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Here are our PS Plus monthly and catalogue games for October
Game Updates

Here are our PS Plus monthly and catalogue games for October

by admin September 25, 2025



The Last of Us Part 2 and Alan Wake 2 will both be joining the PS Plus catalogue next month.


Alan Wake 2 leads the monthly games offering, available across Essential, Extra, and Premium subscriptions from 7th October. The Last of Us Part 2 Remastered, meanwhile, will be added to the catalogue for Extra and Premium subscribers.


Here are the monthly games for PS Plus subscribers in October:

  • Alan Wake 2
  • Cocoon
  • Goat Simulator 3

PlayStation Plus – Game Catalog for 2025 | PS5 & PS4 GamesWatch on YouTube



And here are the games coming to the PS Plus catalogue in October:

  • The Last of Us Part 2 Remastered
  • Tekken 3
  • Soul Calibur 3
  • Lara Croft Tomb Raider Anniversary

26th September is The Last of Us day, so the inclusion of the sequel will follow, while horror thriller Alan Wake 2 arrives in time for Halloween.


Cocoon was Eurogamer’s game of the year in 2023, so is a sci-fi puzzle game that’s well worth playing.


Fighting fans will enjoy the classics Tekken 3 and Soul Calibur 3, while Lara Croft Tomb Raider Anniversary leaked last week as its trophy list was spotted.


For more on Sony’s subscription service, check out our full PS Plus guide for all of the games available.



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September 25, 2025 0 comments
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How are the BAFTA Games Awards judged?
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Larian Studio’s Tara Saunders confirmed to continue as BAFTA Games committee chair

by admin September 24, 2025


Larian Games studio head Tara Saunders is continuing as chair of the BAFTA Games committee, the arts charity has confirmed.

BAFTA confirmed the new and returning chairs and deputy chairs of its film, games, and television committees in a press release on September 24, 2025.

Alongside Saunders, Des Gayle, founder of Altered Gene, is continuing in his role as deputy chair of the BAFTA Games committee.

The committee supports BAFTA in delivering its “strategic charitable mission” and plays a vital role in the oversight and steering of the BAFTA Game Awards, including providing consultation on the awards’ rulebook.

Speaking with GamesIndustry.biz in August, Emma Baehr, BAFTA’s executive director of awards and content, referred to the committee as a “sounding board” when it comes to ensuring the award guidelines remain current and reflective of what’s happening in the industry.

Alongside Saunders and Gayle, committee members include Adele Cutting (former senior audio director at EA and head of Soundcuts), Alyx Jones (founder of Silver Script Games), Anna Mansi (director of video games and certification at BFI), Katherine Bidwell (co-founder of State of Play Games), and Charu Desodt (studio director at Interior/Night ).

“We are so grateful to our sector committee members, who are comprised of people from across the screen industries who generously volunteer their time and expertise,” said Sara Putt, chair of BAFTA.

“Our committees play a central role in ensuring BAFTA’s activities, including our world-leading awards, support and spotlight the screen industries and the talented people within them.”

Earlier this month, Luke Hebblethwaite, the head of games at BAFTA, announced on LinkedIn that he was leaving the charity after three-and-a-half years, “due to some recent internal changes,” which meant his role is “being discontinued.”

“While BAFTA’s work in games will continue, for my part it’s been a tremendous privilege to have had a role where I’ve been able to champion and advocate for the industry, to recognise and celebrate brilliant games and to support the many incredibly talented people who make them,” Hebblethwaite said in the post.

“It’s been inspiring to work with such a dedicated, hard-working and passionate team of people at BAFTA (both past and present) and I feel incredibly proud of the things we’ve achieved during my tenure.”



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September 24, 2025 0 comments
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How Indie Fan Fest aims to give games a boost ahead of Steam Next Fest
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How Indie Fan Fest aims to give games a boost ahead of Steam Next Fest

by admin September 24, 2025


Back in July, indie publisher Digital Bandidos and event organiser The MIX announced the launch of a new showcase championing indie developers.

Indie Fan Fest, which premieres tomorrow (September 24), is set to highlight upcoming indie titles preparing to debut playable demos during October’s Steam Next Fest.

