Realpolitiks 3 is not designed to accurately simulate existing countries or their cultures. Instead, it is focused on providing a fun gameplay experience, letting you lead a country in a modern setting and rule it however you choose. To keep each playthrough fresh, countries are partially randomized at the start of every campaign. While borders, political systems, and overall power stay the same, the starting stats and policies will be different each time, providing new challenges and opportunities. Prove your political brilliance in a grand strategy like no other: pick any contemporary country, set up your government and navigate the pitfalls of domestic and international politics. A glorious destiny awaits – the domination of not just the Earth, but the whole Solar system! Finding Frankie
To achieve this ultimate goal, you will have to carefully consider a myriad of decisions, starting with the choice of a country you wish to lead. Any contemporary nation is available for your ambitions, from Afghanistan to Zimbabwe and everything in between. You will also need to select your optimal form of government, build your cabinet of ministers, improve your character’s skills – all while leading your country’s efforts in economic development, research, diplomacy, espionage or war. Will you lead your people to the stars, or to their ultimate doom? Influence every aspect of life in your country, from economy and social programs to researching ground-breaking technologies and developing your country with construction projects.
Features and System Requirements:
The game offers several pathways to achieve dominance, including economic prosperity, technological advancements, or military conquests, allowing different styles of play.
The game offers a deep political strategy experience, simulating real-world geopolitics with up-to-date international challenges.
Players encounter events such as natural disasters, pandemics, and international incidents that require quick and strategic decision-making.
Screenshots
System Requirements
Requires a 64-bit processor and operating system
OS: Windows® 11
Processor: Intel® Core™ i5-12400 or AMD® Ryzen™ 5 5600X
Memory: 16 GB RAM
Graphics: Nvidia® GeForce™ RTX 3060 or AMD® Radeon™ 6600 XT
DirectX: Version 11
Storage: 6 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 🙂
Uber One is teaming up with IGN to launch an epic giveaway to help budding EA SPORTS FC™ 25 players who are Uber One members improve their game on the pitch. Thanks to Uber One, three Uber One members have a chance to win an EA SPORTS FC™ 25 prize pack which includes a 4K Ultra HD TV, PlayStation 5 Slim Disc Console and more!
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Hello reader who is also a reader, and welcome back to Booked For The Week – our regular Sunday chat with a selection of cool industry folks about books! Most of us know about the novel, the novella, and the rare novito, but did you know that Penguin briefly tried to market the ‘big nov’ – single sentences of much larger works, bizarrely serialised into hardbacks weighty enough to club the equally rare giga-seal? Some things are best left forgotten, but not Dragon Age! It’s Dragon Age month, and here’s Dragon Age veteran and good YouTuber, Mark Darrah! Cheers Mark! Mind if we have a nose at your bookshelf?
What are you currently reading?
Currently I am reading the Power Broker by Robert A Caro. It’s the story of Robert Moses the urban planner who defined much of New York (and arguably American) urban design. Also, he’s the villain from the first season of Unsleeping City on Dimension 20. This is the best written book I’ve ever read and I’m a bit concerned it may become my entire personality.
What did you last read?
Power Broker is a slow read so I read the Avatar prequel The Reckoning of Roku between chapters.
What are you eyeing up next?
The new D&D 5.24 Player’s Handbook is out so I’ll read that next. Looking forward to the Dungeon Master’s Guide as well. I likely won’t switch my campaign over right away but I see a lot of promising stuff in early reviews.
What quote or scene from a book has stuck with you?
I tend to synthesize and integrate from things that I read. As a result, I don’t usually have a quote at hand. That said, they will sometimes come bubbling out uninvited.
What book do you find yourself bothering friends to read?
The Power Broker. It may become a problem…
What book would you like to see someone adapt to a game?
I’d love to see someone take a crack at something like Parable Of The Sower by Octavia E. Butler. Though its feeling a bit too real these days…
Well, I suppose one technique to rage against the futility of naming every book ever written (the very secret goal of this column) is to use a single book for multiple answers. I admire Mark’s technique, even if I must – as with every guest thus far – decree him a terrible failure. I’m re-reading John Kennedy Toole’s A Confederacy of Dunces, a book I read in uni then forgot about, then found again after furiously googling ‘fat man legal pads lives with mother’. As always, let me know what words you’re staring at. Book for now!
Right now I have an unlimited supply of content at my fingertips; I’m subscribed to a few streaming services, full of more programming than I could possibly watch in my mortal lifespan. I have a backlog of games piled up on my PC and a stack of unread books, and I’ve also fallen behind on my hobbies. It feels impossible to catch up, especially since there’s a constant flow of new stuff, all designed to be as easily consumed as possible. This is the slop era of entertainment, where quality has been sacrificed and quantity is king.
These days, the term “slop” covers a wide range of media, from TikToks where an AI narrates a post from /r/AmITheAsshole all the way up to big Disney productions like The Acolyte. That’s a wide range, but it makes sense when you consider that slop refers to content that is meant to be consumed, not examined, critiqued, or unpacked. This includes the “no thoughts, head empty” ritual of lying in bed, staring blankly at an endless stream of short videos as your thumb occasionally twitches like a rat hitting the button for its dopamine snack.
Image: Marvel Studios
But slop also refers to corporate ventures, even ones where many of the individual artists and creators involved may have had noble intentions. Consider the Marvel Cinematic Universe and its endless stream of shows, dropped plot points originally teased in post-credits stingers, and a constant string of Member Berries to previous, more popular iterations of the same franchise. Slop slides off your brain, even as you watch it. Slop rejects deeper thoughts or attempts at interpretation, going for the easiest payoffs. Much like jingling keys in front of an infant, slop can have a certain amount of spectacle or excitement, but any rough edges have been sawn off. Slop works best on a second monitor, enjoyed in the background while doing something else — perhaps consuming even more slop, for maximum brain-off delight.
Red Letter Media, a popular film YouTube channel, briefly hosted a satirical program called The Nerd Crew, a mocking take on the big fan productions built to hype up corporate properties. In one episode, Jay Bauman, one of the faces of RLM, responds to an inquiry with the line: “Don’t ask questions. Just consume product and get excited for next product.” Such is the perception of corporate slop; it’s media that’s created by committee out of a sense of obligation to long-standing franchises.
The label of slop implies a certain disrespect for the audience, an expectation that once the slop hits the trough, the little piggies will come and feast regardless of how good it is. That’s not quite fair, however, as all of us enjoy a little popcorn entertainment once in a while. New audiences, some of whom are turned off by the constant stream of big blockbuster products, are returning to older shows like Columbo, House, or Friends, all of which are available in the streaming age. Even older comfort shows can be like cotton candy; enjoyable in the moment but with no lasting enrichment. There’s nothing wrong with a guilty pleasure, and not everything needs to be an intellectual pursuit.
The rise of AI and content farms online, however, has made the presence of slop in our media diet much more apparent. I’ve lost several evenings to the endless scroll, getting lost in short videos of cute huskies, random fandom fun facts, and cake recipes. The algorithm has been so well trained to create an endless well of stuff to draw our attention, all captivating in the moment but utterly forgettable after just a few minutes. Before long, the feed starts offering up AI voices recapping the events of a movie scene, or a guy tonelessly reading from a 40K wiki over AI-created images of Space Marines and Imperial Guard.
Slop media invites slop criticism. It’s no secret that negativity delights the algorithm much more than thoughtful commentary. For every inoffensive corporate piece of slop we get, there’s an endless stream of social media controversies, YouTube videos about the evil woke, and explainer videos that laboriously pore over minute details for a “gotcha” moment.
The rise of slop has forced me to become more discerning with my own media choices. I do not care if something is low-budget or ugly; in fact, that’s becoming an increasing draw to me. I’ve set many AAA titles aside for weird little indie gems, I’ve started following media critics who I respect and trust to give me recommendations before I dive into a new show, and I find myself craving sincerity above all else.
