I confess, after reading the comments on yesterday’s Endless Legend 2 early access impressions, I am mortally afeared that I’m one of those accursed “positive outliers” I keep reading about in the Gamer Witchfinder Almanac. Seemingly, a fair portion of you were turned off by the recent Steam demo. You may be interested, then, to read specifics about how Amplitude have changed the game in response to demo feedback.
Enter an arduous roguelike adventure and arm yourself with the latest RogueRealms codes, as the survival of your crew becomes increasingly more at stake as you take down waves of enemies and progress into new worlds. Choose the class that best suits you and get ready for absolute carnage.
Here’s everything that you need to do to redeem your RogueRealms codes:
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Launch RogueRealms in Roblox.
Press the gift box button on the left (while in the Lobby).
Input a code from our list into the Code Here field.
Hit Redeem Code to grab your free goodies.
RogueRealms Trello Link
If you need help getting acquainted with all the aspects of the game before you dive into danger, check out the official RogueRealms Trello board. Discover all the crucial information about classes, accessories, gear, modifiers, pets, enemies, bosses, and much more.
If there’s any other Roblox experience where you need help to progress, drop by our Roblox Codes section and claim all the free rewards you can right now!
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Given the current state of inflation and the world in general, it’s better to take a look at these Be a Beggar codes just in case. Roblox has somehow managed to make living out of a cardboard box fun, however! Hire a quirky team of employees and become the most honest CEO in the world.
To redeem Be a Beggar codes, follow the instructions below:
Image by Twinfinite
Launch Be a Beggar on Roblox.
Click the Codes button on the right side of the screen.
Enter a code into the Type Code text box.
Press Redeem to get your goodies.
To claim rewards in similar Roblox games, feel free to browse our dedicated Roblox Codes section.
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There was really only one way to enhance the prospect of an Antarctic open world game with a choice of playable penguins that’s actually a fractious retelling of Lovecraft’s Mountains of Madness, created by the developers of Umurangi Generation. And that one way was to hire Lenval Brown, narrator for Disco Elysium‘s special edition, to voice the first proper trailer. And also, make the trailer look a lot like John Carpenter’s The Thing. No further words from me are needed or desired. Find the footage below.
I have been informed by management that being a website editor, I am contractually obliged to provide further words. So be it! Announced in June, Penguin Colony is a short narrative adventure in which an explorer thrown outside Time by the Old Ones seeks aid by possessing or manipulating the local penguins. You will slide and slip around the surface of the bergs and also, travel deep beneath the ice, which is generally not a great place to be in anything Lovecraftian.
This being a game from the people behind Umurangi Generation, a brilliant political artwork which deals in themes of decolonization from the perspective of a Māori shutterbug, I imagine there will be some critique of Lovecraft’s notions about foreign parts and people. I don’t have the linguistic knowledge to confirm this, but based on some quick online research, part of the trailer also appears to be voiced in Māori.
The last penguin game I had the pleasure of was Faaast Penguin, which Brendy (RPS in peace) summarised as “that Super Mario 64 level where you race a penguin except now the penguin is 39 other players”. There are no Old Ones in Faaast Penguin, but it did launch almost exactly a year ago to the day – a temporal alignment that surely reflects the dire intervention of some cosmic Cthulhuin or Penghulu, tracing cryptic sentences with its immense pygostyle (tail bone) upon the snows of unreality.
While researching penguin anatomy in order to construct that stupid skit about the penguin god, I discovered that a “penguin diagram” is also some kind of quantum field McGuffin referring to the “flavours” of “quarks”. Coincidence? None of this is coincidence, foolish child! The universe is ending and Lenval Brown is here to preside over the collapse. Let’s see if we can distil any further cortex-flensing insight from the Steam page.
“Unlock different penguins to replay the game as,” it comments. “Different penguins have different abilities and challenges. For example playing as a baby penguin means you can fit in smaller gaps but you cannot swim.”
Well, that seems harmless enough. Please try to distract yourself from the coming doom by telling me which is your favourite penguin. If you wrote anything other than Rockhopper then sorry, you are wrong. Alternatively, exacerbate your awareness of the coming doom by rewatching Thingu.
We’re very much on the road to the next The Sims 4 expansion, Adventure Awaits, and Maxis has rolled out a cool new update to hold you over until the big day next month. The new patch is available now on PC, and will arrive on consoles on September 23.
The update has a couple of features worth discussing, and you can see how they lay some groundwork in anticipation of the game’s next, very much on-theme expansion.
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The big new feature in the new update is the Playground Venue, which is a place where sims kids can hang out and play. Because it’s mainly designed for children, it’s a good place to find new friends for your own.
You can create custom playground venues, and share them with other players. Separately, you’ll find an updated UI for Event Planning. You’re now able to filter out the specific venue type you want (libraries only, nightclubs only, and so on), thanks to the new filters.
Another big addition for child Sims is the ability for the little ones to Play Pretend with themselves, or with another child Sim. This new interaction can be found under Friendly > Activities Pie Menu. There are a couple of common – and expected – options to play with, such as Play Fairy Tale Castle, Play House, and Play Pirate Adventure. This being The Sims, of course, all of them have unique VFX.
Image credit: Maxis, EA.
Elsewhere in the update, there’s a new colour variant of the Ecru Slouch Beanie in Create a Sim. Maxis has also tweaked the Soul’s Journey gains and added Satisfaction Point rewards for each tier you complete.
The update’s console release next week will coincide with the launch of a new beta feature that you can opt into if you like. It’s called Memory Boost, and it essentially attempts to improve the game’s performance by optimising memory usage. You’ll find it under the Other tab in Game Options.
Adventure Awaits itself won’t arrive until October 2, but a big reason why this update is out now and not a little closer to that date is that it allows mod creators to update their work so it’s ready for when the expansion drops.
Speaking of which, EA have also created a series of brochures for Gibbi Point, the new world which arrives with Adventure Awaits. It’s a clever idea that lets you see some of the possible getaways you’ll be able to create, and encourages you to check back daily for more inspiration.
Fortnite maker Epic Games will allow creators to sell in-game items through its platform — and earn a better cut of sales than via Roblox.
The announcement comes at an interesting time for Fortnite as a whole, which has seen lower than average player numbers for its core battle royale modes over the summer. At the same time, Roblox’s player count has spiked thanks to trending hits like Grow a Garden and Steal a Brainrot.
Now, Epic Games is doubling down on encouraging creators to its platform, after several weekends where a Fortnite version of Steal a Brainrot soared in popularity. Next up for Fortnite’s third-party offerings will be the ability to sell items directly, with a better cut of the sales than in Roblox handed over to creators.
In a blog post on the announcement, Epic Games highlighted that it will hand over 50% of the V-Bucks value of purchases made in third-party experiences after store/platform fees, raised to 100% through the program’s first year (until December 31, 2026). Taking those store/platform fees into account, that translates to creators earning 37% of in-game sales, doubled to 74% for the first year. In comparison, as Epic Games itself points out, Roblox offers 25%.
The message here is clear: come launch your game on Fortnite’s platform and you’ll earn more money per dollar spent — and considerably more to start off with. It’s a similar tactic to one Epic Games has used before, to encourage developers onto its Epic Game Store rather than Steam. But it’s worth remembering that, while a better percentage, Fortnite’s player numbers are far below those of Roblox — meaning that while creators might earn less per dollar spent, they may still see far more money made.
Alongside this announcement, Epic Games has also announced a tweak to its creator payouts for engagement in third-party experiences, with better rewards for those who are detected as bringing in new or lapsed players. Here, it feels like Epic Games is clearly pushing creator content as a way to widen its audience further, rather than something that simply offers current players new things to do (another challenge it has faced over the past few months, with new additions in various battle royale offerings feeling like they’re just shuffling existing players around modes).
The push to highlight creator-made content will continue with the introduction of a “sponsored” block on Fortnite’s main screen, Discover, where creators will be able to pay Epic Games for placement. Long-term, Epic says it will use 50% of this revenue for its creator engagment payouts, though this will be boosted to 100% of the revenue for the first year. After that, Epic Games will keep the other 50%, for use covering server costs, safety and moderation tools, and R&D. “In recent years, Epic has been investing and operating the business at a loss,” the company noted.
Fortnite (green) and Roblox (red) player numbers over the past year. Image credit: Fortnite.gg
Another change that better angles Fortnite towards its creator-made experiences will be the long-awaited launch of the game’s “thin client”. Beginning on mobile and PC, players will be able to download a smaller version of Fortnite with just its popular Blitz Royale mode included, along with the ability to play creator-made games. Other modes — even including Fortnite’s main battle royale — will then require additional downloads, if desired. It’s a smart way to get people playing trending hits like Steal a Brainrot without requiring a larger download than necessary. But it’s also feels like an eye-opening shift in priority for the company, and an acknowledgement Fortnite’s core Epic-made modes may no longer be the game’s hottest draw.
