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Solve your own murder and recover your brain in Blanksword, a roguelike RPG with a demo out today
Game Updates

Solve your own murder and recover your brain in Blanksword, a roguelike RPG with a demo out today

by admin September 17, 2025



There are few occasions where a game tells me it’s combining two genres that typically don’t go together and it convinces me it’s worth paying attention to, but Blanksword, a roguelike RPG, is quite different. In it, you are Blank, an angel stabbed in the head, brain destroyed, who somehow managed to survive such an ordeal – albeit without any memory of who you were. And now, you are on a quest through a series of islands governed by “Literally God” in order to figure out your mysterious past.


Blanksword has been in the works for a little while now, but a Kickstarter for the game just went live today. Taking one look at the game tells you quite quickly that it’s “one of those” kinds of indie RPGs. You like, like Hylics, Felvidek, or the blueprint for many of them, and one that just recently got a rerelease, OFF.

Watch on YouTube


In fact OFF is quite an important frame of reference for Blanksword, as one of the game’s directors, Quinn K., was the original translator for OFF. Not only that, but OFF creator Mortis Ghost is responsible for the game’s lovely key art, and may even design an area of the game if the Kickstarter raises enough funds.


The mechanics sound quite interesting too. Combat, like many RPGs, is turn-based, and you pick up new moves as you go along, all of which vary from run to run. There’s apparently “hundreds” of moves to pickup, alongside different bits of equipment and items.


And then there’s that beautiful thing we call narrative design. With Blank not having a brain and all, you can pick up different Angelic Brain Parts, restoring certain abilities of his. One item might allow Blank to intimidate and heckle his enemies, another will give him the ability to tell if something smells bad. Others might let him understand more complex topics, or grant him the ability to haggle for better prices in certain shops. You keep these brain parts forever, but you can only use a few at a time to keep things balanced.


Best of all, alongside the Kickstarter the game has a demo out on Steam for you to try out. Truth be told, while I’ve had my eye on Blanksword for a good while, I somehow missed that it was a roguelike on top of an RPG. Playing the demo for myself, I soon figured this out, but the roguelike element blended really nicely with the RPG side of it. They aren’t genres you often see combined, and in some ways could even be contradictory, but in my short time with it, I think something quite interesting is being brewed up. Here’s hoping the full game pans out just as well.


Blanksword’s “one of those” indie RPG vibes make it feel quite well positioned for a future fanatical following, a thing that’s often both a blessing and a curse. That all remains to be seen of course, the game needs to get funded first.


A release date hasn’t been set just yet, but the team behind it has conservatively estimated a 2027 release window. You can wishlist it, and try the demo out, on Steam here.



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September 17, 2025 0 comments
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Nvidia CEO Jensen Huang speaking to journalists in China.
Product Reviews

Alibaba’s AI chip goes head-to-head with Nvidia H20 in state-backed benchmark demo

by admin September 17, 2025



Alibaba’s semiconductor unit, T-Head, has reportedly developed a new AI processor that it claims matches the performance of Nvidia’s H20 — the GPU built specifically for the Chinese market that’s currently stuck in geopolitical purgatory.

The demonstration aired Tuesday, September 16, on China Central Television (CCTV), during a broadcast covering Premier Li Qiang’s visit to China Umicom’s Sanjiangyuan Energy Intelligent Computing Centre in Qinghai. In the segment, T-Head’s new “PPU” accelerator was directly compared with Nvidia’s H20 and A800, as well as Huawei’s Ascend 910B, with a chart implying performance parity between the Alibaba and Nvidia parts.

The chip, an ASIC designed for AI workloads, features 96 GB of HBM2e, 700 GB/s chip-to-chip interconnect, PCIe support, and 400 W board power, according to the on-screen specs as reported by South China Morning Post. While the broadcast didn’t disclose the specifics of the testing methodology used or publish raw figures, it’s the first public benchmark placing Alibaba’s hardware in the same class as Nvidia’s datacenter GPUs.

According to Reuters, China Unicom has already deployed 16,384 of Alibaba’s PPU cards across its infrastructure, accounting for more than half of the almost 23,000 domestic accelerators currently installed at the Qinghai facility. Together, the cards deliver 3,579 petaflops of compute, with the site expected to scale to more than 20,000 petaflops once all phases are complete.

