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Hypercharge becomes PS5 bestseller after devs defend game
Game Updates

Hypercharge becomes PS5 bestseller after devs defend game

by admin June 3, 2025


Hypercharge, a whimsical action figure shooter, just went from near-obscurity to becoming one of the top 10 sellers on PS5 over the weekend, and it’s all thanks to the developers’ honesty. Every day, thousands of new games are released on major storefronts, and the sad reality is that most won’t make it. Live service titles like Fortnite already hoard most of the user base on any given platform. Some games earn well below whatever it took to make them in the first place. And so we arrive at Hypercharge: Unboxed, a third-person shooter where players control action figures, which was ported at the end of May to Xbox and PlayStation.

Originally released in 2020 on Steam, Hypercharge arrived on the scene with plenty of fanfare. Footage of the game periodically went viral on social media as onlookers were delighted by the prospect of a game that looked straight out of Pixar’s Toy Story. Steam users have granted Hypercharge a “Very Positive’” rating, with one top review on the platform declaring the experience “pure childhood joy.” Not bad for a game made by a team of 5 people.

But that was years ago. In 2025, the shooter landscape is more competitive than ever, which means that success was not assured for Hypercharge. Despite launching with cross-platform support, it seems that interest in the game was minimal at the start of 2025. On Steam, the top-voted review posted on May 12th of this year declared, “Game is dead.”

Players on console soon realized this was the case, with at least one player taking to social media to voice their dissatisfaction. This player claimed there weren’t enough players to form a full lobby, and that there were “literally 5 people online.”

This prompted developer Digital Cybercherries to respond, and the post was surprisingly earnest. The makers of the action figure game acknowledged that there weren’t many people enjoying the game, but that they were OK with that so long as the game brought someone, somewhere joy.

The developers followed up this post with a longer explanation where they said that ultimately, they had made the game they would have wanted as children.

“Making games has never been about getting rich, becoming famous, or having the most concurrent players”

“Making games has never been about getting rich, becoming famous, or having the most concurrent players,” the post reads. “To us, being rich means waking up every day to do what we love with the people we love […] as long as we can pay the bills, feed our families, and keep creating what we care about, then yeah, in our eyes, we’re already rich.”

The devs’ display of vulnerability exploded on social media, where the post has accrued over 600,000 views. This attention was enough to catapult the game into the top 10 sellers on PS5 over the weekend.

“Picked it up yesterday to support you guys on PS5 myself!” one response reads. “I’m gonna get this game when I get paid again,” another says.

While Hypercharge seems to have fallen out that bestseller list now, it’s still at number 5 in the bestselling new releases for PS5. The whirlwind of attention was still welcome by the small developer.

“To be honest, it has been surreal,” Joe Henson, head of marketing for Hypercharge, told Polygon over email. “We are a team of five, with no publisher, no outside funding, and no big marketing budget. Just five friends who grew up loving games and wanted to make one that meant something to us. To see Hypercharge go viral and now stand alongside major AAA titles as the #5 bestselling new release on PlayStation is something we never anticipated. It has genuinely touched us.”

Henson did not share specific player base numbers with Polygon, only noting that the game doesn’t have a “huge” player base but that there are thousands of players across all platforms. He also reiterated that the developers consider the game more of a co-op experience, and the online functionality is more of a bonus.

“I completely understand it can be frustrating if you’re trying to jump into online matches and can’t find anyone,” Henson says. “I hear that. But I don’t think it’s fair to call a game a failure when it’s doing exactly what it set out to do: offer a solid offline and local co-op experience, with online as a nice extra, not the main focus.”

As for what’s next, it’s business as usual. There are bugs to fix, and updates to dole out to ensure cross-platform is working as intended. But the team is still taking some time to bask in the accomplishment.

“It has been a monumental task, but one we are incredibly proud of,” Henson says.

Hypercharge: Unboxed is available on PC, Xbox Series X/S, Xbox One, PlayStation 4, PlayStation 5, and Nintendo Switch.





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June 3, 2025 0 comments
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Untold miracles behind Smite 2
Esports

Indie devs go viral after calling out player who claims their game is a failure

by admin June 1, 2025



The indie game devs behind Hypercharge, a Toy Soldiers-inspired game where you play as action figures shooting each other with toy weapons, roasted someone who claimed their game is dead because it doesn’t have many players online.

