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Now that I'm done mourning BioWare, these are the RPG developers I'm expecting to carry the torch for the next decade
Product Reviews

Now that I’m done mourning BioWare, these are the RPG developers I’m expecting to carry the torch for the next decade

by admin September 18, 2025



BioWare fans can never agree on which era of the studio was its peak—classic Baldur’s Gate 2, the original Mass Effect, or (correctly) Dragon Age: Origins—but there’s no debating that it was the frontrunner in a golden era for RPGs that influenced at least a decade of other games.

If that sounds like the beginning of a eulogy…yeah. It isn’t technically dead, and there’s a universe where BioWare makes some incredible comeback with Mass Effect 4, but I don’t think it’s this one. After Andromeda, Anthem, and Veilguard, it seems that no matter the talent still left in the studio, EA just isn’t going to give BioWare the time or trust to make the kind of RPGs it originally spearheaded anymore. I’m finally ready to let go.

If you too are mourning the studio’s effective downfall, rest assured that the BioWare-style RPG lives on elsewhere. My colleague Fraser Brown insisted back in 2023 that the BioWare-style RPG was dead and just didn’t know it yet. At the time I almost even agreed, but two years later it feels like we’ve finally arrived breathless at a tough summit to look down into a valley of plenty in the big-budget, story-forward party RPG scene.


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(Image credit: Larian)

Larian Studios

  • Working on: two unannounced things

I know better than to assume anything goes without saying, so I’m saying it: Larian is the number one RPG developer to watch right now for mourning BioWare fans. Its incredible triumph with Baldur’s Gate 3 (our 2023 Game of the Year and current number one in the Top 100 PC games) is a masterclass character-forward RPG sandbox jam-packed with deep strategy and roleplay opportunities that BioWare itself should have been making these 15 years since Dragon Age: Origins.

Despite some rough early years, Larian’s recent backlist is well worth dumping a couple hundred hours into. Divinity: Original Sin and D:OS2 are both excellent, though I wouldn’t say it was doing the full course BioWare RPG until Baldur’s Gate 3. Larian is worth staying excited for in the wake of BG3 because it’s got two new projects on the go now.

Neither are Baldur’s Gate 4, and instead it’s going to “develop our own IPs,” studio head Swen Vincke said. That may mean Divinity: Original Sin 3, which I would not complain about, but likely also means something completely new and original. I only hope they stick to their sword and sorcery chops and don’t fly off into sci-fi territory. Larian scaled up massively to pull off BG3, and not being beholden to a publisher or IP-holding partner means it can take full creative control in bringing that expertise to bear.

(Image credit: Obsidian)

Obsidian Entertainment

  • Working on: The Outer Worlds 2

Obsidian is living the life I wish BioWare could have had: trucking along as the subsidiary of a major publisher, being trusted to make the singleplayer RPGs that made it popular in the first place, valiantly juggling two original series—one fantasy and one sci-fi—and being the belle of the yearly company showcase. Seriously, this year’s summer Xbox event was very Obsidian-focused.

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With Avowed getting compared so often to Skyrim and Obsidian itself loving a trailer gag reminding us that they made Fallout: New Vegas, it’s easy to have missed that their latest RPGs are actually more BioWare than Bethesda. Avowed was a great, party-focused RPG with genuinely impactful narrative choices and roleplaying moments around the campfire that will warm any Origins fan’s heart, and The Outer Worlds 2 is looking promising with its imminent launch too.

Of note is that Avowed’s game director Carrie Patel left Obsidian after over a decade. A bummer, but the fact that Patel came up from a writer on Pillars of Eternity to a narrative lead and then game director suggests that Obsidian’s been able to affirm the importance of storytelling in its RPGs. Here’s hoping it continues to do so wherever it heads after Outer Worlds 2.

(Image credit: Owlcat)

Owlcat Games

  • Working on: The Expanse: Osiris Reborn

Standing at the precipice where BioWare itself once stood is Owlcat Games. The developer of top-down, party-based RPGs is coming off two Pathfinder games and a Warhammer 40k game and making a big jump into a cinematic sci-fi RPG, The Expanse: Osiris Reborn. We’ve consistently praised Owlcat for nailing a setting and The Expanse, with its very popular political space opera book series and also popular TV adaptation, is a hell of a setting to be starting from.


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“Your companions are more than just mission assets—they are people with their own scars and loyalties,” Owlcat says. “Over time, your relationships will flourish or deteriorate depending on the choices you make and how you choose to lead.” Between that, your customizable character, and the third-person sci-fi shooter action, Osiris Reborn may not outrun the Mass Effect comparisons. Maybe it shouldn’t try to.