There’s just as much geopolitical context behind the CCTV demonstration as there is technical. Nvidia’s H20 was introduced to comply with U.S. export controls limiting the sale of high-performance silicon to China. Built on Hopper architecture but cut down to meet restrictions, the H20 ships with 96 GB of HBM3 and roughly 4.0 TB/s of memory bandwidth. That lends some perspective to Alibaba’s matching 96 GB HBM2e capacity, though not necessarily its real-world performance.

The biggest unknown right now is on the software side. While Alibaba is understandably eager to show it can meet AI hardware needs in-house, the company has not disclosed details about frameworks, toolchains, or compatibility with existing model stacks. Until independent benchmarks and developer support materialize, the PPU’s parity with Nvidia’s hardware is just a claim backed by Chinese state TV and endorsed by the Chinese government.

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September 17, 2025 0 comments
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Little Nightmares 3 has a pint-sized bad dream demo out now, ahead of its arrival next month
Game Updates

Little Nightmares 3 has a pint-sized bad dream demo out now, ahead of its arrival next month

by admin September 17, 2025


Supermassive Games have put out a demo for Little Nightmares 3, so you can give the spooky co-op puzzler a whirl before it arrives in October. “Step into the Necropolis”, the studio say. Go on then, that sounds like it has zero potential to end badly.

As our Nic conveyed earlier this year, Little Nightmares 3’s coming out October 10th. That date was unaffected by Supermassive laying off up to 36 people and delaying interstellar horror Directive 8020 in July.

Watch on YouTube

As you can see above, the demo’s come with a quick trailer heavy on sinister humming. The two titchy protagonists Low and Alone wind levers, climb through flaps, and otherwise platform. Oh no, this platforming has attracted the attention of a giant baby monster with grubby fingers that can reach for the duo like they’re the last Bourbon cream in the cupboard (other biscuits are available). Its gaze can also turn them to stone, which is a power alll babies have, they just hide it very well.

As in the full game, you and a mate can wield the bow and wrench of Little Nightmares 3’s pair, or you can play alone with an AI companion. Maybe give them the bow, I bet their aim’s pretty good. 30 minutes of small nightmaring await you either way.

If you’ve not given the Little Nightmares series a go before, here are a couple of extracts from former RPSers Adam and Alice B about the first and second games in the series respectively:

It’s a grotesque, horrid and eventually hopeful in its own morbid fashion, and despite many moments that feel like reimaginings or echoes from elsewhere, it has enough extraordinary images and sequences to stand alone. It’s precisely the kind of horror game I love – grotesque but not gross, and interested in thoughtful pacing and escalation rather than jumpscares and shocks. Also, linear though it is, there are some collectibles I’d like to hunt for and the whole game is short enough that I’ll happily play it again, or watch someone else playing.
These flaws are small enough that I’m happy to place Little Nightmares II up on my shelf of excellence right next to the first one. Childhood fears are such a rich vein to slice open, and Tarsier Studios do it in a very thoughtful way. Little Nightmares II is such a splendid mix of cute and creepy, beautiful and awful, that it sort of defies categorisation. A childhood terror gothic, perhaps?

You can find Little Nightmares 3’s demo on its Steam page.



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September 17, 2025 0 comments
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FuriosaAI's RNGD
Gaming Gear

Korean startup FuriosaAI, which turned down Meta’s buyout, partnered with OpenAI for sustainable AI demo

by admin September 15, 2025



  • FuriosaAI and OpenAI ran a chatbot in Seoul demo using custom RNGD chips
  • The Korean startup rejected Meta’s $800 million buyout offer earlier this year
  • Demonstration showed enterprise AI models can run sustainably without GPUs

FuriosaAI and OpenAI recently held a joint demonstration in Seoul, South Korea, at the opening of OpenAI’s new office, showing the open-weight gpt-oss 120B model running on FuriosaAI’s hardware.

The demonstration (which you can watch below) featured a real-time chatbot powered by two of FuriosaAI’s RNGD accelerators (pronounced “Renegade”), the company’s flagship AI inference chip.

The model was run using MXFP4 precision, a format which lowers energy consumption while maintaining the accuracy needed for enterprise use.


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FuriosaAI was the only hardware company invited to take part in the event and the setup demonstrated that large-scale open-source models can operate within the power budgets of standard data centers, without the heavy energy costs and infrastructure requirements often associated with GPUs.

Founded in 2017 by Chief Executive June Paik, FuriosaAI specializes in AI chip design and employs around 140 staff. More than 90 percent are developers, including engineers with experience at Google, Qualcomm, and Samsung.

The company’s RNGD flagship product was first presented at Hot Chips 2024.

