Search
Search
Become An Author
Start earning from your articles
Publish content, grow your audience, and get rewarded for views. Boost your articles to the top and attract even more readers.
Watch now
Pulled Fallout Season 1 Recap Video Was AI That Couldn't Even Get Basic Facts Right
Prime Video apparently handed the recap duties for Fallout Season 1, and the results were predictable. Time Magazine named AI's architects as Person of the Year for 2025, but if these "thinking computers" are exemplified by the artificial intelligence used by Amazon Prime Video, then they aren't really thinking at all. Prime Video posted an AI recap video for Fallout Season 1 that's so egregious and wrong that it almost played like a parody--at least until it was pulled. Until earlier today, Prime Video subscribers were able to witness it for themselves by visiting Fallout Season 2's page and clicking on Fallout - Season 1 recap. However, the video has since been pulled. The AI tones of the narrator's voice were a dead giveaway about the video's origin. But it soon became clear that the video wasn't even proofed by anyone connected to the show. The most glaring example of that was the video's description of the flashback scenes, which it states are the 1950s instead of the retro future of 2077. The video was also cut and edited in a haphazard way that almost seemed random. Near the end of the video, the narration even implied that the Ghoul threatened to kill Lucy to coerce her to go to New Vegas with him. This video has trouble getting even the basic facts correct, and it could almost be believable as a brilliant joke if the show had more in-universe AI-related material to work with. Fallout executive producer Jonathan Nolan recently revealed that there are plans to shoot Season 3 this summer in order to get it back on Prime Video ASAP. Anyone who needs to catch up on the show or watch it for the first time can use Samsung TV Plus to stream Fallout Season 1 for free on Samsung TV Plus. In other Fallout news, game director Todd Howard will be in attendance during The Game Awards tonight, where he will present an award. Prime Video will debut Fallout Season 2 on December 17. The remaining episodes of Season 2 will be dropped weekly. Xbox Fallout Pip-Boy Controller Is Now Available To Preorder Fallout's Ella Purnell Still Has Her Poop Finger In Season 2 Fallout's Ella Purnell Shoots Down Potential Romance For Lucy
Watch now
PUBG Creator's New Survival Game Is Now In Early Access
The elements are your enemy in Prologue: Go Wayback!, and you have to stay alive long enough to find your way out. Brendan "PlayerUnknown" Greene--the creator of PlayerUnknown's Battlegrounds--has been working on his new open-world survival game, Prologue: Go Wayback!, for the better part of the last four years. Now, Prologue: Go Wayback! is officially entering early access today and giving players a chance to brave the elements from the comfort of their own homes. Prologue unfolds from a first-person perspective and drops players into a landscape that changes in every playthrough thanks to procedurally-generated maps. Even the weather can dramatically change, which forces you to make choices about how you're going to survive. Thirst, hunger, and body temperature all need to be maintained long enough for you to reach a weather tower. There are always multiple approaches for that goal, and plenty of ways to die if you make the wrong move. As part of the launch, PlayerUnknown Productions is introducing a handful of features. Players will be able to customize the weather, the temperature, and the time of day at the beginning of each playthrough, which can make the experience easier or harder. The standard mode is called Go Wayback!, but there's an even more difficult option called Objective: Survive. In the latter, you'll have limited resources to fall back on. Users who just want to explore can try the Free Roam mode, which lets up on the survival aspect of the game. But you can still manage to die if you fall from a great height. One of the most intriguing new features is the map editor, which will let you import an image into the in-game map and use it to create a customized world. Alternatively, you can design your own maps. Future early-access updates are planned that will introduce more dynamic weather patterns, the ability to craft objects with the available materials, climbing gear, and items of clothing that can degrade or tear if players don't repair them. Prologue: Go Wayback! is now available for $20 on Steam and Epic Games Store. Latest in Prologue: Go Wayback! How To Find Water In Prologue: Go Wayback Best Settings To Use In Prologue: Go Wayback PlayerUnknown's Rust-Like Game Prologue: Go Wayback Is Now Available In Open Beta
News Feed
Explore
343
58
1
Sam Rutherford
2026-04-28
The G512 X is Logitech’s most advanced and customizable gaming keyboard yet