Making a multiplayer-only game in 2025 is a tall order. There are so many live service games that are vying for people’s attention that it’s incredibly hard to convince people to drop the games they’re already playing and have been playing for years. Good multiplayer games getting shut down is nothing new.

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This is especially true of a small dev team that doesn’t have the same sort of marketing push behind them or the ability to support a live service model robust enough to go free-to-play.

And, while Hypercharge isn’t exactly exploding in popularity in the years after release, the devs fought back against the narrative that their game is dead just because players can’t find full matches online.

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Hypercharge devs push back on dead game narrative

When it comes to most live-service games out there, multiplayer is no longer accessible once servers go down. Most of the world’s most played games are on a clock that runs the risk of ending at any time if the devs decide to shut down service. That’s the reality of modern multiplayer games.

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However, Hypercharge is a paid title with options to fill matches with bot opponents and play in a LAN setup. As long as the game is live on storefronts and installed on your system, it’ll be playable.

And, though it isn’t nearly as popular now as it was upon release, the devs are still proud of what they made. Someone called out Hypercharge, calling it a “failure” and claiming the devs were “lazy” and looking for a cash grab now that their game has released on PlayStation.

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HyperchargeSplit screen is one of Hypercharge’s biggest selling points, bringing back couch co-op.

“Maybe there aren’t thousands of players online. But somewhere, someone’s on the couch with their kid, playing split-screen, laughing, figuring things out together, side by side. If that’s all Hypercharge ever is… that’s enough for us. Not every game is meant to be online-only.”

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This tweet went viral, resulting in the dev team making a larger statement on the topic.

“We made the game we always wanted as kids. And yes, it’s cliché, but it’s true. When you love what you do, you’ll never work a day in your life. As long as we can pay the bills, feed our families, and keep creating what we care about, then yeah, in our eyes, we’re already rich. That is what success means to us,” reads a portion of their statement.

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All of Hypercharge’s cosmetics are earned in game, with their being no microtransactions

The devs claimed they didn’t go with a free-to-play model because they believe that’s not the only way to make a successful multiplayer game.

“I’m used to the comments. ‘Dead on arrival.’ ‘Free to play or not play’ Or, ‘How do you make money without some free to play business model?’ The answer is simple. You make a damn good game. Hypercharge will never bee free to play. It will never have in-game microtransactions battle passes, etc. Will we lose money doing that? Or miss out on millions of players? Maybe.

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“But what we won’t lose is sleep by going against what we believe in,” the statement concludes.

Even if unintentionally, this viral saga has brought a ton of publicity to their game and has a chance of boosting player counts more than a pricy ad campaign would.



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June 1, 2025 0 comments
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Bethesda Devs Win Union Contract After Threatening To Strike
Game Updates

Bethesda Devs Win Union Contract After Threatening To Strike

by admin May 30, 2025



Image: Bethesda / Microsoft

ZeniMax Workers United just became the biggest game developer union in the country yet to win a contract at a major publisher. The group of over 300 quality assurance testers across franchises like Fallout and Doom secured an agreement with Microsoft that includes wage increases, salary minimums, and crediting procedures.

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“Video games have been the revenue titan of the entire entertainment industry for years, and the workers who develop these games are too often exploited for their passion and creativity. Organizing unions, bargaining for a contract, and speaking with one collective voice has allowed workers to take back the autonomy we all deserve,” ZeniMax QA tester and bargaining committee member Jessee Leese said in a press release. “Our first contract is an invitation for video game professionals everywhere to take action. We’re the ones who make these games, and we’ll be the ones to set new standards for fair treatment.”

The contract will now go to the full membership for review with a ratification vote planned for June 20. Once completed, ZeniMax devs, including staff at Bethesda Game Studios, will have won the biggest collective bargaining agreement yet of any of the major gaming unions that have formed in recent years. Sega of America staff secured their first union contract last year, while developers at other Microsoft-owned studios, including the Overwatch 2 and World of Warcraft teams at Blizzard, as well as Call of Duty testers at Raven Software, continue bargaining.

