Stress Test 8/21 WvWvW
Random footage of the 3 or so hours spent in WvW. There was a major glitch with most of the animations for charges or leaps. The warrior I was playing had the same issues....
THOUGHTBLUDGEON GUILD
Random footage of the 3 or so hours spent in WvW. There was a major glitch with most of the animations for charges or leaps. The warrior I was playing had the same issues....
SPvP matches from the Beta Weekend 3 Join the Forum discussion on this post
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/16/23b9bdf5/popremakeart2025.jpg" width="800" height="450" alt="Prince of Persia: The Sands of Time remake art" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Ubisoft has provided an update on its long-in-development remake of <a href="https://www.gameinformer.com/2020/09/10/ubisoft-remakes-prince-of-persia-the-sands-of-time">Prince of Persia: The Sands of Time</a>. No, it’s not a release date, but it is confirmation that the game is, in fact, still happening.</p><p>A new <a href="https://x.com/princeofpersia/status/1934642136500060166?s=46&t=NQuiqRa_BGRV8b-BEm-aYw">post</a> from the official Prince of Persia X account frankly states, </p><p>“Yep, we’re still deep in the game — exploring, building, and ensuring the sands move with purpose. This game is being crafted by a team that truly cares, and they're pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us." </p><p>Additionally, the post shares a new piece of artwork (posted in the header above). </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/fdhrdKu1SCA" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>It’s a rare update for the troubled title, which was first announced in September 2020. The remake of the 2003 classic was originally in development at Ubisoft’s Indian studios in Mumbai and Pune with a planned launch in early 2021. The game was initially billed as a ground-up remake with improved textures and lighting, modernized combat, new cinematics, and re-recorded dialogue from the original voice actors (including Prince actor Yuri Lowenthal).</p><p>A few months after its reveal, the game was <a href="https://www.gameinformer.com/2020/12/08/prince-of-persia-the-sands-of-time-remake-delayed-by-two-months">delayed a few months</a>, then <a href="https://www.gameinformer.com/2021/02/05/prince-of-persia-the-sands-of-time-remake-delayed-indefinitely">postponed indefinitely</a>. In 2022, development was transferred to Ubisoft Montreal, the studio behind the original Sands of Time, which effectively reset its development. During Ubisoft Forward in 2024, the publisher announced a <a href="https://www.gameinformer.com/ubisoft-forward/2024/06/10/prince-of-persia-the-sands-of-time-remake-is-coming-in-2026">2026 launch window</a> for the remake, and it’s unclear what the new scope of its improvements will be.</p><p>When it was announced, Prince of Persia: The Sands of Time remake was slated to launch on last-gen consoles and PC. It's unclear if the game will still launch on those platforms, as one would imagine development would shift to current hardware. Until we learn more, you can watch us revisit the original game in this episode of <a href="https://www.gameinformer.com/replay/2024/01/27/prince-of-persia-the-sands-of-time-replay">Replay</a>. Be sure to also check out our review of the last Prince of Persia title, 2024's The Lost Crown, <a href="https://www.gameinformer.com/review/prince-of-persia-the-lost-crown/a-royal-resurgence">here.</a> You can also read our <a href="https://www.gameinformer.com/preview/2024/04/10/we-played-the-rogue-lite-prince-of-persia-from-the-co-developer-of-dead-cells">preview</a> for another upcoming spin-off, The Rogue Prince of Persia, which is slated to launch out of Early Access in August. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/16/dcdc7799/perkins%20and%20crawford%20darrington.png" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Today, Darrington Press, Critical Role's tabletop role-playing game publisher, announced it has hired Jeremy Crawford and Chris Perkins, two of the lead designers for Dungeons and Dragons who recently departed the company. Perkins and Crawford will now serve as Darrington Press' Creative Director and Game Director, respectively, <a href="https://darringtonpress.com/welcoming-chris-perkins-and-jeremy-crawford-to-our-team/">according to an announcement on the company's website</a>.</p><p>This is a massive shakeup for the TTRPG world. Critical Role, known for its livestreamed games of Dungeons & Dragons played by high-profile voice actors, launched Darrington Press in 2020. While the company's first projects were Critical Role adjacent, this year it released Daggerheart, a standalone role-playing game designed to compete with Dungeons & Dragons and other similar games. The cast is currently in the midst of a mini-arc using the game system, and fans have speculated the company might intend to move away from D&D entirely one day.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/15/e0db8bf2/daggerheart_core_set.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> Daggerheart, the tabletop role-playing game from Critical Role, is a system that uses dice and cards to tell stories in a fantasy setting. <p>By bringing on Crawford and Perkins, Darrington Press's pedigree increases significantly. The two have worked at Wizards of the Coast for many years (Crawford for 18, Perkins for 28), and are considered two of the primary architects behind Dungeons and Dragons' extremely popular fifth edition and <a href="https://gameinformer.com/2024/05/14/the-art-of-the-new-dungeons-dragons">its 2024 overhaul of that ruleset</a>. The designers were public spokespeople for the brand as well, appearing in videos to explain new books or playtests and even clarifying rules on social media. Shortly after the new books were released, however, <a href="https://bsky.app/profile/chrisperkinsdnd.bsky.social/post/3llyvdjkphk2p">Chris Perkins</a> and <a href="https://screenrant.com/jeremy-crawford-chris-perkins-leaving-dnd-interview/">Jeremy Crawford</a> each announced they had decided to leave the company.</p><p>Their jump to Darrington is an unexpected move, to say the least, but it seems Wizards of the Coast was aware of the transition, making a point to <a href="https://bsky.app/profile/dndbeyond.com/post/3lrqh6lyth22l">congratulate the move on Bluesky</a>. <a href="https://www.latimes.com/entertainment-arts/story/2025-06-16/critical-role-raids-dungeons-and-dragons-coffers-to-sign-storytelling-duo">The pair also did an interview with <em>The Los Angeles Times</em></a><em> </em>explaining their decision process and generally praising the Critical Role team.</p><p>The two will be "developing novel game concepts as well as expanding the games [Darrington has] released so far," according to the announcement. This likely involves additions to Daggerheart, which launched a few weeks ago. For more Daggerheart and its inspirations, <a href="https://www.gameinformer.com/tabletop/2025/05/15/exclusive-diving-deep-into-critical-roles-daggerheart">you can read our interview with its lead game designer, Spenser Starke</a>. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/a7bceffc/borderlands_4_screenshot_-_rafa.jpg" width="800" height="450" alt="Borderlands 4" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Gearbox has opened pre-orders for <a href="https://www.gameinformer.com/2025/04/30/borderlands-4-deep-dive-details-new-vault-hunters-open-world-changes-loot-shakeups-and">Borderlands 4</a>, confirming a $69.99 price for the Standard Edition. This news alleviates fan concern that the upcoming shooter would retail at $80 and follows CEO Randy Pitchford’s controversial comment last month that “real fans” would find a way to purchase the game at that price.</p><p>The worry over Borderlands 4’s price stemmed from an <a href="https://x.com/DuvalMagic/status/1922454876803551555">exchange on X</a> with Randy Pitchford on May 13 where a fan told him the game “better not be 80 dollars.” Pitchford responded by saying the decision was “Not my call”, then added the following:</p><p>“If you’re a real fan, you’ll find a way to make it happen. My local game store had Starflight for Sega Genesis for $80 in 1991 when I was just out of high school working minimum wage at an ice cream parlor in Pismo Beach and I found a way to make it happen.”</p><p>Pitchford’s comment attracted criticism from those who took this as him implying that players who couldn’t afford to pay $80 are not true fans. It also fueled speculation that Borderlands 4 would indeed follow the growing trend set by <a href="https://www.gameinformer.com/2025/04/07/nintendo-says-mario-kart-worlds-value-justifies-its-80-price">Mario Kart World</a> of retailing at the higher price point.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/93b2742f/borderlands_4_screenshot_-_co-op_1.jpg" alt="Borderlands 4" title="Borderlands 4" typeof="foaf:Image" class="image-style-body-default"> <p>Following the backlash, Pitchford addressed his comment by <a href="https://x.com/DuvalMagic/status/1925108385625809225">sharing a clip</a> from a PAX East developer panel (which occurred before Pitchford’s controversial X post), where he elaborated on Borderlands 4’s then-potential price by speaking on the current realities of video game development budgets and pricing.