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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/c9793284/sleep_awake_header.jpg" width="800" height="448" alt="Sleep Awake Blumhouse Games Spec Ops The Line Nine Inch Nails Horror Game 2026 PS5 Xbox Series X/S PC" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Sleep Awake, a first-person psychedelic horror game from <a href="https://gameinformer.com/games/spec_ops_the_line/b/xbox360/archive/2012/06/26/review.aspx">Spec Ops: The Line</a> director Cory Davis and Nine Inch Nails guitarist Robin Finck, has received a new gameplay trailer, and the game continues to look terrifying. Released during today's Future Games Show: Summer Showcase 2025, this trailer gave us another look at this narrative-focused horror experience's first-person gameplay. </p><p>"In the last known city on Earth, people are disappearing in their sleep," the game's description reads. "Those who remain exist in a crisis of reckless experiments to keep awake. Katja must navigate depraved death cults, otherworldly forces, and the ever-present horror of The Hush, to save herself and those who rely upon her." </p><p><strong>Check it out for yourself in the Sleep Awake gameplay trailer below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/6txum7vHznA" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Notably, Blumhouse Games, the video game arm of horror movie production company Blumhouse, is publishing the game. It also published last year's indie horror, <a href="https://www.gameinformer.com/product/fear-the-spotlight">Fear the Spotlight</a>. Sleep Awake blends 3D gameplay with live-action FMV elements alongside a "brain-melting industrial soundscape," courtesy of Finck. </p><p>Sleep Awake is due out on PlayStation 5, Xbox Series X/S, and PC sometime in 2026. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/301ce2e0/sleep_awake_gameplay.jpg" alt="Sleep Awake Blumhouse Games Spec Ops The Line Nine Inch Nails Horror Game 2026 PS5 Xbox Series X/S PC" typeof="foaf:Image" class="image-style-body-default"> <p><em>Are you going to check out Sleep Awake? Let us know in the comments below!</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/2da2fd00/1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Today’s Future Games Show event opened with a first look at a brand-new game from Owlcat Games. The studio previously known for CRPGs like <a href="https://gameinformer.com/video/2018/10/01/the-old-school-vibe-of-pathfinder-kingmaker">Pathfinder: Kingmaker</a> and Warhammer 40,000: Rogue Trader is clearly amping up the scope of its ambitions. The Expanse: Osiris Reborn looks stellar in this initial showing, exhibiting vibes that recall the <a href="https://www.gameinformer.com/review/mass-effect-legendary-edition/mass-effect-legendary-edition-review-a-great-way-to-honor">Mass Effect</a> series, albeit in the hard sci-fi fictional backdrop of the celebrated <em>The Expanse</em> TV show. </p><p>The cinematic trailer looks beautiful, but it also teases some of the likely futuristic weaponry and other tools players will likely play with in the game. Right from the end of that cinematic sequence, fans of this fiction will be happy to know that the story clearly deals with the protomolecule featured prominently in <em>The Expanse</em> show. </p><p><strong>Check it out in The Expanse: Osiris Reborn reveal trailer for yourself below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pIQifuOTTe8" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>While the subsequent third-person action gameplay (apparently powered by Unreal Engine 5) was relatively brief, it’s here that the game is likely to draw the most solid comparisons to Mass Effect. We see armored characters moving through futuristic hallways and rooms, triggering tactical abilities, hiding behind cover, and shooting guns over the shoulder. And in the key art from the trailer’s conclusion, it’s hard not to guess that we’re looking at an eclectic mix of party members you might be able to talk with and romance (conjecture on that final point, of course). </p><p><em>The Expanse</em> is one of the best recent sci-fi shows based on one of the best recent sci-fi novel series. If Owlcat Games manages to capture the unique vibe of that fiction and marry it to the fun of Mass Effect-style gameplay, this one could be one to watch very closely. </p><p>We have no release date announcement, but The Expanse: Oriris Reborn is announced for PS5, Xbox Series X/S, and PC. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/a4fba6c4/constance_header.jpg" width="800" height="450" alt="Constance Metroidvania btf Games ByteRockers Games Release Date November PS5 Switch Xbox PC" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Developer btf Games and co-publishing parnter ByteRockers Games have revealed that Constance, a beautiful 2D hand-drawn Metroidvania, will launch on PC on November 24. It will then launch on PlayStation 5, Xbox Series X/S, Switch 2, and Switch sometime in 2026. </p><p>The team revealed this news during today's Future Games Show showcase with a new trailer that highlights the game's paint-based platforming and combat. In it, we also get a deeper look at the themes around mental health and the protagonist's attempts to escape from her colorful but decaying inner world. </p><p><strong>Check it out in the Constance release date trailer for yourself below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/CWJApQtb4VM" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>In Constance, players can explore six unique biomes, with each region featuring unique enemies and characters representing different aspects of Constance's psyche and personal history. "Uncover countless secrets, multiple paths, deadly boss battles, characters, side quests, and collectibles in this nonlinear interconnected inner-world," a press release reads. </p><p>Check out some brand new Constance screenshots below: </p><p class="inline-rich-content-placeholder"> </p><p>Constance hits PC on November 24. It launches on PS5, Xbox Series X/S, Switch 2, and Switch in 2026. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/a90230b1/constance_2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/9254985c/constance_3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/1c6146b8/constance_1.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/0e174859/sonic_dragonroad.jpg" width="800" height="450" alt="Sonic Racing CrossWorlds" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC Publisher: Sega Developer: Sonic Team Release: <time datetime="2025-09-25T12:00:00Z" class="datetime">September 25, 2025</time> Rating: Everyone
<p>This year is proving to be a big one for kart-racing fans. Following this week's <a href="https://www.gameinformer.com/review-in-progress/2025/06/05/mario-kart-world-review-in-progress">Mario Kart World launch</a>, kart racing games are at the front of many folks' minds. Though Mario Kart will likely always be the tentpole franchise for the genre (and rightfully so), the Sonic series has also been able to put an excellent product on the track on multiple occasions; look no further than 2012's Sonic & All-Stars Racing Transformed, which some consider one of the greatest kart racers ever. The upcoming Sonic Racing: CrossWorlds feels like a throwback to much of what made games like Transformed and Sonic Riders so beloved, while remaining modern and innovative within the genre.</p><p>Sonic Racing: CrossWorlds gathers a massive roster of characters, each with distinct strengths and weaknesses. However, every racer can be sorted into one of five categories, based on that character's defining attribute: Handling, Acceleration, Power, Speed, and Boost. The difference between the racers is noticeable. Knuckles' Power classification rings true, as I effortlessly bullied other racers around on the track. Meanwhile, Amy's Handling categorization was perfect, allowing me to tightly drift around any corner more easily than I could with, say, Tails and his Acceleration style. And do I really have to spell out what category Sonic falls into?</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/3a0a04b0/amy_mysticjungle.jpg" alt="Sonic Racing CrossWorlds" title="Sonic Racing CrossWorlds" typeof="foaf:Image" class="image-style-body-default"> <p>I spent my first several races playing as Jet, the hawk from Sonic Riders. Jet's primary vehicle is the Extreme Gear, the hoverboards used in the Riders series. I spent most of my time in Grand Prix mode, racing through different courses like the winding Colorful Mall or the scenic Mystic Jungle. Much like Sonic & All-Stars Racing Transformed, players can also take to the skies or ride along the waves thanks to optional and mandatory sequences where racer vehicles change form.</p><p>After the first lap, the player in the lead can choose a CrossWorld that racers will be transported to for the second lap. The ability to load a secondary track is impressive, particularly since levels like Dinosaur Jungle and Kraken Bay are incredibly chaotic and fleshed out; these are not small or barebones stages. I appreciate how each race has the potential to be different thanks to these CrossWorlds teleportations, though if you want a straight race through the same track, Sega confirmed to me that there are custom rules races where you can disable them from popping up mid-race.</p><p>Occasionally, the CrossWorlds travel rings will feature a golden emblem, indicating it's a Frenzy variant of that stage. If the leader chooses that gate, the CrossWorld course will have one of several modifiers active. The one I experienced had Dash Gates everywhere, resulting in a mad, frantic sprint through the lap. Other Frenzy CrossWorlds include unlimited boost and unlimited green rockets. I'm most excited to see what other creative variants Sonic Team has come up with for these special event CrossWorlds.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/b0509c0d/joker.jpg" alt="Sonic Racing CrossWorlds" title="Sonic Racing CrossWorlds" typeof="foaf:Image" class="image-style-body-default"> <p>When I wasn't racing, I was tinkering with the robust customization options. As you play, you earn Donpa Tickets, which can be traded for customization elements. In addition to improving character attributes to make them handle to your liking, you can also dive deep into modifying the myriad vehicles in each character's garage. From applying cosmetic improvements like fully customizable paint jobs, decal placements, auras, and horns to altering vehicular stats through changing out individual body parts, you can really make your machine your own.</p><p>Before each race, I can choose a Gadget Plate, which you can customize through the main menu with various buffs to your character. Each customizable module takes up different amounts of space based on its effectiveness. Available customizations in this build included making the green rocket bigger, starting each race with two boost items, and my personal favorite, the ability to hold three items instead of two. I was pleasantly surprised by how in the weeds you can get when making your character and their vehicle play how you want.