Fortnite has changed repeatedly over the years, from PVE zombie experience to battle royale, to a metaverse-y platform full of other genres. And while Fortnite’s next transformation isn’t wholly unexpected — the percentage of players in creator-made modes has been rising for years — it feels like it may be its most dramatic yet. There’s no suggestion that Fortnite battle royale is going away, of course, and there’s good reason to think its lucrative battle passes and live events will stick around for a long time yet as a differentiator to other platforms, as well as a way to introduce more IP crossovers. But with the growing focus on creator-made content — and the sheer number of players now engaged with it across Fortnite and Roblox — the game’s next era looks clear.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Nail every spike and rule the court with Haikyu Fly High codes
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Published: Sep 19, 2025 05:25 am
Updated: September 19, 2025
Searched for new codes!
Welcome to the high-octane, exciting world of… volleyball? Sure, why not? The gameplay in this one is turn-based (spoilers: not at all like real-life volleyball), but it also features what appears to be the ultimate mechanic in every mobile game ever. If you haven’t guessed it—yup, it’s a gacha! Read on to learn about Haikyu Fly High codes, which will also be a thing!
All Haikyu Fly High Codes List
Active Haikyu Fly High Codes
FLY2HIGH: Free rewards (New)
HIQDISCORD: Free rewards
SPIKE4WIN: Free rewards
FLYHIGHNOW: Free rewards
HAIKYU2025: Free rewards
FLY2NEWHT: Free rewards
HQWINDAH: Free rewards
HIQFLYNOW: Free rewards
HIQFH3PONG: Free rewards
JOINFLYHH: Free rewards
Inactive Haikyu Fly High Codes
There are currently no expired Haikyu Fly High codes.
Click on Exchange (the only button in that window) to redeem the reward.
If you want to get free rewards in other mobile or PC games, check out our Codes section.
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After several years of being a PlayStation console exclusive, Final Fantasy 7 Remake Intergrade is headed to Xbox Series X|S and Switch 2 in early 2026. Depending on how confident you feel, the game can be fairly challenging with its blend of real-time combat and action-RPG elements. But if you’re looking to cruise through each battle and just focus on the story, then you can choose to play the game with the “Streamlined Progression” options enabled.
This makes Final Fantasy 7 Remake Intergrade even easier than the old-school combat mode that slows the action to a crawl with menu-based commands, giving you an extended window to choose your tactics. Streamlined Progression gives you unlimited MP and HP at all times, unlimited limit and ATB gauges during battles, and every attack will deal a whopping 9,999 points of damage.
Additionally, you’ll gain a faster weapon ability charge, and with some exceptions, you’ll always possess the maximum number of items at all times. This mode can be toggled on and off at any given time from the main menu.
Sephiroth won’t be smiling for long.
Square Enix has also revealed several of the preorder bonuses for the launch of Final Fantasy 7 Remake Intergrade on new platforms. Players who preorder the digital edition will receive the original Final Fantasy 7 game to download and play–this offer expires on January 31, 2026–and if you preorder the physical edition, you’ll get a Magic: The Gathering Final Fantasy Play Booster pack of 15 cards with it.
While it doesn’t have a release date yet, Square Enix has confirmed that Final Fantasy 7 Rebirth will also be headed to Switch 2 and Xbox Series X|S in the future. As for the final chapter in the remake trilogy, producer Tetsuya Nomura recently said that Square Enix knows exactly when it will officially reveal the game.
Every week at least a couple of metroidvanias release on Steam, and most remain obscure. Adventure of Samsara, which released on September 4, was more fated to obscurity than most, despite being published by an ascendant Atari. Because September 4 was also the day Silksong released. Few were going to make time for a handsome but orthodox pixel art metroidvania when the joys and indignities of Pharloom beckon.
Except me: I needed a break from Silksong earlier this week, mostly because I was getting my ass kicked, but also because a small detail on the Adventure of Samsara Steam page piqued my interest. This is actually a spiritual sequel of sorts to the 1980 game Adventure, which was probably the most cryptic and sprawling Atari 2600 cart on the market.
Adventure gave me nightmares as a child. Whereas most Atari 2600 games were cheerfully straightforward one-screen arcade games or scrolling shooters, Adventure had designs on being a full-blown, well, adventure, and it displayed some proto-metroidvania qualities to that end.
You explore a same-ish labyrinth as a dot, collecting color-coded keys to unlock color-coded doors, avoiding bats and dragons, and using tools—such as a magnet and a bridge—to solve problems. Its austere blocky graphics are to ASCII what Duplo is to Lego, but there’s a quiet inscrutability to it that freaked me out as a kid (as did Secret Quest, another fairly ambitious Atari 2600 adventure game).
Here’s what the original Adventure looked like (via Retro Games Fan):
After spending around seven hours in Adventure of Samsara, I can confirm that it doesn’t share a hell of a lot in common with its 1980 source material. The closest call-back I can find, the dragons, are coiled in the same way as the old game and similarly color-coded. If you liked Adventure (I highly doubt you ever loved it), then you’re probably not going to feel relief or the frisson of familiarity with this 2025 game. It definitely feels like a case of having a languishing IP fitted to a new game, almost as an afterthought. (Beyond the Ice Palace 2 comes to mind.)
That’s fine (that’s business) but how does Adventure of Samsara stack up as a 2025 exploration platformer? Kinda well, but not brilliantly. As a “Solar Champion” it’s my job to reactivate “a mysterious interdimensional fortress”, which means exploring a big interconnected underground labyrinth full of monsters, traps and those dragons. Along the way I find the usual array of exploration-gratifying power-ups while unlocking shortcuts, save points and fast travel stations.
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(Image credit: Atari)
(Image credit: Atari)
(Image credit: Atari)
(Image credit: Atari)
(Image credit: Atari)
My Solar Champion is a floaty lil’ fellow (“lil” because Adventure of Samsara feels more zoomed out than most modern platformers) and his actions can’t be canceled. These qualities do not bode well at first, but I did get used to the stiffness of the controls, probably because Samsara isn’t otherwise a very demanding game. My Solar Champion eventually has three weapons—a sword, a bow and a hammer—and the latter two double as traversal and exploration tools, alongside the usual hard-won character upgrades. Yes, there is a double jump.
I was surprised to find that this game kept me up just as late as Silksong has been this past week.
What I like about Adventure of Samsara is its atmosphere. Yes, it blends fantasy and sci-fi in a pretty familiar way, but the retro-futuristic synth soundtrack is evocatively subtle. It clearly has designs on channeling the 1980s, but it does so in a quiet, nearly plaintive way that’s quite at odds with the nowadays suffocating banality of synthwave.
The other thing I liked about Samsara, especially compared to the 30-odd hours I’ve spent in Silksong, is how exploration-forward it is. There are bosses, but they’re not especially hard, and once you’ve beaten them you can look forward to big chunks of just nosing around. At first this exploration is done tentatively, as the combat is pretty rote and repetitive: attack, dash back, attack, dash back. But once my Solar Champion has some crisper moves and more effective weapons, the exploration becomes freewheeling and engaging. I was surprised to find that this game kept me up just as late as Silksong has been this past week.
(Image credit: Atari)
I also came to appreciate the pixel art, which was a bit of an obstacle for me at first. The world is coherent and carefully illustrated, but the enemy sprites kinda look like something you’d see in uh, Siralim. They’re barely animated—they just blob around. But this culminates in Samara having an interesting primitive quality that oddly reminded me of Barbuta from UFO 50.
Will Silksong signal the end of the charming, humble indie metroidvania? Are these games now doomed to be big budget affairs designed to sap mindshare for weeks going on months? What I love about the genre is that the vast majority of its games—the ones you find on Steam with less than 50 reviews—feel like the work of joyful hobbyists, a tradition that runs from Cave Story through to stuff like Astalon.
Adventure of Samsara definitely belongs to that tradition, despite having a 40-odd year old IP attached to it. Yes, it has rough edges, but the next time you want to slide into a mysterious, enveloping metroidvania that doesn’t want you to suffer mercilessly, I’d recommend giving it a look. Maybe also check out Zexion.