</p><p>“It’s an interesting time, right?” says Pitchford during the Q&A session. “On one level, we’ve got a competitive marketplace where the people who make those choices want to sell as many units as possible and they want to be careful about people who are price-sensitive. So there’s some folks who don’t want to see prices go up, even the ones deciding what the prices are. There’s other folks accepting the reality that game budgets are increasing and there’s tariffs for the retail packaging and it’s getting gnarly out there, you guys. Borderlands 4 has more than twice the development budget than Borderlands 3. More than twice. So the truth is, I don’t know what the price is going to be.”</p><p>He then added, “As artists, we want everybody to have it. We want to make it as easy as possible for everybody to enjoy what we’re creating.”</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/b2a369de/borderlands_4_screenshot_-_amon.jpg" alt="Borderlands 4" title="Borderlands 4" typeof="foaf:Image" class="image-style-body-default"> <p>In addition to the $70 Standard Edition of Borderlands 4, Gearbox is also offering a Deluxe Edition for $99.99 and a Super Deluxe Edition for $129.99. Each version contains a bevy of extra content, and you can read more details about what each edition entails on the game's <a href="https://borderlands.2k.com/borderlands-4/news/pre-order/">website</a>. </p><p>Borderlands 4 will launch on September 12 for PlayStation 5, Xbox Series X/S, and PC. A Switch 2 version is also planned for sometime this year. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/16/f146cb22/Six%20One%20Indie.jpg" width="800" height="520" alt="Six One Indie Showcase Returns September 18 2025" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Last month, the team at <a href="https://www.gameinformer.com/2025/05/22/six-one-publishing-is-a-new-game-publisher-from-the-team-behind-this-years-best-indie">Six One Indie</a> hosted one of my favorite <a href="https://www.gameinformer.com/2025/05/15/six-one-indie-showcase-returns-next-week-with-48-games-including-mouse-pi-for-hire-and">showcases</a>, and easily the year's best indie game presentations. Now, it has announced it will hold another Six One Indie Showcase this September, promising another deluge of amazing-looking indie games we can't wait to see. </p><p>If you need a reminder of how well last month's Six One Indie Showcase was, look no further than <a href="https://www.gameinformer.com/round-up/2025/05/22/every-game-shown-during-the-six-one-indie-showcase"><em>Game Informer's</em> complete round-up of every game shown</a>. If you're an indie dev interested in getting your game into the show, Six One Indie says submissions will begin next week on June 20 and run through July 18 – you can learn more <a href="https://www.sixoneindie.com/showcase">here</a>. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/adI4uizTYN4" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>"The Six One Indie Showcase features two parts: a main video showcase and an expanded Steam event," the Six One Indie website reads. "Roughly 45 games will be selected for the main video showcase. If your game has launched or will launch before September 18th, it will be considered for the Pre-Show, which is dedicated to titles that are 'available now.' From the 45 main video showcase selections, 5 to 7 games will be chosen for the Pre-Show." </p><p>Like last month's showcase, an additional 150 games will be selected for an expanded Six One Indie Showcase Steam event. This event features a curated carousel of games with discounts, demos, and more. </p><p>The Six One Indie Showcase returns September 18. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/02/0deed2ce/donkeykong8.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Nintendo has revealed it will hold a Direct this week focused on the upcoming Switch 2 exclusive, <a href="https://gameinformer.com/product/donkey-kong-bananza">Donkey Kong Bananza</a>. It revealed this in its news app, Nintendo Today, revealing the Donkey Kong Bananza Direct will air on Wednesday, June 18, at 6 a.m. PT/9 a.m. ET. </p><p>The company says it will feature roughly 15 minutes of information about the game. </p><p>Donkey Kong Bananza <a href="https://gameinformer.com/2025/05/29/2025-nintendo-switch-2-game-release-schedule">launches exclusively on Switch 2 next month</a>, on July 17. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/mIddsPkdX9U" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>While waiting for this week's Direct, read up on the <a href="https://www.gameinformer.com/nintendo-direct/2025/04/02/donkey-kong-bananza-is-a-new-nintendo-switch-2-platformer-starring">Donkey Kong Bananza reveal</a>, and then read our <a href="https://www.gameinformer.com/preview/2025/04/03/tearing-down-walls">hands-on preview thoughts</a> on the game. After that, read about why Universal's <a href="https://gameinformer.com/2025/05/26/donkey-kong-country-has-the-best-attraction-in-super-nintendo-world">Donkey Kong roller coaster is the best attraction in Super Nintendo World</a>. </p><p><em>Are you picking up Donkey Kong Bananza next month? 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/2025/06/12/af7ce4ec/gta6.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>If you're wondering what games are coming up in 2026, we've put them all in one convenient location. This list will be continually updated to act as a living, breathing schedule as new dates are announced, titles are delayed, and big reveals happen. This should help you plan out your next year of gaming and beyond.</p><p>As the gaming calendar is constantly changing, we highly recommend you bookmark this page. You'll likely find yourself coming back to find out the most recent release schedule for the most anticipated games across PC, consoles, VR, and mobile devices. If you notice that we've missed something, feel free to let us know! <strong>Please note that games will not get assigned to a month until they have confirmed release dates</strong>.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/2025/06/12/9fc492ff/residentevilrequiem.jpg" typeof="foaf:Image" alt> Resident Evil Requiem <h2>February</h2> <a href="https://www.gameinformer.com/product/mewgenics" hreflang="en">Mewgenics</a> (<em>PC</em>) – February 10 <a href="https://www.gameinformer.com/product/tides-of-tomorrow" hreflang="en">Tides of Tomorrow</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) – February 24 <a href="https://www.gameinformer.com/product/resident-evil-requiem" hreflang="en">Resident Evil Requiem</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) – February 27 <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/2025/06/12/c9c2bbde/gtavi.jpg" typeof="foaf:Image" alt> Grand Theft Auto VI <h2>May</h2> <a href="https://www.gameinformer.com/product/grand-theft-auto-vi" hreflang="en">Grand Theft Auto VI</a> (<em>PlayStation 5, Xbox Series X/S</em>) – May 26 <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/2025/05/06/01ea3ba0/fable.jpg" typeof="foaf:Image" alt> Fable <h2>To Be Announced</h2> <a href="https://www.gameinformer.com/product/007-first-light" hreflang="en">007 First Light</a> (<em>PlayStation 5, Switch 2</em>) <a href="https://www.gameinformer.com/product/33-immortals" hreflang="en">33 Immortals</a> (<em>Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/acts-of-blood" hreflang="en">Acts of Blood</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/aniimo" hreflang="en">Aniimo</a> (<em>Xbox Series X/S, PC, iOS, Android</em>) <a href="https://www.gameinformer.com/product/aphelion" hreflang="en">Aphelion</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/archeage-chronicles" hreflang="en">ArcheAge Chronicles</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/at-fates-end" hreflang="en">At Fate's End</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/beast-of-reincarnation" hreflang="en">Beast of Reincarnation</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/big-walk" hreflang="en">Big Walk</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/blackfrost-the-long-dark-2" hreflang="en">Blackfrost: The Long Dark 2</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/blighted" hreflang="en">Blighted</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/bloodstained-the-scarlet-engagement" hreflang="en">Bloodstained: The Scarlet Engagement</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/chronicles-medi" hreflang="en">Chronicles: Medi</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/code-vein-ii" hreflang="en">Code Vein II</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/cthulhu-the-cosmic-abyss" hreflang="en">Cthulhu: The Cosmic Abyss</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/danchi-days" hreflang="en">Danchi