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A screenshot of Microsoft's Copilot Gaming technology demo
Product Reviews

87% of game developers are already using AI agents and over a third use AI for creative elements like level design and dialogue according to a new Google survey

by admin August 19, 2025



Fully 87% of game developers are already using AI agents. That’s according to a new survey from Google Cloud and The Harris Poll of 615 game developers in the United States, South Korea, Norway, Finland, and Sweden. It’s also just the tip of the AI-berg.

Some of the tasks completed by AI aren’t immediately worrisome and you’d think will speed up development and reduce costs. The report says AI is proving useful for automating “cumbersome and repetitive tasks”, freeing developers to focus more on creative elements.

For instance, 47% of developers reported that AI is, “speeding up playtesting and balancing of mechanics, 45% say it is assisting in localization and translation of game content, and 44% cite it for improving code generation and scripting support.” Overall, 94% of developers surveyed, “expect AI to reduce overall development costs in the long term (3+ years).”


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That could help keep smaller developers in business, it might mean niche game titles are more viable, and so on. But it’s only part of the picture. Arguably one of the great fears among gamers is that game design, stories and dialogue will be replaced with the sort of AI slop that’s now bunging up YouTube and social media.

Well, slop or not, AI is increasingly being used for those purposes. Google’s survey found that 36% of respondents are using AI for dynamic level design, animation and rigging, and dialogue writing, while 37% of developers report they have, “enhanced experimentation with new gameplay or narrative concepts.”

Will today’s games be among the last to be coded, written and voiced by humans? (Image credit: rmk1234, CD Projekt Red)

The report is pretty granular about many aspects of game design and development and makes for an intriguing read. Overall, Google is nothing if not upbeat about the implications of all this. Of course it would be, considering it is one of the largest AI researchers on the planet. It has skin in the game, and it’s trying to sell AI to the world.

“Overall, the research found widespread adoption of gen AI in the games industry—and a surprising level of optimism for it. AI is already making a big difference in developer workflows, including productivity and creative tasks.

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“Developers also see promising possibilities with AI agents and other emerging AI tools to accelerate game development and enhance player experiences,” the report says.

Of course, the end game, pun very much intended, of all this is presumably games fully AI generated in response to user prompts. “I want to play a first person shooter set in ancient Rome, but with modern weapons, procedural crime elements and Disney characters,” or whatever. And off you go.

Of course, except the one bit that almost definitely won’t be doable is the Disney characters due to IP ownership. Unless you pay extra for the Disney AI gaming subscription or similar. But you get the idea.

If that puts the burden on users to come up with game narratives, semi-curated games where the basic premise is tweaked by user prompts might make more sense for most mainstream gamers. But the main point is that it might all be AI generated one day. At which point will there be a submarket for “artisanal” hand-coded games with human-written narratives, real voices and the rest? All of this is to come, much is to be decided. But the the direction of travel looks pretty unambiguous, and a little icky.

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August 19, 2025 0 comments
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Rematch Developers Answer Some Of The Biggest Questions About The Game
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Rematch Developers Answer Some Of The Biggest Questions About The Game

by admin June 23, 2025



Since its release on Thursday, Rematch has pulled in some solid numbers and is picking up steam. With its relatively simple gameplay, Rematch is an enjoyable game to watch and play. play. Of course, with a growing player-base comes questions about what’s next for the game, and the developers found time to address them.

Over on the game’s Steam page, the team behind Rematch went through a laundry list of updates, how they’re working to prevent lag that affects gameplay, and addressed the potential of crossplay down the line. However, they also assured players they’re taking one thing at a time.

“We want to extend a huge thank you to everyone who joined us during the Early Access launch and shared valuable feedback,” the statement read. “Seeing players from all over the world enjoying Rematch and expressing their excitement online has been incredibly rewarding.”

The team had initially wanted to implement a crossplay feature, but “unforeseen technical complexities” prevented it from being ready on time. They added that they understand players’ frustration and are going to get it working soon.