Windows may prove a perfectly suitable platform for gaming on a traditional PC, but on handheld devices like the ROG Ally, Legion Go, or even the Steam Deck, it’s another story. Microsoft’s operating system is often too clunky and frustrating when you’re restricted to a gamepad for input. The upcoming Xbox-branded Ally from Asus, however, has promised a solution with a dedicated, controller-friendly user interface for running PC games on the go. These devices have yet to hit shelves, but a downloadable preview of a new version of Windows 11 is giving folks access to the new interface on just about any Windows handheld device.
As noted by The Verge, The upcoming 25H2 update for Windows 11 lets you launch the new gaming-focused, fullscreen Xbox app for Windows with just a few tweaks to the registry and the help of a third-party tool (a Reddit post by user Gogsi123 outlines the whole process). Unlike the overlay that software companies like Asus provide for their Windows handhelds, this new Xbox app skips the entire Windows desktop environment in favor of a fullscreen, controller-friendly experience. And people are finding, by way of the preview workaround, that it seems to lead to marginal performance gains as well.
The ROG Xbox Ally X is less than a month away, and we’re still not sure of pricing
Though the best graphical experiences are still had on well-kitted PCs and cutting-edge consoles, we are in the midst of a handheld arms race kicked off by Valve three years ago when it launched the Steam Deck. Since then, other PC manufacturers have jumped in with Windows-based options. More recently, the power of the Switch 2 has made it something of a competitor in this space as well.
It’s all the stranger, then, that we’re not actually sure exactly how much Microsoft and Asus’ collaboration is going to cost. According to a report from former IGN writer Destin Legarie, a local Best Buy indicated that a $549 version and an $899 one would be available when he called to ask about it. If this is accurate, that puts the lower-tier version of the Xbox Ally at the same price as the smaller-capacity Steam Deck OLED, and within competitive pricing range of the current ROG Ally and Ally X, which retail for about $649 and $899, respectively.
Having enjoyed my time with the ROG Ally X, I can definitely attest to the value of having more games available on a handheld that’s running Windows instead of Valve’s Linux-based SteamOS, though I typically prefer the form factor and controller-focused interface of the Steam Deck. Now, if a few tweaks to the Windows registry can also give people that experience on a non-Xbox Ally X, I imagine it’ll be harder to find a use case for the Xbox Ally for those who already own a handheld gaming device and aren’t afraid to tinker with their machines.
A long, long time ago, in a faraway land, a group of indie developers from El Salvador landed in Spain with great excitement in their luggage. After making connections and overcoming hardships, they finally managed to settle in Barcelona and begin their adventure to “Turn nostalgic games into beautiful experiences!”
With this in mind, HyperThreeStudio team formed by brothers Isaac and Abraham got to work. Their condition as twins became the inspiration for the main theme of their game, where the player will have to “spot the differences” between two almost identical 3D dioramas.
With the theme decided, the team could start working, although there were still many critical points to settle first, such as the game’s core gameplay, the style to use, the type of rewards for the player, and countless other details they gradually worked their way through.
The process of creating new levels is slow and requires a great deal of attention, as all the models used in the different 3D dioramas are unique and are manually created by Abraham, the main person responsible for bringing the models to life.
With the game taking shape and the “No Penalty” concept in mind, they were certain that the game’s mechanics and levels had to be pleasant and relaxing. With BigRicePiano’s talent at the melody, combined with the beautiful 3D dioramas, the team achieved the calming atmosphere they were aiming for. From there, it was just a matter of continuing to create more models and levels featuring tiny people, tuned controls for both gamepad and mouse, adding snow and wind particle effects, ambient sounds of seagulls, many other small but cozy details so the player only has to sit back and enjoy.
The team wanted to offer a complete game, packed with levels and differences, with a personal charm and also affordable for everyone and guess what? Their formula was a success! Tiny Lands was released on Steam in January 2021 and boasts 92% “Very Positive” reviews, which led the team to fully commit to creating more levels and DLCs for their community.
In this way, over the following years, HyperThreeStudio kept creating and adding levels to the game, which already had 100 levels in its base version. After releasing the DLCs Expansion Pack 1, Expansion Pack 2, Expansion Pack 3, and The Final Challenge, the game reached a total of 200 levels, every single one handcrafted and with no repeated models!
And that’s how we arrive at the release of Tiny Lands: Deluxe Editionon Xbox, offering the entire collection of levels in a single product, with no additional purchases or annoying installations. Just relaxation, peace, and plenty of differences! Will you be able to find them all?
The HyperThreeStudio team is currently working on the game’s sequel, applying all the feedback and experience gained from the first version. Stay tuned in their socials for more information, and pick up Tiny Lands Deluxe Editionon Xbox today!
Tiny Lands – Deluxe Edition
Hidden Trap
☆☆☆☆☆
★★★★★
Tiny Lands – Deluxe Edition is a relaxing 3D game about finding the differences between two handcrafted dioramas. If you are looking for a game that allows you to just sit back and play Tiny Lands is for you!
Tiny Lands – Deluxe Edition includes all DLC worlds:
– Desert mysteries
– City lifestyle
– Warmy christmas
– Traditional food
– Cozy interiors
– Fairy tales
– Fish tanks
– Amusement park
– Pirates
This also includes the “Final Challenge” special world for those who are ready for the ultimate Tiny Lands experience.
Over 100 additional handcrafted dioramas are waiting for you!
For over 35 years, the Final Fantasy franchise has captivated fans with its anthology storytelling, keeping things fresh in its magical fantasy world by continuously introducing new characters and stories. The Final Fantasy games are mostly standalone, meaning you can jump into them in any order because they each have a fresh story. In general, Final Fantasy games tend to be set somewhere between the past and the future, staying connected with the same overarching, universal themes: a group of young heroes gathering to fight a great evil threatening their world while exploring their internal struggles and relationships with each other.
If you’re new and want to get into the Final Fantasy series, there are technically 16 numbered games, a few direct sequels, and a prequel to the first game. Each numbered game has its own stories, characters, and world to dive into, though a number of remakes and remasters can make things confusing at a glance. It sounds like a lot, but we’re here to help you make the journey a little smoother.
Jump to:
Which Final Fantasy Game Should You Play First?
Looking at the Final Fantasy franchise as a whole can be overwhelming as most of them have hundreds of hours of content to play through. If you want to ease yourself into the franchise, we recommend starting with Final Fantasy VII. This game left an indelible mark on the game industry for having the easiest gameplay and combat systems to get the hang of, especially with the Limit Break system, and giving us the most memorable characters, like Cloud, Tifa, Aerith, and Sephiroth. Its popularity inspired Square to create Kingdom Hearts in collaboration with Disney so that some of its characters could interact with Disney characters. If you want the OG experience, FFVII is available on Steam and has been re-released for most consoles, including Nintendo Switch.
Square Enix is in the process of remastering Final Fantasy VII in three separate parts: Final Fantasy VII Remake hit consoles back in 2020, while Final Fantasy VII: Rebirth just launched on PC following its console release in 2024. A third and final part to the remastered trilogy is currently in development. Gorgeous graphics, endless minigames, and awe-inspiring motion capture performances make these Game of the Year-nominated remakes our recommendation of where to start with Final Fantasy in 2025.
Final Fantasy VII Remake
8
Final Fantasy VII Rebirth
10
How to Play Final Fantasy Games in Chronological Order
If you want to do a deep dive into the Final Fantasy franchise and play all of them in chronological order, here’s the full list. That said, there is no direct continuity between the Final Fantasy games, so I’d recommend trying out the game with the story that seems most interesting to you.
1. Stranger of Paradise: Final Fantasy Origin
Stranger of Paradise: Final Fantasy Origin takes place in the kingdom of Cornelia, a dark fantasy world version of the setting of the original Final Fantasy game. Jack Garland and his companions and fellow Warriors of Light, Ash, Jed, Neon and Sophia — each carrying a darkened crystal representing earth, wind, fire and water — set out to find Chaos and destroy him, restoring light to the world. Despite what the prophecy foretold about the heroes, each Warrior grows skeptical about their role.
You can change characters’ jobs on the fly, but with Jack as the player character you can only switch between two positions. No matter his job title, Jack has a decisive finishing move that crystallizes enemies and shatters them to restore a portion of his magic meter once the enemy’s break gauge is depleted.
Centuries after the events of Stranger of Paradise, Final Fantasy introduces four new young Warriors of Light, each of them carrying an orb representing the four elements that have been darkened by the four Elemental Fiends. At first, they’re tasked by the King of Cornelia to rescue Princess Sarah from the evil knight Garland, but their journey expands to defeating the fiends and restoring the orbs to their former glory, thus saving the world from eternal darkness.
