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In Full Bloom isn't just about being a planet-devouring Sarlacc's babysitter, it's my brain on games showcase
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In Full Bloom isn’t just about being a planet-devouring Sarlacc’s babysitter, it’s my brain on games showcase

by admin August 20, 2025


I drop the house into the great maw (not that one). It screams as it falls away from the clutches of my mouse clicker. It disappears from view, but there’s a sickeningly wet crunching that betrays its fate. Oh and the fact that the entity’s jaws immediately flare open once more, teeth and tongue dripping with anguish to cram vegetation, trees, towerblocks into its gullet.

This is In Full Bloom, a game that scores the full 10/10 in the wonderfully ironic naming category. Set in a greyscale universe sucked free of all hope and colour, it tasks you with accomplishing an impossible task. You’ve got to keep the infernal child of constant consumption happy by tossing an unending stream of junk into its mouth.

The demo I’ve just played for it has been out for a little while on Itch.io, while the Steam page foretelling a full release in 2026 went up a couple of months ago. The thing that led me to In Full Bloom today, of all days, was one tweet in a thread, which featured a picture of Swiss studio Obleak Games’ patch of Gamescom. I saw the giant mouth perched atop a dark planet, and decided this was a thing I had to play.

I’m glad I did. In Full Bloom’s described as a Katamari-like, and the truth is that it’s exactly what would happen if the folks who do Katamari were like ‘Right, how can we take everything that doesn’t make the hairs on the back of your neck stand on end in this game, and flip it so that’s a feeling so overwhelming you won’t be able to forget it’. To put it another way, the game’s like jumping into a MeatCanyon video about ASMR. Being not just present among the skin-crawling proceedings, but winding the crank that powers their descent into even more horrific depths.

Ok, I might be being a bit dramatic, but if you dislike the sound of people eating, this isn’t the game for you. The demo has three stages – small mouth, big mouth, and bigger mouth. You start off with the first, feeding it detritus and colourless veg from a garden as it grows with each gulp. The entity’s young at this point, so it makes panicked baby squeals and gurgles amid the slurping and swallowing of its three-toothed maw. I think they get more intense if you stop shovelling food in, but honestly they made me so uncomfortable that I couldn’t entertain slowing down to find out.

Watch on YouTube

Big mouth’s grown up, so it has a full set of human gnashers and can gradually work its way up to chowing down a full cul-de-sac. Fences, trees, screaming houses. There’s also a bus doing merry laps around the creature – you can have your weird son try to catch it by pointing with the mouse, but I didn’t manage it. The lethargy of this movement, while saving In Full Bloom from being a fully static experience and undeniably fitting with the rest of its atmoshere, does mean there’s nothing akin to the frenetic rolling that gives good universe Katamari its upbeat tempo and fuels a lot of the fun.

The sense of satisfaction you get from plucking up increasingly ludicrous amounts and sizes of object is still there, but that sense of satisfaction has become terrifying, as you sacrifice moons to a continent-proportioned pit of despair.

Image credit: obleak games

The demo will need plenty of fleshing out before it’s a game I can see myself playing for more than one sitting. It’s carried a lot by the novelty of the weirdness. As of right now, it’s a top class metaphor for the mechanisms of capital, always desperate for more, demanding constant and unsustainable growth because as the game’s description says, “there is only one way”.

I reckon it’s more universal than just that, though. It might be because the experience is fresh in my mind, but I spent my time with it being reminded of how helping cover the biggest game showcases has often left me feeling so far in my career. I like video games, but when they’re being fired at you one after the other, in a barrage of double digit minutes or hours, they tend to just blend into an overwhelming soup of lights, faces, rambling voices, bangs, booms, instrumental swells, platforms, release dates, jangling Keighs.

By the time your eyes have adjusted to try and take in one, the next has already arrived, like scoops of ice cream being fired from a machine gun. In the rush of the moment, the job’s to be a speedy vessel of information, from the stream to the virtual page. Ice Cream. Vanilla. Travelling at 50mph. Could have been double scoop if £50.99 deluxe edition was bought. Publish.

There’s a great skill to it, and even more of a skill to being able to take all of this in and occasionally give some useful commentary, like ‘the consistency of that mint scoop as it flies by may hint at chocolate chips, which would be an improvement from the last one, the chiplessness of which I and many long-time fans disliked’. As with folks watching at home, there’s a thrill to just seeing which games pop up, but the adrenaline rush is tied to a love of the scramble.

There may well be a day when this work feels more like classic Katamari rolling to me, but for now it’s more like feeding In Full Bloom’s great gob. Speaking of which, oh god, I think it’s hungry again.



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August 20, 2025 0 comments
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A Neuralink Rival Just Tested a Brain Implant in a Person
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A Neuralink Rival Just Tested a Brain Implant in a Person

by admin June 3, 2025


Brain-computer-interface startup Paradromics today announced that surgeons successfully inserted the company’s brain implant into a patient and safely removed it after about 10 minutes.

