Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Aims

Borderlands 4's latest update aims to deliver more performance fixes, ends up causing more stuttering for some
Game Updates

Borderlands 4’s latest update aims to deliver more performance fixes, ends up causing more stuttering for some

by admin September 28, 2025


Another day, another Borderlands 4 update aiming to smooth out more of the performance problems which have plagued the looter shooter since launch, especially on PC. Unfortuntely, this latest patch looks to have led to an uptick in stuttering for some players, with Gearbox recommending some shader messing around as a potential fix.

In fairness to the studio, you can’t say they haven’t been working hard to get Borderlands 4 running a bit more smoothly since problems in that department became apparent, with this being the third post-launch patch targeting performance in the past couple of weeks. One of them was confusingly noteless, but hey.

Anyway, this one has notes, and delving into them you’ll find a few tweaks to weekly activities being granted top billing before things descend into fix territory. The weekly big encore boss has been swapped to a tougher version of another existing boss and will offer more loot. The weekly wildcard mission’s changed and Maurice’s Black Market Vending Machine has been moved.

In terms of fixes, Gearbox cited the rectifying of “various instances of hitching, low FPS, and crashes” as well as “infinite loading screens during crossplay”. Characters should also load up faster in menus, and their animations have been updated to match the fixes. Sadly, it seems that the update’s actually led some players to experience more performance problems, with Gearbox acknowledging this in a follow-up tweet.

“Stuttering issues should resolve over time as the shaders continue to compile in the background while playing,” they wrote. “If you’re still experiencing issues after 15 minutes of continuous play, you can also clear your shader cache via your video card manufacturer’s approved method.” If problems persist, you’ll have to file a support ticket.


To see this content please enable targeting cookies.

Manage cookie settings

That aside, studio have also made some changes to rewards and progression with this update, plus some minor tweaks to individual vault hunters. On top of that, there’s a bit of gear balancing, with the tweaks as follows:

  • Hellwalker: now always spawns with Fire element
  • Tediore weapons: +10% Damage and +10% magazine size
  • Order Pistol Lucky Clover (Rocket Reload): increased fire rate
  • Order Sniper Rifle Fisheye: increased Damage

Borderlands 4 creative director Graeme Timmins has revealed in a tweet that the game’s next patch’ll be much heavier on the balancing tweaks. “As a note, we had too many Vault Hunter buffs to safely fit into today’s big update,” he wrote. “Instead, we broke up them into their own balance update that we’re targeting to release early next week instead.”

Here’s hoping that Gearbox can get their shooty thing running nicely soon, especially since yapping CEO Randy Pitchford thankfully looks to have stopped giving impromptu setup advice on the socials. As for the game itself, Jasmine Mannan gave it a go for us and generally liked what these four bordered lands had to offer.



Source link

September 28, 2025 0 comments
0 FacebookTwitterPinterestEmail
How Indie Fan Fest aims to give games a boost ahead of Steam Next Fest
Esports

How Indie Fan Fest aims to give games a boost ahead of Steam Next Fest

by admin September 24, 2025


Back in July, indie publisher Digital Bandidos and event organiser The MIX announced the launch of a new showcase championing indie developers.

Indie Fan Fest, which premieres tomorrow (September 24), is set to highlight upcoming indie titles preparing to debut playable demos during October’s Steam Next Fest.

Ahead of the debut showcase, GamesIndustry.biz spoke with Digital Bandidos CEO Steve Escalante and The MIX co-founder Justin Woodward on their partnership, how Indie Fan Fest came to be, and what they hope to achieve with future showcases.

The interview below has been edited for brevity and clarity.

Steve, how’s it been going since Versus Evil shut down in 2023?

Steve Escalante: Versus Evil was really just a great run. When Lance [James] and I decided to start Digital Bandidos, it was because there was a lot left undone and that’s resonant in the relationships that we have.

I feel like we’re in the right place – we’ve got about a half a dozen games that we’ve signed, a couple of which haven’t been announced, several have. I’m jealous of the back catalogue revenue stream that I used to have at Versus Evil, where it had that revenue flowing in and paying for things.

But we’re rebuilding, we’re having a lot of fun. We’re seeing a lot of great developers, great games, and the team we have surrounding us at Digital Bandidos is awesome. So we’re pretty psyched.

Where did the idea for Indie Fan Fest originate? What was the pitch?

Escalante: Digital Bandidos has been working for some time now to try to help indies with discovery. There’s only a finite number of groups and events that you can be a part of to try to get your title seen.

Steve Escalante

The reality is that indies are limited, and we’re limited by the fact that most indies have to use guerrilla-type tactics, and they don’t have a lot of money. They can’t inject capital, they can’t do all of these things AAA or AA companies can do – coming from AAA, I know that to be true.

The idea for Indie Fan Fest came from [asking how we can give teams] a boost, perhaps with enough advance notice in front of a Next Fest where Steam can drive organic lift during that time period. Since we didn’t know how to do a show, we reached out to Justin and Joel [Dreskin] and the guys over at The MIX. They’ve always been supporting indies in a very grassroots and authentic way.

The core competency of the event was to give indies momentum, and then as they roll into Next Fest, Valve and Steam sees what they’re doing and gives them a boost, and the rest is hopefully history.

How is Indie Fan Fest financed? Do developers need to pay a submission fee to be featured?

Escalante: Yes, there is a small submission fee, which is typical to what The MIX does. Once you get selected, there’s a $600 fee. We also have sponsors to help with other things as well.

