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The devs behind Nine Sols tease a possible follow-up with a mysterious, fictitious, creepypasta video essay
Game Updates

The devs behind Nine Sols tease a possible follow-up with a mysterious, fictitious, creepypasta video essay

by admin September 11, 2025



It is always an exciting time when Red Candle Games are up to something. The sheer variety they’ve put on display with Detention, Devotion, and most recently Nine Sols is nothing to sniff at. Now, it appears they’re gearing up for the next project in an appropriately mysterious way. Earlier today, the official Red Candle Games YouTube channel shared a video titled “The Dark Legacy of the Sun Tribe,” and it certainly is… something.


The whole thing is done in one of those creepypasta kinda video essays, the kind where the voice over has either been pitched down, or performed by a robot, or both. And it’s all a bit, well, for lack of a better word, creepy. It opens up with the line “are you really human?” which is a question I thought only Yoko Taro was allowed to ask in video games, but nevertheless, an off putting way to start things.

Watch on YouTube


What proceeds is something that sounds like a conspiracy narrated by someone called Yuuki about human evolution, and that aforementioned dark legacy of the sun tribe. A tale is spun about an ancient bamboo scroll written in a language never seen before, a real Chinese alchemist named Xu Fu who sought after immortality by venturing to a place called Penglai, and a civilian scholar desperate to learn more.


A couple things worth noting here: the beginning of the video talks about people born with four fingers. Yi, the protagonist of Nine Sols, is a member of a race called the Solarians, who all have four fingers. Solarian obviously stems from solar, much like the sun tribe mentioned in this teaser. Immortality also comes up in Nine Sols, and Penglai is the name of the planet that Solarians are from. So, I don’t know about you, but this sure does seem like something Nine Sols is on the way.


A sequel? DLC? Something else entirely? It’s possible, the metroidvania did get a prequel manga earlier this year. For now, we’ll just have to let the conspiracy unravel itself…



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September 11, 2025 0 comments
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Black Ops 7 logo over screenshot from trailer
Esports

CoD devs announce more iconic Black Ops 2 maps will return in Black Ops 7

by admin September 10, 2025



Treyarch have confirmed that there are more remastered Black Ops 2 maps coming to Black Ops 7 after Raid, Express, and Hijacked. 

Remaking and remastering fan-favorite maps is something that Call of Duty developers have been doing for a while. Modern Warfare 3 (2023) even went a step further and only launched with remastered maps from the original Modern Warfare 2 (2009).

The nostalgia hit of an older map is what some fans look forward to, especially when it is something that hasn’t been redone for a while. So, when it was announced that Raid, Express, and Hijacked would be coming to Black Ops 7, CoD fans were delighted. 

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Raid has, of course, been redone a few times, and we’ve seen Express return, but Hijacked hasn’t. However, there are other Black Ops 2 classics still to follow. 

BO7 devs confirm more Black Ops 2 maps to come

During their September 9 developer update, Treyarch’s Matt Scronce and Brittany Pirello confirmed that more remastered maps are going to be added. 

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“We are going to get some more Black Ops 2 remasters. I don’t want to give away too many spoilers, but I have been reading the replies and some of you have guessed correctly,” Scornce teased.

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Pirello then confirmed that there will be remastered maps in the Call of Duty League. “So, you’ve already seen Raid and Express, and we are expecting to have some more coming out post-launch,” she added.

The team’s here to talk MP maps in our new Dev Talk video, including:

🧬 Treyarch 3-lane design
🗺️ Map pacing, sizing & color
💥 Face Off & Gunfight modes in #BlackOps7
🏆 Potential CDL map selections
🤔 Hints at future BO2 favorites
🔥 Post-launch support & more pic.twitter.com/iz5756b8WC

— Treyarch (@Treyarch) September 9, 2025

Scornce continued that there have to be conversations with the CDL over what maps could be in the competitive pool, but noted that one map is returning for the first time since Black Ops 2.

“I will say that one of the ones that is coming back for the first time since Black Ops 2 was a competitive map in Black Ops 2. It was played in Search and Destroy, and I’ll leave you with that little teaser,” he said. 

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Pirello also teased the return of Yemen, quoting OpTic Gaming’s Seth ‘Scump’ Abner’s iconic “Who’s the best in the game?” callout.