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/8df5f5a8/customization.jpg" alt="Sonic Racing CrossWorlds" title="Sonic Racing CrossWorlds" typeof="foaf:Image" class="image-style-body-default"> <p>Though it'll be difficult to overthrow Mario Kart as the king of karting at any point in the near future, Sonic Racing: CrossWorlds makes a strong case for second place. Through tight controls, inventive courses, and outstanding customization, Sonic Racing: CrossWorlds looks poised to further bolster an already strong kart-racing year.</p><p>Sonic Racing: CrossWorlds will be released later this year for PS5, Xbox Series X/S, Switch 2, PS4, Xbox One, Switch, and PC.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/fda8480c/islanders_new_shores_header.jpg" width="800" height="450" alt="Islanders New Shores Release Date PlayStation Xbox PC Switch Coatsink" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Developer Coatsink has revealed that its tropical island building sim, Islanders: New Shores, will launch on July 10 PlayStation, Xbox, Switch, and PC, giving players a new relaxing and cozy building sim to enjoy for the summer. </p><p>The team announced this during today's Wholesome Direct, where it released a new trailer highlighting the release date and what fans can expect. Coatskin says Islanders will be getting free content updates throughout the rest of 2025, including monthly challenges, a new biome, seasonal updates, a new boon, and plenty of new rewards, too. </p><p><strong>Check out the Islanders: New Shores release date trailer for yourself below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/obfnevRIUAQ" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>In New Shores, players are presented with a series of beautiful islands to build on, starting each level with an inventory of buildings to choose from. Carefully considering where to place them, strategizing their unique properties to score the most possible points, and unlocking additional structures to build the tropical city of your dreams. Building upon the foundation of Islanders, New Shores introduces boons, which are one-time power-ups unlocked in each stage as you collect points. They offer a helping hand on trickier levels by allowing you to do things like duplicate buildings in your inventory, replace already-built structures, and more. </p><p>New Shores also features a new Sandbox mode that lets players run wild with their island builds. It features 44 unique building types, 7 island properties, 50 dynamic island generators, new music, boons, and more. </p><p>Here are some screenshots to check out: </p><p class="inline-rich-content-placeholder"> </p><p>Islanders: New Shores launches on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on July 10. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/475b9c4c/islandersnewshores_screenshot_04.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/50bb414b/islandersnewshores_screenshot_01.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/d4b4b5f4/islandersnewshores_screenshot_05.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/75666327/islandersnewshores_screenshot_03.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/218357ad/islandersnewshores_screenshot_02.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/16afc712/lantern_festival_4.jpg" width="800" height="450" alt="Shinobi: Art of Vengeance" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC Publisher: Sega Developer: Lizardcube, Sega Release: <time datetime="2025-08-29T12:00:00Z" class="datetime">August 29, 2025</time> Rating: Teen
<p>Since its first reveal, I've eagerly anticipated Shinobi: Art of Vengeance. The combination of handing the <a href="https://www.gameinformer.com/preview/2025/05/23/how-sega-and-lizardcube-pulled-shinobi-out-of-the-shadows" data-entity-type="node" data-entity-uuid="50058802-9567-4c97-8a9a-60931acd3b1c" data-entity-substitution="canonical">keys to a classic franchise to a proven indie studio like Lizardcube</a> (Streets of Rage 4, Wonder Boy: The Dragon's Trap) and the utterly stunning art style had me ready to don the Oboro Clan shōzoku as Joe Musashi after a long hiatus. The one thing that could deflate my eagerness to jump into Shinobi: Art of Vengeance would be if it didn't play well. However, we don't have to worry about that, as after spending 30 minutes with a controller in my hand, I'm pleased to report that Shinobi: Art of Vengeance plays as well as it looks. </p><p>The story of Shinobi: Art of Vengeance doesn't try to reinvent the wheel: an evil corporation led by an oppressive villain known as Lord Ruse has seized control of the planet, and it's up to Joe Musashi to put a stop to it. My quest starts in Oboro Village, the home to Joe and his clan, and the first stage in Shinobi: Art of Vengeance. The peace of this serene ninja village doesn't last long after Joe says goodbye to his wife, as the ENE Corporation forces attack. </p><p>Platforming and pulling off combos is a breeze, thanks to fluid controls and an appropriately weighted protagonist. Making my way through this first stage felt terrific, and even though most of the encounters were little more than thinly veiled tutorials for Joe's impressively large suite of moves, I relished in each slash of the sword. Shinobi: Art of Vengeance feels endlessly rewarding for creativity. Though the first combo I learned was punctuating a series of light attacks with a couple of heavy attacks, experimenting gives me more options to play with. This rewarding combo system only improves as Joe's move set grows.