Thanks to the adoption of features like rapid triggers, analog switches and TMR sensors, the tech in fancy gaming keyboards has changed surprisingly quickly in the past few years. So to keep up with the pace of development, Logitech is putting a bunch of advanced components in its latest flagship offering — the G512 X — to create what may be its most configurable keyboard to date. Available in both 75 and 98 percent layouts, the G512 X is based on a novel design that supports both mechanical and analog switches. Out of the box, every key features PBT keycaps and uses one of Logitech's MX mechanical switches. However, for important buttons like WASD, users can swap in up to nine bundled Gateron KS-20 magnetic analog switches. This means that when combined with the keyboard's 39 tunneling magnetoresistance (TMR) switch beds, users can enable support for customizable rapid triggers and multipoint actuation, complete with five bundled second actuation pressure point (SAPP) rings in case you need even more control over every keystroke. The one potential downside is that Logitech only added TMR switch beds to the left side of the keyboard, so if you prefer more unusual keybinds, you won't have quite as many configuration options. Meanwhile, to meet the demands of competitive gamers who need lightning-fast response times, Logitech added an 8K polling rate. This includes both 8K reporting and processing to deliver input times of just 0.125 milliseconds. Elsewhere, the G512 X comes with dual dials, a large RGB lightbar and game mode presets — all of which can be tweaked in Logitech's G Hub app. However, the coolest thing about the G512 X might be all the handy little details scattered across the keyboard. For example, its adjustable feet serve double duty as keycap and switch pullers, so when you want to adjust your layout, you won't need to go searching elsewhere for the right tool. On top of that, there is built-in storage for the nine included magnetic analog switches and five SAPP rings, so you'll always have them on hand if you want to make changes. Finally, while it is an optional accessory, Logitech created a transparent palm rest with a laser-etched surface that will enhance the G512 X's onboard RGB lighting. Unfortunately, at $180 for the 75 percent layout or $200 for the 98 percent model, the G512 X is a bit pricey. And unlike some other members of Logitech's G5 family, there's no option for a wireless variant. But if you want a keyboard with practically all the latest tech and a ton of customizability (including the ability to select linear, tactile or clicky switches), the G512 X is a very intriguing option for demanding gamers. The G512 X is available directly from Logitech today, with wider availability slated for May 2.
1.6k
306
5
Jessica Conditt
2026-04-27
Valve's Steam Controller costs $99 and arrives May 4
Valve's Steam Controller will hit the market on Monday, May 4, for a going price of $99 in the United States. The Steam Controller does precisely what it says: It communicates with anything running Steam or the Steam Link app, so this includes PCs, Macs, mobile devices and the Steam Deck. Eventually, the Steam Controller will connect to the new Steam Machine console and Steam Frame VR headset, but neither of these products have solid release dates just yet. They were originally slated to come out in early 2026 alongside the Steam Controller, but we're nearly five months into the year and only a third of that promise is poised to be fulfilled. Valve in March said it hopes to ship in 2026, dropping the "early" bit. As noted in our review, the Steam Controller is a solid gamepad, especially for the price. It feels and looks a lot like a Steam Deck, complete with two trackpads beneath a pair of TMR thumbsticks and a standard face array. It's reactive, ergonomic, and comes with a cute little charging and connection puck that snaps onto the bottom of the gamepad. Just note that the Steam Controller is not a PC controller: It works with Steam, and only Steam. You'll have to add games with their own launchers like Overwatch, Valorant, Minecraft or Fortnite to your Steam library before playing them with Valve's proprietary controller. How convenient — for Valve, at least. Worldwide, Steam Controller prices are as follows: US: $99 Canada: $149 CAD EU: €99 UK: £85 AUD: 149 PLN: 419
1.6k
285
6
Jessica Conditt
2026-04-27
Valve Steam Controller review: A gamepad in search of a console
Don’t mistake the Steam Controller for a PC controller. Even though its main function is to play PC games, Valve’s new gamepad communicates with Steam, and only Steam. This is not a general controller for your PC, Android or iOS devices, and it’s certainly not compatible with any console on the market today, unless you count the handheld Steam Deck. In order to play a game with the Steam Controller, you have to boot it up through Steam. (More on this later). Valve’s end goal for the Steam Controller is compatibility with the Steam Machine, a console that doesn’t yet have a public release date or price point. The Steam Machine will support 4K gaming at 60 fps with FSR, it’ll come with 512GB or 2TB of SSD storage, and it’ll work with the Steam Frame VR headset, as will the Controller. The new Steam Machine was supposed to drop early this year, fulfilling a long-promised dream of PC gaming by moving your entire Steam library to the couch in a compact but powerful box. Due to the memory shortages plaguing the tech industry, the Machine and Frame aren't here yet, so the Steam Controller is the first step in Valve’s hardware takeover of living room territory. It’s due to come out on May 4, priced at $99. The Steam Controller represents roughly 13 years of R&D, from its first iteration announced in 2013 to the debut of the Steam Deck in 2022, and the refinement period clearly paid off. Valve The Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. The Steam Controller is a tidy chonker of a gamepad with a broad, Duke-like face holding two square trackpads beneath the standard analog sticks and face buttons. Despite its extra girth, the Steam Controller feels light, slim and balanced, even in my smaller-than-average hands. The grips are slender and have four circular rear buttons, two per side, that are super satisfying to click even when they don’t do anything in-game. The bumpers, triggers, D-pad