It’s September 3, and Star Trucker has been out for one year!
It’s been a mighty long road to this point, and we’re so happy to share this moment with all our fellow truckers. We thought that it might be a good time to go back through some of the bigger updates that we’ve released for Star Trucker. If it’s been a bit of time since you go out into the galaxy – now might is a great time to come back!
Additional Customization
Since September 3rd 2024, a whole range of new options to customize your rig with have been released. From new hood ornaments, to changing the color of the metal on your chassis, to custom license plates. See the galaxy in style and make your truck your own!
Free Play Mode
For all those who want to haul instead of holla, the Free Play Mode has made that possible! This mode starts the game with the entire galaxy unlocked and all truck features enabled. Furthermore, convoy side jobs have been disabled so you can cruise in peace.
Mid-Session Difficulty, Rebalancing and Job Adjustments
Cash was a bit slow to flow when our Truckers first got out on the open galaxy – but with a couple tweaks we’ve made sure that you’re getting your trucking career off to the right start. Still finding it a bit too hard? You can now adjust the difficulty mid-session to truck a little easier.
Sleeping and Parking Tickets
Camp out in your cab for the night! But be careful where you decide to pull over because we’ve also added in the ability to get ticketed. Sleep for too long in a restricted area and end up paying a fine – so be careful out there!
New! Speed Traps
Brand new to Star Trucker, and due to the utter disregard of highway safety, the DIV has no choice but to install speed checks across key zones and sectors. Speeders beware – if you thought that those sleeping tickets were rough, just wait until you see the speeding tickets!
More to Come
We shared a road map back in July to showcase what we’ve got planned for the rest of the year, and while this is a smaller update – you have a lot more to look forward to in a couple months including:
Exciting new business ventures.
New jobs and interior customization .
A possible brand-new DLC – stay tuned!
Until then, we hope you’ve enjoyed your first year with Star Trucker as much as we.
Over and out!
Star Trucker
Raw Fury
☆☆☆☆☆ 298
★★★★★
$24.99
$19.99
PC Game Pass
Xbox Game Pass
Hop into the driver’s seat of your rocket-powered big rig as you haul cargo, scavenge for salvage and interact with an eclectic cast of star-hopping truckers in this Americana-infused journey on the ultimate open road – space!
HAUL AND HOLLER
Cruise the hyper highways, taking on a variety of jobs such as fuel hungry long hauls and hazardous drop-offs to earn cash and unlock new content.
And don’t forget to monitor the CB radio for chatter from fellow truckers; it’s a fantastic way to uncover side gigs and stay updated on galactic gossip.
MANAGE AND MAINTAIN
Keeping your rig runnin’ isn’t always easy. You’ll need to keep your core systems online, gravity compensator spinnin’ and hull patched to prevent your cab from leaking lung juice.
Be sure to make pre-trip shop stops for replacement parts, and consider upgrading your truck at a local garage. These improvements are vital for safely navigating volatile sectors and ensuring timely deliveries.
HYPERJUMP!
Use the galactic map to plan your journey and warp jumps, while keeping an eye on your fuel reserves and power levels.
Once your route is set, kick back, crank up the cab hi-fi and cruise to a selection of original songs covering starburst blues, galactic rock and asteroid infused americana. The open road is waiting!
MADE BY MONSTERS
Star Trucker is the passion project of a small team: Monster and Monster. A two-person indie studio with a love for all things sci-fi and sim.
With the help of some talented friends they’ve developed an out of this world experience filled with emergent challenges and complex systems to master. So buckle up and join them for the long haul!
The question I’ve asked myself while waiting for my first taste of 007 First Light has been this: is this going to be a Bond game with Hitman-like levels, drawing on IO’s experience with lethal sandboxes? Or is this going to be a classic action-adventure game, mixing combat and platforming with wild set pieces? The answer, I’ve recently found out, is: both.
After a hands-off demo at gamescom, 007 First Light has shot up to the heights of my most anticipated games. Combining the thoughtful, self-directed stealth of IO’s recent triumphs with some incredible action scenes, this is a game that sees a studio recognizing its own strengths, and then stretching them so much further.
Doing the Fieldwork
Across around 40 minutes, I see sections of a lengthy, multi-stage mission from relatively early in the game. A young James Bond has been sent into the Carpathian Mountains – along with a squad of other budding spies – to attend the World Chess Championship, in the hope of discovering and detaining a rogue 009. Much to Bond’s chagrin, however, he’s been assigned only as the getaway driver.
In set-up, it’s pure Hitman – the lavish hotel you visit is packed with well-dressed, chattering NPCs, and your goal is tantalizingly vague, giving plenty of scope for you interpret the mission in your own way. But the presence of Bond lends it a different feeling – in a Hitman game, you’re empowered to go lethal as early as you’d like, its murkier worldview allowing you to act with impunity. Bond, however, has to abide (at least somewhat) by the rules.
In 007 First Light, your License to Kill is an actual game mechanic – you’re only allowed to employ lethal force if an enemy tries to take you down first. As a result, the opening parts of this mission force you to engage with the subtler elements of international espionage. After noticing some suspicious activity from a bellhop while waiting by the car (a gorgeous green Jaguar, naturally), Bond begins searching for a way into the hotel.
We see him try to talk his way in through the front door (with a dialogue choice-based conversation system), before attempting a stealthier route. First, he uses his Q-Lab branded watch (which is also your minimap) to identify opportunities, and spots a sprinkler system that can be used to distract a guard. Using stealth, he creeps into a staff-only area, waits for the guard to hit a less visible corner, and uses his phone to fire an incapacitating dart – I’m very excited to see how far the gadgets go here.
Collecting a dropped lighter, he then makes his way to a gardener’s wheelbarrow, and surreptitiously sets the leaf litter inside on fire, causing a larger distraction, before using a parkour system to scale the hotel and sneak in through a window. In a beautifully Bond-y touch, he startles some hotel staff as he climbs in, and casually explains that he’s testing the security while strolling by.
IO assures us that this is just a single way of many to gain entrance to the building and, based on their history with Hitman, that feels very clear – this is a huge playspace, and I can only imagine there are many other routes that could be taken to begin the mission proper. Speaking of the building, IO is employing all its Hitman tricks to make it feel like a real place here, too – every detail feels meticulously designed to both look good, while offering true opportunities for play. Once we reach the Chess Championship, it’s a true wow moment, with some incredible lighting playing over the frankly enormous crowd of NPCs watching on in a retooled ballroom.