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/11a2017f/bamboo_forest_dive_kick.jpg" alt="Shinobi: Art of Vengeance" title="Shinobi: Art of Vengeance" typeof="foaf:Image" class="image-style-body-default"> <p>To start, Joe only had his sword and kunai (which are initially extremely limited until you upgrade how many you can carry). However, as I progressed through the stage, I began unlocking new moves. Though you can use collected currency throughout your journey to upgrade your character with new moves, kunai upgrades, and a bigger health bar, the most effective moves in my hands-on time with Shinobi: Art of Vengeance were the ones I uncovered by progressing the main story.</p><p>Through his Ninja and Ninjutsu stances, Joe can use a variety of powerful moves once they're unlocked. Holding a shoulder button lets me put Joe into a different stance, granting him access to different signature moves I unlocked during my gameplay. Shinobi Execution allows you to strike at staggered enemies, killing them and granting additional rewards after defeat. Later, I unlock Fire Ninpo, which blasts a fireball at a nearby enemy. There's also the Water Ninpo ability, which isn't an attack as much as a defensive ability that surrounds Joe with water and lets him parry incoming attacks. Finally, there's Karyu, which is from the Ninjutsu Stance. This move engulfs all enemies on screen, dealing massive amounts of damage. </p><p>If these stance-based moves seem powerful, it's because they are. Thankfully, you can't just spam them; each one operates on a type of gauge or can only be used under certain conditions. For example, Shinobi Execution can only be used when an enemy is staggered after taking a lot of certain kinds of damage. The Ninpo moves use a dedicated gauge that charges when you attack enemies. And finally, Karyu charges when you take damage or collect Rage Orbs from fallen enemies. During my time playing, the moves feel appropriately balanced and not too rarely available. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/6f022acd/lantern_festival_2_fire_ninpo.jpg" alt="Shinobi: Art of Vengeance" title="Shinobi: Art of Vengeance" typeof="foaf:Image" class="image-style-body-default"> <p>The first stage was extremely straightforward with minimal exploration, but it gave me my first test: the Ghost Samurai miniboss. This hulking warrior uses dark attacks and employs uninterruptible heavy swings to deal significant damage if I'm not careful. After taking a couple of hits, I learn his attack patterns and when to strike to deal the most damage. I blast him with a Fire Ninpo, land several combos on him, and deal enough damage to stagger him and open him up to a Shinobi Execution to put a bow on the tutorial stage.</p><p>As I move on to the second stage of my play session, it's evident how little of the surface of Oboro Village I've scratched. The Lantern Festival feels like a true action-platforming stage, full of exploration, more intricate platforming, environmental puzzles, and more difficult encounters. Starting out in a swamp with platforms that lower into poisonous waters and various creatures to slay, the stage eventually opens into a stunningly beautiful village with floating Japanese lanterns, extravagant decorations, and fireworks. Oh, and tons of enemies. </p><p>Thankfully, Joe Musashi now has access to Amulets, bonuses granted based on their type. Passive Amulets are always active in the background, while Combo Amulets activate once your combo level reaches a specific number. Thankfully, the combo meter doesn't reset based on elapsed time from your last strike landed, but rather the time you go between taking damage; that means you don't have to sprint to find another enemy just because you cleared the screen before any more spawned. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/4eaf4098/lantern_festival_1.jpg" alt="Shinobi: Art of Vengeance" title="Shinobi: Art of Vengeance" typeof="foaf:Image" class="image-style-body-default"> <p>I also now have access to Ningi abilities, which are primarily for mobility and traversal. The two Ningi abilities I used were the Ninja Claws, which let Joe climb on special walls, and the Cannon Punch, allowing Joe to punch through certain walls and break enemy armor. These truly opened up the levels with a ton of new paths, and it made me want to revisit the previous stage, which you can do through the checkpoint statues, to see if there were any new areas I couldn't previously get to. I'm excited to see the rest of the moves you can unlock, as there are 17 combat moves, 8 Ninpo, 7 Ningi, and 4 Ninjutsu slots on the upgrade page.</p><p>Working through the Lantern Festival stage revealed the challenges of the platforming and combat encounters; shielded enemies required me to carefully time my dodges to get around back, while archers proved to be the bane of my existence as I sometimes didn't even know they were around until the marker appeared by me indicating they were about to rain an arrow down. These new enemy types required me to think differently about how I approached each group of baddies, and I can't wait to see what other challenges await in the final version.