“It’s very important for us that our players are able to enjoy Rematch with their friends, so along with bugfixes, crossplay is our absolute highest priority. We’re committed to delivering this feature swiftly, and we’ll share a more precise deadline as soon as possible.”

Here are also issues they’re looking into for the game:

  • Core gameplay: Simple fixes like improving the sliding tackle, tweaks to goalkeeper mechanics, to the dribbling system and wall contact. All the while taking into account community feedback. The idea would be that as they move forward, test servers will be at work so they can try out new features and improvements in a live environment.
  • Competitive features: They are currently designing a tournament system with a leaderboard system for players above Elite ranking. There’s also a club creation system in the works that will be aiming to provide more variety for competitive players.
  • Social components: While crossplay is their top priority, other features are also being worked on such as being able to spectate your squad’s game when you join a squad. This will allow players to team up and rematch with teammates they enjoyed playing with, and more.
  • Casual play features: Aside from a new quick play game mode and a rotating game mode queue, AI-controlled bots will be used so that players are able to train with and against the computer in both workshops or in dedicated game modes.

“Please remember that we are not a huge team, and that these features take time, so don’t expect all this by the end of the year! We will communicate on a more precise roadmap for upcoming seasons as soon as we have better visibility on when we can deliver on these intentions.”

Rematch is available now for PC, PS5, and Xbox Series X|S. It is part of the Xbox Game Pass Ultimate game catalog, but can also be purchased for $30.



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June 23, 2025 0 comments
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The Blood of Dawnwalker developers share a look at gameplay from the upcoming vampire fantasy RPG
Gaming Gear

The Blood of Dawnwalker developers share a look at gameplay from the upcoming vampire fantasy RPG

by admin June 22, 2025


One of the games that really caught my eye during the Xbox Games Showcase at the beginning of June was The Blood of Dawnwalker, a dark fantasy action-RPG from Rebel Wolves, the studio co-founded by Witcher 3 director Konrad Tomaszkiewicz. First teased earlier this year, The Blood of Dawnwalker is a single-player open-world game set in a version of 14th-century Europe that’s crawling with vampires.

The first two trailers gave us a bit of a glimpse at what the gameplay will be like, but the developer has now shared an in-depth look in a 21-minute video, which you can watch below. It looks pretty sick — but keep in mind that this footage is from the “pre-beta” game, so there’s still a lot of polishing to be done.

In The Blood of Dawnwalker, “You play as Coen, a young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night. Fight for your humanity or embrace the cursed powers to save your family.” It’s slated to hit PC, Playstation 5 and Xbox Series X/S in 2026.



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June 22, 2025 0 comments
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Here's our first look at gameplay from former The Witcher developers' fantasy RPG, The Blood of the Dawnwalker
Game Reviews

Here’s our first look at gameplay from former The Witcher developers’ fantasy RPG, The Blood of the Dawnwalker

by admin June 22, 2025


Rebel Wolves, the studio from former CD Projekt director Konrad Tomaszkiewicz, has dropped a new trailer giving us our first meaningful look at The Blood of the Dawnwalker’s gameplay.

Recorded on PC – and clearly labelled as a pre-beta “work-in-progress” – the trailer presents a bumper-length introduction to some of the game’s features and gameplay mechanics. You can check it out below:

The Blood of Dawnwalker — Gameplay Overview.Watch on YouTube

As well as watching protagonist Coen in action, and some of the gorgeous environments he’ll visit, we also get a good long look at his perks menu, too, and learn a little more about how to balance his human qualities with his superhuman ones.

“Using hexes consumes his health,” explains design director, Daniel Sadowski. “The way our magic system works, there’s always a price to pay for manipulating reality.”

Rebel Wolves confirmed its first project would be dark fantasy RPG Dawnwalker at the beginning of last year. Described as a “brand-new role-playing saga”, it’s single-player and open-world, with a “strong focus on story and narrative”, casting players as Coen – a “young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night”. You must “fight for your humanity or embrace the cursed powers to save your family”.

