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by GeeViouS · August 25, 2012
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Elden Ring Tarnished Edition, the Switch 2 port of From Software's fantastic 2022 game (that Game Informer and many others awarded game of the year honors), is releasing August 28. The port was set to release last year, but was delayed back in October for “game performance adjustments”. Those adjustments are apparently complete, or at least will be in August.
Your journey to the Erdtree begins here. Rise, Tarnished.#ELDENRING Tarnished Edition is coming to #NintendoSwitch2 on August 28, 2026. pic.twitter.com/ko0liMaHij
— ELDEN RING (@ELDENRING) June 4, 2026
This Switch 2 port will include the original Elden Ring as well as the 2024 expansion, Shadow of the Erdtree. It will also includes new armor and customization features for the player and Torrent.
The added content will not be exclusive to Switch 2. From Software shared that The Tarnished Pack DLC will also launch on other platforms on August 28. It's unclear if the DLC will be free or paid on non-Switch 2 platforms.
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Ace Combat 8: Wings of Theve has locked onto a release date, and our resident ace pilot Eric Van Allen flew out to see what Bandai Namco's Ace team has been working on for the next installment of its flying-action series.
Join Eric and rookie wing-man Charles Harte on a brief tour of the three missions available, highlighting plenty of tense aerial battles, breakneck bombing runs, and at least two wipe-outs. It's easy to get lost out there in the big blue.
Look for more on Ace Combat 8: Wings of Theve as we approach its release date of October 2, 2026, and keep an eye out for the upcoming issue of Game Informer (both digital and physical) for an extended feature, including quotes from series director Kazutoki Kono.

Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Bandai Namco Developer: Rebel Wolves Release: September 3, 2026 Rating: Mature
The Blood of Dawnwalker thoroughly impressed me when I visited Rebel Wolves' studio in Warsaw, Poland, in April. Though much of my excitement was centered on the heavy reliance on choice-driven mechanics and the way NPCs react to the protagonist, Coen, based on how you interact with others in the game, I would be remiss to not mention that the combat system also feels like a step up from other similar titles. And in speaking with the seasoned game-development veterans at the nascent studio, they seem to feel that way as well.
In The Blood of Dawnwalker, players participate in similar combat as other action/role-playing titles where you can attack, block, or parry an incoming attack. Even The Witcher 3: Wild Hunt, a game directed by Rebel Wolves founder and The Blood of Dawnwalker game director Konrad Tomaszkiewicz, used a variation of this system. However, by adding a layer of directionality to the existing foundation, Rebel Wolves hopes to introduce new layers to the tried-and-true formula.
Now, instead of just needing to rely on timing for your parries, but also the direction from which it's coming, as indicated by the icon on the enemy. You can use omni-direcitonal blocking similar to the standard parry-based combat, but it consumes more stamina than a concentrated directional block or parry. Through this system, Rebel Wolves hopes to avoid the feeling of detachment from the action, as, in those other games, players can sometimes become so good at the rhythm of the combat that they almost zone out during fights. With this directional approach, players must remain focused on where the attacks are coming from. Additionally, as I saw in one miniboss fight against The Forgotten Guardian, some more capable foes can deliver unblockable attacks, which you must dodge.
Though the studio has landed on a combat system it's proud of, it took a long way to get there. After all, this is Rebel Wolves' debut title, so much like its protagonist's journey in said game, each choice carries great magnitude. "There were different iterations of it throughout the years; I think it went quite a long way to reach the point where it is," creative director Mateusz Tomaszkiewicz says. "At some point, we reached the conclusion it would be really nice to experiment with directional combat. At the same time, we're aware of all of the controversies around it, like worries that some players have about it being too complex or too difficult. It was a balancing act to get to the point where it feels easy to learn but hard to master, and just enjoyable overall. We did a lot of playtesting with all kinds of players – more casual players, very hardcore players – to get it to the point where it's enjoyable for everyone."
And according to Rebel Wolves, the feedback from those playtests has yielded positive reinforcement. “Together, we tried to create combat which is for everyone, but also have this directional component,” Konrad Tomaszkiewicz says. “People who already played the game from the outside are saying that because you focus on directions, what’s happening in the combat, you feel that you are inside the combat, not that you are watching it from a far distance. I think it’s a really good achievement, because in RPGs, the most important [thing] is immersion. And immersion is, when you are inside, what you are seeing all the time, and if the combat is not really good, and you are just pressing buttons and watching what’s happening on the screen, then there are moments when you come out from it. What we’re trying to do is keep you in the world we created.”