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September 10, 2025 0 comments
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Jump Space devs outline a bevy of early access roadmap updates and an easy-on-your-wallet price point
Game Updates

Jump Space devs outline a bevy of early access roadmap updates and an easy-on-your-wallet price point

by admin September 9, 2025


Jump Space! It’s a game with a name that’ll have you thinking, “wait, that’s not what it was called, was it?” And you’d be right about that, as due to some trademark problems, the game was rebranded from Jump Ship to its new name Jump Space back in August. Later that same month, developer Keepsake Games announced the game would be launching into early access September 19th. And now, as in today September 9th now, Keepsake Games have shared an early access roadmap for the game, as well as how much it’ll cost you.


Right, let’s get the pricing out of the way. It’ll be a pretty reasonable $19.99 / £16.75 / €19.50, making it the latest anticipated September release to be priced in a way that’ll have you wondering why they’re not charging more. On to the roadmap!


At launch, the sci-fi shooter will include nine mission types. These include one where you’ll try not to kick the bucket while fending off a bunch of robots, where you have to hunt for loot, and another where you’ll be raiding some baddies’ bases. There’ll be more than 50 sectors to play in four galaxy regions, and you’ll have two ships to choose from with 26 ship components to make them a bit more custom.


That’s all a part of Chapter 1, The Resistance Coalition. Chapter 2: Atira Strikes back will bring a lot more to the game like multiple endless modes, sector modifiers, melee weapons, more story and sectors, new enemies, mission types, a photo mode, offline support and a lot more. These will be coming through multiple updates through to Q1, 2026, but a couple of features from this chapter, text chat and lobby browser, will be available at launch.


Then after that, Chapter 3: Secrets of the Telmari will add in a first-person pilot view, a scanner revamp, even more new enemies and mission types, a new ship, ground boss, and again, even more. These will start to be added from Q1 2026 onwards until Chapter 4: Heart of Corruption, which doesn’t have a release window or any revealed features just yet. That’s a lot of bloody stuff!


As of now, Keepsake doesn’t know when early access will end and the 1.0 release will release, so you’ll just have to join them for the ride in the meantime.


Jump Space launches into early access September 19th on Steam.



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September 9, 2025 0 comments
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Valor Mortis is more Dishonored than Dark Souls, but if anyone can pull off a hard-as-nails hybrid, it's the Ghostrunner devs
Game Reviews

Valor Mortis is more Dishonored than Dark Souls, but if anyone can pull off a hard-as-nails hybrid, it’s the Ghostrunner devs

by admin September 4, 2025


Here’s a bit of inside baseball: Gamescom is a busy show. More often than not, you’re booked back-to-back for hours on end, zipping from one appointment to the next in a flurry of interviews, previews, and meetings. I pack my schedule so tight I don’t stop for lunch, and playing just 30 minutes of a game at a time can spin you out a bit and make everything sort of blur into one. With all that in mind, I still couldn’t tear myself away from Valor Mortis – the hardcore first-person RPG from the Ghostrunner devs – when it was my final appointment of the day. I stayed at the demo station until I beat the boss. That, in an environment like Gamescom, is high praise indeed.

You awake in a mass grave with your sabre, a pistol, and magic powers infused into your palm a la Bioshock or Dishonored. From there, you have one task: survive. As much as I’m reticent to use the term ‘Soulslike’, you can’t hide from some of the genre trappings: you drop your currency on your gravesite when you die, you have a limited number of health recovery items you need to ration out, attacks come in light and heavy flavours, there’s a dedicated dodge button, and the bosses are sturdy bastards that have multiple health bars. Combat is crunchy and brutal, and if you want to come out on top, you’re probably going to have to learn how to parry effectively.


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But the Dark Souls comparison feels off. Aside from the most obvious thing – this is first-person, not third – the flow of combat feels more important here. Valor Mortis isn’t as much of an ‘immersive sim’ as Dishonored, but the perspective does a lot to evoke Arkane’s influential Bethesda debut. Maybe it’s in the spells you can bind to your right hand, maybe it’s in the dashing, jumping, and blade-plunging you can do that makes you feel more acrobatic than any Hunter or Chosen Undead in From’s catalogue, but Valor Mortis, for my money, is a game that rewards speed and aggression more than holding up a shield and ‘rolling around the big guy’.