Alongside Tomaszkiewicz, Rebel Wolves counts former CD Projekt scribe Jakub Szamałek as its narrative director and main writer, with other team members including design director Daniel Sadowski, animation director Tamara Zawada, art director Bartłomiej Gaweł, CFO Michał Boryka, and studio head Robert Murzynowski – who have collectively worked on games such as Cyberpunk, Thronebreaker, Shadow Warrior 2, and The Witcher series.

The Blood of Dawnwalker is coming to PC, PS5, and Xbox Series in 2026.



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June 22, 2025 0 comments
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Developers at Ubisoft Halifax have filed to unionise
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Developers at Ubisoft Halifax have filed to unionise

by admin June 18, 2025


The majority of staff at Ubisoft Halifax, developer of mobile games like Rainbow Six Mobile and Assassin’s Creed Rebellion, have filed to unionize with CWA Canada.

As posted on CWA Canada’s website (via Game Developer), the union filed with the Nova Scotia Labour Board today, June 18, 2025.

Following a secret ballot and certification, staff across different departments of the studio will form a wall-to-wall bargaining unit.

The goals of the staff at Ubisoft Halifax are tied to the lack of stability in the current moment of the games industry.

“Unionising with my coworkers at Ubisoft Halifax is important to me so that we have the strength needed to protect what we have today and to fight for our tomorrow,” said senior server programmer at the studio, Thomas Gillis.

“With no end in sight to the industry-wide turbulence that sees studios shutter on releasing games fans love, it is up to us, the workers, to organize and demand a say in our labour, art and future.”

CWA Canada is a union that represents 6,000 workers across all types of media, including journalism, game development, and digital media, and also includes almost 120 workers from BGS-Microsoft in Montreal.

A letter co-signed by 39 staff of the nearly 60-strong studio explains their position in more detail.

“In an era marked by industry-wide uncertainty, studio closures, layoffs, and increasing instability, we want to make clear our commitment to one another and to our craft,” the statement reads.

“We believe that creativity flourishes when workers feel secure, supported, and empowered. We are unionising not in opposition to Ubisoft, but in partnership, with the goal of ensuring our studio remains a beacon of equity, excellence, and innovation,” the statement continues.

“Unionising gives us, the workers, a meaningful voice among decision-makers, a voice that will help shape the future of Ubisoft Halifax and the industry at large. Together, we will continue to build timeless experiences for players and forge a modern, compassionate, and resilient workplace for all who contribute to our craft.”

Find the full letter here.



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June 18, 2025 0 comments
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Why Aonic Group has doubled down on backing mid-tier developers
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Why Aonic Group has doubled down on backing mid-tier developers

by admin June 16, 2025


There’s been a lot of writing about Aonic Group in recent years. Since its founding in 2021, the company has established a name for itself, in large part thanks to a mergers and acquisitions strategy that has enabled it to acquire virtual reality specialist nDreams, Warren Spector’s Otherside Entertainment, and Liverpool-based Milky Tea.

Like many businesses, Aonic Group was started out of frustration. Co-founders Paul Schempp and Olliver Heins wanted to invest in and acquire mid-tier studios, an interest their bosses did not share, as they felt these developers, despite often being wildly successful, were too small.

So Heins left his role at MTG, while Schempp secured an investment from Active Ownership Capital, the investment firm in which he was a partner, to found Aonic Group. Their aim was to help mid-level studios reach their full potential.

“We saw that there are so many companies, even some of them are 20 years old, that are still very early in their journey,” chief product officer Heins tells GI.biz. “They just need someone who helps them.”

When it comes to supporting mid-tier developers – or double-I, indie-A, whatever your buzzword of choice is – it’s less about budgets. That’s certainly a factor, but Heins says there are many elements that go into choosing which projects to back.

“The whole industry needs to start to change how they see budgets,” Heins explains. “I would say that we really need to believe in the vision. Does this game have an audience? Is it entertaining?