But, as I’ve alluded to, this is only half of the experience.
Becoming a Blockbuster
The demo skips forward at this point to show us the other side of the First Light coin. When we rejoin Bond, 009 has been discovered but escapes in a car – which begins a series of wild set pieces.
Bond commandeers a guest’s vehicle (this time, a vintage Aston Martin), and we’re plunged into a car chase down the mountains. It’s pure Bond movie – the player is surrounded by gorgeous scenery, and forced into dangerous shortcuts by scripted moments of high action. At one point, Bond’s forced to ramp off of a car truck, and the camera offers a full, filmic moment of slow-mo to give you the full effect.
Reaching the end of the chase, 009 has decamped into a nearby airfield, rammed with henchmen, and so begins a true combat sequence. As a first goon raises their weapon, time slows down and “License to Kill” flashes up on screen, and all hell breaks loose.
First Light looks to be combining ranged and melee combat seamlessly, with a brutality clearly drawing on the Daniel Craig era of the films. This younger, more off-the-rails Bond picks up and swaps weapons with abandon – and when he runs out of ammo, he simply throws it at his nearest opponent, enters hand-to-hand mode, disarms them and, hey presto, a new gun to use.
There’s a real emphasis on movie-like fun over painstaking reality here. At one point, IO shows off a move where Bond charges into an armored enemy, tackles them off of a gantry, and rides their body to the ground, before charging back into the fray at ground level. Parked cars seem to explode incredibly easily after a few gunshots, transforming what could be tedious cover shooting into something more like a firework-filled shooting gallery.
Eventually, 009 gets onto a cargo plane, which begins taxiing up the runway – so Bond steals an airport stair car, drives it alongside the plane, then climbs up the stairs onto the wing. A short melee sequence on the back of a moving plane sees him chucking enemies into the wind, before he climbs inside just as it takes off.
At this point, I was sure we were going to see a “predator stealth” section, with Bond silently dispatching enemies across the plane. Instead, it was so much less predictable. Bond can hack the plane’s controls, and what we get is a sequence of combat where – at any time – the player can violently bank the plane left and right, sending everything (enemies, cargo, entire vehicles) lurching from side to side, clearing a path. It’s a set piece that promises so much – First Light won’t simply reuse a set of game mechanics that repeat from mission to mission, but seems to aim to give you a more movie-like sense of pacing, changing based on what’s most entertaining for a given moment.
To finish our demonstration, Bond realizes he won’t be able to catch 009 – instead turning his watch to tracker mode, attaching it to the hull, and jumping out of the plane. The only issue? He doesn’t have a parachute. Instead, we get a skydiving section where he catches up to bailed out enemies, fights them in mid-air, and uses their parachute to his own ends.
Taken altogether, it’s a ludicrously enjoyable sequence, one that shows IO understands its mission intimately. Yes, this is a studio with a background in a specific kind of game, but taking on the 007 license allows them to have their cake and eat it. The fact that First Light will include the kinds of open-ended sandbox spy missions we’d expect from this studio is deeply exciting – but that they’re so willing to stitch them together with movie-indebted action set pieces is the true mark that they’re going further with their ambitions than ever before.
Follow James Bond as a young, resourceful and sometimes reckless recruit in MI6’s training program, and discover an origin story of the world’s most famous spy.
After a heroic act, young Naval air crewman James Bond is offered to join the newly revived Double 0 program. But when a mission to stop a rogue agent ends in tragedy, he must join forces with his reluctant mentor Greenway to expose a deep conspiracy and stop a looming coup at the heart of the State.
BECOME 007
Discover a new standalone, re-imagined James Bond origin story, and the events that lead an audacious young hero to become the best MI6 agent.
A THRILLING ESPIONAGE ADVENTURE
Embark on missions in breathtaking locations, drive iconic vehicles, and dive into a cinematic adventure in pursuit of a rogue agent who’s always one step ahead.
SPYING, YOUR WAY
Go silent or go loud. Whether fighting with fists or firepower, using gadgets to infiltrate, or bluffing your way past guards, the approach is entirely up to you.
WELCOME TO MI6
Test your skills and replay your favorite missions with additional modifiers, for endless espionage fun!
We’re thrilled to share an extensive look at 007 First Light, our third-person action-adventure game featuring a fully re-imagined original James Bond origin story. Built in-house at IO Interactive with our Glacier engine, we’re incredibly proud to share this wholly original Bond experience created from the ground up, one that blends the sharp tension of espionage with the bold spectacle the franchise is known for.
In this special State of Play, we showcased footage from two missions that highlight the game’s immersive design and cinematic flair. From a covert operation at a high-stakes chess tournament in Slovakia, closing with a high-altitude showdown, to an infiltration of a lavish gala in Kensington, London, these missions offer a glimpse into the living and breathing worlds that Bond will navigate as he discovers the world of espionage.
Play Bond, your way
From day one, we’ve designed the game so you can approach your objectives how you want, through what we call the Creative Approach. Maybe you’ll slip in unnoticed and reach your goal without anyone knowing you were there. Maybe you’ll go in loud, using every weapon and gadget at your disposal. Or maybe you’ll use a bit of both, and improvise, turning whatever the situation throws at you into an opportunity.
As part of the Creative Approach, there are different aspects of James Bond’s set of skills that are reflected:
Spycraft is your toolkit for the quieter side of the job. You can eavesdrop on conversations for intelligence, lift a keycard from a distracted guard’s pocket, or piece together clues from environmental details others might overlook. Every bit of information can open a shortcut or give you a way around a challenge, or a crowded security room.
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Instinct is Bond’s natural aptitude in gameplay form, reflecting his quick thinking and adaptability. It’s a limited resource that will fill itself as you take down enemies, complete objectives etc… You can use it to lure a guard toward you for a silent takedown, bluff your way past someone who’s getting suspicious, or give you a bit more time to take the perfect shot during a firefight.
Gadgets from Q Branch are an essential part of your toolkit, giving you plenty of possibilities to tackle each situation you face. You might hack a camera system to clear a path, cut through a locked door with a laser, or distract a guard long enough to slip by. We want them to feel like natural extensions of Bond’s skillset, not just one-off tricks. As you progress through the missions, you will unlock more gadgets, empowering you through your journey to become a fully-fledged spy.
