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Peak co-devs Aggro Crab unleash co-op forklifty mayhem with Crashout Crew, which'll have a demo soon
Game Updates

Peak co-devs Aggro Crab unleash co-op forklifty mayhem with Crashout Crew, which’ll have a demo soon

by admin October 4, 2025


Ok, so if you’re one of those high-vis types who can be driven up the wall by health and safety code violations, you might want to look away. Crashout Crew, a co-op chaos-generator all about forklifts, has been revealed by Peak co-developers Aggro Crab, with sights set on a 2026 release preceded by a Steam demo this month.

I told you to look away, high-vis types! Why are you already running to management with a written demand that all heavy machinery can’t be drifted around at top speed and slammed into boxes?

Watch on YouTube

Anyway, forget about them, Crashout Crew looks like a great laugh. You can up to four mates are strapped into forklifts that can boost and drift, with the mission of grabbing various good strewn around a warehouse, and pushing a big red button to jet them off on the right conveyor belts. Failure to do so results in quotas not being hit, and presumably a telling off. As you progress, you can add extra quirks or wrinkles to the action via safety violations, much like in real life.

“After the recent cancellation of Going Under 2, the studio decided to explore the whimsy multiplayer side of game development,” Aggro Crab wrote of how it came to be. “While some of Aggro Crab developed PEAK with Landfall, the rest of the studio locked in to produce Crashout Crew!”

A full release in 2026 is being aimed for, but ahead of that Crashout Crew’ll be getting a demo on October 13th, as part of the upcoming Steam Next Fest. You’ll be able to give the first three levels a go and see if the chaos offered is up to snuff.

Aggro Crab have also made clear that Peak, the co-opper based around going for hikes up big hills developed by themselves and Landfall Games, will still be getting updates. The studio plan to dual wield goofy creations in their quest to ensure that every being on Earth must have at least one chuckle with their colleagues while playing a video game.

It’s a noble cause, and also a formula that’s yielded Peak a considerable amount of success so far. So, let’s see if doubling down will rocket Aggro Crab’s forklift to even greater heights.



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October 4, 2025 0 comments
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Crashout Crew looks like Overcooked-style mayhem from one of the studios behind Peak

by admin October 3, 2025


It’s been quite the year for Aggro Crab. After stopping production on a sequel to Going Under (with funding issues and burnout both factoring into that decision), the studio decided to focus on self-funded game jam projects before moving onto another big game. Some of the team collaborated with Content Warning developer Landfall to create Peak. With the help of clever marketing, that co-op climbing game turned out to be a huge hit, selling 10 million copies in just two months. 

The rest of the Aggro Crab squad focused on a different multiplayer game, which is called Crashout Crew. This is a party game for up to four players (there’s a single-player option too) in which you’ll try to complete orders in hazard-filled warehouses using cute, color-coded forklifts. Time is of the essence as you race to meet quotas by loading boxes into trucks, so it’s just as well that you can drift around corners. Just be careful not to drop any explosives.

You’ll be skidding around icy environments and spinning out if you run over a broken egg. Falling rocks, bees and blackouts all add to the chaos. You can upgrade your forklift and warehouse, though they’ll reset after the level ends.

The reveal trailer reminds me quite a bit of Overcooked. I wonder if this could turn out to be just as effective as a litmus test for how well you communicate with family and friends.

I adore Another Crab’s Treasure, Aggro Crab’s last large-scale game, so I’ll always be interested in whatever the studio is cooking up. I’m looking forward to trying out Crashout Crew when the demo goes live on October 13 as part of Steam Next Fest. The game is scheduled to hit Steam next year.



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October 3, 2025 0 comments
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The Moment the 'KPop Demon Hunters' Crew Knew They Had a Hit in 'Golden'
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The Moment the ‘KPop Demon Hunters’ Crew Knew They Had a Hit in ‘Golden’

by admin September 30, 2025



As KPop Demon Hunters continues to take over the world, dominating the movie and music charts with its infectious songs and badass heroines, it’s no surprise that two empowering women behind the scenes played a major role in bringing it all to life. Director Maggie Kang and songwriter (as well as the singing voice of main character Rumi) EJAE recently sat down with the press to talk about their collaboration in creating the film’s iconic pop idols and their music catalog.

And yes, “Golden” did start off on a trip to the dentist.

EJAE clarified the lore behind the hit song while speaking to io9 and other outlets at a press conference for KPop Demon Hunters today. “It was on the way to the dentist—and guess what I got in the dentist? Gold fillings. Isn’t that insane?” EJAE recalled of the experience, which seemed like one with a huge payoff, as visits to the dentist typically involve a painful cost. This one, at least, would prove worth it. “It was in the car. I got the track [idea],” she continued.