“The second thing is that we need to consider whether we can build this game within a reasonable timeframe, given the dynamic nature of the market,” Heins says. “We wouldn’t want to back a game that is going to take seven or eight years to make because we don’t know what the world will look like in that timeframe.

“The last thing is that we assess the market opportunity for the product. How big is the market? How saturated is the market?”

Heins continues: “Out of that, we calculate what the potential accessible market size is, then think about how good the game is and how much of a successful market we can get. On that basis, we simply ask how much money we can make, and that determines how much money we are willing to spend on a game. If it falls into that, we are okay with that. We have games that cost $100,000, we have [games] that cost $40 million. We just need to believe that it’s a viable business.”

As mentioned, Aonic has been on something of a shopping spree since its inception. When it was set up, the aim was to own 12 companies by 2026. Including the Megabit publishing arm that it launched in 2024, the firm is already very close to that goal.

But Aonic says that it is being careful with its M&A strategy, choosing to be selective rather than buying whatever is out there.

“We wanted to create a group where people help each other,” Heins says. “Synergies are very important for us. Whenever we look at a company, we’re evaluating whether it can add value to the group. One plus one needs to be more than two. We’re a games group, which is a home for small mid-size studios, which want to be part of a highly synergetic group and family.”

These synergies so far have included studios teaming up to combine their mobile and IP knowledge to build a product for an unnamed US corporate giant. Aonic has also helped Otherside stay small by moving into outsourcing.

“They don’t want to be bigger than 50 or 60 people to keep the creativity on a great flow,” Heins explains. “But they needed more production. Outsourcing in AAA is heavily overpriced, but the bigger problem is that you don’t know the people working on your game.

“We have BKOM, an outsourcing company based in Canada. We scrapped outsourcing and instead decided to in-source with BKOM. Now we don’t have to pay the margin for a third-party, which reduces the price by 40-to-60 per cent.”

Hearing Heins discuss an M&A strategy geared not just at growing into a European powerhouse but also introducing synergies and improving efficiencies recalls a conversation with Lars Wingefors of Embracer Group back in 2018.

As you might have read, things haven’t been going great for that particular European games giant in the past few years. It was overleveraged and made some bad financial calls, having embarked on a veritable shopping spree of M&A activity.

“We have games that cost $100,000, we have [games] that cost $40 million. We just need to believe that it’s a viable business.”

Olliver Heins, Aonic

But Heins is confident Aonic won’t suffer the same fate due to some key strategic differences.

“The companies we acquire are on a very different part of the journey,” he explains. “Embracer bought very big, established companies with big brands and IPs. We did not buy those kinds of companies. We only buy companies where we believe they have two, three, or four steps ahead of them. The biggest company we have acquired so far is nDreams and it had only 79 members of staff at the time. It’s just way easier to work with smaller companies.

“The second advantage is that we aren’t public. Everything Lars and Embracer did was for the share price, which is a fair and valid strategy. They had done deals, maybe just for that reason, which is legitimate,” Heins continues.

“That’s what Lars’ job as CEO was: he had a responsibility to his investors. We don’t have that. We have investors, but our strategy is focused on a longer-term to mid-term timeframe. We have the luxury of being able to buy companies knowing there’s no profit. There’s no immediate impact on our valuation.”

Its Megabit publishing arm was founded – again – out of frustration with some of the deals the studios it had acquired had signed.

“We saw publishing agreements that were just terrible,” Heins says. “Some publishers say they’ll give developers 50 per cent of development costs, but they want 80 per cent of revenue after they get their money back, and they don’t give devs any guarantees.

“There are two reasons why people accept these terms: one is capital, [because] studios run out of money to finish the game. But the second problem is that if you are one game studio, particularly an indie, you don’t have the money to have your own publishing team. Those were two problems we didn’t have.” Megabit is acting as the publisher for all of Aonic’s games, but the company is also signing third-party titles.