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Combat in 007 First Light is built to feel true to Bond, with control, efficiency, and visceral. You’ll swap between precision gunplay and up-close brawls without missing a beat. In tight spaces, Bond can throw an opponent over a railing, smash them against a wall, disarm them in one smooth motion, or use the nearest object to incapacitate them. Melee skills include parries, throws, and takedowns, designed to look cinematic but still feel responsive in your hands.
When encounters escalate to lethal force being used, Bond earns his License to Kill, allowing him to use his marksmanship with firearms being thrown into the fight without slowing down. And because gadgets are part of his combat toolkit, you will be able to use them expertly to disorient an enemy before taking him out. The mix of melee, ranged weapons, and gadgets means every encounter feels unpredictable, personal, and very much like stepping into the 007 fantasy.
The full Bond experience
A feature we’re also very proud to introduce is one of the driving sequences, which will be present throughout the game. As you saw in the gameplay deep dive, you will have to use your skills behind the wheel during high-speed chases and other tense situations to make sure Bond gets to his objectives, especially if he has to take a shortcut. We also wanted to deliver on the action set-pieces that have been part of the franchise’s history and include big moments that reflect the stakes of the world of espionage, including being thrown out of a plane in full flight.
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Meet the cast
Our introduction to 007 First Light would not be complete without revealing our amazing ensemble cast of voice and motion capture actors, who deliver tremendous performances:
Patrick Gibson as James Bond
Priyanga Burford as M
Alastair Mackenzie as Q
Kiera Lester as Miss Moneypenny
Lennie James as Bond’s mentor, John Greenway
Noemie Nakai as Miss Roth
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Thank you for joining us for this first real taste of 007 First Light, and we hope you enjoyed it just as much as we had creating it. We can’t wait for you to step into Bond’s shoes and see how you’ll earn the number!
Deadzone: Rogueis a co-op roguelite first-person shooter. Every run lets your squad choose their augments, perks, and items. If you stack your synergies right, whole rooms will melt. You’ll feel that coordination pay off on Xbox Series X|S right now.
Players collapsing on targets after a ping, clearing the room in sequence.”
Built for Squads from Mission One
Every mission supports up to two or three‑player co‑op. Join public lobbies via the server browser or keep it private with friends. On day one, Xbox players can cross‑play with PC and console, so your squad isn’t split by platform. The loot you find is yours; ping a find so your teammate can grab it and turn it into a team-wide damage boost.
Player’s can ping a Fire‑aligned drop for the team.
The Deadzone: Rogue Co‑op Playbook: Six Quick Tips for Your First Runs
1) Declare builds early or late, your choice. Say what you’re chasing: ‘I’m going Cryo,’ ‘I’m running Void,’ or ‘I’ll play it by ear.’ Because the loot you pick up is yours, you have first pick. Ping a drop so a teammate can grab it, that one callout keeps team power growing.
2) Lean into elemental pairings (Cryo + Void + Shock). Pair elements for control and damage. Cryo slows or locks targets in place. Void weakens enemies and pulls them together. On tougher foes, stack elements to control the room while a third teammate adds Shock or grenades for bigger area damage.
3) Split roles by playstyle, not classes. There are no fixed classes, so play to your strengths; or your choice. Grabbing the Ghost Blade perk turns you into a melee-focused expert who can re-enter stealth, while another player can lean into a marksman roleto cover angles and eliminate priority targets. You get to decide whether you specialize or flex from a hybrid role.
4) Survive the room, save the run. There’s no traditional revive system, so if a teammate drops, find cover and keep your distance. Win the room, and they’ll return in the next one.
5) Bosses: clear the chaos, then punish. Bosses don’t require choreography, but teamwork helps. Control the adds, have one teammate weaken the boss, and let another pour on damage from range.
6) Late-game tip! Watch for Chroma. In Zone 3, Chroma raises damage based on the number of elements on a target. Call it out and coordinate perks; staggering your elemental applications keeps pressure on and maximizes damage.
Choose between perks, items, and augments to improve your power and shape your build during the run.
Fail Forward, Fight Harder
Difficulty scales with your group, and Nightmare is tuned for the most hardcore of players. This is not for the faint of heart, so test out the difficulty that feels right for you. Runs drop you straight into the action, so your squad becomes your best teacher. The fast feedback loop of testing different builds with the group is where co‑op becomes addictive and memorable.
Select your mission and your difficulty. Increased difficulty gives more rewards for completing.
Proof That Players are Already in
On PC, more than 350,000 people have downloaded Deadzone: Rogue, with “Very Positive” reviews on Steam. All of the early feedback has sharpened the co‑op experience you’ll feel on Xbox at launch.
Editions and What’s Inside
Choose Standard or Deluxe on Xbox Series X|S. The Deluxe bundle includes:
Void King weapon skin set
Void King player suit skin
Lounge upgrade featuring a jukebox loaded with the original soundtrack
Golden player name badge
Nova Burst player support badge (visible on your player name)
What to Do Next
Deadzone: Rogue is already available on PC. It arrives on Xbox Series X|S today!
Deadzone: Rogue
Prophecy Games
☆☆☆☆☆
★★★★★
$24.99
$19.99
Deadzone: Rogue is a fast-paced roguelite FPS set aboard the ISS- X, a space station overrun by rogue machines. Venture into The Deadzone solo or team up with up to 3 friends in online co-op. Wield over 30 upgradable elemental weapons to carve through enemies and powerful bosses. Improve your build each mission with augments, rare gear, and upgrades that amplify your strength and versatility. Snipe from afar, sneak in close, or go all-in with melee. Grow stronger in death. Fight. Die. Revive. Repeat.
Yee-haw. Excuse me, I meant to say that wild west soulslikemetroidvania Tombwater has walked into the saloon and ordered a release date. ‘I’ll have November 12th, 2025’, it growled, while flashing its big iron at everyone in the watering hole to show it meant business.
Originally roaming the plains of Itch.io, this funky-looking game comes from Max Mraz, developer of Ocean’s Heart and Bloodborne tribute Yarntown, and Jake Wagner. The duo have trained their six-shooters on Steam, where you can already find a demo to check out.