and face buttons are shiny black plastic, and all of the controller’s edges are rounded, allowing for a smooth glide between the bumpers and triggers especially. The trackpads don’t get in the way when you don’t need them, but in-use, they’re incredibly sensitive and kind of mesmerizing. They look and feel just like the trackpads on the Steam Deck, following the trails of your thumbs with miniature popping bubbles. The Steam Controller uses tunnel magnetoresistance (TMR) joysticks, which are a leveled-up version of Hall effect sticks, offering ultimate precision and long-term stability with no chance of drift. After a few days of use across a range of game genres, including competitive first-person shooters, they’ve proven to be reliable and accurate. In terms of stick precision and feel, I find the Steam Controller is comparable to the Razer Wolverine V3 Pro, my PC gamepad of choice. I otherwise much prefer the swappability, rubberized microswitches and crisp clickiness of Razer’s gamepad — but the Wolverine also costs about $100 more and doesn’t come with trackpad capabilities, so we’ll call it a wash. One of the neatest aspects of the Steam Controller is its charging and connection puck, which plugs into your PC or Steam Deck through a USB cable and enables stable wireless play. The puck snaps onto the belly of the controller for charging, and when you hover the gamepad’s connection point over it, it jumps up and latches on like a cute little sucker fish. I don’t know if this behavior is an intentional selling point, but it certainly is for me. The Steam Controller also connects to devices via Bluetooth or with a cable, and in all configurations it’s performed without issue for me. Of course, Bluetooth mode has the highest latency, so that’s mainly for phones and Steam Link play. The puck can support two Steam Controllers at once. Swapping between Puck and Bluetooth mode is a simple matter of holding the right bumper and A or B, respectively, when you turn the controller on. Pressing the power button with the Steam logo wakes up the gamepad, and pressing it twice when you’re connected to a PC launches Steam in Big Picture mode. The Steam Controller feels like a natural extension of Valve’s storefront, and with its matte black finish and bubbled edges, it’ll be familiar to anyone who’s fallen in love with a Steam Deck these past few years. I tested out the controller on my PC with Steam games and non-Steam games (added to my Steam library first, of course — seriously, more on that later), and in my living room with my Steam Deck acting as a makeshift, low-powered Steam Machine. On PC I played The Seance of Blake Manor, Creature Kitchen and Overwatch, and on Steam Deck I played Blake Manor, Demonschool and Balatro. Whether connected with Bluetooth, the puck or USB, the Steam Controller provided seamless play and no noticeable latency. The distance from my couch to the puck nestled behind my Steam Deck is about eight feet, and I didn’t feel a frame drop while cosplaying as a Steam Machine owner. I also never ran into battery issues, but that’s not shocking considering Valve’s claim that the gamepad has more than 35 hours on a single charge. In my testing, the battery barely registered a drop after multiple hours of playtime, and I was happy to snap on the charging puck whenever I wanted to set the controller down. Valve notes the battery life may be lower if playing with the Steam Frame. The Steam Controller has infrared LEDs for tracking, which will obviously drain the battery a little faster. Some VR games may have you waving your controller, as there are gyroscopic sensors in there as well. As the Steam Frame isn’t out, I wasn’t able to test some of the controller’s more interesting features. Even against players using a keyboard and mouse in competitive Overwatch matches, I won games and earned awards, passing my personal ultimate test of a controller’s capabilities. When it comes to Overwatch, I’m mostly comparing the Steam Controller to Sony’s DualSense, and it feels surprisingly similar. I enjoy the Steam Controller’s smooth slide between the bumpers and triggers, though its haptic feedback is more subtle than the DualSense’s, lacking in the analog sticks particularly. Much like with the Steam Deck, I haven’t found a consistent use case for the trackpads on the Steam Controller, but I appreciate their inclusion, the accessibility factor, and the fact that they aren’t otherwise intrusive. Now, just add a Playdate crank and I’m really sold. The Steam Controller is a clear and unmistakable signal that Valve is joining the console wars, and perhaps by patient and diligent design, it’s appearing at a vulnerable time. Xbox is fumbling the current generation and attempting to redefine its place in the console market amid a significant leadership shakeup, while Sony and Nintendo are carrying on with standard hardware upgrade cycles in a landscape that’s based less on platform exclusivity every day. Right now there’s room for a robust PC-based storefront to stake its claim on couch gaming, and voila, here’s Valve with the Steam Machine and Steam Controller. Similarly to the way Valve used Half-Life 2 to get people to download Steam in 2004, the Steam Controller pushes players to fully consolidate their PC libraries in its own ecosystem. You’ll have to add games with their own launchers like Overwatch, Valorant, Minecraft and Fortnite to your Steam library before you can play them using Valve’s controller. This is a small inconvenience, since it takes just a few clicks to add a non-Steam game to your profile. (Welcome to later). However, I