Days</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/decapolice" hreflang="en">Decapolice</a> (<em>PlayStation 5, PlayStation 4, Switch</em>) <a href="https://www.gameinformer.com/product/dimhaven-the-lost-source" hreflang="en">Dimhaven – The Lost Source</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/dosa-divas-one-last-meal" hreflang="en">Dosa Divas: One Last Meal</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/duskfade" hreflang="en">Duskfade</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/end-of-abyss" hreflang="en">End of Abyss</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/enshrouded" hreflang="en">Enshrouded</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/enter-the-gungeon-2" hreflang="en">Enter the Gungeon 2</a> (<em>Switch 2, PC</em>) <a href="https://www.gameinformer.com/product/eve-vanguard" hreflang="en">EVE Vanguard</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/exodus" hreflang="en">Exodus</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/fable" hreflang="en">Fable</a> (<em>Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/fading-echo" hreflang="en">Fading Echo</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/game-of-thrones-war-for-westeros" hreflang="en">Game of Thrones: War For Westeros</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/human-fall-flat-2" hreflang="en">Human Fall Flat 2</a> (<em>Switch 2, PC</em>) <a href="https://www.gameinformer.com/product/ikuma-the-frozen-compass" hreflang="en">Ikuma – The Frozen Compass</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/into-the-fire" hreflang="en">Into The Fire</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/invincible-vs" hreflang="en">Invincible VS</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/last-flag" hreflang="en">Last Flag</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/marvel-1943-rise-of-hydra" hreflang="en">Marvel 1943: Rise of Hydra</a> <a href="https://www.gameinformer.com/product/marvel-tokon-fighting-souls" hreflang="en">Marvel Tōkon: Fighting Souls</a> (<em>PlayStation 5, PC</em>) <a href="https://www.gameinformer.com/product/moomintroll-winters-warmth" hreflang="en">Moomintroll: Winter’s Warmth</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/moonlight-peaks" hreflang="en">Moonlight Peaks</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/mortal-shell-ii" hreflang="en">Mortal Shell II</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/mudang-two-hearts" hreflang="en">Mudang: Two Hearts</a> (<em>Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/nioh-3" hreflang="en">Nioh 3</a> (<em>PlayStation 5, PC</em>) <a href="https://www.gameinformer.com/product/no-straight-roads-2" hreflang="en">No Straight Roads 2</a> (<em>PC</em>) <a href="https://www.gameinformer.com/product/onimusha-way-of-the-sword" hreflang="en">Onimusha: Way of the Sword</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/out-of-words" hreflang="en">Out of Words</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/outbound" hreflang="en">Outbound</a> 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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/c61df0ef/mixtape_1.jpg" width="800" height="452" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Annapurna Interactive Developer: Beethoven and Dinosaur Release: 2025 Rating: Teen
<p>It's rare to find a game with as much personality as Mixtape displays in its opening moments. This coming-of-age story from the developer behind The Artful Escape is stylish and nostalgic, earnest and whimsical, and probably my favorite game I played at Summer Game Fest this year. As I begin the opening moments of the demo, I have the realization every gamer craves: I've never played anything like this before.</p><p>Set in the ‘90s, Mixtape is about a teenager named Stacy Rockford, who has dreams of becoming a Music Supervisor in Hollywood, thanks to her passion for creating carefully curated mixtapes. She addresses the camera Ferris Bueller-style, setting up the game's events and openly breaking the fourth wall. Before you're even playing, characters introduce themselves with bold text on the screen and music propelling the story forward. Cutscenes are built from in-game footage and old stock clips, blurring the line between cinema and game.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/f580e11d/mixtape_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>The experience itself is a fusion of a narrative-driven adventure game and playable music videos. Stacy walks around the environment and observes her surroundings in the quieter moments of the game, but whenever the action kicks in, so does the soundtrack. Before each musical sequence, of which there are many, Stacy names the song, the band, and the year it came out, teeing things up perfectly. Like many of the game's stylistic choices, it's just cheesy enough that it works.</p><p>The musical sequences I play are all varied and interesting. In the intro, Stacy and her friends ride down a hill on skateboards, and there are buttons to jump and do tricks, but that's just for fun – there are no points involved. As you ride, "That's Good" by DEVO plays through Stacy's headphones, and all the characters clap along with the claps in the song. </p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/338a6b61/mixtape_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>A later song has the three protagonists rocking out in a car, and you can press a button to make them nod their heads or play an air guitar. As the montage follows their road trip, there are more little ways for them to dance along, like honking the horn, slapping the side of the car, or flashing the lights on and off. It's just one example of how Mixtape is a masterclass in tone, setting such a specific, fun vibe that I can't help but dance along.</p><p>Another sequence is much shorter than the others, and has Stacy reminisce about a kiss she shared with a boy from her past. It starts slow and romantic, but then cuts to a hilarious, bizarre minigame where you control each teen's tongue in the make-out session with one of the joysticks. After about 30 seconds, I'm relieved when a button labeled "That's Enough!" pops up, and I don't have to stress about how weird it looks to the other passersby at SGF.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/dd20a639/mixtape_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>They can also be much more involved, like an intense chase sequence where you avoid police cars by racing down hills in a shopping cart. It starts out as a classic teen adventure where they flee a party to avoid getting busted and turns into a full-on manhunt, complete with helicopters and a live news feed. After an epic, slow-mo jump off the docks and into the water, we cut back to Stacy's friend Slater, who says, "At least, that's how I remember it."</p><p>What's perhaps most impressive about my time with Mixtape is that narrative adventure games are hard to make into demos. I typically enjoy them the most towards their endings when the story pays off, and it's hard to get an introduction that doesn't just feel like flat exposition. The fact that Mixtape impressed me so thoroughly in just half an hour is impressive in and of itself, and it's become one of my most anticipated games of the year.</p><p>For more of our Summer Game Fest coverage, check out what we had to say about <a href="https://gameinformer.com/preview/2025/06/11/back-to-raccoon-city">Resident Evil Requiem</a>, <a href="https://gameinformer.com/preview/2025/06/13/viscerally-refreshing">Sword of the Sea</a>, <a href="https://gameinformer.com/preview/2025/06/13/a-bloody-match-made-in-heaven">Ninja Gaiden 4</a>, <a href="https://gameinformer.com/preview/2025/06/12/beautiful-madness">Pragmata</a>, and <a href="https://gameinformer.com/sgf-2025/2025/06/07/the-coolest-games-weve-played-at-summer-game-fest-2025">more</a>.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/ae3e07ae/ninja_gaiden_4-4.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Xbox Game Studios Developer: Team Ninja, Platinum Games Release: <time datetime="2025-10-20T12:00:00Z" class="datetime">October 20, 2025</time>