You’ll need to find keys and passcodes to unlock a lot of doors in Cronos: The New Dawn, while others are locked from the other side and can be opened from the other side as you work your way through a level. However, some doors simply have obstacles keeping them closed, meaning you’ll need to think outside the box a bit.
When you come across a door that won’t budge, take a look around to see if there’s a sightline into the room from another angle. Often, a window or broken wall will let you see what’s blocking the door. Perhaps it’s wood that you can clear with a well-placed shot, or some biomass that can be cleared by shooting a nearby fuel canister.
In most cases, these doors will lead you to a comic collectible or some useful materials, so you’ll be thankful you took a moment to clear the way.
Fresh from serving up a smalltown, psychological scare-a-thon in the form of 2024’s superb Silent Hill 2 remake, developer Bloober Team has since focussed its energy on birthing a snarling, spiritual successor to the Dead Space series in the form of Cronos: The New Dawn. Silent Hill 2 is a tough act to follow, though, so even though Cronos is a respectable creep show it’s hard not to be a little disappointed it didn’t knock my socks off in the same way. This survival-horror shooter takes place amidst the ruined, futuristic hellscape of a plague-riddled Polish city, a fascinating and foreboding expanse to set its slaughter in, but its fairly uninspired combat doesn’t do enough to distinguish itself from the necromorph-dismembering series it clearly draws so much inspiration from. Cronos still manages to deliver a solid slab of spooky mutant-slaying action, but a new dawn for survival horror it most certainly is not.
Cronos: The New Dawn – Review Screens
We step into the space suit of the Traveler, an investigator searching the desolate ruins of the city of New Dawn after her comrade goes missing. It quickly becomes clear that almost every remaining local – aside from the curious abundance of friendly stray cats – is a hostile mutant out for blood rather than conversation. Thankfully, the Traveler has an interesting trick up her sleeve: the ability to temporarily travel back through rifts in time in order to harvest the essence of New Dawn residents before they succumbed to the plague and interrogate them for clues about the fate of her fellow Traveler. It proves to be a compelling mystery presented in a fairly novel way, one that seems to take as much inspiration from Netflix’s Dark as it does Alone in the Dark.
The Traveler herself is a bit like a slightly more murderous Mandalorian: she’s short on words, never takes off her helmet, and signs off on each communication with the same solemn mantra – in this instance, “Such is our calling” in place of “This is the way.” However, despite her initial lack of personality I found myself growing more and more interested in her plight, since each essence she harvests seems to have adverse effects on her mental state. This manifests in an increasingly unsettling state of psychosis (not unlike that suffered by Dead Space’s Isaac Clarke) that injects nightmarish hallucinations into the already-volatile world around her.
Although many of Cronos’ haunted houses are straight out of the survival-horror playbook, from decaying apartment blocks to the obligatory menacing hospital, each area feels distinct and dreamlike thanks to hauntingly fractured architecture that seems trapped in some sort of limbo between time and space. However, connecting these interesting major areas is a noticeable amount of padding that adds unnecessary bloat to its 14-hour runtime. Even the Traveler herself gave voice to my exasperation the second time I had to put story progress on hold for upwards of an hour in order to gradually bring a trainline power generator back online, and I lost count of the times I had to slowly inch my way through boil-covered corridors of biomass that felt like squeezing through Satan’s lower intestines. It certainly looks and sounds revolting, but it’s the sort of thing that becomes mundane pretty quickly, and the tortured torsos waiting in the walls to ambush you in these areas only grow easier to anticipate over time.
In fact, although Cronos’ atmosphere is consistently moody and sinister, it never quite intensifies into the full-on frightfests that developer Bloober Team itself so expertly conjured up in last year’s Silent Hill 2 remake. Sure, there are plenty of cheap jump scares from monsters crashing through walls like they’re the Ghoul-Aid Man, but nothing terrifying enough to compel me to nervously turn on an extra light and check the shadows behind my couch midway through each play session. That said, there is some creepy environmental storytelling to be found here, from bloodstained interrogation rooms to hallways lined with the severed limbs and scattered shields of riot police. In tandem with the many interesting notes and audio recordings that give welcome context to how its society crumbled, Cronos consistently presents an intriguing world that feels at once both lived in and plagued by death.
Fighting Orphan Power Ragers
Cronos’ bloodsmeared hallways might look like they were decorated by a butcher, but the monsters stalking within them have clearly been inspired by a carpenter. Specifically, John Carpenter. The iconic horror director’s influence has reared its disturbingly ugly head in a survival-horror adventure once again, and Cronos is filled to the pus-oozing gills with twisted freaks that look like wax figures that have been left out in the sun too long. These mutated humans – known as “orphans” – come in a handful of forms, from stretched-out fiends with whipping tentacles for arms to towering, tank-like toughs that absorb multiple shotgun blasts before they drop, to the spider-like messes of body parts that scurry erratically along walls and ceilings, making it a challenge to keep them in your ironsights. Later, almost every enemy type is reintroduced in acid-spitting forms, putting greater emphasis on the importance of staying mobile.
Your main weapon to dispatch them with is a fairly rudimentary yet reliable pistol that can fire either standard shots or charged-up blasts, should you opt to deal extra damage on delay at the risk of leaving yourself open to a lunging attack. Extra ammunition can be crafted on the fly using chemicals and scrap scoured from the environment, but there’s clearly some intelligent balancing going on behind the scenes to only ever present just the right amount of resources to make you feel like you’ve barely got enough to survive rather than ever having the luxury of a surplus. That kept my paranoia levels at a consistent peak and meant that I stayed switched on as I entered each new hallway of horrors.
Cronos is filled to the pus-oozing gills with twisted freaks that look like wax figures that have been left out in the sun too long.
Over the course of the journey gun mods can be found, both as part of the main story’s path and also by sniffing out secrets behind locked doors, but for the most part these are fairly subtle variations on the same pistol, shotgun, and assault rifle types. One shotgun variant can fire high-powered charged-up blasts, while the double-barreled version can fire two blasts in quick succession, for example. It doesn’t seem to make a drastic difference one way or the other in terms of power, so it’s more a matter of letting you fight how you want to rather than upgrading from one to the next.
I did manage to get my hands on a high-powered railgun of sorts, but I mostly kept it locked up in the safe house storage chest because I could never make enough room in my inventory to be able to carry it. Speaking of which, it strikes me as odd that despite the fact the Traveler’s gun appears to shapeshift between weapon types while held in her hand, not unlike the all-in-one firearm found in Remedy’s Control, each gun variant takes up its own individual slot in her heavily restricted inventory space. How does that make sense? It would be like using an entire cutlery drawer to hold a single Swiss Army Knife.