EJAE added that she didn’t know at the time of writing the songs for the film’s soundtrack that “Golden,” among other hits, would go viral after KPop Demon Hunters‘ launch, let alone become one of the songs of the summer. But she did think that golden dentist visit felt like a special moment when she cracked the song’s melody on the drive home.

“I was so excited to get my gold filling done and go home and put it down. [I] had my co-writer [Mark Sonnenblick] come on Zoom, and that’s how we would write. And I was like, ‘Oh my God, Mark, I have this melody. I think it’s pretty epic,” she continued, motioning towards Kang, who also played a pivotal part in the brainstorming of the title track. “It was all meant to be, and then the melody idea came out really fast. But obviously there was fine-tuning that was back and forth. But the main hook idea we got, and we’re like, ‘we’re done with that.’ And we’re like, ‘Wait.’ Literally Mark and I and Zoom were like, ‘Did we just write a hit?’ Like, it sounded so good.”

Kang shared that soon after that, she got to hear the rough early version of “Golden.” “I think it was in Vancouver. I know exactly where I was. I was going to the airport,” Kang recalled, saying that the film’s executive music producer, Ian Eisendrath, had urged her to get on a phone call with him.

“We were on a phone call and he’s like, ‘Maggie, I just want you to, I just need you to listen to it right now,’” Kang continued. “I was like, ‘Okay,’ so I just take my AirPods out, and I’m listening to it. And I’m just like… I heard the few notes in the beginning and then I just had tears. I knew it was it. I was like, ‘this is it.’ It’s so magical; like right from the beginning, I was like, ‘Oh my gosh, we finally got it.’ Then I started crying, and then I cried more because it’s getting better and better.”

The process to land on the song as we know it came down to the perfect balance of K-Pop and movie musical magic. “It’s definitely a different approach because you have to follow the story a lot, and you have to understand the characters and what they’re going through [in] each scene,” EJAE said of striking the balance between making a good pop song and a good song for a musical. Kang wanted the trio of Huntr/x—Rumi, Mira, and Zoey—to feel like a fully fleshed-out band, to the point where the co-director requested that EJAE stay on as the singing voice for Rumi.

Kang also closely guided EJAE and Sonnenblick on how to use the music they were creating to propel KPop Demon Hunters‘ story. “I come from a K-pop world, so I’m all about: ‘What’s a great melody? What’s a catchy hook? What’s a good concept?’ That’s always what I’m thinking about,” EJAE explained. “Even with ‘Golden’, I needed a title that just sticks—’Golden’ sticks, you know? That’s what I’m focusing on, and Mark is focusing on the storyline, so it was a lot of us going back and forth, policing each other.”

“I love musicals, by the way, but in pop form, it can get a little different,” she continued. “Sometimes musicals, you could, because you’re saying a lot of things, it could get wordy sometimes. As a pop writer, we try to avoid that.”

Ultimately, EJAE and Sonneblick leaned on each other to remind themselves of balancing the fine line in making the film’s songs. “[I’d] say, ‘oh, that sounds weird’, and then Mark would tell me, ‘Hmm, that’s off the storyline. I know that’s a really cool line, EJAE, but let’s get back to the story,’” EJAE concluded.

“So that was a lot of back and forth; it was really, really challenging, and I remember Mark and I were like, ‘This is so hard, but if we pull this off, we’re freaking geniuses.’ And we pulled it off.”

KPop Demon Hunters is now streaming on Netflix.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 30, 2025 0 comments
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Having resurrected The Crew, devs behind fan revival project are now working on a big mod to restore the racer to "greatness"
Game Updates

Having resurrected The Crew, devs behind fan revival project are now working on a big mod to restore the racer to “greatness”

by admin September 28, 2025


Earlier this month, fan-made revival project The Crew Unlimited, brought Ubisoft’s decommissioned racer The Crew back to life in server emulated PC form. Now, its devs have put out an update outlining a couple of things they’re working on to try and take things to the next level.

This looks to be the first time the group have been able to catch their breath since releasing The Crew Unlimited on September 15th, having had to work flat out on fixes for teething issues in the immediate aftermath. Some of those problems stemmed from some players having acquired broken versions of The Crew’s game files from “shady sources”, with TCU’s devs saying they aren’t responsible for the server emulator not working in these cases.

That brings us to the ‘post-launch recap and what’s next’ post The Crew Unlimited lead Whammy put up on the project’s Patreon page late yesterday. “The reception has been quite overwhelming,” they wrote to kick off. “We’re extremely grateful for all the support we’ve received, it really means a lot to us. The amount of people who were eagerly awaiting the return of this decade old game really says a lot about how much this game means to people.”