But that's not all, as Coen features two distinct combat suites: one for his daytime human form, and one for his nighttime vampiric form. As a vampire, Coen grows claws and fangs, so he doesn't need to rely as much on swords. However, if he so chooses, he can draw a sword to take down enemies. Additionally, as Coen's adventure progresses, he can level up to learn new abilities. In his vampire form, he learns vampire abilities. While I only see traversal-based powers during my hands-off demo, Coen eventually learns vampire abilities he can use in battle. "It evolves while you're playing," Konrad Tomaszkiewicz says. "We're adding new possibilities, new actions for your opponents, and new skills you can use to fight with whole groups of opponents."
When I ask Mateusz Tomaszkiewicz about his favorite new abilities, he touts a powerful move that I saw one of the enemy vampires use in a cutscene. It turns out Coen will eventually be able to unlock and harness this power. "You have a bunch of these abilities from special sword techniques to blowing up people with magic so they explode in a pool of blood," he says. "That’s my favorite, personally, and I really enjoy it. But generally speaking, there is a lot to look forward to with these abilities. They’re pretty exciting, and they make these different playstyles also feel very different from one another."
You can also customize the experience across various parts of the game, including combat, with difficulty settings for Story, Normal, Duelist, and Nightmare modes. "I hope that when people have fun with the combat, they will try the higher difficulty levels," Konrad Tomaszkiewicz says. "In them, we turn off these indicators, and you won't have U.I. showing in which direction you should fight, but you're observing your opponents and reacting to what's happening on screen. It's a really cool and unique experience."
It's safe to say that The Blood of Dawnwalker skyrocketed up my list of most anticipated games of 2026 after my extended demo. It's clear that Rebel Wolves has the vision and experience to pull off something special like the early hours indicate this might be, but we'll need to wait until September 3, when The Blood of Dawnwalker arrives on PS5, Xbox Series X/S, and PC, to see if the studio can deliver on all of this potential.

Remedy Entertainment released a new trailer for its upcoming action game, Control: Resonant, during yesterday's PlayStation State of Play, revealing a September 24 release date with it. Shortly after, people noticed that the PlayStation Store listing for the Digital Deluxe Edition includes a Hiss Corruption Outfit, an Occult Outfit, the Pickpocket's Tool Artifact, some other digital goodies, and 48-hour early access starting September 22.
The trend of being able to pay more for a game to jump in a couple of days early is already disappointing and annoying, preying on the very-real FOMO some players experience in such an online connected landscape (not to mention a fear of spoilers that might appear online) – last month, Xbox charged a whopping $120 to jump into Forza Horizon 6 a few days early, and it's one of the most egregious examples of early access premiums. Now, Remedy is only charging $69.99 for the Control Resonant Digital Deluxe Edition, which is the full price of most triple-A games these days, but to amplify an already frustrating tactic, the company has made this option exclusive to PlayStation 5 players, as reported by PushSquare.
When asked by a fan on X, Remedy communications director Thomas Puha confirmed that this edition and getting into the game 48 hours early are exclusive to the PS5 version of Control Resonant.
In an ideal world, none of this pay-extra-to-play-a-couple-of-days-early stuff exists, but if you're going to prey on FOMO, at least make it something all players excited for your game, regardless of platform, can access. It's a frustrating trend made even more frustrating by actions such as this, and one we'll likely continue to see more of.
In the meantime, check out this Control Resonant gameplay trailer from earlier this year, and then watch the Control Resonant reveal trailer. After that, read Game Informer's Control review.
[Source: PushSquare]
How do you feel about companies charging a premium to play a game a couple of days before launch? Let us know in the comments below!

Pokémon Campions is the new home for competitive Pokémon VGC, but its launch earlier this year left out some key parts of what we expected from the product. Today, we learned when two of those gaps are getting filled – on June 17, Champions comes to mobile, and the newly introduced Mega Raichu X and Y will be launching alongside it.
One of Champions' original selling points is that it was coming to both console and mobile, with crossplay between the two platforms. Ideally, you can play on your Switch at home to get the best visuals, but you can take the game in your pocket to play a quick battle while you're out and about. The mobile port is finally launching just over two months after the console version's launch, so that concept will soon be a reality.
Mega Raichu X, as seen in Pokémon Champions
The other missing piece from Champions' launch was the absence of Mega Raichu's two forms. Pokémon Legends Z-A introduced the new variation of Pikachu's less famous older sibling, so it felt like a no-brainer to include in Champions' starting lineup, but it was notably absent. Yes, there are hundreds of other Pokémon left out of the roster in Pokémon Champions, but Raichu is present and mega stones are present, so it wasn't irrational to assume Mega Raichu would also be on the way. Seeing it announced now makes perfect sense, however – The Pokémon Company was holding it back for this announcement, to make the mobile version make a bit more of a splash.
To make it even more appealing to jump back in, it sounds like all players will get Raichu and both its mega stones for free, just by signing in. According to a press release, "From Wednesday, June 17, 2026, to Wednesday, September 2, 2026, players can receive Raichu, Raichunite X, and Raichunite Y by checking their in-game mailbox. These rewards will be available in both the Nintendo Switch and mobile app versions of the game."