Final Fantasy gets its name from series creator Hironobu Sakaguchi’s threat to leave the games industry and go back to university if it didn’t sell well, and Square Enix dealing with the notion of the game being its very last due to the threat of bankruptcy. Ultimately, the game sold over 1.3 million copies worldwide and grossed over $21 million, saving both the company and Sakaguchi’s career.
In Final Fantasy II, Firion, Guy, Maria, and Leon become orphans after the Palamecian Empire destroys their hometown and kills their parents, rendering them orphans. They join the Wild Rose Rebellion and, under the guidance of Princess Hilda, who initially deemed them too young to join the army, journey to stop Emperor Mateus’ plans to take over the world with his hellspawn.
Unlike the first Final Fantasy, the sequel had no character creation or job system because Square wanted the game to be more story-driven rather than filled with heavy gameplay mechanics. This game is notable for introducing a couple of staples that would forever define the series: chocobos and the recurring inventor character Cid.
Another group of four orphaned teens — Arc, Refia, Luneth, and Ingus — are drawn to a crystal of light in the Altar Cave after an earthquake hits the village of Ur. The crystals grants the youth a portion of its power, their first set of jobs, and instructs them to restore balance to the world.
Final Fantasy III is the first numbered game in the series to feature the job-change system, allowing players to change how the characters would battle monsters throughout the game. Instead of staying in one job or class, they could explore other job options and see which one suits each character. The 2006 Nintendo DS remake retained the elements of the original game, but gave the characters more well-rounded personalities.
Final Fantasy IV centers on Red Wings captain Cecil Harvey, who questions the King of Baron’s motives after he and his knights steal the Water Crystal in a raid on Mysidia. After the king strips him of his title as punishment for disloyalty, Cecil sets out on a quest with Kain Highwind and the allies they meet along the way to stop the sorcerer Golbez from seizing the other crystals in order to save the world.
This game introduced the Active Time Battle (ATB) system, which allows characters to perform a move when their gauge is full. Whereas a party is limited to four people in the previous games, Final Fantasy IV allowed a party of five characters.
Adventurer Bartz Klauser comes across a fallen meteor and finds four strangers, including King Tycoon’s daughter Lenna, and set off on an adventure to save the Crystals from falling apart, a phenomenon caused by Exdeath, an entity trying to free himself from imprisonment and gain the power of the Void. The group becomes Warriors of Light and focuses their attention on defeating Exdeath and stopping the Void’s energies from plunging their world into darkness.
Final Fantasy V expanded on the job system, giving players more than 21 jobs to choose from. To make the job system even more interesting, you can combine a skill you learn from a certain job with a different skill from another job in order to defeat challenging dungeons and bosses.
Set in a steampunk-style world filled with technology resembling that of the Second Industrial Revolution, Final Fantasy VI centers on a rebel faction known as the Returners fighting the Gesthalian Empire, which gained the power to take over the world by experimenting on magical creatures known as Espers. The Returners, including amnesiac former imperial soldier Terra Branford, work to free the regions under Gesthalian control using the magic they seek out and put a stop to the empire’s reign.
Final Fantasy VI, which was released as Final Fantasy III in North America and heavily censored due to Nintendo of America’s policies at the time, has 14 playable characters to choose from throughout the story, making it the largest cast in the series’ history. It also deals with mature themes of immoral military dictatorship, use of chemical weapons in warfare, the pursuit of a magical arms race, personal redemption, and the renewal of hope and life. This is also the first Final Fantasy game to not be directed by Sakaguchi, who handed the reins over to Yoshinori Kitase.
Set in Midgar seven years before the events of Final Fantasy VII, Crisis Core: Final Fantasy VII centers on fresh-faced SOLDIER Zack Fair, who is assigned to look for missing SOLDIER and defector Genesis Rhapsodos, who went off on a rampage for reasons unknown. During his search, he discovers Genesis’ origin, Project G (or the Jenova project) and how it’s connected to the two aforementioned high-ranking SOLDIERs, and eventually battles him and other products of the project, which involves injecting Jenova DNA into them.
Crisis Core: Final Fantasy VII was notable for exploring the sensitive side of Sephiroth, the most successful SOLDIER beloved by everyone before he went insane after discovering the unnatural circumstances of his creation and quickly fell from grace, as well as some of Cloud Strife’s life as a SOLDIER before leaving Shinra Electric Power Company. It was originally a PSP-exclusive title, but managed to get remastered as Crisis Core: Final Fantasy VII Reunion for PS5, PS4, Xbox Series X/S, Xbox One, and Nintendo Switch in honor of the 25th anniversary of Final Fantasy VII.
In one of the most iconic games of the series, ex-SOLDIER turned mercenary Cloud Strife joins Avalance (led by Barett Wallace) in the fight to stop Shinra from lining the company’s pockets by mining all the mako from the planet to use as an energy source. Cloud initially fought for personal gain and to keep a promise he made to Tifa Lockhart when they were kids, but eventually developed friendships with other members of Avalanche, including Aerith Gainsborough, and works with them to save Midgar from both Shinra and Sephiroth, who was hellbent on destroying the planet in order to be reborn as a demigod.
Afters its original release in 1997, Final Fantasy VII grew so popular that most of its characters appeared in the Kingdom Hearts series and spawned the CGI sequel film, Final Fantasy VII: Advent Children. It also spawned the full-blown and critically reclaimed remaster, Final Fantasy VII Remake, which will be released in three parts. The first Final Fantasy VII Remake was released in 2020, while Final Fantasy VII Rebirth came out on Leap Day 2024. Little is known about when we can expect the third and final game in the trilogy.
In this contentious follow-up to Final Fantasy VII, a group of young SeeD mercenaries led by Squall Leonhart (or Leon, as he’s known in the Kingdom Hearts series) help out a group known as the Forest Owls, an endeavor that escalates into a conflict by Sorceress Edea, who has seized control of a powerful military state and intend to destroy time itself. As they fight to stop Edea, Squall struggles with his role and falls in love with Forest Owls leader Rinoa Heartilly.
Final Fantasy VIII still incorporates ATB as part of its gameplay, but it overhauled the character leveling system. As far as spell-casting goes, the game threw out the Magic Points-based system, making characters collect, draw, and create magic from items to power themselves up using the junction system instead. This is also the first game to incorporate a vocal theme into its soundtrack with “Eyes On Me” by Hong Kong pop star Faye Wong.
In the first Final Fantasy game of the millennium, a thief named Zidane Tribal is tasked with kidnapping the Princess of Alexandria, Garnet Til Alexandros XVII, as a part of a war wage against the neighboring nation of Lindblum. His thief troupe ends up becoming the princess’ guardians, and Zidane teams up with Garnet to defeat her mother, Queen Brahne, who started the war.
Despite Final Fantasy IX being released in 2000, when most game franchises transitioned from 2D to 3D graphics by then, Square Enix designed the game to look like a retro-style RPG. However, it still managed to render CGI graphics for the characters and everything else in the world of Gaia.
Final Fantasy X is one of the most beloved games in the series next to Final Fantasy VII — and we’re not just saying that because it’s the first Final Fantasy game for the PS2. The story revolves around star blitzball player named Tidus, who is taken to Spira — a world inspired by the South Pacific, Thailand, and Japan — by Auron after his hometown of Zanarkand is destroyed by a colossal monster named Sin. He joins summoner Yuna and her guardians on a quest to defeat Sin and bring about the Calm after learning its true identity is Tidus’ missing father Jecht.
This game replaced ATB with the Conditional Turned-Based Battle system that uses an Act List in which characters’ turns are determined by their stats. It also introduced a new leveling system called the Sphere Grid, which sets characters down a specific path with stats and abilities and allows them to unlock all their abilities once it opens up.
In the follow-up to Final Fantasy X, Yuna becomes a sphere hunter and a member of the Gullwings, comprising Rikku and Paine. She sets out to find Tidus — or at least, a mysterious man who looks like Tidus — but gets caught in a political conflict that the Gullwings must resolve before it escalates to a war involving a secret weapon that was built to destroy Spira.
In addition to being the first game in the series to be an official game sequel, Final Fantasy X is also the first to feature an all-female cast and have multiple possible endings. It brought back ATB, but enhanced it to allow characters to interrupt enemies while preparing to attack. It also introduced dresspheres and the Garment Grid, which allow characters to change their character class mid-battle to alter the course of the battle.
14. Final Fantasy XI
Square Enix took a page out of World of Warcraft and made Final Fantasy XI an MMORPG instead of a regular console game. Players could customize their characters and make it into one of many races of being roaming the land of Vana’diel — Humes, Elvaan, Tarutaru, Mithra, Galka, etc. The plot revolves around defeating a demonic leader called the Shadow Lord, who rose from the ashes of the Crystal War and sent his beastmen armies off to terrorize the land, albeit in a less organized fashion.
