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Helius Stock Dives After First Solana Treasury Buy for $168 Million in SOL

by admin September 22, 2025



In brief

  • Helius Medical Technoligies (HSDT) shares are down more than 16% on Monday.
  • The firm announced it acquired 760,190 SOL in its first Solana acquisitions, valuing its treasury at $168 million.
  • It maintains an extra $335 million in cash, which it will ultimately use to bolster its treasury.

Shares in medical device and neurotech company Helius Medical Technologies dropped 16% on Monday amid news that the firm made its first Solana treasury acquisition. 

Helius added 760,190 SOL at an average purchase price of $231, valuing its treasury at around $168 million. It still maintains around $335 million in cash which will help propel further additions to its Solana treasury. 

“It has been gratifying to receive shows of support from multiple stakeholders across the Solana ecosystem, including staking providers, DeFi protocols and others,” said Helius Executive Chairman Joseph Chee, in a statement. “We take our responsibility to maximize shareholder value seriously and are eager to execute against our plan.”



The firm first announced its intentions to build a Solana treasury last week, raising $500 million via an oversubscribed private placement in public equity (PIPE) led by Pantera Capital and Summer Capital to kick off its treasury operations. 

The news sent shares of HSDT up 141% to $18.27 in the process last Monday. It climbed further still throughout the week, closing trading on Friday at $24.29.

With its strategy officially underway though, shares have fallen to $20.19 as of this writing. Even so, it’s still up about 218% over the last month.

“We are excited to embark on our SOL accumulation plan in an efficient manner,” Cosmo Jiang, a general partner at Pantera Capital and a board observer at Helius, said in a statement. 

“The initial accumulation at a lower cost basis than recent market prices, while still retaining the large majority of its capital raised for more opportunistic purchases, showcases how laser focused the team is on maximizing shareholder value by having market awareness and being responsible stewards of capital,” he added.

Solana traded above the firm’s average purchase price of $231 all last week, but slipped below the mark on Monday. SOL is down around 6.9% in the last 24 hours and now down 5% on the week, changing hands at $221.19.

SOL’s drop on Monday has led to a notable shift in odds for Myriad Markets’ Solana all-time high market, which asks predictors whether or not the asset will hit a new peak price before the end of 2025. Odds of a new all-time high stand at 50%, down 13.6% in in the last 24 hours as the token has fallen. 

(Disclaimer: Myriad Markets is a product of Decrypt parent company, DASTAN).

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September 22, 2025 0 comments
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"It was really hard to publish on Xbox. It was our job to make it easier" - inside Xbox's increasingly vital indie publishing operation
Game Updates

“It was really hard to publish on Xbox. It was our job to make it easier” – inside Xbox’s increasingly vital indie publishing operation

by admin September 22, 2025


My first major memory of Indie Games on Xbox platforms is a pleasant one, and it’s precisely the sort of memory I feel most appropriate for the medium. This was a tiny self-published affair – nary a publisher in sight, what I assume was a solo developer, and an extremely limited scope. I’m not talking about Hollow Knight, or Balatro, or Braid, or Limbo or what have you. I’m talking about Curling 2010.

Curling 2010 was exactly what it sounds like: a very simple indie recreation of the sport of curling. It was a drunken discovery, and in my circle of friends was almost exclusively played competitively when very liquored. To me, Curling stood alongside Mount your Friends as the absolute poster children of Xbox Live Indie Games, a rather brilliant little service that allowed pretty much anyone to develop Xbox 360 games using Microsoft’s XNA framework. Games would get peer reviewed and then could go live for a few bucks.


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This service was surprisingly simple, shockingly democratised, and was the first signal of how serious Xbox was about allowing independent developers access to its platform; they let one person indulge their interest in Curling and put their game on Xbox 360.

While Xbox Live’s Community Indie games service never left the Xbox 360 and Microsoft never quite embraced such chaotic openness again, that system’s founding spirit was later channeled into Xbox One’s ID@Xbox program, which continues to this day. In 2025, ID@Xbox has seldom seemed more important to Xbox’s fortunes. The platform holder finds itself in choppy waters: first-party studio layoffs, second-party game cancellations, botched rescue deals and boycott calls fuelled by the actions of Xbox’s parent company. But you know what part of the Xbox ecosystem has been consistently rather good? ID@Xbox.