don’t enjoy doing it. As I was browsing through files to add Overwatch to my Steam library, I couldn’t help thinking that it would have been pretty easy for Valve to add a switch that would let the Steam Controller communicate with any PC game. Maybe it's a touch of oppositional defiant disorder, but I despise being coerced into behaviors that are designed to serve a corporation’s market control over my own workflow, especially in my personal spaces. Now more than ever, I value my ability to choose — which businesses I work with, where I store my software, how I play — and the Steam launcher requirement is another small expansion of Valve’s incredible power in the PC games industry. It’s too easy to say, most of my games are already on Steam, no big deal, and use the Controller as an excuse to consolidate them all on Valve’s launcher. Suddenly, Steam is where you begin and end every gaming session, rather than just most. Obviously and especially with the coming rollout of the Steam Machine, this is the reality that Valve wants: a rich industry utterly reliant on its platform of DRM, shitty revenue splits and random opaque censorship. It’s the situation that Microsoft, Apple or Epic also want for themselves, but the main difference is that this future is actually in reach for Valve, and the Steam Controller is a tiny part of the plan. If willing and unforced support of a monopoly makes you bristle as well, feel free to stick with 8BitDo. Truly though, I get it. The Steam Controller doesn’t come with a PC switch because it’s not a PC controller. It’s for controlling Steam, a service that’s become synonymous with PC and handheld gaming, and is now creeping onto the living-room scene. The Steam Controller is designed to follow you everywhere Steam is, for all your gaming needs across every screen forever and always — and there is something soothing about that idea in a Brave New World Soma kind of way. A PC controller? That’s far too limited, from Valve’s perspective. Encroaching corporate dystopia aside, the Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. Which, to be clear, is a massive market that’s only poised to grow.
1.5k
265
11
Kris Holt
2026-04-27
A Star Wars expansion is coming to PowerWash Simulator 2
There's something deeply relaxing about chucking on a solid pair of headphones, listening to some good music and cleaning muck off structures and vehicles. Not in real life, though. Heavens, no. PowerWash Simulator 2 lets you do that without having to deal with any actual muck — as long as you're regularly cleaning your keyboard or controller, anyway. You'll soon be able to carry out powerwashing jobs in six more locations, all of which are in a galaxy far, far away. In the game's upcoming Star Wars expansion, you can visit the likes of Tatooine and Hoth to clean the Lars homestead, an X-wing and a Star Destroyer bridge. Developer FuturLab has created an exclusive powerwasher for these levels, in which you'll play as a labor droid called P0-W2. You can take on the jobs with up to four friends. Expect a bunch of Easter eggs too. FuturLab says the expansion is set during the original Star Wars trilogy. You'll first be taking on work for the Galactic Empire before defecting to the Rebel Alliance (so you'll literally be dealing with Rebel scum). The studio has previously brought other franchises into the fold. Those who own the first PowerWash Simulator can snag the Final Fantasy and Tomb Raider expansions for free before they’re delisted at 10AM ET on May 19. There are also Back to the Future and Shrek expansions for the original game. The Star Wars expansion is coming to PowerWash Simulator 2 on PC, PS5, Xbox Series X/S and Nintendo Switch 2 this summer. It'll cost $10. In the meantime, spare a thought for those poor contractors whose jobs the P0-W2 droids are taking:
4.1k
249
12
Devindra Hardawar
2026-04-27
The sequel to the iconic emulator ZSNES is called Super ZSNES, of course
Somehow, ZSNES has returned after laying dormant for 20 years. The developers of the iconic Super Nintendo emulator, which originally debuted in 1997 for DOS (something I distinctly remember trying to install on my ancient Intel 486 Packard Bell), are back with a sequel release dubbed Super ZSNES. And really, what else would they call it? Developers zsKnight and Demo say that Super ZSNES has been rewritten from scratch with a focus on a GPU-powered “Super Enhancement Engine,” which allows for high resolution playback, overclocking (which could help with games notorious for slowdown), widescreen support, uncompressed audio and 3D height maps for Mode 7 graphics. Purists, of course, can turn all of these extra features off if they want. Super ZSNES is built on “far more accurate CPU and Audio cores” than the original emulator, according to the developers, as well as the usual fast forward/rewind save states and a higher-resolution version of the original ZSNES UI. And as a cherry on top, they promise there’s “No Vibe Coding.” There’s no shortage of SNES emulators out there today, but it warms my gaming heart to see ZSNES completely revived. And while I still need to play with its enhancement features to truly judge them, the early footage from Modern Vintage Gamer looks very sharp without losing the SNES charm. There’s no replacement for playing the original console on a CRT, but the GPU upgrades in Super ZSNES seem to do a great job of modernizing classic games like Super Mario World for modern displays. Super ZSNES is currently available as an early build for Windows, Mac and Android. An iOS release is coming soon, according to the emulator’s website.