The beating heart of Ghostrunner is still very much alive inside this ‘imsim’/Soulslike hybrid; it’s clear the game wants you to be deft and svelte as you tear through the muddy trenches of the Napoleonic frontline. You can see this focus on agility even in some of the mechanical choices that One More Level makes – blocking still causes you to take some damage, so parrying is the game’s preferred method of responding to threats. Some attacks are unblockable or can’t be parried, so dodging and then countering is prioritised. To be uncharitable, you could say it’s all one violent, trumped-up version of ‘rock, paper, scissors’, but that’s fine, because it all feels so damn good.

Not-so-standard bearer. | Image credit: One More Level

If there’s one standout thing about the Ghostrunner games, it’s the feel of GR-74 in your hands: the 74th Ghostrunner feels both dangerous and fairly fragile, making you a glass cannon blasting through the Dharma Tower. It’s a samurai/ninja fantasy, after all. Your avatar here, in 19th Century Europe, is William: more hardy than a cyborg ninja, but still just some guy when all’s said and done. Taking out possessed footsoldiers and mutated dogs in the blasted trenches is easy enough; learn to respond to their telegraphed attacks and how you can outrun them, and they become naught but feckless drones. It’s the bosses where Valor Mortis is going to shine, though, and that’s why I stayed past my allotted appointment time at One More Level’s booth. I needed to kill one.

As you’d expect, the first phase is simple enough. Use your pistol to target weak points, eat away at the stamina bar, stagger the hulking goliath, and dive in for a ‘poise attack’ that deals stupendous damage. Rinse, repeat, onto phase two. By the end of my session, I was clearing the first phase without even touching my potions – nice! – but the second phase is where things started to get muddy.

On your head be it. | Image credit: One More Level

An eruption of Cronenberg body horror and some vague dialogue about ‘power’ later, General Lothaire – or The Eagle Bearer, to use his military moniker – turned into a grafted beast akin to Elden Ring’s Godrick: multiple arms, all wielding flintlocks, a huge flagstaff he could bonk you across the arena with, and the ability to recall dead souls from the battlefield to complicate matters. One hit with his cutlass or flag, and you’d be down past half health. Oh crap. My offensive tactics from the first half of the battle became far more defensive, and I was on the back foot. Suddenly, I became keenly aware that I too had a stamina bar, and more often than not it was running on empty. Scrambling to find the right moments to gauge my attacks and respond to his onslaught was the name of the game here. It took me a good 10 deaths, but eventually I ripped the monster’s bones apart. Phew.

But my 30-minute slot was over. It had been for a while. Luckily, it was the end of the day and the only thing I was late for was a glass of kolsch and some aggressively-mid pork knuckle. But that desire – that need – to overcome this boss is emblematic of how Soulslike sickos will feel about this game when playing at home: it’s compelling, gratifying, and it will get its hooks into your brain and make you think ‘OK, I’m not putting this pad down until I’ve beaten this monster.’ One More Level, indeed.



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September 4, 2025 0 comments
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Firaxis Lays Off 'Dozens' Of Devs After Civilization VII Struggles
Game Updates

Firaxis Lays Off ‘Dozens’ Of Devs After Civilization VII Struggles

by admin September 4, 2025


2K Games has confirmed that an unspecified number of developers at Firaxis have been laid off following the release of Civilization VII earlier this year. The strategy game struggled with critics and fans when it was released in February.

On September 4, Game Developer reported that layoffs had happened at the long-running strategy game studio Firaxis, famous for developing the recent XCOM games as well as the Civilization franchise. Online, developers posted messages on social media and LinkedIn confirming the layoffs. 2K later confirmed to the outlet that it had indeed let go of numerous workers.

In a statement, a 2K spokesperson told the outlet that it needed to enact “staff reduction” at the studio as the publisher “restructures and optimizes” video game development at Firaxis to increase “adaptability, collaboration, and creativity.” 2K’s statement didn’t confirm how many were laid off as part of this process, but sources with knowledge of the situation told Game Developer that “dozens” of people had been let go at Firaxis. 

“Impacted by the Firaxis layoffs today,” posted animator Bryan Twomey on LinkedIn. “It’s been an amazing 14+ years working with some of the best people, truly.”