(Image credit: Harebrained)

Harebrained

When it was owned by Paradox, the studio formerly known as Harebrained Schemes gave us a couple of RPGs that were basically “what if classic BioWare had gone turn-based and also cyberpunk” in Shadowrun: Dragonfall and Shadowrun: Hong Kong. Both had strong parties of companions to butt heads and then bond with, and Dragonfall even borrowed the plot structure of Baldur’s Gate 2.

Unfortunately Paradox pushed the studio out of its comfort zone and the result was the less-impressive Lamplighters League, after which Paradox cut it free. Now independent and just called Harebrained, it’s working on an isometric body-horror RPG set on a space station. It’s called Graft, because it’s about stitching together a new body for yourself by scavenging from others as they fall, which I’m sure is totally not a metaphor for anything. “Form fragile alliances and build them into deeper relationships” says the Steam description, which sounds very BioWare to me.

See also

Games and studios you may have heard of that I’m not hanging my BioWare successor hopes on for one reason or another:

  • CD Projekt Red: I’m jazzed for The Witcher 4, but I’ve always considered CDPR’s RPGs a different beast from BioWare’s.
  • Warhorse Studios: Ditto the above, though we did quite like Kingdom Come Deliverance 2.
  • Spiders: Its Greedfall series is actually BioWare-style, but the first was middling and the second is still in early access.
  • Tactical Adventures: Another studio doing D&D RPGs, but we praised Solasta’s combat while finding its storytelling a bit amateurish, so I’m not holding my breath on Solasta 2 as a BioWare-like.
  • InXile: We praised the writing in Wasteland 3 but its upcoming Clockwork Revolution looks like it will play more like Dishonored than anything.



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September 18, 2025 0 comments
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XRP
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Here’s What The New XRP Ledger Updates By Developers Mean For Investors

by admin September 13, 2025


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Developers are getting ready to introduce a major security update on the XRP Ledger (XRPL) that could enhance investor protection. Known as XLS-86 Firewall, the amendment is designed to block scams and stop the loss of XRP tokens from wallets—a long-awaited safeguard for a community that has endured heavy losses in the past. 

How The New XRP Ledger Update Will Protect Investors

The XRP Ledger is preparing to roll out one of its most significant security-focused updates, known as the XLS-86 Firewall. Announced by a dUNL Validator identified as ‘Vet’ on X social media, the proposal aims to provide a safeguard against the increasing number of scams targeting XRP holders. At its core, the amendment is created to give investors greater control over how their transactions are executed, limiting the chances of bad actors draining their wallets.

The firewall will allow account owners to impose customized restrictions on outgoing transactions, including time-based limits and value-based thresholds. This means that even if an attacker manages to gain access to a private key, they cannot instantly withdraw funds from the account. Instead, these restrictions buy valuable time for the legitimate owner to react and secure their holdings. 

Another vital component of the amendment is the “whitelist” mechanism. With this feature, investors can authorize a list of trusted accounts that are exempt from firewall restrictions, ensuring that daily transactions are not disrupted. This design balances security with usability, giving users confidence that their systems are protected without adding unnecessary friction to daily workflows. 

Notably, activation of the firewall is left to the user’s discretion, allowing them to tailor security to their needs and risk tolerance. For retail investors and small enterprises, the upgrade offers a critical advantage by providing an extra layer of protection against scam attacks. 

Traditionally, multisignature protection has been touted as a robust security layer; however, it remains complicated for the average user to implement. By contrast, the upcoming XRPL firewall offers a more accessible solution that complements existing transaction flows. Its simplicity and promised defense against unauthorized transfers make it a potentially game-changing new security upgrade for XRP holders. 

Why XRPL Needed A Firewall Security Upgrade

The development of the XLS-86 Firewall did not arise independently but as a response to persistent and growing threats against the XRP community. Over the years, malicious actors have repeatedly exploited unsuspecting investors, employing tactics that range from phishing campaigns to impersonation scams. Just recently, the CTO of Ripple, David Schwartz, flagged a fake airdrop scheme that could have inflicted serious losses on unsuspecting investors had it gone unnoticed. 

Currently, the XRP Ledger does not provide any built-in safeguards to stop a compromised account from being drained instantly. However, with the development of the new firewall upgrade, XRP investors will be allowed to set protective rules that delay or restrict suspicious outgoing transfers, reducing the likelihood of catastrophic financial losses while still giving them full custody of their funds.