It is a high-performance AI inference chip built on TSMC’s 5nm process, with dual HBM3 memory, and based on FuriosaAI’s Tensor Contraction Processor architecture.

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The design improves efficiency by maximizing parallelism and reducing unnecessary computation.

FuriosaAI recently secured a $125 million Series C bridge funding round and signed a partnership with LG AI Research.

The company’s hardware has already been used in enterprise deployments and tested for efficiency and reliability.


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The startup has also drawn interest from global technology firms. We reported back in April that Meta had made an $800 million (1.2 trillion won) offer for the firm.

FuriosaAI rejected the acquisition, despite it being roughly $300 million dollars over the startup’s estimated market value, because it disagreed with the planned direction post-acquisition.

Industry observers say the Seoul demonstration points to the increasing importance of specialized hardware as AI models continue to grow in size and complexity.

With energy and infrastructure costs continuing to soar, startups like FuriosaAI are pushing their chips as an affordable solution that fits within enterprise budgets.

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September 15, 2025 0 comments
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Adam Jensen reloads a silenced pistol from behind cover.
Game Reviews

Deus Ex Co-Composer Releases OST Demo Tracks For Free

by admin August 27, 2025


The Deus Ex prequel games, Human Revolution and Mankind Divided, know how to strike a mood, with their excellent art direction, cryptic stories, and of course, the music, which contains gorgeously crafted synth sounds and atmospheres that inspire the mind to sink into their dystopian setting. If, like me, you loved the soundtracks in these games, I’m happy to share that composer Sascha Dikiciyan, known as Sonic Mayhem, has released a bunch of demos from Mankind Divided’s soundtrack entirely for free.

Dikiciyan’s work can be heard on titles spanning from the late ‘90s, like Quake II and Unreal, to more recent games like Mass Effect 3, Borderlands 2, and season nine of The Division 2. In the recently released batch of Deus Ex demo tracks, Dikiciyan has given listeners and fans “direct access (in a way) to my audio hard drive.”

Fragments of the Machine [Data Archive Vol.1] by Sonic MayhemDikiciyan describes the demo tracks, some of which never made it into the official soundtrack release, as “unmixed, unmastered, and even unfinished,” stating:

Between 2015-2016, I composed a large body of music for Deus Ex: Mankind Divided and its DLCs. The official soundtrack featured a curated selection, but much of what I wrote for the game–including cues for cinematics, trailers, in-game clubs, as well as drafts, ideas, and even demos–never made it beyond the official release. Until now.

The demos are entirely free, though Dikiciyan asks folks to check out another game he produced the soundtrack for, an upcoming cyberpunk shooter called Metal Eden from Reikon Games (there’s a demo on Steam if you’re curious).

Dikiciyan has also been busy releasing Deus Ex music on his YouTube channel, including long-form cuts of tracks perfect for chilling out to late nights on Neuropozyne (or another substance of your choosing).



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August 27, 2025 0 comments
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Lumines Arise's new demo reveals Burst mode, the game's answer to Tetris Effect's Zone, and the demo is out now
Game Updates

Lumines Arise’s new demo reveals Burst mode, the game’s answer to Tetris Effect’s Zone, and the demo is out now

by admin August 27, 2025


In our house, the first level of the new Lumines Arise demo already has a name. The demo hasn’t been with us long – and it’s available for PS5 and Steam until 11.59pm local time on the 3rd of September, so get on it – but it’s made an impact. That first level has made an impact. I call it Cadbury Physics.

Super quick: Lumines is a puzzle game about sorting blocks into groups of two colours. The blocks drop into the horizontal playing area wonderfully jumbled, and you rotate them, match the colours, and ideally use them to build squares of 2×2 blocks of the same colour. You then grow these squares by adding more blocks of the same colour until the timeline sweeps through and cancels them out. Points for you! And more space to play with! And onwards and upwards. Beautiful.


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But the colours, and the theme and music surrounding them, change with each level. And in the first level of the Lumines Arise demo? Well. Hard to say, really. You’re either deep in space or diving down into the secrets of the quantum universe. One of the colours you’re matching is less a colour and more a little galaxy captured in an oily bubble. Form 2×2 squares and it sort of blobs outwards into a bigger bubble. It’s less bottle galaxy and more puddle galaxy, and it clashes gorgeously with the other strain of blocks in this level, which are jagged little gold leaf diamonds.

