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The Op Games new card game TACTA is now available
Esports

The Op Games new card game TACTA is now available

by admin May 21, 2025


If you love small and smart card games, then you might like The Op Games’ new release: TACTA:

The Op Games has announced that TACTA — a new strategic card game of shape-shifting competition — is now available for players who love brilliant, fast-paced gameplay that sparks conversation and challenges the mind.

Already a 2025 Winner of the NY Product Design Awards, TACTA uses an abstract card system—reminiscent of dominoes or playing cards—built around geometric strategy for two or more players. Players engage in layered, competitive gameplay by flipping, twisting, and turning cards to align and cover shapes. The game includes multiple standardized formats and options to customize rules or create entirely new ways to play.

TACTA (MSRP: $14.99)

It’s all connected! In this sneakily strategic card game, players flip, twist, and turn their cards to align and cover their opponents’ shapes with matching squares, triangles, and rectangles. With an ever-growing board, up to 8 colors light up game night with TACTA™. Analyze, strategize, and optimize because in TACTA™, every card counts.


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Bitcoin's Ascent Inevitable, Says Anthony Pompliano
GameFi Guides

Bitcoin’s Ascent Inevitable, Says Anthony Pompliano

by admin May 21, 2025


Popular crypto veteran Anthony Pompliano has finally discovered the secret behind Bitcoin’s continuous ascent after several years of holding Bitcoin, according to a recent post on X (formerly Twitter).

With the broad crypto market facing consistent volatility, especially Bitcoin, Pompliano claims that expansionary monetary policies are the major drive behind Bitcoin’s future potential.

Bitcoin predictions irrelevant

With his experience as a long-term Bitcoin holder, Pompliano has realized that market speculations are not the key driver behind Bitcoin’s growth. He believes that Bitcoin will continue to surge as long as the government continues printing money.
 

After years of holding bitcoin, you realize that all the price predictions don’t matter.

Bitcoin is going to keep going up until the governments stop printing money.

— Anthony Pompliano 🌪 (@APompliano) May 20, 2025

According to Pompliano’s post, Bitcoin predictions from market experts are often irrelevant in determining the future of the world’s leading cryptocurrency.

While these speculations may temporarily fuel hype around the digital asset, leading to short-term rallies, they cannot influence Bitcoin’s long-term vitality.

The statement, which reaffirms Pompliano’s longstanding conviction in Bitcoin, has sparked discussions among the crypto community.

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Recent discussions on the X space suggest that other crypto experts share similar insights with Pompliano. Persisting accumulation from high-profile investors also confirms investors’ confidence in Bitcoin’s long-term value.

Earlier on, Binance’s CEO Richard Teng had applauded El Salvador for its long-term investment in Bitcoin, which has yielded the firm a massive 124% return.

While this shows that El Salvador’s decision to hold on to Bitcoin for so many years has finally paid off with huge returns worth over $357 million, Richard Teng says it is a perfect definition of a long-term conviction in Bitcoin.

With major institutions like MicroStrategy, Metaplanet, and others holding on strongly to their Bitcoin accumulation strategy amid recurring volatility, it appears that they share the same long-term vision for Bitcoin.

Although it is not certain if there will be an endpoint for Bitcoin, industry experts strongly believe that Bitcoin’s rise is inevitable as long as fiat currencies remain in existence.

Source: CoinMarketCap

This bullish statement from Pompliano comes at a time when the crypto market is experiencing stable price performance. Bitcoin itself has only surged by 0.76% since the last day, trading steadily above $105,492.





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AMD unveils Radeon RX 9060 XT at Computex 2025
Product Reviews

AMD unveils Radeon RX 9060 XT at Computex 2025

by admin May 21, 2025


AMD has unveiled its 9060 XT GPU at Computex 2025. The midrange GPU will be the clear competitor to Nvidia’s 5060 Ti and goes toe-to-toe with it on almost every spec. Built on AMD’s 4-nanometer RDNA 4 silicon, the 9060 XT will pack 32 compute units, along with 64 dedicated AI accelerators and 32 ray-tracing cores.

AMD

Notably, the RX 9060 XT will ship in 8GB and 16GB GDDR6 versions, whereas Nvidia’s RTX 5060 Ti uses faster 28 Gb/s GDDR7, delivering roughly 40 percent more bandwidth (448 GB/s vs. approximately 322 GB/s) on the same 128-bit bus. We’ll have to wait for some side-by-side performance comparisons before drawing any strong conclusions from those specs.