XRP trading at $3.16 on the 1D chart | Source: XRPUSDT on Tradingview.com

Featured image from Adobe Stock, chart from Tradingview.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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September 13, 2025 0 comments
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Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io
Game Reviews

Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io

by admin September 11, 2025


When developer and Itch Queer Games Bundle co-founder Taylor McCue awoke one morning in late July it was to panic online. Overnight and without warning, indie-focused storefront itch.io had indiscriminately de-indexed all titles tagged as NSFW from its browse and search pages, regardless of content or nature. Suddenly, thousands of games were far harder to discover on the platform, and less easily accessible to paying customers.

“The first 24 hours were chaos, and no one knew what to expect,” says McCue, whose semi-autobiographical narrative visual novel about trauma and sex work, He Fucked the Girl Out of Me, was impacted. “I dropped everything I was doing and focused on saving the game. I put it up on archive.org and started paying for professional hosting instead of free hosting so my games would remain available… I stopped game development and changed my goal to saving my existing games.”

The itch.io incident was the second blow for adult game developers in weeks. Earlier that month, Steam made headlines after Valve quietly updated its developer guidelines to prohibit “certain types of adult content” and confirmed it would be “retiring” select games following conversations with payment processors.

Taylor McCue’s Gameboy-styled He Fucked the Girl Out of Me, a semi-autobiographical visual novel about trauma and sex work, was one of the games de-indexed by itch.io. | Image credit: Taylor McCue

For some developers, there were signs of increased caution at Valve even prior to that. As Bobbi Augustine Sand, of developer Transcenders Media, explains, the studio faced a review process more thorough than it had ever experienced before when it submitted its game, Truer Than You, to Valve earlier this year. Despite Truer Than You being a queer visual novel containing, as per its Steam page, “non-explicit sexual content” and “veiled nudity”, Valve immediately rejected an initial build, asking the team to “submit a means to reach each ending of the game, as well as all of the content in the game that could affect our replies in the content survey”.

It wasn’t long before the reason for Valve’s increased caution became clear. Behind the scenes, conservative Australian pressure group Collective Shout had been inundating payment processors with complaints about Steam, ostensibly protesting the presence of “rape, sexual torture, and incest games” on the platform following the controversy around No Mercy. Payment processors in turn had threatened to withdraw payment mechanisms if action wasn’t taken, and it would soon transpire that Collective Shout had itch.io in its sights, too.

It was just a few weeks later that itch.io began hastily de-indexing games tagged as NSFW, later explaining it had needed to “act urgently to protect the platform’s core payment infrastructure” following targeting by Collective Shout. Unlike Valve, however, which was able to pull problematic games in a more targeted manner, itch.io had essentially been forced to adopt a ‘scorched earth’ solution as a result of its open nature. Given games can be published on itch.io without review, it explained on its blog, it “could not rely on user-provided tagging to be accurate enough for a targeted approach, so a broader review was necessary to be thorough.”

As SteamDB noted at the time, Valve’s initial cull on Steam appeared to heavily and specifically target incest-themed adult games. Itch.io’s de-indexing was far more indiscriminate, however.

As a result, Collective Shout’s campaign had an impact far beyond the ‘objectionable’ games it claimed to be targeting, ultimately affecting a significant number of developers whose work dealt more broadly with “adult” themes – many being queer artists wishing to explore queer stories. As Mediterranea Inferno developer Lorenzo Redaelli puts it, “It’s impossible to talk about queerness without addressing the sexual aspect — the body, the contact between bodies. Sure, you could go for allegory, but I wonder, at this rate, how allegorical we’ll have to become before we end up telling something incomprehensible and useless.”

And “adult” doesn’t automatically mean pornographic. As McCue notes, “In the past few years, there has been a queer renaissance in gaming, [and] within that there’s been a smaller sphere writing about sexual trauma. It’s a tiny, disconnected, embryonic scene, and it might be literally erased from the web as a result of what these policies are doing… Right now, it’s 100 percent acceptable to make a game where you kill people graphically, but it’s not to make games about your experiences with sexual abuse/violence/trauma. People are using the spectre of sexual violence to silence people from talking about their own lives.”

On 28th July, around a week after its previous communication with developers, Itch.io announced it was beginning the process of re-indexing adult games, but only if they were free – leading some creators to forfeit payment simply to restore the visibility of their titles. McCue was one of those who opted to drop payments, instead creating a separate ‘donate here’ page as a way to generate income – but it wasn’t long before that page was de-indexed too. “It’s scary getting donations from players right now because I don’t know if I’ll even be able to withdraw the money,” they explain. “Creatively, it’s just turned into another distraction to keep me from getting games done. I don’t need any more distractions or worries, but that’s where we are right now. I’m just doing my best one day at a time.”