Ahead of the debut showcase, GamesIndustry.biz spoke with Digital Bandidos CEO Steve Escalante and The MIX co-founder Justin Woodward on their partnership, how Indie Fan Fest came to be, and what they hope to achieve with future showcases.

The interview below has been edited for brevity and clarity.

Steve, how’s it been going since Versus Evil shut down in 2023?

Steve Escalante: Versus Evil was really just a great run. When Lance [James] and I decided to start Digital Bandidos, it was because there was a lot left undone and that’s resonant in the relationships that we have.

I feel like we’re in the right place – we’ve got about a half a dozen games that we’ve signed, a couple of which haven’t been announced, several have. I’m jealous of the back catalogue revenue stream that I used to have at Versus Evil, where it had that revenue flowing in and paying for things.

But we’re rebuilding, we’re having a lot of fun. We’re seeing a lot of great developers, great games, and the team we have surrounding us at Digital Bandidos is awesome. So we’re pretty psyched.

Where did the idea for Indie Fan Fest originate? What was the pitch?

Escalante: Digital Bandidos has been working for some time now to try to help indies with discovery. There’s only a finite number of groups and events that you can be a part of to try to get your title seen.

Steve Escalante

The reality is that indies are limited, and we’re limited by the fact that most indies have to use guerrilla-type tactics, and they don’t have a lot of money. They can’t inject capital, they can’t do all of these things AAA or AA companies can do – coming from AAA, I know that to be true.

The idea for Indie Fan Fest came from [asking how we can give teams] a boost, perhaps with enough advance notice in front of a Next Fest where Steam can drive organic lift during that time period. Since we didn’t know how to do a show, we reached out to Justin and Joel [Dreskin] and the guys over at The MIX. They’ve always been supporting indies in a very grassroots and authentic way.

The core competency of the event was to give indies momentum, and then as they roll into Next Fest, Valve and Steam sees what they’re doing and gives them a boost, and the rest is hopefully history.

How is Indie Fan Fest financed? Do developers need to pay a submission fee to be featured?

Escalante: Yes, there is a small submission fee, which is typical to what The MIX does. Once you get selected, there’s a $600 fee. We also have sponsors to help with other things as well.

We wanted to provide a low barrier to entry. Because as soon as you say to an indie publisher, ‘It only costs $2,000,’ [They’re] like, ‘Excuse me?’ We guard every penny, everything that we can.

Justin Woodward: With that frame of mind, we’re working with Steam [to boost the event]. Anytime we have a Steam event page, we drive thousands of wishlists to the games. And we keep to the barrier of entry so it’s affordable.

Justin Woodward

So these developers can take advantage of the situation without feeling like their pockets are getting taken advantage of.

Even if one of the games is amazing, but the developer can’t even afford that, we’ll still work with them and say, ‘Hey, we want your game, we want your content. We’ll take care of that. Don’t worry about it.’

It’s all about building a grassroots community around this Indie Next Fest in order to have this as a sustainable platform for the future, not just this one event.

Every time there’s a Steam Next Fest, we [plan to] have an Indie Fan Fest in front of it, and hopefully it gets larger and larger. Maybe in the future we could do a physical event, which would be amazing.

Steam Next Fest is a huge event, and developers can struggle to get noticed. Was this one of the catalysts for creating your own event to spotlight indie developers?

Woodward: I think it’s a complementary way to highlight games so they get visibility. We’re finding… I don’t want to say diamonds in the rough, but we are finding games that may not surface that can hopefully get a huge boost from this kind of support.

Escalante: The reality is, if you think about how many games are launched from a monthly perspective, you’ve got a couple thousand games coming out.

When we first crafted this idea, we thought that while we can help a lot of people, the reality is a show format is also limited. So how do we try to create the right type of momentum, acknowledgement, and promotion around a title to help developers?

We’d love to be able to help everybody, but in the show format and a lot of other formats, which includes Steam Next Fest, it’s really, really hard because there’s just so many titles.

Pine Creek Games’ cozy survival game Winter Burrows, which will be featured in the showcase | Image credit: Pine Creek Games

As the ones controlling what games are featured, how do you choose which titles will be shown on Indie Fan Fest?

