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Demo

‘Play Instantly on Discord’: Fortnite will be Nvidia and Discord’s first instant game demo
Gaming Gear

‘Play Instantly on Discord’: Fortnite will be Nvidia and Discord’s first instant game demo

by admin August 18, 2025


Nvidia’s GeForce Now is getting a big upgrade next month — and it’s also part of an intriguing new experiment. Nvidia, Discord, and Epic Games have teamed up for an early test of instant game demos for Discord servers, which could theoretically let you immediately try a game without buying it, downloading it, or signing up for an account.

“You can simply click a button that says ‘try a game’ and then connect your Epic Games account and immediately jump in and and join the action, and you’ll be playing Fortnite in seconds without any downloads or installs,” says Nvidia product marketing director Andrew Fear.

Here’s a screenshot of what it might look like, from an Nvidia video, which also shows the Fortnite demo is currently limited to a 30-minute free trial:

It doesn’t sound completely frictionless if you still need an Epic Games account to play, and it’s not clear if Nvidia, Epic and Discord will offer the demo outside of Gamescom just yet. Nvidia is calling it a “technology announcement” rather than a confirmed feature, one that’ll hopefully see game publishers and developers reach out if they’re interested in potentially adding it to their games.

After Sony bought Gaikai in 2012, it initially suggested it would offer instant try-before-you-buy game demos on the PlayStation 4 too, but that never happened. Years later, Gaikai’s founder told me that publishers didn’t necessarily want it.



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August 18, 2025 0 comments
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Class of '89 demo at Gen Con 2025
Esports

Class of ’89 demo at Gen Con 2025

by admin August 18, 2025


If you are like me, and most people, the biggest regret of your life is that you weren’t on the yearbook staff of your high school. The rest of you have already achieved greatness. For those of us in the majority, Class of ‘89 is going to bring us the taste of what could have been. I got to sit down to a demo of the game at Gen Con this year and I was impressed.

Prototype disclaimer. 80% gameplay complete, 0% Art & Graphics complete

First off, a disclaimer. The game is still undergoing playtesting and design, and work has barely started on the art. This preview will talk through core mechanics and images will be of what I saw, but some gameplay might be tweaked and the art can be improved with time and care.

Your job is simple enough, build a yearbook. Half of your personal board is for teachers and students, with a class of students coming after their teacher. Teachers score points for the students in the class who match their objective. Students will need to be placed in alphabetical order by their last initial. New teachers allow you to restart the alphabet, but might break up a high scoring group of kids. As the game progresses, you will be adding tokens to students, which will highlight their skills – like grades and athletics – and will be the main way they score points. Completing rows and columns on this page gives you bonuses: whether tokens, students, teachers, or clubs (which we’ll come back to). On the other half of your board is the extracurricular page. Here is where you’ll build a tableau of club pictures, ads, and ephemera. These give you one time bonuses like tokens or end of game scoring objectives that encourage the students to excel in certain areas, a.k.a. gathering more of certain token types.

With that not-so-short background, what are you actually doing in this game? Worker placement, where the decisions aren’t really about where you are going, but what’s there when you get there and which worker you use. 

See, every place in the school has a teacher/faculty member (who gives one time bonuses instead of end game scoring), a few students, and a tile that can be placed on your extracurricular board. Since the same staff deck and student deck populate the various sections, the gym teacher that complements your extremely athletic students might be found in the library. The locations let you bump up on the club track (bear with me on this) and have different sized tiles, but otherwise are identical. I don’t think this is a problem, as there’s so much to keep track of and optimize in every placement. Making one more decision would paralyze too many players. Because, believe it or not, there’s another big decision point. Which worker do you use? Every player has the same four workers, each with a different power. Do you excel in clubs, gather an extra resource from this section, get an extra token and signature (currency), or avoid paying the cost of the space and double up workers in a section? And you only get to play three of those workers in a round. So you are going to want to optimize your choices.