To keep things fresh in the VGC scene, there's a regular rotation of Pokémon allowed in competitions at any given time. Mega Raichu X and Y will usher in Pokémon Champions' second-ever set of viable Pokémon, and we're curious to see how much it shakes up the battle system.
If you're interested in downloading the mobile version, you can pre-register on Android and iOS devices starting today. For more Pokémon Champions, check out our review, where we praised Pokémon's tried and true battle system, but made clear that the package surrounding it can feel thin and inconsistent.

We got another look at Tomb Raider: Legacy of Atlantis, which remakes Lara Croft's original 1996 adventure in Unreal Engine 5, during yesterday's PlayStation State of Play, where we also learned it's been delayed from 2026 to February 12, 2027. Those who have visited the game's Steam page since have discovered, however, that an "AI Generated Content Disclosure" is attached, stating that AI assets have since been replaced or refined by humans.
AI has become a problem for the games industry in more ways than one. Not only is it leading to countless layoffs at studios and publishers around the world – with companies shortsightedly believing AI generation can replace the work done by real human hands – but it's also led to a RAM shortage in computing parts, leading to PlayStation, Xbox, Nintendo, and even Steam to raise prices for their respective hardware. Whether you're someone affected by layoffs or struggling to enjoy the hobby because of rising prices, it can be a disappointment to see a game you're excited about utilize generative AI technology. Case in point, Tomb Raider: Legacy of Atlantis.
Here's what the disclosure says:
"AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team."
It's nice to see that AI assets have at least been replaced or refined by humans, but it's still a shame to see that generative AI technology was used at all, especially when you consider that the various generative AI models out there are largely reliant on scraping existing human-made work on the internet. For now, we'll have to take the word of developers Crystal Dynamics and Flying Wild Hog on the AI content in the game.
Tomb Raider: Legacy of Atlantis launches on PlayStation 5, Xbox Series X/S, and PC on February 12, 2027.
How do you feel about this AI content disclosure? Let us know in the comments below!

No Rest For The Wicked, the next game from Ori and the Blind Forest/Will of the Wisp developer Moon Studios, is nearing the end of its Early Access roadmap. A new trailer that debuted during today's PlayStation State of Play reveals the game is finally launching in 1.0 form this October.
The game first entered Early Access in April 2024, meaning it's been growing and changing based on player feedback for over two years. No Rest for the Wicked, which was featured on the cover of Game Informer Magazine in 2024, is a dark fantasy action RPG inspired by games such as Diablo, Dark Souls, and the town-building genre that can be played alone or with up to three other players in four-player co-op. Its story centers on an island afflicted by a deadly plague that turns its citizens into monsters.
Players control a holy warrior who arrives on this cursed isle to rid it of this pestilence, slaying monsters, while uncovering myriad secrets across the large explorable regions and gradually rebuilding the primary city using resource gathering mechanics.
The game's 1.0 release will feature all 15 regions, a new class and progression system, a persistent multiplayer that allows co-op players to share progress in their private realms even when a teammate is offline, the conclusion to the main story campaign, new endgame content, and cross-play/cross-save between PC and PlayStation 5.
No Rest For the Wicked launches in October for PlayStation 5 and PC. The game is also coming to Xbox Series X/S and Switch 2, but Moon Studios did not provide an update on these versions. You can read several behind-the-scenes features chronicling the game's development in our cover story hub.

God of War is back, but this time the next adventure stars Faye, the wife of Kratos and mother of Atreus. What happened after she was laid to rest at the end of the 2018 game? We're about to find out thanks to the game's staggering 23-minute debut gameplay trailer.
The demo begins with Faye, or her full proper name of Laufey, given her frost giant heritage, awakening in a mysterious forest immediately after being cremated on a funeral pyre at the start of God of War (2018). Faye is once again portrayed by actress Deborah Ann Woll (Daredevil, Daredevil: Born Again, Queen of the Ring). The adventure, which serves as a parallel sequel to God of War (2018), centers on her arrival in the afterlife of the gods –The Everywhen – a bizarre world filled with magical creatures and deities of all shapes, sizes, and cultural origins.
"I think in [God of War Ragnarök], Odin really was kind of taken by that question: 'What happens when we die?'" say God of War Laufey game director Ariel Lawrence in a sit-down interview with Santa Monica Studio creative head Cory Barlog. "'We know what happens to the mortals when they die, but what happens to us?' And so this is an answer for that question, what happens to gods when they die. Things aren't working quite exactly the way they should be in this afterlife of the gods. Magic isn't flowing exactly the way that it should be. So this afterlife's not exactly a paradise. It's a little bit more of a prison."