I don’t claim to be more virtuous for my media consumption choices, but I do think it’s a better habit to adopt. The more social media tries to pull me in, the more I reflexively pull back. I still have my guilty pleasures and cotton-candy shows, but I’m careful not to fall down a rabbit hole. I’m on slop watch, and if the media landscape continues this way, I expect the term to only become more prevalent and relevant in our discourse.
There isn’t much of the year left to release it in any way, but Digital Extremes has finally confirmed (roughly) when you’ll be able to play Warframe 1999.
Ever since Digital Extremes revealed Warframe 1999 last year, lots of you Tennos out there have been desperate to get your hands on it, and while it’s been known to be releasing in 2024 for a while now, a price release date hasn’t been offered just yet. Unfortunately, there still isn’t a 100% precise release date, but Digital Extremes has at least offered a release window: December! And considering October is basically over already (Halloween counts for less and less the earlier Christmas chocolates end up in the shops if you ask me), you barely have any time to wait at all for the upcoming update.
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“Our biggest update of the 20th century arrives this December when Warframe: 1999 launches on all platforms,” explains Digital Extremes on the Warframe website. It also notes that you should make sure your account is ready to “ensure that you’ll be able to jump straight into the action on launch day,” though again, didn’t specify when that would exactly be. With December being so close you can only imagine an exact date is right around the corner, so just keep your eyes peeled for that one in the meantime. There’s also a demo you can play right now too, if you can’t wait any longer to try it out.
Our own Connor had the chance to speak with creative director Rebecca Ford about the upcoming update earlier this year, where she explained that its very European-feeling setting was actually inspired by one of its older games that you might have forgotten about, Dark Sector – you can read more from that conversation here, as well as a bit about how the team came up with the blend of Warframe’s look and a ’90s aesthetic.
In one way or another, you’re about to win today’s Wordle. Whether you do that after spending some time with our tips, using our hint for the October 27 (1226) puzzle to get on the right track, or simply dashing towards today’s answer. We’re just happy to help.
I was surprised today, I thought Wordle would put up more of a fight. Instead, I barrelled through this one in record time, and now I don’t quite know what to do with myself. Yay?
Wordle today: A hint
(Image credit: Josh Wardle)
Wordle today: A hint for Sunday, October 27
Today’s answer can refer to a colour and a texture. Think of very light browns and fine grit.
Is there a double letter in Wordle today?
There are no double letters in today’s Wordle.
Wordle help: 3 tips for beating Wordle every day
If you’ve decided to play Wordle but you’re not sure where to start, I’ll help set you on the path to your first winning streak. Make all your guesses count and become a Wordle winner with these quick tips:
A good opener has a mix of common vowels and consonants.
The answer could contain the same letter, repeated.
Avoid words that include letters you’ve already eliminated.
You’re not racing against the clock so there’s no reason to rush. In fact, it’s not a bad idea to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank. Sometimes stepping away for a while means you can come back with a fresh perspective.
Today’s Wordle answer
(Image credit: Future)
What is today’s Wordle answer?
Stuck? Not anymore. The answer to the October 27 (1226) Wordle is SANDY.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Previous Wordle answers
The last 10 Wordle answers
Previous Wordle solutions can help to eliminate guesses for today’s Wordle, as the answer isn’t likely to be repeated. They can also give you some solid ideas for starting words that keep your daily puzzle-solving fresh.
Here are some recent Wordle answers:
October 26: WREAK
October 25: FROWN
October 24: BOSSY
October 23: GOOFY
October 22: SHOUT
October 21: SPOON
October 20: DICEY
October 19: FIBER
October 18: STINT
October 17: HALVE
Learn more about Wordle
(Image credit: Nurphoto via Getty)
There are six rows of five boxes presented to you by Wordle each day, and you’ll need to work out which five-letter word is hiding among them to win the daily puzzle.
Start with a strong word like ALIVE—or any other word with a good mix of common consonants and multiple vowels. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you’ve typed your guess and hit Enter, you’ll see which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second guess should compliment the first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to avoid any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).
If you need any further advice feel free to check out our Wordle tips, and if you’d like to find out which words have already been used you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle, as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle, refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures. Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
It has a blue color scheme and graffiti-style decals inspired by the game. The Fortnite controller certainly stands out with a chaotic design that’s the complete opposite of the recently released Astro Bot DualSense.
Aside from the Fortnite theming, the controller is otherwise the same as other standard DualSense controllers, complete with features like haptic feedback, dynamic triggers, touchpad, and gyro controls. PlayStation recently raised the price of DualSense controllers by five bucks, and the Fortnite controller reflects this change with an $85 list price. The Astro Bot controller only costs $80 (if you can find it), probably because preorders were already available when the increase went into effect. Going forward, limited-edition DualSense controllers will likely cost $85.
Chroma Collection DualSense Controllers and PS5 Console Covers
PlayStation’s new Chroma Collection features three DualSense controllers and console covers in iridescent color options: Chroma Pearl, Chroma Indigo, and Chroma Teal.
Chroma controllers retail for the new $80 price. Console covers for the PS5 Slim cost $65 each, five bucks more than than existing color options. Chroma Pearl and Indigo accessories release November 7, but Chroma Teal won’t be available until January 23, 2025.
November will be a busy month for PlayStation gear, as the PS5 Pro is also slated for a November 7 launch. Preorders for the PS5 Pro started September 26 on PlayStation Direct and October 10 at major retailers. Two weeks after the PS5 Pro’s launch, PlayStation’s 30th Anniversary Collection will bring limited-edition consoles and controllers.
Official Fortnite Controllers for Xbox, Switch, and PC
Officially licensed Fortnite controllers for Xbox, PC, and Switch
If you’re interested in the Fortnite DualSense controller but aren’t able to get one, there are new wireless third-party gamepads with official Fortnite themes for Xbox, Nintendo Switch, and PC. Two of them also happen to have very busy designs.
Despite its bright yellow design, the Peely-themed wireless Switch controller by PowerA is the most understated of the bunch. It connects wirelessly via Bluetooth and has a pair of remappable back buttons. The Peely controller released earlier this year for $65 and comes with a code for the Prickly Axe skin.
The more budget-friendly controller in the OPS line, the V1, has a Fortnite-themed edition for $55. A wireless controller for PC and mobile, the Fortnite Edition OPS V1 is equipped with Hall Effect sticks and triggers, four remappable back buttons, and three-way trigger locks. You can connect wirelessly via 2.4GHz or Bluetooth. It’s available now at Amazon and comes with the Assault Bomber glider skin.
Photo: Roblox Corp / Kotaku, Image: Black Tabby Games, Bungie, CSA Images / Sony / Kotaku, Treyarch / Activision
This week saw the arrival of Call of Duty: Black Ops 6 and with it, the return of a classic Zombies experience. It’s terrific, and took our writer right back to the nights he spent happily playing the mode with friends back in the days of Black Ops 3. Meanwhile, the arrival of Destiny 2‘s latest content update, and the terrible drop rate for god rolls on its hottest weapon, has some fans certain that there’s a statistical disadvantage for that drop to occur. The result is a compelling conspiracy theory about how loot drops actually work in Destiny 2, and given that the community has the statistics to back it up, Bungie is now conducting its own investigation. Find these stories and more in the pages ahead.
The third season of the animated series The Legend of Vox Machina is now streaming in full, and the Critical Role role-playing team is ready to talk about it — without digging into spoilers just yet.
