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Balatro and beyond: behind Playstack's run of indie game hits
Esports

Balatro and beyond: behind Playstack’s run of indie game hits

by admin May 21, 2025


LocalThunk’s Balatro arguably became the defining indie game of 2024, chewing through its players’ available hours with a novel yet incredibly deep roguelike spin on playing poker hands. The game eventually won the Best Debut Game award at this year’s BAFTAs.

For publisher Playstack, it’s a huge success, and the most high-profile of several in recent years.

Soulslike Mortal Shell and Steam Early Access survival game Abiotic Factor each reached significant sales milestones, while the two Golden Idol mystery games have drawn both critical acclaim and commercial success. Playstack saw revenues climb 455% in 2024.

Among its next titles are the rhythm action game Unbeatable, the pixel art survival game Lorn Vale, and the FPS Void Breaker.

GamesIndustry.biz speaks to Playstack CEO Harvey Elliott to discuss the company’s publishing strategy, whether Balatro changed the way it does business, and whether it makes sense for indie publishers to still chase trends in 2025.

This interview has been edited for brevity and clarity.

A lot of players think of Playstack as the Balatro publisher now, even though you’ve had a number of successive hits. Has it changed the company? Is there a before and after Balatro for Playstack?

Not really changed us, so much. More validated everything we’ve been trying to do for the last nine years.

We’ve actually had – as you’ve correctly identified – quite a number of games that have done well for us. Balatro has been a changer for Playstack, but it’s also been a changer for the industry.

I think it’s really shown, once again, [that] when great, highly captivating games come to market, it doesn’t matter if it’s made by one person or a hundred people.

They can reach audiences in new ways. It’s what we set out to make, and the kind of game we set out to find with Playstack.

What has changed for us is that it’s given us a bit of confidence – or a bit more confidence. It’s great to get reinforcement of the sorts of games we look for and the strategy we’ve set out on.

To change the perspective a tiny bit: we’re less concerned about whether we’re doing the right thing. We see [that] we’re doing the right thing, we see we can publish games in the right way. What we don’t want to get is complacent, [and] we don’t want to change who we are.

‘We aren’t saying that now we only do big games, that we only do games that are going to sell multi, multi-millions’. It’s a byproduct – we’d love to sell multi-millions of copies of all our games, but what we actually want to do is find amazing games from brilliant indie developers and give them their best potential and their best life.

What is it about the way you do business that you think still sets you apart from other publishers?

I think we’re very personal in the way we work with people. And it doesn’t mean ’boutique’ or tiny, it means that when we pick a game that we’re going to back, we’re very diligent about what we’re choosing to work with.

We want to make sure we’re going to add to the game and give it the best life, give it the best potential, reach the best audience with it.

And we want to go deep with the game. We want to work really closely with the developer on bringing their vision to life, and making sure all the things they think make their game special and exceptional are the things that we can bring to the fore in the market.

But also, if we think the market is going to resist some of the things they’re putting forward, let’s give them a good heads-up early on that there are challenges.

[Since] we don’t publish 20 or 30 games at once, we’ve got time to spend going into the details with each of the developers we work with, and I think that will always be a big part of what we do.

Image credit: Playstack

Balatro seems likely to result in even more of a push for roguelike deckbuilders. Do you think pursuing trends works as a strategy for indie publishers in 2025?

Obviously trends give people ideas in an area. If you’re just taking a game that’s there and making an alternative version of it, you’re not adding anything. You’re not making the space or sector or genre any bigger.

We do see games that are adding to a category, but iterating within it, and bringing new things in. There is definitely room for more roguelike deckbuilders in the world, but I wouldn’t make that the only thing we’d look for.

We signed two games [last] week – neither of them are roguelike deckbuilders. So, there are plenty of great games out there not in that space.

When there’s a success, of course, [there’s a] fast follow: “We must go chase that opportunity.” But a lot of people will start to chase that, and unless they’re doing something genuinely innovative, they’re not going to move that space forward anyway. They’re going to be a subset of what’s already there.

Playstack publishes games across different genres by design – you don’t have one or two specialties. What is the unifying element between your different games?

Great games that we are passionate about. I speak for a lot of game players here: we don’t play one genre of game, or just watch one genre of TV, of one genre of movie… We have broad and varied tastes.