“First party is important for us, it’s long-term value creation for Aonic,” Heins explains. “Third-party is also important because we need to feed back into the ecosystem. We want to do more third party. It’s very simple, now we have a name and we receive some incredible pitches. It’s fair to say it’s less risk for us. The total value creation in the long term is not the same, but revenue potential is fantastic.”

Much of the coverage around Aonic Group so far has centred on its investment and acquisition activity. There’s still more of that to come, but Heins says that the pace has slowed down for the time being.

“We still need a few parts in our tech vertical,” he says. “There are still some small bits and pieces we’d like to add to that.

“On the games side of things, we’re not quite there with mobile yet. That’s what we’re still looking for. When we first looked, companies either didn’t match the group or were just too expensive. There was a gold rush during COVID. People paid incredibly high prices for mobile studios.

“We want to [make] financially reasonable deals because we’re not public yet, so we have to look at the multiplier we pull. We’re now looking into a few mobile games companies. M&A will still be happening, but much more selected and targeted.”

Not public… yet. Certainly, an IPO is something that may be of interest at some point in the future.

“It always depends on who you ask,” Heins laughs. “We definitely aim to have an exit event. We are a company that was heavily invested in by Active Ownership, and we’ve had other investment. They will eventually want their money back. We aim to have an exit event and we plan to give that to our employees because more or less every employee is incentivised to have a part in Aonic. Logically, an IPO is one scenario. We are not working on that right now. There’s many different ways of having an exit and an IPO is [potentially] one of them.”

Looking to the future, Heins wants Aonic to both make great games for the market, while also making sure that it is doing right by its backers.

“We want to stay on a growth path,” Heins says. “Ideally, we won’t have years without growth because it’s more exciting to be growing. The most important thing is we always want to be a dynamic company that will always be able to adjust to the market.

“If you look at the games market five years ago, it’s very different to the one we have today. We always want to be a company that can adjust where possible.”



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June 16, 2025 0 comments
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Cyberpunk 2077: Ultimate Edition on a 16-inch M4 Max MacBook Pro
Gaming Gear

I just experienced super-smooth Cyberpunk 2077 at Ultra settings on a Mac, but the developers say there’s more to ‘squeeze out’ of Apple Silicon

by admin June 16, 2025



We’ve known that Cyberpunk 2077 is eventually coming to the Mac, and developers CD Projekt Red (CDPR) have been hard at work – and still are – at getting the title fit to run on any Apple Silicon-powered device. That means the massive AAA title, which has been frequently used to benchmark systems, will be able to run on the M1 chip or newer.

It was reconfirmed at WWDC 2025 – Apple’s week-long developer conference – that it would be arriving later this year, and back with the launch of the new Mac Studio, TechRadar saw a demo of it running on that super-powered computer.

Now, though, I had the chance to get another demo of Cyberpunk 2077: Ultimate Edition – a newer version of the in-development title – on a 16-inch MacBook Pro with the M4 Max chip and 128GB of RAM.


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It was on ‘Ultra’ settings with a buttery smooth and excellently rendered 120 frames per second. And yes, this performance is derived from Apple’s M4 Max chip – no discrete GPU required. Further, this was fully taking advantage of Apple’s Metal 4, coming later this year, including MetalFX Frame Interpolation.

It looked fantastic and was responsive, but that had me thinking about the plans to launch this on any Apple Silicon Mac.

I was curious about performance on less powerful chips within Apple’s lineup, as the requirement for the title is expected to be Apple Silicon, meaning it should run base M1, M2, M3, or M4 chips as well as the more powerful creations.

(Image credit: Jacob Krol/Future)

I asked Pawel Sasko, Associate Game Director of CD Projekt Red, about what performance might look like on other Macs with different levels of performance from various chips, like even a MacBook Air.

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He first explained that Cyberpunk 2077 is running on CDPR’s proprietary Red Engine Four, which is designed to be scalable. “It’s trying to use everything that given platform provides,” Sasko explained and called out that the title is available on a variety of devices already, including the Nintendo Switch 2 ahead of its release on the Mac.