<p>Ninja Gaiden 4 is an exciting meeting of minds for stylish action aficionados. Developed by an action dream team of PlatinumGames with guidance from series masterminds Team Ninja, the game blends the expertise and sensibilities of both studios while retaining the elements that make Ninja Gaiden great. After over a decade away, I’m happy to report the game is already shaping up to be a masterful return to form.</p><p>I played a lengthy demo of the title during Summer Game Fest Play Days. Afterward, I spoke to Ninja Gaiden 4's development leads – Yuji Nakao, producer/director at PlatinumGames, and Masakazu Hirayama, producer/director at Team Ninja – about the genesis of this partnership. According to them, this series return stems from the friendly relationship between Platinum and Team Ninja presidents, who had been interested in collaborating on a game for some time. Xbox head Phil Spencer caught wind of this and was instrumental in making this partnership a reality, though neither designer elaborates on how exactly he achieved this. All we know is that the result of this is that Xbox is publishing Ninja Gaiden 4. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/Orl7x7vUohQ?rel=0&controls=0" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Ninja Gaiden 4 stars dual protagonists: newcomer Yakumo, and series hero Ryu Hayabusa. The demo I play stars the former, letting me see what the upstart ninja brings to the table. As a brand new face, Yakumo was designed from scratch by Platinum, and Hirayama states the character allows Platinum to inject its "unique, stylish approach to action" while retaining the tenets of what makes a Ninja Gaiden game. As for Ryu Hayabusa, fans shouldn't worry that he'll feel any different because another team sits at the steering wheel. "When it comes to Ryu, we're very picky about making sure that Ryu feels right for players who are familiar with the prior games," says Hirayama. </p><p>Despite being developed by Platinum, you’d never guess it after picking up the controller. Ninja Gaiden 4 plays smooth as silk and controls how fans remember and expect, from the lightning-quick swordplay, flashy combos, gravity-defying grapple maneuvers, and tight yet nimble acrobatics. Presentation-wise, everything looks fantastic. I quickly dispatch the first enemies in brutal fashion, slicing apart limbs, separating heads from shoulders, and coating everything around me in blood. Cinematic finishers called Obliteration moves serve as an emphatic exclamation point to a combo string. </p><p>Platinum’s influence comes in the form of the new Bloodraven Form. Eviscerating foes builds a meter to activate Bloodraven moves, executed by holding the left trigger while performing light or heavy attacks. This transforms Yakumo’s sword into an enlarged crimson blade to unleash stronger, slightly more deliberate assaults. The increased length of the Blood sword is great for striking swaths of foes at once, knocking them off their feet for you to quickly pounce on. Since the meter fills quickly, weaving Bloodraven attacks strategically into combo strings is easy. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/4050e7d2/ninja_gaiden_4-5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>A second meter builds towards activating Berserk State. This allows you to perform the Bloodbath Kill, an instant execution that drops certain targets regardless of their health, by charging an attack. Nakao describes this specific feature as another prime expression of Platinum's stylish action sensibilities. On the defensive side, Yakumo can block attacks, perform a split-second dodge to which players can immediately chain an attack, or parry by timing blocks right before impact. Getting a hang of this new bag of tricks is vital because, to the surprise of no one, Ninja Gaiden 4 is a challenging game, often throwing waves of large, aggressive enemy mobs at the player that will quickly take them down if they’re caught lacking. Success requires matching or exceeding that aggression while constantly monitoring your surroundings to evade offense from all sides, and overcoming these odds never ceases to make me feel cool. </p><p>"One of the distinct qualities of Ninja Gaiden is that back and forth between offense and defense, and at PlatinumGames, we try to make sure we really nail that feeling of pressure and release in the gameplay," says Nakao. "So you feel like you're not going to be able to make it, and then there's that cathartic moment where you're able to turn the odds against your enemy."</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/a82acce3/ninja_gaiden_4-2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Although a high skill ceiling is part of Ninja Gaiden's appeal (and infamy), Platinum and Team Ninja are cognizant that it's been a decade since the last 3D Ninja Gaiden title, so they want to accommodate newcomers as best they can. To that end, Ninja Gaiden 4 features the return of Hero Mode, the easier difficulty setting first introduced in Ninja Gaiden Sigma 2. Furthermore, players can adjust the game's difficulty anytime during the story mode. </p><p>Yakumo traverses his surroundings in typical Ninja Gaiden fashion, meaning he can wall run and perform the signature wall-to-wall jump to quickly reach higher platforms. He also has a grappling hook called a Caddis line to zip to distant platforms and swing across gaps. The Caddis comes in handy during combat, too. Arenas often have grapple points, which I use to disengage from the action when surrounded or gain higher ground to unleash an aerial assault. You can also pick up side quests, ranging from killing a quota of enemies to collecting strange sentient jars called Gourdys for a peculiar twist. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/472e693d/ninja_gaiden_4-1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Ninja Gaiden 4 achieves a tough-to-articulate balance of feeling completely faithful to the previous games while also having a noticeable, if subtle, Platinum touch. As a fan of both studios' works, I love seeing Platinum’s ideas blend harmoniously with Team Ninja’s winning formula, and the partnership appears to have been a mutually beneficial learning experience. </p><p>"We are different studios, but we both make action games, and of course, we have huge mutual respect for each other, and it's really an honor to work with each other on this game," says Nakao. "But with that said, even though we both make action games, we have very distinct and different sensibilities when it comes to how to approach action gameplay. So it's a challenge, but I think it was a big accomplishment that we were able to work really closely together, almost as if we were part of the same studio. And if there was something that I played in the build [Hirayama] didn't really vibe with, he'd be very honest. He wouldn't hold back; we've been very flat with each other and have very honest conversations. So, it was really cool because we were able to use the logic of action game design to have these productive conversations to make this title." </p><p>To reinforce this apparently healthy relationship between the developers, Hirayama quickly adds, "We're really good friends." </p><p>The partnership is paying off, as I’m sold on Ninja Gaiden 4. It looks great and plays like a dream, and I was genuinely disappointed when my demo concluded. It was my favorite game out of all the demos I played at Summer Game Fest Play Days, and I look forward to welcoming the series back with open arms on October 20. </p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/5f4880e9/Steam%20Next%20Fest%20header.jpg" width="800" height="450" alt="Best Demos Steam Next Fest June 2025 PC Gaming Game Informer List Round Up" typeof="foaf:Image" class="image-style-body-default" /></p>
<p>Though we’re all still recovering from the recent onslaught of summer showcases and all the announcements that came with them, it’s time for another Steam Next Fest. Like every fest before it, there are hundreds (probably thousands) of great games to check out free demos for, most of them indies, too. We’re doing our best to wade through these demos and check out games we’re excited for, ones to watch, and ones we had never heard of before playing during Steam Next Fest.</p><p>Below, we have a selection of the best Steam Next Fest demos we’ve played so far, and as the week rolls on, we’ll continue to update it with new games we want to surface to our readers. The current Steam Next Fest started yesterday, Monday, June 9, and will run through Monday, June 16, so keep this page bookmarked as we’ll be updating it daily with demos you need to check out.</p>
Bloodthief
Developer: Blargis
If the 30 minutes of Bloodthief I played during the Steam Next Fest demo are any indication, this is a fantastic ultra-fast first-person melee game that’s about zooming through levels as fast as you can. It's also my favorite demo of the dozens I played during Steam Next Fest this June.
Imagine the speed and precision of Neon White, but through the lens of a bloody first-person PS1 game set in a medi dungeon. Each level takes just a few minutes to complete, if that, and emphasizes fast traversal techniques like wall-running, sliding, slide-jumping, and more to take down foes and reach the end as quickly as possible. It’s immediately a blast.
Your health bar, or your blood, dictates what you can and can’t do. Sliding and slide-jumping requires a stack of blood, so you’ll need to collect blood vials to keep it refreshed between enemy kills, which also gives you some blood. But the twist is that your blood constantly decreases, meaning there is no time to pause or think. You must advance. Like Neon White and other experiences in the ultra-fast family of games, each level is a long puzzle where each run can be optimized with the right string of moves, and the fun is figuring out exactly how to do that. Bloodthief is coming soon, and I know I’ll be playing it on day one. – Wesley LeBlanc
Check out the demo and wishlist here.