We wanted to provide a low barrier to entry. Because as soon as you say to an indie publisher, ‘It only costs $2,000,’ [They’re] like, ‘Excuse me?’ We guard every penny, everything that we can.

Justin Woodward: With that frame of mind, we’re working with Steam [to boost the event]. Anytime we have a Steam event page, we drive thousands of wishlists to the games. And we keep to the barrier of entry so it’s affordable.

Justin Woodward

So these developers can take advantage of the situation without feeling like their pockets are getting taken advantage of.

Even if one of the games is amazing, but the developer can’t even afford that, we’ll still work with them and say, ‘Hey, we want your game, we want your content. We’ll take care of that. Don’t worry about it.’

It’s all about building a grassroots community around this Indie Next Fest in order to have this as a sustainable platform for the future, not just this one event.

Every time there’s a Steam Next Fest, we [plan to] have an Indie Fan Fest in front of it, and hopefully it gets larger and larger. Maybe in the future we could do a physical event, which would be amazing.

Steam Next Fest is a huge event, and developers can struggle to get noticed. Was this one of the catalysts for creating your own event to spotlight indie developers?

Woodward: I think it’s a complementary way to highlight games so they get visibility. We’re finding… I don’t want to say diamonds in the rough, but we are finding games that may not surface that can hopefully get a huge boost from this kind of support.

Escalante: The reality is, if you think about how many games are launched from a monthly perspective, you’ve got a couple thousand games coming out.

When we first crafted this idea, we thought that while we can help a lot of people, the reality is a show format is also limited. So how do we try to create the right type of momentum, acknowledgement, and promotion around a title to help developers?

We’d love to be able to help everybody, but in the show format and a lot of other formats, which includes Steam Next Fest, it’s really, really hard because there’s just so many titles.

Pine Creek Games’ cozy survival game Winter Burrows, which will be featured in the showcase | Image credit: Pine Creek Games

As the ones controlling what games are featured, how do you choose which titles will be shown on Indie Fan Fest?

Woodward: Both teams [Digital Bandidos and The MIX] went through this plethora of games. Also, we have to think in multiples, we have to think of our audience [and what they want to see].

We also have to consider the pacing of the show and the types of games we’re going to showcase within that.

For example, we had a bunch of Metroidvanias. We can’t pick 20 of those games, so we had to figure out which ones are unique, which ones have been overexposed, and which ones haven’t had the exposure that we think that they may need to move forward.

We also have to consider our broadcasting partners, who are looking at the content to see what their audience wants. So in that context, we want these tentpole games that will help lift up the smaller games that don’t have the exposure.

So there are some strategic things we have to think about while we’re picking the games. The whole thing is very well thought out, and we’re communicating with the Digital Bandidos team, who have a different eye and ethos behind what they’re looking at. So it’s very helpful to have those contrasting thoughts.

Have you been inundated with developers sending trailers to be featured in the showcase, or have you had to chase people?

Woodward: After we started really pushing it on LinkedIn and all these different places, we’re getting trailers after the fact, and we’re trying to figure out how to slot stuff in.

In total, we’ve had about 700 trailers come in for this mixed with the Fall showcase, but an overwhelming amount of them were for Indie Fan Fest. It’s a really clear positive that this is something that folks want. As a matter of fact, it was kind of difficult to say no to some of these. They’re amazing, but [we] can’t have a three-hour show, or else people would get lost.

But there’ll definitely be more opportunities. It’s good because I think a lot of developers and even publishers break their backs to hit the first Steam Next Fest and try to get a position. Now that we have this show, folks can strategize and maybe they can be more thoughtful on where they slot their Steam Next Fest positioning, because you only get one. So I think this is going to be a net positive and helpful for folks.

Escalante: We’ve been really flattered with how many people wanted to be part of this first show. The next one’s going to be bigger, better, with a lot more services and information, and hopefully we can help people strategize. It’s a very important event for indie developers – it’s a wishlist driver, it’s about developing a relationship with Valve, because they’re seeing the pickup that you get, and the hope is that we’re just helping.

The Game Bakers’ rockclimbing simulation Cairn, set to appear in Indie Fan Fest ahead of its November 5 release | Image credit: The Game Bakers

Playing devil’s advocate, there’s a lot of these showcases… do we need another one?

Woodward and Escalante: Yes!

Woodward: The thing is, a lot of folks don’t have the expertise that we have in positioning those showcases. Not everyone has the partnerships that we have, either. There’s a lot of shows coming out left and right, and a lot of them don’t last. Some of them do, and there’s a few that I really hold in high regard. This is something I’m personally passionate about – it’s very, very necessary and I think we’re going to kill it.

It feels like discoverability is the problem that everyone’s facing, and it gets worse and worse all the time. How can that problem possibly be solved – or can it be solved?

Escalante: Digital Bandidos is actively working on a platform right now to solve discoverability. We feel that there are companies that are doing pieces of it, but they’re not doing everything that can be done.

There are only so many tools in indie development to get that type of notice and press for a console or PC launch. Now that the platforms have pretty much lowered the barrier to entry for products, that’s why we’ve seen an influx of content. So the challenge is going to get worse. We haven’t even seen the impact of what AI development is going to do, either.

I think it’s going to be exacerbated in the next couple of years, and because of that, we are hyperfocused on how do we help teams pre-launch, find users, create relationships with those users, have direct communications, and hopefully be able to mobilize them towards wishlists, purchases, and pre-orders.

So you’re talking about building a platform for indies?

Escalante: We feel that we have a formula to do it. I’m hoping that we can get there. It’s going to be a challenge, it’s going to be a long process, but I think it’s 100% needed to help them self-publish. There are companies that are doing pieces of it that are absolutely mobilizing and helpful, and people should be seeking those things out.