At any rate, the bigger problem here is that because Cronos wears its Dead Space influence so plainly on its sleeve – from the messages written in blood on the walls, to the Isaac Clarke-style fashion the Traveler stomps through item crates, to the zero-gravity stretches that have you zipping between drifting chunks of terra firma – it practically begs for comparisons to that seminal survival-horror classic (and its excellent 2023 remake). Unfortunately, going toe to toe it comes up shorter than a zombie after a shotgun round to the head. Where the combat in Dead Space is wonderfully dynamic, enhancing the already-flexible gunplay with stasis powers to slow the charge of fast-moving monsters and telekinesis to turn their own detachable limbs into projectiles, Cronos is disappointingly one-note by comparison. You can shoot the legs out of certain enemy types to trip them up if you want, but generally your best option is almost always to aim for the head or a conveniently placed explosive barrel. It never really inspires much more improvisation or creative killing than that.
There’s no telekinesis, but there is the ability to target orb-like “oddities” found in the world and reverse their trajectories through space and time, introducing some light environmental puzzle solving in between enemy encounters that challenge you to rewind collapsed bridges and tunnels to clear the path forward. But this time-manipulating ability sadly has no application for elevating the fairly stock-standard combat, aside from occasionally allowing you to rebuild explosive barrels for repeat blasts during boss fights. It would have been interesting if you could perhaps reassemble one of the suicide-bombing acid monsters and set them as some sort of time bomb to trip up other attackers, or rewind one of the rushing ghouls back a few steps to buy yourself the breathing space to chamber your next shotgun round, but sadly you can’t do anything of the sort.
Instead, Cronos’ main combat idea is that some of its enemies will attempt to absorb the power of any corpses found in their vicinity, evolving them into stronger mutations that deal greater damage and withstand more of your limited ammunition should you fail to disrupt them in the process. This again, is not too far removed from the Infector necromorphs in Dead Space that reanimated human corpses if you didn’t kill them quick enough, and although it did create some added urgency to prioritise specific foes anytime the telltale swirl of corpse-sapping tentacles sprouted out of them, it never really made a huge difference to my general approach to each encounter.
Initially, Cronos encourages you to use single-use flamethrower bursts to burn any carcasses you come across lest they become energy-dispensing ATMs for the other orphans still standing, but I typically used the scrap parts required to craft flamethrower rounds for shotgun shells instead and never really ran into any major hurdles as a result. (The post-game stats screen indicates that I allowed just 20 enemies to merge with fallen foes, which is a pretty small percentage of the sizable number of disfigured demons I dispatched over the course of the campaign.)
Cronos is capable of creating survival horror at its stressful best, at least in short bursts.
However, I did enjoy Cronos’ half a dozen or so boss fights. Although in practise they rarely require much more strategic complexity than to shoot the standard three glowing weak spots, they’re each nonetheless intimidating in size and the arenas you face them in are intensely claustrophobic, from the swirling mass of blackened tendrils that assembles into a towering golem to stalk you through a ruptured apartment, to the disgusting conjoined twins that crash through the walls of the steelworks’ basement. Each climactic clash had me desperately scrambling for ammo and panicking over each pistol shot, sometimes just barely making it through with my heart monitor redlining and only a couple of rounds left in the chamber. The handful of moments like these prove that Cronos is capable of creating survival horror at its stressful best, at least in short bursts.
Harvester of Sorrow
Aside from the corpse-merging mechanic mentioned earlier, the only other notable point of difference that Cronos’ combat presents is the essence system. As the Traveler harvests the essence of specific story characters and other fallen comrades you find along the way, they each give you an attribute buff, like increasing the damage you deal to enemies that are on fire, or reducing the amount of resources required to craft ammo and medkits. In a system reminiscent of the equipable status effects typically found in roguelikes such as Dead Cells, you can only have three of these essences active at once, and you can only add a new one by sacrificing one of your existing buffs – once it’s gone, it’s gone for good. That presented me with some interesting choices to shape my character with, even though it wasn’t always totally clear how much benefit I was getting. In one extreme case, the description of an essence was just a random string of numbers and letters like a suggested password from Google Chrome – I equipped it out of curiosity, but I have no idea what effect it had or indeed if it had any effect at all.
Tristan’s Favourite Horror Games
Intensity in ten entries.
Elsewhere there are a few too many unwanted nasties that creep into the campaign on PlayStation 5, and I’m not talking about the tortured ghouls with second jaws for necks that stalk you at every turn. Oftentimes I’d have to stomp an item crate repeatedly before my hits would register, which became annoying particularly during the many horde mode-style arena fights when enemies were swarming from all angles. At other times I’d waste precious pistol rounds because the gas canister or explosive barrel just failed to rupture at first shot, which is not ideal when ammunition is at such a premium.
Most egregious, though, were the handful of times that the Traveler would get stuck on scenery. At one point, after surviving a particularly brutish late-game boss, I was heading back to save my game at the nearest safehouse when I got trapped in a room full of infinitely respawning acid bombers because the Traveler just straight-up refused to walk through a wide-open exit. That forced me to reload my save and fight that same boss all over again, which was more deflating than a punctured spacesuit.
For both Ace of Diamonds fans out there who also play Roblox, you finally have something. Finally, you can jump 40 feet in the air to catch a baseball and also unlock various hitting styles by redeeming Superstar Baseball codes.
Hit Enter on your keyboard and receive your goodies.
For more fun titles with free rewards, you can always visit our dedicated Roblox Codes section.