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/3b40a543/lantern_festival_3.jpg" alt="Shinobi: Art of Vengeance" title="Shinobi: Art of Vengeance" typeof="foaf:Image" class="image-style-body-default"> <p>Shinobi: Art of Vengeance was already one of the most promising games of 2025, but after getting my hands on this early build, my interest in the title has skyrocketed. If what I played is any indication, Lizardcube and Sega clearly understood what makes a great 2D action game and a great Shinobi game more than a decade after the last all-new entry. </p><p>Shinobi: Art of Vengeance arrives on PS5, Xbox Series X/S, PS4, Xbox One, Switch, and PC on August 29. To go behind the scenes and learn about the making of Shinobi: Art of Vengeance, head <a href="https://www.gameinformer.com/preview/2025/05/23/how-sega-and-lizardcube-pulled-shinobi-out-of-the-shadows" data-entity-type="node" data-entity-uuid="50058802-9567-4c97-8a9a-60931acd3b1c" data-entity-substitution="canonical">here</a>.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/3796af5d/ball_x_pit_header.jpg" width="800" height="450" alt="Ball x Pit Devolver Digital Kenny Sun roguelite brick breaker reveal Steam demo PC Switch Xbox Series X/S 2025" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Devolver Digital has revealed Ball x Pit, a brick-breaking, base-building survival roguelite that looks like the next indie time sink I can't wait to jump into. There's a demo out today on PC, and it's launching on Xbox Series X/S, Switch, and PC sometime this year (here's hoping it makes its way to PlayStation 5 one day, too). This was revealed as part of today's Devolver Direct, which went with a different approach to its summer showcase this year. </p><p>Instead of the zanier off-the-wall antics of the annual summer Devolver Direct, which usually contains multiple announcements, it released a documentary called "BALL x PIT: The Kenny Sun Story," alongside a trailer for the game. </p><p><strong>You can view the Ball x Pit reveal trailer for yourself below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/GEK4dEOAQCc" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>"In Ball x Pit, Ballbylon has fallen," a press release reads. "After a meteoric and completely unexpected event annihilated the great city, all that remains is an ominous, yawning pit. Treasure hunters far and wide flock to the city's tomb to seek their fortune, plundering the depths in search of Ballbylon's scattered riches. Few return.</p><p>"The pit plays host to armies of barbaric creatures, hellbent on ending your quest before it even begins. Armed with a growing arsenal of magic-infused projectiles, batter your way through multiple levels of increasingly challenging obstacles to claim the ultimate prizes and rebuild New Ballbylon. With every glob you lob, gain valuable experience to develop overpowered spitball combinations, and recruit additional heroes to unlock new skills to send the gutter-dwelling goons packing." </p><p>As you can see in the Ball x Pit trailer above, it fuses quite a few different gameplay mechanics to create a roguelite. There's classic brick-breaking action (with Vampire Survivors-like explosions of numbers all over the screen), base-building, and survival gameplay, all morphed into one experience as you attempt run after run. It features over 60 randomized balls to equip, 70 unique buildings for New Ballbylon that provide gameplay bonuses, power-ups, and characters, and more. </p><p>You can try out Ball x Pit on PC via a new Steam demo right now before it launches on Switch, Xbox Series X/S, and PC sometime this year. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/f735d41d/the%20game%20informer%20show%20719.jpg" width="800" height="450" alt="the game informer show" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Today is an important day.<em> </em><a href="https://www.gameinformer.com/letter-from-the-editor/2025/06/06/you-can-now-subscribe-to-game-informer-magazine-again"><em>Game Informer</em> magazine subscriptions are back</a>! And so is the Game Informer Show podcast! We recorded our first episode earlier this week before all the Summer Game Fest announcements and before we had Switch 2s in our hands. Apologies for not talking about the absolute latest in video game news, but this first episode back was always meant to be a catch-up and a rundown of what to expect.</p><p>Join Alex Van Aken, Marcus Stewart, Charles Harte, and me as we talk about bringing the magazine back, share what we did during our "time off", and share just a few of the games we've been enjoying recently.</p><h2>Watch The Game Informer Show:</h2><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/Xdn_lb4P5sg" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Moving forward, you can expect to hear The Game Informer Show podcast every Thursday, and next week we will have a special on-location SGF episode.</p><p>Thanks for resubscribing (or never unsubscribing)! We look forward to coming back and to all your feedback.</p><a class="spreaker-player optanon-category-C0004" href="https://www.spreaker.com/episode/the-journey-to-bringing-game-informer-back-gi-show--66425205" data-resource="episode_id=66425205" data-width="100%" data-height="200px" data-theme="light" data-playlist="false" data-playlist-continuous="false" data-chapters-image="true" data-episode-image-position="right" data-hide-logo="true" data-hide-likes="true" data-hide-comments="true" data-hide-sharing="false" data-hide-download="true" data-title="The Journey To Bringing Game Informer Back | GI Show" data-color="3c59e0">Listen to "The Journey To Bringing Game Informer Back | GI Show" on Spreaker.</a>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/d39c21a3/dodt2025.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Day of the Devs has increasingly become a platform for small teams to show off unique games, and this year was another nice collection of interesting games, many of which were oddly based around pulling off heists.