Woodward: Both teams [Digital Bandidos and The MIX] went through this plethora of games. Also, we have to think in multiples, we have to think of our audience [and what they want to see].

We also have to consider the pacing of the show and the types of games we’re going to showcase within that.

For example, we had a bunch of Metroidvanias. We can’t pick 20 of those games, so we had to figure out which ones are unique, which ones have been overexposed, and which ones haven’t had the exposure that we think that they may need to move forward.

We also have to consider our broadcasting partners, who are looking at the content to see what their audience wants. So in that context, we want these tentpole games that will help lift up the smaller games that don’t have the exposure.

So there are some strategic things we have to think about while we’re picking the games. The whole thing is very well thought out, and we’re communicating with the Digital Bandidos team, who have a different eye and ethos behind what they’re looking at. So it’s very helpful to have those contrasting thoughts.

Have you been inundated with developers sending trailers to be featured in the showcase, or have you had to chase people?

Woodward: After we started really pushing it on LinkedIn and all these different places, we’re getting trailers after the fact, and we’re trying to figure out how to slot stuff in.

In total, we’ve had about 700 trailers come in for this mixed with the Fall showcase, but an overwhelming amount of them were for Indie Fan Fest. It’s a really clear positive that this is something that folks want. As a matter of fact, it was kind of difficult to say no to some of these. They’re amazing, but [we] can’t have a three-hour show, or else people would get lost.

But there’ll definitely be more opportunities. It’s good because I think a lot of developers and even publishers break their backs to hit the first Steam Next Fest and try to get a position. Now that we have this show, folks can strategize and maybe they can be more thoughtful on where they slot their Steam Next Fest positioning, because you only get one. So I think this is going to be a net positive and helpful for folks.

Escalante: We’ve been really flattered with how many people wanted to be part of this first show. The next one’s going to be bigger, better, with a lot more services and information, and hopefully we can help people strategize. It’s a very important event for indie developers – it’s a wishlist driver, it’s about developing a relationship with Valve, because they’re seeing the pickup that you get, and the hope is that we’re just helping.

The Game Bakers’ rockclimbing simulation Cairn, set to appear in Indie Fan Fest ahead of its November 5 release | Image credit: The Game Bakers

Playing devil’s advocate, there’s a lot of these showcases… do we need another one?

Woodward and Escalante: Yes!

Woodward: The thing is, a lot of folks don’t have the expertise that we have in positioning those showcases. Not everyone has the partnerships that we have, either. There’s a lot of shows coming out left and right, and a lot of them don’t last. Some of them do, and there’s a few that I really hold in high regard. This is something I’m personally passionate about – it’s very, very necessary and I think we’re going to kill it.

It feels like discoverability is the problem that everyone’s facing, and it gets worse and worse all the time. How can that problem possibly be solved – or can it be solved?

Escalante: Digital Bandidos is actively working on a platform right now to solve discoverability. We feel that there are companies that are doing pieces of it, but they’re not doing everything that can be done.

There are only so many tools in indie development to get that type of notice and press for a console or PC launch. Now that the platforms have pretty much lowered the barrier to entry for products, that’s why we’ve seen an influx of content. So the challenge is going to get worse. We haven’t even seen the impact of what AI development is going to do, either.

I think it’s going to be exacerbated in the next couple of years, and because of that, we are hyperfocused on how do we help teams pre-launch, find users, create relationships with those users, have direct communications, and hopefully be able to mobilize them towards wishlists, purchases, and pre-orders.

So you’re talking about building a platform for indies?

Escalante: We feel that we have a formula to do it. I’m hoping that we can get there. It’s going to be a challenge, it’s going to be a long process, but I think it’s 100% needed to help them self-publish. There are companies that are doing pieces of it that are absolutely mobilizing and helpful, and people should be seeking those things out.

Disclosure statement: Former GamesIndustry.biz editor-in-chief, James Batchelor, is an employee at Digital Bandidos.



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September 24, 2025 0 comments
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PC Gaming Legend Wins Steam With Achievement For Buying 40,000 Games
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PC Gaming Legend Wins Steam With Achievement For Buying 40,000 Games

by admin September 24, 2025


Valve awarded Steam user SonixLegend a special achievement on Tuesday. It’s called the “Game Collector” badge, and it was bestowed upon SonixLegend after they purchased over 40,000 Steam games. As far as we know, they’re the only person to have ever done it. Cool! But also how?