“Unfortunately, I was affected by the recent layoffs at Firaxis today,” posted another dev, Erika Ward.  “While I am sad to see this chapter close, I am incredibly grateful for the opportunity to work with such talented teammates and contribute to a project that truly withstands the test of time.”

This is the latest round of layoffs to hit a 2K-owned studio this year. In August, developers at Cloud Chamber, working on the next Bioshock game, were laid off as part of an effort to downsize the studio. In July, mobile developers at Cat Daddy Games posted online that they had been laid off. This was reportedly not the first round of cuts at the studio in 2025.

The last game from Firaxis before this round of layoffs was Civilization VII, which has sold fairly well, but has failed to connect with fans due to changes made to the series’ structure and pacing. Critics were also mixed on the latest entry in the series. On Steam, the last two Civilization games are more popular based on publicly available data.

Meanwhile, 2K Games’ parent company Take-Two Interactive is one of the biggest publishers in the industry. Later this month, it will publish Borderlands 4 through its 2K label. And next year, Take-Two will publish Rockstar’s highly anticipated Grand Theft Auto 6, which is likely to be the biggest game of 2026.



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September 4, 2025 0 comments
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Ethereum Devs Targeted By Malware Hidden In Smart Contracts
GameFi Guides

Ethereum Devs Targeted by Malware Hidden in Smart Contracts

by admin September 4, 2025



Hackers have found a new method to hide malicious software, commands, and links within Ethereum smart contracts to avoid detection by security scans, as attacks targeting code repositories become more advanced. 

ReversingLabs cybersecurity researchers have discovered two fake JavaScript packages, named “colortoolsv2” and “mimelib2,” in the Node Package Manager (NPM). 

These packages, added in July, trick security systems by hiding their malicious instructions inside Ethereum smart contracts. In a blog post published on Wednesday, ReversingLabs researcher Lucija Valentić revealed that these packages function as downloaders, extracting command and control server addresses from Ethereum blockchain smart contracts. 

Once installed, the packages query the blockchain to fetch URLs for downloading second-stage malware, which delivers the malicious payload. This approach makes detection challenging, as blockchain traffic appears legitimate, masking the malicious activity. 

Hackers are using Ethereum Smart Contracts in a new tactic

Hackers, including the North Korean-linked Lazarus Group, have used Ethereum smart contracts before to spread harmful software, or malware. However, ReversingLabs researcher Lucija Valentić has explained that this new tactic is different. 

Now, hackers are hiding web addresses (URLs) inside Ethereum smart contracts. These URLs direct victims to download harmful software onto their devices. The attack is a new trick that hasn’t been seen before, and it’s harder for security systems to catch because it uses the blockchain in a sneaky way. 

Valentić says the incident shows how quickly hackers are finding new ways to avoid detection while targeting developers and open-source code platforms. This malware is part of a larger scam on GitHub, where hackers create fraudulent projects for cryptocurrency trading bots. 

To make these projects look real, they add fake updates, create fake user accounts, use multiple fake maintainers, and include professional-looking descriptions. The misleading information tricks developers into trusting and downloading the malicious software. 

In 2024, security experts found 23 scams involving cryptocurrencies on open-source code platforms, where hackers hid malicious software. According to Valentić, this new type of attack reveals that the scams are becoming more sophisticated. 

Further, in April, hackers created a fake GitHub project pretending to be a Solana trading bot, which secretly installed malware to steal cryptocurrency wallet information. They also targeted “Bitcoinlib,” a tool that helps developers work with Bitcoin, showing how hackers are attacking different platforms to steal from users.

Also Read: World Liberty Financial Blocks Hacking Attempts on Token Launch



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September 4, 2025 0 comments
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Is Hollow Knight Silksong's 'cheap' price a problem for other indie games? Devs and publishers weigh up its impact
Game Updates

Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact

by admin September 4, 2025


Here’s a complaint I never thought I’d hear: Hollow Knight Silksong is too cheap.