The ZeniMax contract comes just two months after union employees there threatened to go on strike if an agreement wasn’t reached following a nearly two-year-long negotiation process. The Communications Workers of America, which represents ZeniMax Workers United and other Microsoft gaming unions, previously filed an unfair labor practice charge against the tech giant claiming it was slow-walking the talks. The new contract, once ratified, will provide important benchmarks for other teams currently hashing out agreements.

Correction 5/30/2025 6:56 p.m. ET: Sega of America workers were the first union at a major gaming company to secure a contract.

.



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May 30, 2025 0 comments
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Vice Undercover - a retro computer interface for solving a crime
Product Reviews

This narrative thriller takes place in a fictional ’80s OS, and the devs obsessed over keeping just the right amount of old school jank: ‘We did retain the dial-up modem’

by admin May 29, 2025



Few games commit to building an alternate reality like Vice Undercover. Much of the game is played on the fictitious Amigo OS, an amalgam of Windows 3.1 and early Apple operating systems with a dozen built-in applications, a boxy media player, and even a persistent Clippy pastiche with all sorts of eager advice for you. But this isn’t a starry-eyed trip down memory lane—it’s a “narco-thriller” where you poke around in drug cartel communications, careful not to get caught.

“Paranoia is one of the core emotions we were going for. That fear of being caught, the moral ambiguity of what you’re doing, and sort of questioning what is right and wrong when you’re combating something like this,” said Cos Lazouras, co-CEO of indie dev Ancient Machine, in an interview with PC Gamer. “That kind of thing is part and parcel with the core of the gameplay.”

In Vice, which takes place in 1980s Miami, you play as an undercover cop with an hour a day to access a cartel-run computer. It looks to be informed by synthwave and neo-noir as much as it is by actual history, and Lazouras said that’s no mistake; there are plenty of treats for web historians and true crime buffs alike.


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“The idea of, ‘what would have happened if Pablo Escobar and other cartels like that in the ’80s had access to the sort of technology we take for granted?’ What does that world look like,” he said. “We did a lot of research about the drug wars of the ’80s, and Miami was the central focus of cocaine distribution into the country … we have every criminal organization in this game, sometimes peripherally, but we’ve got everything from the yakuza, triads, Indonesian mob, the Italian mafia, the police as a big part of the corruption, government agencies.”

As a narrative game, the closest analog to fiddling around in Amigo OS is probably something like Her Story or the recently acclaimed Roottrees are Dead. It’s a nonlinear web of discoveries lying in wait, scattered about databases full of disparate information. If you’re the sort who’s always wished you could puff a stogie and illustrate a series of connections on a bulletin board using tacks and yarn, that’s how I imagined myself while checking out its demo on Steam.

You might notice that the Amigo isn’t quite as frustrating to navigate as it could be given its inspirations. According to Ancient Machine’s other co-CEO, Albert Ramon Puig, figuring out the right amount of friction was a tightrope walk unto itself.

“We discovered trying to simulate a desktop is crazy and it’s not fun. We decided to reinvent all the mechanics and incorporate things that are modern, like the alt-tab … You have chats, a lot of missions, a lot of applications, a big database. [The game is about] how to organize and investigate more than complicated mechanics.”

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VICE Undercover – Story Trailer | PC Gaming Show 2024 – YouTube

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Puig and Lazouras discovered in early playtests that players were flabbergasted when they realized how slow-going an era-appropriate OS would have been when frictionless alt-tabbing between a gazillion windows wasn’t always a given. To keep the focus on the story, they decided to hold back most of the jank—with a little leftover, as a treat.

“We did retain the dial-up modem, though,” said Lazouras. “So when you lose the internet, you do have to go in and re-dial up and reconnect … when you have five people giving you missions and contracts because you’re working for both the police and the cartel, and then these external characters start introducing themselves, then that desktop management becomes a key component.”

Old school cool aside, Vice Undercover is a game about living on the razor’s edge—something the team at Ancient Machine had no qualms with themselves working on their passion project. Lazouras said: “The policy that we set right from the start is no control from anybody else. We make this game, and it has to be like this.”

The team had a distributor lined up at one point, but working within the needs of that partnership “meant cutting [Vice Undercover] back way too much.” To make the game they wanted, the team had to take a chance. Lazouras said that only stoked his passion, looking back now on having written 500 character backstories for Vice Undercover’s labyrinthine plot. Coming from a background in AAA development, Lazouras was excited by the challenge of “having a really pared down solution to the core of a game” purely focused on the concept rather than the production values of “big, overblown games.”