According to an official description on the game's PlayStation Store page, 'Faye discovers the plans she put in place to protect Kratos and Atreus in her absence are now at risk." To save her family, she must battle gods from multiple pantheons, all vying for dominance of the now-corrupted Everywhen. One of these antagonists, shown in the video, is Sekhmet, an Egyptian goddess and the God of War of her pantheon.
Combat is a mix of one-handed swordplay, where Faye nimbly hacks away at foes, including popping them skyward for air juggles, while using her free hand to utilize an array of magical abilities, such as blocking attacks. Combat encounters with small foes and larger bosses sport the same over-the-shoulder action as Krato's Norse adventures, but Faye is much quicker and more agile than her husband, making for brisker and more stylish encounters. Everywhen looks as stunning as you would expect from a modern God of War game, boasting a dreamlike whimsy that juxtaposes well with the series' trademark brutality.
At one point in the demo, Faye is taken prisoner but escapes thanks to the help of an unlikely ally: a talking cosmic cube with a sword stuck in it. This cube, played by Jack Quaid (The Boys, Novocaine), is named Phranque (pronounced like "Frank"), aids Faye in her quest to return home, including helping her obtain the sword embedded within it. Tied to this sword's hilt are sentient ribbons named Rue (voiced by Perlina Lau), who can not only speak but also aid Faye in combat; the ribbons can extend during sword strikes to attack distant foes and generally help keep enemies at bay.
God of War Laufey is coming to PlayStation 5, but it has no release window. It's the latest God of War project Santa Monica has in the oven, following the announcement of the God of War Trilogy Remake earlier this year. Santa Monica also released the side-scrolling prequel game God of War Sons of Sparta in February, and you can read our review of that game here.

The latest PlayStation State of Play has come and go, and it was jam-packed with new reveals, release dates, and more. Without looking it up to confirm, it's arguably the biggest State of Play the PS5 maker has put on in a minute.
We covered a ton of it on Game Informer, as our illustrious and beautiful front page would indicate, but if you're looking for some bite-sized recaps of everything shown, from Marvel's Wolverine to God of War: Laufey and all the games in between, look no further.
Every Game Shown During Today's PlayStation State Of PlayYou can watch the entire presentation above, but that's not what you're here for! So, we'll list each of the games shown below, in order of appearance during the show, alongside the key details you need to know and the trailers for them, too. Without further ado...
Marvel's Wolverine New Wolverine Gameplay Offers First Look At Jean GreyStill the same release date: September 15, 2026Lots of violent and bloody gameplay A look at other mutants, including the aforementioned Jean Grey, Mystique, and SabretoothMarvel Tōkon: Fighting Souls Magneto, Green Goblin, And Carnage Join Marvel Tōkon: Fighting SoulsStill the same release date: August 6, 2026A new look at Fighting Souls gameplay, including some new visuals for the stages and moreGreen Goblin will be voiced by Steve BlumCarnage will be voiced by Kellen GoffDoctor Doom will be voiced by Sungwon ChoRayman Legends Retold Rayman Legends Retold Is A Remake Of Rayman's Best Adventure, And We Played Two Hours Of ItRelease date: October 1 on PlayStation 5, Xbox Series X/S, Nintendo Switch 2, and PCNew songs from Grant KirkhopeNew music levels and new dragon-riding levels New 3D visual styleA new villain and reworked storyline Bancho the Chef Bancho The Chef Is A Dave The Diver PrequelNo release date revealedDrops the pixelated visual style of Dave the Diver for something cleanerFollows Chef Bancho before he teams up with Dave Kemuri: Hunt The Unseen Kemuri, A Stylish Yokai-Hunting Action Game From Ikumi Nakamura, Is Out Next YearWoohoo! Sorry, I'm just really excited about this one!Release window: 2027Flashy new gameplay trailer with fast-paced, visually stunning combatYou can possess Yoaki and use their powers to fight others and traverse the city You probably recognize Ikumi Nakamura from her time at Tango Gameworks, where she was the creative director for Ghostwire: Tokyo Tomb Raider: Legacy of Atlantis Tomb Raider: Legacy Of Atlantis Gets February 2027 Release Date In New TrailerTechnically delayed: From 2026 to February 12, 2027Our biggest look yet at this Unreal Engine 5 remake of Lara Croft's first-ever adventureIt's being developed by Flying Wild Hog and Crystal Dynamics, which is also working on Tomb Raider: CatalystSnippets of gameplay amongst mostly cinematic stuff, but it looks greatOh, and dinosaurs!The Lost Wild: True Fear Is Primal The Lost Wild Resurfaces For Prehistoric Horror In 2027Release window: 2027More dinosaurs!!This first-person survival horror game was first revealed back in 2022It's being published by Annapurna Interactive Coming to PlayStation 5 and PCPhantom Blade Zero Cheeky lil sneaky lil delay from September 9 to October 29, 2026Full trailer and pre-order launch this SummerGameplay and story deep-dive coming as a State of Play in late SummerDune: Awakening Release date: September 22, 2026The game is