Support for the PS2 and Xbox 360 versions of Final Fantasy XI ended in 2016, but fans can still play it on PC. Rumors circulated last year that the game would shut down, given that it’s over 20 years old, but director Yuji Fujito stated that that was not the case. In other words, it’s still alive and well and beloved by many retro Final Fantasy fans.
Final Fantasy XII is set in the kingdom of Ivalice, where the Archadia and Rozarria empires are fighting an endless war with each other. When Dalmasca is annexed by the former nation, Princess Ashe forms a resistance movement and meets Vaan, who dreams of becoming a sky pirate, teaming up with him to rally against the tyranny of the Archadian Empire.
Final Fantasy XII took three years for Square Enix to develop after Final Fantasy X-2 was released, and it paid off. It won several Game of the Year awards and spawned the Nintendo DS sequel, Final Fantasy XII: Revenant Wings, in 2007. Over a decade later, the remastered version of the game, Final Fantasy XII: The Zodiac Age, released on PS4, Xbox One, Nintendo Switch, and Windows.
Lightning, the series’s first female protagonist aside from Yuna in Final Fantasy X-2, is a former soldier living in the floating world of Cocoon whose sister Serah goes missing after she’s branded an enemy of Cocoon by the government, Sanctum, for coming in contact with a god-like creature from Pulse. As Lightning searches for her sister, she’s joined by a band of allies to rally against Sanctum for authorizing a purge on citizens who also came into contact with Pulse, leaving the fate of the world at risk.
This game wasn’t received well not because it had a female lead, but rather because it had confusing battle systems — Command Synergy Battle and Paradigm Shift — and linear maps. Even so, it was well-received and spawned two more direct sequels.
Three years after the events of Final Fantasy XIII, Serah takes the lead and teams up with Noel Kreiss, a young man from the distant future, to travel across time and space to find Lightning. Meanwhile, Lightning finds herself in Valhalla, a realm between death and chaos at the edge of time in the distant future, ruled by the goddess Etro, who she protects as a knight during a war with Caius.
Final Fantasy XIII-2 retained the Command Synergy Battle and Paradigm Shift systems, but they were improved upon to make battles flow better. Mog Clock was added to the mix, which prompts players to attack monsters on the field before time runs out to gain the upper hand in battle.
In the last installment of the Final Fantasy XIII trilogy, Lightning awakens from her 500-year hibernation to discover that the world is about to end in 13 days. She is chosen by the god Bhunivelze to save everyone, but along the way she learns the truth about the world’s fate and Bhunivelze’s real motives.
Players slammed this game because it featured a ticking clock that signifies how long you had until the game was over, putting a strict time limit on missions and side quests. Its saving grace was the heavily modified version of the Command Synergy Battle system, which employed real-time features, like freely taking control of Lightning’s movements and attacks.
Final Fantasy XIV has several storylines, but the main one involves the player character traveling five years into the future to escape the destruction of Eorzea at the hands of the primal dragon Bahamut. They enter Eorzea in the Age of Calm and work to rebuild the land, but must deal with the threat of invasion by the Garlean Empire.
The circumstances surrounding Final Fantasy XIV’s development were pretty complicated — especially since it’s the second MMORPG title in the series. The original 2010 game was embroiled in controversy because it was released in an unfinished state, although its servers remained active until November 2012. The next year, Square Enix released Final Fantasy XIV: A Realm Reborn with favorable acclaim.
Of course, Square Enix hasn’t forgotten about its MMORPG. Dawntrail, the fifth expansion for Final Fantasy: XIV Online, launched this past July, and more expansions and updates are sure to come in the future.
The previous installment revolves around Noctis, a prince from the kingdom of Lucis is set to marry his childhood friend Lunafreya when he goes on a quest to rescue the Crystal from Niflheim, who stole it during an attack on the Lucian capital of Insomnia, killing his father in the process, on the eve of peace negotiations between the two empires. During his journey, he learns of his destiny to use the Crystal’s powers to save the realm of Eos from eternal darkness.
Final Fantasy XV received critical acclaim for its stunning visuals, gameplay — like driving around the world in the Regalia and the Active Cross Battle system — and its visceral soundtrack, including a rendition of “Stand By Me” by Florence + The Machine used as the game’s theme song as well as a few contributions from Afrojack. The game spawned a few spin-off games, the anime series called Brotherhood: Final Fantasy XV, and a feature film Kingsglaive: Final Fantasy XV.
The latest Final Fantasy game in the franchise has arrived, and it has essentially redefined the series. With a third-person action style and fast, reflexive combat, there are a lot of new things to love about Final Fantasy 16.
If you’re wondering whether or not you can hop right into the series with this game, the answer is a definitive yes. While the gameplay may be quite different than previous titles, the characters and story fulfill that core Final Fantasy feeling.
How To Play The Final Fantasy Games By Release Date
If you want to play the Final Fantasy games in the order in which they came out, here’s the list of games by release date. Keep in mind that most titles were released in Japan first, followed by the U.S. at a later date. The first six games are remastered for the Nintendo Switch in Final Fantasy Pixel Remaster.
Final Fantasy – December 18, 1987 (JP) / May 1990 (NA) – Famicom/NES
Final Fantasy II – December 17, 1988 (JP) / April 8, 2003 (NA) – Famicom, PlayStation
Final Fantasy III – April 27, 1990 (JP) / August 24, 2006 (NA) – Famicom, Nintendo DS (remake)
Final Fantasy IV – July 19, 1991 (JP) / November 23, 1991 (NA) – Super NES
Final Fantasy V – December 6, 1992 (JP) / October 5, 1999 (NA) – Super Famicom, PlayStation
Final Fantasy VI – April 2, 1994 (JP) / October 11, 1994 (NA) – Super NES
Final Fantasy VII – January 31, 1997 (JP) / September 7, 1997 (NA) – PlayStation
Final Fantasy VIII – February 11, 1999 (JP) / September 7, 1999 (NA) – PlayStation
Final Fantasy IX – July 7, 2000 (JP) / November 14, 2000 (NA) – PlayStation
Final Fantasy X – July 19, 2001 (JP) / December 18, 2001 (NA) – PS2
Final Fantasy XI – May 16, 2002 (JP) / March 23, 2004 (NA) – PS2
Final Fantasy X-2 – March 13, 2003 (JP) / November 18, 2003 (NA) – PS2
Final Fantasy XII – March 16, 2006 (JP) / October 31, 2006 (NA) – PS2
Crisis Core: Final Fantasy VII – September 13, 2007 (JP) / March 28, 2008 (NA) – PSP
Final Fantasy XIII – December 17, 2009 (JP) / March 9, 2010 (NA) – PS3, Xbox 360, PC
Final Fantasy XIII-2 – December 15, 2011 (JP) / January 31, 2012 (NA) – PS3, Xbox 360, PC
Lightning Returns: Final Fantasy XIII – November 21, 2013 (JP) / February 11, 2014 (NA) – PS3, Xbox 360, PC
Final Fantasy XIV – August 27, 2013 – PS3, PS4, PS5, PC
Final Fantasy XV – November 29, 2016 – PS4, Xbox One, PC
Final Fantasy VII Remake – April 7, 2020 (PS4) / June 10, 2021 (PS5) / January 22, 2026 (Xbox, Switch 2)
Crisis Core: Final Fantasy VII Reunion – December 13, 2022 – PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, PC
Final Fantasy XVI – June 22, 2023 – PS5 / September 17, 2024 (PC)
Final Fantasy VII Rebirth – February 29, 2024 – PS5 / January 23, 2024 (PC)
Upcoming Final Fantasy Games
While this longstanding saga isn’t going anywhere anytime soon, we’ll probably have to wait a couple more years for word on Final Fantasy 17. Square Enix has admitted that FFXVI and FFVII Rebirth both underperformed in terms of sales, though Part 3 of the remake is still in the works and tentatively targeting a 2027 release window.
Going forward, it’s pretty likely we’ll see more remakes, especially as Square Enix pushes for a multiplatform strategy. The most recent Nintendo Direct confirmed that Final Fantasy 7 Remake Intergrade will be making its way to Switch 2 and Xbox on January 22, 2026.
We’re also getting a new remake from the Tactics sub-series, titled Final Fantasy Tactics: The Ivalice Chronicles. The remake comes with new content in addition to a number of enhancements, including full voice acting, for the original PS1 game. The Ivalice Chronicles is set to release on Switch 2, Xbox, PS5, and PC on September 30.