</p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"> </p><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">You can can see the full round-up of showcased titles below.<br> </p><h2>Snap & Grab</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: No Goblin</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/e3fb8bcf/screenshot-00001.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">A neon soaked heist game where you have to take pictures of various valuable items in order to steal them later<br> </p><h2>Big Walk</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: House House</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/4465fa4b/screenshot-00002.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The creators of Untitled Goose Game showed its next title, which is cooperative multiplayer where strange avatars explore a realistic environment in order to solve puzzles. Voice communication will be a major factor.<br> </p><h2>Sword of the Sea</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Giant Squid</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/03f8e9ec/ss_adfbbd61a2b5c291813af20b7b5bb527762c586f.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The next game from the creators of Abzu and The Pathless has been revealed before, and was shown recently at the PlayStation event earlier this week, but Day of the Devs offered an additional look.<br> </p><h2>Escape Academy 2: Back To School</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Coin Crew Games</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/c6292db3/screenshot-00003.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The sequel to Escape Academy, a fun co-op game where players work their way through digital escape rooms, will apparently focus more on the lore of the school and attending classes alongside new puzzles. It will also be open world, unlike the original.<br> </p><h2>Mixtape</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Beethoven and Dinosaur</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/7ccbec07/screenshot-00006.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The next game from the creators of The Artful Escape has been shown before, but Day of the Devs offered a new look at the very stylish coming of age story as well as some insight into more artists that will be on the soundtrack like Joy Division, Smashing Pumpkins, Potishead, Devo, Silverchair, The Cure, and many more.<br> </p><h2>Blighted</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Drinkbox</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/dabca457/screenshot-00007.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The creators of Nobody Saves the World and the Guacamelee series’ next game is an overhead action game that is described as a Metroidvania (a genre the studio is adept at). In a world where memories are passed down generation to generation, you have to overcome the Blight that is overtaking the world. And you do this by exploring and beating up enemies with a skeletal scythe.<br> </p><h2>Dosa Divas: One Last Meal</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Outer Loop</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/797a9e05/screenshot-00009.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The next game from the creators of Thirsty Suitors is an apocalyptic RPG and about travelling around in a ramshackle mech and cooking delicious food.<br> </p><h2>Possessor(s)</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Heart Machine</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/2d2f5218/ss_84481a95d406617644a8cbae4b5a113457a49701.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The creators of Hyper Light Drifter’s next game is a Devolver-published Metroidvania game taking place in a capitalist world overrun by demons. It’s been announced already, but Day of the Devs showed some new gameplay and characters.<br> </p><h2>Moonlighter 2</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Digital Sun</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/304d1b48/ss_4a4422057a27b46e396f2f73554c811666ed5067.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The original Moonlighter is a pixelated rogue game about managing your shop. The sequel changes the art direction significantly, but focuses on the same core ideas, but with all the improvements a sequel affords.<br> </p><h2>Please, Watch The Artwork</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Studio Waterzooi</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/c008c5a8/screenshot-00001.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Please, Watch the Artwork is a sequel to the charming puzzle game, Please, Touch the Artwork. In this game, players solve various puzzles surrounding famous artworks.<br> </p><h2>Marvel Cosmic Invasion</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Tribute Games Inc.</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/bbb764f6/screenshot-00002.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Day of the Devs offered a new look at the upcoming throwback Marvel beat ‘em up, showcasing newcomer She-Hulk and Rocket Racoon.<br> </p><h2>Neverwake</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Coldblood, Inc.</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/5f36de4c/screenshot-00010.