“Red engine is basically trying to check what hardware you have and squeeze out the max you can have,” he continued. Meaning that Cyberpunk 2077 will work to run and deliver the best performance based on the chip you have inside. Sasko couldn’t give a specific number yet based on the chip or a potential Mac SKU, but that’s because the game is still not finalized – CDPR is still working on it and polishing it.

Sasko even shared that they’ll work on optimizing performance until the very end, and recently CDPR figured out how to optimize cloth, also known as what a character is wearing, to make it look better.

Suffice to say, he shared that “We’re trying to squeeze everything that given hardware gives us,” meaning it will run the best it possibly can on the Mac – which likely means that a more powerful chip, like an M4, M4 Pro, or M4 Max, will deliver the best results.

And the good news is that we’re likely only a few months away from one of the biggest AAA titles arriving on the Mac – the CDPR team wouldn’t give an exact time frame, but Cyberpunk 2077: Ultimate Edition will arrive in 2025.

I also got to see this demo of the title shortly after Apple unveiled macOS 26 Tahoe, which will introduce the Games app. Although CDPR hasn’t announced if it will be integrating with the new hub, it will work with the new ‘Game Overlay.’

This is a sidebar that can be brought to the top right-hand side of the screen, making it easy to enable game mode, adjust brightness or volume, and even switch controllers, as well as connect with friends. You can also opt to push your MacBook further with different energy modes.

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June 16, 2025 0 comments
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Frustrated unhappy laptop user girl touching head at work table with computer
Gaming Gear

Many in-house developers are ready to quit over inadequate tech

by admin June 13, 2025



  • Half of developers thought about quitting due to poor tech stacks this year
  • A tech stack is more than productivity – it defines many developers
  • Storyblok CTO calls for full modernization roadmap

The majority (58%) of developers are considering quitting due to poor and legacy tech stacks that reduce their efficiency and productivity, new research has claimed.

86% of the 200 developers surveyed by CMS firm Storyblok say they’re embarrassed by their current tech stack, with nearly half (47.5%) considering quitting in the past year as a result of their tech stack, and nearly one in three (31%) considering doing so in the past month alone.

Developers’ biggest frustration is having to maintain legacy systems and fix bugs on them (27.5%), while many are also fed up of having to deal with non-technical stakeholders (21.5%). In third place, 14% raised a lack of clear requirements and shifting priorities distracting them from a clear end goal.


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Developers aren’t happy with in-house tech

Besides the tech dissatisfaction, the developers highlighted how the tech stack they’re working with affects their personal image.

Three-quarters (74%) of the survey’s respondents claimed that their tech stack significantly influences their professional identity, with one in five (19.5%) going as far as saying it defines them. On the flip side, only 2.5% say it doesn’t matter, highlighting the importance of adequate tools and solutions.

In terms of their current tech stacks, half (51%) of developers are frustrated with a lack of key functionality and maintenance difficulty (47%), while many noted an incompatibility with newer technologies and innovations like AI (31%).

“The message to businesses is clear – outdated tech stacks are making your developers unhappy to the point of quitting,” noted Storyblok CTO Alexander Feiglstorfer.

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With only 4% of respondents believing their current CMS fits their needs, and two in three (67.5%) stating that it holds them back, a better developer experience (29.5%), modern tech stack integration (23.5%), performance and scalability (17.5%) and AI integration (12.5%) are among the most desired improvements.

Feiglstorfer added that pay rises are just a temporary fix to pacify developers, and that companies should commit to a “modernization roadmap” to improve developer satisfaction and retention.

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June 13, 2025 0 comments
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Bitcoin Core Developers Spark Controversy With Op_Return Policy Overhaul
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Bitcoin Core Developers Spark Controversy with OP_RETURN Policy Overhaul

by admin June 10, 2025



The Bitcoin Core development team has merged a controversial update to the OP_RETURN policy, slated for release in October 2025. 