Back in the ’90s, Todd McFarlane’s Spawn was one of the hottest comic books on shelves. The flagship series for Image Comics, Spawn’s popularity spilled into mainstream pop culture with its own line of toys, an animated HBO series, and –perhaps most notably–a feature film adaptation in 1997 starring Michael Jai White as the titular antihero. Now, almost 18 years later, the grim superhero film is getting a limited-edition 4K release from Arrow Video, which is on a roll with 4K restorations of cult classics.
Spawn Limited Edition includes theatrical and director’s cuts as well as premium packaging, new artwork, and a few collectibles. Preorders opened at $50 in late July, but Amazon and Walmart are now offering a substantial discount that drops the price to $32 ahead of its October 7 release.
Arrow Video restored the Theatrical and Director’s Cuts in native 4K (2160p) resolution using the original camera negatives. Both versions support High Dynamic Range with Dolby Vision and HDR10. Audio options include DTS-HD Master Audio 5.1 and lossless stereo.
The Limited Edition is packaged in a reversible sleeve with new artwork. You’ll also get an illustrated booklet with fresh commentary and a double-sided, fold-out poster.
The main difference between the Theatrical and Director’s Cut is the tone, as a lot of the violence was removed to secure a PG-13 rating. Other than that, the Director’s Cut is less than three minutes longer than the Theatrical Cut, but the extra violence pushes it into R-rated territory.
There’s also a ton of bonus materials, such as a a brand-new audio commentary with comic book expert and podcast host Dave Baxter, and new interviews with the film’s cast and crew. You can also explore archival content, including behind-the-scenes featurettes, promotional materials, and audio commentary tracks, many of which are from previous DVD and Blu-ray releases. You can check out the full list of features below.
Spawn Limited Edition 4K Blu-ray Bonus Features
Native 4K restorations of Theatrical and Director’s Cuts
HDR: Dolby Vision and HDR10
Sound: DTS-HD Master Audio 5.1 / Lossless Stereo
New reversible cover and sleeve art
Double-sided poster
Illustrated booklet with commentary by John Torrani
Disc 1: Director’s Cut (Rated R)
4K resolution (2160p)
HDR: Dolby Vision and HDR10
Sound: DTS-HD Master Audio 5.1 / Lossless Stereo
Audio commentary with comic book expert and podcast host Dave Baxter (new)
Audio commentary with Todd McFarlane, Mark A.Z. Dippé, Clint Goldman, and Steve Williams
Hell’s Perfect Son: An interview with actor Michael Jai White (new)
Spawn Support: An interview with actors Melinda Clarke and D.B. Sweeney (new)
The Devil’s in the Details: An interview with animatronic creature and special makeup effects artists Howard Berger and Greg Nicotero (new)
The Devil’s Music: An interview with music supervisor Happy Walters (new)
Order Out of Chaos: An interview with editor Michael Knue (new)
Todd McFarlane: Chapter & Verse featurette
The Making of Spawn featurette
Preview: Todd McFarlane’s Spawn – The Animated Movie
Theatrical trailer
Scene-to-storyboard comparisons
Original Todd McFarlane sketches
Spawn concept and sketch gallery
English subtitles
Disc 2: Theatrical Cut (Rated PG-13)
4K resolution (2160p)
HDR: Dolby Vision and HDR10
Sound: DTS-HD Master Audio 5.1 / Lossless Stereo
English subtitles
Spawn tells the story of ruthlessly efficient black ops soldier Al Simmons. Betrayed and murdered by his commanding officer, Jason Wynn (Martin Sheen), Simmons is sent to hell for his sins, but he is resurrected on Earth by the devil Malebolgia as part of a grand scheme to kickstart the apocalypse. Empowered with the might of Hell, Simmons finds himself torn between his quest for revenge, dark forces, and salvation.
While it’s not on the same level as Blade–which arrived a year later and is credited for modernizing superhero movies–there’s still a lot to love about Spawn. It’s not afraid to be a comic book movie, and it mixed impressive practical effects with groundbreaking CGI at the time to bring the character to life. With Michael Jai White as the tortured antihero, the movie had a terrific leading man opposed by John Leguizamo’s character of Clown, who could transform into the monstrous Violator when backed into a corner.
If you want to check out the comic books that turned Spawn into a household name, the Compendium Collection paperbacks are a nice budget-friendly option. Image Comics has been releasing updated, full-color editions over the past few years. Seven massive volumes are available now. Volume 7 was just published September 9. Fair warning: All of the Compendiums eclipse 1,000 pages, so these take up considerable shelf space. Each one retails for $60, but you can save some cash at Amazon right now. Volume 1, for instance, is discounted to only $34.
The Deluxe Editions are printed on larger, higher-quality paper and are hardbound rather than paperback. Each Deluxe Edition comes with a fancy slipcase. But while these are large books in their own right, each one contains about half as many comics as the Compendium Editions.
Gearbox have released another Borderlands 4 update for technical problems on PC, with a particular focus on game stability and crashes, though they’ve also fixed a progression blocker or two in the process. Unlike that other Borderlands 4 patch from earlier this week, this one has an actual changelog. Gosh, wait till Mark hears of this! Oh nuts, he’s already gone on holiday, presumably in sheer consternation over the shortage of bullet points. Look what you did, Randy Pitchford. Look what you did.
Out now and available day one with Xbox Game Pass.
Fully reworked control scheme and interface tailored for gamepads.
Complex strategy gameplay translated into an intuitive console experience.
With many intuitive solutions carried over from the original Frostpunk’s console UI and control scheme, one might assume that porting its sequel to Xbox Series X|S would be a simpler task. After all, the groundwork was already there – a society survival city-builder adapted for gamepad and big-screen play instead of traditional mouse and keyboard.
But Frostpunk 2 is a significantly different game. Leaning further into grand strategy, with more interconnected systems demanding player attention, it quickly became clear that the control scheme needed to evolve into something more robust. Many of the core UI structures – including the radial menu system – still served as a reliable foundation. Circles are practically sacred in Frostpunk’s design language. In the original game, the city was built in rings around the Generator, nestled within a crater, with survival radiating outward from its warmth.
But “settlement” may no longer be the right word. In Frostpunk 2, set 30 years after the Great Storm that concluded the first game’s story, players guide the fate of a growing city – one less focused on day-to-day survival and more on shaping the ideological future of humanity. With nature somewhat constrained, human nature becomes the greater threat. Political conflict, ideological division, and competing visions for the future define the challenge ahead.
A new UI feature – the Command Radial – serves as the top layer of interaction. Activated by pressing the left trigger, it presents a three-option wheel for navigating the Idea Tree, Frostland Exploration, and the Council.
The Idea Tree lets players choose which faction to support and which research to invest in, pushing the city toward a specific ideological path.
Exploration remains somewhat familiar to returning players – you send Scouts into the frozen wilds – but with a twist: you can now found outposts and colonies, connected to New London by rail.
The Council is an all-new feature. With the Captain from the original game dead, New London takes a tentative step toward democracy. Laws are passed via voting, but political maneuvering is far from straightforward. Some factions refuse to compromise.
The Command Radial is designed to be fast and responsive. It temporarily hides most HUD elements with a blurred background, focusing the player’s attention. It also displays progress indicators for active research, council recesses, and ongoing exploration missions.
But Frostpunk 2 demanded more than one radial. The team introduced a Quick Radial, accessed with the right trigger, for contextual interactions. Hover over frozen terrain, and you’ll see the Frostbreaking option. Highlight a buildable area, and you can go directly to the District menu. Trigger it on an existing district, and you’ll see options related to Special Buildings or Hubs. While active, the Quick Radial also color-codes districts, aiding orientation and quick decision-making.
Both radial menus pause time automatically. Players can also pause or adjust game speed using the D-pad. The Extended City View (accessed with X) also freezes time, and allows players to scroll through HUD icons using the up/down buttons, giving deeper insight into the city’s condition.
From a visual standpoint, the UI was crafted to match Frostpunk 2’s aesthetic. The art team leaned into industrial textures: thick-lined, mechanical wheels, worn-out surfaces, and some use of gold – a color from the game’s original visual pitch that stands in contrast to the grimness of oil, a new and thematically vital resource in the sequel.
Frostpunk 2is out now on Xbox Series X|S, and available with Xbox Game Pass.
Frostpunk 2
11 bit studios
☆☆☆☆☆ 97
★★★★★
$44.99
$35.99
PC Game Pass
Xbox Game Pass
The Xbox version of Frostpunk 2 does not feature Mods created by the players community. Only the PC version currently enables those Mods.
Frostpunk 2 elevates the city-survival genre to a new level. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future.
