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Crypto lobby issues ultimatum to Senate on developer safeguards
GameFi Guides

Crypto lobby issues ultimatum to Senate on developer safeguards

by admin August 28, 2025



A bloc of 112 companies and advocacy groups informed Senate committees that their support for pivotal market structure legislation is entirely contingent on robust, explicit safeguards for software developers, framing it as a dealbreaker.

Summary

  • 112 crypto firms and advocacy groups told Senate committees their support for a market structure bill depends on explicit developer safeguards.
  • Signatories demand federal protections for blockchain developers and non-custodial service providers to prevent misclassification and conflicting state laws.

On August 27, an alliance of 112 crypto firms, investors, and advocacy groups delivered a pointed missive to the Senate Banking and Agriculture committees.

The coalition, a veritable who’s who of the industry, including Coinbase, Kraken, a16z, and every major lobbying shop, presented a unified front with a stark condition: their support for the pivotal market structure bill is wholly dependent on the inclusion of explicit, federally preemptive safeguards for software developers.

The letter, orchestrated by the DeFi Education Fund, stated that without these protections, the industry “cannot support” the legislation, framing it as a non-negotiable term for their endorsement.

The stakes behind the ultimatum

The letter argues that forcing open-source software creators into regulatory frameworks designed for traditional financial intermediaries like banks or brokerages is not just impractical; it’s a fundamental misclassification that could paralyze development.

Notably, the signatories point to a stark brain drain, citing data that the U.S. share of open-source software developers has plummeted from 25% in 2021 to just 18% in 2025, a decline they attribute directly to regulatory uncertainty.

The urgency is compounded by recent legal actions that have sent a chill through the developer community, including the recent conviction of Tornado Cash developer Roman Storm on charges of conspiracy to commit money laundering, operating an unlicensed money transmitter, and violating sanctions law, which served as a sobering precedent.

Prosecutors argued that by creating and maintaining the privacy-focused protocol, Storm was responsible for its misuse by North Korean hackers and other bad actors, despite not controlling the protocol or user funds. The conviction crystallized the industry’s fear that developers could be held criminally liable for the actions of third parties who use their neutral, open-source technology.

The demands

The specific protections the coalition demands are both technical and sweeping. They are asking lawmakers to explicitly shield individuals from regulation solely for the act of creating, publishing, or maintaining blockchain code.

“To create an environment in which innovators across America can confidently and safely build financial infrastructure, the final version of market structure legislation must include explicit federal protections for blockchain infrastructure developers and non-custodial service providers,” the letter read.

Crucially, they seek a federal preemption to prevent a conflicting patchwork of state laws and an explicit carve-out that prevents developers from being misclassified and prosecuted as unlicensed money transmitters under statute 18 U.S.C. § 1960.



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August 28, 2025 0 comments
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Dawn of War 4 Gamescom screenshots
Product Reviews

Dawn of War 4 developer King Art knows what you all really want: ‘Overwhelmingly, it’s singleplayer content and the campaign’

by admin August 22, 2025



One of the weird things about being a lover of RTS games—aside from the fact that it sometimes feels like the games industry has left us behind—is how often the people making these games, and certainly the ones financing them, seem to forget that the initial popularity of the genre was driven by high-quality singleplayer campaigns.

Folks look at StarCraft 2, the RTS that’s dominated the genre for 15 years, and think it’s all down to competitive multiplayer and esports. And that’s how we got Stormgate: a game designed by veterans, built to tap into the love of Warcraft 3 and StarCraft 2. And it launched with an unfinished, uninspired campaign, and has struggled ever since then.

While the competitive scene is certainly responsible for both games’ enviable longevity, most players won’t even touch multiplayer. What got most people through the door were the best-in-class campaigns. They led the pack in terms of storytelling and mission design, and that cemented them as two of the best strategy games ever designed.


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King Art Games, the studio behind Dawn of War 4, hasn’t forgotten this.

“That was one of the things that we, as King Art, brought to the table,” Jan Theysen, creative director and game director, tells me. “We are known for making narrative-driven games, and the campaign for Iron Harvest was very well received. So for us, this was super clear: campaigns will be one of the big pillars for the game.”