Getting down to brass tacks, Whammy wrote that the team’s current focus is getting some more “important fixes” for their creation’s launcher and server out of the door, with the former also set for an interface rework. In the long-term, there are two larger initiatives they’ve got in the works, with one being a beefy overhaul mod and the other being a revamp of the project’s website that’ll integrate it with the game’s resurrected online multiplayer.

Starting with the mod, which the modders are collaborating with other Crew community members on, it’s “a collection of essential and lore-friendly fixes, improvements and content restorations”. The goal is to bring The Crew back “to a level of greatness it once had, while retaining all the new DLC content and features”, as The Crew Unlimited’s creators aren’t fans of the “abysmal state” Ubisoft left the racer in once its last updates rolled out. The group seem to particularly dislike the effect 2015’s Wild Run update had.

The second addition the works is dubbed “TCU Net 2.0”, and will be a revamp of The Crew Unlimited’s current website that’ll introduce a system of online features linked to the project’s in-game online experience. For instance, you’ll be able access the likes of “user profiles, scores, friends, posts, [and] rewards”. It sounds quite Rockstar Social Club-ish in principle at least, so it’ll be interesting to see if the modders can pull it off.

“As you can see, we have quite ambitious goals,” Whammy concluded. “But with enough time and your support, we believe we can achieve them.” Given the achievement that just getting their server emulator up and running likely was, it’s cool to see the team continue to aim high. The question remains as to whether The Crew Unlimited might face some lawyerly action from Ubisoft at some point, if the publisher believes it has a case, but all appears quiet on that front thus far.



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September 28, 2025 0 comments
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Image for Mad-lad fans have revived The Crew after Ubisoft killed it: 'No one will ever be able to take this away from you now'
Product Reviews

Mad-lad fans have revived The Crew after Ubisoft killed it: ‘No one will ever be able to take this away from you now’

by admin September 15, 2025



I’ll be honest, I never really understood all the ardour for The Crew, but that’s no criticism. There are plenty of games (hello, Mafia 3) that I love to the absolute bafflement of my friends and loved ones, and I’d be very sad if they got taken away. So even if I don’t know what people see in The Crew, I certainly understand the upset at Ubisoft killing the servers and making the game unplayable last year.

One response to that bit of videogame vandalism was, of course, the Stop Killing Games campaign, but other fans took a different tack. The good folks at The Crew Unlimited have been beavering away at a fanmade revival of the game for over a year and a half: a server emulator with both offline and online modes—”Your local server, your local savegames, your game. No one will ever be able to take this away from you now.”

It’s out today, and will let you play the defunct CaRPG like Yves Guillemot never Old Yeller’d it. There is, of course, one issue: you need to already have a copy of The Crew for it to work. With the game scrubbed from history like Nikolai Yezhov, that’s easier said than done, though the project itself says on its Discord that “The truth is that, as long as you manage to run the game files, we have absolutely no way to tell a legit copy from a non-legit one, so we just have to let you in.” So whether you own The Crew legitimately or you’re some kind of criminal, it sounds like it’ll work.


Related articles

Don’t be a criminal though. I think I’m legally obligated to say you should not be a criminal. Not even if the crime is cool.

(Image credit: Ubisoft)

Regardless, I suspect there aren’t many people out there who are A) desperate to play The Crew but B) don’t already have access to it. And if you do, running The Crew Unlimited is easy as pie. All you have to do is download the mod, run its launcher, point at your TheCrew.exe, then go hogwild living like it’s 2014 all over again. I hope publishers stop killing games some day, but for now, what is dead may never die.

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



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September 15, 2025 0 comments
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A Spaceship Crew Faces Doom in This Surprisingly Tender Sci-Fi Story
Product Reviews

A Spaceship Crew Faces Doom in This Surprisingly Tender Sci-Fi Story

by admin September 5, 2025


io9 is proud to present fiction from Lightspeed Magazine. Once a month, we feature a story from Lightspeed’s current issue. This month’s selection is “Last Meal Aboard the Awassa” by Kel Coleman. Enjoy!

Last Meal Aboard the Awassa

by Kel Coleman

Gardener ladled dark-purple porridge into her primary digestion sac, staring absently out the viewport at black space and the distant smudge of the planet they had come to study. The simple meal and the gesture it represented soothed her after a long, thorny morning in a section of the growth bay that was in full flower and had needed hand pollinating. Though the other crew members around the mess made do with the usual break time assortment, Cook had steamed and spiced osard grains just for her before going off shift to nap in their rooms.