Dispatch is likely the most vulgar and hilarious demo I’ll play during Steam Next Fest. With enough F-bombs to make Grand Theft Auto cringe, but delivered perfectly thanks to a voice cast that includes Aaron Paul, Jeffrey Wright, Laura Bailey, Matt Mercer, Erin Yvette, Travis Willingham, and more. This short 20-minute demo showcases some smart and witty writing about the superhero genre, placing players in the shoes of Robert Robertson, formerly the hero Mecha Man, during his first day on the job at a superhero dispatch station. As such, the “gameplay” of the demo is watching a sector of the city for civilian calls for superheroes and delivering the right costumed crimefighter to the job.
If someone needs a public appearance by a hero, send someone with a high charisma stat. If a sneaky entry is needed, send in the hero with high mobility, and so on. The calls come in fast so you must make quick decisions about what the job entails and dispatch the best hero in your roster. All of this is made extra stressful (and fun) by the fact that your team of heroes are ex-criminals and do their best to make every dispatcher they get quit as quickly as possible. Robert is determined to stick around, and I look forward to what shenanigans he and this team will get into as they all learn to work together as a unit. – Wesley LeBlanc
Check out the demo and wishlist here.
Perhaps it comes as no surprise, but Heart Machine, the developer behind Hyper Light Drifter and Solar Ash, is seemingly onto something great with its upcoming game, Possessor(s). After a meaty Steam Next Fest demo, Heart Machine’s signature action and style have slid in nicely to the Metroidvania genre Possessor(s) is in. You control a character who teams up with a demon – or in other words, lets the demon possess them – so that they might live during an apocalyptic scenario in the city they call home. It seems there’s a once-innocuous company behind the city’s undoing, and the demon you meet wants your help defeating them.
That sends you on the Metroidvania journey into and throughout the city. From there, all the pieces fall into place. It’s a 2D game with a large map to uncover, doors and other barriers preventing your forward progression until you have the correct item or ability, and demon enemies, which possess all manner of mundane objects, to defeat. Combat feels great, and I like how different everyday objects, like kitchen knives and a computer mouse, become weapons in your arsenal. Even better, chaining combos together like punching a demon, hitting them into the air with the computer mouse, and yanking them back down to the ground with my whip for some heavy damage feels great. I hope Heart Machine tweaks the movement between now and release because it feels a little slow, but there’s enough style and substance elsewhere in the game to make up for it for now. – Wesley LeBlanc
Check out the demo and wishlist here.
Danchi Days is a cute and quaint little adventure game set in a small Japanese apartment complex, hence the “Danchi” (a Japanese word for a large set of apartments or multistory houses) in the title. You control Hoshino, a young girl enjoying the summer with a young boy and her grandma. The grandmother has Alzheimer's, but that doesn’t stop her from enjoying the sunny days with you and teaching you new things, like using your senses to take in the environment around you.
You can use the game’s mechanics to look at things, feel things, and more – so far, everything I’ve done in the demo is based around minigames that speak to the senses of Hoshino. However, there’s more to the game than what’s in this demo, if trailers are any indication, like some neighborhood exploration, website surfing, and more. Danchi Days is very cute, and, given it’s about a young girl’s dream to make her grandma smile again, is a game I’m sure will tug on heartstrings when it launches next year. – Wesley LeBlanc
Check out the demo and wishlist here.
Downhill is an action-RPG starring Fade, a woman who, after a strange and seemingly catastrophic event, gains the ability to jump into the Nightworld. This Nightworld allows Fade to progress through places blocked by a black tar-like substance that prevents everyone else from moving forward in the regular realm. It’s also useful for combat, as it stops time and frees Fade from worldly restraints so that she can hack and slash enemies freely, without danger of taking damage herself.
She can also blink forward, a special dash move with i-frames that comes in handy during the game’s challenging combat. It boasts a pretty pixel-art visual style, a seemingly dark world with many characters to meet, and more. I especially like that the player controls the thoughts of the spectral entity that lives within Fade, allowing you to select dialogue options that add flavor to this relationship. There’s no release date announced for Downhill, but I look forward to seeing what else Sisterhood Games has in store in this unique RPG. – Wesley LeBlanc
Check out the demo and wishlist here.
And just like that, I have one of my favorite demos from this June 2025 Steam Next Fest. Fresh Tracks is an extremely unique rhythm game where you ski through a beautiful Scandinavian landscape while jumping, crouching, and slashing your way to the rhythm of certified bops. You can lean left and right while moving along three tracks on your skis, and while managing all that, you can also slash at trees to the beat of the song. During all this, a calm voice narrates your actions without veering into annoyance (they even remarked I needed a break when I paused the game), giving it an extra layer of fun.
The game’s difficulty escalates quickly, too, which I appreciated as someone pretty good at rhythm games. I promptly went from easily finishing songs without taking damage to struggling to complete a few marked with a more complex challenge. So far, I’ve only heard poppy Tetris Effect-like songs (and if you know Tetris Effect, you know that’s a massive compliment), but I’ve seen trailers that promise different genres like metal, and I look forward to seeing what other kinds of music are in the final game. There are multiple gods whose favor you must win, and each is a god of a genre, so I’m sure pop is just the beginning. Fortunately, Fresh Tracks will launch on August 12 because I don’t want to wait much longer. – Wesley LeBlanc
Check out the demo and wishlist here.
Wow. After roughly 30 minutes with MIO: Memories In Orbit, which appeared on stage during the SGF showcase this year, all I can say is, "Wow." It is a gorgeous, hand-drawn Metroidvania with the juice, if the current Steam Next Fest demo is anything to go by. It looks like someone sketched a hauntingly beautiful and abandoned space ark, placed some enemies on it, and dropped an adorable lil android into it to survive. All the standard Metroidvania tells are there – a mysterious world, pathways you can’t yet go down, abilities to unlock, and challenging combat and platforming that requires precision.
It feels great to control MIO, made even better by unique traversal twists, like large swaths of icy glass you slide across. You can ramp off the end of these slides to gain additional height, no doubt a key to discovering new locations. I hope different types of traversal play even more of a role in the final game. The small taste of the score teased in this demo is fantastic, too. It’s like developer Douze Dixièmes somehow visited a jazz bar in another galaxy and recorded the set of a keys player (except they’re playing on a moody but plucky synth instead of a piano). I’m impressed with every aspect of MIO; it’s one of the best demos on this list and now one of my most anticipated releases of the year. – Wesley LeBlanc
Check out the demo and wishlist here.
Developer The Outer Zone describes Death Howl as a soulslike deckbuilder, and that premise alone is enough to make me check out your game. Though the Death Howl demo available during Steam Next Fest doesn’t feature the telltale difficulty of a Soulslike, I understand what The Outer Zone is getting at. This mesolithic (6600 BCE) game features the same air of mystery and terror present elsewhere in the genre, with a show, don’t tell approach to storytelling. You control a mother who is trying to bring her son back from the dead, or a spooky realm of existence as far as I can tell.
To do so, she traverses through presumably the opening area, a heavily wooded forest. Within it are wild boar, crows, and more to defeat in grid-based, deckbuilder combat. The combat arenas are built diegetically into the isometric world you explore – stumble upon an enemy and a grid appears, prompting you to select a starting square and begin the fight. From here, it’s a matter of using cards until you run out of orbs that dictate how many plays you can make, then the enemy attacks, and you rinse and repeat. The deckbuilding combat isn’t doing anything super unique this early, and I’m hoping that changes in the final game, but the decrepit world has me sold. I like that the game utilizes in-world storytelling to explain why you can rest at a “bonfire,” though here, it’s a square of stones. When you rest, you regain your health and release the Death Howl trapped within the land, which “frees” and revives all of the enemies you’ve defeated thus far. It’s a unique spin on the ever-growing Soulslike genre, and the same can be said for Death Howl in the deck builder genre, too. Its release is “coming soon,” and I can’t wait for more. – Wesley LeBlanc
Check out the demo and wishlist here.