King Art surveyed Iron Harvest players and asked them what the most important modes were for them. “And overwhelmingly,” says Theysen, “it’s singleplayer content and the campaign.” That informed the studio’s continued focus. But it didn’t just want to do one campaign.

“We had this idea, instead of just having a Space Marine campaign, or maybe one campaign where everybody has some little bits and pieces, let’s actually have a big campaign for each of the four factions. And that is already, of course, a lot of work, but then we said, OK, can we maybe even make the individual campaigns dynamic? And can we have optional missions, and can we make sure that the decisions that players make matter? And now we have these four beefy campaigns plus the tutorial.”

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This isn’t to say that multiplayer is being given the short shrift, though.

“That’s definitely where we’re putting most of our focus for this title,” says senior game designer Elliott Verbiest. “But of course we are going to have multiplayer modes for people who want to play with their friends or against other players. But as we saw in both feedback from the community as well as what we remember, what we look most fondly back on when playing RTS games when we were all younger, or how that shaped our tastes in the genre, the singleplayer campaigns were one of the things that stuck the longest with us.”

It’s a relief, then, but not really surprising for Dawn of War, which has always placed greater importance on its singleplayer campaigns—though perhaps to a lesser extent in Dawn of War 3. But the amount of campaign we’re getting this time around—more than 70 missions across four distinct campaigns—feels especially generous.

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August 22, 2025 0 comments
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A single developer has remade Call of Duty 2's Carentan level with photo-scanned models, ray tracing and more
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A single developer has remade Call of Duty 2’s Carentan level with photo-scanned models, ray tracing and more

by admin August 22, 2025


As well as boosting its GeForce Now cloud streaming with PS5 Pro-beating hardware and new peripheral options, Nvidia has also detailed some of its recent RTX Remix successes at Gamescom 2025. If you’re not familiar, RTX Remix is a set of tools for remastering old games with modern graphics techniques, converting ancient engines to support ray-traced lighting, shadow and reflections, new particular effects, higher-quality materials and so on. Specifically, the firm is announcing the winners of its RTX Remix contest, and showing off exactly what makes each fan-made graphics mod worthy of recognition. I took a look at some of the winning entries at Nvidia’s booth here in Cologne, and was particularly impressed by the RTX Remix of a seminal classic, Call of Duty 2.

The project is the work of a single developer, tadpole3159, who has been painstakingly photo-scanning real-world WW2 weaponry in order to produce a version of the game that holds up against modern competitors. Like other RTX Remix projects, the aim is to use physically-correct materials, tagging different assets in the game with what they’re made of so that they have realistic roughness, reflectivity and so on. With that in place, objects in the world can react realistically to changing lighting conditions, cast appropriate shadows and produce rough or clear reflections as appropriate.

Digital Foundry looked at the Call of Duty 2 RTX Remix project a little while back. Watch on YouTube

Descriptions of the mod state that tadpole3159 is a lead artist at a UK game studio, which perhaps explains how a single person has been able to create assets (at least for the Carentan level of the game) unassisted. The demo that I saw included hotkeys for changing the time of day, allowing you to see how the game world can change drastically from bright sunlight, to the dead of night, to varying levels of overhead cloud. (The developer is British, the Nvidia reps explained, so they found it easier to produce lots of convincingly realistic grey skies.) As well as the material upgrades, rooms are being upgraded with period-appropriate contents, walls get new details and foliage is expanded to lush excess. It dramatically changes the look of the game, and is an impressive effort for a project made in around two months.

The other RTX Remix projects highlighted by Nvidia are also worth perusing, as they’re all free downloads from the mod.db site. The ones I saw were Vampire: The Masquerade – Bloodlines, which uses more of a “use AI to upscale everything, then hand-make the really important stuff” approach, which manages to convincingly recreate the atmospheric feel of the game while ensuring the entire thing looks at least OK. Painkiller, by contrast, went for a more selective approach, with the developer creating full 3D replacements for what were previously flat textures or static objects, allowing for swinging torches that splash light around the room as they are shot into motion, and intricate ceiling supports that cast complex shadows to produce real depth. That approach requires a lot of research and insight into the original intents of the developers, but produces sterling results.