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It’s 1968 in Vietnam, the time to ‘Make War Not Love’. Side with the Viet Cong or U.S. Army in this intense, fast-paced FPS set in the Vietnam War. Choose from over 200+ weapons of destruction. Kill or be killed! Rainbow Herbicides – The horrors of the deforestation chemicals like ‘Agent Orange’ in a co-op and single-player action. Rhodesian Bush War – The African equivalent of the Vietnam War as a multiplayer experience. There’s many, many guns to choose from, and the devs made sure to go for the more unique ones – there aren’t 500 variations of the AK-47 here. Bot support is great, or you could join servers via an actual server browser instead of some terrible matchmaking option. Constantly and consistently receiving updates, and a very active dev in the discussions. Xenopurge
Military Conflict: Vietnam is a great game that deserve more attention. It feels like old CS 1.6, with CoD IV and WaW vibes, in the Vietnam war. This is an “arena shooter”, and in the good way. The gunplay is intense and dynamic. The atmosphere immediately draws you in. There’s a ton of weapons to play with, a bunch of playable maps that continues to grow (and some are reworked) and the best mods for hours in blood and sweat. Don’t expect jaw-dropping graphics, in fact, globally, they are very decent. The game is running on the Source Engine, but, those who have already played a game on it know that it can run on any machine just fine.
Features and System Requirements:
Authentic Vietnam War Setting – Experience intense battles set in detailed locations inspired by the Vietnam War, including jungles, villages, tunnels, and military bases.
Classic FPS Gameplay – A fast-paced first-person shooter reminiscent of old-school multiplayer shooters with a mix of modern mechanics.
Multiple Game Modes – Includes objective-based modes such as Capture the Flag, Team Deathmatch, Search & Destroy, and Conquest-style battles.
Screenshots
System Requirements
Recommended
OS: Windows® 10 / 11 (64bit)
Processor: Intel Core i7-8700 (3.20GHz) / AMD Ryzen 7 2700 (3.20GHz)
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 1060 (3GB) / AMD Radeon RX 480 (4GB)
DirectX: Version 9.0c
Storage: 16 GB available space
Support the game developers by purchasing the game on Steam
Installation Guide
Turn Off Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
SOMA is a sci-fi horror game from Frictional Games, the creators of Amnesia: The Dark Descent. It is an unsettling story about identity, consciousness, and what it means to be human. The radio is dead, food is running out, and the machines have started to think they are people. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. What can be done? What makes sense? What is left to fight for? Enter the world of SOMA and face horrors buried deep beneath the ocean waves. Delve through locked terminals and secret documents to uncover the truth behind the chaos. Seek out the last remaining inhabitants and take part in the events that will ultimately shape the fate of the station. Xenopurge
But be careful, danger lurks in every corner: corrupted humans, twisted creatures, insane robots, and even an inscrutable omnipresent A.I. You will need to figure out how to deal with each one of them. Just remember there’s no fighting back, either you outsmart your enemies or you get ready to run. I won’t say too much but if you’ve ever questioned about matters of consciousness and what it means to be a human being on a biological/psychological/philosophical level, this game covers all those bases and then some.
Features and System Requirements:
Environmental and narrative-based puzzles that push players to think creatively.
Decisions influence the narrative, forcing players to confront moral dilemmas.
Dark, claustrophobic underwater environments filled with tension and mystery.
Screenshots
System Requirements
Recommended
OS *: 64-bit Windows 7
Processor: Core i5 / AMD FX 2.4Ghz
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 480 / AMD Radeon HD 5970. OpenGL 3.3
Storage: 25 GB available space
Support the game developers by purchasing the game on Steam
Installation Guide
Turn Off Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
Are you tired of all the anime superpowers taking the focus away from actual sports? Do you just want to play a nice game of classic volleyball? Then, this is a perfect game for you. To customize your player and unlock more cosmetics, you can redeem the CVR codes.
Redeeming CVR codes is easy. All you need to do is follow the steps below:
Image by Twinfinite
Launch CVR on Roblox.
Click the Redeem Codesbutton in the top-left corner of the screen.
Enter a code into the text box.
Press the Enter key to claim your rewards.
CVR Trello Link
And if you want to learn more about the game mechanics themselves, you can always check out the CVR Trello board. Here, you can find an in-depth explanation of controls, character customization, abilities, builds, skills, and even the future planned updates.
Browse the rest of our Roblox Codes section to discover more free rewards for other fun titles on the platform.
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Treat yourself to an easy Wordle win with our one-click trip to today’s answer. OK so we know that’s not how it’s supposed to go but every once in a while doesn’t hurt, right? As a cheeky little treat. Not convinced? No problem. Our September 3 (1537) clues and hints are still here, and always ready to help you out.
A clue for today’s Wordle
Stuck on today’s Wordle? Here’s a clue that pertains to the meaning of the word.
If you’re still just as stuck after our clue, scroll down for further hints.
Hints for the September 3 (#1537) Wordle
Our Wordle hints will start vague so as to just give you a bit of a nudge in the right direction at first.
As you scroll down, they’ll offer more and more help towards figuring out today’s word without fully giving it away.
Are there any repeated letters in today’s Wordle?
All five letters are unique this Wednesday.
How many vowels are in today’s Wordle?
There’s only one vowel tucked away in here.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
What letter does today’s Wordle begin with?
Today’s answer opens with an “F”.
Green letters—who needs them, right? Apart from everyone trying to win Wordle.
The September 3 (#1537) Wordle answer is…
(Image credit: Future)
This is it. No turning back now!
The solution to today’s Wordle puzzle is…
The meaning behind today’s Wordle answer
Fetching is the act of retrieving something from elsewhere, whether that’s a drool-slick ball thrown for a dog or data off a fancy server. 🐕🦺
Previous Wordle answers
Past Wordle answers can give you some excellent ideas for fun starting words that keep your daily puzzle-solving fresh. They are also a good way to eliminate guesses for today’s Wordle, as the answer is unlikely to be repeated.
Here are the last 10 Wordle answers:
August 24: SPORE
August 25: MIRTH
August 26: ANNEX
August 27: TOWER
August 28: SPLIT
August 29: GRAFT
August 30: ELATE
August 31: PETAL
September 1: LEAST
September 2: MIGHT
Learn more about Wordle
(Image credit: Future)
How to play Wordle
Wordle’s a daily guessing game, where the goal is to correctly uncover today’s five letter word in six goes or less. An incorrect letter shows up as a grey box. A correct letter in the wrong space turns up yellow. And the correct letter in the right place shows up as green. There’s no time limit to worry about, and don’t forget that some letters might be used more than once.
What’s the best Wordle starting word?
Generally you want to pick something with a good mix of common consonants and vowels in it as your Wordle opener, as this is most likely to return some early green and yellow letters. Words like SLATE, CHIME, and REACT all work, but feel free to find your own favourite.
Is Wordle getting harder?
(Image credit: Valve)
Wordle is not getting harder!