Disclosure statement: Former GamesIndustry.biz editor-in-chief, James Batchelor, is an employee at Digital Bandidos.



Source link

September 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Another Borderlands 4 patch aims at addressing performance issues, bug fixes
Game Reviews

Another Borderlands 4 patch aims at addressing performance issues, bug fixes

by admin September 19, 2025


A new Borderlands 4 patch is now live, and it’s aiming to add some much-needed fixes for some ongoing problems in the game.

BL4 has been a hit with fans when it comes to gameplay. But a lot of issues with optimization have plagued the game’s reputation online, both for PC and console players. This latest update aims to fix some of those problems, and Gearbox says that optimization is the game’s top priority right now before anything else.

Here’s everything new and different in the latest Borderlands 4 update from Sept. 18.

Table of contents

  • Borderlands 4 Sept. 18 patch notes
    • Stability 
    • Gameplay & Progression 
    • Loot & Items 

Borderlands 4 Sept. 18 patch notes

Image via 2K

Stability 

  • Addressed crashes tied to animation states, audio, and collision checks
  • Addressed various GPU-related crashes

Gameplay & Progression 

  • Resolved an issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards
  • Addressed a progression blocker in the mission “Talk to Zadra,” where the objective could fail if players exited and relaunched mid-dialogue
  • Corrected “Doesn’t own DLC” warnings incorrectly showing up on non-DLC gear
    • This will be fixed on consoles in the coming days.

Loot & Items 

  • Updated loot pools so Gilded Glory Pack guns no longer appear in standard chests 

The full patch notes for today’s update can be found on the Gearbox website.

Like our content? Set Destructoid as a Preferred Source on Google in just one step to ensure you see us more frequently in your Google searches!

The post Another Borderlands 4 patch aims at addressing performance issues, bug fixes appeared first on Destructoid.



Source link

September 19, 2025 0 comments
0 FacebookTwitterPinterestEmail
The Ether Machine
NFT Gaming

Ethereum Giant The Ether Machine Aims for US Public Debut

by admin September 18, 2025


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

The Ether Machine, an Ethereum treasury firm, has confidentially submitted a draft registration statement on Form S-4 with the US Securities and Exchange Commission as part of a planned merger with blank-check firm Dynamix Corporation.

Reports have disclosed the move as the next step in bringing the company’s large ether holdings onto public markets.

Draft Filing Ties To Dynamix Merger

According to filings and company posts, the S-4 is linked to a business combination between The Ether Machine and Dynamix that was first announced in July.

The merged entity would trade under the ticker ETHM when the deal closes, which market watchers expect to occur in Q4 2025 if shareholders and regulators approve the transaction.

Image: The Ether Machine

The company said it has engaged a Big Four auditor to bolster its financial reporting as it prepares for public scrutiny.

As of today, we have confidentially filed our S-4 with the SEC. We’re shifting into the next gear, and officially on its path to full public form 🔥

“The submission of our Form S-4 is a critical step towards becoming a publicly traded Ethereum company. We have also retained…

— The Ether Machine (@TheEtherMachine) September 16, 2025

The Firm’s Ether Hoard And Recent Financing

Based on reports, The Ether Machine now holds roughly 495,362 ETH, a stash valued at about $2.16 billion at recent prices, and has set aside roughly $367 million in cash to buy more ether.

The company also recently secured a $654 million commitment in a private financing round tied to a 150,000 ETH in-kind investment, a deal that brought a new board member to the firm.

ETHUSD now trading at $4,492. Chart: TradingView

Those moves have helped push the company’s balance sheet toward what backers call institutional-grade exposure to ether.

Funding Push And Big Investors

Reports have identified major crypto names among the backers. Investors such as Blockchain.com, Kraken and Pantera Capital participated in earlier financing, and organizers expect to raise more than $1.6 billion in the Nasdaq listing effort.

The Ether Machine is also lining up additional capital, with Citibank said to be leading a third fundraising round that may target at least $500 million. Those inputs matter because they will shape how much ether the public company starts its life with on the books.

Market Reaction

Market response to the deal was swift when it was first revealed: Dynamix stock jumped sharply in premarket trading after the merger was announced.

If the combination completes, The Ether Machine would become one of the largest publicly visible holders of ether, offering investors a way to gain regulated equity exposure to the token rather than buying it directly.

Featured image from Unsplash, chart from TradingView

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.





Source link

September 18, 2025 0 comments
0 FacebookTwitterPinterestEmail
Borderlands 4 update aims to "improve stability for a wide range of PCs", but comes without proper patch notes
Game Updates

Borderlands 4 update aims to “improve stability for a wide range of PCs”, but comes without proper patch notes

by admin September 15, 2025


Borderlands 4 developers Gearbox have chucked more wrenches at the shooter’s PC performance over the weekend, following issues that’ve landed it mixed Steam review fortunes since launch last week. However, if you’re looking for patch notes, you’re gonna be a bit disappointed. Ah well, at least there are essay-length Randy Pitchford Twitter threads to scroll through if you’re partial to someone waffling about how the game runs.

Initially, Gearbox’s response to the PC performance problems was to publish a massive recommended settings table. Our James had a go at seeing if following it made a tangible difference. While you can and should read his full testing write-up , the short version is that the stuttering many players have reported wasn’t magically wiped away by that guidance.