10.5k
624
35
Kris Holt
2026-04-25
Vampire Crawlers, Peter Molyneux's return and other new indie games worth checking out
Welcome to our latest roundup of what's going on in the indie game space. If you're looking for something new to play this weekend, we've got a bunch of options for you. We've also got some interesting upcoming games to tell you about as well. In a press release announcing that Playdate Season 3 is coming later this year, Panic included a line that I've been thinking about a lot this week. "Panic is currently relieved and happy that people can make amazing games for Playdate with just 16 megabytes of RAM," it said, a nod toward the ongoing RAM crisis. The Playdate doesn't exactly have a lot of technical oomph, and I'm frequently delighted by what developers are able to do within its limitations. Restrictions foster creativity — many folks had to get pretty inventive on Twitter back when they only had 140 characters to play with. Here, Panic offered a welcome reminder that you don't necessarily need an ultra-powerful rig or console to have access to more great games than you'll ever actually be able to play. For instance, my favorite game of the year so far, Titanium Court, works on Macs that are capable of running macOS 11 (the 2020 version of the operating system) or later. On PC, you'll need a graphics card that's compatible with OpenGL or DirectX 9, the latter of which was released in 2002. For what it's worth, the game would also fit on a CD-ROM. There are tons of other great indie games new and old that'll run just fine on lower-powered machines. Bear that in mind the next time a current-gen console or other gaming system gets a price increase because of the RAM shortage. The DLSS 5 debacle aside, you probably don't need a 50-series NVIDIA GPU either. Maybe just pick up a Playdate instead. While many of the weapons, characters and enemies are the same, Vampire Crawlers is a fresh spin on Vampire Survivors. It's a turn-based roguelite deckbuilder. Instead of automatically firing whatever weapons you have at nearby enemies, you'll play cards to conquer the mob that you face in each fight. You can still modify and evolve your weapons and abilities. Each card has a casting cost, so you’ll need to consider which ones to play in a given moment and the order in which you do so. As such, it’s a slower-paced, more strategic take on the original game, albeit with a similar level of visual chaos should you put together a particularly powerful build. I've played a ton of Vampire Survivors and the Vampire Crawlers demo lured me in too. Its approach to turn-based battles is working for me. I've only played a little of the full game so far, but there's every chance I could lose days of my life to it. Vampire Crawlers — from Survivors creator Poncle and co-developer Nosebleed Interactive — is available now on Steam (for PC and Mac), Xbox for PC, Xbox Series X/S, PS5 and Nintendo Switch for $10. It's included with Game Pass Ultimate and PC Game Pass. Fable creator Peter Molyneux and his studio 22cans are back with another god game. In Masters of Albion, you can construct and modify settlements as a literal hand of god. You'll design buildings (which are immediately constructed and usable) and manage workers. You can also assume control of a human or animal in the world to take on quests and hunt for treasure. There's a tower defense element to this as well. You'll need to prepare your towns from nighttime attacks from various creatures. You can fend off these foes as the god or battle them on the ground as a hero. There's a lot going on here, but perhaps my favorite part is this apparent warning in the mature content description section of the Steam page: "Players are also able to use crude, adult hand gestures at will in the game." Yes, that means you can flip the bird while playing as the god hand. Yes, I am very mature. Masters of Albion is now available in early access on Steam. It typically costs $25, but there's a 10 percent discount until April 29. Snap & Grab caught our attention at last summer's edition of the Day of the Devs showcase. This is a cartoonish heist game in which you'll carry out your robberies in two parts. You play as Nifty, a famous fashion photographer. In the setup phase, you'll take advantage of your position to take snaps of loot, threats and opportunities and then use those to construct a plan. With the help of some henchman, you'll then try to execute the heist. The game’s developer No Goblin is taking an episodic approach to Snap & Grab as it's releasing the game in five parts over the course of this year. The first episode is available now on Steam (usually $8, though there's a 10 percent discount until May 1). Snow Day Software's follow-up to Indoor Kickball is Indoor Baseball. It's an arcade game in which you play baseball inside buildings, funnily enough. You'll play 1v1 matches against the CPU or a friend in local multiplayer. You can also dive into a 14-game season or check out the story mode, in which you'll try to play your way back onto your school's baseball team (and maybe do some chores to make up for smashing too many things at home). There are several different levels, each of which has a variety of ways for you to make a home run, from smashing a window to landing the ball in a toilet. It seems light and fun and as a burgeoning baseball guy, I dig the idea of this one. Indoor Baseball is available now on Steam, Xbox for PC, Xbox One, Xbox Series X/S, PS5 and Nintendo Switch. It costs $15. I love Another Crab's Treasure very much and so I'll always be interested in whatever Aggro Crab is up to. Given that the studio also co-developed the smash hit Peak (alongside Landfall), I imagine many other folks feel the same way. Crashout Crew is another multiplayer game from Aggro Crab. This one adopts the chaotic co-op formula of games like Overcooked. As a team of forklift drivers, you and your buds will work together to fill orders in warehouses while dealing with obstacles like blackouts, cacti, fire and bees. It's coming to Steam, Xbox on PC and Xbox Series X/S on May 28. It'll be available on Game Pass on day one. I'm very much here for slice-of-life games based around soccer (I still need to play Despelote!). Kick is another such title. This is a