At the annual Fantastic Fest film festival in Austin, Texas, Polygon sat down at the table with Legend of Vox Machina writer-producer Travis Willingham (the voice of goliath barbarian Grog Strongjaw) and writers Marisha Ray (half-elf druid Keyleth), and Liam O’Brien (multiclass elf Vax’ildan) to unpack their personal “regerts” and wins from The Legend of Vox Machina season 3 — and consider how their approach to the show has changed over three seasons of growing involvement and growing confidence.
This interview has been edited for clarity and concision.
Image: Prime Video
Polygon: By the time you started making season 3 of Legend of Vox Machina, how had the process or your level of input changed in terms of making sure the show got your characters right?
Marisha Ray: We are deeply, deeply in the weeds — especially Travis and Sam Riegel, leading the charge every step of the way. The rest of us have full control over our character voices. A lot of times, we’ll go into the writers room — we start every season being like, These are the moments that it would be a dream to hit, with acknowledgement that we might not get there, but trying to honor a lot from the campaign as much as possible.
I do feel like it’s gotten smoother, in the sense that the wheels are greased now. It’s much more seamless. The writers we work with, the artists as well, they’re getting to know these characters as deeply as we have. So I think the process has become a lot more of a well-oiled machine.
Liam O’Brien: I think that Sam and Travis especially have layers and layers of experience now doing it, so nothing throws them. [To Travis] Well, I don’t know if things threw you — but you just are so experienced with it now that it’s that well-oiled machine Marisha talked about. Marisha and I have joined the fold as writers on the show, so we’ve just gotten more involved in that way. [Marisha and Travis applaud lightly]
O’Brien: And we’ve looked for ways which you’ll find in this current season — after the Vox Machina campaign ended on our channel, we continued to tell stories, and the world and history just ballooned outward and became more dense. And we’ve enjoyed finding little elements from other places to enrich the Vox Machina story. That history exists, so it makes sense that it would be in [the show].
Willingham: Yeah, I think in seasons 1 and 2, we were trying to figure out how we would squish 25-plus hours of gameplay down into six hours, and we’ve figured that out now. So that’s good. And the cast — they are planted in the writers room like snipers. It is great to see them listen to ideas that are being thrown out, storyline changes that are being entertained, and then coming up with dialogue on the fly and other ideas. [It’s great] just watching that creativity spark back and forth across the room.
But as Liam said, I think what’s most interesting about season 3 is that we’re starting to pull in other things from different parts of the universe, to really tee up where the new version of the story can go. I think season 1 and 2 were about delivering the Briarwood arc and setting up the Chroma Conclave arc in a way that was very close to faithful to the canonical representation from the livestream. And now we’re trying to unsettle our audience a little bit, trying to make ’em guess about where things are going.
Can any of you think of anything you sniped? Have you pointed at a change or a line of dialogue and said, “Oh, I don’t think my character would do that, or say that”?
Willingham: All the time. All the time. I would say everyone is so dialed into their characters that as we’re exploring these things — it can be as small as a dialogue tweak or change. Taliesin Jaffe is probably one of the best at making his lines be as Percival de Rolo as possible. But we’ll also give arc notes, emotional notes, we’ll ask questions, give suggestions. We give action suggestions, sometimes: “My character wouldn’t fight up close like this, they’d want to stay farther away.” “Don’t forget about this thing that I used a lot in the game.” All sorts of stuff.
ScreenshotImage: Prime Video
Ray: Yeah, I think we’re in a very unique situation — and the writers will tell you the same thing. It’s not often when working on an adaptation that you get not only the executive producers and creators of the story in the room, but also the people who created the characters.
I think early on, there was probably a little bit of nerves from some of the writers on that, and being like, [long, nervous groan] I don’t want to mess this up. How much freedom do I have?? There was a learning curve for us as well, to know that some things that were very nuanced, or took an incredibly long amount of time to develop in the campaign, you kind of need to nail in one act of an episode.
Willingham: And now [the writers are] just irreverent. They don’t care what we think!
O’Brien: It was a learning curve. I remember early in the process of making the animated shows, going, Nnnnng! I’m holding my baby so tightly! But at this point, it’s proven, and the heart and the essence of the story is so beautifully wrought that I think all of us were able to relax into it. On the flip side, with the writers, I multiple times remember writers besides us saying, “It’s so great to have—” Well, at first it was, Oh my God, the creators are here. If you’re writing Snow White, you don’t typically have Snow White in the room going, “That’s not what I would do.” So it’s like having a creative Clippy in the room, which you can either listen to or—
Willingham: Or “Shut up!”
Ray: That [reference is] so 2005 of you.
“You seem to be trying to write a romance between these two characters!”
O’Brien: “Have you considered dying instead?”
ScreenshotImage: Amazon Video
In the spirit of killing your darlings, is there anything your character did in the campaign that you were sorry to lose in the adaptation?
Willingham: We haven’t touched on it, and I don’t know if we will, but — Grog’s bag of holding from the campaign at this point had accumulated a grotesque number of body parts. There were orc limbs, there were all sorts of monster appendages and guts, different rocks for no reason, pieces of armor. And, y’know, it’s not refrigerated in there. So things would come out in, as Matthew Mercer likes to say, a slaw. We never quite found the right moment to make that bag as disgusting as it possibly could have been. It’s just an 80-gallon bucket of clam chowder.
O’Brien: Because things are so condensed, there have been many guest players at our table over the years that we haven’t found a way [to get onto the show]. Like, Felicia Day as Lyra the wizard stands out in my memory. We’ve pulled in a few of those people, but there just is not a lot of real estate, so we’ve had to be economical with everything.
Ray: Yeah, that’s probably the biggest tragedy. Same with NPCs. You can’t always fit all of ’em. Sometimes we try to combine NPCs, or moments, even. We haven’t gone into anything with the Trickfoots with Pike, and how they kind of came out of nowhere, and were not great people. So there’s stuff like that. Maybe we’ll see if we can honor it down the road. There are even lines — I was actually just talking about this with one of our writers the other day. There are a few lines, especially of stuff that Taliesin had said in-game, where you’re like, “We’ve gotta get that in there.” And sometimes even with individual one-liners, you’re like, “But how?” [Everyone laughs] “It’s not relevant!” You try to find it, though.
O’Brien: Sometimes we try to capture something that took a couple of episodes or games to get through, and it’s just a single frame of animation. I’m just trying to give a nod to it.
Image: Prime Video
What’s the flip side of that? What did your character gain in this season that you were excited about?
Ray: I mean, I think the beauty of what we’re doing is, you can show a lot of perspectives or things that might’ve happened that we didn’t really act out in the game. In campaign one, there was a time where we kind of took an in-game yearlong break where the characters went off, did other things, accomplished some personal drives that they had, and we get to see that. So with Keyleth, you get to see her journey to the Earth Ashari, and go through her Earth Ashari trials.
That was something in the campaign that we just kind of went, This happened! Now she can turn into an Earth elemental! Isn’t that cool? So I think being able to flesh out — when you’re playing Dungeons & Dragons and you level up, a lot of times, it’s picking a spell out of a book and writing it down and you’re like, I can just do that now. But the show allows us to explore how those characters get those abilities and grow. I think that’s always fun.
O’Brien: I just like Vax’s continuing evolution in his relationship with the Matron of Ravens, and where he ends the season, where it’s less of a cat being dragged kicking and screaming into a bathtub, which was kind of season 2 for him, and more coming to terms with it.
Willingham: The thing I love isn’t necessarily for Grog. But for Pike Trickfoot — Ashley Johnson wasn’t around very much [in season 2] because of her shooting on a show in New York. And so she was constantly in and out, and she would miss parts of the storyline. So we took an opportunity to pad her storyline [in season 3] and really bring her more into the way season 3 develops. In future seasons, we really tee her up nicely for a bit more of a meatier bone to chew. And she’s such a force of nature that putting the screws to Ashley is always going to be really fun to watch. So I think that’s the thing I like the most.
