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EA promises largest ever post-launch content for Battlefield 6, teases naval combat, and maybe even the return of the Little Bird
Game Reviews

EA promises largest ever post-launch content for Battlefield 6, teases naval combat, and maybe even the return of the Little Bird

by admin October 7, 2025


We’re mere days away now from the launch of one of the most-anticipated games of 2025. Battlefield 6 arrives this Friday to (hopefully) satiate excitement from longtime series fans, and anyone who checked out its wildly successful beta.

And to offer prospective buyers some assurance that the game is going to have a long tail, EA has started talking about what players can expect in the months following launch.


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The game’s first season was recently revealed to much praise from fans, and it arrives pretty quickly, too, just 18 days after launch. But there’s a lot more beyond that, which Battlefield Studios has officially started teasing.

In the latest Community Update, the developer mainly touched on data from the beta, as well as the various Battlefield Labs tests held before and since. After over 30 sessions and over 92 million hours of beta gameplay, the developer found that class pick rates were varied and had a healthy spread.

Whichever class was more popular essentially depended on the map, with more close-quarters maps favouring Support, and maps with longer ranges going towards Recon. Interestingly, Open and Closed Weapons playlists had barely any difference on class pick rates between them.

Another thing that the two playlists didn’t affect is kills per hour, though they saw a small variance in match length, with Closed Weapons playlists having slightly higher match durations.

Image credit: Battlefield Studios, EA.

Closed Weapons playlists also saw a 3% higher revive rate in Breakthrough, and 2% for Conquest, meaning players stuck to their roles regardless of the weapons they were using. In terms of time spent in combat, both playlists had about the same percentage.

Perhaps the most unsurprising reveal from the blog post, however, is that most players picked the weapons they wanted in Open Weapon playlists, rather than sticking with their class’ Signature Weapons and benefiting from the bonus that comes with that. Except for Recon players, who favoured sniper rifles regardless of playlist.

That said, the developer revealed that there was no dominant weapon archetype, which is a little surprising considering the versatility of some over others. Indeed, that is one thing that will undoubtedly change as the game evolves at launch and beyond.

It also sounds like players didn’t see the value of Open vs Closed Weapons playlists, as “the vast majority of players” stuck with the former after trying the latter. This is misleading, as Closed playlists were buried deeper in the menus and you had to know they a) existed, and b) where to find them.

Regardless, both playlist options will be in the launch build, and Closed Weapons will itself remain a modifier in Portal for custom experiences.

Watch on YouTube

Looking to the future, the developer said that Battlefield 6’s seasons “will have more content than ever before in a Battlefield game,” which is quite the claim. More details will apparently be revealed soon.

Finally, the post teased the return of naval warfare, as well as the Little Bird helicopter – two highly-requested additions that are strangely missing from the launch package. Platoons, essentially Battlefield’s clans feature, was also teased.

You can check out the full blog post at the link at the top for a recap of what the game’s day one patch is going to change. The Battlefield 6 pre-load is now available across all platforms, with the game to go live on October 10 for PC, PS5, and Xbox Series X/S.



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October 7, 2025 0 comments
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Free Battlefield 6 seasonal content plans unveiled - first batch arrives a few weeks after launch
Game Reviews

Free Battlefield 6 seasonal content plans unveiled – first batch arrives a few weeks after launch

by admin September 30, 2025


The first batch of seasonal Battlefield 6 post-release content will arrive 28th October, a few weeks after the game’s 10th October launch, EA has announced. It’ll bring new modes, new maps, new weapons, and more. And it’ll be free.

“All gameplay-impacting features will be free or earnable as part of our commitment to fair play and access for all players,” a press release says. And a blog on the game’s website has “free post launch content” emblazoned across a promotional image.

Image credit: Battlefield Studios

Battlefield 6 Season 1 will unfold in three phases. The first phase will arrive on 28th October and be known as Rogue Ops, and it’ll introduce a new four-versus-four mode called Strikepoint, in which you’ll only get one life per round; a new map called Blackwell Fields, which looks like an oil-field but is apparently a recommissioned American air base; three new weapons, a new APC, and some new weapon attachments.

Image credit: Battlefield Studios

The second phase, dubbed California Resistance, will land on 18th November, and bring a new eight-versus-eight mode called Sabotage, in which you have one round each on offence and defence, to see how many sites you can blow up; and a new Southern California map called Eastwood, which is a sleepy affluent suburb turned warzone; two new weapons and more.

Image credit: Battlefield Studios

The third and final phase will drop on 9th December and bring a winter-themed and limited time Ice Lock event based around a mechanic called Freeze, appropriately enough; and a seasonal update to the Empire State map.