side-scrolling, anime-inspired game from solo developer nospacelost and publisher Shoreline Games, in which you dribble a ball as you make your way to school. There are 23 levels with people to dodge and obstacles to overcome. You'll need to avoid damaging anything as you try to pull off tricks by kicking the ball at the correct angle, all while making sure you get to class on time (you can switch off the timer for a more relaxed experience). It looks pretty, and it never hurts a game's prospects to have a pup accompanying the main character. No release date for Kick has been announced. It's coming to Steam at some point. Elfie: A Sand Plan is a cozy sandcastle building game from Pressed Elephant and Sol's Atelier. There are more than 180 levels in which you'll build sand sculptures to match what Elfie, a small elephant, has in mind. There are three difficulty levels too. It looks cute and I adore elephants (oops, I just started fostering another one), so I'm interested in checking it out. Elfie: A Sand Plan is coming to Steam for PC and Mac on May 12. It'll cost $7, and there'll be a 10 percent launch discount. It took the team at Realmsoft 14 years to bring Clockwork Ambrosia to fruition and if this latest trailer is any indication, that long development cycle could have well been worthwhile. This is a side-scrolling action platformer in which you can customize half a dozen weapons using more than 150 modifiers. You play as an airship engineer who tries to survive on a steampunk island full of aggressive robots and creatures following a crash. I really dig the art direction here, which features lush hand-drawn pixel art and lovely animations. Realmsoft made the game using a custom engine the team built from scratch. I'm looking forward to checking out Clockwork Ambrosia. It's coming to Steam on May 12.
7.0k
1.2k
65
Kris Holt
2026-04-23
Titanium Court mashes together genres and cultural references to tell a strange, funny tale
I would love to tell you everything about my favorite game of the year so far. But that would be doing a great disservice to Titanium Court. I'm not even sure I could explain it all, anyway. Titanium Court is a run-based game with elements of permanent progression, so it's technically a roguelite. However, you cannot really break Titanium Court like you can with Balatro. There are multiple ways to win a run, but you have to play by the rules. Gradually learning what those are — and how the game suddenly changes them — is a big part of what makes this so effective. I can at least break down the core gameplay loop for you. There are two stages to each battle in every run aka a "war." The first is a match-three segment (think Candy Crush Saga), in which you gather resources by lining up wheat fields, rivers, hills and forests. At the same time, you're setting up the terrain and positioning your own tile (the titular court) for the second stage. For instance, water will stop foot soldiers entirely, so you can position yourself behind a barricade of rivers to block them. But you'll need to be careful, since a chain reaction of matches can wipe out your carefully constructed defense. At the same time, you'll be moving around enemy strongholds. You can line up three or more matching enemy bases to eliminate them, but you don't gain any resources from those. Plus, you can only make a limited number of moves in this phase. So that makes for an interesting risk-reward conundrum. A timeline shows you which enemies will attack and when so you can plan accordingly. The second phase is where the tower defense element really takes hold. You'll use what you've collected to recruit soldiers to attack enemies or defend your base, add workers that will gather more resources and maybe deliver magic attacks. You can trade at shops and markets as long as you haven't wiped them from the grid, since they're bonded to terrain tiles. When you're ready to fight, you hit a play button and the battle takes place automatically. Nothing’s as simple as it might seem at first, because this is a game that will mess with you. I was scolded for trying to buy my way to victory by trading too much, with the game calling that approach "boring" and closing the shop's doors for the round. Perfectly fair. I chuckled the first time that happened. When I thought I was being clever by using the introspective power of self-reflection (you'll see) to win a boss fight, I was swiftly shut down. Between wars, you'll explore the titular court as its newly anointed queen, trying to figure out what on Earth is going on and, ultimately, how to get home. Here, Titanium Court morphs into a blend of old-school adventure game and bizarre visual novel. This is where much of the magic lies, and where you gradually learn about the story and even how to play the game. Developer AP Thomson's writing is smart and funny. I lost count of the number of jokes I've laughed out loud at. His narrative takes you in startlingly unexpected directions. It feels like a grand performance and Thomson is the master of ceremonies. It’s a confidently authored experience that offers further evidence as to why absolutely no one needs a generative AI game platform that seeks to “kill the scripted RPG.” Titanium Court won the prestigious Seumas McNally Grand Prize at the Independent Games Festival Awards earlier this year and it's not hard to see why. Thomson and his collaborators have cooked up something really special here. It's a game with dragons and ballet, baseball and bike races, shower thoughts and wormholes. There are road signs in a world in which faeries believe cars are a figment of your imagination. It references Catan, the Civilization series, Jenga and A Midsummer Night's Dream. It skewers capitalism and social inequality. I'll let you discover the details of the job system, which completely upends how you play the game, yourself. I haven't been this engrossed by a game since Ball x Pit. It surprises and delights at almost every turn. Titanium Court is certainly not going to be for everyone (there's so much reading!) and I’m going to stop here before I tell you too much about it. You can get a taste by checking out a Steam demo that’s available for PC and Mac. The full game arrived today. It usually costs $15, but it's 20 percent off until May 7.