A glance around Xbox’s Gamescom stand last month serves as quite firm confirmation of that fact. The longest line was, of course, for Silksong. Even before the show opened to the public, I watched media and influencers denigrate themselves dashing to that queue, which ran for over an hour. On the other side of the stand, games like Super Meat Boy 3D and There are No Ghosts at the Grand dominated as partner titles. Some might uncharitably suggest that this stand is more representative of a particularly quiet year for Xbox’s first party games – but the truth is, Xbox shows have featured booths like this for a long time; each appearance a demonstration of an indie and third party relations setup firing on all cylinders.

Hollow Knight: Silksong is a big deal, and got the full-on “chosen one” treatment from Xbox, but not all indie games are as fortunate. | Image credit: Eurogamer/Team Cherry

“Some years there’s more indie games, some years there’s a few less – but every year it’s a discussion,” ID@Xbox boss Chris Charla tells me in the midst of the bustle and noise of the Xbox stand. We chat in a small aisle of the booth just adjacent to an indie-focused section where an early-morning queue is beginning to snake. The breadth of third-party titles on the booth, from late Japanese ports to all-new indies and hotly anticipated sequels, is meant to send a message.

“It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” Charla adds.

Case in point: There Are No Ghosts at the Grand, the quirky debut title of Bristol-based developer Friday Sundae. Distinctly British, it took pride of place at Xbox’s Summer Games Fest and Gamescom presences.

“We never in our wildest dreams thought that we would be there,” shares Anil Glendinning, creative director at Friday Sundae on No Ghosts at the Grand. “And if we did, we thought it’d be in some tiny little booth hidden at the back of a distant hall, where nobody gets to see us! We did not ever in a million years expect to be right there, as part of Xbox, right there, hall 7 – and to have people waiting, like, an hour to play our game.

“Not as big as the queues for Hollow Knight, of course,” Glendinning laughs, “But it was extraordinary, and surreal, and a real item off the bucket list. As an indie dev, you couldn’t hope for a better start for introducing the game directly to gamers.”

The section towards the back-right of Xbox’s stand where No Ghosts at the Grand made its debut serves as a perfect example of the breadth of the relationships Xbox is trying to foster outside of its first-party ecosystem. Alongside No Ghosts there was Silksong, the indie that is so massive it no longer quite fits the term in the same way. Then there’s Invincible VS, which has a more traditional publishing arrangement but via the smaller-scale Skybound Games. PowerWash Simulator 2 is a sequel to a smash hit published by one of gaming’s biggest multinationals – but this time developer Futurlab is going it alone. Chinese developer Pawprint Studio showcased its Pokémon-alike Aniimo, and just off to the side were some of the fruits of Xbox’s development outreach efforts in Japan with a few late-but-welcome ports from Square Enix.

Watch on YouTube

The point is, the stand paints a picture of a direction of travel for Xbox even as other aspects of their business appear much less certain. From smaller truly independent studios to start-ups with a little external investment and support, the word tends to be pretty universal, too: those who have had the opportunity to ply Xbox’s resources have found it invaluable.

“We’re an indie studio and small publisher so getting this level of support during key marketing milestones is huge for us,” says Mike Willette, executive producer on Invincible VS at new startup studio Quarter Up. “Having that kind of reach – especially during such a big-scale event – meant that fans around the world could connect with the Invincible VS. It was a big moment for the game and the reaction has been amazing to see.”

The enthusiastic attitude towards Xbox’s support raises a question, of course: how exactly Xbox decides which games are the chosen ones and which are less lucky. Even the most passing of glances at Steam’s statistics tells us there are now more games than ever – and the process of discovery is thereby ever more complicated. That’s true for the media, as we try to dig out cool games for readers – but it’s also obviously true for publishers, and consumers themselves. Charla says Xbox’s approach hasn’t changed in over a decade, however.

“We find them everywhere,” Charla says. “We find them by spending time in the Indie Arena [at Gamescom]. We find them by people sending us direct messages on BlueSky… We find them from people all around Microsoft being like, hey, have you seen this game? And we find them from having friends who make games who say – hey, you need to see my friend’s game. And from people just emailing us!”