6 locations to place workers. End game scoring objectives, round marker, and the club tracker all above the board

Finally, clubs. Clubs like the National Honor Society will give you resources as you climb the ladder in them, and if you are highest or tied for it at the end of each round, you get signatures or the token type that’s associated with the club. Why do I save this for last? Because this is the part of the game we saw least and what I want more of (and the one rule we messed up the whole game, not realizing that you could get tokens). If you’re this far in, you’ll realize that there’s a lot of decision-making going on. What you don’t realize is that the demo-er was going easy on us. For the sake of our brains, they took out a major aspect of the students. Each student is aligned with two clubs, one on each side of the card. When placed next to another student such that they share a club between them, you go up in that track. Not a complicated statement, but one that is going to add to play time and make alphabetizing a lot more difficult. I really want to see what’s going on with clubs once I get to play with that mechanic, but also completely agree that new players might find that one extra bit just too much to deal with.

Finished card examples

As a preview and a demo, this game stood out to me. The worker placement is the main way you interact with other players, but frankly, is much less important than the decisions you make on your board to fill out the space as best you can. And Class of ‘89 has my favorite things in a board game: a relatively quick teach with lots of depth in the gameplay. Giving me a chance to fulfill my childhood aspirations that I let slip through my fingers was just a bonus.


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August 18, 2025 0 comments
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Troleu's demo is for anyone who's ever wanted to physically kick someone out of a moving bus
Game Updates

Troleu’s demo is for anyone who’s ever wanted to physically kick someone out of a moving bus

by admin June 18, 2025


There is no option in bus conducting sim Troleu to warn fake pass holders or ask them to leave. You simply exit the conversation and immediately start booting them unconscious, then open the nearest door and either toss or kick them out, at which point they fly off down the street like a crisp packet in a gale. Here’s a link to a Steam page with the demo. Have a great day.

Sometimes, passengers enter the bus with the sole goal of assaulting you. You do a little punching minigame, and boot them off down the street too.

Watch on YouTube

Otherwise, the game’ll feel familiar to anyone who’s played a till ’em up like TCG Card Shop Simulator. You take cash, give change, scan cards, and occasionally check passes for expiry dates or extremely suspect photographs. Some people enter with bluetooth speakers or whinging babies and you have to tell them to quiet down, and most of them are thankfully pretty cooperative, although I haven’t played enough to confirm that baby kicking is 100% not in the game. Actually, hang on a sec.

Oh. Oh, yeah you actually can. Do what you want with this information. Nobody is forcing you to boot the children. Here are some less monstrous features:

Embark on a wild ride in TROLEU, a wacky first-person action game where you step into the shoes of a trolleybus conductor. Experience the bizarre yet oddly captivating routine of public transportation, where ensuring passengers’ travel validity becomes your top priority. Welcome aboard, where the everyday becomes extraordinary, and getting off at next stop isn’t an option since now you’re the one in charge!

To keep you on your toes, there’s both a passenger annoyance meter and your own boss, the ticket inspector, to contend with, who makes sure you haven’t been letting on fare dodgers. I am as yet not fully convinced there is more than 15 minutes of fun here but it is a very good 15 minutes. The full game is “coming soon”. Shout out to the Games To Get Excited About showcase for putting this one on my radar. I’ll kick you off last.



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June 18, 2025 0 comments
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Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview
Game Reviews

Inside The Witcher 4 tech demo: the CD Projekt Red and Epic interview

by admin June 17, 2025


Unreal Fest 2025 kicked off with an impressive demonstration of how The Witcher 4 developers CD Projekt Red are getting to grips with Unreal Engine 5. The 14-minute tech demo features lush forest landscapes, detailed character rendering and impressive hardware RT features, all running at 60fps on a base PlayStation 5. It’s one of the most visually ambitious projects we’ve seen for current-gen consoles even at this early stage, and we wanted to learn more about how the demo was created.

To find out, Digital Foundry’s Alex Battaglia took a trip to CDPR’s offices in Warsaw and spoke to key figures at CD Projekt Red – including Charles Tremblay, VP of technology; Jakub Knapik, VP of art and global art director; Kajetan Kapuscinski, cinematic director; Jan Hermanowicz, engineering production manager – as well as Kevin Örtegren, lead rendering programmer at Epic Games.

A selection of questions and answers from the interview follows below. As usual, the text has been slightly edited for clarity and brevity. You can see the full interview via the video embedded below. Enjoy!