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Nvidia is also continuing to upgrade the capabilities of the RTX Remix suite, with a particle editor that arrives next month. The demo I saw was quite straightforward, showing a half-finished fire effect that was tweaked and tuned by adjusting sliders for particle size, number and gravity. The Nvidia rep explained that most games in the DX8 and DX9 era lacked proper particle editors, so modders normally have to create their own or work around the limitations, but the new tool should make creating particle effects like smoke, sparks, steam or fire much quicker.

If you’ve not played around with RTX Remix before, I’d recommend checking out some of the contest entries and seeing what you think of them – especially if you’re a fan of games in that 2002-2012 era. The full list of winners are as follows:

Image credit: Nvidia

Nvidia also announced that its newish Nvidia app would soon include an overlay for showing what DLSS and other overrides are active – making it much easier to go “did that actually work?” when upgrading to a newer preset – and RTX Hair is coming soon to Indiana Jones: The Great Circle, bringing fancier and more efficiently rendered follicles.

Have you played any RTX Remix projects? What’s your dream game to remake? Let us know in the comments below.



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August 22, 2025 0 comments
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Goodbye Jason Voorhees, hello Michael Myers: Friday the 13th developer and publisher return with a new multiplayer survival horror game based on Halloween
Product Reviews

Goodbye Jason Voorhees, hello Michael Myers: Friday the 13th developer and publisher return with a new multiplayer survival horror game based on Halloween

by admin August 20, 2025



Halloween: The Game Reveal Trailer – Future Games Show gamescom 2025 – YouTube

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Seven years after IllFonic and Gun Media had to say farewell to their hit multiplayer survival horror game Friday the 13th, they’re back—except this time, it’s Halloween. Announced at today’s Future Game Show, Halloween is a “one-versus-many stealth horror experience” in which players don the creepy mask of Michael Myers to hunt down the citizens of Haddonfield, or work together as his potential victims in a desperate effort to stop him.

“Stick to the shadows as Civilians, seeking out Haddonfield residents to warn them and searching for a way to contact the authorities,” the press blast says. “As Michael Myers, give them a reason to fear the dark and cut the phone lines to prevent the police from ruining his favorite holiday. Whether playing solo in story mode, against bots offline, or facing others in online multiplayer, each mode rewards stealth, strategy, and skillful play.

“Staying true to the original film, IllFonic masterfully recreates the eerie atmosphere of Haddonfield across multiple maps and authentic locations. With a haunting ambience and score inspired by the legendary movie, Halloween brings the terror home in a new experience that will keep both old and new generations looking over their shoulders.”


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I’m not much of a horror fan so I’m really in no position to speak to the distinctions between the Friday the 13th and Halloween franchises—it’s all just freaky masks, huge knives, and screaming teenyboppers to me. But I do find it very interesting, and amusing, that IllFonic and Gun Media are coming back with a game that, superficially at least, looks so much like Friday the 13th. There will definitely be differences in gameplay: Players will alert NPC townsfolk and police to the looming threat, for instance, leading to “increasingly powerful and thorough neighborhood patrols” that will help even the odds against the killer.

But the bottom line is that a small group of soft, squishy locals are going to have to work together to survive an unkillable maniac who exists only to hack those locals into little bloody bits, and, well… that sure sounds like tomayto, tomahto to me.

I might be reading too much into it, but IllFonic co-founder and CEO Charles Brungardt also seemed to throw a little shade at his former partners while praising his new ones.

“Working with Compass International Pictures and Further Front has been a dream,” Brungardt said. “As rights holders of the film and producers on the game, they’ve shared incredible insights to help us stay true to the soul of the 1978 film. Their tremendous passion for Michael Myers has pushed us to craft something that fans of the franchise will truly appreciate.”

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Friday the 13th: The Game, you’ll recall, was brought low by a dispute over the ownership of the franchise between Victor Miller, the writer of the original film, and Sean Cunningham, the producer and director of the film.

Halloween is set to launch sometime in 2026 and will be available for PC on Steam and the Epic Games Store. For now, you can take a closer look at what’s coming at halloweengame.com.