currently available in Early Access on PC, but will be launching into 1.0 for PS5 and Xbox Series X/SIt will feature an all-new single-player mode, "a new chapter in its cinematic storyline." Dynasty Warriors 3: Complete Edition Remastered Release date: October 1, 20261 vs. 1000 action!This remaster packages together Dynasty Warriors 3 and Dynasty Warriors 3: Xtreme Legends No Rest For The Wicked Moon Studios' Dark Action RPG No Rest For The Wicked Launches Into 1.0 This OctoberHey, this game was on Game Informer's cover!Release date: October 1 on PlayStation 5 and PC (and it's coming to Xbox Series X/S and Nintendo Switch 2, but we don't know when yet)Will feature all 15 playable regionsA new class and progression systemPersistent multiplayer that allows co-op players to share progress in private realms, even when a teammate is offlineCrossplay between PS5 and PCCross-save between PS5 and PCOnimusha: Way of the Sword Onimusha: Way Of The Sword Gets September Release Date, Demo Now LiveRelease date: September 25, 2026There's a demo now live to check out!New gameplay trailer filled with violent and bloody actionMiyamoto Musashi is the new protagonist of this Onimusha entrySilent Hill: Townfall Silent Hill: Townfall Arrives In SeptemberRelease date: September 24, 2026New trailer focuses on gameplay and shows the protagonist looking for Zoe EllisLots of intricate puzzles a la Silent HillA first-person Silent Hill adventureAce Combat 8: Wings of Theve Ace Combat 8: Wings Of Theve Takes To The Skies This OctoberRelease date: October 2If you preorder, you get access to Ace Combat 0: The Belkan War, soon on PlayStation 5New high-octane, high-skies action in this gameplay trailerStuntman: Hollywood Stuntman: Hollywood Brings The Big Name CarsNo release date givenPerform death-defying car jumps, lightning-fast street races, hairpin turns, and moreFeatures cars/scenes from The Fast and The Furious, Knight Rider, and Back to the FutureILL Brutal First-Person Horror Game Ill Still Looks Terrifying In New Story TrailerNo release date givenComing to PlayStation 5, Xbox Series X/S, and PCIn this gameplay trailer, we see the protagonist exploring a fort overtaken by some type of evil entityTerrifying infant-like creatures, hallway-filling monstrosities, and more Control Resonant New Control Resonant Trailer Shows Glimpse Of Jesse Faden And A September Release DateRelease date: September 24, 2026More Dylan Faden gameplay, and it continues to look slick Some glimpses at Jesse Faden, Dylan's brother, and the protagonist of ControlMarathon: Season 2 Season 2 of Marathon is now live on PlayStation 5, Xbox Series X/S, and PCMarathon is very goodNew zone: Night MarshNew shell: SentinelTwo new weaponsNew mods, cores, and implantsNew statistics progression feature: The CradleRunescape: Dragonwilds
RuneScape: Dragonwilds, The Open-World Survival Game, Will Launch On PS5 As A PlayStation Plus Game Later This YearA gameplay trailer aired during the PlayStation State of Play but neither PlayStation or the official RuneScape: Dragonwilds YouTube channel has uploaded it sooooThis is the first time in 25 years of RuneScape history that a game in the series will launch on consolesFantasy survival crafting game with reorchestrated RuneScape songs and brand-new ones, tooUntil Dawn 2 Until Dawn Is Getting A Numbered SequelRelease window: 2027Celebrity talent in the form of Dacre Montgomery (Billy in Stranger Things) and Neil Newbon (Astarion in Baldur's Gate 3)It's being developed not by Until Dawn developer Supermassive Games, but by FirespriteTropical location where you play as a group of ghost hunters working on creating a television showUh oh: ancient evils have awoken, and you're probably screwed (unless you can make the right choices, I suppose)God of War Laufey God Of War Laufey Stars Kratos' Wife Fighting Through The Afterlife Of The GodsNo release date givenOkay, so after Kratos' wife Faye (who is known as Laufey in Norse mythology) died at the beginning of God of War (2018), it turns out she went to a mythical place called The Everywhen, a bizarre realm filled with magical creatures and deities of all shapes and sizes, and you will control Faye as she attempts to escape/save the realm/something like that. From the official description: "Faye discovers the plans she put into place to protect Kratos and Atreus in her absence are now at risk," and to save her family, she must battle gods from multiple pantheons, all vying for dominance of the now-corrupted Everywhen. The extra-long 23-minute debut gameplay trailer features Faye's faster-paced-but-still-God-of-War combat with a sword in one hand and magical powers in the otherWe also see a blue-scaled woman and a dragon-like behemoth with Egyptian and Chinese design aesthetics, respectivelyJack Quaid (Oi! Hughie from The Boys) voices Phranque, a gelatinous cube who will aid Faye in her questPerlina Lau, who is actually a movie producer and new to video games, voices Rue, the sentient ribbons on Faye's new sword PlayStation released three new videos to accompany this trailer – Finding Faye, Meet The Cast, and Cory Barlog Interviews Game Director – and they're well worth a watch if you're excited for God of War Laufey. Are you still with me? Whew! That's every single game shown during today's extra-long, extra-exciting PlayStation State of Play!