In the end, Charla’s team works with hundreds of partners each year, reviewing what’s next in the world of indie or indie-adjacent gaming. This is a team that isn’t just looking for the next Hollow Knight, either – the hunt is on for all sorts of titles, in large part to ensure the breadth of releases on Game Pass. And while the idea of Game Pass as a universally ‘good thing’ remains in dispute, with some developers going as far as to call it unsustainable and damaging, Charla is bullish on the service – and its successes with indie developers.

Securing a deal to get a game on Game Pass can be a huge financial safety blanket for indide developers. | Image credit: Adobe Stock, Microsoft

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” Charla notes. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.”

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

The pathway of gradually ending up intertwined with Xbox and landing a Game Pass deal matches up to that described by Friday Sundae for No Ghosts at the Grand. In that case, the studio had put together a demo and had been showing it off to various potential partners, which included a submission to the Xbox team via a developer-focused website and form entry. It was, by Glendinning’s own admission, a “strange demo” – which tempered expectations.

“We didn’t expect to hear back,” Glendinning admits of that early No Ghosts at the Grand demo. “We went through those channels and then promptly forgot all about it. And in fact, when we got an email back… we thought it was spam! We weren’t completely sure it was real. But it was – it was someone within the Xbox team saying, yeah, we like your demo, we played it, we think it’s interesting, and we’d like to jump on a call. Since then, it’s been a blur.”

That whirlwind of Xbox’s involvement has been described to me variously by developers as useful from a nuts-and-bolts development perspective – in terms of gathering feedback and enjoying technological support – but also as a confidence-booster for the small teams involved. The attention of a much bigger partner can be useful or scary – but it can also be validating.

Image credit: Friday Sundae

“We had to show Xbox progress during key milestones, i.e. demo the game for their partnerships team at critical moments to inspire confidence that we belonged on their support roster,” says Mike Willette of Invincible VS. “It was a good exercise for our dev team as well as something that helped us constantly elevate our own bar.”

“I just remember that Xbox was so curious about our creative process,” says Friday Sundae’s Glendinning. “They wanted to know where we wanted to take it, where our creativity was coming from, our vision for the game. Everything that we said to them, they came back with this enthusiasm. We’d keep sending – another email, some more screenshots, more videos, more content. Time after time, we were getting encouragement, support, and the thumbs up to keep on going.

“Having that kind of support was a huge confidence boost, y’know? We weren’t sure what we were making or whether anyone would be interested, or really like it. Hearing people within the Xbox team being excited, being encouraging, wanting to see more – that was a real shot in the arm of confidence for us. It really spurred the team forward to think: hey, you know what? We might actually have something here.”

There was another, secondary benefit, of course. “The biggest thing for us was getting access to those dev kits,” Glendinning notes. “It’s still hugely important for us knowing that we have Xbox there, having our backs if we run into any issues or problems. But the truth is, it’s actually been smooth sailing so far.”

A smooth journey for indie developers is something that is clearly a focus for Charla and his team. When asked about his team’s journey over the years – aside from the games themselves – the ID@Xbox boss instantly zeroes in on the technical changes that team has managed to institute across the Xbox platform, making adjustments that in many cases benefit everyone, indie or triple-A alike.

Indie games have a strong history on Xbox, as evidenced by this absolute classic, Mount Your Friends. | Image credit: Stegersaurus Software Inc

“It was really hard to publish on Xbox. It was our job to make it easier,” Charla says. “So when we first started ID@Xbox, we had a lot of asks.

“We had a lot of asks that were really indie specific, and we would go into these meetings with all these engineers – and we didn’t know anybody, right? These are business people. And we show up like, ‘Errr… ahh… we’re from ID’ – but as soon as we said that it was like ‘Oh, you’re the Indie guys! What do you need?!’ That level of support internally at Microsoft for independent developers has been off the charts forever from day one, and it continues today.

“Y’know, if we can save 12 hours on a game… hey, that’s great for everybody. It’s great for big publishers, but for an indie or maybe a solo dev – 12 hours is like a day and a half of work that you can use to theoretically materially make the game a day and a half better. There’s a lot of former developers on the team, and we really take that kind of thing to heart.”