O’Brien: I’ll also toss in that what I love about season 3, is the progression of the romantic threads, where they go, how they relate to each other. Where they end in this campaign is pretty incredible.
For the majority of its runtime, Cyberpunk 2077 is an action-packed RPG. Even if you hone your protagonist, V, into a stealth ninja assassin, the neon-soaked Night City is still frequently the stage for tense combat encounters. That is, however, until Somewhat Damaged, one of the Phantom Liberty expansion’s final quests. Inside a bunker buried deep beneath the city, Cyberpunk 2077 leaves its RPG structure behind and morphs into a survival horror. A relentless robotic hunter stalks you through chambers and corridors, and there’s nothing your weapons can do to stop it.
To find out how this level and its terrifying mechanical monster were created, we spoke to staff from developer CD Projekt Red. With their insight, we examine how Somewhat Damaged makes use of logical environment design, increasingly stressful objectives, and resourceful AI scripting to manifest Phantom Liberty’s terrifying crescendo.
Phantom Liberty tells the story of Song So Mi, better known as Songbird, and Reed, two NUSA agents and former partners. Throughout the campaign it’s revealed that Songbird is on a personal mission to escape the toxic grip of her employer. If you help her, she will save you from your terminal brain virus (AKA Johnny Silverhand) using a Neural Matrix she plans to steal. As the campaign reaches its climax, you’re given a choice: work with Songbird, or betray her and let Reed take her into NUSA custody. Choosing that second option triggers Somewhat Damaged, a terrifying final quest that’s unique to this branch of the story.
During the Firestarter mission you can choose to betray Songbird and capture her. This triggers the Somewhat Damaged finale questline.
Somewhat Damaged sees a devastated, mentally unstable Songbird flee to Cynosure, an abandoned facility beneath Night City. There she connects with the Blackwall, a defence network that protects the world from unknowable digital horrors, and activates a rogue AI to stalk, hunt, and kill you. Within the dark, decaying corridors of the bunker, all you can do is run and hide. It’s a bold left turn for a game normally so focused on action.
“I really wanted to do something Eldritch horror,” says Patrick Mills, CD Projekt Red’s former Cyberpunk 2077 loremaster and the person responsible for Somewhat Damaged’s initial design document. “I went to [quest director] Paweł Sasko and I said, ‘Hey, I want to do this. A lot of people aren’t going to like this, but I think the people who do are really going to like it.”
From near enough the very beginning, Mills wanted to create the quest alongside Miles Tost, a senior level designer he knew would be on the same page. Tost immediately agreed to join the project. “I wanted to make something that was way out of my comfort zone,” he says, “and just pushed everything that I knew about working with our engine. We tried to come up with how we could push our technology and our encounter system to create this truly unique experience for the player.”
The Invincible Beast
Like some kind of restless spirit from beyond the veil, Songbird’s rogue AI possesses a Cerberus. It’s a maintenance robot, but don’t let that basic purpose fool you: this is a relentless, powerful beast. And, unlike any robot you’ve faced in the campaign before this point, it’s completely impervious to damage or hacking. The first thing the development team had to do, then, was to teach players that the Cerberus wasn’t a boss to fight, but a monster to avoid at all costs.
“The ideal of a great RPG boss fight is a boss that acknowledges the skills that you’ve chosen in order to defeat the boss,” says Mills. “But in this case, I went completely against that. None of your abilities are really going to help you here. We just have to disable all of those things because if you give a player the ability to chase the thing off or to disable the thing, if your guns do anything to this thing, that’s what players are going to try to do to get through it.”
“We need them to understand the very first time it kills them there’s nothing you can do,” he explains. “It’s the only way to immediately communicate that idea.”
The original concept render of the Cerberus maintenance robot. Image credit: Filippo Ubertino / CD Projekt Red.
To put players in the right headspace, the development team carefully designed the path towards the initial Cerberus encounter with a focus on tone. After betraying Songbird in the previous quest, Reed and V attempt to capture her in an explosive raid on a MaxTac convoy. From that point onwards, as V follows Songbird into the bunker, things begin to veer further and further away from the experience you typically expect of Cyberpunk 2077.
“I need to make sure as you’re moving through this space that there isn’t any shooting,” says Mills. “There’s as little traditional gameplay as possible. I’m moving you through thematic airlocks, one after the other, to just keep that sense of space between those things. The objective is to make sure that the player understands that it’s a different game now.”
That different game is, perhaps rather obviously, partially informed by a landmark survival horror. “The Cerberus monster itself came from Alien: Isolation,” reveals Paweł Gąska, who took over quest design duties from Mills. “They nailed this idea of an unpredictable predator that is hunting you on the level and is keeping you tense even when it’s absent. We thought ‘This is exactly what we want.’”
Achieving such an experience is easier said than done, though. The entirety of Alien: Isolation revolves around the cat and mouse gameplay between the player and the xenomorph, and so developer Creative Assembly could put significant time and resources into coding its sophisticated artificial intelligence system. CDPR, on the other hand, only needed such a hunter for one single quest… a quest that many players wouldn’t even experience thanks to the branching narrative. And so the team had to find a way to replicate that hunted feeling using craftier techniques.
From the robot’s perspective, it’s never actively actually hunting the player, sorry!
The first section of the level, known internally as the outer bunker, is a collection of five rooms linked by a T-shaped corridor. “The game does a check of where V is,” explains Tost. “Is V in this room? No. Okay. Is V in that room? No. Okay. Is V in that room? Yes. And then it basically sends the Cerberus into that room.”
It’s a fairly straightforward process, but there are layers to the programming that ensure the robot feels authentically autonomous. For example, there are multiple different patrol paths that the robot can follow. When the system completes its room check and discovers where you are, it randomly assigns one of those paths to the Cerberus. The robot then follows that circuit, which will by design eventually lead it to the room you were discovered in.
“From the robot’s perspective, it’s never actively actually hunting the player, sorry!” laughs Tost. “It happens to walk within the area that V is in. So that coincides, which is a bit of a problem for V, but really the robot is just on a walk.”
Blueprints of the Cerberus robot. Image credit: Filippo Ubertino / CD Projekt Red.
It may be just an illusion, but that doesn’t keep the terror from feeling very real. That result is partly thanks to Tost and the team realising that “the horror really lives in the absence of the robot compared to its presence.” That’s why close attention was paid to the Cerberus’ distinct audio signature. Its six metal legs thud against the flooring with a regular pattern, allowing you to approximate its position even when it’s far out of view. You can hear the whine of its servo motors as it climbs into the air vents that snake around the facility – a signal that the corridors are now free of its presence.
But making this hunter operate as intended was a much more difficult task than making it sound right. Before the final Cerberus was a prototype based on Royce, the cybernetic psychopath from the main Cyberpunk 2077 campaign, but his programming “had the issue of not really understanding when to stop running after you and fighting you,” says Tost. Royce was later replaced with another enemy, the Blood Ritual cyberpsycho, who “was less of what we wanted in the final version, but functionally worked a bit better.” Finally, after a less than ideal length of time, the final Cerberus mesh was given to the design team. “He worked even worse than both [Royce and the cyberpsycho]!” laughs Tost. “He would just glitch in animations. Most of the time he didn’t have animations!”
These difficulties almost saw the entire idea of a stalking enemy scrapped. “There were quite a few moments throughout development where we were this [close to] just making it a combat encounter,” Tost reveals. “There was actually a long time where we did have a fight with the robot planned, but we really couldn’t get it to work. That basically forced us to really commit to [the hunter idea].”
