Gaming in largest false advertising award in history appeared first on GamesBeat .

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