Cue this latest update, which as Gearbox wrote on Steam, aims to “help improve stability for a wide range of PCs”. Unlike most patches, they declined to get into any nitty-gritty specifics beyond that. There’s a warning that whenever you change your graphics settings, it can take up to 15 minutes for your shaders to recompile, as well as a reposting of those optimisation guides for Nvidia and AMD hardware.

Aside from those, the studio added: “We’re continuing to read your feedback, planning additional updates and will have more details to come”. So, no bullet-pointed patch notes to illustrate exactly how the update’s gone about trying to make things run in a more stable fashion, which seems a strange choice and has understandably raised eyebrows among some players.

Who needs full patch notes, however, when you’ve got Gearbox CEO yammering into the void about Borderlands 4 on the socials. He has at least emphasised that the studio are putting in “significant work on PC performance”. Though, that did come midway through an essay-length thread that began with the declaration: “Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing.”

Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing.

— Randy Pitchford (@DuvalMagic) September 15, 2025

To see this content please enable targeting cookies.

Manage cookie settings

After shouting at anyone who’s assumed that PCs between minimum and recommended specs “can achieve all of extremely high frame rate, maximum/ultra features, and extremely high resolution”, the tweetman asserted that “there are a few real issues, but they are affecting a very, very small percentage of users.”

In other Borderlands 4 launch-related news, publishers Take-Two took the opportunity to reiterate they aren’t in the “spyware” business via the game’s terms of service agreement. That followed some concern over the contents of such Take-Two docs in terms of data collection earlier this year, with some older Borderlandses briefly being review-bombed.





Source link

September 15, 2025 0 comments
0 FacebookTwitterPinterestEmail
Decrypt logo
NFT Gaming

Crypto Games Keep Shutting Down. This $500K Fund Aims to Help Players Recover

by admin September 14, 2025



In brief

  • The Crypto Gaming Recovery Fund has been set up to offer players of shuttered crypto games assets for Splinterlands.
  • A total of $500,000 worth of tokens and in-game assets are available, spread out over seven years.
  • The Splinterlands team hopes to welcome additional contributors to offer up game assets to affected players.

Blockchain games are shutting down in droves so far this year, as hype and funding fade and crypto investors turn their attention elsewhere. But one long-running crypto game hopes to draw some of those players affected by shutdowns by offering free NFT assets for affected users.

Crypto trading card game Splinterlands is inviting the players of failed blockchain games to apply to its newly formed recovery fund, in which $500,000 worth of crypto tokens and in-game assets can be unlocked over the next seven years.

The project told Decrypt that it is currently in talks with other projects based on the Hive blockchain to allocate assets to the fund—and invites the broader industry to join in to save crypto gaming by giving burned users a bridge to new games.

The Crypto Gaming Recovery Fund is already expanding. If you were impacted by one of these games and want to start a path to recovery in Splinterlands, submit a claim and we’d love to welcome you to the family! Link below: pic.twitter.com/jvAnq4JdoT

— SPSDAO (@TheSPSDAO) August 27, 2025

Currently, only the players of the defunct crypto titles Pirate Nation, Tokyo Beast, and Walking Dead: Empires can access the Crypto Gaming Recovery Fund. Affected players must create a Splinterlands account, purchase a $10 item (which provides in-game credits of the same value), and submit their wallet address containing items from eligible games—which they get to keep.

Then they can start gradually unlocking assets over the next seven years from the $500,000 fund. The assets are released as long as the player remains active on Splinterlands, which is measured by a series of monthly challenges—such as playing five battles.

“I welcome any of our competitors who would want to be a part of this to come and join. Why would they want to? Because they want to see the space grow,” Dave McCoy, Chief Operating Officer at Splinterlands, told Decrypt. “We are just the first, but hopefully we have many other people join us.”

An epidemic of crypto games shutting down has struck the industry this year, with countless notable projects closing shop. That includes Deadrop, Ember Sword, Nyan Heroes, Realms of Alurya, Symbiogenesis, Raini: The Lords of Light, and MetalCore—just to name a few. 

While all of these games have cited slightly different reasons behind their crashouts, one thing they all have in common is that they leave behind a player base with no game to play. And many of those players sunk cash into supporting the project, and are left with tokenized assets that no longer have utility.

“I’ve been in hundreds of communities over the years. […] When a project gets rugged, it’s a horrible feeling. Especially when you have high hopes for it,” Blaze, Splinterlands’ pseudonymous sales and marketing lead, told Decrypt. “We just put our foot down and said: Hey, enough is enough. Somebody has got to step up here and help these people who are getting crippled.”

The Crypto Gaming Recovery Fund is governed by a decentralized autonomous organization, or DAO, that votes on which games will be eligible for the fund. Each supported game has a specific portion of the fund that is allocated to it, although Splinterlands did not confirm the exact division per game.



In the first year, 2 million SPS tokens worth over $16,000—plus 5,000 Rebellion packs—are allocated to the fund. This scales up to 10 million SPS (currently about $82,000) and 25,000 packs by the seventh year. Rewards are then divided among the number of players that were active, meaning if only one person is active within a specific pot, then they will get everything, McCoy said.

“The design is for seven years, because we’ve been around for seven years,” McCoy explained. “So the point we’re trying to make is we’re going to be around seven more years, as well.”

Splinterlands is a strategic trading card game with NFT cards minted and tradeable on the Hive blockchain. It originally launched in 2018 as Steem Monsters—based on the Steem crypto social network—but was rebranded to Splinterlands in 2019 and has been steadily building ever since.

The game’s SPS governance token first debuted in July 2021 and quickly reached its peak of $1.07, according to CoinGecko. The token is now down 99%, however, valued at $0.008. 