Playstack is deliberately about great games – so if the game’s great, enjoyable and fun, and we’ve got somebody on the team who’s passionate about it, and we can work out who that game would be for, and how we can reach them, then it doesn’t matter what the genre of the game is.

There are publishers, who probably quite rightly, focus on specific, very technical categories, and they focus on areas where they can build real expertise.

From our perspective, we believe we’re the best publisher for all of the games we’ve signed, and all the games we offer on.

We had two rules when I started Playstack, which were ‘no extreme horror’ and ‘no American football’. The extreme horror is because my kids were really young, but that was nine years ago, and they’re now old, and they watch scarier stuff than I do, so horror is on the table.

But no one has got into American football yet, so we’re not doing that.

Can you talk about extending the success of Balatro post-release? How long do you see the tail on that game being?

There are a number of games that break through, that do phenomenally well, and Balatro is clearly one of them. We can see a lovely engaging future for that game, but we’re not trying to map out the life of the game for the next ten years. That’s not what we want to focus on.

We want to make the best decisions for the game for this year, for next year, to make sure that it’s reaching the right players, that it continues to be a great and delightful experience. But we have to be deliberately very respectful: the game works because of the way it is, because of the design of it.

At some point there will be an update which adds more to the game, but we don’t want to rush that, we don’t want that to be locked into a date. We want it to be a genuinely nice update; it doesn’t automatically mean big or huge. It just needs to be a really great way of taking that forward.

But it would be wrong of us to say, ‘this is what it looks like for the next five years from the game side’.

Our job as a publisher is to make sure it reaches as many players in the best possible way, and that every version of the game that comes out – [like] the way we’ve brought it from PC to console to mobile – feels like it was made for that platform.

The game has got a good tail to it. It will continue to do well – we’ve just got to shepherd it carefully.

Does the success of a game like Balatro or Abiotic Factor put a lot of pressure on your discovery team to find the next hit? Has their success changed the types of games you’re able to sign?

The latter, yes, the former, no. So, [the] discovery team, of course they’ve got to go find the next Balatro, but we’re also happy if they find the next Case of the Golden Idol, or the next Abiotic Factor. Those are the games we should be finding.

What we look at is, in the category we think they’re operating in, what’s the potential? What’s the ceiling? Out of all of the games we’ve published, I think we only have one game that hasn’t made, or isn’t paying royalties back to the development team yet, out of [around] 20 titles.

The discovery team’s job is to find great games. They have to think about which games Playstack can make a difference for, so that we’re working with a developer, and we’re growing the size of the market and potential of the game because we’re involved.

I can guarantee you it hasn’t changed what we’d try and sign, because I know the two games we signed earlier [last] week, and they are true to Playstack.

Has the pipeline changed as a result of your recent successes?

What we’re really looking at is how we use our time and skill to the best effect, and if that means we’re doing two games this year and they’re going to be phenomenal, we’ll do two games this year. But, more likely, our number is between six and eight, and I think it’s going to be in that sort of range for the next few years.

That was always the case prior to Balatro. What I think we’re doing slightly differently is, we’ve signed up almost everything for 2026 now.

We could probably fit in one more game, but I know how we’re going to make the plan work for 2026, and we’re looking at 2027. And so, Balatro has helped lift our horizon up, because we’ve attracted the games we wanted a little bit earlier perhaps, which means 2026 is pretty much put together now.

We try and keep just a little bit of capacity, in case we see a game that makes us go, ‘oh my goodness, there’s a game we should be doing’. And [then] we figure out how to do that.

What do you think the opportunity is on Switch 2 in terms of new releases and your catalogue?

I really like the platform. It’s not a revolutionary games console – it’s a really nice iteration forward, and I think there will be some really nice iterations to our catalogue for the platform. We’re probably not going to chase platform exclusives, a game that only works on Switch 2. Certainly the line-up we’ve got suits a variety of platforms.

We have a lot of content that is PC and PC-centric. But I think it’s still an exciting platform that we should do a little bit more on to make sure we iterate the games that suit the platform.

So, we will be supporting Switch 2, of course. We’re going to do the right things with our games on the platform, and we’re excited about it.

It’s three weeks away. Once we see it and play it in detail, I’m sure it’ll spark [our] imagination. It’s not revolutionary hardware, and it’s not going to change the way games are played – it’s just another nice way to extend experiences.