Here’s the full video interview from CD Projekt Red in Warsaw, featuring Alex, Charles, Jakub, Kajetan, Jan and Kevin. Watch on YouTube

When did the cooperation between CDPR and Epic begin for The Witcher 4 tech demo, given the announcement of The Witcher going to Unreal in 2022?

Jan Hermanowicz: That will be about three years by now. When it comes to this particular demo, it’s sometimes hard to draw a line, but this is a relatively fresh thing that we started working on somewhere last year.

Why did CDPR switch from RedEngine to Unreal Engine in 2022?

Charles Tremblay: I get this question often, and I always preface it by saying that I don’t want people to think the tech we had was problematic – we’re super proud of what we achieved with Cyberpunk. That being said, when we started the new Witcher project, we wanted to be more of a multi-production company, and our technology was not well made for that. It was one project at a time, put the gameplay down, then move on. Second, we wanted to extend to a multiplayer experience, and our tech was for a single-player game. So we decided to partner with Epic to follow the company strategy.

Seeing the Witcher 4 demo running first on PS5, it goes against the grain of what CDPR has done in the past in terms of its PC-first development and PC-first demos for Cyberpunk 2077 and The Witcher 3. So why target PS5 at 60fps?

Charles Tremblay: When we started the collaboration, we had super high ambition for this project. As you said, we always do PC, we push and then we try to scale down. But we had so many problems in the past that we wanted to do a console-first development. We saw it would be challenging to realise that ambition on PS5 at 60fps, which is why we started to figure out what needs to be done with the tech. We have all our other projects at 60fps, and we really wanted to aim for 60fps rather than going back to 30fps.


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Jan Hermanowicz: We had a mutally shared ambition with Epic about this, that this was the first pillar we established.

Kevin Örtegren: It was a really good opportunity for the engine as well, to use this as a demo and showcase that 60fps on a base console is achieveable with all the features that we have.

Do you see 60fps as a challenge or a limitation?

Charles Tremblay: We’re perfectly aware that we still have a lot of work ahead of us – this is a tech demo; the whole gameplay loop isn’t implemented, there’s no combat and there’s a lot of things that don’t work. But still, the ambition is set. It’s too early to say if we’ll nail it, but we’ll work as hard as we can to make it, for sure.

How did you manage to get hardware Lumen running at 60fps on console, when almost all other implementations are at 30fps?

Kevin Örtegren: It comes down to performance and optimisations on both the GPU side and CPU side. On the CPU, there’s been a ton of work on optimising away a lot of the cost on the critical path of the render thread: multi-threading things, removing all sync points we don’t need, allowing all types of primitives to actually time slice… On the GPU, tracing costs need to be kept low, so having good proxies and streaming in the right amount of stuff in the vicinity… making this work out of the box is core to that 60fps.

The Witcher 4 presentation at Unreal Fest Orlando is well worth watching in its entirety, starting with the trailer and then moving onto more detailed explanations. Watch on YouTube

Why target 60fps with hardware Lumen when the software path exists and runs faster?

Kevin Örtegren: The software path has a lot of limitations, things that we simply cannot get away from, no matter how hard we try. The distance field approximation is effectively static, right, and the more dynamic worlds we build, we want that to also be part of the ray tracing scene. So using hardware RT is much better quality-wise, we can get much better repesentation with RT than with distance fields. Generally, it is also kind of the future, so we’re focusing on hardware Lumen and we consider software Lumen to hopefully be a thing of the past.

Jakub Knapik: Looking at it from a Witcher point of view, this game will have a dynamic day/night cycle, so you need to secure the environments lighting-wise for all light angles, and it’s an open world game, so you need to make sure the way you make content will work and it will not light leak in all those situations. Hardware Lumen is much better for securing this. And like Kevin said, you can actually move trees and have proper occlusion.

For us, going with software Lumen would have a lot of limitations that would kill us from a production point of view; otherwise we’d have to change the design of the game.

Kevin Örtegren: It’s a good point. If you do software Lumen on one platform, but you want to scale up to hardware Lumen on another platform, working with both is problematic. You want to have the one representation, it’s much better.