When the two of them joined the crew as a couple, roughly four solars ago, Gardener had worried the special treatment shown to her from the kitchen would lead to resentment. She had heard it could get lonely on a long haul if you made a bad impression, especially on a tiny ship where everyone knew each other’s families, had vid night sleepovers in the observatory, and could count at least a handful of birthdays and Endless Nights aboard. But unlike Gardener, this hadn’t been Cook’s first long haul and she’d soon researched the crew’s home planets and ports, tracking down family recipes, popular street food, and festival treats. The crew of the small science vessel were immediately smitten with her, and Gardener found herself warming to them as a result.

She finished her porridge, scraping the bowl clean, but lingered at the table to—

The speakers mounted around the mess blared three urgent tones.

The other crew members scattered at tables and behind the serving counter dropped what they were doing and moved to readiness. For Gardener, like many bipeds, this meant standing with her limbs at her sides. She turned toward the nearest screen, which had already switched from Union news to video from the bridge.

The captain’s wings were tucked close to their thorax, their five eyes reddened and rapidly blinking. In all four solars of her time aboard, Gardener had never before seen them fearful.

“Crew of the Awassa, this is your captain speaking.”

Gardener’s sensitive hearing picked up all the ear dots around the room overlaying the words with translations. Her own ear dots not only translated the captain’s words but amplified things like pitch changes so she would be less apt to mistake one tone for another. They were frightened, but with a tinge of anger perhaps?

“As some of you may already know, we lost contact with the team sent to Gulsan-6 two hours ago. This happened shortly after they sent a probe into the gas giant. Following review of footage, scans, and probe data, we can conclude with high certainty that Gulsan-6 is, rather than a planet, an unknown species. It is capable of surviving and navigating the vacuum of space. And since exiting dormancy, its size has become incalculable as its shape is ever-changing. It is capable of reducing matter to its smallest units, and I regret to inform you your crewmates Engineer Ulli and Physicist Andel, along with their shuttle, were consumed by the alien. With equal regret, I must inform you the alien is now on a course to intercept and consume the Awassa as well.”

As her hearts’ paces fell out of harmony, Gardener found she could no longer sort out the emotions behind the words. On the faces around her, though, she read the captain’s pragmatic hopelessness regarding the situation. As they continued speaking, a time-to-intercept countdown appeared in the bottom of the screen. They ordered three senior crew members to the bridge and told everyone else to call their loved ones. So . . . there was nothing useful for her to do except find Cook.

• • •

Cook was in the hydroponics row, pinching leaves off of herbs and dropping them into a handwoven basket. Her dark, smooth skin was riddled with planet-orange hives and her voluminous whiskers were drooping.

“Cook?”

She didn’t stop pacing or look up.

“Nailo? Did you see the captain’s—”

“Of course,” Cook said. She gestured at the herbs and fruits tumbling around in the basket like that was explanation enough.

And for Gardener, it was. The two of them needed few words.

Cook would do what she loved until the end. She was already gliding around the corner to the next row, and if she had been the same species as Gardener, she might’ve heard her utter a term of endearment, one that didn’t translate well to many other fleet languages.

An endearment close to meaning beloved, one her caretaker had called her often. An endearment that had journeyed with her when she left her lush world for Outpost Nine. An endearment that kept her and her seedlings warm despite the miserable cold outside the outpost greenhouses. An endearment that had come with her on a vacation where she got crater-sloshed with a slick-skinned traveling chef in the backroom of a Meat Meet Meat. An endearment that had accompanied the both of them to the Awassa, where they were swept up in all the drama and mutual care of a large family that Cook had missed and Gardener discovered she could tolerate when she wasn’t flat-out loving it—the shift-change gossip, the hugs, the too-loud music shoving through thin walls, her first spacewalk accompanied by Engineer Ulli . . .

Her hearts skipped.

She pulled herself out of her ruminative state and joined Cook in another section of the bay, where she was snipping blue flowers from climbing dewdrops. Gardener gently took the shears from her. “My job,” she said. “Just tell me what you need.”

• • •

When they were finished with harvesting, Cook agreed to give prep over to uninitiated but enthusiastic crewmates so she could call her family. Gardener lay in bed, blankets holding down her jumpy limbs, and tried to block out Cook’s murmurs two rooms away. She set the updates from the bridge to a volume high enough that it caused her some pain.

The bridge crew had learned a lot about “the vapor” and how it consumed the team and the shuttle. They were able to collect this data when the vapor altered its course to eat the second probe they sent to analyze it. They still couldn’t stop it or outrun it, but they estimated that they could buy several additional hours with the remaining probes as decoys.

When she got off the call, Cook was weirdly pleased with the news. “More time to cook,” she explained. A few minutes later, with bottles of something clear she’d been “saving for a special occasion” cradled in her arms and a nuzzle against Gardener’s cheek, she was off to make a feast for their crew, their beloveds.