Proposed by Bitcoin pioneer Peter Todd and supported by Chaincode Labs, this change removes the longstanding 80-byte limit on data storage in Bitcoin transactions while allowing unlimited data inclusion.It is highlighted by developer Greg Sanders on GitHub.

The update aims to enhance efficiency, particularly following the 2024 ordinals inscriptions craze, which popularized data storage on the blockchain. However, the decision has ignited a firestorm within the crypto community. 

“It doesn’t make economic sense to use OP_Return for large amounts of data,” Peter Todd said in a reply, adding, “Witness space is cheaper. And we already consider transactions up to 100KvB/400KB to be standard.”

It doesn’t make economic sense to use OP_Return for large amounts of data. Witness space is cheaper. And we already consider transactions up to 100KvB/400KB to be standard.

— Peter Todd (@peterktodd) June 9, 2025

Critics, including prominent Bitcoiner Samson Mow, argue that the change lacks consensus and could increase operational costs for nodes, potentially centralizing mining power—a concern echoed by Core developer Luke Dashjr, who has long warned about mining centralization risks.

Experts like Jimmy Song say that the change would bring more garbage on the chain. 

OP_RETURN outputs greater than 83 bytes will increase significantly, UTXO bloat will keep getting worse and there will be more garbage on chain.

This is going to age like a bad tattoo. pic.twitter.com/hUTpg8a5NM

— Jimmy Song (송재준) (@jimmysong) June 9, 2025

“OP_RETURN outputs greater than 83 bytes will increase significantly, UTXO bloat will keep getting worse and there will be more garbage on the chain.” he said. 

Also read: Strategy’s Michael Saylor: “Apple should buy Bitcoin”





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June 10, 2025 0 comments
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At Fate’s End is a witchy swordy slashy from the Spiritfarer developers
Game Updates

At Fate’s End is a witchy swordy slashy from the Spiritfarer developers

by admin June 10, 2025


Hey, that’s the Gary Oldman Dracula armour, I thought to myself as I watched the trailer for At Fate’s End last night. That’s the raddest and reddest armour anyone has ever worn, and any game with armour that looks like it has my interest. Oh, oh. It’s from Spiritfarer developers Thunder Lotus? You can ride a giant bull who looks like it subsists entirely on HGH and Weetabix? Yeah, go on then. Go on all the way.

Watch on YouTube

“At Fate’s End is an action-adventure game where you fight the ones you love,” reads Steam. The general gist, as I understand it, is you’ll be scrapping with your family over who gets the cool Gary Oldman armour. You play as Shan, heiress to the cool armour and probably some money also, and you’ll be duelling your estranged relatives, puzzling, making story choices, and shaping the fate of your family.

“Your blade may cut deep, but your journey will demand more than combat prowess,” the Steam blurb continues. “Shape confrontations through tactical dialogue and psychological insight, using your deep knowledge of your family’s secrets to gain the upper hand”. This makes me picture Monkey Island insult duels where you reveal how weird your cousin was and still is about sprouts, although I imagine it’s likely a bit more emotionally resonant than that. Could one write a heartrending dialogue exchange centered around sprouts? I’d like to see it.

Alice Bell (RPS in peace) really liked Spiritfarer when she reviewed it, which is understandable, her being a person that played Spiritfarer. “Spiritfarer’s cosy management is a thousand acts of kindness, beautifully done,” Alice wrote. “It will make you sad, but it even does that in a kind way.” At Fate’s End is out sometime next year.



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June 10, 2025 0 comments
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  • MetaMask Confirms mUSD Launch, Backed by M0 and Stripe’s Bridge

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  • Jiushark JF15K Review: An air cooler like none other

    August 21, 2025

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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

  • Black Myth: Zhong Kui Announced

    August 21, 2025
  • Genshin Impact’s IRL event at gamescom teases Nod-Krai, Version 6.0, and yet another handsome anime man you’d better start saving your Primogems for

    August 21, 2025

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Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

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