“People are using the spectre of sexual violence to silence people from talking about their own lives.”

For game developer and current Itch Queer Bundle organiser Caroline Delbert, itch.io’s move was less personally impactful, but still concerning. “I’m lucky, in a way, that [my de-indexed games] never made much money,” she explains, “because I don’t miss ‘not very much money’ and will be okay… [but] the internet has long been a sanctuary for queer people [whose] daily lives and logistics can be so cruel, and we have more adults than ever living with their parents and siblings well into adulthood. Sometimes, a small amount of money they can make independently is the only money they have access to; [and is even more vital] if they want to buy something like a gender-affirming outfit that their family wouldn’t approve of.”

Outwardly at least, there’s been little progress at itch.io in the nearly six weeks since its last communication with developers in July, when it said it was “actively reaching out to other payment processors [who might be] more willing to work with this kind of content”. Paid adult games remain de-indexed on the platform (itch.io hasn’t yet responded to Eurogamer’s request for comment), effectively leaving impacted developers in limbo. Steam, too, is still to offer additional clarity to developers after vaguely banning “certain types of adult content”.


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For developer Robert Yang, whose games – including the acclaimed historical bathroom sim The Tearoom – frequently explore gay subculture through the lens of sex, that continued uncertainty is damaging in itself. “I literally have a gay fishing game that’s 99 percent done and I don’t know whether to release it now, or to wait and see what the new rules and conditions will be,” he explains. “[It] creates a real direct harm on LGBTQ developers like me: a hesitance, a fear, a chilling effect on our free speech and expression. It’s already much harder to find games with LGBTQ themes! The censorship is happening already, right now!”

The danger, suggests Sand, is that queer artists might feel obliged to self-censor to survive. “Making a living by creating art is very hard these days,” they explain, “and I don’t think it will become easier… but as a general principle I think it’s important to try to avoid self-censoring and obeying in advance… People are super quick to adapt: look at how certain words aren’t used on social media anymore, since using them limits visibility. Having the content of our culture being dictated by corporations isn’t any less harmful than if it was done by governments. [It] gets watered out and becomes cowardly when we can’t express ourselves freely… If this becomes the standard, it would affect games, stories, artists, the industry, and our societies.”

And as many we spoke to highlighted, an attack on adult games isn’t just damaging for queer and marginalised voices, but for the medium as a whole. “We are sick and tired of how games are viewed as vile and derogatory by people who don’t understand them,” says Sand. “We want games to be taken seriously as a medium. Games that include sex as a topic or content are no different from other media doing the same. Restricting content with age limits absolutely has its place, but those restrictions should be reasonable… Right now, a lot of content that is not harmful gets vilified. That’s not good for culture or our society.”

“Art is the most precious resource we have as humanity, and that’s something that concerns everyone.”

Delbert agrees. “People make art about traumatizing events, taboos between adults, and even violence,” she explains, “and these are paid for every day by people who go to the movies or buy novels. Video games and interactive fiction have the same potential to transform lives for the better.” And that’s a perspective Redaelli shares. “We must treat queer art as art,” he says. “Art is the most precious resource we have as humanity, and that’s something that concerns everyone… For years, indie authors have been working hard creating and fighting against the market to dignify the art of video games, and that also means producing video games for adults, where a video game is not a toy. Let us be adults.”

“My fear,” says McCue similarly, “is we are going to end up with games being reduced to a toy rather than an artform. There’s nothing wrong with toys, but these policies threaten to create a lost era of game-making where people will be afraid to make anything controversial.”

Despite obvious and understandable frustration among developers, many we spoke to expressed some sympathy for the storefronts caught up in Collective Shout’s crusade, and rejected the notion payment processors should, as McCue puts it, “get to make moral judgements about art.” Says Yang: “Personally, I don’t blame Itch for this. I also don’t even blame Valve that much. They kept a status quo compromise that worked OK for a while, until this latest wave of anti-sexuality right wing culture war proved to be a tipping point. Organising and resisting for this fight, and future fights, is a valid and important strategy.”

This year’s Itch Queer Games Bundle was one of the few ways impacted developers could retain visibility on the platform and still make money. | Image credit: Itch.io

Fortunately, itch.io’s Queer Games Bundle survived recent events, even managing to maintain its front page promotion despite including “dozens” of adult content projects. This made it one of the few avenues for de-listed games to retain general visibility on the platform, and ultimately raised $16.5K for queer artists – a 12.5 percent increase compared to last year’s bundle.