Image credit: Battlefield Studios



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September 30, 2025 0 comments
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Pavel Durov Declines To Censor Moldova Election Content on Telegram
Crypto Trends

Pavel Durov Declines To Censor Moldova Election Content on Telegram

by admin September 28, 2025



Telegram co-founder Pavel Durov claimed that French intelligence services asked him to censor content related to the election in Moldova in 2024 in exchange for saying “good things” to the judge overseeing his trial, which he declined to do.

Durov said the messaging platform initially took down some posts that “clearly” violated Telegram’s terms of service, but declined to remove any additional content for political reasons. Durov wrote in a Sunday Telegram post:

“Shortly thereafter, the Telegram team received a second list of so-called ‘problematic’ Moldovan channels. Unlike the first, nearly all of these channels were legitimate and fully compliant with our rules. 

Their only commonality was that they voiced political positions disliked by the French and Moldovan governments. We refused to act on this request,” he continued.

Source: Pavel Durov

The crypto industry rallied behind Durov following his August 2024 arrest in France, and the related developments in his ongoing case, as the battle for free speech between tech platforms and state governments attempting to impose censorship polices unfolds. 

Related: Telegram founder Pavel Durov says case going nowhere, slams French gov

French and European authorities previously asked Telegram to censor political content

In May 2025, Durov pointed to a previous incident in which French intelligence services pressured Telegram into censoring Romanian election content, which he also declined to do.

“You can’t ‘defend democracy’ by destroying democracy. You can’t ‘fight election interference’ by interfering with elections. You either have freedom of speech and fair elections — or you don’t,” he wrote. 

Following his 2024 arrest, which drew widespread condemnation from the crypto community and human rights activists, he became highly critical of the French government and the direction of the European Union.

France is inching toward societal collapse due to state censorship and the failed policies of the current government, he warned in June.

He also stated that Telegram will exit jurisdictions, including France, before compromising user privacy by handing over encryption keys or building a backdoor into the messaging platform for state surveillance.

Durov’s repeated warnings about state-led attacks against online free speech and privacy came to a head in 2025, when an EU proposal to monitor all chat messages, including encrypted user communications, gained support from 19 member nations of the EU.

Magazine: Did Telegram’s Pavel Durov commit a crime? Crypto lawyers weigh in



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September 28, 2025 0 comments
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Part-MMO, part-FPS, Eve Vanguard's devs are toying with a fascinating solution for bad in-game behaviour: leverage toxic players' actions for content
Game Updates

Part-MMO, part-FPS, Eve Vanguard’s devs are toying with a fascinating solution for bad in-game behaviour: leverage toxic players’ actions for content

by admin September 26, 2025


Eve Vanguard is a strange proposition: part-MMO, part-FPS, part-companion game to the seemingly eternal juggernaut that is Eve Online, it’s developer CCP’s latest attempt to make a shooter that works as part of the storied universe. And I think, so far, it shows a lot of promise. The potential in Vanguard is the result of a passionate team being given (relatively) free rein to do what they want, as long as it’s fun and abides by the Eve bible. In a world where many developers are looking at smaller games with shorter development cycles, Vanguard’s gestation time – and trust from its parent company – is an increasingly rare thing.

But it’s driven by trust, and a genuine desire to see something like Vanguard finally take off. Bigwigs at CCP have told me, directly, that getting a shooter in the world of Eve to work is “an age-old dream CCP has been wanting to realise.” And it’s not for lack of trying. Previously, we’ve had Dust 514, the cult MMOFPS PS3 game that CCP worked on with Sony in 2013, which shut down in 2016. Since then, we’ve heard about both Project Nova and Project Legion, neither of which made it to release. Now, there’s Vanguard – a game I’ve personally been following for quite some time.

CCP’s vision for the world of Vanguard is as expansive as it is pretty. | Image credit: CCP Games

As such, I’ve seen the development process first-hand, seen how the ambitious shooter fleshes out. I’ve played it when the guns didn’t even really have models, when enemies were just amorphous grey blobs. But CCP London has been open about it every step of the way – and when it unveiled the new direction (more 00s space shooter than bland military sim), I was thrilled. It offered something different: a take on the Tarkov-like shooter that puts fun before punishment.

Now, the developer is ready to show off the next aspect of its vision: from the FPS side to the MMO side. Right now, there’s a flotilla of dissatisfied players from Destiny 2 looking for a new home. Marathon’s internal and external issues are well-documented, and it doesn’t bode well for launch. There’s Arc Raiders, which has some hype, and Helldivers 2 continues to dominate the landscape, but there’s just about enough room for Vanguard to muscle in on the action, thinks CCP London. But the social aspect of these games is skinnier than what Davis envisions for Vanguard.