McCoy told Decrypt through the game’s lifespan, it has battled its way through “everything” that a crypto game can face. He explained that “it’s not easy to manage,” and suggested that other games haven’t survived so long because of unsustainable game models—with Blaze pointing to Pirate Nation’s $150,000 per month expenses. 

Unfortunately, to McCoy, the wave of crypto game shutdowns is a necessary purge of the industry. But he hopes that the Crypto Gaming Recovery Fund is the first step to building the industry back up, potentially with more contributors alongside.

“Again, this isn’t about Splinterlands. This is about the whole industry,” McCoy told Decrypt. “If [any game] wants to be part of it, if they want to contribute, we would love to have them.”

GG Newsletter

Get the latest web3 gaming news, hear directly from gaming studios and influencers covering the space, and receive power-ups from our partners.





Source link

September 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
DigiTap aims to outperform major cryptos in Q4 2025
Crypto Trends

DigiTap aims to outperform major cryptos in Q4 2025

by admin September 14, 2025



Disclosure: This article does not represent investment advice. The content and materials featured on this page are for educational purposes only.

DigiTap raises $80k in its ICO, with analysts predicting big gains as the digital payments market grows.

Summary

  • DigiTap launches as the first omnibank, merging crypto and fiat to enable instant, borderless financial transactions.
  • With TAP, users can make global payments, transfers, and withdrawals — all powered by blockchain and AI routing.
  • Analysts call DigiTap a top Q4 crypto pick as it targets 3.6b mobile banking users by 2030 with its omni-banking model.

Ethena (ENA) has been in the public eye this season following its strong backing from key influencers. Recently, Arthur Hayes purchased about $1 million worth of ENA token, tying this purchase to the preparation of deciding the USDH ticker. This major move has placed Ethena at the forefront of the market’s upcoming rally. Yet attention is converging on Digitap.  

Analysts have set their sights on this new contender that merges fiat banking and blockchain-powered digital assets, making it the top crypto to buy for a massive rally. 

With this new project, users can enjoy unique benefits like financial inclusion, crypto and fiat convergence, and a rich mobile banking experience. Despite Ethena’s steady rise in the market, investors believe this Omnibank could surge massively post-launch, and here’s why.

Ethena sees upsides following massive accumulation

Ethena has caught the attention of major investors following Maelstrom’s co-founder, Author Hayes, purchasing the token. Hayes’ massive purchase solidifies Ethena’s stance as a top contender in the USDH stablecoin race. 

Backed by BlackRock, Ethena aims to use its USDtb stablecoin to collateralize USDH via BlackRock’s BUIDL fund. This rich proposal sets Ethena apart as one of the fastest-growing ecosystems in the market. Despite ENA’s impressive surge over 18% within the last seven days, market watchers are placing their bets on this new Omni-bank project.

DigiTap wins interest with its secure financial ecosystem

DigitTap (TAP) is the world’s first omnibank that was created with the sole aim of empowering users to increase their income with no delays and hindrances. With the global financial ecosystem experiencing a shift, the DigiTap project enters the scene with one major goal: creating a borderless financial ecosystem. In 2024, global mobile banking users surged past 2.5 billion 2024 with a projected rise to 3.6 billion by 2030.

Following the prospects of the mobile banking space, and the forecasts that multi-currency platforms will grow at a 13% CAGR through 2030, DigiTap turns tides with its unique technology that aims to bring financial inclusion. This unique proposition is why experts say TAP is the top crypto to buy for a massive rally in Q4. 

This project fuses Omni-banking services with blockchain technology so that users can access seamless deposits, transfers, payments, and withdrawals in fiat and crypto. The TAP token is the powerhouse of this platform, and through it, investors can make payments for everyday transactions.

The DigiTap project operates a multi-rail system that includes on-chain settlement, off-chain clearing, and automated and AI-enhanced currency routing. This infrastructure outpaces traditional banking systems because it enables instant, secure, and compliant cross-asset transactions. DigiTap’s blended ecosystem changes the narrative of the cross-border payments ecosystem by offering speedy, low-fee transactions.

With this impressive ecosystem, DigiTap gears up to surpass major players like Ethena as it caters to a wider audience. With the TAP token, people can receive payments globally, transfer assets instantly, leverage both virtual and physical cards for daily expenses, and even create personal and business offshore accounts. Hence, those seeking the best cryptocurrencies to buy to expand their portfolios this Q4 flock to DigiTap to secure their holdings ahead of the new year.

Market watchers say the Digitap presale is the chance for 100x gains

Following the impressive utility of the TAP presale, its ICO has raised over $80,000 despite being a new project. Over $6.3 million in tokens have been accumulated by investors who predict that TAP could outperform ENA by the time it launches. This presale is the chance to level up a portfolio, as just a little over 10% of the TAP tokens allocated to this round have been sold.

At a discounted $0.0125, anyone can get as many TAP tokens as they need before its price rises to $0.0159. With DigiTaps’ strong positioning in the digital payments space, analysts predict it is one of the best cryptocurrencies to buy when the digital payments space reaches the predicted $18.7 trillion by 2030. Don’t miss out on this opportunity, join the TAP presale today and scale returns 10x before the new year!

For more information, visit the official website or the socials.

Disclosure: This content is provided by a third party. Neither crypto.news nor the author of this article endorses any product mentioned on this page. Users should conduct their own research before taking any action related to the company.