Organiser Delbert remains keen to see itch.io restore de-indexed projects to searchability and permit payments without caveats, but she also hopes to see pushback against some of the restrictions imposed by payment processors. “Whatever changes [itch.io] leadership is making to comply,” she says, “I can’t imagine [they’re] good for free expression overall. The site has long made you check a box if your projects are adult, so that they can be gated… Having to do more than that seems really phony and performative and will likely encourage people to avoid whatever the rules are in whatever ways they can in order to keep their livelihoods.”

“Put that 30 percent tax on the entire game industry to good use [Valve], be a good landlord and fight for us!”

Some, though, point to Steam’s dominance, noting Valve’s unique position to – as Mediterranea Inferno publisher Santa Ragione puts it – “demand change and stand up to political, financial, and other forms of bullying”. And Yang shares a similar sentiment. “I hope Valve definitely understands this whole mess as the first of many attacks on their autonomy,” he says. “The last time they faced a big threat, like Microsoft closing off Windows, Valve spun up their Linux and Steam Machine research, and now we have lovely Steam Decks. I hope [it’s] doing similar war mobilisation here, spinning up serious fintech/payment research to make sure payment processors can’t make them censor games again. Put that 30 percent tax on the entire game industry to good use, be a good landlord and fight for us!”

McCue, for now, is adopting a pragmatic approach. “Assuming there is no change,” they say, “I’ll just keep making games regardless of how the political winds blow.” But Yang sees recent events, especially when viewed alongside the UK’s controversial Online Safety Act and similar legislation brewing in the US, as indicative of more seismic change. “The open public internet is dying, and it’s probably only going to get worse,” he says. “We might need to start imagining the end of the internet, in a cultural sense, because the party is certainly winding down.”

Yang recalls demoing his new fishing project at a recent community game gallery in Melbourne “and no one had to beg any right-wing censorship groups or tech companies for permission”. One of his more explicit gay games, Zugzwang, is also set to appear in a German museum. “So as an artist, in the long term,” he says, “I want to find my way to this other future, where we experience games more as public culture and local community – like festivals, performances, and sports, that are all best understood offline and in-person… For the future of the art form, it’s maybe a more resilient cultural strategy than putting all our games on just two websites.”

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September 11, 2025 0 comments
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Hollow Knight: Silksong developers are trolling players with a seemingly safe haven
Game Reviews

Hollow Knight: Silksong developers are trolling players with a seemingly safe haven

by admin September 10, 2025


While Hollow Knight: Silksong’s cute character designs may suggest something light and effortless, do not be fooled. Silksong is not an easy game to play. In fact, it is darn difficult, requiring plenty of precision, be it platforming of fighting.

Thankfully, developer Team Cherry has popped a number of benches throughout Silksong, where the game’s protagonist Hornet (and the player), can take some weight off and recover from the perils that have come before, before heading once more out into the fray. Except, when the team hasn’t…

You see, many players have come to realise that Team Cherry has in fact planted at least one trick bench in the depths of Silksong, that doesn’t really play fair (please read no further if you do not want to know where).


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Silksong’s trick bench can be found in Hunter’s March, which itself is found off The Marrow. As with many other areas in Silksong, it is tricky. It’s an area you can do early on, but should probably come back to with more upgrades to actually have a better chance of getting through. Needless to say, when you get to a bench, you will likely feel a sense of relief, and want to finally pause and take a breather. Except this trick bench will scupper that breather, and when Hornet sits on it she will activate a spike trap that will whop a load of health off. Ouch!

A post on the Hollow Knight reddit titled ‘I have no words. This is the most anger I have ever felt for any game ever. I had one mask’, with an accompanying picture of the offending bench, has been commented on by many other players who feel a similar amount of anguish (though largely in good humour).

“I was like ‘finally, a bench’, sat down at two masks and let go of my keyboard.. Died,” one reply reads. “My partner was spectating the whole thing and we just laughed for five minutes.

“Damn, the developer had fun making this game for seven years.”

You can check out Silksong’s bench trap in action via the posts below.


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Thankfully, you can disable the trap, and the trick bench then becomes a regular safe bench. If you head to the left side of the bench before sitting on it, you will come across a lever. Swing Hornet’s needle at it, and you will deactivate the spikes (phew).

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 10, 2025 0 comments
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Roblox kicks off Roblox Developers Conference 2025 with a "suite of innovations," including an 8.5% boost to creator revenue
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Roblox kicks off Roblox Developers Conference 2025 with a “suite of innovations,” including an 8.5% boost to creator revenue

by admin September 8, 2025


Roblox has announced a “suite of innovations” across AI and creator monetization, and revealed that over the last year, creators earned over $1 billion through the DevEx program.