AMD has listed the 9060 XT’s boost clock at speeds up to 3.13 GHz. The GPU boasts 821 TOPS for AI workloads and will draw a modest 150 to 182 watts from the board. The card will connect via PCIe 5.0 x16 and supports the now-standard DisplayPort 2.1a and HDMI 2.1b. Based on these initial specs, the 9060 XT should be a solid entry for games running at 1080p and a decent option for those at 1440p. Those wishing to play at 4K should still opt for the Radeon RX 9070 or 9070 XT.

Pricing and exact release timelines have not yet been announced.



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Ripple Buying Circle Could Cause ‘Crypto Apocalypse,’ Prominent Lawyer Claims
Crypto Trends

Ripple Buying Circle Could Cause ‘Crypto Apocalypse,’ Prominent Lawyer Claims

by admin May 21, 2025


MetaLeX Labs founder Gabriel Shapiro has opined that Ripple acquiring Circle could result in a “crypto apocalypse.” 

However, if Ripple ends up securing the deal, it will likely fail to pass the antitrust muster. 

Regulators review deals for antitrust concerns, meaning that they will determine whether the deal could allow Ripple to gain too much control over the ecosystem. 

“Making Ripple the largest asset issuer on every blockchain would obviously be disastrous and anticompetitive,” Shapiro said. 

Shapiro has noted that the company previously used its influence in order to harm its competitors by spreading fear, uncertainty, and doubt (FUD). Back in 2022, for instance, Ripple’s Chris Larsen teamed up with Greenpeace in order to launch a campaign against Bitcoin mining. 

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The analyst has added that Circle should take into account the Revlon doctrine, which posits that a company should secure the best deal for shareholders. This means that the USDC issuer should consider antitrust-related risks when making a potential deal. 

“If a definitive agreement is signed, we will be at the DoJ’s and FTC’s doorstep, citing Ripple’s history of campaigns against Bitcoin and Ethereum…,” Shapiro added. 

Ripple is reportedly competing with exchange giant Coinbase for Circle. 

As reported by U.Today, Ripple’s $5 billion bid was previously rejected due to being too low. 

According to Fortune, Coinbase appears to have the upper hand, but Ripple also boasts a huge number of XRP tokens that allow it to be in a strong acquisitive position.



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Radeon AI Pro R9700
Gaming Gear

AMD launches Radeon AI Pro R9700 to challenge Nvidia’s AI market dominance

by admin May 21, 2025



AMD has been busy at Computex 2025, where the chipmaker unveiled the exciting Radeon RX 9060 XT and the Ryzen Threadripper 9000 series. To cap off its series of announcements, AMD is thrilled to introduce the Radeon AI Pro R9700, a PCIe 5.0 graphics card designed specifically for professional and workstation users.

RDNA 4 is an architecture geared towards gaming, but that doesn’t mean AMD can’t apply it to professional-grade graphics cards. For instance, RDNA 3 saw the mainstream Radeon RX 7000 series successfully coexisting with the Radeon Pro W7000 series. The same situation will occur with RDNA 4. AMD has already unveiled four RDNA 4-powered gaming graphics cards, yet the Radeon AI Pro R9700 is the first RDNA 4 professional graphics card to enter the market. The new workstation graphics card aims to replace the RDNA 3-powered Radeon Pro W7800, which has been faithfully catering to consumers since 2023.

The Radeon AI Pro R9700 utilizes the Navi 48 silicon. It’s currently the largest RDNA 4 silicon to date, with a die size of 357 mm² and home to 53.9 billion transistors. Navi 48 is also found in the Radeon RX 9070 series. It’s a substantially smaller silicon than the last-generation Navi 31 silicon, which is 529 mm² with 57.7 billion transistors. It’s nothing short of impressive that Navi 48 is roughly 33% smaller but still has 93% of the transistors of Navi 31.


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Image 1 of 2

(Image credit: Future)(Image credit: Future)

Navi 48, a product of TSMC’s N4P (4nm) FinFET process node, adheres to a monolithic design. On the contrary, Navi 31 features an MCM (Multi-Chip Module) design, consisting of chiplets interconnected to a monolithic die. That’s the reason why Navi 31 is so enormous. The GCD (Graphics Complex Die) alone measures 304.35 mm², whereas each of the six MCDs (Memory Cache Die) is 37.52 mm².

With Navi 48, AMD returned to a monolithic die and, with N4P’s help, reduced the die size by 33%. Nonetheless, Navi 48 is up to 38% denser than Navi 31. The former has a density of 151 million transistors per mm², whereas the latter comes in at 109.1 million transistors per mm².

In terms of composition, the Navi 48 features 64 RDNA 4 Compute Units (CUs), which enable a maximum of 4,096 Streaming Processors (SPs). In contrast, the Navi 31 is equipped with 96 RDNA 3 CUs, for a total of 6,144 SPs. More CUs don’t necessarily mean more performance since RDNA 4 delivers considerable generation-over-generation performance uplift over RDNA 3.