• • •

Gardener didn’t often record videos unrelated to her duties. She smoothed down the fur around her eyes and cleared her throat.

“This is Gardener Ketri,” she began. “A hostile member of an unknown species is bearing down on my ship, the Awassa, and I don’t have anyone to say goodbye to who isn’t in the same boat . . . except you, I guess, whoever sees this.”

The dread dripped steadily through her bloodstream now, but she imagined the people who would watch this, especially the younger ones, and she didn’t want them to feel afraid for her.

“Instead of goodbye, though, do you mind if I tell you what it’s like to be a gardener on a long-haul science vessel?” She found a smile, showing silver-specked herbivore’s teeth. “It’s incredible. I love my job. Every day, I coax things to life. I help them grow. I spend my shifts with dirt under my feet and light on my skin. Sometimes my partner, Cook Nailo, brings me a germination challenge, usually a special request from a crewmate missing home cooking, and sometimes I get the water and light and nutrients just right on the first try. Not often, but those are good days.”

She could already hear music thumping from the observatory. Scientists that they were, everyone wanted to watch the vapor’s approach. It was an undeniably cool way to die: eaten by a space monster. There would be papers written about it for decades, and they only regretted they wouldn’t be the ones to write them.

“If you’re considering joining the fleet, go for it. Don’t let our bad luck stop you.”

• • •

By unspoken agreement, they all followed the dress code for vid nights, which had no requirements but personal comfort. Several crewmates had moved empty crates from the storage bay to make a long table for a “family-style” meal. Gardener wasn’t familiar with family-style, but it seemed to mean an impossible amount of food being passed around chaotically until everyone proved, under threat of more heaping spoonfuls, that they were physically incapable of eating another bite.

The meal was a showstopper, of course.

Dewdrop blossoms stuffed with fungus, tied closed with the plant’s delicate vines, and fried to midnight blue. Thick, smoked leaves used as wraps and plates to enhance flavor. A fruit platter with everything from extra bitter, underripe kio to sweet, waterlogged berrymelon to sour, gritty seeds Gardener hadn’t even known were edible before today. Roasted frog and tomatillos inside corn patties, served with yellow rice. Raw tentacles, sliced thin, alongside a dry dip that was such an angry red she knew it would send her to the med bay if she touched it. A vivid, purple gradient of osard, from the light uncooked grains still on the stem—good for digestion—to the steamed kind perfect for lunch to a nearly black pile of pebbly bread rolls. Smoking papers packed with calming herbs and tightly hand rolled. And those bottles of suspiciously clear liquid. And more. And more. Something, a gift, for each member of the crew.

What followed was a night of dancing, imbibing, embracing, some prayer, more eating, the revelation of juicy ship secrets, and four rounds of “Lunar Penny” by everyone with the parts to sing or stomp or howl.

Halfway through the night, they watched the last probe disappear into the vapor. Gardener was at Cook’s side, resting a furred cheek on her smooth shoulder, their hands clasped tightly enough to cut off circulation.

Someone cheered awkwardly, intoxicated. A few more cheers went around the group like nervous laughter. Then it was silent . . .

Gardener surprised herself by shakily starting another round of “Lunar Penny.” The crew joined her heartily, turning away from the end and back to their party.

About the Author

Kel Coleman is an Ignyte-nominated author whose fiction has appeared or is forthcoming in FIYAH, Beneath Ceaseless Skies, Solarpunk Magazine, The Best American Science Fiction and Fantasy 2022 and 2024, and others. Kel is a Marylander at heart, but they currently live in Pennsylvania with their family, a stuffed dragon named Pen, and a collection of strange and frivolous collections. They can be found online at kelcoleman.com.

© Adamant Press

Please visit Lightspeed Magazine to read more great science fiction and fantasy. This story first appeared in the September 2025 issue, which also features short fiction by Jake Stein, Cadwell Turnbull, Filip Hajdar Drnovšek Zorko, Bogi Takács, C.Z. Tacks, Isabel J. Kim, Stephen S. Power, and more. You can wait for this month’s contents to be serialized online, or you can buy the whole issue right now in convenient ebook format for just $4.99, or subscribe to the ebook edition here.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 5, 2025 0 comments
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"Bury this game and experience forever? That should be a crime" How a group of modders revived Ubisoft's cult driving game, The Crew
Game Reviews

“Bury this game and experience forever? That should be a crime” How a group of modders revived Ubisoft’s cult driving game, The Crew

by admin September 5, 2025


Back in 2023, Ubisoft announced it would shut down The Crew’s servers on 31st March, 2024, which would make the game unplayable due to its always online requirements – even those with physical copies of the game were to be locked out. Needless to say, many were unhappy with Ubisoft’s decision.