Henry Halfhead is by far the weirdest demo I’ve played during this Steam Next Fest (complimentary). In it, you control Henry, just a wee baby stuck in his crib… that is, until his parents leave the room, leaving him free to explore and learn about the world around him. To do so, Henry can possess all manner of objects, from building blocks to puzzle pieces to the hanging mobile above him, and more. And as Henry possesses each object, he can learn about what they do and, more importantly, what he can do as that object. In this short and sweet demo, I built towers to satisfy Henry’s desire to stack things, hit a xylophone over and over again, and eventually made my way to the kitchen.
In the kitchen, there are a lot of pots and pans, and as every parent knows, babies love making noise. What better way to make a loud commotion than with pots and pans? I possessed each and created a tune only a baby like Henry could love. As I advanced through the demo, Henry grew up, from a newborn to three years old, setting the stage for the demo’s finale: his birthday party. As a mischievous little 3-year-old, Henry quickly grows impatient waiting for his parents to prepare his party, so he handles it himself; in other words, I moved the cake on to the table (then ate every slice), moved candles onto the plate where the cake should’ve been (even though a 3-year-old shouldn’t play with matches), and helped my parents stack the presents nearby (except Henry’s parents were nowhere near and I also opened every single one). If this Steam Next Fest demo is any indication of the final game, Henry Halfhead will be all about the joy that awaits us throughout every stage of life – we only have to interact with the world around us to find it. – Wesley LeBlanc
Check out the demo and wishlist here.
Mycopunk is looking to capitalize on the drop-pod multiplayer excitement of last year’s Helldivers 2 with its squad-based, cel-shaded alien FPS. And though I only dipped my toes into this demo, I can see the appeal immediately. Reminiscent of the aforementioned Helldivers 2, players prepare at a hub base to select a mission on an alien planet to drop into. Once they arrive, they have one clear objective, like activating a rail gun, though smaller side objectives seem to play a role in completing the major one.
At this point, the game takes an almost hero-shooter approach as the four demo characters have different abilities. They synergize with each other as well, as far as I can tell. The first-person gunplay itself feels great, although it’s a bit floatier than I’d like. And the various alien enemies you shoot present a fun challenge to squads. The world and visual style are the biggest pulls for me, as it’s a visually distinct game with a world poking fun at the challenging and underpaid work of service workers, with Mycopunk, but I look forward to checking out how the team-based FPS gameplay expands in the final game next month. – Wesley LeBlanc
Check out the demo and wishlist here.
Ball x Pit was recently revealed during a special edition of the summer Devolver Direct, where a documentary was released highlighting Ball x Pit and Kenny Sun. It immediately caught my attention, and I’m thrilled to say the Steam Next Fest demo lives up to the hype. Ball x Pit is a roguelite, brick-breaker, base-building survival game – got all that? You dive into runs where you begin with a lackluster set of mini-orbs and one spiked ball that you fire at incoming waves of enemies. As they die, you collect experience, level up, and select new perks and abilities to utilize on this run.
Like any good roguelite, the progression happens fast, and the runs grow more and more chaotic as you upgrade weaponry, discover new perks, and create more synergies. This part of the game is a lot of fun, but it’s only part of the experience. After a run, you return to your base to plant crops, create forestry, and upgrade and harvest these plots of land to gain more resources, expand your base, and rinse and repeat. It has not just one loop of excitement, but multiple, and that’s a sign of the kind of game I will likely lose a lot of time to. – Wesley LeBlanc
Check out the demo and wishlist here.
Ascend to ZERO has quickly shot up on my list of games I’m looking forward to checking out the final release of, and fortunately, I don’t have to wait long, as it’s “coming soon,” according to Steam. In the demo, you control Chrono Child, a cyberpunk-esque character who must save a pixel-art-meets-voxels-hybrid world… in 30 seconds. To do so, Chrono Child picks up a sword and heads through a portal where she’s placed into a long, futuristic hallway filled with enemies. In the first room, I find Level 1 enemies and can quickly dispatch them by clicking on the mouse to kill them. But I must do so quickly as there’s just 30 seconds to do everything I need to do.
I can pause time by pressing the space bar, but I can’t attack during this period. So I utilize this paused time to collect experience after killing every enemy in the room. Chrono Child quickly levels into the 20s, making the next room full of Level 25 enemies easier to kill. I rinse and repeat until I reach the Level 70 room – with just 10 seconds left on the clock, I must strategically use my time-stopping mechanic to collect enough experience to defeat the Elite enemy in this room. Doing so frees Gabriela, an NPC who will now appear at my home base to help with my adventure. In that base, there seems to be additional NPCs to free as they each have stations that will presumably help Chrono Child on future runs. As a roguelike, it features all the stress and excitement I love about this genre, condensed into extremely fast runs. After checking it out, Ascend to ZERO is a game I’ll be watching closely as we near its full release. – Wesley LeBlanc
Check out the demo and wishlist here.
I’ve been tracking Eriksholm: The Stolen Dream since it was first revealed in June last year. With a pedigree of developers who have experience on Mirror’s Edge and Battlefield, I figured it’d be something worth keeping an eye on. After playing through the Steam Next Fest demo, I’m thoroughly impressed and excited for more. It’s nothing like the game you’d expect from developers who worked on Mirror’s Edge and Battlefield, which makes it all the better. Set in the fictional city of Eriksholm in the 1900s, it follows three protagonists, though the demo is focused on one named Hanna. She’s an adolescent orphan searching for her brother, Herman. After a lengthy and beautifully rendered opening cinematic, I’m thrown into a stressful escape where I must crawl and sneak my way through a warehouse.
Doing so is as simple as clicking where you want to go on the screen, using the WASD keys to move the camera, Q and E to rotate, and the mouse scroll to zoom in and out. Utilizing the camera is critical to successfully escaping because this stealth game leaves little room for mistakes. I appreciate this challenging approach to the stealth genre as it forces me to really pay attention to enemy sightlines, their pathways, and the floor beneath me (since specific types of floors are louder than others). The city of Eriksholm, as presented in this demo, is gorgeous and sunny, and it’s fun engaging with a stealth-heavy, isometric game in such an otherwise bright environment. It launches next month on July 15, and I can’t wait to see what the other protagonists are up to in Eriksholm. – Wesley LeBlanc
Check out the demo and wishlist here.
Consume Me might be the cutest-looking game on this list of Steam Next Fest demos, but don’t let that fool you – the team behind it is tackling some heavy themes in the game. Centered around a girl who struggles with food and weight, and a mom who shows no mercy or grace and ridicules her because of it, Consume Me is a non-traditional point-and-click narrative experience. Everything I did in the demo was completed with just one hand and by clicking on the mouse. It’s straightforward in that regard, but a lot is happening on-screen.
In this short demo, I worked out, purchased diet magazines and study guides, walked the dog, folded laundry, talked to a boy, got yelled at by my mom multiple times, ate food, snuck into the kitchen for a late-night snack, and more. These tasks are completed with short, simple, and sweet minigames, enhanced by a cute art style and boppy soundtrack. Everything you do is tracked via a calendar and a journal to track your bites (basically calories), energy, stomach fullness, mood, and more. It all coalesces into a fun time and something very unique in the video game space. I look forward to seeing how this game further tackles this heavy and relatable topic narratively and mechanically when the full game launches this September. – Wesley LeBlanc
Check out the demo and wishlist here.