What was your favorite reveal from today's PlayStation State of Play? Let us know in the comments below!

Sony revealed today during the 2026 Summer PlayStation State of Play presentation that Until Dawn 2 is on the way. Supermassive Games has made plenty of Until Dawn follow-ups as part of its Dark Pictures Anthology series, but this will be a proper numbered sequel to Until Dawn. And its coming from developer Firesprite.
The game follows a new group of young people in a vacation location (a tropical one this time) who are ghost hunters working on creating a television show. While making the show, they will have to contend with the ancient evils established in Until Dawn and decisions will happen that will put the fate of the cast into question. The trailer of the game promises that "everyone can live and everyone can die".
Until Dawn 2 arrives next year, but Firesprite creative director Stu Tilley says they will offer more details ahead of release.





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 crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)
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 crash related to KeyValuesFixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)Fixed spacing issues for item descriptions (community fix from DiskIntegrity)Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)Fixed The Fancy Spellbook's large backpack icon not matching the small versionUpdated VScript to allow set damage for force calc (community fix from doclic)Updated the Snow Merc to count as an assister in the death noticeUpdated the prop for Taunt: Dead Mann's Drink to fix a problem with LODsUpdated the Die Regime-Panzerung to add a 'No Bullets' styleUpdated/Added some tournament medalsUpdated the Mann of the HourRestored missing rim maskMade shapekeys for a few problematic face flexesReplaced incorrect normal mapAltered hair mesh to ensure compatibility with Voodoo-Cursed Scout SoulUpdated backpack icon to represent above changesUpdated koth_demolitionFixed some lighting issues with the pipes next to the control pointReplaced some textures in the radio roomsAdded a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)Fixed a leftover prop being inside a wallFixed a texture in the jumppad using the wrong cubemapMade the catwalk behind the office building a bit biggerAdded a clipbrush to the pipes on the furnace rooms so players can climb up to the barrelsUpdated plr_hacksaw and plr_hacksaw_eventRemoved attic balconies overlooking the capture zoneMoved a small pickup location into the atticFixed clipping errorsUpdated cp_process_finalFixed various collision issues across the mapMost of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry Some of these involved closing off open areas where explosions could vanishSome of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn'tIncreased skybox height across the map to be consistent with other 5CP mapsChanged the small prop pipes at last to be nonsolid, but still block stickiesPlayers should be able to cleanly walk and jump along these pipes without getting stuckAdditionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damageStickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe modelChanged the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads. Removed some rocks near the angled ramp at 2nd and replaced them with cratesAdded angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings Made exterior fences more consistent with the bounding of the levelChanged some metal textures to better match the mirrored symmetry of the levelAdded some additional detail behind the starting spawn roomCleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concreteReplaced some small pipes at the 2nd spire to make a more consistent platformMade many existing light props nonsolid to prevent movement issuesMost were already nonsolid, but this should make most props consistentUpdated cp_metalworksFixed various collision issues across the mapMost of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometryChanged the level geometry at last to have more consistent collisionWhile there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issuesChanged the way shadows work on certain walls throughout the map to prevent shadows leaking throughRedesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point. Increased the door size of the first forward spawnThe various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splashMade adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly. Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them). Fixed a section of displacement where players could get stuck in the groundSlight visual tweaks throughout the level
An update has been released for Left 4 Dead:- Fixed several exploits that could be used to crash servers or remote players.