At last week’s Roblox Developers Conference, the company laid out a number of new initiatives, including plans to boost the Roblox Developer Exchange (DevEx) rate for all creators by 8.5%, explaining that “now, 100,000 earned Robux will equal $380, rather than $350 when converted to cash.”

Creators will also be able to utilize assets from Mattel, Kodanasha, and Lionsgate, all of which have joined the megacorp’s IP licensing program. This will introduce brands like Matchbox, Polly Pocket, and Blair Witch to the Roblox ecosystem.

Building on the Generative 3D creation tools introduced earlier this year, Roblox also unveiled its new generation of “fully functional 4D objects with AI, new language tools including text-to-speech and speech-to-text APIs, and real-time voice translation technology, and integration of MCP into Studio’s Assistant to accelerate creation.”

The company also revealed Roblox Moments, a “new way for users to discover experiences through short-form video clips of exciting gameplay moments, and creators to reach new audiences.”

“Users can capture, edit, and share clips of their gameplay, which others can click Join to instantly try out the experience themselves,” Roblox explained. “Soon, we’ll release Moments APIs, which will help creators grow their audience and drive stronger engagement.”

“Our announcements ladder up to a broader goal that we announced at last year’s RDC – that 10% of all gaming content revenue will flow through the Roblox ecosystem and be distributed within our community of creators,” Roblox added.

“In order to get there, we are investing in every stage of the creator development cycle from creation to monetization – these new releases are designed to help Roblox creators bring to life compelling content, scale their audience, increase their earning potential, and build successful businesses.”

For more, visit Roblox’s RDC 2025 recap.

Last week, Roblox partnered with the International Age Rating Coalition (IARC) to replace its current maturity labels.



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September 8, 2025 0 comments
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Subscription models like Xbox Game Pass are "not properly valuing" developers, says former Bethesda exec
Game Updates

Subscription models like Xbox Game Pass are “not properly valuing” developers, says former Bethesda exec

by admin September 8, 2025



Former Bethesda marketing chief Pete Hines has been chatting about the ups and downs of videogame subscription platforms, such as Microsoft’s Game Pass, PlayStation Plus and whatever the hell Ubisoft are calling theirs at the minute. Subisoftscription? UbiPassPlus? Answers on a postcard.

Hines is broadly of the opinion that subscription platforms are failing many of the developers who sign up to publish through them, though he cautions that his experience is out-of-date – he retired from Bethesda in October 2023.


In his time at Bethesda under Microsoft, Hines helped Bethesda bring Redfall, Hi-Fi Rush and Starfield to Xbox Game Pass. He seems to regret this. “I’m not working in any of these companies anymore, and so I don’t assume that everything I knew while I was in the industry still holds true today,” Hines told DBLTAP this month. “At the same time, I’m involved enough to know I saw what I considered to be some short sighted decision making several years ago, and it seems to be bearing out the way I said.


“Subscriptions have become the new four letter word, right? You can’t buy a product anymore. When you talk about a subscription that relies on content, if you don’t figure out how to balance the needs of the service and the people running the service with the people who are providing the content – without which your subscription is worth jack shit – then you have a real problem.


“You need to properly acknowledge, compensate and recognize what it takes to create that content and not just make a game, but make a product,” Hines went on. “That tension is hurting a lot of people, including the content creators themselves, because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making.”


Hines didn’t go into proper specifics, so it’s left to me, a no-nothing figures-averse jackass, to scrabble together what relevant insights I can in the closing seconds of this awful Monday.


The battle lines for whether game subscription services are The Industry’s second coming or the work of the Devil (why not both, etc) are pretty well-drawn at this point. Anecdotally, at least, subscription models appear to make people less willing to spend money on individual new games. They indisputably grant more power to platform holders and storefronts.


Platform holders such as Microsoft have often contended that the relationship between the New Hotness of subscription and the olde worlde approach of owning (a license to play) a game is complementary. They suggest that a healthy subscription business will spill over into separate purchases down the line – for example, people buying games that are no longer part of the subscription library.

Without wishing to portray myself as a comprehensive researcher – see “no-nothing jackass”, above – I have come across one study of Xbox Game Pass and PlayStation Plus that appears to bear elements of the latter argument out, showing that in contrast to the music or movie and TV industry, these subscription services have not “substantially cannibalized existing revenue streams”.