7.1k
1.4k
54
Matt Tate
2026-04-23
Five Annapurna Interactive games get Switch 2 releases
If you’re a Switch 2 owner itching for something new to play and you happen to be partial to an Annapurna Interactive game, then boy is it your lucky day. The prolific indie publisher has announced that five of its titles are coming to Switch 2, three in the form of next-gen upgrades and two for the first time on Nintendo platforms. The magnificent Sayonara Wild Hearts and Lorelei and the Laser Eyes are available starting today, complete with 120Hz and 4K upgrades for Nintendo’s latest console. First-time buyers can grab Sayonara Wild Hearts for $13, while 2024’s Lorelei and the Laser Eyes costs $25. The upgrades are free if you already own either game on Switch, and Sayonara Wild Hearts also adds the previously unavailable Remix Arcade mode for the first time. This speeds up gameplay and removes loading as you chase high scores. Next month, May 28, cyberpunk cat adventure Stray is also getting the Switch 2 treatment, sporting improved 4K visuals, a frame rate boost and, fittingly given its feline focus, mouse controls. The Switch 2 port will be available to purchase digitally from the eShop for $30, but it’s not clear if this will also be a free upgrade for those who bought Stray on Switch. Katamari creator Keita Takahashi’s charmingly weird puzzle-adventure To a T skipped Nintendo consoles when it launched last year, so it’s nice to see that one coming to Switch 2 on June 11 (digital-only, $20). A few weeks later on June 23, cozy narrative game Wanderstop arrives on both Switch and Switch 2. It’ll cost $25 on the eShop, with no word on a physical version. Annapurna Interactive released a lot of its games on Switch, and that trend happily looks set to continue throughout the Switch 2 generation. The musical turn-based RPG People of Note came to Nintendo’s latest console at launch earlier this month, with stylish adventure game Mixtape also arriving on Switch 2 on May 7.
12.3k
745
55
Lawrence Bonk
2026-04-23
Ubisoft has finally dropped a trailer for that Assassin's Creed: Black Flag remake
Ubisoft has finally given us some real details about Assassin's Creed: Black Flag Resynced, after confirming the remake earlier this year. It's set to release on July 9 for PC, PS5 and Xbox Series X/S. There's a trailer and it looks absolutely gorgeous, with graphics resembling recent entries like Assassin's Creed Shadows. This is a real-deal remake, and not a port. This version seems to feature a fair amount of new content, but still stars protagonist Edward Kenway. There's a new weather system and an upgraded underwater exploration system. Combat has been refined to closer match new entries and, thankfully, the stealth mechanics have been updated. Getting spotted doesn't always end the mission, like the original. The remake even has new crew members, including a cat, that accompany you during the exploration segments. Here's one interesting tidbit. The trailer only shows scenes set in the Caribbean during the 1700s, and none of the modern day segments. This tracks with rumors that the remake would scrap the Montreal bits entirely. We'll have to wait and play the game to see if this ends up being true. The original Assassin's Creed: Black Flag is considered one of the most beloved entries in the franchise. Here's hoping the remake does it justice. We're still waiting on news regarding the next mainline entry in the franchise. Ubisoft is currently developing it under the name Codename Hexe and it's being described as "a unique, darker, narrative-driven Assassin's Creed experience set during a pivotal moment in history."
8.0k
1.4k
75
Ian Carlos Campbell
2026-04-22
Ecco the Dolphin: Complete will combine remasters and a sequel into one package
Last year, Ecco the Dolphin creator Ed Annunizata teased plans to remaster the first two games in the series and create an entirely new sequel. Ecco the Dolphin: Complete, announced by Annunziata's studio A&R Atelier, appears to be the result of that work. The game doesn't have a release date yet, but A&R Atelier says it combines the planned remasters and third title into "the complete, definitive Ecco the Dolphin experience, created by the people who made the originals." Complete includes "all versions of Ecco the Dolphin and Ecco: The Tides of Time," according to the developer, alongside "a brand-new contemporary Ecco game." Besides graphical improvements, A&E Atelier says the game will introduce "built-in speedrunning support, achievements and leaderboards," and things like the ability to create custom courses from existing levels. And while A&R Atelier's announcement doesn't include footage of the new game or the platforms it'll release on, the official Ecco the Dolphin website has a countdown clock that could point to when more information will be released. Annunziata sued Sega to try and win the rights to the Ecco the Dolphin IP in 2013, the same year he failed to get The Big Blue, a spiritual sequel to Ecco the Dolphin, fully funded on Kickstarter. Sega and Annunziata ultimately settled their lawsuit in 2016, which may have laid the groundwork for Ecco the Dolphin: Complete to happen.