Over the years, the focus has been on trying to make the act of getting games onto Xbox easier. But Charla now sees a new challenge. With an explosion in the sheer number of games, plus an ever-growing number of games in Xbox’s subscription service, it’s now about making sure games don’t get lost in the flood. His team is looking to make similar optimisations in this area as they once did to the process of onboarding developers in the first place.

“What if we put that discovery question on its head?” Charla asks. “How do we as a game platform help developers to discover their audience? So if you’re making a game of a certain quality… there’s an audience for that out in the world. Whether that audience’s total addressable market is 30 million or 3 million, or 300,000, or 30,000… How do we as Microsoft help you get in front of that total addressable audience?

Watch on YouTube

“We want to show that audience your box art. Now, whether or not they click on the box, whether or not to buy the game, that’s a little dependent on the developer – on the box art, on the game, etc. But I think our job is to think about Discovery in a new way, which is, how do we ensure developers can discover their audiences?”

Some of this brings us full-circle. When I speak to Charla and the developers featured here, it’s either during or off the back of an Xbox Gamescom presence that has been all about connecting directly with players in-person. At Gamescom, from the perspective of these developers, Xbox’s support was invaluable.

“Having the opportunity to showcase Invincible VS on a global stage – especially in Europe – was huge,” says Mike Willette. “It was our first time seeing international fans interact with the game in-person, and that was incredibly rewarding. Seeing people’s reactions, watching them get a feel for the mechanics and feeling the excitement build up on the show floor – there’s really nothing like experiencing that.”

The challenge, then, appears to be taking that sort of energy and that discovery available in person at physical events and finding ways to deliver that on digital storefronts and the like. Charla’s vision – that discovery is a two-way street, as much about games finding audiences as it is about audiences finding games – is clearly a key lynchpin. As with ID@Xbox driving storefront and development backend changes that helped all, though, it’s clear that Xbox’s indie support will be key to this. Then there is the broader position in which Xbox finds itself, much of it undesirable – making this bright spot one whose continued luminescence is vital. Charla, at least, appears to believe he has the support and buy-in needed to do that.

“I remember one year, we had a bunch of games ready but we just weren’t showing them at this particular internal review. And a very senior executive, halfway through the review, looks at me and is like ‘where are the indie games?’,” the ID@Xbox boss recalls.

“I was like, ‘oh, don’t worry, they’re coming – next review! You know, the trailers tend to come along a little later for indies…’ But, it was cool for that question to be asked. It was a real moment where I reflected on it later and was just like – okay, I’m working in the right place.”



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September 22, 2025 0 comments
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Product Reviews

TikTok is tagging videos from Gaza with product recommendations

by admin September 22, 2025


TikTok has been tagging videos from war-ravaged Gaza with product recommendations, as reported by The Verge. The publication detailed a scenario in which footage of a Palestinian woman walking amidst rubble presented TikTok shop recommendations that matched what she wore in the video.

The algorithm suggested products with names like “Dubai Middle East Turkish Elegant Lace-Up Dress” and “Women’s Solid Color Knot Front Long Sleeve Dress.” The original footage showed the woman searching for lost family members.

This is thanks to a new addition to the TikTok app that uses AI to identify objects in posts. When a user pauses a video, the shop will automatically recommend products that resemble those objects. Today’s reporting indicates that the company didn’t give much forethought as to which types of videos this technology should be applied to.

The new tool isn’t available to everyone just yet, as it’s rolling out on a limited basis. To check if your app has been updated, simply pause a video and look for the “Find Similar” pop-up. We reached out to TikTok to ask about how this technology is being used and will update this post when we hear back.



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September 22, 2025 0 comments
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UXLINK scrambles to contain $11.3m hack, turns to police for action
NFT Gaming

UXLINK scrambles to contain $11.3m hack, turns to police for action

by admin September 22, 2025



UXLINK admitted its wallet was compromised when attackers stripped admin rights and rerouted tokens across Ethereum and Arbitrum. The Web3 social platform is now working simultaneously with central exchanges to freeze the stolen funds and with law enforcement to initiate formal investigations.