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August 20, 2025 0 comments
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'To put it bluntly, it was copying others': Former Dragon Quest producer says he left Square Enix because the developer was too focused on making 'safe' games
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‘To put it bluntly, it was copying others’: Former Dragon Quest producer says he left Square Enix because the developer was too focused on making ‘safe’ games

by admin August 20, 2025



Former Dragon Quest producer Ryutaro Ichimura says he left Square Enix because the developer and publisher was too focused on making “safe” games.

In a recent episode of ReHacQ (translated by Automaton), Ichimura says he had always planned to go independent eventually, but Square Enix’s way of handling things sped that process up significantly. According to him, the publisher has been pretty focused on “safe” projects over the last several years, which he wasn’t too keen about.

He says that in comparison to current-day Square Enix, the early days of Dragon Quest were all about innovation. “In Dragon Quest 2, you had a three-person party. In Dragon Quest 3, you could change jobs. In Dragon Quest 4, party members could fight using AI,” he said. “Each entry pushed the series forward, both through the evolution of game mechanics and by leveraging the latest hardware at the time.”


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It seems as though Ichimura wasn’t fond of Dragon Quest spin-offs like Builders—a more narrative-driven Minecraft—and the Pokémon Go-inspired Dragon Quest Walk. He says Square Enix pivoted to hitting its own version of popular games to try and nail some guaranteed winners, especially as Dragon Quest’s popularity outside of Japan wasn’t as stellar as it hoped. “To put it bluntly, it was copying others,” Ichimura said.

(Image credit: Square Enix)

Automaton notes that Ichimura calls the Dragon Quest spin-offs “pakuri kikaku,” meaning copycat projects. I do feel like that’s a little harsh in the case of Dragon Quest Builders, which feels like it does enough differently from Minecraft to shake off too many comparisons.

I also feel like if anyone is taking risks with strange games right now, it’s Square Enix. Does it put any effort into marketing any of them? Hell no, but it has at least tried to push out some weirder stuff like Foamstars (which, to be fair, was very Splatoon-coded), Harvestella, and The DioField Chronicle. And lest we forget Forspoken, a game that very much had the potential to be rad if it wasn’t, well, a bit boring.

I do agree with his sentiment at large, though: bigger games are getting safer, and we’re all suffering for it. Why reinvent the wheel when there’s a perfectly good one to slap another coat of paint on and roll out to the masses?

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Games are getting more expensive to make and people are increasingly less willing to risk spending the dough on potential duds that get banished to a decades-long backlog. It’s a tough situation to be in on all sides, and while I don’t entirely agree with Ichimura’s sentiment, his frustrations are certainly valid.



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August 20, 2025 0 comments
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Devcom Developer Conference to be renamed Gamescom Dev
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Devcom Developer Conference to be renamed Gamescom Dev

by admin August 20, 2025


Devcom Developer Conference will be renamed Gamecom Dev starting from October 2025.

The name change, announced on the conference’s Keynote Stage on August 19, 2025, “firmly integrates the event into the Gamescom brand family and strengthens its presence in the international gaming industry,” an accompanying press release said.

“I am delighted about Devcom’s upgrade in positioning and its inclusion among the key Gamescom sub-brands,” said Stephan Reichart, managing director of game events GmbH and organiser of the Devcom Developer Conference.

“We’ve had an incredible, exciting, and at times very challenging journey with Devcom over the years.

“Right from the start, people kept asking, ‘So you’re the game developer side of Gamescom?’ That is why we decided to add the subtitle, ‘The official game developer conference of Gamescom.’ Now, everyone gets it – everything related to developer content happens at Gamescom Dev.

Established in 2017, Devcom Developer Conference is the official developer conference of Gamescom, organised by game events GmbH, a subsidiary of the German Games Industry Association (game).

The main Devcom Developer Conference takes place in Cologne, Germany, with this year’s event running from August 17 to August 19, ahead of Gamescom’s official start on August 20.

This year’s conference has featured panel discussions, talks, keynotes, fireside chats, roundtables, and workshops on topics including community management, game design, mental health, and more.

AI is a big topic at this year’s event, with a pre-Devcom survey revealing the conference’s speakers have “mixed attitudes” towards the technology.

Following the end of the main conference, from August 20 to August 22, there will be a Devcom booth in Gamescom’s B2B area.