Escape From Duckov, despite what its name implies, is not a multiplayer extraction shooter starring ducks. It is, however, a single-player top-down shooter where you play as a customizable duck who is looking to escape from the clutches of other birds. It’s also a looter shooter and looting is necessary as you begin each run with nothing to your name. You must collect weapons, bandages, and other items like chocolate milk if you plan to survive, all while sleuthing through hallways, buildings, towns, and more. You can take out enemies in close-range combat using melee weapons, but you’ll need to utilize your duck’s ability to sprint and dodge roll away from enemy attacks because dying comes easy in Escape From Duckov.
But as you progress, you’ll find stronger weapons, including guns, that make killing other ducks easy. Though I only gave Escape From Duckov about 30 minutes (there are lots of other demos to check out, y’all), developer Team Soda promises 8 hours of content in this Steam Next Fest demo. There’s base building, NPCs to befriend, plenty more weapons and items to loot, and more. If you’re looking for a fun spin on the looter shooter genre, give Escape From Duckov a try. – Wesley LeBlanc
Check out the demo and wishlist here.
Bandit Trap could be your friend group’s next multiplayer hang as it’s a charming, simple to pick up and play, and ultimately, fun game about setting traps in a location to prevent other players from stealing treasures. In each round, it’s one Trapper vs. three Bandits. The Trapper has two minutes to place traps throughout a location, like a punching boxing glove, bomb, flamethrower, or something else into various pieces of furniture in the demo’s house location, for example. After the two minutes are up, three Bandit players rush in to secure as much treasure as possible by looting things around the house.
As the Trapper, you must sneak around the place to reach trap towers, from which you can activate your traps and inflict damage upon the Bandits. Take down their health bars and their treasure looting days are done (for the round). But they can also take you out, so you must be careful when sneaking around, utilizing Trapper-specific pathways to escape their sight lines. It’s the kind of game that will provide more laughter than a competitive edge, as the stakes don’t seem high. Nonetheless, I had a great time with the demo and recommend checking it out with some homies. – Wesley LeBlanc
Check out the demo and wishlist here.
Immersiv Games comprises just one developer, and they reached out to me on social media to introduce their game. Now, that’s not a surefire way to get me to check out your game – in fact, I’d say most of the time this won’t work because my plate of games to check out is often already full – but I was intrigued by Arcadian Days’ minimalist exploration and sun-kissed visuals. After checking out the full Steam Next Fest demo, I’m excited to see what kind of chill vibes await in the full game. As Miela, you and your family arrive at a new homestead in a gorgeous mountain valley. After completing a few tasks, which are quick and simple like collecting plants for a crop or wood for a shed, I’m transported to a hill amongst mountains, with the sun falling behind beautiful clouds before night arrives.
The tasks I have already completed and the ones awaiting me on this hill, which include finding a basket of carrots in a field for soup, aren’t all that exciting. They aren’t difficult either, but based on the game’s “non-linear, relaxing” exploration premise, I think that’s by design. The writing is barebones, and it could use some optimization, but so far, Arcadian Days seems like a game worth slowing down for, just a little. – Wesley LeBlanc
Check out the demo and wishlist here.
Playing Pirate Outlaws 2: Heritage’s new Steam Next Fest demo bummed me out… because it made me realize I completely missed out on the great deckbuilder Heritage must be a sequel to; which is a roundabout way of saying I thoroughly enjoyed the Heritage demo. In this game, which features cute but high-quality 2D visuals reminiscent of a premium board game, you select a captain, a deck, and hit the rogue high seas searching for treasure, elite targets, and more. I found this pirate setting particularly inviting to the deckbuilder roguelite formula, as the themed cards are easy to understand and combat is quick and satisfying.
Instead of set turns, you play cards in accordance with available ammo and by paying attention to enemy clocks. When their clocks run out, they attack, but because their clocks are on-screen at all times, you can strategize around incoming offensive maneuvers they might make and react accordingly. The cards are themed around pirate maneuvers and weaponry, as are the enemies, and the map is simple but enticing enough to make each run feel unique and varied. Heritage has shot up high on my list of indies to keep an eye out for, and not just because I love pirates – it’s a really fun time. – Wesley LeBlanc
Check out the demo and wishlist here.
Moonlighter 2: The Endless Vault trades in the first game’s pixel art style for a cartoon-ish 3D presentation that breathes a lot of new life into this adventure game. You play as Will, a trader who has seemingly lost his touch but is now ready to dive back into the merchant game. Like the first Moonlighter, the loop consists of traversing out into the wild to defeat enemies and collect a backpack full of treasure before returning to your shop to sell the items you discovered.
I enjoyed bartering with customers, adding bonuses to improve the sale, and getting a peek at what’s to come in my shop’s future. The combat in the demo is one-note but satisfactory, and I expect that aspect of the game to be greatly expanded in the final release. For now, the chill vibes of being a merchant – not the hero that saves the day – is a fun change of pace, much like the first Moonlighter. The Endless Vault appears in town to challenge Will to deliver more gold than it can contain to obtain a special reward, and I’m excited to see what this premise means for the full game when it launches later this year. – Wesley LeBlanc
Check out the demo and wishlist here.
With Ninja Gaiden 4 out later this year, Blasphemous series developer The Game Kitchen created a little throwback treat to help the wait in Ninja Gaiden: Ragebound. In this side-scrolling entry, players control a ninja named Kenji Mozu (at least in the demo), whose teacher is none other than series protagonist Ryu Hayabusa. With gorgeous pixel art visuals, a stellar soundtrack, and platforming action that feels right at home in this classic series, Ragebound is a game I absolutely cannot wait for more of when it launches next month.
The Guillotine jump move allows you to jump off of incoming projectiles, and it feels great every time. Couple it with fast-paced sword action that rewards aggression and various traversal mechanics that keep things moving, Ragebound is go, go, go in the best way. It’s stressful and challenging – like the rest of the Ninja Gaiden series – but this Steam Next Fest demo eases players into it, no doubt withholding the toughest challenges for the final game. Nonetheless, Ninja Gaiden, Blasphemous, and throwback platformer fans should not miss this demo. – Wesley LeBlanc
Check out the demo and wishlist here.
Developer Wombat Brawler’s idle fishing game, Cast n Chill, has been on my radar since last month’s excellent Six One Indie Showcase. It’s a gorgeous pixel-art fishing game that’s less about objectives (though there are some) and more about enjoying the great outdoors, the serenity of water, great company in the form of man’s best friend, and the sport of fishing. It’s a simple game – move your boat to where you want to fish, cast your line, and reel in a fish when you land one. Fishing itself is basic, but it mixes well with the relaxed nature of Cast n Chill. Finding a spot to fish is about the types of fish you’re after (and adding them to your fishing log), but more than that, it’s about finding a beautiful place to drop a lure and chill. There are plenty of different species of fish, lures, rods, and boats, each with some fun backwoods country descriptions, and coins to collect to buy additional fishing licenses. Those licenses allow you to boat further throughout the game’s beautiful landscape, unlocking more fish to catch. Cast n Chill is, as the name implies, chill, and Wombat Brawler knows this. There’s even an Idle Mode, which lets you keep it open and running beautifully in the background. – Wesley LeBlanc
Check out the demo and wishlist here.
Into The Grid is a run-based deckbuilder set within the virtual grid of a cyberpunk society. After a wedge is driven between a former-netrunner-turned-mother and her daughter, the daughter is driven towards working for a dangerous company. She needs a rescue, so in steps mother. After shaking off the virtual rust in a short tutorial, I played through the game’s first run. In the virtual grid, you interact with various nodes to gain currency, extract new and rare cards, or gain items that can automatically open up new rooms, take down security nodes, and more. As you interact with this virtual grid, though, the security takes notice and sends various sentinel enemies to attack.