Some, though, decided not to just leave it there, and set about reviving the game on their own time and dime. Now a little over a year later, the fan lead Crew revival project – known as The Crew Unlimited – is gearing up for its release on 15th September.

But, what has it taken to get to this point?


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“We started working on the server emulator project (to revive the game) a bit before the official server shutdown,” project lead whammy4 told Eurogamer. “Ever since then it’s been a non-stop technical uphill battle: network data analysis, reversing, implementation, rinse and repeat.”

This was all to “implement the networking and communications between the game client (the game that the players play) and the server (what we’re working on)”, they explain. “Then there’s a whole other side of it where we have to re-implement and rewrite entire parts of The Crew’s game/data design, functionality and logic, entirely from scratch.”

Think that all sounds difficult? Well, it was. The rest of The Crew Unlimited’s team is made up of r00t0, ChemicalFlood, mono24 and Guki. It was r00t0 who started and carried out the actual server emulator project, with whammy4 calling them an “absolute godsend”. Whammy4, then, is “mainly responsible for programming the actual game functionality and logic, and all the MMO stuff on the server”, while ChemicalFlood is “helping and assisting us with the networking and IT side of things (also archiving everything)”. Guki, meanwhile, is the expert on The Crew’s data and file systems, and mono24 provides “invaluable advice on how to run and manage the project correctly”. The entire team have their own jobs, families and lives outside of The Crew Unlimited.

So, what does this all actually mean in practice, though? “The game’s economy, prices, items, rewards, databases, MMO systems and logic; we have to manage things down to each individual part you install on your car in the game,” whammy4 explained. “Oftentimes working on this project feels like an unpredictable rollercoaster ride, one day we’re feeling like we’re making huge progress and got everything sorted, next day we’re bashing our heads on the wall failing to figure out how some minor gamemode’s reward formula works… sometimes for months.”

Whammy4 added there would be times when the team would have to deal with issues in their personal lives, and this would halt any progress for a not insignificant period of time. “But you know what really warms our heart and keeps us going? It’s the amount of support we get from fans of the game,” whammy4 said, adding the entire team is very grateful for this.

“It just shows how many people love and care for this game. We get kind words and support from people from all across the world, both young and old. Very few video games can boast such dedicated fanbases with such a large variety in age. This warms my heart to no end and just shows how special this game is, and to so many people.”

Image credit: Whammy4

While it is clear The Crew Unlimited has had a huge amount of passion and care poured into it, there is one elephant in the room – Ubisoft. What does it have to say about this community project to revive The Crew?

“We often get asked if Ubisoft has commented or acknowledged our project in any way. They have not, but as for The Crew’s developers Ivory Tower, one (alleged) developer has anonymously come out and expressed their and the studio’s gratitude and appreciation for our project,” whammy4 told me when I asked. While the developer chose to stay anonymous, whammy4 said The Crew Unlimited’s team “know for a fact we got supporters over at Ivory Tower”, adding “shoutouts to them all!”.

Whammy4 admitted Ubisoft could shut down the project, but said “causing trouble for anyone is not something we’re looking to do”. They said that “each player has to have their own The Crew game installation, then they install TCU over it to make it playable again”. They added The Crew Unlimited team doesn’t provide any game files. “TCU itself is 100 percent free of charge and always will be, including anything else we may release,” they said.

The Crew – First Roadtrip After The Shutdown. Watch on YouTube

As for what will come next once The Crew Unlimited releases, whammy4 said the community is excited about the modding potential that they will be able to explore. “Now that the game is free from the publisher’s servers and control, we can practically do whatever we want (and can) with the game. Only problem is that this is one hell of a difficult game to work with and modify, but there already are people in the community that are making modding tools, software and documentation in preparation for the game’s revival,” they furthered.

“With a game as rich in its content and features as The Crew, lots of mods could be possible: New cars, new car customisations, map modifications, or entire new areas and parts of the map. Maybe even new races and gamemodes!


“Part of the TCU Project is the ‘TCU Mod’, which aims to restore a lot of the visuals and ambient content that was removed from the game post-launch. It’s still in development, but already features plenty of visual improvements, along with car handling and physics improvements. It’s all just a matter of time and effort.”

Whammy4 said the team ultimately still doesn’t “know where the winds will take us”, but believes the modding “could be incredible” in the future.

“The game already has so much to offer as is, and such a solid base for modding, it’s practically screaming to be modded,” they said. “I personally believe modding is the future of The Crew, that’s how it will live on and be relevant for decades more.”