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 client crash related to material proxiesFixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy)Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2)Updated material for cp_coldfront to fix compression issueUpdated the prop for Taunt: Heartbreaker to fix a missing materialUpdated koth_demolitionFixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)Fixed some player clip pixel walks on some doorsFixed a blockbullets floating above BLU spawn (thanks True_Boredom)
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 an issue where players could impersonate TF2 system messages by exploiting color control codesFixed a bug where certain custom maps would not load assets correctly on LinuxFixed some crashes relating to singleplayer TF2 SDK modsFixed a memory leak on long running servers related to dynamic modelsFixed client crash related to invalid D3D texture flagFixed hearing teleporter spin sound when carried (community fix from Brandon Little)Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)Fixed network state changes for player condition vars (community fix from ficool2)Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)Fixed cloak and rage meters being mispredicted (community fix from ficool2)Fixed prediction issues with Spy watches and cloak (community fix from ficool2)Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)Fixed Botkiller team color bugs (community fix from DiskIntegrity)Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volumeRenamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game modeUpdated the Festivizer model for The Overdose to fix a problem with the LODsUpdated the Mann of the Hour to make the hair blend better with the hat and Scout's skinUpdated/Added some tournament medalsUpdated The Bare Necessities to fix not moving correctly while tauntingUpdated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default posesUpdated alpha channel for Hydro water texture to remove inconsistenciesUpdated the Case of the BluesUpdated rigging to fix intense stretching during taunt posesUpdated materials to look less flatUpdated the taunt prop for Taunt: HeartbreakerUpdated the materials to add ambient occlusionUpdated the phong and rim lighting to show albedo tintUpdated the materials to add more depthUpdated the model to fix missing facesUpdated the model to fix stretching on lower LODsUpdated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)Updated koth_demolitionUpdated map lighting to make it more like a sunset, as well as giving it a more golden colorReplaced the models used for the capture point lights with a different one which has better collision and illuminationReworked the capture point platform to give it a stronger designReworked all the catwalks to give them a more stylized lookReworked the lighting in all the furnace rooms to make them less dark and have a more neutral lookReverted a previous change to the capture point team change steam whistleRemoved all ambient_generics near the furnaces and fire pipeReworked the soundscapes to make them more efficient and work properlyReworked the control room of the crane to give it a better designReworked some ropes from the crane to give them a better lookFixed some props fading out incorrectlyFixed ships in the 3d skybox casting shadowsFixed cubemaps missing on parts of the mapFixed reflective surfaces not having a cubemap attached to themAdded a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)Improved water cubemapsRestructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)Improved the visuals on the spawn platform to fit the previous changeFixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)
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 Team Recognition Unusual effect to fix a console warningUpdated The Fists of Steel to use the RED team version for the backpack imageUpdated backpack images for Festivized versions of The Killing Gloves of Boxing, The Gloves of Running Urgently, The Apoco-Fists, and The Fists of SteelUpdated 2koth_abbey to fix the Engineer being able to build in the respawn room raftersUpdated cppl_gavleSignificant optimization pass, especially around the first pointFixed a large number of small visual issuesFixed some clipping issues/ bugs around the mapUpdated pd_nutcrackerFixed out of bound exploit at BLU spawnAdjusted clipping outside of RED spawnFixed misaligned fence prop in BLU loungeAdded nobuild to middle route on both sidesRemoved steps from Pipe rooms and adjusted clippingMinor detailing and clipping adjustmentsFixed Nutcracker voice being cut off at start of round
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 smoke effect to the Scrooge McCrocketFixed prediction error when crouch jumping (community fix from ficool2)Updated the Snow Dome Unusual effect to decrease brightness and opacity of the glass and floor texturesUpdated the Festive Fleece to fix LOD issuesUpdated the Puncher's Polar Puffer to fix some skinning issuesUpdated The Conscientious Objector to fix missing material parameters (community fix from Lindon)Updated koth_winter_ridge to fix a collision error with projectiles on the dead tree at midUpdated 2koth_abbeyFixed small gaps in doorways outside of spawnUpdated tall crates to add nobuild triggers and make it more obvious they cannot be stood onUpdated clipping in the riverFixed Snipers wearing the Razorback being immune to freezing
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 minor z-fighting issue with the Wrap Assassin FestivizerFixed the Taunt: The Critical Fail ending at the incorrect time for the MedicUpdated the Hard Carry Unusual effect to fix detachment issues when using the "adjust unusual" sliderUpdated the Scorching Sensation and Burning Sensation Unusual effects to improve visibility in bright areasUpdated the Team Recognition Unusual effect to fix a problem with the parent-child particle systemUpdated the Frostfire, Spectrum Inferno, and Chromatic Blaze Unusual effects to fix issues with the trail and brightnessUpdated the Cryogenic Unusual effect to fix obscuring parts of the charactersUpdated the Air Head to fix a problem with mipmappingUpdated 2koth_abbeyFixed broken cliff displacementsSwapped expensive water for cheap water to improve FPSVarious fixes and improvementsUpdated plr_matterhornFixed hole in spawn barrier (thanks Ctena!)Fixed a desync issue with lifts (thanks Skin King!)Disabled team swap on new roundClipping improvementsBread optimization