Team Cherry announced the $19.99/€19.99/¥2300 price alongside Silksong’s 4th September release date (that’s today!) only a couple of weeks ago. No other regional pricing was announced, such as how much it’ll cost in the UK, but I expect we’re looking at £19.99 because that’s how these things usually settle here. That price makes Silksong more expensive than Hollow Knight, which cost around £11-13 across various platforms, but not much more expensive, and it’s nowhere near the £50-70 price associated with triple-A games. So, what’s the problem?

Apparently it’s too little – too cheap. Scores of comments on Bluesky and X, in reaction to Silksong’s date and price announcement, say as much. “Actually underpriced,” said one user on Bluesky. “You guys are nuts for this at $20,” said another. And, “You’re going to spawn a week of discourse with that price announcement, you know that?” said another. Oops, ignore that last one.

Broadly it’s lighthearted – most people are pleased Silksong is €20 and not more. Some people are threatening to buy multiple copies, even, which probably defeats the point. But underneath the giddy excitement there is a more serious discussion happening. Comments from worried indie developers show there is concern about the knock-on effects a price like this could have.

“Silksong honestly should cost 40 bucks and I’m not even joking,” posted developer RJ Lake, who worked as a composer on I Am Your Beast and is directing rhythm adventure Unbeatable. “I won’t go as far as to say it’s bad but it will have effects, and not all of those effects are good.”

Who will play Silksong first – Zoe or you? Watch on YouTube

RJ believes Silksong’s price will distort players’ views about what a €20/$20 indie game can and perhaps should offer. Which other indie teams can afford to take several years to make a game, after all? Similarly, if they did take that long, which teams could afford to ask only $20/€20 upon release? Would it cover all that work? Not everyone has the diamond-encrusted safety net that Hollow Knight provides.

Theoretical concerns turned into real concerns not long after, when an indie developer who had been planning to charge $20 for their game took to X to ask people what they should charge now – now that Silksong was doing the same. “I can’t afford to give it away for free,” they – BastiArtGames, developer of Lone Fungus – said. Hearteningly, most of the replies I read – there are more than 1000 – encouraged BastiArtGames to stick to their original price. But as with the games hurriedly moving their releases away from Silksong, Lone Fungus seemed to be far from the only indie game affected.

Toukana, the developer of successful and wonderful tile-laying puzzle game Dorfromantik, delayed the release of new game Star Birds because of Silksong, moving from 4th September to 10th September. And co-founder Zwi Zausch now tells me the game’s as yet unannounced price has been affected too.

“Yes, Silksong’s price has influenced our decision,” Zausch says. “We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”

Team Cherry has four core team members, incidentally, which includes the two co-founders, and it uses some contracted help.

But even companies as robust as Devolver have felt the presence of Silksong. The publisher was one of the first to move the release of its game Baby Steps out of the way (from 8th September to 23rd September). “We felt that the same media and influencers who would be drawn to Baby Steps would inevitably (and understandably) prioritise Silksong, and we felt that would overshadow the glory of Nate falling down the side of a mountain,” Devolver CEO and co-founder Graeme Struthers explains to me.

Tellingly, perhaps, the price of Baby Steps hasn’t been announced yet. Struthers didn’t say this was because of Silksong, but he did suggest Silksong was causing questions to be asked. “My general take is that indie games tend to err on the side of value for the gamer,” he says. “I think the triple-A world has had much more to say about price-points and value, but maybe Team Cherry has brought that conversation over this way.”

Mike Rose, founder of indie publisher No More Robots, says pricing is a fascinating and tricky thing to manage. He’d long been an advocate for higher prices, he tells me, because it leaves room for discounts and down-pricing as a game ages. “But recently,” he adds, “I think the economy of games has been shifting, and people who aren’t actually releasing games don’t see it [or] realise.


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“People have less money now and are buying fewer games,” Rose says, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.” Budget co-op climbing sensation Peak is a great example of things going the other way, he says. “Part of the reason that game did so well was the crazy low price. It’s definitely making us rethink the pricing for our upcoming games.”

One game which shares a lot of similarities with Silksong is Citizen Sleeper 2. It’s not because of the game’s content – Citizen Sleeper 2 is a sci-fi role-playing game – but because both games were built on the extraordinary success of a predecessor, both are made by very small teams (Citizen Sleeper is just Gareth Damian Martin, with contracted art and soundtrack help), and both have very similar prices. In fact, the jump from the original game to the sequel is also almost identical.