Having hardware RT form the baseline makes some aspects of artist asset creation easier. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

What effect does having RTGI and RT reflections on consoles as baseline tech have on art design?

Jakub Knapik: It was challenging to find a middle ground artistically with Cyberpunk so that it works on both consoles and high-end PCs. With this approach, we only have to alter the game once, and we can make sure it’s visually similar – it just gets better – and the art direction is consistent on all platforms.

Can you explain what it was like using Lumen for the first time in cinematics?

Kajetan Kapuscinski: The tools we were provided from Epic and the tools we’re co-developing with them open up a lot of possibilities to have creative freedom and create the things you’ve now seen in the beginning of the demo. It’s liberating in many ways.

Jakub Knapik: There are many aspects to the look, apart from Lumen, that we actually introduced in this demo – like lens simulation, film simulation, ACES tone mapping, all of that stuff we also added when working on the technology for The Witcher. So that all contributes to a slightly more effortless approach to scenes.

How were the world and terrain created for this demo?

Jan Hermanowicz: The pipeline we’re using for this is actually the pipeline for the main game, so there’s ideation and then landscape creation within DCC tools. We do the first pass outside of the engine, then import that height map into the engine, then do the rest of the sculpting in Unreal Engine. That’s purely the terrain; what you see is a layered picture with meshes like additional rock formations, trees, that sort of stuff, there’s a procedural (PCG) layer. Effectively, we replace the auto grass with the runtime GPU-based PCG, and we use that for the small debris, trash, grass and stuff like that.

How did the team view the paradigm shift in how vegetatation is made? After all, it’s been done with alpha cutout cards since I was a child!

Jakub Knapik: I think that combo of Nanite foliage plus PCG is a killer combo. Creating big trees is one problem, creating small foliage is another problem, and with this demo we tried to combine both techniques. Having big moveable trees that are illuminated properly was our biggest concern, because if you have a static tree, that’s an approachable problem. If you have a moving tree, that’s really hard.

I remember being in a conversation with our art director, Lucjan Więcek, and saying to him “you can have good lighting, or moving trees”. It’s hard to have both. There was a lot of effort from CDPR’s and Epic’s tech teams to solve that problem. That was by far the biggest change and concern we had with The Witcher.

Nanite foliage is one of the core technologies for The Witcher 4, replacing the card-based system used for multiple console generations. | Image credit: CD Projekt Red/Epic Games/Digital Foundry

Kevin Örtegren: As you said, alpha cutout cards has been the technique for many, many years. But it doesn’t really cut it – it’s flat, so it looks good from a certain angle but not every angle, shadows might be problematic as well. Throwing geometry at it is the only way to make it real volumetric.

Jan Hermanowicz: Exactly, and it opens up new possibilities for artists. So, for example, the pine needs that you see up-close in the demo is a perfect case for geometry. It requires some change of thinking among foliage artists, but the possibilities outweighed any new challenges.

Charles Tremblay: The reason we had the pine tree is because we thought it was the worst case scenario, and we worked on it for a long time. I was super stresed when we started work on the demo, and we had to consider also the asset space on disk, all the assemblies… In The Witcher, the forest is the soul of the game, so it couldn’t be done the traditional way.

Jan Hermanowicz: One of the best days was finding out this crazy amount of polygons without alpha actually ran faster than the classic cards approach.

Do you see this approach also working on other areas of rendering?

Kevin Örtegren: It’s possible, we’ve discussed it. The voxel idea isn’t actually all that new, Brian Karis who came up with nanite, had an HPG talk with a section on voxels a few years ago… at the time, it wasn’t a perfect fit, but it turns out it was actually a very good fit for foliage. So anything that looks like foliage might be a contender to use this tech.

How does this voxel-based approach to foliage fit into the classic lighting pipeline? How is everything lit and shaded?

Kevin Örtegren: They actually fit in every nicely – part of the standard Nanite pipeline is replaced by the voxel path, and that same path runs for VSMs. That’s why it’s kind of cheap to render into shadows in the distance, because they’re just voxels – that just works out of the box. Lighting-wise, it’s regular directional light, with improvements to the foliage shading model, on the indirect side, we have a simplified representation which is static for performance reasons, so it scales up.