8.2k
1.4k
57
Lawrence Bonk
2026-04-22
Vampire Survivors developer Poncle is opening more studios and has over 15 games in the works
Vampire Survivors developer Poncle has big plans for the future, according to an interview The Game Business conducted with the company's chief strategy officer Matteo Sapio. It's opening two new studios in Japan and Italy and has over 15 games in active development. That's a lot of action for a company primarily known for one franchise. Sapio says the company is developing three basic types of games. There are spinoffs to Vampire Survivors, like this week's deckbuilder Vampire Crawlers. Poncle is also making original IPs and says there are two games set in new universes coming down the pike. Finally, it's working on some roguelites with similar mechanics to Vampire Survivors, but using other IPs. We already know about one of these, a roguelite set in the Warhammer 40K universe called Warhammer Survivors. It's set to land on Steam sometime this year. To assist with these plans, Poncle has developed an engine that can turn pre-existing IPs into games that play like Vampire Survivors. If you're wondering if there are enough fans for multiple top-down roguelites with simple controls and bullet hell mechanics, let me point you to Halls of Torment, Deep Rock Galactic: Survivor and Soulstone Survivors, among many others. This has become a popular genre in recent years, likely due to the continued success of Vampire Survivors. To that end, the original game has surpassed 27 million players. Poncle has, however, paused all of its third-party publishing plans after releasing a couple of games last year. "It was a learning experience," Sapio said. "But we found that we weren’t able to give the right support." The company could revisit third-party publishing in the future. This is great news for Poncle and fans of the Vampire Survivors franchise, but there's always risk when a company tries to grow like this. Remember Embracer Group? It went on a massive buying spree beginning in 2019, before having to sell off and close a number of studios. However, this isn't a AAA game development studio. Poncle makes indie titles and the new studios will be lean operations, with "little teams of people." Sapio said this organizational structure will help keep the company "agile and flexible." I personally have high hopes for this endeavor. This is because the just-released spinoff Vampire Crawlers is so very good, which proves to me that Poncle isn't a one-trick pony. It plays like a mix of Slay the Spire with a first-person dungeon crawler like Etrian Odyssey, all while successfully capturing the vibe of Vampire Survivors. If Poncle can keep up this level of quality, gamers could be in for a long-term treat.
8.2k
1.4k
81
Nathan Ingraham
2026-04-22
Control: Ultimate Edition is out for the iPhone and iPad
Control is one of my favorite adventure games of the last decade or so, a mind-bending trip through an ever-changing building where you get to use telekinesis to battle some pretty freaky enemies. It was a graphically-demanding game when it was released in 2019, but a lot can change in less than six years: Control: Ultimate Edition is now available on the iPhone and iPad for a mere $5, following its announcement last October. It’s a universal purchase, which means if you buy it it’ll work on the iPad, iPhone and Mac as well. Developer Remedy promises that it’s the full Control experience, with the DLC episodes included. Remedy rebuilt the UI and controls to make it work on touchscreen devices; the company says that it has tweaked aiming and the various puzzles to make them work better for the iPad and iPhone. But naturally, the game also works with controllers. If you’re serious about having the best experience with the game, finding a way to play with physical controls is probably a good idea. The game will run on iPhones with at least an A17 Pro chip. That includes the iPhone 15 Pro and Pro Max, as well all of the iPhone 16 and iPhone 17 series. Plenty of iPad models can run the game, as well — any iPad with an M-series chip or the A17 Pro will work. That means the current basic iPad, with its A16 processor, is left out of the fun. But any iPad Air or Pro from the last four years or so should be good to go. I tried a test version of Control when I reviewed the new iPad Air recently and, unsurprisingly, the tablet’s M4 chip was more than powerful enough to make for a smooth experience. My main gripe is that when sprinting, you have to hold down the L3 button the entire time you’re running rather than just click it once, which is how it works on other platforms. Otherwise it looks and plays smoothly, though I can’t vouch for how it’ll perform on hardware older than the M4 from 2024. Control marks the latest “AAA” title to hit the iPad and iPhone. Apple has aggressively courted developers for its platforms in recent years, and while most games don’t hit the Mac or iOS when they launch, more and more are showing up eventually. There are multiple recent Resident Evil titles for the iPad, and other games like Death Stranding and Assassin’s Creed Mirage have been ported recently as well. There are others on the Mac as well, including demanding titles like Cyberpunk 2077 and Lies of P. Apple’s platforms aren’t going to be an avid gamer’s first stop still, but having high-profile games to supplement the many indie titles available helps round out the options for Apple users.