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HBAR/USD (TradingView)
NFT Gaming

HBAR Experiences Sharp Decline Amid High Volume Selling Pressure

by admin September 22, 2025



HBAR experienced a sharp downturn over a 23-hour trading window between September 21 and 22, as the token tumbled from $0.24 to $0.22. The 6.29% decline was accompanied by a dramatic expansion in volatility, with trading ranges reaching 9.7%—well above monthly averages. Market pressure intensified as institutional sellers drove prices lower, establishing firm resistance around the $0.235–$0.24 zone and triggering a wave of liquidations.

The most pronounced selling pressure arrived at midnight on September 22, when volumes surged to 137.11 million, nearly triple the daily baseline. This spike marked the peak of the selloff as market sentiment soured across crypto assets, amplifying HBAR’s decline. At the trough, the token hovered around $0.22, signaling potential capitulation among short-term holders.

Yet, the session ended with a notable rebound. In the final hour of trading, bulls regained momentum, pushing HBAR from $0.2197 to $0.2222. A breakout above the $0.22 threshold was fueled by an exceptional 6.21 million in volume within minutes, sparking a short-lived rally toward session highs near $0.2225. The recovery underscored the token’s liquidity-driven dynamics, though volumes collapsed to zero in the final three minutes, suggesting a temporary equilibrium.

HBAR’s volatile session highlights the crypto market’s heightened sensitivity to institutional flows and sentiment-driven reversals. The combination of sharp declines, outsized volume spikes, and a late-stage rebound illustrates the rapid shifts in liquidity that define digital asset markets—underscoring how quickly bearish pressure can give way to opportunistic buying.

HBAR/USD (TradingView)

Key Technical Indicators

  • Price tumbles 6% from $0.24 to $0.22 over 23-hour period from 21 September 15:00 to 22 September 14:00.
  • Volume explodes to 137.11 million at 22 September 00:00—nearly triple daily average baseline.
  • Bears establish strong resistance at $0.24 level where price reverses sharply on heavy selling.
  • Bulls mount 1% recovery rally in final 60 minutes from 22 September 13:09 to 14:08.
  • Breakout above $0.22 resistance occurs at 13:54 on exceptional 6.21 million volume surge.
  • Zero trading volume in final three minutes signals temporary market pause after volatile session.

Disclaimer: Parts of this article were generated with the assistance from AI tools and reviewed by our editorial team to ensure accuracy and adherence to our standards. For more information, see CoinDesk’s full AI Policy.



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September 22, 2025 0 comments
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Hermen Hulst, managing director and co-founder of Guerrilla Games, speaks during a Sony Corp. event ahead of the E3 Electronic Entertainment Expo in Los Angeles, California, U.S., on Monday, June 15, 2015.
Gaming Gear

After cancelling 8 of the 12 live service games Sony promised to release by 2025, PlayStation studios boss says the number doesn’t really matter: ‘What is important to me is having a diverse set of player experiences’

by admin August 25, 2025



By the time Sony started printing money releasing its exclusives onto PC, the company had made a name for itself delivering the biggest and best singleplayer games on the market. Its run of solo PS4 exclusives from Bloodborne to The Last of Us Part 2 was so strong that it blew Microsoft’s console strategy out of the water, in a way that the Xbox has arguably never recovered from. Even we PC heads with our vast Steam libraries had to acknowledge those games were pretty great.

Yet for the PlayStation 5, Sony decided it would almost completely ignore that legacy, and instead be all about live service. In 2022, former CEO Jim Ryan promised Sony would make and release 12 live-service games by 2025. As of 2025, only one of these—Helldivers 2—has enjoyed a successful launch. Seven were cancelled before release. Three are supposedly still in development (including the deeply troubled Marathon) and one of them was Concord.

It’s a strategy that has, so far, proven catastrophic, leaving the PS5 largely bereft of quality first-party exclusives. But if you thought gazing upon this virtual graveyard might cause Sony to reconsider its priorities, think again.


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Sony Interactive Entertainment’s Studio Business Group CEO Herman Hulst was recently asked about Sony’s live-service strategy by the Financial Times (via GamesRadar), as part of an in-depth article about the company’s broader business strategy. “The number [of live-service releases] is not so important,” Hulst told the FT. “What is important to me is having a diverse set of player experiences and a set of communities.”

Instead of changing strategy to avoid massive live-service failures like Concord, or cancellations like The Last of Us Online, Hulst says he basically wants Sony to fail better. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply.”

To change these massive failures into, er, smaller failures, Hulst says PlayStation has implemented several new safeguards, such as “more rigorous and more frequent testing in many different ways.” According to the FT, this includes a higher priority on group testing, more cross pollination of ideas within Sony, and “closer relationships” between top executives. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

I would be more convinced by what Hulst says if Sony had demonstrated its PS4-era strategy no longer worked before going all in on chasing the theoretical live-service money train. Those glossy singleplayer titles were often enormously expensive to make, and selling games in general has become significantly harder over the last five years. But while Marvel’s Spider-Man 2 seems to have been a commercial disappointment, God of War: Ragnarok was the fastest-selling PlayStation title ever on launch in 2022, and had sold 15 million copies a full year before it came to PC in September last year.

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August 25, 2025 0 comments
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Steam launches ‘language-specific’ review scores, because ‘customers in different regions of the world may have vastly different experiences from each other for the same game’

by admin August 18, 2025



In its never-ending quest to achieve algorithmic nirvana, Valve has updated Steam’s user review scoring system “for some games” to be calculated based on the language in which they were written.

“When there are enough reviews written in a particular language, Steam will calculate a review score for that language,” Valve explained. “The Review Score displayed to users will be based on their primary language. What this means is that some languages may show more positive review scores, while others may show more negative ones, for the same game.”

The language-specific review breakdown will be provided for any game with more than 2,000 public user reviews, at least 200 of which are written in at least one language. Valve said the thresholds are higher than the 10 reviews required to calculate an overall review score “because we wanted to be pretty confident in the language-specific score before showing it to users.”


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Of course, this is Steam, and that means you can dive deeper into the numbers if you want to. Hovering the “Language” dropdown in the user reviews menu bar, for instance, will provide a quick-and-dirty breakdown of a game’s rating in every applicable language. This, for instance, is the rating breakdown for The First Descendant, which is very obviously all over the map—”mostly negative” for Simplified Chinese, “very positive” for Portuguese and Dutch.

(Image credit: Steam)

There’s also a new language-breakdown popup option, which displays basically the same information, but bigger and in color:

(Image credit: Steam)

The new language-specific review scores are enabled by default—Valve said it wants user reviews to be as useful as possible without requiring users to “twiddle with the many knobs the system has”—but you can switch back to all-languages ratings in your Steam settings if you prefer. As for why it made the change, the simple fact is that Steam has become a global platform, and that means “customers in different regions of the world may have vastly different experiences from each other for the same game.”

“There are a variety of reasons this may happen for a particular game, including translation issues, cultural references, poor network connections, and many others; things that the Overall Review Scores haven’t been able to capture until now,” Valve wrote. “Calculating a language-specific review score means that we can better distill the sentiment of these different groups of customers, and in doing so, better serve potential customers that belong to those groups.”

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I would observe with a certain note of caution that the value of Steam user reviews is dependent upon them being used in good faith, which is not always the case, and that language-specific review scores could maybe possibly encourage some, let’s say, friendly geopolitical rivalries on the rating scene, as users from one region take issue with the quite obviously incorrect (and maybe even biased) opinions of people in other regions. We’ll see how that works out soon enough, I’m sure.

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August 18, 2025 0 comments
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