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:Happy Smissmas 2025!All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.Featuring 6 new community maps: Nutcracker, Sidewinder, Abbey, Winter Ridge, Matterhorn, and Gavle (pronounced yeah-vleh)Added the Winter 2025 Cosmetic CaseContains 23 new community-contributed itemsThe Festivizer can be found as a bonus drop when opening the caseAdded 3 new community-contributed taunts to the Mann Co. StoreTaunt: The Critical FailTaunt: Dead Mann's DrinkTaunt: ChairholderAdded 20 new community-created Unusual effects11 new effects for Unusual hats9 new effects for Unusual tauntsAdded lots of weapons to the list that can be Festivized (community-created changes!)Added community-created Smissmas material for the beach ballAll cosmetic and taunt cases will grant Smissmas 2025 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.Mann Co. Store winter sale!Smissmas runs through January 7th, 2026GeneralAdded 'No Bullets' style for The Gift BringerFixed The Accursed Apparition hiding the Scout's headphonesUpdated the Sizzling Aroma and Toxic Aroma Unusual effects to fix problems with DirectX80Updated the Backbiter's Billycock backpack icon to reflect RED team versionUpdated the El Gigante's Gunbelt to fix a problem with the LODsUpdated the Seamann's Stubble to fix an issue with the materialsUpdated/Added some tournament medalsUpdated cp_cowerhouseUpdated some custom props with further optimizationsAdded playerclip "ladder" to both trucks' rear bed to make climbing more consistent/predictableUpdated ctf_doublecross_eventFixed out of bounds bug (Thanks Dr.TwentyTwo!)Fixed a few minor visual glitchesUpdated cp_gravelpit_snowyAdded a screenshake effect to the laser gun finaleAdjusted holiday events to reduce edict countFixed model panels not encoding pose parameter values (community fix from copperpixel)Fixed Halloween spell projectiles not adjusting to flipped view models (community fix from copperpixel)Network player's handedness preference to spectators (community fix from copperpixel)Fixed Ullapool Caber explosions not counting as melee kills and ignoring damage/radius attributes (community fix from Bitl)Fixed disposable sentries playing denial sound for useful wrench hits (community fix from AJMickey)Fixed Armageddon Pyro taunt not properly cleaning up all particle systems (community fix from Churkinator)Fixed logo spinner from breaking after prolonged rotation (community fix from Horiuchi)Fixed Minigun not spinning, or spinning very slowly, outside of first-person (community fix from wget)Fixed broken view model after switching from the Medi Gun while healing someone (community fix from Vlad)Allow server admins to change powerup mode convars without forcing cheats to be enabled (community fix from Pieter Bijl)Replaced bitwise or operator in CHealthAmmoKit (community fix from CosminPerRam)Fixed MoveableSubPanel showing in Sentry targetID panel while dead (community fix from Horiuchi)Fixed tracer rounds from rifles not being affected by cl_flipviewmodels (community fix from birchish)Fixed Pyrovision nullifying other voice pitch attributes (community fix from LizardOfOz)Fixed being able to throw the Gas Passer through walls (community fix from Bakugo)Fixed IncrementAmmo removing ammo if m_iClip1 was already at Max capacity (community fix from kingofings)Added TF-specific search path tags to TF mod gameinfo (community fix from Thomas Kain)Fixed view punch not being interpolated (community fix from ficool2)Fixed disguise_on_backstab not functioning for stab targets that become ghosts (community fix from FlaminSarge)Fixed chat input using chat_party instead of chat_say_party (community fix from gaelcoral)Fixed overlapping footstep sound when in the third person view (community fix from TheNotoriousFrogposter)Ensure no buffer overflows when sscanf to char buffer (community fix from Dmitry Tsarevich)Fixed players sometimes getting stuck in team unassigned when joining a server (community fix from Bakugo)Fixed sentry gun not performing rocket fire animation when Wrangler controlled (community fix from Horiuchi)Allow impulse 101 on The Ullapool Caber (community fix from alvei)Fixed disguise kit resetting multiple times in high ping situations (community fix from nosoop)Fixed Detonator jumps not being considered self-dmg jumps (community fix from mastercoms)Fixed Detonator making world-detonation sound when attempting to fire underwater (community fix from FlaminSarge)Removed knockback-attribute-specific animation overrides for CTFScattergun (community fix from FlaminSarge)Fixed net_graph not rounding interp to nearest tick (community fix from treacherousfiend)Fixed broken class select animation for The Soda Popper (community fix from Piogre)Fixed $envmap parameter using the wrong mask for The Solemn Vow (community fix from Churkinator)Fixed barbell prop not using phong (community fix from Churkinator)Fixed the Kill-a-Watt and Terror-Watt Unusual effects sometimes stretching (community fix from Ronald_D_D)Fixed Disco Beat Down Unusual effect growing in size when viewed from large distances (community fix from Ron Friedman)Fixed MatchMakingTooltip label using the wrong alignment setting (community fix from Squid-Eevee)Fixed training mode HIT! material alpha channel (community fix from DiskIntegrity)Fixed Bear Necessities not using its normal map (community fix from Churkinator)Fixed prediction errors with modified player gravity (community fix from ficool2)Fixed render box of tf_flame_manager using wrong vectors (community fix from by Hamn)Updated the Energy Orb Unusual effect (community fix from Cipherlock)Fixed particles being orphaned Fixed Medi Gun view model using the third-person particles
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:Reverted recent Thermal Thruster change