Summary

  • UXLINK confirmed an $11.3m hack after attackers seized admin rights and rerouted funds across Ethereum and Arbitrum.
  • The Web3 social platform is working with exchanges and law enforcement to freeze assets and recover stolen funds.
  • The breach comes just months after UXLINK marked its third anniversary, celebrating 55m+ users and global growth.

On Sept. 22, blockchain security firm Cyvers flagged a series of highly suspicious transactions originating from a UXLINK protocol address. Their analysis revealed a sophisticated attack vector, with an Ethereum address executing a “delegateCall” to effectively seize control by removing the admin role and adding a new owner with threshold permissions.

Cyvers said the attack enabled the hacker to drain approximately $11.3 million in assets, including $4.5 million in stablecoins, WBTC, and ETH, before swiftly bridging and swapping portions of the haul across networks in an apparent attempt to launder the funds. Within minutes, another address received $3 million worth of UXLINK tokens, some of which remain unswapped.

UXLINK responds as breach overshadows recent milestones

UXLINK acknowledged the exploit less than an hour after Cyvers’ alert, issuing what it called an “urgent security notice” to its users. While the official communication did not specify the exact figure, it confirmed that a “significant amount of cryptocurrency” had been illicitly transferred to both centralized and decentralized exchanges.

“We have already reached out to major CEXs and DEXs to urgently freeze suspicious UXLINK deposits and are coordinating closely with them to prevent further movement of funds. The incident has been reported to the police and relevant authorities to accelerate legal action and recovery efforts,” the team wrote on X.

UXLINK’s move to involve law enforcement underscores the severity of the incident and the project’s intent to pursue all available avenues for restitution. Notably, the timing of the hack carries added weight for the Web3 social platform.

Just three months ago, the Tokyo-headquartered project celebrated its third anniversary in July, an event that highlighted a period of remarkable growth. UXLINK reported its registered user base surging to over 55 million, with a presence in more than 100 countries, and emphasized its commitment to regulatory compliance and product innovation.

The hack now poses a direct challenge to that very narrative of maturation and stability. The breach of a core administrative wallet stands in stark contrast to the image of a robust, compliance-first infrastructure provider that UXLINK has carefully cultivated.

The platform has yet to issue another update as of press time. 



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September 22, 2025 0 comments
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US, UK Authorities to Form Digital Asset Task Force
Crypto Trends

US, UK Authorities to Form Digital Asset Task Force

by admin September 22, 2025



Treasury authorities in the US and UK have announced the formation of a transatlantic task force to explore “short-to-medium term collaboration on digital assets.”

In Monday notices, the US Treasury Department and HM Treasury said the cross-country effort, taking place through the already established UK-US Financial Regulatory Working Group, would release a report with recommendations within 180 days.

The new task force, called the Transatlantic Taskforce for Markets of the Future, will consider crypto laws and regulations as well as how the two countries can collaborate on “wholesale digital markets innovation.”

Source: UK Chancellor of the Exchequer Rachel Reeves

The announcement follows a Financial Times report on a meeting last week between UK Chancellor Rachel Reeves and US Treasury Secretary Scott Bessent on how the two countries could work together on crypto regulation.

The discussion reportedly included representatives from several cryptocurrency companies. At the same time, the task force said on Monday that it should “seek input from leading industry experts to ensure that its recommendations are informed by what matters most to industry.”

The US Treasury did not explicitly state whether the task force formation was related to any crypto-related legislation in Congress, such as the law to establish a framework for payment stablecoins, the GENIUS Act. Under the bill, signed into law in July, the US Treasury Department is required to draft regulations with the Federal Reserve before implementation.

Related: Democrats signal support for bipartisan solution to market structure bill

Cryptocurrency exchange Coinbase shared the US-UK announcement on its blog on Monday, saying it was “proud” to support the partnership. Daniel Seifert, the exchange’s vice president and regional managing director for Europe, the Middle East and Africa, was present in the discussions between Reeves and Bessent, according to a spokesperson for Coinbase.

Similar approaches to crypto regulation?

The US and UK have both taken steps to address regulatory issues affecting digital assets and companies handling them in 2025. UK Prime Minister Keir Starmer met with US President Donald Trump last week, signing a memorandum of understanding to explore the development of technologies, including artificial intelligence, though the deal is not legally binding.