Damian Martin tells me there were “extensive” discussions about Citizen Sleeper 2’s price, and it jumped from around £16.50 to £21 to reflect it being a bigger game, to account for inflation, and because of how other games were currently priced. All things I’m sure Team Cherry has taken into account when pricing Silksong 2. But there wasn’t any negativity around Citizen Sleeper 2’s price when it launched earlier this year – not that Damian Martin noticed.

“I don’t think most people notice the price unless it is really out of step with the market,” Damian Martin tells me. “That doesn’t mean people don’t make buying decisions based on price, they obviously do, but I think they do that without judgment or comment. They just decide to buy or not, they don’t complain unless there’s a big disparity.

“No matter how big Silksong is,” they added, “I don’t think it can really affect the going rate for indies. It’s just one data point, you’d need hundreds of indies to offer massive amounts of content for a low price to shift the market. It especially feels like conjecture when we don’t even know how big the game is anyway!”

Unprecedented. So much about Silksong feels unprecedented to me. Has there ever been an indie game this anticipated? Has an indie game ever disrupted release schedules in this way, or upended pricing plans? Here’s a game being treated like the biggest of triple-A blockbusters, except it’s not, and I think that’s where some of the pricing confusion arises from. “That’s why people think the price is low compared to the triple-A games that sell for 80 bucks,” says Bram van Lith, co-founder of Game Drive.nl, a company which helps indie devs price and sell their games. Hype has warped perceptions of what Silksong actually is.

But the question remains: is Silksong too cheap? Perhaps a keener question to ask is how much the people I speak to would charge for it, were it their game. Van Lith’s colleague Alisa Jefimova, a market analyst and expert in pricing, would charge €25, she tells me, to give room for a launch discount. Not that they need the attention of a discount, she adds. “It’s gonna be popular no matter what,” she says.

“They definitely could have gone $25,” No More Robots’ Mike Rose agrees, “but this way they are essentially cementing Silksong as being a gigantic success before it even launches, by making it a steal. So I don’t think Team Cherry is wrong to go $20. If I had been pricing it personally, I would have been on the fence between $20 and $25. But given the state of the industry right now, it’s very possible I would have also fallen on $20.”

“The more interesting question,” Bram van Lith chimes in, “is would the game be more successful asking $20 or $30?” What he means is would Silksong make more money if it sold at a higher price-point, or will the extra quantity it sells at a lower price-point more than make up for it? It’s an interesting question, but it’s not something I think Team Cherry is primarily concerned about.

Again, Team Cherry doesn’t depend solely, wholly and entirely upon Silksong’s success. Far from it. Hollow Knight has sold an astronomical 15 million copies already, and the overwhelming majority since Silksong was announced in 2019, curiously enough. Financially, Team Cherry is fine even without Silksong. Financially, Team Cherry is made.

A far more important consideration for Team Cherry is audience reaction. To wheel out an old cliché, this is the Australian studio’s difficult second album, the game that follows the phenomenal success of Hollow Knight. The intense spotlight beam of expectation and hype can be withering. And the elongated wait for Silksong hasn’t helped. Dipping the price slightly below expectations is a powerful way to prime people towards positivity.

Will it work? As Damian Martin noted: so much remains conjecture until the game itself arrives, which it is now agonisingly close to doing – Silksong unlocks at 3pm UK time today. How big will it be? How historic a gaming moment are we about to witness? And will it be worth the wait? Time will tell. We’ll have to wait and see.



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September 4, 2025 0 comments
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Final Fantasy Tactics art
Product Reviews

Final Fantasy Tactics remaster devs built a replacement for its lost source code from fansite downloads, director says: ‘I do want to thank all of the fans for all of their help in keeping that information archived’

by admin September 2, 2025



Back in June, Final Fantasy Tactics: The Ivalice Chronicles director Kazutoyo Maehiro offered something of an explanation for why it’s been more than a decade since FF Tactics has been playable on current platforms: Square Enix had lost the game’s original source code.

At a recent PAX West 2025 panel on August 30, Maehiro offered additional details on how the devs of the Ivalice Chronicles remaster stitched together a replacement for the original FF tactics source code, and how we should all thank fan archivists for their contributions to that effort.