Watch on YouTube

This past week, Vanguard launched ‘Operation Nemesis’, a huge update that was designed to explain the tenets of the game. It has a complete tutorial, a taster of the sort of content you can expect in the final game, and – perhaps most importantly – a live environment where you can meet, interact with (and perhaps get absolutely obliterated by) other players. Generally speaking, when you’re on the ground, you’re fair game: you can work with other teams to extract loot and materials – a rising tide helps all ships, so they say – or you can be a dick and eliminate another team and snatch their loot. It’s the PvPvE way, alas, and has a high-percent chance of being incredibly toxic. But therein, perhaps, lies the fun.

“There are some safeguards we can already draw in,” explains Scott Davis, game director on Eve Vanguard. “Eve Online already has this concept of high-sec, low-sec and null-sec.” For clarity, high security spaces have a higher presence of NPC enforcement troops, which diminish as you go down in classification – mess with other players in high-sec, and you’re going to get some bad attention. “You always start at high-sec, and you tend to be moving into low-sec areas. And that helps to give some guardrails or some safety nets around the more player-versus-player driven parts of the game. We’ll be using those same aspects in Vanguard.”

The baseline of the Vanguard experience is the gunplay – and let me tell you, it is excellent.Image credit: CCP Games

Some of the persistent, strategic zones (which are called ‘bastions’ in Vanguard parlance) will, therefore, have no PvP at all. If you don’t want to get ganked whilst going on a nice mining mission to pick up some ore, you can chill out there. “I play Final Fantasy 14 like a single-player game,” explains Davis, “just with lots of other people around me. And it feels richer because of that. And that’s something I think we can lean into.” That’s what these high-sec ‘bastions’ will look like: pleasant MMO hubs, with “me and my friends running around, doing lots of PvE things”. It’s “mingleplayer”, says Davis.

I love that term: that’s how I spent a lot of my time in both Destiny and FF14. In Destiny, I’d often go off and play PvP as a lone wolf, head back to The Tower, dance with some randos, and then jet off to do some strikes. Seeing other people going about their business was all part of the joy. In Final Fantasy 14, I liked to play a chef; getting ingredients and cooking dishes for players before hitting up a raid. It’s a good way to make friends. But any game operating in an online space has the potential for bad behaviour. That’s not a problem for Vanguard, though.

“But even in that first bastion, you’ll be aware that there are these high-sec planets and low-sec planets and null-sec planets. So if you want to be an absolute bastard, there are specific places you can go to do that. And then anyone who goes there knows that there’s a higher propensity for bastardry in those spaces.”

But that’s not to say that the high-sec portions of the game will be completely safe for the pacifists amongst us. “We’re also thinking, ‘how can we make high-sec cool?’,” explains Davis. “The idea that I shoot you but I’m just not dealing damage to you is an easy way of solving that problem, but are there much more interesting ways of doing that? I think there are. In Eve Online, you can destroy other ships, but then you get a ‘wanted level’, and then police are after you – what if, in these high-sec worlds, you can kill another player, but then all this stuff happens.

“Suddenly, a Space Police Concord drops right next to you. You show up on the map. Security forces announce: ‘right, everyone’s got infinite respawns until this person dies!’ It takes me back to playing DayZ, when you get a player-killer on the server, and then all of a sudden the whole server now wants to rally against the player killer. It’s putting more power into the people to solve the problem. It dissuades you from wanting to do PvP, but sometimes you might just think, ‘I want to cause that to happen. I want a big fight, I want the whole server against me’.”

A fresh batch of Vanguard screenshots, showing off one of the ‘sandbox lite’ areas of the game, alongside the latest version of Vanguard’s brilliant weapons. | Image credit: CCP Games

One of the very Eve Online anecdotes I was told at CCP’s studio is that, recently, the leader of an in-game corporation sided with another corporation out of nowhere. This person started deleting the assets of all the other corporations before he was caught. It was a scandal. “That’s not something you would ever engineer,” laughs Davis. “There’s a system that you make and players just rip, tear, and rend in their own way.”

It very much sounds like CCP London wants to take that philosophy from the main Eve game and shape it into something that works in an MMOFPS. As we see Helldivers 2 devs act like dungeon masters as players opt to cause in-universe havoc, and people bounce off Destiny 2 as its narrative and development direction feels increasingly out-of-touch with the players, it’s a fascinating prospect. Of course, it’s still early days and there is plenty that will be ironed out as the game heads towards a proper early access release next year, but for now, I’m very much picking up what Vanguard is putting down. I just hope it can stick the landing.