The city grows
The world is overtaken by an ever present winter, which makes expansion of the city the only way for the survival of mankind. In order to grow, the metropolis needs resources like coal and oil, just like its citizens require food and warmth. In Frostpunk 2, it’s your job to tackle this never ending circle of supply and demand.
City districts
Your city is divided into zones serving different purposes, such as housing or extraction. It’s up to you to build new ones and make sure that those already existing work in perfect unison.
Special buildings
In time, you will have to build places like City Hall or Research Institute. Inside these buildings, you will put forth laws and projects to ensure that your city develops in the proper direction.
Colonies
To ensure that your city growth will not falter, you have to venture into the frostland. There, you can build extensive colonies that will provide all the necessary resources.
Perlis of human nature
The number of your citizens steadily grows, making the task of governing them and satisfying their demands all the more challenging. As the Steward you will have to maneuver carefully across the interests of many groups inhabiting the city.
New Londoners
Your citizens can form communities and factions, each with different ideas for the city’s future. In the Council Hall you’ll put forth laws and negotiate them with the faction’s delegates.
Council Hall
Support of every faction inside the Council Hall costs dearly, as one’s faction ascension breeds discontent among others. That means you have to carefully think through every alliance.
Towards progress
The Research Institute is where you forge the city’s future. Each new project must be entrusted to a faction, forcing you to maneuver and form strategic alliances.
Factions
People of your city want to have a voice in how you run things. Each faction has its own ideology and ideas for the future, yet they also have one thing in common – insatiable thirst for power. Choose your allies in the Council Hall wisely.
Story Mode and Utopia Builder
The story of Frostpunk 2 introduces a multi-chapter saga set in the frozen wastes. Spanning across the life of the Steward this campaign lets you feel the burden of leadership as you take the responsibility for thousands of lives. At the same time, the sandbox mode called Utopia Builder with infinite play time leaves you room for boundless social and infrastructural experiments.
Diving into the specs, what we have here is a 13-inch by 6-inch by 12inch PC tower powered by a 14th generation Intel Core i3-14100 processor and an integrated Intel UHD 730 graphics card. It’s loaded with 32GB of RAM which while make your performance-intensive apps run fast and react snappy. As far as storage is concerned, the Dell Vostro 3030 is equipped with a PCIe SSD with a capacity of 1TB. You can expect fast load times from anything off this solid state drive.
One big bonus PC towers have over laptops—the ports. With a newer laptop you might have to suffice with just one, maybe two USB slots along the side. That’s not the case here. This Dell tower comes with three USB-A ports and one USB-C, and that’s just on the front. Turn it around and you’ll be greeted with four more USB Type-A ports. That makes eight USB ports in total.
Other connections you’ll find are an HDMI and DisplayPort so you can set yourself up with two monitors side by side. You also have an Ethernet port on the back and a combination headphone/microphone audio jack conveniently on the front. The Dell tower supports Bluetooth so you can pair wirelessly to headphones or other accessories like your mouse or gaming controller. Wi-Fi 6 support enables you to take advantage of fast download and upload speeds.
The Dell PC tower comes pre-installed with Windows 11 Pro. That comes with support for OneDrive and more.
Gaming Copilot will begin rolling out to players aged 18 and older on PC Game Bar today and for the Xbox app on mobile in October, with regional support everywhere except mainland China.
Players trying Gaming Copilot for the first time are encouraged to try Voice Mode, get help with what’s happening on their screen, or ask for recommendations, their achievements or play history.
We’ll continue to explore and experiment with new features as we bring this AI-powered assistant to more players and continue to optimize it for handheld devices and Xbox consoles in the near future.
AI has the potential to unlock new and exciting possibilities in how we work, learn, and play. At Xbox, we’re focused on how our innovations in AI can enhance and create more personalized experiences for players, save them time, and ultimately let them focus more on playing the games they love.
Today marks a major step in our journey to bring these AI-powered experiences to players. We’re excited to announce that Gaming Copilot, your personal gaming sidekick – which provides recommendations, help, insights, and more – is officially coming to Windows PC and Xbox on mobile. Starting today, PC players will begin seeing Gaming Copilot integrated directly into their Game Bar experience as the feature rolls out gradually over the next few weeks. It will then come to the Xbox mobile app on Apple and Android next month, where players will be able to access this personalized companion via a second screen without distracting from their gameplay.
The Journey So Far
Since announcing Gaming Copilot earlier this year, we’ve been experimenting with how to make Copilot more useful – to be there when you need help, and out of the way when you don’t. With the support and feedback from players on mobile and members of our Xbox Insiders program, we’ve since introduced new features to Gaming Copilot such as deeper in-game assistance, improved Voice Mode, and a better understanding of what’s happening on your game screen.
During this preview phase, the number one way we saw players using Gaming Copilot was to improve their gameplay, answering their questions around quests, strategies, builds, and more so they can stay in the game. Now, any Xbox player on PC or with the Xbox app on mobile will be able to leverage Gaming Copilot’s capabilities while playing, with new features and improvements like deeper insights and coaching to come as we continue to gather feedback and learn from our community.
Tips for Getting Started
For players trying Gaming Copilot for the first time, here are a few tips and suggestions to get started:
Try Voice Mode for a more seamless gameplay experience: When actively playing games on Xbox, use Voice Mode on either PC or mobile to talk to Copilot directly, get help about the game you’re playing, and ask questions without breaking away from gameplay.
On PC, there are multiple ways to interact with Gaming Copilot in Voice Mode:
Push to Talk – when you’re mid-game and want to quickly ask Gaming Copilot for help then jump back into the game, try the new “Push to Talk” feature. To do this, go to the “Hardware and Hotkeys” settings page where you can set your own key bind shortcut to “Push to Talk”.
Mini Mode – for a long-running voice conversation, try pinning the Gaming Copilot widget. To do this, launch and pin the Gaming Copilot widget, click on “Talk” in the left navigation bar to start a conversation, and click the upward arrow on the bottom right to minimize the widget. Now you can continue the conversation once you return to your gameplay, all while taking up minimal space on your screen.
In the Xbox mobile app, simply navigate to the Gaming Copilot tab, push the “Microphone” icon to talk, and ask Copilot any question or prompt to begin a seamless conversation.
In Voice Mode, get help by asking Copilot about what’s happening on your screen: Gaming Copilot not only knows the game you’re playing but can also understand what you’re doing in the game in real-time.
Want to learn more about that new enemy you just encountered? Use Voice Mode to ask Copilot about what you’re seeing and any tips for taking it down.
Can’t remember anything about that NPC you’re currently speaking to? Use Voice Mode to ask Copilot for a summary of who they are, when you first encountered them, or for their backstory.
Want to learn more about that new enemy you just encountered? Use Voice Mode to ask Copilot about what you’re seeing and any tips for taking it down.
Ask for recommendations, or about achievements and play history: Gaming Copilot is also here to help with your gaming library, achievements, and play history! If you’re new to Xbox, tell Copilot about your favorite genres and let it recommend new games to play, or ask it for game recommendations based on your play history. Copilot also knows what achievements you’ve already unlocked, so you can also ask it for help hunting down the next achievement to unlock in your favorite game.
We’ll continue to explore and experiment with new features for Gaming Copilot as we bring this AI-powered assistant to more players and continue to optimize it for handheld devices, such as the ROG Xbox Ally and ROG Xbox Ally X launching on October 16, and Xbox consoles in the near future.
How to Start Using Gaming Copilot
Gaming Copilot will begin rolling out to players aged 18 and older on PC Game Bar today and for the Xbox app on mobile in October, with regional support everywhere except mainland China.
To use Gaming Copilot in Game Bar, make sure you have the Xbox PC app installed on your Windows device. Press Windows logo key + G to open Game Bar over your game, app, or desktop. Look for the Gaming Copilot icon in the Home Bar, open the widget, and log into your Xbox account for the full experience.
To use Gaming Copilot on mobile, download the latest version of the Xbox mobile app, navigate to the Copilot section, and simply have the app open on your device for real-time, distraction-free support while you play.
You can visit our support page for more information about Gaming Copilot.
Help Us Shape the Future of Gaming Copilot
Your feedback is critical as we continue to develop Gaming Copilot and make it even more helpful for players’ needs and preferences. Anyone is welcome to share feedback directly in the experience by selecting “Give feedback” or by simply marking incorrect responses from Copilot with a “thumbs up” or “thumbs down”.
You can also provide direct feedback to Team Xbox by following the steps here under the “Report a problem online” section.