“It’s true that we didn’t have the source code,” Maehiro said via translator. “The reason we didn’t have that has to do with how we managed things at the time.”


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Today, Maehiro said, Square Enix has “some really nice resource management tools” that archive a new version of a game’s code with every minute, daily update. But during the original development of Final Fantasy Tactics, the protocols were… a bit more lax, particularly while localizing the game in different languages.

“We would take the data from the Japanese version and overwrite the English data on it. And then if we wanted to do another language, we would just keep stacking data on top and overwriting and overwriting,” Maehiro said. “Basically, because we kept doing all that overwriting, the true original ceased to exist.”

That sound you hear is the collective shuddering of all the world’s programmers.

(Image credit: Square Enix)

While Square Enix didn’t have to start from scratch for The Ivalice Chronicles, Maehiro said it was “difficult” to reassemble “the true original” of Final Fantasy Tactics from its PS1 release and its ports on PSP and mobile. Eventually, the Square Enix devs turned to the ultimate archival authority: the devoted sickos on Final Fantasy fan sites.

“We were using whatever resources we had available to us. We analyzed all those different versions to try and find what we felt was the original,” Maehiro said. “On top of that, we actually went to different websites made by fans and looked for data there, because we know you guys do such a good job of keeping that all up to date.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

After acknowledging the efforts of the “really good” engineering team that analyzed the various versions to reconstruct the ur-Final Fantasy Tactics, Maehiro offered his gratitude for fan archivists and game preservationists.

“I do want to thank all of the fans for all of their help in keeping that information archived like you do,” Maehiro said. “I think with all of that put together, we were able to make a very good version of the game that is true to the original.”



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September 2, 2025 0 comments
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Diablo Devs Are The Latest To Unionize: Here's Why
Game Updates

Diablo Devs Are The Latest To Unionize: Here’s Why

by admin August 29, 2025


The team making Diablo 4 and other entries in Blizzard’s action-RPG franchise is the latest inside of Microsoft to unionize. Workers say the move is to help them negotiate fair terms around issues like like layoffs and remote work. “Passion can’t protect us from job instability,” software engineer Skye Hoefling said in a press release. “Our union allows us to focus on making magical experiences for our players instead of worrying about the unstable job industry.”

The Diablo team, known within Blizzard as Team 3, joins the Overwatch and World of Warcraft teams in organizing with the Communications Workers of America (CMA). That national organization signed an agreement with Microsoft during its acquisition of Activision Blizzard that would keep the tech giant neutral on all internal union drives, erasing some of the barriers that usually stop workers from organizing.

Microsoft has voluntarily recognized the Diablo developers’ union and they will now get in line to begin bargaining their first contract. Over 300 ZeniMax QA testers at the company won their first contract earlier this summer.

A “passion tax” for working in games

So what made the Diablo team want to jump on the union train within Blizzard? Part of it is the way companies use “getting to make games” as a kind of excuse to establish worse working conditions than those often experienced by workers in competing roles in tech and entertainment. “My entire career as a developer has seen my peers and I paying the ‘passion tax’ for working in an industry that we love,” software engineer Nav Bhatti said in a press release. “At some point you have to choose between fight or flight, and forming a union is us doing just that — standing our ground in the industry.”

Workers also laid out specific concerns around remote work flexibility, budget cuts, and the growing influence of AI in the development process. Mass layoffs in early 2024 were one of the catalysts. A battle over remote work that began back in 2023 was another. A mandatory return-to-office policy forced people hired during the pandemic to relocate and limited which talent teams could hire. “There’s no real argument against remote work, except the control part, where now they know where you are and what you’re doing,” Blizzard producer Ryan Claudy told Aftermath.

AI creep is here

The sudden rise of AI, which Microsoft is placing $80 billion bets will completely reshape the modern economy, is also on the Diablo team’s mind. “[Generative AI] is starting to creep in a lot,” Diablo 4 producer Kelly Yeo told Aftermath. “I can only speak for art, where in the visual development stage, if people don’t feel like they have concept art support, they’ll just toss things into Stable Diffusion or whatever and then do mood boards and stuff and give that to the teams to give them guidance.”