There will always be the occasional day where the answer is the name of a body part, has a sneaky double vowel, or a word obscure enough to send everyone rushing off to a dictionary. But the daily answers, edited by Tracy Bennett, are still a good mix of common terms and tougher challenges.
Remember that if you’re craving more of a challenge, you can enable Hard Mode under the ⚙️ options menu. This option doesn’t make the words themselves harder, but it requires that “any revealed hints must be used in subsequent guesses.”
How did Wordle begin?
Wordle is the creation of Josh Wardle, and began life as a small personal project before its public release in 2021. From there it’s gone on to become a global phenomenon, attracting a dedicated daily audience, billions of plays, a whole host of competitors, and even a seven-figure sale to the New York Times where it’s become a mainstay of daily games alongside the crosswords and Connections.
October 1 is shaping up to be a great day for Lego enthusiasts with nostalgia for the 1980s. In addition to Lego’s replica Game Boy, fans of the 1984 horror-comedy Gremlins will be able to build their own Gizmo. The 1,125-piece set is part of the Lego Ideas line, and we sure are happy this fan-submitted concept was turned into a real building set by Lego’s designers. Gizmo looks absolutely adorable as a 8-inch Lego figure, and fans can preorder it now for $110 at Target and the Lego Store.
Once fully assembled, Gremlin the Mogwai measures 8 x 10.5 x 3.5 inches. To be clear, the 10.5-inch width measurement is due to Gizmo’s large ears. This is a fully posable figure that can be displayed in standing and sitting positions. Gizmo’s arms, hands, and even his little fingers are articulated. You can also rotate his head and adjust his ears.
The facial features are quite impressive. It looks like Lego did an excellent job capturing the charm of the little critter. You’ll also build a pair of 3D glasses with red and blue frames, so make sure you have a stack of comic books ready for him. A “water splash” Lego element can be attached to Gizmo’s back, but sorry, in order to replicate this Mogwai, you’d need to buy multiple Gizmo Lego sets.
The best thing about this set? You won’t have to worry about getting it wet or letting it eat after midnight.
This Lego Gremlins was first unveiled over a year ago, as part of the If We Could Turn Back Time competition. The original Gizmo submission was entered by Terauma, and it was the overall winner. Interestingly, this isn’t the first time Lego has entered the world of Gremlins, as Gizmo was available in minifigure form alongside Stripe as part of a Lego Dimensions toys-to-life add-on pack.
Lego’s Gizmo figure is likely to draw comparisons to Grogu (Baby Yoda) from The Mandalorian. After all, Gremlins director Joe Dante accused Disney and Lucasfilm of copying Gizmo’s design back in 2022. Admittedly, when we first saw Lego’s Gremlins set, we thought of this 1,073-piece Baby Yoda Lego set released in 2020 as well as this newer, 1,048-piece Grogu with Hover Pram set. Gizmo has more posable limbs than the Baby Yoda Lego sets, and he also looks more realistic than the cute Star Wars character. That said, Baby Yoda would vaporize Gizmo in a fight.
Naturally, this Lego set might have you feeling nostalgic for the movies, which is good timing considering Amazon’s current deals. You can get Gremlins on 4K Blu-ray for only $14 (was $35). Gremlins 2: The New Batch hasn’t released on 4K Blu-ray, but you can get a combo pack with both films for only $8 on 1080p Blu-ray.
Filmmaker Chris Columbus wrote the script for Gremlins and the 1985 film The Goonies. Columbus included a reference to the Mogwai in the movie, which has forever linked Gremlins and Goonies. There’s even a Triple Feature Blu-ray pack with both Gremlins films and The Goonies for only $11.39.
But if you pick up the 4K Blu-ray edition of Gremlins, you may also want to snag Goonies on 4K, especially since it’s on sale for only $10 right now.
As mentioned, the water element in the Lego set won’t cause Gizmo to replicate, but there are some cute figure collections featuring Gizmo and his offspring. Fisher Price’s Little People Collector’s Series includes a four-pack of Gremlins characters for $19 (was $25). There’s also a four-pack of diecast Gremlins figures for $20.68 at Amazon.
After a new Helldivers 2 update, players are discovering that developers Arrowhead have sneakily added a massive and nearly impossible-to-kill super worm, known as the Hive Lord, to the online sci-fi shooter. But one team has felled the beast, though it reportedly took nearly a dozen nukes.
On September 2, PlayStation and Arrowhead pushed out a new, free Helldivers2 update known as “Into The Unjust.” This big update, available now on PS5, Xbox, and PC, added intricate caves to explore, new missions to complete, and a little surprise. Well, more of a big surprise. The Hive Lord, a bug the size of a skyscraper, is now an enemy you might encounter in Helldivers 2.
At first, players weren’t even sure Hive Lords could be killed, with some reporting the beasts had survived tactical nukes and many, many bullets. But players spotted that sometimes a bullet would penetrate the beast’s armor and that it did react to explosions. “If it bleeds, it can be killed” became a rallying call under some posts of Hive Lords laying waste to players and vehicles. Even still, some weren’t sure. Maybe it was too much for the forces of democracy to handle.
Eventually, one squad of brave and dedicated Helldivers killed a Hive Lord, likely becoming one of the first teams, if not the first team, to do so. According to one of the people involved with killing the massive sand worm, it took 10+ Hellbombs, 8+ 500KG bombs, and “a ton of Ultimatums and Spears/RRs.” According to IsJustSophie, one of the Hive Lord slayers, “I shat my pants when it burst out of the ground.” Seems like a totally fair and reasonable reaction to encountering a massive god worm.
Sony recently ended one of its more bizarre pandemic-era side-quests by selling its majority stake in the fighting game event Evo. One of the biggest esports events of the year is now co-owned by talent management company RTS and India-based NODWIN Gaming. That seemed mostly fine, until now.
Yesterday Qiddiya Gaming, which is backed by the Saudi Arabian Public Investment Fund (PIF). announced it was taking full ownership of RTS, making it the second-biggest stakeholder for Evo. Chief strategy officer Muhannad Aldawood called it “a strategic step that will further strengthen our esports business and unlock new opportunities across the broader gaming ecosystem.”
He added, “most importantly, this will enable Qiddiya to keep fueling the continued growth of Evolution Championship Series (EVO), the world’s largest fighting game event since 1996, with unlimited potentials.”