“The Devcom Developer Conference has rapidly grown into one of the world’s most important events for game developers,” said Felix Falk, managing director of game and co-organiser of Gamescom.

“It has become a key pillar of the Gamescom family. By renaming it Gamescom Dev, we aim to create greater synergies with the other Gamescom formats and tap into new opportunities through closer integration with the Gamescom brand world. This will take our success story to the next level.”



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August 20, 2025 0 comments
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Update: Likely Fake Account Claims God Of War Developer Sony Santa Monica Is Working On A New 'Technically Ambitious' IP
Game Updates

Update: Fake Account Claims God Of War Developer Sony Santa Monica Is Working On A New ‘Technically Ambitious’ IP

by admin August 18, 2025


Update (August 18 at 6:07 p.m. CT): Sony has offered a very short follow-up to our outreach simply writing, “This account is not associated with Cory Barlog or Santa Monica Studio.”

Update (August 18 at 12:02 p.m. CT): Following publication of this story, it became apparent that the account in question is more than likely intentionally inauthentic. As a result, we have cause to believe this news is likely inaccurate. We apologize for this mistake. We have reached out to Sony for further confirmation, and will update this story again should we receive comment.

Original story (posted August 18 at 9:27 a.m. CT):

Cory Barlog (pictured above being asked rapid-fire questions about God of War), director of God of War II and 2018’s God of War, shared some vague details about what the team at Sony Santa Monica is currently working on. Sony Santa Monica is the developer, most recently, behind God of War Ragnarök.

“I’d like to share a little bit about our new project,” Barlog wrote on Facebook. “I’m incredibly proud of what the team at Santa Monica Studio has been accomplishing. It’s a technically ambitious project, something that’s not easy to achieve. This is a new IP we’ve been working on for years, and if all goes well, we’re planning to show it to you later this year. I couldn’t be more excited.” Barlog ended the post with two heart emojis.

Barlog’s post doesn’t specify that this is Sony Santa Monica next project or that it is its only project. Since the release of Ragnarök’s free rogue-lite mode DLC, it has been quiet about what’s next.

In terms of God of War, developer Bluepoint Games (primarily known for its remakes of Shadow of the Colossus and Demon’s Souls) was working on a live-service game connected to the God of War franchise. That game was publicly cancelled earlier this year according to a statement Sony shared with Bloomberg.

Whatever this new project may be, we will apparently learn more about it later this year.



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August 18, 2025 0 comments
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Update: Likely Fake Account Claims God Of War Developer Sony Santa Monica Is Working On A New 'Technically Ambitious' IP
Game Updates

Update: Likely Fake Account Claims God Of War Developer Sony Santa Monica Is Working On A New ‘Technically Ambitious’ IP

by admin August 18, 2025


Update (August 18 at 12:02 a.m. CT): Following publication of this story, it became apparent that the account in question is more than likely intentionally inauthentic. As a result, we have cause to believe this news is likely inaccurate. We apologize for this mistake. We have reached out to Sony for further confirmation, and will update this story again should we receive comment.

Original story (posted August 18 at 9:27 a.m. CT):

Cory Barlog (pictured above being asked rapid-fire questions about God of War), director of God of War II and 2018’s God of War, shared some vague details about what the team at Sony Santa Monica is currently working on. Sony Santa Monica is the developer, most recently, behind God of War Ragnarök.

“I’d like to share a little bit about our new project,” Barlog wrote on Facebook. “I’m incredibly proud of what the team at Santa Monica Studio has been accomplishing. It’s a technically ambitious project, something that’s not easy to achieve. This is a new IP we’ve been working on for years, and if all goes well, we’re planning to show it to you later this year. I couldn’t be more excited.” Barlog ended the post with two heart emojis.

Barlog’s post doesn’t specify that this is Sony Santa Monica next project or that it is its only project. Since the release of Ragnarök’s free rogue-lite mode DLC, it has been quiet about what’s next.

In terms of God of War, developer Bluepoint Games (primarily known for its remakes of Shadow of the Colossus and Demon’s Souls) was working on a live-service game connected to the God of War franchise. That game was publicly cancelled earlier this year according to a statement Sony shared with Bloomberg.

Whatever this new project may be, we will apparently learn more about it later this year.



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August 18, 2025 0 comments
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