How did you get virtual shadow maps (VSMs) running at 60fps when that’s relatively rare for shipping UE5 games on console?

Kevin Örtegren: There’s been a lot of work for a long time on improving performance in VSMs; I think a lot of times, developers turn it off because they have a lot of non-Nanite geometry. Obviously the settings are important as well, you can’t go with the highest resolution and highest LOD bias; here with the demo, we have a sensible setup. You can see some flickering on skin and some surfaces from lower-resolution shadows, but it works for us.

It takes special techniques to achieve good visual results on the very first frame following a camera cut. | Image credit: Digital Foundry

How was the demo’s flawless frame-rate achieved? I know you’re using triple buffering, but how does it work?

Kevin Örtegren: First of all, the average frame-time has to be reasonable, and we use dynamic resolution scaling to make sure we’ve got an achievable 60fps on every frame. Then we have the camera cuts, where we lose the history and we have to re-render a lot of stuff. Overdraw is massive on that first frame, and spikes can be 10ms or more and you can drop a frame.

Tackling that required an optimisation to prime that data so we have something to cull against, which brings spikes down significantly. In cases where we’re going above 16.6ms anyway, given we don’t have a super low latency mode enabled, we actually have quite a bit of a buffer zone. If one frame goes over, but the next one doesn’t, you can start to catch up and not drop that frame. Essentially if by the time you submit your work from the CPU to the GPU – the time that work has to finish before the next present – you have two or three frames of buffer to eat those hitches.

If you look at the demo more closely, you can see that the first frame is pretty good after the camera cut, and that’s because we render two frames before the next present, and then just discard one of them. The first one provides the history for the second one, which means that second one looks much better. So if we manage our frame times well enough, we can get away with that.

Would this technique work in other games? If there was a button in the options that said “smooth cutscenes”, I’d always click it.

Kevin Örtegren: There are two options here, one being the way we sync the game thread to the GPU – there are already options for that. You can do really low latency stuff, you can sync with the presents. Or you can sync your game thread to the render thread, then you get a bit of a pipeline going which smooths things out. Then you can select double buffering or triple buffering.

Jan Hermanowicz: There’s some work we did on the game thread side of things, on the CPU side. We uploaded as much as we could to async, so it can be computed over time, and Unreal animation framework also helps a lot because it moves a lot of animations to the other threads. Plus we’re now smoothly streaming geometry with FastGeo in this demo, so we’re not loading big chunks of a world. Plus, it requires some strategising, we know our world – in the demo and in the full game – and we know when it’s a good time to start loading certain things so that it isn’t just like “oh, it happened!” and there’s a hitch. You can’t predict everything, but having this thought process is an important part of this.

The Digital Foundry team share their first reaction to the Witcher 4 tech demo on the latest Unreal Engine 5.Watch on YouTube

How would CDPR potentially scale graphics to platforms more powerful than the base PS5, eg PS5 Pro or PC?

Jakub Knapik: This is one of the topics that we’re currently discussing. We said before that we wanted to start with the PS5 as the base and that it would be easier to scale up than down. We know that Lumen and these other technologies are providing pretty consistent representation across the scale. What it means exactly is another question – we’re CDPR, we always want to push PCs to the limit. It’s a creative process to decide how to use it. What it means for sure is that we’re going to expand all of the ray tracing features forward.

Kevin Örtegren: It’s another really good argument for hardware Lumen. If you start there, you can scale up easily and add super high-end features like MegaLights.

Charles Tremblay: I don’t want to go into too much detail, and don’t want to over-promise, but it’s something that’s super important to us, if people pay good money for hardware, we want them to have what the game can provide, not a simplified experience. The company started as a PC company, and we want to have the best experience for the PC gamer. But it’s too early to say what it’ll mean for The Witcher 4.

There’s also the Xbox Series S. What would it take to get this demo running on something with less memory and less GPU resources?

Charles Tremblay: I wish we had already done a lot of work on that, but we have not. This is something that’s next on our radar for sure. I would say that 60fps will be extremely challenging – it’s something we need to figure out.

The interview continues beyond this question, but due to time and space constraints we’ll conclude things there. Please do check out the full video interview above. Thanks to our panellists at CDPR and Epic for contributing their time and expertise.