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September 26, 2025 0 comments
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Diablo 4's Season 10 doesn't look to be the one to solve its problems, but there's some new content to see you to the end of 2025
Game Updates

Diablo 4’s Season 10 doesn’t look to be the one to solve its problems, but there’s some new content to see you to the end of 2025

by admin September 17, 2025


The launch of Diablo 4 Season 10 is almost upon us. Ahead of the new season’s start on September 23, Blizzard hosted a Developer Update livestream, and delivered a packed show all about the upcoming season.

This was really mainly a recap of the season’s 2.4.0. PTR, while giving players unfamiliar with the goings-on a more consolidated way to catch up on everything new coming with Season 10.


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Season 10, of course, is Season of Infernal Chaos. It’s the last thing on the Diablo 4 roadmap, published in April. We’ve obviously known the name for a while, but much of what’s coming with the new season itself follows the template set by past ones.

There are new abilities to earn – this time called Chaos Perks, as well as new activities that feed into the grind of earning the new rewards. There’s also a refresh of several endgame activities, most notably Infernal Hordes, which incidentally also affects the Eternal Realm.

Perhaps the most interesting addition is Chaos Armor, a new Unique armor type – available only during the season. Even there, it’s not as exciting as it could’ve been, as the main point is to shuffle the powers of Uniques to slots they don’t currently support.

For example, a powerful Unique piece of chest armor can now appear as gloves, at higher power and with at least one Greater Affix. While you won’t be able to have the same Unique equipped at the same tim (both Chaos and standard), having a named Unique drop in a slot that’s different from the one it was initially designed for frees you up to equip something else (perhaps another Unique) in that original slot.

What you’re basically getting out of the new system is the potential for wild combinations that would’ve previously been impossible to create.

Watch on YouTube

If you’re expecting more major changes to systems like Tempering and Masterworking, you’ll have to wait until Season 11, the PTR of which is expected to take place before the end of the year.

Any other itemisation issues you may have with Diablo 4 will remain unresolved for now, and we have no idea when Blizzard plans to make core changes there. The same goes for the much maligned Reliquary battle pass system, which will remain unchanged in Season 10, too.

If you curious about the specifics, Blizzard published the full set of patch notes for 2.4.0 on the official blog, which you can read at the link.



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September 17, 2025 0 comments
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Adult games hit once more, as Valve seemingly denies Early Access to games with mature content
Game Reviews

Adult games hit once more, as Valve seemingly denies Early Access to games with mature content

by admin September 15, 2025



Valve appears to have quietly updated its Steam Early Access policy to no longer accept games with mature themes.


The decision comes in the wake of pressure from payment processors against adult content on digital storefronts like Steam and itch.io.


Dammitbird, developer of the adult game Heavy Hearts, applied for Steam Early Access but failed review “because we’re unable to support the Early Access model of development for a game with mature themes”, according to a notice from Valve they shared on social media.


“Due to current events, I panicked and contacted my publisher to help me get on Steam Early Access,” Dammitbird told GamesMarkt. “The general rule is that your game should be about 65 percent done before doing EA. Well, we are about 70 percent done so the time was right anyway. But now, all of a sudden and without a policy announcement, the rules have changed and now I can’t join Steam EA”.”

Valve updated its vague guidelines back in July around what sort of content was allowed on Steam.


“We were recently notified that certain games on Steam may violate the rules and standards set forth by our payment processors and their related card networks and banks,” a Valve spokesperson told Eurogamer. “As a result, we are retiring those games from being sold on the Steam Store, because loss of payment methods would prevent customers from being able to purchase other titles and game content on Steam.”


Now, it seems, this has been extended to include Early Access games. However, it remains unclear exactly what constitutes adult content.


Heavy Hearts, for instance, includes pornographic content, so it’s assumed this isn’t accepted in Steam Early Access.

Valve’s denial to Dammitbird | Image credit: Dammitbird


But where does Valve draw the line? Baldur’s Gate 3, for instance, includes sexual content and is listed on Steam as a mature game that’s age restricted. Would Larian’s game – celebrated for its gradual development through Steam Early Access – be allowed under these new rules?

Eurogamer has contacted Valve for clarification on what games are eligible for Steam Early Access.


Pressure from payment processors isn’t just impacting pornogrpahic content on steam and itch. Eurogamer recently spoke to queer developers who’ve been caught up in the recent rule changes after itch.io’s blanket de-indexing of adult content.

Love Eurogamer? Make us a Preferred Source on Google and catch more of our coverage in your feeds.