The Haunted Bunker
The Cerberus is an important part of Somewhat Damaged, but avoiding it is not your primary task. Instead, this predator is a constant threat as you attempt to fulfil your main goal of venturing deeper into the Cynosure facility and finding Songbird at its core. Accessing the core first requires opening the colossal bulkhead door that connects the inner and outer bunker, done by disabling four different data terminals: Alpha, Bravo, Sierra, and Victor. Each is located in different rooms around the facility. It’s hardly a scary prospect for a horror-themed level, but a smart shift in how the world is presented makes the simple act of finding computers much more interesting than you’d first expect.
“The belief that I had back then, together with Patrick and the rest of the team, was that in order to really put the player into this horror mindset, we need to get their attention and their eyes on what was happening as much as possible,” says Tost.
The in-game map of Cynosure’s outer bunker area. The four dataterms are plotted to help players locate their objectives.
The solution was to eliminate the minimap. When you enter Cynosure, Songbird hacks your GPS link. This removes the distraction from your screen, but also cuts you off from your location data and objective markers. That manifested a whole new challenge – the bunker had to be designed as a space that clearly communicated its pathways through architecture and in-game signage. While the majority of Night City’s geography does adhere to some level of real-world logic, this was a new and unfamiliar approach for Somewhat Damaged. Thankfully, Tost had recently conducted a deep-dive analysis on how immersive sim developer Arkane Studios approaches its best-in-class level design. The findings of that investigation formed the bedrock of Cynosure’s layout.
“What we came up with was that we gave each room a name, and we put the names very visible on the level,” explains Tost. “We needed to have an in-game map. We needed to have this terminal where you can look at the status of the door and for it to be really, really clear that it has four locks and these locks are linked to these data terminals that you need to get to them.
“How does the player understand which data terminal is activated and which one isn’t and all that? We worked with the UI team in a collaboration and they really helped us with that.”
The inner bunker tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.
This meticulously designed, easy-to-read environment is just one of the components that make this whole level work as intended. The second is the Cerberus and its clever AI behaviour. The final piece comes in the form of objectives. With the Cerberus inflicting so much pressure, the mission’s tasks had to be carefully balanced. They couldn’t ask players to do anything overly-complex. And so opening the bulkhead door is simply a case of activating four data terminals. The resulting challenge is not the terminals themselves, but the tense exploration required to find them.
“It’s a high stress environment so it’s difficult to make complicated decisions,” explains Tost. “So we make the [objective] difficult through the Cerberus being around, but we keep the things themselves simple.”
“A lot of this is really inspired by other horror games and looking at what they’re doing,” Mills reveals. “What is it that you have to do in Soma or Alien: Isolation to progress? Well, the gameplay comes from you’re being hunted. You need to go and press this switch and operate this device and when you’re doing it, you can’t see behind you, and there’s that fear of this thing lurking.”
While much of the objective design was fuelled by the quest’s horror approach, the team still had to ensure that some element of Cyberpunk’s RPG design remained. “Your objective has to give you some chance [against the indestructible Cerberus],” says Gąska. “You are not a passive person here. You are disempowered, you cannot do what you’ve been doing before, but bits of [your character build] remain. If you invested in the stealth tree, your footsteps will not be as loud, so you have more room to check stuff out.”
There is no way to defeat the Cerberus in combat. Stealth and smarts are your only weapons in this fight for survival.
To allow all players, not just those with high stealth stats, to successfully avoid the Cerberus while exploring the outer bunker, a number of hiding spots were built into the design of each room and corridor. Such areas of cover are signposted through lighting, with flashing bulbs indicating safe havens. “One benefit of having the fixed patrol lines [for the Cerberus] was that I could predict for each patrol point where cover should be to make each and every one of them fair,” says Tost.
With all four data terminals activated, the door to the inner bunker opens and you can continue your search for Songbird. The next task is to shut down the facility’s core, which requires you to sabotage three key systems: the Neural Network, the Datafront’s firewall devices, and the Thermic Control. Similar to the outer bunker, you once again need to cautiously explore the environment to find these objectives, but this time each task involves more risk and danger. With the Cerberus still very much on your tail, the section ratchets up stress and panic levels.
“The idea was always to have the outer bunker be the tutorial area, and the [inner bunker] was where we wanted to switch it from just the sheer terror of being in this space to you being confronted by that thing much, much more often,” Tost reveals. “So this section tends to be much more stressful. The rooms are smaller, the spaces are more claustrophobic.”
We’re really forcing the player to interact with the robot in a way that they know will end badly for them.
“The objectives are no longer just you hooking yourself to the system and shutting it down,” says Gąska. “You have to be more visceral, you have to rip the cables, you have to destroy stuff.”
That destruction always, without fail, summons the Cerberus. “We’re really forcing the player to interact with the robot and the environment in a way that they know will end badly for them,” says Tost with a smile.
With all three objectives complete, the facility goes into emergency lockdown, trapping you in the observation room. It makes you a sitting duck for the Cerberus, which of course turns up for one final hunt. Thankfully the room is arranged in a circle, allowing just enough space for you to stay out of the patrolling robot’s vision cone provided you keep moving. It makes for a white-knuckle finale to Night City’s most terrifying game of hide-and-seek.
“We have this issue of balancing how often the robot should be there,” explains Tost. “In this particular section, which generally is smaller, we had moments where the player would be able to simply speed run it without the robot having any chance to show itself. So the decision was made to just lock the door and you have to endure the robot being in there.”
The circular design of the Observation Room means you can stay one step ahead of the robot’s patrol during the emergency lockdown sequence.
With the objective locked in, Tost settled on using the observation room as the Cerberus’ final hunting ground, as no matter what order you complete the inner bunker objectives, it’s always the last room you progress through. To suit the envisioned gameplay, the room was increased in size to create a large, circuit-loop environment.
“The patrol there is basically just an ‘O’, and what the player needs to do in order to hide is basically either tail him or be ahead of him,” Tost says. “But you can’t stay static.”
Successfully avoiding the Cerberus here isn’t the final showdown, though. That comes as you head back to Core Control to shut the system down for good. But rather than an explosive battle, the Cerberus is instead defeated thanks to an emotional heart-to-heart with Songbird. Convinced by your words and worn down by the world, she finally calls off the hunt and powers down the robot.
As previously mentioned by Tost, an early draft of the quest involved a traditional boss battle with the robot. Its temporary inclusion was an admission of defeat – a blip in the design timeline that marks a period when the team just couldn’t get the Cerberus to work correctly. But it wasn’t just the team’s determination to realise their ambition that saw the boss battle wiped from the level.
“We decided that [defeating the Cerberus in a boss battle] would give you a sense of victory,” says Gąska. “But we don’t want you to have that sense of victory. We want you to be in the stage of, ‘Okay, damn, I survived this’ and not ‘I finally killed that bastard.’ And then we let you settle down, and after all this we hit you with the big question at the end.”
The Final Choice
Two missions prior, Phantom Liberty serves up the campaign’s biggest choice: will you stand by Songbird, or betray her? During Somewhat Damaged, in the very heart of the Cynosure bunker, you reach the campaign’s most important choice. You betrayed Songbird to get here, but will you stick by your decision? Will you force this devastated woman into the clutches of the people who broke her, or will you allow her one final mercy and end her suffering – knowing full well that if you do, your chance to cure your own terminal illness will be lost forever? It’s a duology of decisions that demanded a huge amount of work to ensure they felt both challenging and satisfying for players to navigate.
“Do I help So Mi or do I betray So Mi?” asks Mills. “And if you help So Mi, you learn things that make you doubt your choice. And then in the other path, where you decide to betray So Mi, you’re going to learn things that make you doubt your choice. And that’s really important because then we offer you another choice at the end of those two paths. Do you regret your decision now? How do you feel about this? So it was really necessary to get So Mi’s story in there once we had a better idea of who she was, what her backstory was, and what those dilemmas were going to be.”