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Neverwake is a horror RPG life sim that has a great, creepy, pixel art style. You can choose to play at your own pace in terms of chasing the action, or just living your life. And it features music from Hyper Light Drifter composer Disasterpiece.<br> </p><h2>Relooted</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Nyamakop</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/7f8053cf/screenshot-00011.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">The studio behind 2018’s Semblance is back with something a little different. You play as a team that must loot artifacts inspired by the real world and return them to their home in South Africa. Gameplay is about pulling off heists and escaping with intense platforming missions when things go awry.<br> </p><h2>Ratatan</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: TVT Co. Ltd., Ratata Arts</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/95d57fbf/ss_710a03005206732eb0970580e4a8b4eb35cc868c.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Ratatan is a spiritual successor to the rhythm action games, Patapon, and it comes from the team that created Patapon. We’ve seen the game before, but Day of the Devs offered a new look.<br> </p><h2>Thick as Thieves</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Otherside Entertainment</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/71684965/ss_3cc06654929982c935e4c2c7b597ecc9d5598f2f.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Warren Spector is known primarily for his work on the Deus Ex series and the Epic Mickey games. His latest game is Thick as Thieves with Otherside Entertainment. It’s a cooperative stealth action game about pulling off heists – a theme for the Day of the Devs showcase – at the same time as other thieves.<br> </p><h2>Pocket Boss</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Mario von Rickenbach</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/3c8c2ccf/screenshot-00003.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">2019’s Kids is a less a game, and more an entertaining interactive art piece with very memorable visuals. Pocket Boss is the next game from its creators, and it is a short experience all about manipulating data and playing around with the visual language of graphs.<br> </p><h2>Consume Me</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developers: Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/57d25c15/screenshot-00004.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Consume Me is an autobiographical game about co-developer Jenny Jiao Hsia and her relationship with self-image growing up. But it’s also about everyone’s self-image. Day of the Devs afforded a new look at the game.<br> </p><h2>Off</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Mortis Ghost, Fangamer</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/3c2c798f/screenshot-00006.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Originally released in 2008, Off is an influential RPG that heavily inspired games like Undertale. The Day of the Devs stream featured a quote from Undertale creator Toby Fox talking about how important that game was to Undertale’s creation. This year, Off is getting a re-release with newly added content.<br> </p><h2>Tire Boy</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: GameTeam6</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/09547424/screenshot-00009.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">Tire Boy is an action game where you play as the titular Tire Boy as they roll around the world, beat up monsters, and just generally get into trouble. It’s an odd premise that looks fun to play.<br> </p><h2>Toem 2</h2><p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr"><em>Developer: Something We Made</em></p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/124f2259/screenshot-00001.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p style="line-height:1.38;margin-bottom:0pt;margin-top:0pt;" dir="ltr">As the number behind the word Toem indicates, Toem 2 is a sequel to the well-regarded 2021 photo-taking game.</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/ccc97349/requiem3.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p><strong>Update:</strong> Capcom faked out the audience at Summer Game Fest by saying it wouldn't be revealing the next Resident Evil early in the show, only to have a full trailer for the game as the "one last thing."</p><p>The game is called Resident Evil 9: Requiem (the 'q' is the cute stand-in for the '9'). The trailer follows a character named Grace Ashcroft, who is potentially related to Alyssa Ashcroft from Resident Evil's Outbreak and Outbreak File #2. Grace works for the FBI and is tasked with investigating the hotel where her mother was murdered. The trailer shows all kinds of creepy happenings and monsters as part of the investigation.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/POz1-EmLsTY" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Resident Evil Requiem arrives surprisingly soon with a release date of February 27, 2026.</p><p class="inline-rich-content-placeholder"> </p><p><strong>Original story:</strong></p><p>Resident Evil Village's English voice actor for Lady Dimitrescu, Maggie Robertson, and Capcom's Jun Takeuchi made an appearance on the Summer Game Fest stage to celebrate the 30th anniversary of Resident Evil. Robertson sang happy birthday while iconography from Resident Evil appeared on screen and Takeuchi then appeared in a pre-recorded video to thank fans for their patience and said information about the next Resident Evil will appear soon. "Just a blink of an eye more and it will be ready," Takeuchi said.</p><p>Based on Capcom's pattern of releasing a new Resident Evil and then a remake, it's safe to assume the next new Resident Evil game we see will be Resident Evil 9 (or whatever it ends up being called), but we will apparently have to wait a little longer.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/373c848b/re9.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/ccc97349/requiem3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/a9c9bfd2/requiem4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/a99ad7b1/requiem6.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/c5f6af90/requiem2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/06/0aea2e91/requiem1.jpg'></figure></section>