Far-flung space? Deep within an atom? Whatever’s the truth, it all looks strangely delicious. Houston? We have a tasty problem. It’s like a chocolate advert out there. I can just imagine ripping the foil off those diamonds to reveal the chocolate melting within, and then dipping them in the syruppy quantum goo from those puddle galaxies. It would be irradiating, sure, but it would be such a sweet way to go. The whole level feels like a black forest gateaux baked by Nasa’s Jet Propulsion Laboratory.

The thing about Lumines is that you can talk about it forever just by talking about the small things, and Arise is no different. Small things: the way the camera now zooms in slightly when you’ve started a square going, as if the universe notices your work and is leaning in, eager to see how it turns out. Small things: the way the “Bonus” text on the first level turns to a coffee swirl of vapour as it melts away. Small things: the way the chalk circles in the second level – this level has yet to have a name in our house – sometimes jangle into scribbly squares when the music dictates that they must.

The shape of (not) you. | Image credit: Enhance

And yet there are big things to talk about, too. Lumines Arise is basically Lumines getting the Tetris Effect treatment. The sound and fury has been dialled up. The graphical approach is glossy and melting one minute, and geckos dancing while campfires flicker in the darkness the next. But just as Tetris Effect introduced Zone play, which allowed you to break the game by entering a bizarre state of being in which you could grow a Tetris stack until it was six, eight, ten rows deep, Lumines Arise gets Burst mode.

Oh Burst mode! Tantalising and terrifying. It’s a game-changer. It’s a game disruptor. And yet, like Zone, it feels so simple.

Burst mode is built up through regular play. As you clear squares, your Burst percentage meter at the top of the timeline ticks upwards. When it reaches 100, you squeeze both triggers and time coughs and turns inwards on itself. Suddenly, you can grow a single colour of squares without the timelines clearing them as they sweep past. (A number above the timeline tells you how many sweeps you have left.)

But there’s more. As you grow your single colour square, blocks of the opposing colour will regularly shoot into the air as you play, and will hang, suspended above the playing field until Burst mode is over. Eventually, you’ll have grown your square as much as you can, and you’ll have run out of timeline sweeps – Lumines is a really weird game to talk about, isn’t it? – and then you get a double-whammy of scoring. The square you grew finally disappears, showering you in points, and then all those other-coloured blocks that had been suspended overhead suddenly fall back into play, and will probably lead to a decent amount of squares themselves.

Tetris who? BTW, there’s a multiplayer game type included in the demo that sees you firing garbage blocks back and forth by using Burst. | Image credit: Enhance

Here’s the thing about Burst mode. It’s wonderful, but it’s also terrifying. Sure, you can use it to get out of trouble. You can actually trigger it once the meter’s above 50 percent for this purpose, it just won’t last as long. But to get the most out of it, you have to understand that while the whole thing looks chaotic, it requires absolute precision if you’re to do it justice. Sure, it looks like the universe is erupting around you and that time itself is stuttering, but you need to have a plan for all those incoming blocks. You need to know when to rotate right and when to rotate left and when to drive them all home and grow that square.

I hope it goes without saying, but I absolutely love this. With the chain block, Lumines has always been the most geologically minded of puzzle games – a game that’s all about drilling down into the earth, laying seams of dynamite and then touching them off. But now there’s this anti-gravity component where detritus is sorted and flung into the aire and just waits there while you create the perfect environment for it to return to. I’m still getting my head around it. I’m still trying to bring Burst mode into focus with the way I lay out the grid to get the most from that chain block. I’m still trying to rumble the secrets of this strange physical universe, one delicious puddle galaxy at a time.



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August 27, 2025 0 comments
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Here's a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs
Game Updates

Here’s a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs

by admin August 26, 2025


Tetris Effect developers Enhance have released a new demo for their forthcoming Lumines Arise on Steam, alongside news that the spacey rhythm attack game will launch on November 11th. If you missed Tetris Effect, it’s a game about making deletable lines out of falling blocks while standing in the middle of a very musical supernova.

Lumines Arise, meanwhile, sees you arranging clumps of blocks into 2X2 scoreable combinations, which are removed from the playing field by a horizontally sweeping Time Line. While standing in the middle of a very musical supernova.

Watch on YouTube

There have been eight previous Lumines releases, including remasters, on various platforms since the first game’s appearance in 2004. This one is a collaboration with Monstars Inc, who also worked on Rez Infinite. I played a bit of Lumines Arise earlier this year, and spoke to an Enhance developer about its new emphasis on expressing “the human”, which is what sets it apart thematically from Tetris Effect. I’ll get that write-up turned around before the release date. If I don’t, feel free to quote this piece at me aggressively in the comments on any and all subsequent news articles.