Source link

September 14, 2025 0 comments
0 FacebookTwitterPinterestEmail
How Styngr aims to take the hassle out of licensed music for games
Esports

How Styngr aims to take the hassle out of licensed music for games

by admin September 12, 2025


Adding licensed music to video games has a reputation for being a notoriously complex and challenging process. But California-based company Styngr aims to make it a whole lot easier.

The company was founded in 2020 with the goal of allowing developers and publishers to seamlessly integrate licensed music into their titles, with Styngr taking care of all the tricky negotiations with music companies.

To help on that front, Styngr has brought in Stephen Cooper, former CEO of Warner Music Group, to act as chairman.

Cooper’s tenure at Warner lasted from 2011 to 2023, and saw the company’s revenues more than double to over $6 billion, partly as a result of Warner moving quickly to embrace streaming under his watch.

Stephen Cooper, chairman of Styngr

Cooper thinks that historically, the music industry has been stricken with “technophobia.”

“At the end of the ’90s, when Napster came around, as opposed to understanding file sharing and what they could do with that, they sued,” he says. And when Spotify emerged a few years later, he adds, “they were scared to death of that.”

“They are just so worried about tech, and they’re so worried about creating new precedents that they just hunker down and resist.”

“Being an outsider to music, it was easier to cope, because I hadn’t been marinated in music for my entire career,” says Cooper, who has worked in various industries, including telecoms and chemicals.

“So when Spotify came out, I’m like to my team at Warner, ‘Hey guys, we’re going all in on this’, because not being from music, I could see being able to rent all of the world’s music for $10 a month ultimately was better than somebody buying five albums a year.”

Like it eventually learnt to embrace streaming, the music industry has gradually opened up to the opportunities in video gaming – although the process for securing licensed music is often still mired in bureaucracy.

Licensing issues

Alex Tarrand, the co-founder of Styngr, explains that typically, a ‘sync’ licensing model is used in video games. A sync is where a music track is licensed for use with specific visual content, like an advert, film, or game.

The trouble is, securing a sync takes a lot of time, says Tarrand. “Songs are owned by multiple entities,” he explains. “There’s the label side, there’s the publishing side, there can be multiple composers or writers on a song. It’s a lengthy process […] and requires a lot of expense and agreement.”

Alex Tarrand, co-founder of Styngr

Cooper agrees that the process is convoluted, “particularly on the music publishing side, where the publishing rights are, more often than not, fragmented amongst any number of distributors.”

He notes that any party involved could block the entire process. “I could own 1% of the publishing rights of a song, and unless I go along with a deal, I can stop that song from being used anywhere.”

All in all, it’s a “super complex, highly lawyered” operation, he says, and one in which games companies often question the value that’s being added by licensed music.

“Music overvalues what they think they’re bringing to gaming, and gaming undervalues what music can do for them, and so they’re the proverbial ships passing in the night,” Cooper concludes.

But he thinks that if the process can be opened up, there’s huge potential for the use of licensed music in games. “When people have an opportunity to weave the music they want into games in the way they want it, it enhances […] the user experience, and we’ve got data that shows it extends session length. It enhances retention.”

He sees a particular opportunity for online games focused on user-generated content (UGC), whereby in a similar way to Spotify, users could choose the songs they want to match with their creations, or to listen to while they play with friends.

“For the games creators, for the platforms business, and on the music side, it will open up a listening sector that eventually will be a critical sector by way of discovery of new music,” says Cooper.

It could also be an incredibly valuable source of data for the music industry, giving them insights into how artists are being received and how music is being discovered. “In virtually any business that ends up ultimately interfacing with consumers, particularly in entertainment, that data is the 21st century gold.”

How does Styngr work?

Tarrand describes himself as the platform and tools guy. “I just build tech stuff,” he says, having previously worked on things like mobile game advertising platforms. Meanwhile, the other co-founder of Styngr, VY Esports’ Oleg Butenko, “comes out of the world of music and gaming,” Tarrand says.

The pair had worked together on a prior project, Tarrand explains, and “all the while, we had been talking internally about the world of music and gaming and why they don’t meet, and why the two don’t interface with one another.”

The conclusion was that there wasn’t a technical interface between them. “You interface with other industries through technology,” says Tarrand. “You interface with them through SDKs [software development kits] or APIs [application programming interfaces].

“This is how you deal with analytic firms. This is how you deal with the entirety of the advertising industry and the programmatic industry. You deal with them through tech.”

Hence Styngr has built technology that slots into video games and directly connects the music and game industries. “The front end is made to meet developers where they’re at and socket into their technology however they want to do it,” explains Tarrand.

“We have plug-ins in environments that take 15 minutes to put in. We have SDKs for those that like to have very cleaned-up code libraries. And then we have APIs for people [for whom] the last thing in this universe they want is another SDK inside of their game.”

“We do all the brutally complex stuff”

Alex Tarrand, Styngr

Most importantly, rather than game publishers having to directly negotiate sync licenses with music publishers for individual games and songs, Styngr negotiates blanket deals with both major and indie labels for millions of music tracks, which it then distributes.

“We do all the brutally complex stuff, right?” says Tarrand. “We map the label rights to publishing rights. We do this by geography: we ensure that no matter where a user is, they’re getting the music that they’re authorised to listen to by country – because the rights change in almost every country.

“We do royalty reporting, we do usage reporting. And then that’s data that we expose not only to the rights holders, because they need it to function, but we also expose it to the game devs, so that they can get insights into what their users like.”

In addition, the music streams are eligible for the Billboard charts, which Tarrand says is “very meaningful for the recorded music industry.”

In terms of how the music is used within games, Tarrand explains that there’s a range of options, from an in-game radio station, to users picking individual tracks, to highly tailored selections that are curated by the game developers themselves.