From here, the isometric view disappears and you’re brought to a first-person combat arena with an enemy before you. To attack, you select cards that are drawn each turn. You can go on the offense to take down enemy integrity (health), use defensive cards to increase your barrier (shield), or utilize special cards that increase your VIM, which determines when you can use Commands. Commands allow you to draw additional cards, add more Clock, which determines how many cards you can use each turn, and more. It was fun synergizing my moves around what Commands I wanted to build toward. The most unique aspect of Into The Grid is that each turn, your hand is wiped and you draw a new set of cards, meaning you must build new strategies every turn. It’s a fun, if stressful, change to the traditional deckbuilder formula and one I so far enjoy. – Wesley LeBlanc
Check out the demo and wishlist here.
Reikon Games describes Metal Eden as an “adrenaline-rush sci-fi FPS,” and that’s right on the money. It reminds me of Ghostrunner, but there’s no katana here – just guns. As you advance to the objective, you dodge, jetpack, punch, and shoot through enemies in slick cyberpunk industrialist hallways. There’s wall-running, ziplines, and all the other movement tech you expect in a fast-paced FPS. While enemies are dispersed throughout each level, combat primarily happens in wave-based arenas, where you must utilize your surroundings, enemy cores you can explode, and skill cooldown management to survive. Metal Eden is tough – I played on Normal, the easiest option, and died several times in the demo’s hour of content – but definitely a game to keep an eye on if you’re into stylish futuristic shooters. – Wesley LeBlanc
Check out the demo and wishlist here.
This top-down, twin-stick roguelike is a delightfully weird fusion of The Binding of Issac, Spelunky, and Pokémon. You play as a little mouse who can turn into Morsels, odd little creatures like a grub, pile of dung, or sunflower with abilities to help you fight back against oppressive cats. Play as a Morsel enough and it'll evolve, but if you level one up too much, it dies. Morsels also don't share health, so there are simultaneously different sets of abilities and numbers of lives. You can have up to three Morsels in your roster at once, so it's an interesting balancing act to swap between them to get a strategic team. After making it to the end and defeating the first boss, I can't wait to play the full game and collect as many weird guys as I can get my hands on. – Charles Harte
Check out the demo and wishlist here.
I was shocked that I hadn’t yet heard of Davey X Jones as the games industry’s self-proclaimed number-one pirate aficionado. After roughly 40 minutes with the Davy x Jones demo available during Steam Next Fest, I’m excited to see what the final product looks like, though cautious as well. In Davy x Jones, you play as a beheaded Davy Jones, betrayed by pirate lords across the seven seas and their leader, Edward Teach aka Blackbeard. It’s Teach who is responsible for you not having a head, but fortunately, your lifeless body discovers this head once more and together, this unlikely duo heads off on a quest for revenge.
I like that Davy’s soulless body grunts his name repeatedly, while Davy's floating skull handles all the talking. But the two also amusingly interact with each other, with some nice voice acting too. Everything going on in this world, from the visuals to the storytelling and more, is great and I’m legitimately excited for more. However, I hope the team can use feedback from this demo and the time between now and its unannounced release date for polish. Of course, this is a demo of an in-development game so it naturally could use work, but so far, the first-person gun-and-swordplay feels a little floaty, lacking the weight I’d expect from the scourge of the seas. It’s not optimized well either, but again, it’s a demo, so I won’t hold developer Parasight’s feet to the fire, err, raging seas over this. Nonetheless, Davy x Jones has lots of promise and I look forward to the final release. – Wesley LeBlanc
Check out the demo and wishlist here.
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/43ef65e8/sword_of_the_sea_1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, PC Publisher: Giant Squid Developer: Giant Squid Release: <time datetime="2025-08-19T12:00:00Z" class="datetime">August 19, 2025</time>
<p>"What if you had a sword, but there was nobody to fight?"</p><p>Matt Nava, creative director for Sword of the Sea, says this is one of the main themes of his studio's next project. A sword is a weapon designed to kill, but there's no attack button in Giant Squid's upcoming game. In the 30-minute demo I played at Summer Game Fest in Los Angeles this year, there wasn't any combat at all, and I can't say for certain, but I wouldn't be surprised if the game is devoid of violence entirely.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/9d311ec7/sword_of_the_sea_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>Instead, your sword is a hoverboard, carrying the player, also known as the Wraith, on an adventure across a field of seemingly endless dunes. From my first moments playing, I can feel the care that went into making the traversal feel good, and it's a joy to ride up and down the desert's rippling, sandy mounds. You can charge jumps to get huge amounts of air and press the button again before you hit the ground to do tricks. As far as I can tell, the tricks grant no advantage to gameplay, and yet I do one basically every time I get in the air. It is, in the purest sense of the word, play.</p><p>I quickly realize why it's not a game called "Sword of the Sands" by interacting with a glowing blue orb and triggering a magical eruption of blue energy. The liquid-like sand becomes straight-up water, and a river forms in the middle of an endless desert. Not only that, but fish float in the air above the water, seemingly able to breathe and fly just by being near it. Especially in a world that is otherwise notably devoid of other wildlife (save for the occasional old bones of a long-dead creature), creating fish from thin air is a sight to behold.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/38e61e2f/sword_of_the_sea_3.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>You generally progress by following the water, which is so vibrant and blue that I found myself desperate to drink it. Rehydrating the landscape in Sword of the Sea is viscerally refreshing, and though the game never uses text to say that the goal is to bring the sea back to this desert, it's an incredibly clear direction based on nothing other than visual design.</p><p>Aside from the occasional pop-up telling you what buttons do, the screen has no text and no UI, which Nava says was done to make the player forget they're even playing a game. While the lack of waypoints leaves me mildly lost once or twice, I'm always able to find the right path eventually, thanks to subtle guidance from the world's design. The same principles apply to gameplay; Nava says that in addition to explicit tutorialization, they teach the player things through secret tutorials, too.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/01607115/sword_of_the_sea_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>"There's no place in the game that tells you that you can use a little pulse ability to smash the pots," Nava says, referring to small piles of vases you can destroy to get currency. "But people just figure that out because we put pots next to other things that we did tutorialize, 'Oh, you have to interact with this.'"</p><p>Immediately after gathering my first currency, little golden triangles, a nearby masked creature sucks the coins into a large barrel on his back, granting me the ability to do more tricks. </p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/f8f037ae/sword_of_the_sea_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>As I approach the demo's end, I rehydrate certain parts of the world to activate these huge green chains that open a door for me to progress to the next area. After playing for a while, the ground has become a gorgeous, patchwork fusion of sand and sea. After grinding on the giant chains skateboard style, the Wraith heads into the newly opened door, only to pause as a mysterious figure appears on the rock behind them. By the time they turn around, the figure is gone, but one thing is certain: this mysterious character has a sword of their own, and they weren't riding it. They were gripping the hilt like it was a weapon.</p><p>I'm eager to get to the bottom of that mystery, along with the others in Giant Squid's gorgeous desert, when it comes out in just a few months.</p><p>For more of our Summer Game Fest coverage, check out what we had to say about <a href="https://gameinformer.com/preview/2025/06/11/back-to-raccoon-city">Resident Evil Requiem</a>, <a href="https://gameinformer.com/preview/2025/06/13/one-of-sgfs-greatest-hits">Mixtape</a>, <a href="https://gameinformer.com/preview/2025/06/13/a-bloody-match-made-in-heaven">Ninja Gaiden 4</a>, <a href="https://gameinformer.com/preview/2025/06/11/hands-on-with-capcoms-mysterious-sci-fi-adventure">Pragmata</a>, and <a href="https://gameinformer.com/sgf-2025/2025/06/07/the-coolest-games-weve-played-at-summer-game-fest-2025">more</a>.</p>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