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June 17, 2025 0 comments
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Herdling is a strangely captivating narrative herding simulator with a new demo you can check out now
Game Updates

Herdling is a strangely captivating narrative herding simulator with a new demo you can check out now

by admin June 10, 2025


Herdling is an odd little game. How do you begin to sell the idea that a (presumably emotional) herding simulator might be quite interesting? Yes, people love their farming sims as a band aid form of escapism, but a lot of those games are in the first instance much more about farming and not farm animals, nor the way you interact with said animals. Herdling is all about that, as the whole goal is to guide a group of strange horned beasties up a mountain.


The demo, which just launched this weekend on Steam after a recent trailer at the Future Games Show, certainly left me a lot to think about. In the first instance, I feel that it’s a game that could quite easily fit into the PS3 era of indie games quite specifically – think something along the lines of Journey, or Limbo, games where you’re just kind of heading forward because that’s the thing you’re doing. What you make of it along the way is therefore up to you. What do I make of the little bit I’ve played of Herdling?

Watch on YouTube


Well, for starters, it’s a little bit janky. To start with, anyway, guiding the actually quite sweet Calicorns is a bit awkward, at least up until the breadth of the game’s controls are properly explained to you. After spending a short stint in a city, Herdling quite literally opens up into massive, sweeping fields, giving you a much freer reign to roam with your newfound herd. Just simply making a turn offers a challenge due to its slowness, but I got the hang of it quite quickly.


You have to be thoughtful in doing so, though. There are dangers to be met with that can hurt your Calicorns (and I believe in kill them, if the game’s immortality setting means what I think it does), so you can’t just wave them around willy nilly. The slow moving nature of the beasts then means you have to keep yourself on your toes to avoid any morbid fates. To add on to the weight of being responsible for their lives, you can name each Calicorn too. You are the one guiding them, so you must get to know them, and look after them.


I admit there is the possibility that Herdling could end up falling into the trope of overly emotional indie game. Still, I find the idea of having such a leadership role over animals that don’t quite have as much autonomy and safety as its world might allow to be an interesting one, so consider this a demo that has successfully caught my intrigue. There’s no exact release date just yet, but it is expected to release this summer.



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June 10, 2025 0 comments
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Gorgeous stealth adventure Eriksholm: The Stolen Dream gets July release date and demo
Game Reviews

Gorgeous stealth adventure Eriksholm: The Stolen Dream gets July release date and demo

by admin June 9, 2025



Eriksholm: The Stolen Dream – the stealth adventure that’s been eliciting all sorts of oohs and ahhs thanks to its lovely looks and impressive motion capture – finally has a release date. It’s coming to PC, Xbox Series X/S, and PC on 15th July, with a demo available now.


Eriksholm is the work of River End Games, a Swedish studio comprised of around 16 people (making its presentational pizzaz all the more impressive), and it takes its inspiration from the Scandinavia of the early 1900s. This isn’t quite the world as we know it – a mysterious illness known as Heartpox has the city in its grip, for starters – but it’s here we meet our protagonist, Hanna, who becomes embroiled in a deadly adventure after her brother disappears.


River End Games calls Eriksholm an “isometric, narrative-driven stealth game”, and it shares many of the trappings of the stealth-tactics genre – including sight cones, that isometric perspective, and multiple characters with complementary abilities you’ll use to navigate the city undetected. Based on my time with a couple of levels not so long ago, though, it appears to play a bit more puzzle-y, with obstacles having specific solutions.

Eriksholm: The Stolen Dream release date trailer.Watch on YouTube


It’s unclear if that’s indicative of the broader experience, but I’m certainly intrigued enough to want to play more. Not least because Eriksholm – with its endearing cast and gorgeous environmental design – is a lovely world to sink into.


And River End Games is now letting everyone have a nose around Eriksholm ahead of its launch, thanks to a newly released demo on Steam and the Epic Games Store. River End hasn’t specified what’s in the demo, but it’s promising a glimpse of Eriksholm’s “atmospheric design, tense stealth sequences, and emotionally driven narrative”. And you’ll be able to carry your progress over to the full game if you’re suitably convinced.