The move puts the premier event for Street Fighter 6, Tekken 8, and other fighting games squarely in the crosshairs of Saudi Arabia’s ongoing efforts to “sportswash” its abysmal human rights reputation and the fact that it’s still ruled by a literal monarch in the year 2025. Other notable attempts include things like merging with the PGA Tour, partnering with WWE, and paying Christiano Ronaldo $700 million to play soccer in Riyadh.
There have also been big shifts into gaming as well. This has included investing billions across everything from Nintendo and Capcom to Electronic Arts and Nexon Gaming. Earlier this year, it bought Pokémon Go and other Niantic-developed mobile games for a whopping $3.5 billion. It even bought all of King of Fighters and Metal Slug publisher SNK Corporation, taking the company private and seemingly forcing the developers to put Ronaldo in this year’s Fatal Fury: City of the Wolves.
But the push has been even more apparent in competitive gaming. It purchased major global tournament organizer ESL FACEIT in 2022, and snagged a 30 percent stake in Chinese esports company Hero Esports in 2023. And it just wrapped up the 2025 Esports World Cup, an attempt to astroturf a new major competitive gaming event into existence through massive prize pools never before seen, even in the esports bubble years of the late 2010s.
While some communities have boycotted the event, others have been happy to lean on the publicity and money at a time when pro gaming is struggling. A documentary promoting the 2025 EWC was released on Amazon earlier this year, but the version streaming in Saudi Arabia stripped out players talking about LGTBQ+ issues and concerns.
“We are disappointed to learn, upon your request for comment, that the Saudi broadcast of Esports World Cup: Level Up has been altered to remove images of our Pride jersey, as well as important parts of our Co-CEO Steve Arhancet’s story as a gay man in esports,” Team Liquid, which fields players in League of Legends, Overwatch 2, Apex Legends, and more, wrote at the time.
Saudi Arabia’s investment fund is still only a minority investor in Evo, and it’s unclear how the change in ownership will impact the event moving forward. At the very least, it’s hard to see Saudi Arabia not being added to the list of countries that currently host annual Evo tournaments. How pro players respond also remains to be seen.
Fighting games have always been unique within esports. With a legacy that dates back to the early arcade days and communities built on local, grassroots connections rather than corporate branding exercises, Evo has always had a special place within competitive gaming. It’s now one that will have to confront the moral calculus of co-owners currently accused, among other things, of a recent surge in extra-judicial executions.
Back in June, Final Fantasy Tactics: The Ivalice Chronicles director Kazutoyo Maehiro offered something of an explanation for why it’s been more than a decade since FF Tactics has been playable on current platforms: Square Enix had lost the game’s original source code.
At a recent PAX West 2025 panel on August 30, Maehiro offered additional details on how the devs of the Ivalice Chronicles remaster stitched together a replacement for the original FF tactics source code, and how we should all thank fan archivists for their contributions to that effort.
“It’s true that we didn’t have the source code,” Maehiro said via translator. “The reason we didn’t have that has to do with how we managed things at the time.”
Today, Maehiro said, Square Enix has “some really nice resource management tools” that archive a new version of a game’s code with every minute, daily update. But during the original development of Final Fantasy Tactics, the protocols were… a bit more lax, particularly while localizing the game in different languages.
“We would take the data from the Japanese version and overwrite the English data on it. And then if we wanted to do another language, we would just keep stacking data on top and overwriting and overwriting,” Maehiro said. “Basically, because we kept doing all that overwriting, the true original ceased to exist.”
That sound you hear is the collective shuddering of all the world’s programmers.
(Image credit: Square Enix)
While Square Enix didn’t have to start from scratch for The Ivalice Chronicles, Maehiro said it was “difficult” to reassemble “the true original” of Final Fantasy Tactics from its PS1 release and its ports on PSP and mobile. Eventually, the Square Enix devs turned to the ultimate archival authority: the devoted sickos on Final Fantasy fan sites.
“We were using whatever resources we had available to us. We analyzed all those different versions to try and find what we felt was the original,” Maehiro said. “On top of that, we actually went to different websites made by fans and looked for data there, because we know you guys do such a good job of keeping that all up to date.”
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
After acknowledging the efforts of the “really good” engineering team that analyzed the various versions to reconstruct the ur-Final Fantasy Tactics, Maehiro offered his gratitude for fan archivists and game preservationists.
“I do want to thank all of the fans for all of their help in keeping that information archived like you do,” Maehiro said. “I think with all of that put together, we were able to make a very good version of the game that is true to the original.”
The Initiative, the studio behind Perfect Dark, was shuttered earlier this year in a mass Microsoft layoffs, with its project apparently canceled. However, Perfect Dark apparently remained in development at Crystal Dynamics until just last week, while leadership from both studios struggled to find new funding from a surprising source: Take-Two.
In a report from Bloomberg, which IGN can corroborate from its own sources, it is revealed that Perfect Dark was not “fully abandoned” when The Initiative shuttered earlier this year. Leadership from both Crystal and The Initiative spent the following two months looking for a new publisher and funding source. While multiple parties expressed interest, the most likely candidate turned out to be Take-Two interactive. However, the two groups couldn’t come to an agreement, at least in part due to disagreements over long-term ownership of the property.
As a result, the deal fell through, resulting in last week’s layoffs at Crystal Dynamics as all hope of the project being reinstated vanished.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
Fallout 76‘s latest patch is following up the addition of fishing in the only way that’s natural. Bethesda have opted to revamp its base building mechanics in an effort to make thing easier for newbies and offer veterans some extra freedom to stick huge shacks full of stuff together in different ways.
For Patch 62, dubbed ‘C.A.M.P revamp’, menus have been rejigged and placement restrictions relaxed in an effort to have you spend 60 more hours slapping bits of wood into accomodation, rather than going off and ruining some super mutant’s day. Then again, I can’t imagine the green folks are too happy about the wasteland being turned into a showroom of properties that’d probably cost several million quid despite the fact they can barely keep the radiation out, such are modern house prices.
A group of fangame developers have taken it upon themselves to make a new Sonic Rush game for PC, combining the previous Sonic Rush games for Nintendo DS into one “definitive” remastering, with extra stuff and some apparently overdue fixes. Seems bold! I missed the Rush games back in the noughties, but I do like me a Sonic. Here’s a trailer for Sonic Rush Rerun.