She continued, “There is definitely a growing concern across most of the artists like ‘Is this going to replace us?’” Other game teams have already come under fire for AI art that makes it into the finished product. A Call of Duty associate director at Treyarch recently told IGN that only work hand-crafted by the team is allowed into the game, but that AI slop sometimes gets through “accidentally.” And some developers at King recently told Mobilegamer that Microsoft was pressuring them to incorporate AI into all aspects of their workflows.

Despite notable unions forming at Sega of America and some overseas European game studios, most of the organizing in the U.S. so far has been confined to Microsoft-owned companies due to the neutrality agreement. Big publishers like Electronic Arts and Take-Two, which have undergone their own ruthless cost-cutting efforts in the past year, have so far remained impervious to workers organizing. If annual mass layoffs continue, that might change.



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August 29, 2025 0 comments
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Tornado Cash Devs Get $500K From Solana Policy Institute to Appeal Convictions

by admin August 28, 2025



In brief

  • The Solana Policy Institute pledged $500,000 to fund legal defenses of Tornado Cash developers Roman Storm and Alexey Pertsev, who were convicted of money laundering-related crimes.
  • The group argued that prosecuting developers for building neutral software tools creates a chilling precedent and threatens innovation, even as the Trump DOJ signaled it may stop pursuing such charges for decentralized projects.
  • The donation also shows Solana’s willingness to support Ethereum-based initiatives, countering critics who questioned whether the rival blockchain communities would unite around defending developers.

The Solana Policy Institute, a leading crypto lobbying group, announced Thursday it will donate $500,000 to aid the legal defenses of Roman Storm and Alexey Pertsev—developers of Ethereum coin mixing service Tornado Cash that were convicted of crimes in the United States and the Netherlands, respectively. 

Storm was convicted earlier this month in Manhattan for the crime of operating an illegal money transmitting business, and now faces up to five years in federal prison. Pertsev was sentenced to over five years in prison last year, after a Dutch court found him guilty of money laundering.

The legal woes of both Tornado Cash developers have, for years, triggered concern within the crypto industry and broader tech circles. Advocates have long warned that successful convictions of either man for their work on developing and maintaining the Tornado Cash platform could have major ramifications for software developers in all contexts.

“These prosecutions continue to set a chilling precedent that threatens the software development industry,” Miller Whitehouse-Levine, CEO of the Solana Policy Institute, said in a Thursday blog post announcing the donation. “If the government can prosecute developers for creating neutral tools that others misuse, it fundamentally changes developers’ risk calculus.”

Though the Trump administration has in many respects taken an aggressively pro-crypto approach since January, the president’s Department of Justice opted to press forward with criminal charges against Storm initially filed in 2023 by the Biden administration.

In an apparent shift in policy, however, a top DOJ official told an audience of crypto industry leaders last week that federal prosecutors will no longer pursue the charge they successfully convicted Storm of, against developers of “truly decentralized” software that does not take custody of user funds but is used by criminal entities to launder digital assets.



Crypto policy leaders have had to walk a tightrope as of late between applauding the Trump administration’s pro-crypto moves, and warning about the risks posed if Storm’s conviction is upheld. The true test will come during Storm’s appeal—which will clarify if the Trump DOJ has undergone any true change of heart on the subject of decentralized software developers and criminal liability.

The issue has become increasingly existential to the crypto industry as a whole. On Wednesday, 114 crypto companies and tech lobbying groups—including the Solana Policy Institute—sent a letter to the Senate Banking Committee warning they would collectively protest an upcoming crypto market structure bill if it did not explicitly exempt decentralized software developers from criminal liability on the charge the DOJ used to convict Storm. 

Today’s donation also hits on an intra-industry tension that has been brewing for some weeks. 

Tornado Cash operates on the Ethereum network, and members of the Ethereum community have long been vocal in their support of the legal defenses of Storm and Pertsev.

In recent weeks, however, some industry players—most notably, Bitcoin pioneer Erik Voorhees, the founder of crypto exchange ShapeShift and Venice AI—have questioned whether prominent boosters of Solana, long a rival network to Ethereum, would step up to support the Tornado Cash developers in the name of defending broader crypto principles.

Today’s donation by the Solana Policy Institute would appear to counter that criticism. But leadership of the organization, founded earlier this year, also has particularly deep roots in advocacy for software developers generally, and for Tornado Cash’s developers specifically.

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