This article was updated for clarity on Playstack’s revenue percentage growth year-on-year. A quote has also been corrected.



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May 21, 2025 0 comments
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Cardano news
GameFi Guides

Cardano Kicks Off Independent Audit Of ADA Redemption

by admin May 21, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

A third-party forensic review of the long-running Cardano (ADA) voucher redemption programme is finally in motion after Input Output Global (IOG) confirmed that the global law firm McDermott Will & Emery (MW&E) and the audit heavyweight BDO have been retained to “audit and prepare a public report of the ADA redemption,” according to IOG’s chief legal and policy officer Joel Telpner.

The engagement seeks to neutralise weeks of controversy over allegations that hundreds of millions of unclaimed ADA were quietly diverted during a 2021 ledger event and to provide a definitive historical ledger of every presale token, its status and its current location.

Cardano Engages Firms To Audit Unclaimed ADA Vouchers

Emurgo, one of the three founding entities of Cardano, welcomed the move and urged the community to “await the independent audit results,” insisting that only a tiny fraction of presale vouchers remain outstanding after a seven-year search that even involved door-to-door visits in Japan.

In his post on X, Telpner wrote that MW&E, “a global law firm with more than 1,400 lawyers and 24 locations,” and BDO, “a global accounting and audit firm with worldwide locations,” would begin work immediately and have been instructed to deliver the report “as soon as humanly possible.” MW&E’s fintech and blockchain group has been ranked in Chambers FinTech for two consecutive years, reflecting deep regulatory and transactional expertise in digital assets.

BDO, for its part, advertises a dedicated digital-asset forensics practice that combines on-chain analytics with open-source intelligence to trace complex token flows. Telpner added that a specialist blockchain analytics firm will be added to the engagement once conflicts checks are complete.

Emurgo’s thread, posted less than 24 hours before Telpner’s announcement, stressed that “the vast majority of the pre-sale ADA vouchers have been successfully redeemed” and that the remaining unredeemed slice became technically unspendable after the Shelley hard fork, necessitating an on-chain move to preserve redemption rights. The company acknowledged community frustration but warned that some criticisms had crossed into “excessive, unwarranted FUD” that ignores the full context of the painstaking redemption effort.

The Cardano Foundation, which was not directly involved in post-2021 voucher operations, issued its own statement on May 19 noting that “the effort to locate and support remaining voucher holders has been led by the IO team over the past four years” and welcoming the coming audit.

Pressure for a comprehensive report intensified after NFT artist Masato Alexander published a thread on May 7 accusing IOG founder Charles Hoskinson of using “genesis keys” during the Allegra hard fork to reassign about 318 million ADA—worth roughly US $619 million at the time—from unredeemed presale wallets to treasury accounts via a Move Instantaneous Rewards (MIR) transaction in October 2021.

Hoskinson called the charge “false and misleading,” asserting that “IOG never gave itself 350 million unclaimed ADA. This is a lie,” and said the unredeemed remainder—less than 0.2 per cent of the crowdsale—was ultimately donated to Intersect, Cardano’s governance body. He also threatened legal action against those repeating the allegations.

No target publication date has been set; Telpner conceded that “as of today I honestly don’t know” when the final report will be ready, but stressed that both firms have been asked to “complete the audit and prepare and make the report available as soon as humanly possible.”

At press time, ADA traded at $0.727.

ADA fell below the key resistance zone again, 1-week chart | Source: ADAUSDT on TradingView.com

Featured image created with DALL.E, chart from TradingView.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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May 21, 2025 0 comments
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Fortnite Is Back On The iOS App Store In The US After Nearly 5 Years
Game Updates

Fortnite Is Back On The iOS App Store In The US After Nearly 5 Years

by admin May 21, 2025


Fortnite, Epic Games’ mega-popular battle royale, is back on the iOS App Store in the U.S. nearly five years after being removed. Apple kicked Fortnite off the iOS App Store in 2020 after Epic added its own payment system, violating Apple’s at-the-time rules and preventing Apple from receiving kickback fees.

However, after the court in Epic’s case against the iPhone maker ruled in favor of Epic last month, preventing Apple from taking kickback fees from purchases made outside of apps in the U.S., the game has finally returned to the iOS App Store. It’s also available in the Epic Games Store and AltStore in the EU now.