While the UK Treasury under Reeves said in April that it would focus on crypto rules to “support innovation while cracking down on fraudsters,” the US side under Bessent has pushed an approach that suggests scaling back on regulation.

The US Treasury Secretary said in August that the department would explore “budget-neutral pathways” to acquire Bitcoin (BTC) as part of the US government’s crypto reserve plans.

Magazine: Hayes tips ‘up only’ for crypto, ETH staking exit queue concerns: Hodler’s Digest, Sept. 14 – 20



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September 22, 2025 0 comments
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Pirate ship at sea
Esports

Thieves steal ancient Pharaoh’s bracelet in Cairo museum heist, sell it for just $4K

by admin September 22, 2025



An ancient Egyptian bracelet once belonging to Pharaoh Amenemope has been stolen from Cairo’s Egyptian Museum and melted down, authorities revealed.

The gold bracelet, dating back 3,000 years, was taken on September 9 from the museum’s restoration lab while officials prepared artifacts for an exhibition in Italy.

The piece, a simple gold band adorned with a lapis lazuli bead, was part of the collection of Amenemope, a pharaoh of Egypt’s 21st Dynasty who ruled from Tanis in the Nile Delta.

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Tourism and Antiquities Minister Sherif Fathy said the lab where it was stolen lacked security cameras, leaving the priceless item vulnerable.

Pharoh’s 3,000-year-old bracelet stolen

Authorities say the bracelet passed through several hands before being destroyed after the museum heist. A restoration specialist at the museum confessed to giving the artifact to a contact who owned a silver shop in Cairo’s Sayyeda Zainab district.

From there, it was sold for around $3,800 to a gold workshop, and later resold for about $4,000 to another jeweler who melted it down to make other pieces of jewelry.

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Egyptian Ministry of Tourism and AntiquitiesThe priceless bracelet was melted down after being sold.

Security camera footage released by the ministry shows one suspect presenting the bracelet at a shop, weighing it, and being paid for it.

Four suspects have been arrested, including the museum restoration specialist. They reportedly confessed to their roles in the heist. The money earned from the sale has been seized, though the artifact itself is gone.

Amenemope’s tomb was discovered in 1940 by French Egyptologist Pierre Montet and forms part of the museum’s Tanis collection, which includes thousands of objects such as gold funerary masks and silver coffins.

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Under Egyptian law, stealing an artifact with intent to smuggle it can carry a life sentence and fines up to $100,000, according to AFP. Authorities have not yet announced specific charges against those involved.

The loss of the bracelet has sparked outrage among Egyptologists and historians, who consider it an irreplaceable part of the country’s cultural heritage.

This isn’t the only museum heist to make headlines. Back in 2024, at least four employees at the Van Gogh Museum were suspended after it was discovered that they reportedly stole Pokemon cards during the popular exhibition.

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September 22, 2025 0 comments
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Coinbase taps former Cash App exec as new CMO
GameFi Guides

Coinbase launches Mag7 + crypto equity index futures

by admin September 22, 2025



Coinbase has officially launched its recently announced crypto equity index futures, bringing the hybrid futures product to investors as it diversifies its offering.

Summary

  • Coinbase has rolled out the cypto equity index futures on its derivatives platform.
  • Mag 7 stocks in the index include Apple, Microsoft, Google-parent Alphabet, Amazon and NVIDIA.
  • Coinbase stock and Bitcoin and Ethereum exchange-traded funds IBIT and ETHA also make up the hybrid index futures contract.

Earlier this month, U.S.-based crypto exchange Coinbase disclosed its plan to unveil the Mag7 + Crypto Equity Index Futures. The launch, the publicly traded company said at the time, would mark the first U.S.-listed futures product that combines the seven top technology stocks with the top two cryptocurrency exchange-traded funds.

Officially, trading of the magnificent seven stocks + Bitcoin (BTC) and Ethereum (ETH) ETFs is live. Coinbase confirmed the trading of the futures product went live on September 22,2025 via a post on X.

Why does this matter?

The offering of the Mag7 + Crypto Equity Index Futures brings simultaneous exposure to major tech stocks and crypto. The product is available via Coinbase Derivatives, the Commodity Futures Trading Commission–regulated platform that offers 24/7 access to the trading of margined futures contracts.