Songbird’s final flashback depicts a birthday party long before she had become a cybernetic weapon.
To reveal the final, vital pieces of Songbird’s story, a series of flashback visions were added to V’s journey through the bunker. Each one shows a key moment of So Mi’s life, pulling the curtain back on her mistakes and misfortunes.
“The bunker was a metaphor of going deep into Songbird’s mind,” says Gąska. “But there are two sides of Songbird. One is this caged bird. We wanted to tell you that ‘Okay, she did betray you and all that, but while she’s wrong, she was also a victim of circumstances.
Those circumstances are depicted through each flashback. The first shows Songbird meeting with Phantom Liberty’s villain, Kurt Hansen, during the events of the expansion itself. Each subsequent flashback winds the clock further and further back. “You have her operation, so you see her still without cyberware,” explains Gąska. “You have her oath to Myers, just like you had your oath. You have her first encounter with Reed.
“And then you jump into Brooklyn, where it’s an even happier time,” he continues. “This is the core of her identity, her happy place, where she’s safe from whatever else was happening in the world. Where she had friends, where she had relationships. Relationships that she herself failed and when it all went down she was forced into this life. We wanted you to have this knowledge because you would soon be choosing what to do with her. If you just see her as this crazy person who betrays you, you will just be antagonistic towards her. You already chose [to hand her over to] Reed once, so there is no reason for you to not choose him again unless we give you additional information.”
I’m not that concerned if people are having fun. Am I engaged? That’s the important thing.
While the flashbacks tell a very sympathetic story, CD Projekt Red prides itself on moral ambiguity. Its narrative branches are rarely, if ever, a choice between good and evil. To communicate the two sides of the upcoming choice, the visions of Songbird’s troubled life are delivered while her broken, current-day self is trying to kill you with a deadly robot. “She is an unstable individual that is packed with top cyberware and has an active connection to AIs from beyond Blackwall,” says Gąska. “She is like a cyber nuke in this world, and left alone she’s extremely dangerous. If you think that running away from one maintenance robot in one small area of the world was scary, think of what would happen if she hacked the whole of Arasaka headquarters!”
Armed with that knowledge, you can make your final decision: will you hand Songbird over to the NUSA, the organisation that ruined her life and turned her into a cybernetic weapon? Or will you grant her wish of death, finally allowing her some peace?
“Killing So Mi felt to me like the mercy option,” says Mills. “Returning her to the people who effectively tortured her should feel gross. It should feel really icky.
Somewhat Damaged’s final choice asks you to kill Songbird. This act of mercy will deny you the cure to the Relic that is slowly erasing your mind.
“She’s broken, she’s pathetic,” he says. “She is someone who has been tortured. She’s been mistreated, and whatever your feelings about her, I want you to feel sympathy. I want you to feel that nobody deserves this. That whatever she’s done, that’s wrong. This is too much. This is not okay. I want you to really be torn up when you make that decision whether to mercy kill her or give her back to Reed. I want the player to find that place in themselves that has sympathy for broken things.”
“I’m not that concerned if people are having fun,” Mills admits. “Am I engaged? That’s the important thing. Are my emotions being played with? How am I doing it? And I don’t want you to feel manipulated either. I want you to just go with it, feel the vibes, go with the vibes.”
Somewhat Damaged is, arguably, not a very fun mission – at least in the traditional sense of the word. It’s an incredibly stressful experience in which you must face Phantom Liberty’s most terrifying foe using a set of unfamiliar gameplay tools. It forces you to confront one of Cyberpunk’s most depressing storylines and then asks you to permanently pull the plug on one of its best characters. It is, in almost every way, a bad time. And yet that’s what makes it one of CD Projekt Red’s finest ever creations. It is undeniably engaging thanks to its complete commitment to the vision; a vision that jettisons many of the game’s fundamentals in the search for something special. The result is a truly unique mission. This is a horror level through and through. Of course it isn’t meant to be fun. It’s meant to be terrifying. And that’s exactly what Something Damaged is.
Weekends are for walks in the woods, washing your whites, wolfing down waffles, and other domestic pursuits that start with “w” – please, continue the list. Alternatively, play some video games. I will not insist that you alliterate your video game picks, but I won’t tell you not to, either. Here’s what the Treehouse are up to.
Gargamel has devised a new evil scheme to catch the Smurfs! He casted a cunning curse on the sarsaparilla bushes, causing a deep slumber across the Smurfs after they eat the delicious leaves. Embark on a dreamlike quest to awaken all the Smurfs before the evil Gargamel reaches the village! Experience a thrilling yet unpredictable journey: in the dreamworld, anything is possible and excitement can quickly turn into a nightmare… Alone or with a friend, discover enchanting locations and explore the dreams of your favorite Smurfs. Each dream is a unique adventure, with smurfingly exciting challenges and mind-boggling puzzles. Imagination comes to life in this fully immersive and magical 3D platformer. Ash And Adams GOBSMACKED
Prevent Gargamel’s evil plans from succeeding, alone or with a friend for a smurfabulous 2-player experience Visit unique and vibrant worlds as you hop from dream to dream, and discover all of the Smurf Village’s secrets Each dream hides a nightmare – help the Smurfs overcoming their fears through puzzles, boss fights and many other surprises Use your movements and tools to overcome the many challenges dreamt by the Smurfs Collect magic orbs and patterns to customize your Smurf.
Features and System Requirements:
Engage in creative puzzles and mini-games scattered throughout the dream world, making every level more interactive and requiring players to think strategically to progress.
Collect items and resources as you play, which can be used to personalize and upgrade your Smurf Village. Build houses, decorate the environment, and unlock unique items that reflect your gameplay journey.
Discover hidden collectibles and Easter eggs that reference Smurf lore and add replayability to the game. Collect tokens, artifacts, and rare Smurf items to unlock special rewards.
Screenshots
System Requirements
Recommended
OS: Windows 10
Processor: i7 Gen 10 / i7 Gen 11
Memory: 16 GB RAM
Graphics: RTX 2060
Storage: 6 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 🙂
The Last Ronin has proven to be one of the most popular Teenage Mutant Ninja Turtles stories of all time, and in case you’re looking for some extra material to go along with it, a new hardcover related to the dark TMNT story is now up for preorder. Teenage Mutant Ninja Turtles: The Last Ronin Lost Years – The Covers is a comprehensive collection of the front-page art for the prequel series, and it’s available to preorder for $30 ahead of its November 19 release.
As mentioned above, this is a compilation of cover art that was created for The Lost Years mini-series, and it included the talents of TMNT co-creator Kevin Eastman and artists Ben Bishop, SL Gallant, Gavin Smith, Mateus Santolouco, Michael Dooney, Steve Lavigne, Jim Lawson, and many more. In total, there are over 125 pieces to marvel at, so you’re getting a TMNT art gallery in a hardcover format.
The Last Ronin is a mature graphic novel set in an alternate TMNT universe where New York City had become a battle-ravaged wasteland and only a sole Ninja Turtle remains alive. It was followed by a sequel, The Last Ronin – Lost Years, which fleshed out the events before and after the original comic’s storyline. If you need to catch up on the series, you can grab both graphic novels at big discounts from Amazon right now.
The Last Ronin: Lost Years – The Covers isn’t the only new TMNT graphic novel releasing soon. Those who want to experience a selection of the Turtle’s entire four-decade comics run can preorder two big TMNT comics anthologies releasing November 12.
The other anthology releasing that day is TMNT: Black, White, and Green, which collects the various standalone TMNT one-shots stories from throughout the years. Preorders are available for $22 at Amazon.
The TMNT comics compendiums are some of the best bang for your buck, as you’re getting massive collections of comic issues at their best prices yet. There are multiple compendiums available now, including several of which are available at big discounts from Amazon, alongside new volumes releasing later this year that are available for preorder.