You can see the game in the iOS App Store here. Players jumping in on mobile will find the battle royale in the middle of a shortened Star Wars season featuring characters like Jar-Jar Binks, Darth Jar-Jar, General Grievous, and more. Check out a trailer of the Star Wars action below:

 

Are you going to play Fortnite on your iPhone now that you can again? Let us know in the comments below!



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May 21, 2025 0 comments
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We tried on Google’s prototype AI smart glasses
Product Reviews

We tried on Google’s prototype AI smart glasses

by admin May 21, 2025


Here in sunny Mountain View, California, I am sequestered in a teeny-tiny box. Outside, there’s a long line of tech journalists, and we are all here for one thing: to try out Project Moohan and Google’s Android XR smart glasses prototypes. (The Project Mariner booth is maybe 10 feet away and remarkably empty.)

While nothing was going to steal AI’s spotlight at this year’s keynote — 95 mentions! — Android XR has been generating a lot of buzz on the ground. But the demos we got to see here were notably shorter, with more guardrails, than what I got to see back in December. Probably because, unlike a few months ago, there are cameras everywhere and these are “risky” demos.

The Project Moohan VR headset.

First up is Project Moohan. Not much has changed since I first slipped on the headset. It’s still an Android-flavored Apple Vision Pro, albeit much lighter and more comfortable to wear. Like Oculus headsets, there’s a dial in the back that lets you adjust the fit. If you press the top button, it brings up Gemini. You can ask Gemini to do things, because that is what AI assistants are here for. Specifically, I ask it to take me to my old college stomping grounds in Tokyo in Google Maps without having to open the Google Maps app. Natural language and context, baby.

But that’s a demo I’ve gotten before. The “new” thing Google has to show me today is spatialized video. As in, you can now get 3D depth in a regular old video you’ve filmed without any special equipment. (Never mind that the example video I’m shown is most certainly filmed by someone with an eye for enhancing dramatic perspectives.)

When angled just so, you can see a glimpse of the hidden display.

Because of the clamoring crowd outside, I’m then given a quick run-through of Google’s prototype Android XR glasses. Emphasis on prototype. They’re simple; it’s actually hard to spot the camera in the frame and the discreet display in the right lens. When I slip them on, I can see a tiny translucent screen showing the time and weather. If I press the temple, it brings up — you guessed it — Gemini. I’m prompted to ask Gemini to identify one of two paintings in front of me. At first, it fails because I’m too far away. (Remember, these demos are risky.) I ask it to compare the two paintings, and it tells me some obvious conclusions. The one on the right uses brighter colors, and the one on the left is more muted and subdued.

Tapping the side will bring up Gemini on the Android XR prototype glasses.

On a nearby shelf, there are a few travel guidebooks. I tell Gemini a lie — that I’m not an outdoorsy type, so which book would be the best for planning a trip to Japan? It picks one. I’m then prompted to take a photo with the glasses. I do, and a little preview pops up on the display. Now that’s something the Ray-Ban Meta smart glasses can’t do — and arguably, one of the Meta glasses’ biggest weaknesses for the content creators that make up a huge chunk of its audience. The addition of the display lets you frame your images. It’s less likely that you’ll tilt your head for an accidental Dutch angle or have the perfect shot ruined by your ill-fated late-night decision to get curtain bangs.

These are the safest demos Google can do. Though I don’t have video or photo evidence, the things I saw behind closed doors in December were a more convincing example of why someone might want this tech. There were prototypes with not one, but two built-in displays, so you could have a more expansive view. I got to try the live AI translation. The whole “Gemini can identify things in your surroundings and remember things for you” demo felt personalized, proactive, powerful, and pretty dang creepy. But those demos were on tightly controlled guardrails — and at this point in Google’s story of smart glasses redemption, it can’t afford a throng of tech journalists all saying, “Hey, this stuff? It doesn’t work.”

Reminder: this is a prototype. What’ll end up shipping to consumers will be different.