Big Tech stocks and crypto

The Mag7 + Crypto Equity Index will comprise the “Magnificent 7” stocks of Apple, Microsoft Corporation, Google-parent Alphabet, Amazon, NVIDIA Corporation, Meta Platforms, and Tesla.

Other than these seven, the product will include Coinbase stock (COIN) and BlackRock ETFs iShares Bitcoin Trust ETF and iShares Ethereum Trust ETF. The two ETFs, with IBIT and ETHA tickers respectively, are leading cryptocurrency ETFs in the market.

“The Index will follow an even-weighting methodology, with each of the 10 components representing 10% of the Index,” Boris Ilyevsky, head of Coinbase Derivatives, said in a blog post.

Coinbase will undertake a quarterly rebalancing of the index to reflect market changes. The launch comes as institutional bets on crypto spike and Big Tech stocks trading aligns more with risk-on appetite in the market.



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September 22, 2025 0 comments
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Zayne as the god of annihilation
Game Updates

Love and Deepspace Is Huge, So Why Am I Just Learning About It?

by admin September 22, 2025


Sometimes, in this line of work, a game’s name will pass over your feeds multiple times before you ever actually see a frame of footage from it. That is what happened to me with Love and Deepspace, Papergames’ 2024 dating sim, which apparently has over 50 million players worldwide. The otome game has always been a massive success, but with each update, another wave of buckwild clips starts spreading around the internet. Finally, this morning, I had my first run-in with a Love and Deepspace scene so confounding and horny that I had to look into it further.

Love and Deepspace has a surprisingly complex science fiction story in which the main character, a woman named and customized by the player, is a “deepspace hunter” who fights creatures called Wanderers, but she also, unbeknownst to her, has been reincarnated multiple times. In all these previous lives, she has met the game’s five love interests, and unlocking memories from those past iterations is one of the biggest draws of the game because they not only delve into the game’s broader mysteries, but they’re also, well, interactive.

Just taking a cursory look at some of the romance scenes, it’s easy to see why Love and Deepspace has taken off the way it has. It’s angsty, sexy (if a bit awkward), and it has the same tendency toward melodrama that you might find in a soap opera or a romance novel. People love to date digital men who fulfill an otherworldly fantasy that real men can’t. It’s why Twilight still has the cultural cache it does, despite having been out of the limelight for over a decade. That being said, even as a well-documented lover of digital men and romance, I don’t think I have the patience for some of Love and Deepspace’s gacha nonsense, which seems even more convoluted than that in your average gacha game. But even if I’m not playing it, I can still go snooping around YouTube and TikTok to see what all 50 million people who are playing this game are fawning over. Specifically, I needed to find out what the hell was up with this sex scene in which one of the lover boys, Zayne, says, “Feel this and remember what I’m giving you” as he’s on top of the player character.

FEEL THIS POWER OF ANNIHILATION HE SAID, ANNIHILATE MA KITTY [zayne new myth god of annihilation] pic.twitter.com/ATSKlGpwaY

— 𝒔𝒖𝒛𝒖 (@pinkcrispss) September 22, 2025

The scene is from a new trailer for the “Edge of Continuum” event that will begin on September 25. Edge of Continuum features new scenes with a “God of Annihilation” version of Zayne, depicting one of the protagonist’s many lives alongside him. And damn, the trailer is enough to get someone hot and bothered.

I’m surprised at how much story the trailer gives away, but nobody in the comments seems to be that mad about it, considering what they also get to see, which is basically the beginnings of a fantasy-themed softcore porn starring Zayne. Happy for y’all, and I have nothing but respect for those of you who can fight your way through the gacha nonsense to reach these scenes. Hopefully, I’ve done enough research for writing this that the algorithm starts showing me more of this shit so I can enjoy the fruits of your labor.





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September 22, 2025 0 comments
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Screenshot from Aaron Christophel on YouTube showing off Doom on a vape
Product Reviews

You can technically play Doom on a $30 vape and it just needs ‘that last bit of RAM’ to run natively

by admin September 22, 2025



Playing DOOM on a Vape – YouTube

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Turns out, for just $30, you can get a sage green vape with a built-in 1100 mAh battery, USB Type-C charging, and a 1.47-inch TFT touchscreen. Throw away the E-Liquid, though, we won’t be needing it to slay imps, demons, and lost souls.