Never work with children or animals, so goes the famous advice for stage performers, entertainers, and anyone having to present something live in front of an audience. Perhaps smart glasses should be added to that list, if yesterday’s Meta Connect 2025 livestream is anything to go by—as the new Ray-Ban Meta glasses took the opportunity to misbehave at almost ever turn.
Unveiled to great fanfare and a rapt audience by Meta CEO Mark Zuckerberg, the second-generation smart glasses were promised to be capable of “empowering people with new abilities” and said to allow users to “make themselves smarter” thanks to the newly-polished AI functionality. Cool stuff, but when it came to the demos, things didn’t exactly go to plan.
Switching over to a livestreamed demonstration, displayed to the audience on a gigantic panel at Zuckerberg’s side, chef Jack Mancuso attempted to use the Live AI functionality of the smart specs to help them make a Korean-inspired steak sauce. Standing in front of multiple unprepared ingredients (which the glasses appeared to initially recognise) the Meta specs immediately ignored a prompt to help make the sauce, instead listing the ingredients that might go in it.
Interrupting, Mancuso asked the AI a reasonable question: “What do I do first?” After a long silence, in which metaphorical pins could be heard dropping in the audience, Mancuso asked again. The AI then merrily informed our now visibly-nervous host that the base of the sauce was already made.
Another long pause. “What do I do first?” Mancuso asked once more, to laughter from the audience. “You’ve already combined the base ingredients,” the AI continued, helpfully telling Mancuso to grate a pear into the non-existent sauce. “Alright, I think the Wi-Fi might be messed up” said Mancuso, looking embarrassed. “Back to you Mark.”
(Image credit: Meta Developers)
“It’s all good, it’s all good” said Zuckerberg, amid cheers, laughter, and applause from the crowd. “The irony of all this whole thing is that you spend years making technology and then the Wi-Fi on the day kinda… catches you. We’ll go check out what he made later.”
Still, more demos were yet to come. Later in the presentation, Zuckerberg donned a pair of Ray-Ban Meta glasses himself, along with a wristband interface said to be able to control the glasses through muscle movements.
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“Now, I want to get into this in more detail, we’ve got two options,” said Zuckerberg, laughing nervously. “We’ve got the slides, or we’ve got the live demo.” At this point, the audience erupted into shouts for the live version, unsurprisingly, along with more laughter.
Guess how it went. Zuckerberg was able to respond to a video call request with text via hand movements, which is fairly impressive, but was unable to answer the call itself.
(Image credit: Meta Developers)
“Uh-oh,” said the Meta CEO, frantically rubbing his fingers together in an attempt to pick up the line. “Well, I… let’s see what happened there. That’s too bad. I don’t know what happened. Maybe Boz can try calling me again.”
Nope. Despite multiple attempts, Zuckerberg was left standing on stage twiddling his fingers, as the Meta AI voice digitally crunched to tell him yet another call was incoming that he seemed unable to answer. At one point, Zuckerberg blamed himself for the inability to control the device, but the ringtone continued to play across a deathly-silent hall, despite his best efforts.
Eventually, the Meta head honcho gave up. “I don’t know what to tell you guys,” he said, eventually resorting to bringing the now much-awaited Boz onstage, amid a seemingly ever-present ringtone and much tittering from the crowd.
(Image credit: Meta Developers)
I’ll be honest, it’s a pretty painful watch. As tempting as it is to make fun of Meta’s multi-billionaire CEO for the borked demo, those of us who have had to present live ourselves will have our head in our hands, as I have while writing this article. It seems the Ray-Ban Meta glasses could do with some work, and while the tech looks very impressive on paper, the demo appears to have revealed some serious flaws in the implementation.
I can’t imagine many will be rushing to order a pair after this particular demonstration, but I can’t help but think of another old showbiz cliché: There’s no such thing as bad PR. We’re all talking about it at least, and that’s the main thing, eh Zuck?
I’m Baiyon, the director of Dreams of Another and a multimedia artist. The release date for the game, October 10, is fast approaching.
In this post, I’d like to share the inspiration behind the themes of the game, the ideas behind the object dialogues, which is one of the aspects that makes the game special, and my personal dedication to the soundtrack I created.
How did the theme “no creation without destruction” come about?
Dreams of Another is built around the philosophical theme of “no creation without destruction.” Rather than destroying objects by shooting, as in traditional shooting games, here, your shots materialize and create the world around you.
I have a memory about “destruction and creation” that has stayed with me. It happened during my middle school cultural festival. According to the school rules, everyone had to prepare some kind of exhibit, and my friend and I collected cardboard to make and display a cardboard sculpture.
When the chime signaling the end of the one-day festival rang and cleanup began, I lightly started punching and breaking the sculpture. Since it was going to be thrown away anyway, perhaps it was a lighthearted thought born of youth: “If it’s going to be cleaned up anyway, let’s have some fun.”
At first, my friend laughed as he watched, but after a while, I felt a pain in my back. When I turned around, I saw my friend, with an angry face, kicking my back. From there, it escalated into a full-on fight, and a teacher, noticing, came into the classroom and shouted at me, “Are you making something to destroy it?!”
Those words stayed with me in a way different from the teacher’s original intent. I think I understood that the teacher meant I should take care of what I create, but I kept thinking, “It’s going to be thrown away anyway…” Yet I found this human contradiction somehow interesting.
That feeling has always run deep in my approach to creating things, and this game allowed it to take shape.
Unique dialogue with objects like trees and doors
In this game, you can not only interact with people in the dream world but also talk with objects such as trees and doors. One of the game’s major charms is being able to hear their sentiments and experience their emotions.
For example, when I am thinking about ideas for this door’s dialogue, I first realized that even when we say “door,” there are many kinds and positions. Doors in public places, such as buildings, schools, or shopping malls, doors in one’s home, doors of the living room or bedrooms of children and teens, the door of the family home lived in for decades, or the door of a grandmother’s house after losing her husband… Each door is connected to human life, and I imagined that, like us, they might feel pride or even envy other doors.
If I were a door, I would want to be a door that is there for an individual’s personal space, rather than merely a being that separates spaces. At the same time, some doors might actually feel comfortable being roughly used by a large family in a living room, while others might feel suited to existing for strangers in a public facility.
Imagine doors having a variety of preferences and ways of thinking. In the dialogues, nothing is imposed as “right” or a conclusion. I wanted players to reflect on their own environment, access past memories, and have a moment of reflection.
In this way, the dialogues are not just flat and one-dimensional—they can be experienced in a multi-layered way, from various perspectives, and connected to one’s own memories.
Of course, it’s perfectly fine to enjoy it simply as a door saying something a little strange. That playfulness and unexpectedness of the dialogues are part of the unique charm of this dream world.
A unique approach to composing the soundtrack
I have worked on various game soundtracks alongside my own projects over the years, but this time, I felt especially the sense of “I made the music for a game.”
I wanted to create music that resonated with the scenarios and dialogues I wrote myself, as well as the situations and atmosphere of each scene, which made me approach the music in a way different from before. For each scene, I composed music with the intention of evoking certain feelings in the player and expressing particular emotions myself.
Additionally, a key theme was to convey the instability and ambiguity of the dream world with music. One thing I consciously tried to avoid was being “too polished.” As a musician, this approach is somewhat challenging, but instead of creating compositions that are overly tight or densely structured, I aimed for music that flows.
Also, for example, For a particular river scene inspired by my own memories and experiences, I actually spent a long time traveling to the location for field recordings to compose the music for the scene, capturing sounds such as flowing water and stones being rubbed together—the latter of which I then incorporated as rhythmic elements. These particular touches may go unnoticed by anyone, but for me, the focus was on keeping things genuine. By incorporating elements drawn from the source of inspiration as much as possible, I believe it could enrich the experience.
I think there are many sounds that aren’t often heard during gameplay. While playing, I hope you take a moment to listen closely to these subtle details—they might lead to small discoveries or interesting experiences.
Dreams of Another will launch on October 10 for PS5 and PS VR2. A special bundle is also available for pre-order, which includes the previous game I directed, PixelJunk Eden 2.
Dungeon crawling is more fun when you have Dungeon Lootify codes.
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Published: Sep 18, 2025 07:22 am
Updated: September 18, 2025
We found a new code!
Yay! A dungeon filled with creepy skeletons and monsters that want to kill everyone. Since there are no Dungeon Lootify codes just yet, you’re left with a limited supply of potions and weapons to fend off evil. Imagine dying midway and losing everything, but that’s the price of dungeon crawling.
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STATSREWORK: 1k Coins, 10 Chests II, 3 Tide Eggs, 3 Gold Potions II, and 3 Luck Potions (New)
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Published: Sep 19, 2025 07:06 am