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September 15, 2025 0 comments
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Every game a platform? Pitfalls and opportunities in the gold rush for user-generated content
Esports

Every game a platform? Pitfalls and opportunities in the gold rush for user-generated content

by admin September 9, 2025


More than ever before, the games industry sustains itself on the backs of its players. Not only in terms of their time and their feedback, but in terms of their creative input as well.

All today’s biggest games, the likes of Minecraft, Roblox, and Fortnite, thrive on community creations, using bespoke toolsets, internal distribution systems, and financial incentives to encourage players to build new items, modes, and experiences within that game’s particular ecosystem.

In doing so, these games have become enormously profitable platforms, and a swathe of other games are rushing to incorporate user-generated content (UGC) into their own business models. Electronic Arts recently revealed that Battlefield 6 would release with a UGC ecosystem called Portal, while battle-royale pioneer PUBG is currently testing its own UGC tools.

Jordan Weisman, CEO of Endless Adventures Incorporated

On the face of it, it seems that UGC is where the big money in the games industry lies. But there is a fundamental misconception about the relationship between UGC and the success of a game. In most cases, it’s the latter which leads to the former, rather than the other way around.

“Fortnite [Creative] is built on the back of an incredibly popular game, right?” says Jordan Weisman, co-founder of Harebrained Schemes, co-creator of ShadowRun and BattleTech, and now CEO of Endless Adventures Incorporated. Weisman is currently developing Adventure Forge, a platform for designing narrative games.

“[Fortnite] built up and got this huge audience, and then in the wake of that, creates this UGC environment.”

Minecraft had a similar trajectory, initially becoming popular due to its survival mechanics. Roblox is the exception, having always been a creative platform first and foremost. But as Weisman points out, Roblox “had a ten-year history” before it became successful.

Follow the leader

Even when you have a successful game, incorporating UGC can pose a significant challenge. “Our first assignment is to catch up,” says Taehyun Kim, game director on PUBG: Battlegrounds, via a translator.

“For Battlegrounds, we were the first pioneers, so we were able to have that market share. [For UGC], we are not pioneers. We are followers.”

PUBG: Battlegrounds | Image credit: Krafton

PUBG’s UGC tools are currently in an early testing phase. PUBG Studios aims to allow players to design their own game modes, customising rulesets, gameplay logic, and the shape and form of the world. Yet Kim is fully aware of the challenge they face to catch up with the likes of Epic’s Fortnite, hence why they’ve allowed players access to the tools at a relatively early stage.

“Right now, it’s in a really basic form,” Kim says. “We want users to make different content and play different styles. And our current system is not big enough to have that available.”

In addition, Kim believes that mimicking the approach of Fortnite Create might not be an appropriate solution for PUBG, owing to the differences in tone and mechanical emphasis between the two games.

“We want to dream big. But of course, we are such a ‘heavy’ game, so what [our players] want [from] UGC in this genre may be different,” he says.

“Fortnite is really casual. What they expect is [different] from what our own audience expects, so we want to [do] what they expect. I guess we need to find our own style and our own path.”

Tough start

Making a UGC game successful from the ground up, by comparison, is significantly harder.

The genre is littered with failed projects. Earlier this year, Build A Rocket Boy’s aim to build a player-created metaverse on the back of the linear cover shooter MindsEye fell at the first hurdle, while Hytale, a Minecraft-inspired building RPG, stumbled through the weeds of feature creep for years, ultimately leading to its cancellation by Riot Games.

Hytale was cancelled earlier this year

One of the biggest challenges for UGC developers is designing the tools that players will use to build their experiences. Weisman points out this can be much more expensive than designing similar tools for internal use.

“There’s a big difference between a tool you make for your in-house use and a tool you put out for consumer use,” he says. “There’s a lot more tool development work and trying to bulletproof the tool as best you can for external use versus internal use.”

At the heart of this challenge is balancing the accessibility of the toolset with its power. In designing Adventure Forge’s toolset, which is built to enable players to create narrative games without needing to code, Weisman received some advice from Zach Phelps, the lead on Fortnite Creative and an investor in Adventure Forge.

“He said ‘accessibility is a problem, but it’s a short-term problem. Lack of power is a long-term problem’,” Weisman explains. “We really leaned into making sure that our creators had all the power we could provide them, and then incrementally keep improving accessibility.”

Adventure Forge is a ‘no code’ game creation platform | Image credit: Endless Adventures

But providing users with the right tools is only half the problem. The other half is convincing players to engage. Not just with the tools, but with the experiences users create.