“It’s a lot more fun working on something that’s just pure risk, especially when you put your own mortgage up on the line, because we’re self-funding it,” he said. Despite the complicated road behind, Lazouras is “super proud” of the game that’s slated to come out later this year.

“We really want you to feel like you’re an undercover cop buried under this storyline. I think we’ve achieved that. I think that’s the crowning glory of where we’re at with the game.”

Vice Undercover doesn’t have a release date locked in yet, but expect it on Steam sometime this summer.



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May 29, 2025 0 comments
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Former Ubisoft, Ready At Dawn, and Midgar devs form Atlantis Studio
Esports

Former Ubisoft, Ready At Dawn, and Midgar devs form Atlantis Studio

by admin May 29, 2025


Developers from companies such as Ubisoft, Ready At Dawn Studios, and Midgar Studio have banded together to form Atlantis Studio.

Based in the south of France, the new venture has been established as a privately funded game studio co-founded by Ru Weerasuriya and Nico Augusto. It said its focus was on building immersive games with Unreal Engine 5 for PC and console.

“Born from a shared passion for storytelling and emotional gameplay, the team is currently working on an exciting project that draws inspiration from rich narrative and aims to create powerful, heartfelt experiences for players,” the website said.

“We are thrilled to announce the creation of Atlantis Studio in the beautiful South of France region,” Weerasuriya, co-founder of Atlantis Studio, said in a statement (thanks, GamesBeat). “Our vision is to foster a creative and collaborative environment where experienced talent can come together to develop games driven by our common passions.”

Co-founder Augusto added: “The core team at Atlantis Studio is composed of exceptional and talented individuals. Together, we are looking forward to sharing with everyone the world we are crafting.”

The team is currently hiring.



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May 29, 2025 0 comments
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Clair Obscur Zombies
Esports

Clair Obscur: Expedition 33 devs already have “great ideas” for next game

by admin May 28, 2025



Clair Obscur: Expedition 33 has been one of 2025’s biggest success stories, and now, developers are turning their attention to what comes next. They already have “great ideas” and plan to keep the team small to execute on them.

While there was minimal fanfare ahead of the game’s launch, Clair Obscur nonetheless erupted out of the gate. The turn-based RPG quickly became a smash hit both critically and commercially, making it one of the biggest games of the year.

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Going on to sell millions of copies in a matter of weeks, the more new details come to light, the more people are checking it out. For instance, learning it was all put together by a relatively small team of around 30 devs only won more favor across social media. Then you get to the fact some voice actors were debuting on the project and the composer was plucked from Soundcloud.

It’s been a gargantuan craze, but naturally, the studio behind it, Sandfall Interactive, is looking to the horizon. What comes next? Well, we don’t quite know for sure. But they already have some “great ideas” and plan to avoid over-expanding the team anytime soon.

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Sandfall InteractiveClair Obscur: Expedition 33 has become one of the year’s biggest hits.

Clair Obscur devs have next game planned & are avoiding huge blunder

On the back of a massive financial win like this, it’d be safe to expect a bit of growth from the French studio as they barrel towards their sophomore project. That won’t exactly be the case with Sandfall though, as the higher-ups are acutely aware of the pains that come with rapid expansion.

“For now, our vision would be to stick to a close team working in the same city with less than 50 people on board,” Sandfall’s COO François Meurisse told GamesIndustry.biz.

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“Focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big.”

After all, smaller teams have created plenty of the industry’s best and biggest games, as Meurisse explained. “The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people, and that kind of size allows for good decisions and great creativity.”

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To his point, when successful teams immediately look to expand, it can quickly backfire. “There are plenty of games made with very large teams and for huge amounts of money that don’t land, and there is a human cost to running things that way. People lose their jobs.”

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What’s next from Clair Obscur: Expedition 33 devs?

As for what comes next, Meurisse was tight-lipped on specifics, though he assured the team has plenty of “great ideas for the next game.” These ideas come from Studio Head Guillaume Broche, in particular.