In addition, because the music is handled on the server side, brand new songs from artists can be dropped in almost as soon as they become available.

Practical applications

So, where is Styngr being used? “The biggest call has been in UGC ecosystems, because they’re as much social environments as they are gaming environments,” says Tarrand.

“One of the largest ecosystems we work in today is Roblox. We’ve also done a lot of work on the Java side of Minecraft as well.”

Styngr has been used in Roblox

Which leads to the next question – who is paying for this? Is it the user, or the publisher? Tarrand says there are various different models. In one, creators would pay a percentage of their revenue to add music to their creations. Another sees users paying for specific music for emotes.

But Tarrand says the applications go well beyond that. “We have sports titles that map to real-world anthems that they use inside of stadiums,” he says, adding that Styngr is even talking to the people behind fantasy games who “want stuff that’s a little bit more ethereal.”

There’s also the option for free music streams that are subsidised by advertising, which Tarrand thinks will be most applicable to the mobile world.

All in all, Cooper concludes that this new way of connecting the music and games industries could be transformative for both. “It puts the two ships passing in the night on course to actually meet each other and exchange a series of benefits.”



Source link

September 12, 2025 0 comments
0 FacebookTwitterPinterestEmail
LeBron James writes op-ed as NBA aims to rebuild in China
Esports

LeBron James writes op-ed as NBA aims to rebuild in China

by admin September 9, 2025


HONG KONG — NBA great LeBron James wrote a rare op-ed in Chinese state media this week, pointing to basketball as an avenue for diplomacy amid tensions with the U.S.

Writing in Monday’s edition of the People’s Daily newspaper, the 40-year-old Los Angeles Lakers star said “basketball is not only a sport, but also a bridge that connects us.”

The piece was published as James was in China ahead of two NBA preseason games next month in Macao between the Phoenix Suns and the Brooklyn Nets. And it comes as leaders in China and the U.S. seek options to avert a potential trade showdown between the world’s two biggest economies.

U.S. President Donald Trump has threatened to impose steep tariffs on China, which has said it would respond with retaliatory levies of its own. Trump said last month that he would delay the tariffs for 90 days as negotiators from both countries work on a potential deal, which could ultimately lead to a summit later this year or early next year between the U.S. leader and Chinese President Xi Jinping.

Editor’s Picks

1 Related

As the standoff unfolds, James’ comments caught the attention of the Hong Kong-based South China Morning Post, which reported: “It is rare for the mouthpiece of China’s ruling Communist Party to run articles carrying the byline of foreign sports stars. It is more common for international sporting heroes to connect with fans in China via Chinese social media.”

Ahead of his 23rd season in the NBA, James said he was amazed by the reception he has received in China.

“It’s super humbling for me to be able to come here, so far away from home, and get the reception and the love, I just wanted to pour it back to the community and to this country,” Xinhua, the official news agency, quoted James as saying as he wrapped up his visit in Chengdu.

The NBA is working to rebuild its brand in greater China, where basketball has long been popular. The games on Oct. 10 and 12 will take place more than five years after the league was effectively banned for a while in China over NBA commissioner Adam Silver’s decision not to punish Daryl Morey in 2019 for tweeting support of anti-government protesters in Hong Kong.

The geopolitical rift started when Morey, then the general manager of the Houston Rockets and now GM of the Philadelphia 76ers, tweeted support for protesters while the Nets and Lakers were in China.

The tweet was deleted, but the fallout lasted years. No NBA games were shown in China for a year, and broadcasts of games only started returning regularly in 2022.

There has been a series of moves toward a return to normalcy between China and the league, including a visit by Golden State’s Stephen Curry and San Antonio’s De’Aaron Fox last year that drew enormous crowds. Curry returned for a visit last month.



Source link

September 9, 2025 0 comments
0 FacebookTwitterPinterestEmail
Playnist aims to be the Goodreads for games
Esports

Playnist aims to be the Goodreads for games

by admin September 4, 2025


For many, tracking the media they consume has become an intrinsic ritual.

Goodreads was founded in 2007 to provide a platform for bibliophiles to catalogue their libraries and discuss their favourite titles, which in turn inspired the creation of Letterboxd in 2011 for film lovers.

While there are game tracking sites like Backloggd and Infinite Backlog for players to catalogue their never-ending piles of played/unplayed titles, it’s hard to find a platform that unites the community-first approach to tracking like Goodreads.

This was something content creator Emma Nicole noticed as she was tracking her reading milestones, realising there was a major gap in the market.

“Goodreads and Letterboxd gave us the format, but we’ve tailored it to fit the experience of how gamers play, connect, and discover”

“As a Goodreads user, I felt like my gaming experiences were not being celebrated in the same way my reading ones were,” Nicole tells GamesIndustry.biz. “There are a few existing tools out there, but nothing that personally enticed me to use them or felt like it represented me. That’s when I realised there was a clear gap, and Playnist was born.”

The core tools of Playnist are familiar. Like Goodreads does for books, Playnist enables users to discover, track, organise, and share their experiences and thoughts on the games they play.

Nicole notes that while the foundation of Playnist isn’t new, she and the team have “adapted [the tools] for how gamers actually share experiences today”.

“For example, reviews on Playnist aren’t just ratings. As a content creator for the last four years, I noticed that viewers really appreciate the unique perspective that a creator offers. Creators can provide direct comparisons, context, or their personal journey with a game, and that kind of perspective is way more valuable than a single rating. Playnist is designed to amplify those voices.”