Games like PUBG and Fortnite have a huge, ready-made audience, which makes the investment in these tools worthwhile even if only a small portion of the user base engages with them. Smaller developers and devs starting from scratch cannot rely on this, so alternative solutions are required.

One option is to demonstrate the effectiveness of your tools by building a game with them yourself. This is the approach taken by Manticore Games, creators of the Core game creation platform.

Core released in 2021, attracting 3.5 million users during its first 18 months. But Manticore discovered there was a discrepancy between people coming to Core as creators and those looking for games to play.

“The thing with UGC is it’s a typical two side marketplace. You have to find a way to have great creators that create great content, and the players come and they love the games, and they stay, and they bring more players and creators,” says Frederic Descamps, who co-founded Manticore with Jordan Maynard in 2016.

“That flywheel effect is actually very hard to start, and we did very well with the creators, [but] with the players, I would say it was a little harder.”

Out of Time is due out on September 25, 2025 | Image credit: Manticore Games

This eventually led Manticore to build Out of Time, a rogue-like MMO that runs in Unreal Engine 5, but was built using the tools Manticore designed.

Manticore figured that building a game using their toolset could demonstrate Core’s effectiveness while also giving them a separate product to sell.

“As an independent studio, you have to be careful where you spend your resources,” Descamps explains. “We came up with a few hypotheses and a few ideas that we decided to test, and Out of Time came out of that. It was basically a way for us to use Core, and actually Out of Time is purely UGC.”

Agile creation

One intriguing facet of Out of Time’s development is its turnaround. Maynard says that the game was built from concept to launch-ready in two-and-a-half years, which includes a development reset 12 months in.

“The acceleration we get from using Core on top of just a base engine, I would estimate is 10x,” he says.

At a time when many AAA projects are taking five years or longer to develop, Maynard believes that tools like Core offer a potential solution. “UGC and professional game development – the lines are blurring,” he says.

“The actual experience of is interactive, so it sort of makes sense that the creation of it becomes interactive too, especially as the tools get better.”

Weisman, meanwhile, is taking a different approach. In addition to making the act of creation simple, Adventure Forge’s tools are designed to make the distribution of games easier.

Surfacing games and experiences both within and without UGC platforms can be difficult for players, with Weisman citing Lethal Company as an example.

“Lethal Company was a game developed in Roblox for two, three years. They honed it and it got a good mid-size following” he says. “[Then] they wanted to release it outside of Roblox, so they had to completely redevelop the game in Unity and put it out. And when they did, it sold, like, 12 million units.”

Like Roblox, Adventure Forge will have its own publishing ecosystem with a revenue share model, one that enables games to be published onto the platform with “one button press.” But it’s also designed so that any game made with it can easily be published on other platforms and devices.

“Our goal is to be looking for those gems that are developed inside of Adventure Forge and then reach out to those creators, and then we could publish their game for them externally,” Weisman says. “But if we don’t pick yours, or you’d rather do it yourself, you have that option. You’re not captured inside of the fortress of the application you’re in.”

Small is beautiful

It’s worth noting that not every developer with UGC tools is necessarily looking to become the next Minecraft. One such studio is Tuxedo Labs, the creators of voxel-based destruction sim Teardown.

On the face of it, Teardown seems ideally poised to become a major UGC-centric experience. It has a distinctive, sandbox-ish mechanical loop, custom, in-built modding tools, and an enthusiastic community creating everything from additional weapons and vehicles to unofficial campaigns.

Teardown | Image credit: Tuxedo Labs

Moreover, the studio is also currently working on a major update to add multiplayer support, which will include both cooperative and competitive modes. But according to CEO Marcus Dawson, Tuxedo Labs is cautious about Teardown’s UGC potential.

“We have tried to stay very open. It’s about the game you can play,” Dawson says. “We don’t go into monetisation and doing our own app store and things like that.”

Part of the reason for this is that Tuxedo Labs is still a very small team – around 14 people – and has little urgency to grow into a large studio. But Tuxedo Labs is also wary about betraying the spirit of Teardown.

“It’s a can of worms, like you see the App Store, how that [proliferated] and it can get from creativity into money grabbing,” he says. “Creativity is the important thing. And I think monetisation sometimes can really hurt the openness [of the] platform.”

“You don’t buy a sandbox if you don’t really know what it is”

Marcus Dawson, Tuxedo Labs

In addition, Tuxedo Labs also wants to pursue new projects, and doesn’t want to dedicate itself to servicing a single game. “If you have a really great, talented team, which I think I do…then you need to keep pushing,” Dawson says.