Finally, the IDW TMNT series is highly recommended reading. Featuring a mix of veteran and new talent, there are 16 volumes of collected comics so far. What’s really nice about this series is that it’s a remix of TMNT history, making it a great read for longtime and new fans to the series. There are some fascinating shifts in familiar power dynamics, incredible worldbuilding, and fantastic storylines that help makes this run of comic books an essential part of the TMNT franchise.
The MCU’s favorite web-crawler will return to theaters in 2026. Spider-Man 4 will debut shortly after Avengers: Doomsday that year, with star Tom Holland confirming that production will begin mid-2025.
Spider-Man 2’s New Web Wings Make It Feel Like A Proper Sequel
“Next summer we start shooting. Everything’s good to go, We’re nearly there,” Holland said in an interview on The Tonight Show Starring Jimmy Fallon earlier this week. “Super exciting. I can’t wait!” Spider-Man 4, the follow up to 2021’s No Way Home, will officially release on July 24, 2026.
That puts it just a couple months after Avengers: Doomsday, which debuts on May 1 of that year, and stars Robert Downey Jr. as the titular Fantastic Four villain, as was revealed earlier this year at San Diego Comic Con 2024. That grouping recreates the previous one-two comic book punch when Far From Home released shortly after Avengers: Endgame, capping off the multi-year, multi-movie MCU saga.
The sequel will be directed by Destin Daniel Cretton, who made Shang-Chi and the Legend of the Ten Rings, and presumably have some tie-in with the greater MCU, though it’s not clear how exactly yet. “I’ve been speaking to [Robert Downey Jr.] a lot, especially about him making his [Marvel] return, which is super exciting,” Holland said on the Rich Rollpodcast earlier this month. “That was a tough secret to sit on because I have a reputation for ruining things and I strategically have done no press.”
The young actor, who also starred in 2022’s Uncharted, an adaptation of the hit PlayStation games, said the script for Spider-Man 4 had him excited. “We have a creative and we have a pitch and a draft, which is excellent. It needs work, but the writers are doing a great job. I read it three weeks ago and it really lit a fire in me,” Holland told the Rich Roll podcast. “Zendaya and I sat down and read it together and we at times were bouncing around the living room like this is a real movie worthy of the fans’ respect.”
Happy Halloween, Survivors! My name is Julia Wolbach, Co-Founder and Chief Operating Officer of Dead Drop Studios. Today we are launching our next-generation survival horror bloodbath, Outbreak Shades of Horror Chromatic Split, on Xbox Series X|S. As Detective Lydia Daniels, players will begin in a sprawling sewer system beneath the city of Cypress Ridge on the eve of a massive zombie apocalypse. Players must explore, solve puzzles, and take advantage of their limited resources to survive in an ever-changing world filled with dangerous enemy zombies and a recurring, massive monster.
Dare to Explore an Underground Labyrinth Alone and Afraid.
Initially, players will be unarmed and at the mercy of the environment before discovering a repertoire of melee weapons and firearms such as the lead pipe and the shotgun. These and other key items will give players a fighting chance and also open up new and secret areas to explore in the game’s colossal maps. Resourceful players can find crafting items to create healing items, ammunition, and even precious ink for saving their game. For example, players can use unique types of gunpowder and shell casings to fabricate different types of ammo, or in a pinch, players can combine gunpowder with a virus kit to produce antiviral items. Explore a multitude of different crafting combos to manufacture the valuable supplies needed to ride out the zombie storm!
Play in Third Person or Through Lydia’s Eyes.
Players can switch between first person and third person perspectives at any time as they fight to survive in a ruthless world. If you’re looking to fully immerse yourself in Lydia’s journey, first person view may be your cup of tea, while if you enjoy more of a traditional survival horror experience, third person view will provide you with a full look at your character. Utilize melee combat to try and stagger foes and sneak by, or use your limited bullets to carefully place shots that can dismember and severely cripple zombies’ offensive options. Be warned, as enemy zombies can stun you or even knock you over, leaving you vulnerable to an unholy beating! Explore and carefully take advantage of your tools to open new pathways and discover a bevy of secrets, such as bonus crafting items and more.
Strategize and Think Quickly to Best Utilize Your Limited Items.
Lydia’s supplies will be limited, so she’ll need to find materials to give herself a fighting chance! Combine gunpowder with other items to create ink for saving, items for healing, additional bullets, antiviral solutions, and more. Lydia can’t afford to shoot first and think later, so think carefully about how you use your items! Will you consume raw gunpowder in an act of desperation to bail yourself out in the moment, or will you wait to find an empty ink canister so you can save your progress? Inventory space is also limited, so take time to optimize your pocket space and put excess items in linked item boxes occasionally found throughout the game for later use. Remember that opening your inventory to combine components will pause the game, but to reload your weapon you must find a safe spot to hide in the cruel, chaotic underground of Cypress Ridge!
Satiating Side Content Expands the Breadth of Gameplay.
Once you’re done with Lydia’s campaign, there’s still more fun to be had! Unlock an additional wild campaign for a more action-oriented game style. Try out the Onslaught and Besieged modes for arcade zombie-splatting fun against piles of enemies on unique maps. Looming Dread Mode challenges you to survive and clear a unique scenario in as fast a time as possible. You can also replay Lydia’s campaign in New Game Plus to keep all of your upgrades from the end of the story or enjoy built-in Developer Commentary! Can you find all of Chromatic Split’s hidden achievements and cheat codes?
Will you Save Cypress Ridge or Die Trying?
With so much content and multiple replayable modes all horrifyingly crafted in Unreal Engine 5, the standalone Outbreak Shades of Horror Chromatic Split is the perfect way to prepare for the main Outbreak: Shades of Horror game releasing soon episodically. On the eve of a massive zombie outbreak, can Lydia survive long enough to help her city in its time of need?
Outbreak: Shades of Horror Chromatic Split
Dead Drop Studios LLC
☆☆☆☆☆ 2
★★★★★
$24.99
Cypress Ridge – September 28,1999
Go back to the beginning of the end in the prologue to Dead Drops’ Studios upcoming Outbreak: Shades of Horror. Play as both the heroes and the villains of the outbreak as you attempt both to avoid an outbreak of epic proportions and to stop word from getting out.
As Lydia, a veteran police officer, race against time through the Cypress Ridge sewers to spread the truth of the Outbreak before it’s too late but beware there is more than sludge and rats waiting for her.
As Hank, keep sight of your target while navigating rooftop of insanity as he tries to stop the truth from coming to the surface. But remember, the higher you are, the harder you fall when the zombies attack!
Leads into the upcoming Outbreak: Shades of Horror, a spiritual successor to online survival horror from the early 2000s.
Condo Desires, Embark on an immersive and thought-provoking adult visual novel experience as you enter Condo Desires, a community condominium teeming with alluring ladies, each with their own desires and secrets. It’s your job as the condo’s new trustee to handle the complicated relationships with the attractive and various female occupants, revealing their secret desires and satisfying them to the fullest. A variety of sexual content, such as playful interactions, voyeuristic moments, and personal and explicit H-scenes, may be found on Condo Desires. With fully realized, distinctive character relationships, the scenes vary from playful and flirty to heated and passionate. Bad Hero
Use spy cameras to observe the occupants, see inside their personal bathrooms, or learn secrets while they’re asleep. The game provides a variety of content that changes as your relationships do, ranging from lighthearted voyeurism to deeper, consensual experiences. Explore the enticing, enigmatic lives of the condo’s occupants by diving into Condo Desires. “Condo Desires” is distinct from other games in the category since it combines interior design features, romance, and life simulation in a new way.
Features and System Requirements:
Build relationships with characters around you, where trust, loyalty, and chemistry can lead to friendships, alliances, or even romances.