Still, that’s treating the income from games on those platforms as a block. Individual developers have reported different returns from adding their games to subscription platforms. Posting on LinkedIn this week in response to Hines’s comments above, former Xbox Game Studios vice-president Shannon Loftis suggested that games often suffer for appearing on Game Pass, unless they include a bunch of ways to make money after release. “While [Game Pass] can claim a few victories with games that otherwise would have sunk beneath the waves (Human Fall Flat, e.g.),” she wrote, “the majority of game adoption on Gap comes at the expense of retail revenue, unless the game is engineered from the ground up for post-release monetization.”


The other question is whether subscription models are really worth it for the platform holders themselves, given that historically, subscription models have tended to rely on undercharging at first, then belatedly raising the price and making your money back once you’ve got the audience hooked.

In July, Microsoft reported $5 billion in revenue from Game Pass over the past year. Sources have told Chris Dring, formerly of GamesIndustry.biz, that “Xbox Game Pass is profitable, even when you factor in the lost sales for its first-party teams”. It doesn’t appear profitable enough, however, going by Microsoft’s recent mass layoffs, but then again, it feels like Microsoft could pioneer a way to literally grow money on trees right now and still find cause to punt a hundred QA testers into the sea.


I don’t have a Game Pass subscription myself, partly because I’m trying to support the BDS campaign against Microsoft. In general, I don’t like subscription models because it feels like paying rent, and thereby teaches me to think of playing games as even more of a value-extraction exercise. I feel pressured to download and play a load of games to maximise the return on my investment, and then I start to loathe myself, because somebody poured heart and soul into e.g. that cottagecore feline frisbee simulator, and here I am shovelling it down to meet quota. How are you getting on with such things?



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September 8, 2025 0 comments
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Unity developers can now tap into system screen reader tools on macOS and Windows

by admin September 5, 2025


Unity is updating its game engine to support native screen readers in both macOS and Windows. The feature is available now in the Unity 6000.3.0a5 alpha, and should make the process of making games accessible for blind players cheaper for developers, Can I Play That? writes.

Screen readers narrate on-screen menus so blind and low-vision players can navigate a game or a piece of software without additional assistance. Typically, screen reading software is custom-built for each game, which can make them resource-intensive for developers to implement. “Building something like that from scratch has to be decided upon early in development so you have the time/resources allocated to make it properly,” Steve Saylor, an accessibility consultant and creator, shared on Bluesky. “Having it in-engine can mean the heavy lifting is done for you, and the cost of time/resources now is significantly lower.”

Unity previously offered APIs for both Android and iOS’ built-in screen readers in its Unity 6.0 release, but hadn’t yet added support for Windows Narrator or macOS VoiceOver. With this new alpha and its eventual release as Unity 6.3, developers creating games with Unity will have access to a native screen reader in all of the engine’s major platforms. Considering how popular Unity is as a game engine, that could vastly improve the accessibility of future games.



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September 5, 2025 0 comments
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Civilization 7 developers Firaxis have laid off an unspecified number of workers, 2K confirm
Game Updates

Civilization 7 developers Firaxis have laid off an unspecified number of workers, 2K confirm

by admin September 4, 2025


Civilization 7 developers Firaxis have undergone a “staff reduction” affecting an unspecified number of workers today, publishers 2K have confirmed to RPS.

News of the cuts broke via a series of posts from now former Firaxis writer Emma Kidwell. “I was affected by the layoffs at Firaxis, and am open to full time writing work at your studio,” she wrote on LinkedIn. “I’m an incredibly adaptable writer who wrote on Civilization VII and Marvel’s Midnight Suns during my (nearly) 5 years at the studio, and I encourage you to keep an eye out for my former colleagues who were also laid off.”

Responding to RPS’ outreach about the post, a 2K spokesperson provided the following statement: “We can confirm there was a staff reduction today at Firaxis Games, as the studio restructures and optimizes its development process for adaptability, collaboration, and creativity.”

The spokesperson added that 2K’s policy is not to disclose specifically how many staff are affected by layoffs. The timing of the layoffs seems worth noting, with Kidwell posting not long after Hollow Knight: Silksong’s release arrived and sucked up a lot of attention.

Firaxis have previously laid off staff back in 2023, when 30 employees were let go as part of a wider cost-reduction programme at 2K parent company Take-Two. Since then, Firaxis have released Civilization 7, which garnered mixed reception out of the gate, with players criticising the user interface among other features. Firaxis have worked to release a bunch of updates and patches since, both tweaking areas of the game folks haven’t meshed with, and adding some huge maps.