Meta is the name that Google hasn’t said aloud with Android XR, but you can feel its presence loom here at the Shoreline. You can see it in the way Google announced stylish eyewear brands like Gentle Monster and Warby Parker as partners in the consumer glasses that will launch… sometime, later. This is Google’s answer to Meta’s partnership with EssilorLuxottica and Ray-Ban. You can also see it in the way Google is positioning AI as the killer app for headsets and smart glasses. Meta, for its part, has been preaching the same for months — and why shouldn’t it? It’s already sold 2 million units of the Ray-Ban Meta glasses.

The problem is, even though Google let us take photo and video this time, it is so freakin’ hard to convey why Silicon Valley is so gung-ho on smart glasses. I’ve said it time and time again. You have to see it to believe it. Renders and video capture don’t cut it. Even then, even if, in the limited time we have, we could frame the camera just so and give you a glimpse into what I see when I’m wearing these things — it just wouldn’t be the same.





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May 21, 2025 0 comments
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Immortality and Thank Goodness You're Here first releases from Lost in Cult's new premium physical games label
Game Reviews

Immortality and Thank Goodness You’re Here first releases from Lost in Cult’s new premium physical games label

by admin May 21, 2025


Lost in Cult is launching a new label to release premium physical games, beginning with three British games: Immortality, The Excavation of Hob’s Barrow and Thank Goodness You’re Here.

Known as Editions, the new line of physical games will be limited in quantity and include interview booklets, art cards and more for collectability and display, with a new game added each month on PS5 and Switch.

Editions will cost £59.99 and ship worldwide. Three games are available now at launch, with more planned every month from July into 2026.

Thank Goodness You’re Here! – Reveal Trailer – Nintendo SwitchWatch on YouTube

A major reason for the label is game preservation, with Lost in Cult partnering with DoesItPlay? to ensure each game’s playability for the future: every game is complete on disc or cart, is playable without the internet, and includes all primary content at the time of publication.

Plus, in addition to the limited edition versions, all releases will be available as a standard edition through online and brick-and-mortar stores. Museums and archive groups will also receive copies.

Lost in Cult is aiming for shipping within six months of the release of each Edition, though is hoping for within three months. Switch 2 games are also in the works.

Image credit: Lost in Cult

“We’re being bold,” said Lost in Cult’s Ryan Brown. “I can unashamedly say we set out to create a new standard for physical games. And this is a multi-faceted mission. Our Editions are designed to preserve not just the game, but the story and artistry behind its creation. At the same time, our retail releases ensure no one is locked out of owning great games physically, giving everyone a chance to play their favourites for the decades to come, internet connection willing or not.”

Said Sam Barlow, Immortality creator: “The most common request we’ve had since releasing Immortality has been for a physical edition, but we always knew that if we did do it, we’d need to do it right – and so, working with Lost In Cult on this amazing new series was a no brainer!”

Lost in Cult is known for its premium game packages, including its Design Works books and Lock-On gaming journals.

Each game in the Editions lineup will come with a slipcase and poster of custom artwork, an authenticity card with printed signature from the game’s director, art cards, and a 40-page booklet from Edge Magazine alumni Chris Schilling.

Image credit: Lost in Cult

The company is carefully curating its selection of games, focusing on those that have pushed the medium as an art form. The first three have all been recognised by BAFTA.

Thank Goodness You’re Here won Best British Game at this year’s awards. It will be available through Editions on PS5 (1500 copies) and Switch (3000 copies).

Immortality won Best Narrative in 2023 and was nominated for multiple other awards. It will be available on PS5 (1500 copies).

Lastly, The Excavation of Hob’s Barrow was long-listed by BAFTA in 2023 for Samantha Béart’s performance. It will be available on Switch (3000 copies).

You can check out more details on Editions on the Lost in Cult website.

Thank Goodness You’re Here received a five star review from Eurogamer: “Developer Coal Supper’s relentlessly inventive absurdist comedy might, by necessity, keep a tight rein on players, but this is an impeccably constructed masterclass in gag-telling.”

Immortality and The Excavation of Hob’s Barrow were also very well-received.



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May 21, 2025 0 comments
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XRP momentum stalls as SEC delays 21Shares XRP ETF decision
NFT Gaming

XRP momentum stalls as SEC delays 21Shares XRP ETF decision

by admin May 21, 2025



XRP’s recent rally has stalled with market activity slowing down and uncertainty surrounding the Securities and Exchange Commission’s review of the 21Shares XRP spot ETF.