AMD Radeon AI Pro R9700 Specifications

Swipe to scroll horizontally

Graphics Card

Radeon AI Pro R9700

Radeon Pro W7800

Architecture

Navi 48

Navi 31

Process Technology

TSMC N4P

TSMC N5 / N6

Transistors (Billion)

53.9

57.7

Die size (mm²)

357

529

SMs / CUs

64

70

GPU Shaders (ALUs)

4,096

4,480

Tensor / AI Cores

128

140

Ray Tracing Cores

64

70

Boost Clock (MHz)

?

2,525

VRAM Speed (Gbps)

?

18

VRAM (GB)

32

32 / 48

VRAM Bus Width

?

256-bit / 384-bit

L2 / Infinity Cache (MB)

?

64 ⁄ 96

Render Output Units

128

128

Texture Mapping Units

256

280

TFLOPS FP32 (Boost)

48

45.3

TFLOPS FP16 (INT4/FP4 TOPS)

96

90.5

Bandwidth (GB/s)

?

576 / 864

TBP (watts)

300

260 / 281

Launch Date

July 2025

April 2023

Launch Price

?

$2,499 / ?

AMD, being AMD as usual, didn’t reveal the Radeon AI Pro R9700’s entire specifications. However, the chipmaker did boast about the graphics card’s 128 AI accelerators, meaning it’s leveraging the full Navi 48 silicon. That means the Radeon AI Pro R9700 is rocking 4,096 SPs, 9% fewer than the Radeon Pro W7800. It also correlates to the former having 9% less AI accelerators. In the Radeon AI Pro R9700 ‘s defense, the CUs are RDNA 4, and the AI accelerators are second generation.

Get Tom’s Hardware’s best news and in-depth reviews, straight to your inbox.

Regarding FP16 performance, the Radeon AI Pro R9700 peaks at 96 TFLOPS, 6% faster than the Radeon Pro W7800. AMD rates the graphics card with a 1,531 TOPS of AI performance.

AMD claims the Radeon AI Pro R9700 offers 2X improved performance over the Radeon Pro W7800 in DeepSeek R1 Distill Llama 8B. For some strange reason, AMD compared the Radeon AI Pro R9700 to the GeForce RTX 5080. Tested in a few large AI models, the Radeon AI Pro R9700 delivered up to 5X higher performance than the RTX 5080.

Image 1 of 9

(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)

The Radeon AI Pro R9700 is equipped with 32GB of GDDR6 memory. AMD has not disclosed the specifications regarding the speed of the memory chips or the width of the memory interface. Given that the Radeon Pro W7800 features 18 Gbps GDDR6, it is reasonable to conclude that the Radeon AI Pro R9700 should utilize memory chips with superior speed.

With 32GB of onboard memory, the Radeon AI Pro R9700 can tackle most AI models. It has the capacity of the Radeon Pro W7800, but not as much as the 48GB variant. The Radeon AI Pro R9700’s typical blower-type design will enable users to rock up to four of them inside a single system, such as AMD’s Ryzen Threadripper platform, which has good multi-GPU support. With four of them, users will have access to 128GB, more than enough for heavy models that exceed 100GB of VRAM usage.

Image 1 of 6

(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)(Image credit: AMD)

The Radeon AI Pro R9700 has a 300W TBP (Total Board Power). It’s 15% greater than the Radeon Pro W7800 32GB and 7% higher than the Radeon Pro W7800 48GB. Similar to most workstation-grade graphics cards, the Radeon AI Pro R9700 has the power connector at the rear. However, AMD has not indicated the type of power connector it employs, and it’s not visible in the provided renders. Considering the 300W rating, we would anticipate it to require two 8-pin PCIe power connectors. The Radeon AI Pro R9700 renders illustrate the graphics card featuring four DisplayPort outputs. Since it utilizes the RDNA 4 architecture, these outputs should conform to the 2.1a standard.

AMD has announced that the Radeon AI Pro R9700 will launch in July, but it has not revealed pricing details. In contrast, the Radeon Pro W7800 debuted at $2,499 two years ago and has maintained most of its value, currently priced at $2,399. We will soon learn the price of the Radeon AI Pro R9700 as its launch approaches in just a couple of months. AMD anticipates a healthy supply of the Radeon AI Pro R9700 from its partners, including ASRock, Asus, Gigabyte, PowerColor, Sapphire, XFX, and Yeston.

Follow Tom’s Hardware on Google News to get our up-to-date news, analysis, and reviews in your feeds. Make sure to click the Follow button.



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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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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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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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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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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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