Hacker and creator Aaron Christophel recently took to their YouTube channel to show Doom on a Pixo Aspire, which is “a way overpowered vape, for whatever reason” (via VideoCardz). It has a 32-bit Arm Cortex M4 processor, 384 kB of flash memory and up to 64 kB of SRAM.

Christophel notes that it would need “that last bit of RAM” to run Doom natively, so this version is effectively sending game output to a bit of software, which flips the screen to run on the vape. In other words, a PC runs Doom but displays it on the vape’s touchscreen via a USB Type-C cable.


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Christophel says you can “use it as a second monitor”, which makes sense, should you have to show a mouse or some sort of small pet a duplicate of your screen. Hey, it’s nice to have the option. If you have such a mouse, you can grab custom firmware via GitHub, run it on the vape, then mirror your screen.

Impressively, this little vape has a Bluetooth LE chip and a microphone, too. I’m not too sure what kind of vape would need a microphone, or a wireless connection, but it seems likely this chip just happens to have that hardware, and it would be significantly more effort to remove it.

(Image credit: Aaron Christophel)

This does make me wonder the lengths that hackers could go with future technology, if we have something this futuristic in something as simple as a vape. For context, the Sinclair ZX80, which launched back in 1980, had just 1 kB of Memory (with a max of 16 kB). We even saw the Bendix G-15, which launched way back in 1956, running Doom just a few months ago (and it cost a mere $49,500 at launch).

This is the second story in the last week showing off how impressive the tech shoved into vapes really is. An entire website is being hosted on one right now, which is mighty impressive despite traffic consistently taking it down.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Given that this Doom vape hack is done via screen sharing, you can technically get anything you want on there, from a live feed of the news to animated gifs of Hatsune Miku. In my hands, it would be used for the movie club viewing of Tenet. Just as Christopher Nolan would want.

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September 22, 2025 0 comments
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Lawsuit over ownership of Sonic theme Live and Learn dismissed, but Fortnite collab proves song remains in "limbo", says songwriter
Game Reviews

Lawsuit over ownership of Sonic theme Live and Learn dismissed, but Fortnite collab proves song remains in “limbo”, says songwriter

by admin September 22, 2025


A lawsuit over the rights to the Sonic the Hedgehog song Live and Learn has been dismissed, but the songwriter claims the song “remains in ‘limbo'”.

Last year, Crush 40 musician and songwriter Johnny Gioeli sued Sega of America over ownership of the Sonic Adventure 2 theme song, ahead of its feature throughout the Sonic the Hedgehog 3 film.

At the time, Gioeli claimed Sega had the rights to the lyrics, but not the “master recording musical composition”. However, “unbeknownst” to the songwriter, the company had “exploited and licensed” the song in “at least 25 video games, television shows, live performances/events and films”.

Sonic Racing: CrossWorlds – Come Race on Our Level CommercialWatch on YouTube

In a new statement, Gioeli stated the case against Sega was dismissed “based on time, not on ownership” and so the song remains in “limbo”.

The reason for the statement? Sonic’s forthcoming appearance in Fortnite – we reported last week on leaks suggesting Sonic and Shadow are headed to the battle royale.

“Just two weeks ago, I was contacted by Epic Games to potentially use Live and Learn,” stated Gioeli, “and the amazing part is Sega had them call ME for the rights to use the song. So there you have it. The most epic song remains in the ‘abyss of ownership’.”

Gioeli added: “The song is mine. I wrote it with Jun [Senoue], I sing it, I created the melody, I recorded my vocals in my studio, and they do not own it.”


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News of the lawsuit emerged last year ahead of both Sonic x Shadow Generations and the Sonic the Hedgehog 3 film, both of which make use of the song in their soundtracks.

Gioeli’s latest comments precede not just the Fortnite collaboration, but the release this week of Sonic Racing: CrossWorlds.

A leak last week, showed more unannounced DLC is on the way to the racing game.



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September 22, 2025 0 comments
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