Not only that, but the crew is eager to dive into its next project, taking all of their learnings from the first blockbuster. Devs across all disciplines, be it art, animation, or programming, have “acquired new skills” by working on Expedition 33. As such, Sandfall will be starting its next game “from a more efficient position.”

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“I can’t wait to dig more into the ideas we already have for the next game.”

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May 28, 2025 0 comments
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Sombra in Overwatch 2
Esports

Overwatch 2 devs reveal the most banned heroes and one has a 93% ban rate

by admin May 23, 2025



The Overwatch 2 developers have revealed which heroes are being banned the most in every role, with one character not being playable in over 90% of games.

In Season 16, Overwatch finally introduced hero bans, giving players the opportunity to shift the game’s meta in wildly different ways by removing certain characters from the equation.

The bans have been seen as a major success so far, albeit some players, such as Mercy mains, have been upset with the feature as they struggle to use other heroes.

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On May 23, the devs finally unveiled data for hero bans on console and PC, with one hero standing high above the rest in terms of how often they’re banned.

Sombra is banned in over 90% of Overwatch 2 games on console

In a May 2025 blog post, the devs revealed that Sombra has an 85% ban rate on PC – while on console, it’s even higher at 93%.

Sombra has been an incredibly controversial hero despite receiving a handful of reworks, but common issues with her kit have remained throughout her introduction to the game back in 2016.

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Primarily, fans dislike playing against a hero who has both invisibility and a disable as part of their kit – something that has remained in all variations of the Talon hacker.

In second place on PC, it’s Zarya at 59%, followed by Doomfist at 43%. On console, it’s Zarya at 57% and Symmetra at 23%.

Meanwhile, for players who are Masters and above on PC, Freja is the most banned hero. However, Sombra remains the most banned hero in Masters+ on console.

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As for supports, Ana is the most banned on PC, while Mercy has been banned the most on console.

The developers say that this data will help them when it comes to future balance patches, but it’s important to note that ban statistics alone won’t be responsible for which heroes get nerfs and buffs.

That said, it certainly seems like Sombra could be in line for yet another rework down the road based on these overwhelming stats.

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May 23, 2025 0 comments
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Dusk Wendigo approaching player
Product Reviews

Most players ‘know next to nothing about how games are made’: New Blood devs sound off on gamedev misconceptions

by admin May 23, 2025



Hang out with a game developer in a casual setting for an hour and the topic of gamedev misconceptions is bound to come up. It’s always fun to explain what people get wrong about your job, especially if it could lead to fewer misguided assumptions and mean comments on the internet.

Such was the goal of a monster feature interviewing 32 game developers published today at GamesRadar, which included several choice quotes from New Blood, the indie studio known for modern throwbacks like Dusk, Ultrakill, and Gloomwood.

Pulling no punches as usual, New Blood CEO Dave Oshry said that most players “know next to nothing about how games are made,” adding that game development teams have more in common with film and TV production than you’d think.


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“With the exception of solo devs, games are an artistic endeavor that require the cooperation of handfuls, dozens, hundreds or even thousands of people at once working together to create interactive art,” Oshry said. “You can put all the great programmers, artists, animators and sound designers you want in the same building but that doesn’t mean they can make a great game. Great games are made by great teams that work great together. It helps when they’re all friends, too.”

I think most fans understand that it takes a village, but Oshry is also speaking to the surface-level chatter surrounding new games or studios as they’re first announced, the roots of which often begin with the studios themselves. There’s nothing a new outfit with big investors loves more than highlighting all the successful games its employees have collectively worked on, but that has almost nothing to do with what they’ll eventually make together. How many studios “founded by ex-Blizzard devs” have come and gone over the years?

(Image credit: New Blood Interactive)

The idea is to sell a studio’s immense talent so you can attract other talent, which is reasonable and important, but who’s to say if that talent will gel together? That’s the hardest part, according to Oshry, and exceedingly rare.

I rate that one a 5/10 on the misconception scale, but Oshry’s cohort David Szymanski had a spicier take that I subscribe to. The man behind Dusk and Iron Lung is tired of seeing “dev laziness” used as “a blanket explanation for missing/buggy features or seemingly hacky implementation.”

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“These decisions are nearly always driven by an unseen web of more complex issues and/or external pressure,” he said.