Eriksholm: The Stolen Dream launches for PS5, Xbox Series X/S, and PC on 15th July, and (depending on platform) it should cost around £33.50 GBP/€39.99/$39.99 USD.



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June 9, 2025 0 comments
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A character from Ball X Pit fires balls at a horde of skeletons.
Product Reviews

I can see why Devolver dedicated its whole show to Ball X Pit: It’s like Atari’s Breakout meets Vampire Survivors and the demo is curing my roguelike fatigue

by admin June 7, 2025



If you’re anything like me, a Gen Z caffeine addict with the attention span of a fruit fly, ancient classics like Pong and Breakout don’t do much for you. ‘How am I supposed to play this without roguelite elements and heaps of stacking upgrades?’ I cry, and if the lesson is that sometimes less is more, an hour with Ball X Pit has made sure I may never learn it. Sometimes more is more, and it rules.

Devolver dedicated its Summer Game Fest show to Ball X Pit, a brick-breaker turbocharged with new twists, and I was able to try a demo of it before the reveal.

Skeleton soldiers in the form of blocks and rectangles march down a vertical column trying to shoot you and reach the bottom, while you run around automatically firing balls which bounce around and deal damage. If you catch the balls mid-flight, they immediately shoot out wherever you’re aiming. There’s already some depth there: you can aim wide to take down a whole group with ricochets, or get up in an enemy’s face and rapidly bat the ball back at them to focus one down.


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The fun really starts, though, when you start leveling up and racking up special balls. Between a broodmother ball that “births” more balls as it flies around, a burn ball that lights enemies ablaze, and a midnight oil ball that turns burning enemies into living bombs, and all sorts of colorful alternatives, Ball X Pit goes from stark simple to nigh-unreadable chaos in a matter of minutes.

Each special ball gets added to your arsenal and comes with its own suite of upgrades and potential fusions with other special balls; before long, you’re making split-second decisions in a sea of automatic laser fire and screen-coating explosions. Boss enemies will DPS check your build as the skeleton hordes get tougher and more numerous, and I was constantly itching to level up just one more time, get a little bit stronger, so I could live a few dozen seconds longer.

In-between runs, you hurry back to New Ballbylon (yes, really) and spend whatever cash you earned on the meta progression stuff. New buildings, new playable characters, new potential builds for future runs, and so on. The structure is nothing unusual, but I still walked away from the demo pretty taken with what I played—which speaks to the sheer, twitchy fun this game finds in its ball-bouncing brick breaking.

Frankly, I thought I was getting tired of the roguelike formula, and Ball X Pit packs in a lot of concepts you have seen before. But the action in its demo is so breakneck, such a potent distillation of that power-scaling madness I love in games like Risk of Rain, I came crawling back to the play button after seeing what the demo had to offer.

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

If you’re keen to check out Ball X Pit, you can wishlist it or play the demo on Steam.



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June 7, 2025 0 comments
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Nioh 3 Revealed At PlayStation State Of Play, Demo Out Today
Game Updates

Nioh 3 Revealed At PlayStation State Of Play, Demo Out Today

by admin June 6, 2025


Nioh, the intense action RPG from Team Ninja and Koei Tecmo, is getting a third entry. Unlike the last two games, this one includes a split combat style, allowing you to swap between samurai and ninja styles. You can get a look for yourself with the trailer below.

 

The ninja style looks to be more fluid and acrobatic than the game’s standard style, and in one shot, we can even see the player swap mid-battle. Stages have also expanded into open fields, which general producer Fumihiko Yasuda says will significantly increase player freedom and exploration in the game.

The trailer shows off lots of what we’ve come to expect from the series, including flashy attacks, elaborate boss designs, and a whole lot of swords. If it looks interesting, you’re in luck – there’s a demo for the game’s alpha out today on the PlayStation store, complete with a character creator, but it will only be available until June 18, according to the PS Blog. Otherwise, you can play the game when it comes out early next year for PlayStation 5 and PC via Steam.

For more from today’s State of Play, you can check out the reveal of the new Lumines game from the Tetris Effect developers or our first look at gameplay of Pragmata, Capcom’s new IP.