The token is trading at about $2.35 at press time, down 1.4% over the last day and 8.3% in the previous seven days, suggesting that its momentum is waning following a strong run earlier this month. Additionally, trading volume has sharply decreased. Over the past day, XRP (XRP) has seen spot trading of $2.67 billion, a 15.9% decrease from the day before.

Derivatives data paints a similar picture. Coinglass data shows that open interest in XRP fell 3.14% to $4.58 billion, while futures volume fell 28.45% to $4.24 billion. While the drop in open interest shows traders are closing positions rather than opening new ones, frequently an indication of diminished confidence in short-term price action, the steep drop in volume suggests cooling speculative interest.

The weakening market momentum comes just as the SEC delayed its decision on the proposed 21Shares Core XRP Trust. In a May 20 filing, the agency said it was extending the review period to evaluate whether the ETF complies with Section 6(b)(5) of the Exchange Act, which requires protections against fraud and market manipulation.

The Trust will use Coinbase Custody to store its assets and seeks to track the CME CF XRP-Dollar Reference Rate. The SEC stressed that the delay permits further analysis and public input rather than representing a final decision. Rebuttals must be submitted within 35 days of the Federal Register publication, and the comment period will last for 21 days.

Bloomberg ETF analyst James Seyffart called the delay “expected,” adding in a May 20 X post that early approvals for any crypto spot ETFs, including those for XRP or Solana (SOL), are unlikely before late June or early July, and more realistically expected in early Q4.

Delays on spot crypto ETFs are expected. A bunch of XRP ETPs have dates in next few days.

If we’re gonna see early approvals from the SEC on any of these assets — i wouldn’t expect to see them until late June or early July at absolute earliest. More likely to be in early 4Q.

— James Seyffart (@JSeyff) May 20, 2025

The technical indicators for XRP point to indecision. At the moment, the price of XRP is close to the Bollinger indicator’s lower band, indicating cautious market activity. With a value of 52, the relative strength index is neutral. Short-term moving averages signal weakness. 

XRP price analysis. Credit: crypto.news

Both the SMA and the 10-day EMA point to bearish pressure. On the other hand, long- and medium-term MAs are more optimistic. Despite the recent decline, the longer trend is still in place, as shown by the 20-day to 200-day EMAs and SMAs flashing buy signals.

A breakout above $2.38 and sustained momentum past $2.61 could signal further upside, targeting higher resistance zones. If XRP falls below its 20-day SMA at $2.34, it could test support at $2.26 or even $2.06, increasing the likelihood of downward pressure.

With both technical and regulatory signals providing conflicting hints about XRP’s next significant move, the market is currently in a wait-and-see state.





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May 21, 2025 0 comments
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Fortnite is finally back on Apple's App Store ... sort of
Gaming Gear

Fortnite is finally back on Apple’s App Store … sort of

by admin May 21, 2025



After being unceremoniously booted off Apple’s App Store in 2020, Epic Games’ Fortnite is finally back.

Take note, though — it’ll only show up on iPhones and iPads for searches made within the U.S., at least for now. 

The return of Fortnite marks the end of a nearly five-year ban caused by Epic Games’ implementation of a direct payment system that bypassed Apple’s in-app purchase fees, an act that violated the tech giant’s App Store rules.

In a message posted on X on Tuesday, Epic Games’ founder and CEO Tim Sweeney said: “Thanks to everyone who supported the effort to open up mobile competition and #FreeFortnite from the very beginning.”

Sweeney added: “And thanks to all of the folks who initially sided with Apple then later came around to the winning side, supporting app developer rights and consumer rights.”

Epic Games has been battling away in the courts to get the popular title back on the App Store. It scored a big win at the end of last month when a U.S. court ruling forced Apple to allow apps to include external payment links without charging commissions on those transactions. 

After Epic Games recently submitted Fortnite for inclusion in the U.S. App Store, Apple has finally approved it, though not before some additional legal issues and delays just last week.

If you search for Fortnite on the App Store outside of the U.S., however, it still won’t show up as Apple continues to fight in other regions. But in the European Union, for example, the game continues to be accessible via alternative platforms such as the Epic Games Store and AltStore.