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed some players not being able to start Friends Only servers
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Re-enabled all players to be able to use voice commands and party chatAdded more detailed options for server visibility and privacy when creating a serverThe "Use Steam Networking" checkbox has been replaced with a dropdown, allowing the creation of Local, Friends Only, Unlisted and Listed servers -- defaulting to UnlistedUsing map command by default will no longer create a join-able gameFixed a crash on exit under Linux
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed HUD scope animation exploit (GitHub fix from mastercoms)Fixed case where the door model for Match Status HUD wasn't initialized before setting the submodel (GitHub fix from rabscootle)Fixed money not automatically being collected in Mann vs. Machine respawn rooms (GitHub fix from mastercoms)Fixed stuck Mann vs. Machine bots sometimes causing spawn softlocks (GitHub fix from Mentrillum)Fixed Mann vs. Machine ammo canteens not affecting energy weapons (GitHub fix from Mentrillum)Fixed 'Shell Extension' achiemevent not working for energy weapons (GitHub fix from Mentrillum)Fixed not being able to deploy parachute after landing and becoming airborne without jump button (GitHub fix from FlaminSarge)Fixed some heap allocated KeyValues leaks (GitHub fix from Dmitry Tsarevich)Relaxed in-game chat restrictions for certain accounts
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing string for the PNG filter when using the Decal ToolAdded missing newline to the 'Unable to initialize sound capture' console messageAdded IsNextBot() method (GitHub fix from Bitl)Added support for custom mission briefings in vsh and zi game modes (GitHub fix from Gamer_X)Added convar to control max Mann vs. Machine robots (GitHub fix from ficool2)Added prediction for Thermal Thruster + self-stun (GitHub fix from wgetJane)Fixed crash with game_round_win in KOTH (GitHub fix from doclic)Fixed Mann vs. Machine status HUD not using the mini boss background for enemies in the Support groupFixed Medi Mode Auto-RP not matching lowercase input unless it begins with an 'a'Fixed backpack page buttons putting the 'New' label behind the buttonFixed character info panel not being positioned correctlyFixed The Front Runner using the wrong team color for the headset on the Stylin' styleFixed Announcer VO with static at the end of the sound (community fix from Lindon)Fixed missing lightwarp setting for the Conniver's Kunai and The Half-Zatoichi (community fix from Lindon)Fixed The Bazaar Bargain's scope being painted when using the Elfin Enamel war paintFixed commentary text not displayingFixed TFBot VScript methods SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetMission, SetPrevMission, GetMission, GetPrevMission, and HasMission using 'unsigned int' by mistakeFixed overlapping internal font names causing one font to overwrite the other for Linux clients (GitHub fix from RoseyLemonz)Fixed Casual late-joiners seeing Competitive logo on Match Status HUD doors (GitHub fix from rabscootle)Fixed Spy bots using human voice lines in Mann vs. Machine (GitHub fix from John Kvalevog)Fixed crash on VGUI menu bar button cursor entrance (GitHub fix from RGBACatlord)Fixed Mann vs. Machine bomb carrier voice line playing during normal CTF with bots (GitHub fix from mastercoms)Fixed organ props spawning from non-Vita-Saw damage (GitHub fix from Thomas Kain)Fixed uninitialized field use in CParticleEffectBinding (GitHub fix from Thomas Kain)Fixed type cast warning caused by pointer size mismatch (GitHub fix from SanyaSho)Fixed typo in Mann vs. Machine score calculation (GitHub fix from HalfMatt)Fixed missed break in logging character field save data causing incorrect logging (GitHub fix from Dmitry Tsarevich)Fixed Engineer bots soft locking on CTF maps (GitHub fix from AwfulRanger)Fixed middle mouse kicking you in PASS Time (GitHub fix from ficool2)Fixed radial fog not being enabled in 3D sky on official maps (GitHub fix from ficool2)Fixed PLAYER_FLAG_BITS truncating m_fFlags sent to clients (GitHub fix from copperpixel)Fixed prediction for jumping when The Huntsman is charged/released (GitHub fix from wgetJane)Fixed prediction for Force-A-Nature jumps (GitHub fix from wgetJane)Increased PLAYER_FLAG_BITS to 32Removed temporary player jingle files if tf_delete_temp_files (GitHub fix from AndrewBetson)Removed MFC dependency in the launcher exe (GitHub fix from Slartibarty)Updated the ConTracker 'Back' button to accommodate longer localization stringsUpdated plr_hacksaw_eventFixed erroneous and asymmetric clipping across the mapFixed pumpkin bomb quota being too low
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments
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