“[You can’t] create a magnificent game and then expect all the developers to sit on localisation and maintenance for ten years, because then you will lose the best developers.”

This isn’t to say Dawson is wholly against the idea of Teardown becoming a bigger prospect. If the upcoming multiplayer update results in a huge influx of new players, the studio will adjust accordingly.

If this doesn’t happen, however, then Teardown still exists as a dedicated single-player experience that players can pick up and enjoy whenever they like, just as games like Minecraft, Fortnite, and PUBG are fully featured experiences even without their UGC sides.

“You buy the game for the game,” Dawson concludes. “You don’t buy a sandbox if you don’t really know what it is.”

In short, you need a “cool game” first. “Then you can extend it to [be] something else.”



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September 9, 2025 0 comments
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Here's what to expect from Borderlands 4's post-launch content
Esports

Here’s what to expect from Borderlands 4’s post-launch content

by admin September 2, 2025


We’re in the month of Borderlands 4. Releasing on September 12th, there will be a ton of content to enjoy. That said, you can always expect plenty of DLC and expansion from the team at Gearbox. Below is the info we heard at PAX West, check it out as you prep for the wasteland.

During the Gearbox Main Theater Show at PAX West, 2K and Gearbox Software shared a detailed look at the endgame and post-launch content coming in Borderlands® 4, the next entry in the iconic looter-shooter franchise. Borderlands 4 will launch on September 12, 2025 on PlayStation®5 (PS5®), Xbox Series X|S, and PC through Steam and the Epic Games Store. It will also be coming to Nintendo Switch™ 2 on October 3, 2025.

Endgame

Borderlands 4 does not end when the story concludes, as players can look forward to a comprehensive endgame experience focused on obtaining the best loot possible on Kairos. Players will experience progression through weekly challenge missions, unlockable Specializations to further customize their loadout, and the return of Ultimate Vault Hunter Mode.

  • Ultimate Vault Hunter Mode has been reimagined for its return. This post-game difficulty option will challenge players through five unlockable levels that increase in difficulty. Additionally, applying lessons learned from past franchise entries, this mode no longer requires players to replay the campaign to gain new ranks. Instead, players will move up ranks through curated mission challenges that put their chosen build to the test, growing more difficult through progression and removing the need to re-farm the same gear.
  • Each rank of Ultimate Vault Hunter Mode includes exclusive Firmware, which are set bonuses for gear that players will first experience throughout the campaign. The more firmware a player acquires results in a higher stat bonus. These powerful Firmware bonuses can be transferred once to another item, at which time the original item is destroyed and the Firmware bonus cannot be re-transferred.
  • Multiple incentives will be provided to allow players to continue their search for the best loot: Weekly Wildcards offer rotating missions with a guaranteed Legendary reward. In the Weekly Big Encore Boss, Moxxi’s Big Encore selects one boss for the week that can be unlocked with Eridium for a larger iteration with increased drop rates. Maurice’s Black Market Machine sends players across Kairos in search of its spoils, with varied loot for every player’s game. Each of these activities is available for online matchmaking by intent, encouraging players to group up with friends, or find new ones whose interests align.*

Post-Launch Roadmap

Players can look forward to a robust roadmap of free content and paid DLC rolling out following the launch of Borderlands 4 so they can continue their adventures on Kairos. The paid DLC includes two types of major offerings: Story Pack** and Bounty Pack.***

  • The first of two announced Story Packs features the return of the indomitable fan-favorite Ellie in Mad Ellie and the Vault of the Damned. Featuring a cosmic horror theme with a bloodier, darker tone, this Story Pack includes an all-new region of Kairos to explore, multiple engaging main and side missions, all new legendary gear, and the introduction of the first post-launch playable Vault Hunter. In addition, this pack brings 4 new Vault Hunter Skins, 2 new Vehicle Skins, 3 ECHO-4 Drone Skins as well as attachments, and 1 ECHO-4 Frame.
  • With the launch of the first Bounty Pack, players will experience narrative-based missions that expand the Borderlands universe. These missions will reveal more about the new characters players encounter on Kairos, starting with Rush, the gregarious leader of the Outbounders. Each Bounty Pack includes new Main Missions, a new boss, new Legendary Gear, 1 Player Skin, 1 ECHO-4 Drone Skin, 1 new Vehicle, and a Vault Card, allowing players to unlock 24 Cosmetics and 4 pieces of rerollable Gear.