Fortnite was allowed back on the U.S. App Store after the recent court ruling found that Apple had violated a previous injunction in 2021 by continuing to restrict competition and prohibit alternative payment methods in its App Store. The judge ordered Apple to comply with the earlier order, forcing it to allow Fortnite’s return and to permit external payment links in apps.

Judge Yvonne Gonzalez Rogers made several scathing comments about Apple in her ruling last month, criticizing the tech behemoth for deliberately undermining her 2021 injunction, saying that Apple aimed to “sustain a revenue stream worth billions in blatant violation of this court’s injunction.”

She even went so far as to refer an Apple executive to federal prosecutors for a criminal contempt investigation into their conduct in the case.

The Fortnite saga was essentially a landmark battle over digital marketplace power, one that shone a light on the struggle between app developers and platform owners like Apple in areas of control, competition, and the right to offer alternative payment options outside walled-garden ecosystems.






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May 21, 2025 0 comments
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an image of some Operators in Rainbow Six Siege X
Esports

When does Rainbow Six Siege X Year 10 Season 2 start?

by admin May 21, 2025


Ubisoft has confirmed the arrival of Rainbow Six Siege X in a grand style with a bunch of improvements over the base game with Year 10 Season Two. But when does the new season start? Here’s everything you need to know.

Rainbow Six Siege X Year 10 Season 2 release date

Rainbow Six Siege X Year 10 Season Two will commence on June 10, 2025. At the time of writing, you can get an early access via the test servers that will run from May 20 at 8am CT / 3pm CEST to June 9 at 8am PT / 3pm CEST. The test session will only be available to PC players who already own a copy of
Rainbow Six Siege.

Operation Daybreak will be the name of this season, and the biggest highlights include a new 6v6 game mode, modernized maps, and most importantly, a rework for the Defender Operator, Clash.

Modernized maps are coming. Screenshot by Dot Esports

You can check our guide to know about everything that’s new in Year 10 Season Two, including all the changes, modernized maps, and more.

Will Operation Daybreak and Rainbow Six Siege X launch on the same day?

Yes, Operation Daybreak and Rainbow Six Siege X will launch on the same day, which is June 10.

The update will go live on all the platforms (PS5, PS4, Xbox Series X/S, Xbox One, and PC), and the title will be free-to-play.

Some Rainbow Six Siege X Year 10 Season 2 highlights

Here are some of the key highlights from Rainbow Six Siege X Year 10 Season 2:

  • Electricity will no longer damage any Operator. It will slow them down and destroy gadgets.
  • Limb damage will be reduced.
  • Shield Operators can no longer ADS while vaulting or dropping from higher levels.
  • Blackbeard’s shield glass has been tinted to make it easier to see if it’s up or down.
  • Jackal will only ping an enemy position one time after scanning footprints, and the footprints will disappear immediately after being scanned. He will also be able to use it five times instead of three.
  • Jager’s Active Defense System can eliminate Capitão’s bolts and Gridlock’s Trax Stingers.
  • Thunderbird will no longer heal enemies from her Kona Stations.
  • Sledge will be able to knock down shield users.

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May 21, 2025 0 comments
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ASIC Seeks High Court Ruling on Crypto Yield Products After Block Earner Win

by admin May 21, 2025



In brief

  • Australia’s corporate regulator is seeking High Court approval to appeal a ruling that favoured crypto firm Block Earner over the classification of digital asset yield products.
  • ASIC is asking the court to clarify whether interest-earning and asset conversion crypto products fall under the Corporations Act as financial products.
  • The appeal follows a Federal Court decision that found Block Earner’s fixed-yield product did not constitute a financial product under current law.

Australia’s corporate regulator is seeking special leave from the High Court to appeal a ruling in favour of crypto firm Block Earner, intensifying a legal dispute over the status of digital asset yield products.

The Australian Securities and Investments Commission, or ASIC, is asking the High Court to clarify how interest-earning and asset conversion products should be treated under the Corporations Act. 

“The definition of financial product was drafted in a broad and technology-neutral way, and ASIC believes it is in the public interest to clarify this,” the agency said in a statement. “This clarification is important as it applies to all financial products and services, whether they involve crypto-assets or not.”

Special leave is required to appeal to the High Court of Australia. The court grants it only in cases involving significant legal questions or matters of public interest. Appeals are not heard automatically, and ASIC, in this case, must first obtain the court’s permission.