I asked whammy4 why this Crew project is so important. “Let’s begin with the fact that… we’re basically giving… millions of players their beloved game back,” they replied.

But, it is more than just that. It is also about preservation, something that has been a big topic in recent years. “Sometimes we get dads thanking us for bringing the game back, because they wanted their kids to play it, or continue playing it,” whammy4 said. “I consider video games the ultimate form of art, they are a unison of a variety of different arts – visual arts, music, sound, writing, acting, etc. The Crew is a game that definitely took all of these elements very seriously, and each was done by talented, caring artists.”

They continued: “The original version and vision of the game had a visual direction never seen before or after in gaming, it was designed to look like a moving/dynamic painting, going as far as to have entire visual elements like skies and clouds be hand-painted.”

“This game also has a ton of educational value, about American geography, history (the game features several hundred landmark points with descriptions), even down to geographical and meteorological quirks of the different places of North US, expressed with the mappers’ careful and deliberate work, featuring a large variety of biomes and ecosystems (including lots of different animal types), and a staggering 40+ unique artistic regional weather conditions available in the game (cut down to… two weathers total, in later updates).

“All of this on a huge digital map of the North US, scaled down to 1900 square miles. And to lose all this? Destroy all this work? Take it away from everyone, and bury this game and experience forever? That should be a crime.”

Closing, whammy4 said they believe that thanks to The Crew Unlimited, Ubisoft’s game “will get the recognition and love it deserves”.

The Crew – Original Jump Physics Restored. Watch on YouTube

To stay up to date on how whammy4 and the rest of the team are getting on with The Crew’s preservation project, you can join the revival’s Discord server here. For more, you can also check out The Crew Unlimited’s website.

In Eurogamer’s own review for The Crew, Outside Xbox’s racing aficionado Mike Channel came away impressed. “It’s a game that requires and occasionally enforces patience, but like all great road trips it’s about the journey, not the destination,” he wrote.



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September 5, 2025 0 comments
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The Crew image - 2010 Chevy Camaro
Product Reviews

The Crew is set to spring back to life as fan-made server emulator project prepares to launch later this month

by admin September 3, 2025



The Crew, the Ubisoft street racing game that met an unfortunate end in 2024, may live again. The Crew Unlimited, a fan-made effort to revive the game through a “custom server emulator,” says the work is just about complete and will be ready to launch on September 15.

The server emulator is now “feature complete,” according to a message on the newly launched Crew Unlimited website (via RPS) states. “All that is left to do is to thoroughly test and validate the software, then prepare the release.”

“A lot of our time and effort has been put into the project, and it’s finally coming to fruition,” project lead whammy4 wrote. “We are as excited as you are. Thank you all for your patience, understanding and support.”


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The project is a reaction to Ubisoft’s 2024 decision to close The Crew’s servers, rendering the game unplayable as of April 1, 2024. Making matters worse, Ubisoft began revoking game licenses shortly after the servers went offline, a big step beyond simply delisting a game that seemed intended to make double-extra-sure that nobody would be able to play the game again in the future. The Crew Unlimited project member ChemicalFlood said at the time that the team was “deeply saddened by Ubisoft’s choice to start revoking licences to this game when people have paid hard-earned cash for it,” but added that the project would be able to bypass that restriction without having to modify any game files, “so the project is still on track.”

The Crew Unlimited will be available for download from the TCU website, but The Crew itself will not: You’ll need to own the game if you want to play, although the dev team noted in an FAQ that “as long as you manage to run the game files, we have absolutely no way to tell a legit copy from a non-legit one, so we just have to let you in.”

The emulator will currently only work with PC versions of the game, but the TCU team says it might be possible to implement console support in the future. Mod support will be wide open in offline modes, but only cosmetic mods will be allowed when playing online.

The bigger question hanging over all of this is how Ubisoft will respond. Projects like these tend to attract the attention of lawyers, typically followed by cease-and-desist letters, but The Crew Unlimited is in something of a unique position: Ubisoft has taken a brutal ass-beating for its handling of The Crew’s shutdown, including a lawsuit and a European Citizen’s Initiative petition that attracted more than one million signatures. The backlash was strong enough that Ubisoft promised not to do it again with The Crew 2 and Motorfest, and dropping the hammer on a project like this would almost certainly stoke those fires all over again. That’s about the last thing Ubisoft needs right now.

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

It’s possible that a deal has been worked out: In the “Special Thanks” section of its website, The Crew Unlimited team throws a credit to Ubisoft, “for letting this game happen.” I’ve reached out to the team to ask about the possibility of a Ubisoft-mandated C&D and will update if I receive a reply.