Additionally, available as free content to all players, Seasonal Mini-Events kicking off in October with Horrors of Kairos offer new Legendary Weapons, new Cosmetics, and a new Weather Variant. Also available during post-launch at no extra cost to all players, Invincible Bosses return to test players’ skill and build inside of high-level new boss arenas that integrate the new traversal mechanics. Powerful new Legendaries serve as tantalizing rewards for players that are able to defeat Invincible Bosses. Additionally, a new Ultimate Vault Hunter Mode level will release alongside each Invincible Boss.

Be sure to check out the full Gearbox Main Theater Show at PAX West for additional detail on post-launch and endgame Borderlands 4 content, along with insights from the development team.

Borderlands 4 is just around the corner, launching on September 12, 2025 for PC via Steam and the Epic Games Store, PlayStation®5, and Xbox Series X|S and October 3, 2025 on Nintendo Switch 2. That means there is still time to pre-order the game on consoles or pre-purchase on Steam and Epic to get the Gilded Glory Pack*—and we just sweetened the deal with an injection of extra loot, including four pieces of Legendary Gear and an additional Vault Hunter Head cosmetic! Check out the full details here.

Borderlands 4 is rated M for Mature by the ESRB. For the latest information on Borderlands 4 and to pre-order the game, visit www.borderlands.com, and follow the game across YouTube, Facebook, X, Instagram and TikTok.

Stay tuned to GamingTrend for more Borderlands 4 news and info!


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September 2, 2025 0 comments
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"The cat's out of the bag" - Stardew Valley update 1.7 revealed, bagged cat content TBC
Game Updates

“The cat’s out of the bag” – Stardew Valley update 1.7 revealed, bagged cat content TBC

by admin September 2, 2025


Stardew Valley will get at least one more significant game update, says Eric “ConcernedApe” Barone, mere months after stating that he doesn’t “want to just be the Stardew Valley guy.” It’ll be called update 1.7, and the trimness of the numbering implies that it’ll be a large one. For context, Stardew Valley update 1.6 brought eight player PC co-op, new crops, a lot more NPC dialogue, a mastery system, new pets, and the ability to give those pets hats (which caused a few problems).

“Okay, I revealed this at the concert last night and now the cat’s out of the bag, so I will confirm for everyone: There will be a Stardew Valley 1.7 update,” Barone wrote on Xitter over the weekend. “No release date, no estimate. But it’s happening.”

Barone is theoretically also working on a brand new game, the more combat-focussed RPG Haunted Chocolatier, but Stardew Valley keeps luring him back, for there is always something else to fix or introduce, however daft. “It’s just so much easier to just add more stuff to Stardew Valley than to make a whole new game from scratch,” he said in May. “Because Stardew Valley, all the systems, the major systems, are already all done. That’s the stuff that’s not fun to do. When I make an update, it’s like, throw in this, throw in that, let’s add green rain. These random ideas I have. Whimsical ideas.”

In Barone’s defence, if I had made the fourth best-selling premium PC game of all time, I would feel in no great rush to move on from it. I would tinker for years. Well, I mean, I would actually take a lot of holidays. But in between all those trips to Alton Towers and when not playing Micro Machines in my bedroom-sized caramel fondue, I would do plenty of tinkering. Ah, I imagine George R. R. Martin wishes he could be updating the old GOT novels instead of writing The Winds Of Winter.



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September 2, 2025 0 comments
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Gaming Gear

Assassin’s Creed Mirage will get fresh content later this year and it’ll be completely free

by admin August 24, 2025


The Assassin’s Creed fanbase may be waiting for the first DLC for Assassin’s Creed Shadows, but Ubisoft instead confirmed new content for its previous title, Assassin’s Creed Mirage. The studio announced on the official Assassin’s Creed X account that there will be a new story chapter and missions for protagonist Basim, who will venture into ninth-century alUla. More importantly, the DLC will be free.

According to the post, Ubisoft will bring gameplay improvements to both the new content and the base game, which revisits the franchise’s roots that emphasize open-world design and stealth combat. The announcement from Ubisoft comes after a Les Echos report earlier in the year said that new content for Assassin’s Creed Mirage was created thanks to a partnership between Ubisoft and Savvy Games Group, a gaming and esports company that has backing from the Saudi Arabian government.

The upcoming DLC sheds more light on what Stephane Boudon, one of the Ubisoft developers for Assassin’s Creed Mirage, teased during a Reddit AMA following the game’s release in October 2023. In the thread, Boudon said the game was designed “as a standalone experience without any DLC plan,” only adding that the team had “ideas of how we could extend the story of Basim.” Ubisoft didn’t specify exactly when the DLC would drop, only revealing that it would be “later this year.” In the meantime, Microsoft updated its included games for the Xbox Game Pass for August, which include Assassin’s Creed Mirage.



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August 24, 2025 0 comments
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