Nicole also wants users to be able to curate their own aesthetically pleasing place to house their favourite games.

“Creating a digital archive of your games will be very visual and exciting,” she enthuses. “Our first focus is nailing the core offering, then expanding into features the community is looking for. Platforms like Goodreads and Letterboxd gave us the format, but we’ve tailored it to fit the experience of how gamers play, connect, and discover.”

A safe space for underrepresented gamers

Aside from filling a gap in the market for players wanting to track their games, Nicole emphasises that the main focus of Playnist is establishing a space for underrepresented gamers and genres.

“Playnist comes from my own experience in the industry, both as a creator and as a player, where I’ve witnessed how communities have been neglected,” says Nicole.

“Too many mainstream platforms treat moderation as an afterthought, and some players end up avoiding entire games or spaces because of it.

“In our communities, games are such a meaningful part of our lives, and everyone deserves to feel represented and comfortable sharing those experiences. One of our core goals is to make Playnist a space to celebrate gaming experiences, so it’s essential that players can feel safe while doing that.”

Image credit: Playnist

While Playnist is for everyone, there is a specific focus on keeping margnalised gamers safe, as well as fostering a community-first platform.

“Playnist is built for gamers who want a more meaningful and community-driven way to track and share their gaming experiences,” says Nicole. “Game discovery is powered by people – where you can connect with friends, other gamers and creators, whose opinion you trust.”

The platform is working with “a group of trusted voices in the gaming community” known as Playnist Ambassadors, which is comprised of content creators, community leaders, and moderators.

They will have first access to the platform prior to the launch of the public beta in December.

Focused approach to moderation

Between now and its beta launch, Playnist is prioritising how it will moderate the platform to ensure safety and visibility remain its top priority. “That’s a key difference from most existing platforms,” Nicole emphasises.

“Moderation won’t be an afterthought on Playnist, and it’s something we’ve built into our foundation from the start. We see platforms only deal with it once a problem spirals, but for us it’s a top priority.”

Nicole says there are “several layers” to the platform’s moderation, with three clear goals for it to follow from launch:

  • Clear community guidelines from day one
  • Proactive tools and a reporting system that make it easy for users to flag issues
  • Dedicated moderation as Playnist scales

“Most importantly, our design decisions also support a safe space, as content and reviews are encouraged to be thoughtful and intentional, rather than designed for shock or virality,” Nicole notes. “As the community grows, our moderation will grow with it, but it will always remain central to how we build Playnist.”

“Moderation is something we’ve built into our foundation from the start. We see platforms only deal with it once a problem spirals, but for us it’s a top priority”

As a community-driven platform, connection is encouraged. But Nicole stresses that she and the team were “really deliberate” about how users could communicate with each other on Playnist.

“We do not seek to be a social platform that feeds into endless scrolling, virality moments, or current trends,” she says.

“Instead, we are a platform that favours value. Content is produced with intention: where discovery and game recommendations come from people you trust, and game reviews are encouraged to be meaningful. We want every experience on Playnist to provide value to users.”

Nicole explains that Playnist wanted to take a more bare bones approach to integrating familiar aspects of social media, such as being able to follow friends and creators, upvoting, and reacting to comments.

“All of this is to provide users with the best experience, personalising their feeds and showcasing the most inspiring content on the platform [instead of] doomscrolling.”

Spotlight on neglected genres

By fostering a safe environment for users to engage with one another, Nicole is hopeful that the connections forged on the platform will help shine a light on neglected genres that are often overshadowed by mainstream games.

“Playnist is built for gamers who want a more meaningful and community-driven way to track and share their gaming experiences, and a big part of that is providing a space for genres like cosy and casual games,” Nicole explains. “[These genres] are often neglected and buried under generic categories and poor discoverability on other platforms.

“By giving those genres visibility, we naturally create a home for likeminded gamers who share those passions – gamers who are creative, passionate, and share similar interests.”

She continues: “Game discovery on Playnist is powered by people – where you can connect with friends, other gamers and creators, whose opinion you trust. We’re working closely with a group of trusted voices in the gaming community [known as Playnist Ambassadors] who are already known and trusted for their perspectives.

“Creator-led discovery is hugely valuable and we recognise how influencers and creators can inspire their communities.”

Future of Playnist

It’s early days for Playnist, but that hasn’t stopped Nicole from envisioning a solid roadmap for the platform well into the new year.

Nicole explains that as the platform grows, new features will be implemented including profile customisation and custom collections, as well as a mobile app.

“[Playnist aims to] give gamers one central, intentional place to track, share, and connect, without all the noise”

“The community will be an integral part in learning the wants and needs of the platform, so we’re excited to see how Playnist evolves with them,” she says.

As Playnist establishes itself as a central hub for users to track, share, and analyse the games they play, Nicole hopes the platform will provide players with “a sense of pride and celebration around their gaming”.

“The feeling of looking back at your library and remembering when you played a certain game, or seeing what your friends are into right now. Those are powerful moments,” she says.

“I’d love to see communities that are formed on social media find a home here, but I’m just as excited for new ones to form directly from Playnist. It’s not about replacing those other spaces, but giving gamers one central, intentional place to track, share, and connect, without all the noise.”



Source link

September 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (771)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5
  • The 10 Most Valuable Cards
  • The Far Lands! Over 14 years later, the edge of a Minecraft world has been reached

Recent Posts

  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada

    October 10, 2025
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5

    October 10, 2025
  • The 10 Most Valuable Cards

    October 10, 2025
  • The Far Lands! Over 14 years later, the edge of a Minecraft world has been reached

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close