In April, a decision by the Full Federal Court overturned earlier findings against Block Earner, which ASIC argues had offered a fixed-yield crypto product called “Earner” without a financial services licence. 

The Full Court found the offering did not constitute a financial product under existing law, a blow to ASIC’s efforts to bring crypto services under the same framework as traditional finance.

The case was brought to the court following an earlier Federal Court ruling in February 2024, which found that Block Earner had engaged in unlicensed conduct when offering the Earner product between March and November 2022.

However, the Court dismissed ASIC’s claims against Block Earner’s variable-yield product, “Access,” and in June relieved the company of penalties. 

That decision was then appealed by ASIC and counter-appealed by Block Earner, culminating in the Full Federal Court’s ruling in April 2025.

Block Earner, the trading name of Web3 Ventures Pty Ltd, has since shuttered the product and has stated it has no plans to relaunch it. 

The company argues that its offering simply allowed customers to loan crypto under fixed terms and receive interest, without pooling funds or exposing users to business risk.

“From the outset, we sought to ensure that our modern product suite could fit into a less-modern regulatory environment,” Charlie Karaboga, CEO and co-founder of Block Earner, said in April.

The High Court has not yet set a date to consider ASIC’s application.

Decrypt has approached Block Earner for comment.

Edited by Sebastian Sinclair

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May 21, 2025 0 comments
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Cyberpunk 2077 sequel features second city that's like "Chicago gone wrong", says series creator
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Cyberpunk 2077 sequel features second city that’s like “Chicago gone wrong”, says series creator

by admin May 21, 2025



Mike Pondsmith, the creator of the Cyberpunk tabletop RPG that formed the basis of Cyberpunk 2077, has been discussing CD Projekt’s in-development sequel, saying it’ll feature second city that feels like “Chicago gone wrong”.


CD Projekt confirmed a Cyberpunk 2077 sequel was in the works back in 2022, and only a scant few details have been shared since then. We know it’s currently being referred to by the codename Project Orion, for instance, that it’s being developed by CD Projekt’s Boston and Vancouver studios, and… well, that’s about it.


Pondsmith, though, has now provided what might just be the first tangible details of CD Projekt’s Cyberpunk 2077 sequel. Speaking to TVGRY during this year’s Digital Dragons Conference in Krakow, he explained that while he’s “not as involved directly” with Project Orion as he was its predecessor, he still sees the scripts and has been visiting its development studio.

Here’s a trailer for Cyberpunk 2077’s Ultimate Edition.Watch on YouTube


“Last week,” he revealed, “I was wandering around talking to different departments and seeing what they had… I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion… because there’s another city we visit, and I’m not telling you anymore than that.”


Luckily for everyone (except, perhaps, CD Projekt, which seems unlikely to have sanctioned any of these reveals), Pondsmith did share a little more. First, he confirmed “Night City is still there” alongside this second location, before teasing how Project Orion’s two cities will differentiate themselves. “I remember looking at [the new location] and going, ‘Yeah, I understand the feel that you’re going for, and this really does work. It doesn’t feel like Blade Runner, it feels more like Chicago gone wrong’. And I said, ‘Yeah, I can see this working.'”


Interestingly, while Pondsmith only suggested Project Orion’s second location was like Chicago, fans have long speculated the actual city of Chicago will play a key role in CD Projekt’s sequel. As explained in a fairly comprehensive post on the Cyberpunk subreddit, the in-universe version of Chicago has struggled through both an economic collapse, a corporate war, and a bio-plague – so “gone wrong” would very much apply here. Additionally, Cyberpunk 2077’s Phantom Liberty expansion features a possible ending that can nudge players several years forward in the timeline, after which the Transcontinental Maglev Network project referenced in the base game – one linking Night City with Chicago – is revealed to be complete.


It’s certainly a compelling theory, especially given Pondsmith’s latest chatter, but there’s obviously no guarantee any of this will make it through the years of development required to turn Project Orion – which is currently in the pre-production phase – into a complete and released game. That won’t happen until sometime after The Witcher 4’s still-nebulous launch window – but at least that leaves plenty of time to wrap up the original Cyberpunk 2077, which will soon be making its Nintendo debut on Switch 2.



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May 21, 2025 0 comments
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