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September 3, 2025 0 comments
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Fan-made The Crew revival gets a release date, a year and a bit on from the Ubisoft racer's controversial shutdown
Game Updates

Fan-made The Crew revival gets a release date, a year and a bit on from the Ubisoft racer’s controversial shutdown

by admin September 2, 2025


The developers behind The Crew Unlimited, a community project that aims to make Ubisoft racer The Crew playable again following its unceremonious shutdown last year, have announced a release date.

If you need a bit of a refresher, Ubisoft’s decision to take The Crew’s servers offline in March 2024 rendered it totally unplayable even for those who own a physical copy, due to its online-only nature. That’s since served as the spark for the Stop Killing Games campaign we’ve reported on as its organisers have petitioned lawmakers across the world to ensure companies are required by law to put concrete end-of-life plans in place, when they decide to switch a game’s servers off. It also set a group of Crewers off on a quest to make the game playable again.

For a year or so, The Crew Unlimited’s devs have been working towards that goal. They’ve now announced a release date for their creation, which comprises of a server emulator designed to stand in for those Ubisoft took offline. As per an announcement on Discord from project lead whammy4, it’ll come out on September 15th, 2025, and be distributed for free to minimise the chances of the publisher directing their lawyers to intervene.

“We were trying everything we could, anything to preserve the game,” reads The Crew Unlimited’s freshly published website. “We eventually came to the conclusion that writing a server emulator for The Crew was the best and only solution. This would allow us to effectively implement both an Offline Mode and an Online Mode back into the game, Offline Mode simply being a local server running on your computer while playing the game. Your local server, your local savegames, your game. No one will ever be able to take this away from you now.”

The Crew Unlimited’ll be grabbable from that same site once it’s live, and you’ll need to have owned The Crew on PC before to access it, as the devs won’t be illegally distributing game files. You know, because that’d almost definitely result in Ubisoft’s lawyers coming down like a ton of bricks. Though, the project’s Discord FAQ does see them admit that they’ve got no way on their end of telling a legit copy from a pirated copy, so they’ll have to let all players in regardless, which sounds far from ideal.

In a Discord discussion linked in the FAQ, the devs have made some notes about what works in terms of re-downloading your old The Crew save files. I’d say players may well be in for a tricky time getting things up and running. The devs say you’ll need to start from scratch unless you only want to play offline, and have already used a tool they developed to dump your save prior to the game’s shutdown.

Meanwhile, they also hint that their online server may harbour a few additions or changes. That said, the group insist tweaks outside of any new stuff would be limited to “technical improvements and careful rebalancing”, and that they’d “never change the core experience of the game”.

All in all, even though the project’s been public info for around a year now, with whammy4 having posted videos of them driving around in it to YouTube, it’s maybe worth waiting to see how the release plays out before you give it a go.



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September 2, 2025 0 comments
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Sketch crew Aunty Donna's latest improv piece turned their set into a giant side-scrolling videogame and it's great
Product Reviews

Sketch crew Aunty Donna’s latest improv piece turned their set into a giant side-scrolling videogame and it’s great

by admin August 18, 2025



What happens when you put three very silly sketch comedians in a fantastical videogame environment reminiscent of the most frustrating, foolish, and hilarious 1990s point-and-click adventures? You get Aunty Donna’s latest sketch, “IRL videogame,” which in addition to using the PC Gamer preferred spelling of videogame is pretty funny stuff.

In it, comedians Mark Bonanno, Zachary Ruane, and Broden Kelly get dropped into a fantasy world by their producers and have to play along, including marching in place as the background scrolls past, through a series of increasingly strange and unhinged adventure encounters. Do they survive? What do they encounter besides a king that’s kind of like a baby? I don’t want to ruin it, but I can tell you there are way too many milkshakes for one man to handle.

The 30 minute version on YouTube is a cutdown of the full thing, which was made for subscribers of Aunty Donna’s (free) Patreon which has over 20,000 subscribers which is honestly a lot of subscribers for a Patreon even if it’s a free one. Anyway, subscribed or not, both versions are good and funny to me. They’re properly the exact kind of reaction you’d wish you could give to the goofy NPCs that popular adventure series.


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Sketch group Aunty Donna has been doing their thing in Australia, and also the internet, for a long time now. It’s somewhere between surreal and absurd. They came to greater worldwide attention with Netflix series Aunty Donna’s Big Ol’ House of Fun, which prominently features a mouthy dishwasher that gets its rightful comeuppance.

Anyway, shoutout to Zachary Ruane for just straight-up sitting down because he’s tired. Man’s gotta get his rest somehow.

You can go watch these men react in an absurd way to their absurd life for about 30 minutes on YouTube and the full 70-minute cut on the Aunty Donna patreon.

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August 18, 2025 0 comments
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