Greg Costikyan wrote the following in our Civ 7 review:

Civilization 7, as currently constituted, has some real flaws – and though I expect they may be fixed in future updates (and there are workarounds), some of this is a little sloppy. The most basic issue is: combat sucks. Before we get to why, let’s first talk about some of Civilization 7’s big new ideas. It’s pretty clear that the main design concern this time is to address two criticisms of the earlier iterations. In fact, the game is successful on that score.

Our best to the Firaxis staff affected by these layoffs.



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September 4, 2025 0 comments
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Final Fantasy 14's Naoki Yoshida wants players to stop sending developers demoralising abuse
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Final Fantasy 14’s Naoki Yoshida wants players to stop sending developers demoralising abuse

by admin September 3, 2025


Final Fantasy 14 producer and director Naoki Yoshida has asked players to stop sending harsh, non-constructive criticism to developers as it can be demoralising.

Yoshida discussed the topic of dealing with feedback at a panel during PAX West last week. The MMORPG’s community is known for being particularly vocal, while Yoshida himself is in frequent dialogue through the Letter from the Producer streams and Fan Fest events.

Yoshida first noted players and developers are “in the same community” due to their love of games. “Whenever there are comments being directed towards us, I try to understand where they’re coming from, what they’re trying to tell us,” he said.

FINAL FANTASY XIV x MONSTER HUNTER WILDS Collaboration TeaserWatch on YouTube

He continued: “Positive feedback is great and it’s a great motivator to aim to continue making those players happy.

“We see gamers as allies or friends…I want to continue that mutual understanding.”

Yoshida then specifically addressed negative feedback.

“I want to emphasise here, there is a person behind the games,” he said. “While I understand some harsh criticism might be necessary sometimes, there’s a person behind the games that you enjoy and if you have that harsh criticism, I think we would want to have it be constructive.

“Some players I know want to express their frustrations, but I think very harsh words will sometimes hurt developers very deeply. I think this applies for any creator in the video game industry. And some of the harsh words that were thrown at some of them, it could potentially demoralise them so much that they don’t want to make video games anymore. And in the end we – as in the gamers – would miss out on good work that these people could potentially have made just because people have thrown these very harsh words and non-constructive criticism at those people. It just becomes such a negative environment.

He concluded: “So whenever you are drafting your post before you hit enter you might want to reconsider.”


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While Yoshida didn’t specify any particular experience here, he has previously discussed transphobic criticism sent to Wuk Lamat voice actor Sena Bryer following the release of the Dawntrail expansion.

Really, though, Yoshida’s words apply to all game developers. While players are often passionate about their favourite games, sending abuse is never a valid response.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 3, 2025 0 comments
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Blizzard's Diablo Developers Vote To Unionize After Mass Layoffs
Game Updates

Blizzard’s Diablo Developers Vote To Unionize After Mass Layoffs

by admin September 1, 2025



This week, the Communications Workers of America (CWA) announced that more than 450 developers of Blizzard Entertainment’s Diablo team have voted to unionize under the CWA. The successful outcome of this effort means workers will now be represented by CWA Local 9510 in Irvine, California; Local 1118 in Albany, New York; and Local 6215 in Austin, Texas.

The newly formed union will represent a wide range of jobs across Blizzard, including designers, engineers, artists, and support staff. Microsoft, Blizzard’s parent company, has officially recognized the union. This unionization campaign is not an isolated event at Blizzard, as earlier this month, the studio’s Story and Franchise Development team also voted to unionize.

“With every subsequent round of mass layoffs, I’ve witnessed the dread in my coworkers grow stronger because it feels like no amount of hard work is enough to protect us,” said Diablo producer and organizing committee member Kelly Yeo (via Game Developer). “This is just the first step for us joining a movement spreading across an industry that is tired of living in fear.”

Workers also shared personal experiences that illustrate the atmosphere of uncertainty and instability driving the union effort. “The day after the third round of mass layoffs, I walked into the office, and when I tried to open the door to the cafeteria, my badge was denied. For a moment, I wondered if getting breakfast was how I’d find out I was part of that round,” added designer Ryan Littleton. While Littleton’s situation ended up being just a technical glitch, it doesn’t help the overall cloud of uncertainty. “None of us should have to live with that constant worry that we might be let go at the drop of a hat.”

Senior software engineer Nav Bhatti framed the initiative as a response to long-standing industry challenges, saying this sort of stress puts people in a fight-or-flight mode, but the union helps them to be able to “stand our ground in the industry.”

CWA Local 9510 president Jason Justice pointed to California’s growing role in labor movements. “What’s happening here is part of a much larger story about turning the tide in an industry that has long overlooked its labor,” he said. “Entertainment workers across film, television, music, and now video games are standing together to have a seat at the table.”



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September 1, 2025 0 comments
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