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June 6, 2025 0 comments
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Nioh 3 officially revealed - and it's not a PlayStation exclusive, even if there's a demo you can only play on PS5
Game Updates

Nioh 3 officially revealed – and it’s not a PlayStation exclusive, even if there’s a demo you can only play on PS5

by admin June 5, 2025


As part of the PlayStation State of Play, we got treated to the surprise reveal of the next game in the Nioh action RPG series. It’s simply titled Nioh 3, and it’s going to be changing so much of what we know about Nioh.

Nioh 2 is set for release in early 2026.


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First, the game is not a timed PlayStation-exclusive, which is great to see (and a first for Nioh). It will be available on PC and PS5 simultaneously when it arrives next year. The even more surprising news is that there’s a demo available right now, though sadly only on PS5.

This is the alpha demo, which implies there’s going to be at least one more demo – beta – prior to launch, if Team Ninja’s history with Nioh is anything to go by. The demo is available only until Wednesday, June 18

Nioh 3 takes place in Japan’s Sengoku period, and stars a new protagonist; a young warrior (Tokugawa) set to be the next Shogun. Obviously Yokai are in the mix here right alongside human enemies.

Nioh 3 is described as an “open field” game, which is a major change for the series. It’s interesting that Team Ninja didn’t call it outright open world, though perhaps the negative criticisms Rise of the Ronin drew for its open-world structure may have had a hand in that.

Regardless, gameplay areas look to be more open than past Nioh games, even if the trailer doesn’t show much of that.

Watch on YouTube

Perhaps the most interesting detail was made in this PlayStation Blog post, where Nioh 3 general producer Fumihiko Yasuda revealed that combat has two main styles: Samurai, and Ninja.

Both styles can be switched between on the fly. The Samurai style is described as the most similar to other Nioh games, though stances weren’t mentioned in the breakdown. The Samurai style also comes with new additions, so it’s not entirely similar.The post mentions Arts Proficiency, which boosts the power of martial arts – an area that’s typically been neglected in Nioh games. There’s also Deflect, which is effectively a parry system.

Then there’s the Ninja style, which has faster movements, and unlocks a host of aerial actions. This is where the Ninjitsu techniques now sit, and some of the abilities discussed include leaving behind a clone after attacking.

Nioh 3 looks to be a big step forward for the series, so we’ll have to wait until we get our hands on it to find out whether Team Ninja has been successful at evolving its formula this time around.



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June 5, 2025 0 comments
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Tron: Catalyst gets a short but sweet surprise demo ahead of its release later this month
Game Updates

Tron: Catalyst gets a short but sweet surprise demo ahead of its release later this month

by admin June 4, 2025



Tron is a world that I feel constantly surprised by its perseverance in just flat out still being a thing all these years later. And yet, I never feel upset about it given that the vibes of Tron just absolutely rule no matter the context in which they’re being delivered, the upcoming Jared Leto led film notwithstanding because of that guy’s whole vibe. In terms of what’s actually next for the fictitious video game world, there’s Tron: Catalyst from the folks over Bithell Games, and as it so happens, there’s a demo out for it today!


The demo, available on Steam, apparently makes up the first hour of the game, which certainly sounds like a healthy amount of time to suss out its vibes. In case you missed the announcement on this one, Tron: Catalyst is a top-down, sort of but not quite isometric action game where you play as Exo, a courier whose life gets shaken up by a mysterious package exploding leaving him with unusual abilities.


It’s set in the Arq Grid, a location previously established in Bithell Games’ Tron: Identity, a visual novel set in the Disney-owned universe. Storywise, the Arq Grid is a bit unstable, with glitches causing time to loop, and only Exo can see them. Lots of good stuff to latch onto here, and yes, you do have a Disc to fight with and a Light Cycle to ride around on, everything you’d want from a Tron game is here.


If you’re not the demo type, one, did you never buy a copy of Official PlayStation Magazine in the 2000s, and, two, that’s fine, because it’s due out on June 17th, just a couple of weeks away. I’m sure that’s enough time to get some distance from the launch of the Switch 2, and Summer Game Fest, and tomorrow’s PlayStation showcase, and the millions of other showcases happening in way too short of a timespan.



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June 4, 2025 0 comments
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