It’s a step toward longer trials of the device, dubbed Connexus. It’s also the latest commercial development in a growing field of companies—including Elon Musk’s Neuralink—aiming to connect people’s brains directly to computers.

With the Connexus, Austin-based Paradromics is looking to restore speech and communication in people with spinal cord injury, stroke, or amyotrophic lateral sclerosis, also known as ALS. The device is designed to translate neural signals into synthesized speech, text, and cursor control. Paradromics, which was founded in 2015, has been testing its implant in sheep for the past few years. This is the first time it has used the device in a human patient.

The procedure took place on May 14 at the University of Michigan and was conducted in a person who was undergoing brain surgery to treat their epilepsy. The patient gave their consent for the Connexus device to be temporarily inserted into their temporal lobe, which processes auditory information and encodes memory. To implant the device, surgeons used an EpiPen-like instrument developed by Paradromics. Researchers were then able to verify that the device was able to record electrical signals from the patient’s brain.

“There’s a very unique opportunity when someone is undergoing a major neurosurgical procedure,” says Matt Angle, CEO of Paradromics. “They’re going to have their skull opened up, and there’s going to be a piece of brain that will be imminently removed. Under these conditions, the marginal risk of testing out a brain implant is actually very low.”

Paradromics’ implant is smaller than the size of a dime and has 420 tiny protruding needles that are pushed into the brain tissue. These needles are electrodes that record from individual neurons. Similarly, Neuralink’s implant also sits in the brain tissue. (By comparison, it has more than 1,000 electrodes distributed across 64 thin, flexible threads.) Other BCI companies are taking less invasive approaches. Precision Neuroscience, for instance, is testing an implant that rests on the surface of the brain, and Synchron has developed a device that goes in a blood vessel and rests against the brain. Both of these devices collect signals from groups of neurons, rather than individual ones.

“By having proximity to the individual neurons, you can get the highest-quality signal,” Angle says. Getting a high-resolution signal from the brain is important for accurately decoding a person’s intended speech.

BCIs do not directly “read” a person’s private thoughts. Instead, they work by interpreting the neural signals associated with movement intention. A BCI like the one Paradromics is developing would, for instance, decode the facial movements involved in talking. A person with paralysis who cannot move their mouth can still attempt to make that movement, which produces unique neural signals in the brain. Those signals are then decoded into speech.

In 2023, groups from Stanford University and UC San Francisco reported major advances in speech decoding using BCIs. In two women with paralysis, brain implants were able to decode intended speech at rates of 62 and 78 words per minute. For comparison, people speak at around 130 words per minute.



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June 3, 2025 0 comments
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Valve’s Gabe Newell set to launch his own brain chips this year

by admin May 27, 2025



Valve’s founder, Gabe Newell, has reportedly been investing in a brain chip company that’s currently lining up its first big product launch.

With several new Half-Life 3 rumors circulating of late, fans may be wondering what developer, businessman, and Valve founder Gabe Newell has been up to lately.

Well, one thing for sure is that he’s been involved in a startup called Starfish Neuroscience, which is developing a brain-computer interface.

Think of it like chips that enable “simultaneous access to multiple brain regions” and record brain activity. Instead of expecting to play games with your brain, though, these seem to have a medical focus as their purpose, such as disease therapy for Parkinson’s, for example.

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Valve founder’s brain-computer startup is interested in collaborators

Steam, PixabayGabe Newell is now also the co-founder of Starfish.

According to Starfish’s official blog post, the company is developing “new technologies that allow for recording and stimulation of neural activity with a level of precision vastly exceeding what is possible with currently available systems.”

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Describing the product as an “ultra-low power, miniature electrophysiological electronics” custom chip, they explained that their goal for this chip is to “center on minimal size and low power while maintaining functionality similar to existing general-purpose head stage designs capable of both recording.”

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The chip itself is confirmed to have these features:

  • Low power: 1.1 mW total power consumption during normal recording 
  • Physically small: 2 x 4mm (0.3mm pitch BGA) 
  • Capable of both recording (spikes and LFP) & stimulation (biphasic pulses) 
  • 32 electrode sites, 16 simultaneous recording channels at 18.75kHz 
  • 1 current source for stimulating on arbitrary pairs of electrodes 
  • Onboard impedance monitoring and stim voltage transient measurement 
  • Digital onboard data processing and spike detection allows the device to operate via low-bandwidth wireless interfaces. 
  • Fabricated in TSMC 55nm process

Though there’s no exact date yet, the company mentioned that it is anticipating the chips to arrive in late 2025 and that they’re also open to “finding collaborators.”

“At this early stage, we’re especially interested in collaborators for whom this technology would pair well with their existing work in fields such as wireless power delivery and communication or those designing custom implanted neural interfaces,” they added.

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May 27, 2025 0 comments
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