Personalize your living spaces with stylish furniture, decor, and themes. Make your condo uniquely yours and show off your taste and creativity.
Play with friends or connect with other players online to share tips, make friends, and explore each other’s condos.
Screenshots
System Requirements
Requires a 64-bit processor and operating system
OS: Windows 10/11 64-bit
Processor: Intel Core i5-2300 | AMD FX-4350
Memory: 2 GB RAM
Graphics: Nvidia GeForce GTX 570, 1 GB | AMD Radeon HD 7850, 2 GB
DirectX: Version 12
Storage: 1 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 🙂
Once again Xbox has teamed up with Mountain Dew, Doritos, and Rockstar Energy Drink to give fans access to more than 100 top games through Game Pass Ultimate (new members only) and a chance to score in-game content, games, custom merch, and Xbox hardware including the new Xbox Series X – 1TB Digital Edition in Robot White.
Beginning November 4, 2024, through January 31, 2025, gamers in the United States can purchase specially marked Mountain Dew, Rockstar Energy Drink, and Doritos products and submit on-pack codes at DoritosDewRockstar.com for points. Those points can be accumulated with multiple purchases and redeemed for epic gaming rewards, such as Xbox hardware, game codes from Xbox titles including Avowed, exclusive Xbox + Mountain Dew gear, and these in-game content items:
Microsoft Flight Simulator 2024
Mountain Dew Erickson S-64 Air-Crane
Diablo IV
World of Warcraft
Bot Wrangler’s Violet Apron (Tabard)
Bot Wrangler’s Crimson Apron (Tabard)
Madden NFL 25
Madden NFL 25 Ultimate Team Exclusive Player
The Elder Scrolls Online
Morthal Jarl Finery in-game costume
But Wait, There’s More!
New flavor alert! To celebrate the joining of these brand forces and the 20th anniversary of World of Warcraft, Mountain Dew is bringing back Mountain Dew Game Fuel in two flavors – Citrus Cherry and new Citrus Blackberry – perfect for every gaming sesh. These limited-time flavors will begin to hit shelves nationwide on November 4, 2024, so grab them while you can!
In celebration of the World of Warcraft 20th Anniversary Mtn Dew Game Fuel Citrus Cherry bottles and cans feature iconic Orc Shaman Thrall. Commemorating the release of World of Warcraft: The War Within, Mountain Dew Game Fuel Citrus Blackberry bottles and cans will feature Xal’atath the Harbinger.
Look for these Mountain Dew, Rockstar Energy, and Doritos products featuring Xbox Games at your local grocery and convenience stores:
Mountain Dew 20 ounce and 12 pack cans featuring Diablo IV: Vessel of Hatred
You can find code locations on Doritos packaging, under the tab of Rockstar Energy Drinks, and under the cap and inside paperboards on Mountain Dew. For more information and to start banking your points visit DoritosDewRockstar.com.
Hey folks! This week the team got to sit down with Bioware Game Director Corinne Busche and Creative Director John Epler to talk Dragon Age: The Veilguard. We also discuss the newly released Dragon Ball: Sparking Zero and Fear the Spotlight.
Stuff We Talked About
Next week’s release highlights:
Horizon Zero Dawn Remastered | PS5
Dragon Age: The Veilguard | PS5
Life is Strange: Double Exposure | PS5
Call of Duty: Black Ops 6 pre-launch overview
Legacy of Kain: Soul Reaver 1 & 2 Remastered first look at bosses and new map details
Monster Hunter Wilds Open Beta Test launches on PS5 next week
10 great horror games available with PlayStation Plus
Interview with Corinne Busche and John Epler (begins at 12:59)
Dragon Ball: Sparking Zero
Fear the Spotlight
Silent Hill 2
Theatrhythm Final Bar Line
The Cast
Thanks to Dormilón for our rad theme song and show music.
[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]
Undisputed is a game that exists because, for far too long a time, there simply wasn’t another big boxing game around. Ash Habib, a boxing fan from Sheffield in the UK, found himself wondering why games like the Fight Night series had disappeared (the last was in 2010), with big publishers having seemingly decided there was no future in the genre.
Undisputed left early access and launched on Steam October 8. Steel City Interactive has now announced that the game has sold over a million copies. Game Developer reports this was achieved in one week, though I’m curious as to how many of those may be early access purchases: I’ve asked the studio to clarify, and will update with any response.
Nevertheless, a million copies for an indie boxing game is great going and, above all else, shows the interest that remains in the sport.
“We are absolutely blown away by the reception to Undisputed,” said Habib. “Our ambition remains to create the new benchmark for combat sports games. Surpassing this milestone shows us that we are well on the way to achieving that.”
But it’s not all good news. There’s a whole lot of player disquiet about the condition Undisputed has launched in, particularly focused on the online elements, and this has only been exacerbated by the studio announcing an update to address these issues would arrive… in December.
After so long in early access, and considering how key the online experience is to a competitive fighting game, the punters are not impressed. The game’s Steam reviews stand at Mixed, and highlight that Undisputed has fallen into some familiar traps.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
“People just disconnect intentionally to avoid a loss, and prevent your win,” explains Fish. “Seriously, like half the fights. Wait for them to fix that crap before you buy it if you wanna play online.”
That does seem like a fundamental problem, and one that should have been predicted and accounted for.
“I’ve played on and off since early access and can’t recommend this to anyone, even the most avid boxing fan,” says Mounjaro Merchant. “It plays awfully, punch connection is horrible, almost every match for me has horrible lag despite having excellent internet.”
Undisputed has one thing going for it: It remains the only big licensed boxing game out there, unless you want to crack out your old Xbox 360 and Fight Night Champion. I’ve asked Steel City Interactive about the current dissatisfaction around the issues and its promised fixes, and will update with any response.
Looking for Ninjitsu Master of Elements codes? This Roblox game is inspired by the beloved LEGO spin-off franchise, with plenty of combat and opportunities to upgrade your fighter. Fortunately, you can level up even further by using these codes to get freebies.
All Ninjitsu Master of Elements Codes
Ninjitsu Master of Elements Codes (Working)
MOE2024: Random scroll and epic chest
lightning: Rare chest
talent fix: Two stat refunds
Ninjitsu: Two stat refunds
locking stone: Locking Stone x10
chest: Epic chest
talent: Two stat refunds
weapon upgrade: Elemental Shard x200
Ninjitsu Master of Elements Codes (Expired)
How to Redeem Codes in Ninjitsu Master of Elements
The redemption process in Ninjitsu Master of Elements is incredibly easy. Here’s what you have to do:
Load into Ninjitsu Master of Elements from the Roblox game page.
Once you’re in a lobby, press the Code button at the top of the screen.
Type a code from our list into the text box and press Claim.
Check the pop-up message that appears below to see what you’ve unlocked!
How Do You Get More Ninjitsu Master of Elements Codes?
You’ll find codes on the Ninjitsu Master of Elements Discord server. Once you’ve joined and selected your permissions, look out for the ‘update-log’ channel. Here, the devs share weekly codes, often coinciding with updates or milestones. There’s also an X page, but no codes there yet.
Of course, you can also bookmark this page and visit Twinfinite each time you play Ninjitsu Master of Elements. We’ll keep an eye out for codes, adding new ones to our list as they arrive. That way, you don’t need to look for them yourself!
Why Are My Codes Not Working?
Unfortunately, the greatest chance is that the code you want to use has expired. This happens an awful lot in Roblox games, where each code has a limited period before it expires. Therefore, you’ll want to redeem each one the instant you spot it on our list.
If it does seem active, ensure you’re typing the code in exactly as it’s displayed on our list. Even the slightest typo will cause the code to not work, so it may be easier to copy and paste them instead.
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