In the short term, I’ll say that Arise is yet another pacey and flamboyant puzzler that drizzles your occipital lobe in (for example) footage of frenzied chameleons, while challenging your primary motor cortex to save you from total visual constipation. Yes, it’s making bits of your brain fight each other. I like when games do that.

Beyond that, I’m interested to make sense of Arise being a more “human” game than Effect. Much as I enjoyed Tetris Effect, I entertain suspicions that Enhance’s framing of Arise might be bullshit artistry. Perhaps “more human” just means there are more human figures in the background art. Come to think of it, I’m not sure the devs mentioned Enhance’s most recent game, Humanity, during my hands-on – RPS reviewer Kim Armstrong witheringly summarised that as “perfect puzzles pumped with existential hot air”.

Here’s the Steam link for the demo, which will be available from today, August 26th till September 3rd. It includes three stages from the single-player Journey mode and a bit of new multiplayer mode Burst Battle, which can be played online cross-platform. The full game has VR compatibility but there’s none of that nonsense in the demo, and they’ve locked the difficulty to easy. They don’t want to scare you away, after all.

Those damn fool editors of RPS gone by never found time to review Tetris Effect, but they did put it on our list of the best VR games.



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August 26, 2025 0 comments
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Last Flag gets demo on Steam
Esports

Last Flag gets demo on Steam

by admin August 26, 2025


If you’ve been looking for a change of pace, Last Flag is a good place to start. This 5v5 capture-the-flag shooter was an intriguing part of GamingTrend’s SGF, and is 100% worth checking out. Now that it has a demo on Steam, you can dive in for the price of free and give it a look.

Last Flag hands-on preview — Professional hide and seek meets Overwatch

Or maybe Team Fortress 2 meets invisible Capture the Flag?

August 25, 2025–Independent developer Night Street Games today announced that Last Flag, the team’s upcoming 5v5 capture-the-flag shooter, is now available in a free limited-time demo on Steam from August 25–September 1 as part of Steam’s Third-Person Shooter Fest.

Last Flag on Steam

Hide your flag. Find the enemy flag. Run it back, then defend for a minute to win it. Welcome to Last Flag: a fast-paced 5v5 shooter with showstopping contestants, set in a televised competition where strategy, teamwork, and chaos blend in the ultimate game of Capture the Flag.

Players everywhere can now jump in, select from a colorful cast of over-the-top characters, and battle in fast-paced matches that deliver the fun of capture the flag as it was meant to be–with actual hiding and finding. Last Flag is different from the CTF modes you’ve experienced in other shooters as teams hide their flag at the start of each match, kicking off a chaotically fun game of hide-and-seek that is equal parts action and strategy. 

Players can join the fray today and find a contestant that fits their playstyle. Devastate opposing defenses with a blast from Alejandro’s Bunker Buster Bazooka, slice and dice foes from the shadows as Soo-Jin, or teleport your problems away with Camila’s Quantum Entanglement Ray. 

Last Flag features music that captures the unique vibes of the 1970s, crafted with real vintage gear by Dan Reynolds (Imagine Dragons), Grammy-nominated producer/writer JT Daly (Benson Boone, K.Flay, Bully), and Dave Lowmiller (Call of Duty: Modern Warfare, Battlefield, Dead Space).

Currently in development, Last Flag is launching in 2026 on Windows PC via Steam and the Epic Games Store. Console platforms are in the works.

Join the Community

Players can squad up, trade strategies, and connect with the Night Street Games team on the official Last Flag Discord community: https://discord.gg/lastflag. 

Capture a highlight clip worthy of a post-match victory celebration? Be sure to tag @playlastflag on your favorite social platform as we’d love to see it!

Stick Around For More

When the demo concludes on September 1, Last Flag will re-enter closed playtesting, but your fun doesn’t have to end. Sign up to secure future access by joining the wait list at www.lastflag.com.

Stay tuned to GamingTrend for more Last Flag news and info!


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August 26, 2025 0 comments
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‘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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  • Clair Obscur: Expedition 33 will receive new update with “a bit of whee and a bit of whoo”, as studio celebrates new sales milestone

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  • LEGO’s Final Prime Day Generosity, Star Wars Ahsoka Ghost and Phantom II Spaceship Hits Lowest Price

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  • Broken Sword sequel gets Reforged treatment after last year’s “reimagining”, out next year

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

Recent Posts

  • Little Nightmares 3 Review – Recurring Dreams

    October 8, 2025
  • Little Nightmares III Review – A Familiar Dream

    October 8, 2025

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