Not an especially spicy observation, but then Szymanski went on to say that, in some instances, the accessibility of game dev tools these days has become “a bit of a double-edged sword” when complaints start flooding in.

(Image credit: David Szymanski)

“It’s now very easy to acquire enough knowledge to make broad incorrect assumptions about how easy a given task should be,” Szymanski said.

You know, that does sound annoying—8/10 misconception. It’s one level of irritation when someone with absolutely no background in your field makes a wild assumption, but it’s way worse when someone believes they know just enough to tell you how it’s done. When your favorite game is missing a feature that you believe should be there by now, there’s always that one guy who gets 5,000 upvotes on Reddit with a post titled “As a game developer, don’t let them fool you, this should be easy as hell.”

Similarly, Helldivers 2 and Palword devs had some words for fans who intuitively believe that big features can be made within days or weeks when they actually take months. The whole feature’s packed with quotes like that, so make sure to check out the full thing over at GamesRadar.



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May 23, 2025 0 comments
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"Cannot wait for what is yet to come" As The Witcher 3 turns 10, CD Projekt devs share the defining memories it created and look to the future
Game Reviews

“Cannot wait for what is yet to come” As The Witcher 3 turns 10, CD Projekt devs share the defining memories it created and look to the future

by admin May 21, 2025


The Witcher 3 has just turned 10 years old. Yep, time flies when you’re running around The Continent slaying beasties and also saving the world from becoming a bit chilly. Naturally, a bunch of devs at CD Projekt have chosen to commemorate the anniversary be sharing their defining memories of the game’s development, as well as do a bit of looking forward.

Most of their thoughts were shared on Twitter, as a response to the studio putting out a post in recognition of it being ten years since TW3 debuted all the way back on May 18, 2015. God, I can’t even process how many hours of my life the game’s nicked since that point, and I was relatively late to the party with it – bouncing off a couple of times before things finally clicked.


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Starting off, Paweł Sasko – current associate game director on Cyberpunk 2077’s sequel and a quest designer on TW3, wrote as part of a thread: “I was there from the very first day, saw it develop from the first pitch, have been so lucky to impact it’s shape to some small degree, and never thought you will love it this much. Art does not exist without the audience and you all are an important part of this story.

“I want to make you proud of us and excited again,” he added, “Capture the lightning in the bottle, give you lifetime of memories, make you laugh and break down crying. So we can have another anniversary like this, one day again.”

Decade ago we have shipped The Witcher 3 — game that now only changed the course of my life, but impacted the future of the whole studio. I had such a high hopes regarding this game, but never really thought any of it is really possible. Feeling really blessed and thankful 🥺 pic.twitter.com/EE98kQNGDi

— Paweł Sasko (@PaweSasko) May 18, 2025

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Meanwhile, CD Projekt joint-CEO Michał Nowakowski recalled: “10 years ago, I remember being exhausted, anxious (to see the scores and players’ reactions), buzzing with excitement I think no one on the team had a decent sleep that night and we were all refreshing websites of media sites.

“In the year prior to that launch I spent more time on the road preaching W3 to our partners than I did at home with my family. If there ever was game changer in my professional life, I think that was it more than anything else before. Cheers to the fantastic CDPR Team and to all the fans that have been with us through all the good and bad. Cannot wait for what is yet to come.”

Those two were far from alone, with a number of devs currently working on The Witcher 4 and/or Cyberpunk 2 – including narrative director Philipp Weber, cinematic director Kajetan Kapuściński, and senior cinematic designer/coordinator Michał Zbrzeźniak – joining in. “I still remember just watching the wind in the trees on an early version of Skellige,” Weber wrote.


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CD Projekt comms staffers Marcin Momot and Pawel Burza both wrote about firing the game up for the first time, and we even got a post from the voice of Geralt. “What a time it’s been friends…” wrote actor Doug Cockle, clearly keen to provide a line that’d sound cool in a gravelly voice ahead of featuring in a CD Projekt stream celebrating the anniversary that’s set for later today (May 19) – you can catch that stream here at 4PM BST/11AM ET.

What are your favorite Witcher 3 memories and how tough a task do you think the series’ currently under construction next entry will have following in its award-winning footsteps? Let us know below!





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May 21, 2025 0 comments
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