As Gamesradar reports, SonixLegend has a reputation in the Steam community for being the super-user even among super-users. Based in Shanghai, China according to their public records, they’ve been active on Valve’s PC gaming storefront for over a decade and have an account level of 303. They’ve been collecting games for years and it’s finally caught up with them in the form of a new Steam record.

Thanks to places like SteamDB, we can glean all sorts of weird info about SonixLegend’s collection. Technically, they have 97,000 titles in their account, but majority of them are junk that don’t qualify for the achievement. If you were somehow able to magically refund everything in the library at today’s prices, the total catalog would be worth over $640,000. Man, would it suck to lose the password to that account or get banned for breaking Valve’s TOS.

Valve / SteamDB / Kotaku

Polygon estimated that it would take over seven years to beat every game in SonixLegend’s collection. But at the rate they’re actually going, that will probably never happen. SonixLegend’s actual favorite game, ironically enough, is a free-to-play co-op shooter called Alien Swarm. It came out back in 2010. They have played it for over 550 hours. They also have over 100 Steam products that cost more than $200 each.

But while SonixLegend is currently winning Steam, they’re hardly the only person gunning for the 40K achievement. A leaderboard shows nearly 20 other Steam users who all have over 30,000 games in their libraries. SonixLegend appears to be in a semi-direct race with at least one in particular who goes by Ian Brandon Anderson. They’re the current runner-up with 39,497 qualifying games. Just, uh, another 533 to take first place. The current value of their library is $542,444. But being the first to 45,000, assuming Valve adds an achievement for that? Priceless.

The money for Gabe Newell’s next yacht has to come from somewhere.



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September 24, 2025 0 comments
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Annapurna's next three games are a turn-based musical, a Zelda-like adventure, and a puzzle game exploring a utopian society
Game Reviews

Annapurna’s next three games are a turn-based musical, a Zelda-like adventure, and a puzzle game exploring a utopian society

by admin September 24, 2025


Publisher Annapurna Interactive has revealed three new games in its latest digital showcase, all of which are playable at this week’s Tokyo Game Show.

Annapurna is known for publishing well-loved games like Outer Wilds, Stray, the most recent To a T, and Eurogamer’s 2023 Game of the Year Cocoon. There are always high expectations, then, as to what it’s supporting next.

The first of these three games is D-topia, a puzzle-adventure game from Marumittu Games that features a minimalist sci-fi aesthetic as a young boy seeks to question how to find happiness if life is a utopia?

Expect choice-based gameplay and a very cute grumpy cat. It’s set for release next year across PS5, Xbox Series X/S, Switch 1 and 2, and PC (Steam, Epic).

D-topia reveal trailerWatch on YouTube

Next up is People of Note, described as “a full fledged musical, condensed into a video game” – specifically, a turn-based RPG. The trailer shows a young female star in a singing contest, a colourful futuristic world, and musical battles against strange creatures.

Of course, any music game like this lives and breathes by its songs – thankfully, this sounds like it could have some Kpop Demon Hunters-esque bangers. It’s coming from Iridium Studios and will be out next year on PS5, Xbox Series X/S, and PC (Steam, Epic).

People of Note reveal trailerWatch on YouTube

Lastly, there’s the Zelda-like adventure Demi and the Fractured Dream from developer Yarn Owl. A “tribute to classic action-adventure games”, it features hack and slash combat with puzzle solving and platforming, plus ethereal visuals.

Once again, it’s due out next year across PS5, Xbox Series X/S, Switch 1 and 2, and PC (Steam, Epic).

Demi and the Fractured Dream reveal trailerWatch on YouTube

“Annapurna Interactive is making its debut at this year’s Tokyo Game Show and we couldn’t imagine a better way to participate in this iconic event than by showcasing three great new titles from amazing indie studios,” said Leanne Loombe, head of games at Annapurna Interactive.

“From the wonderful puzzle adventure D-topia, to the catchy, innovative turn-based musical RPG People of Note, and a beautiful love letter to the classic action-adventure genre with Demi and the Fractured Dream, these games embody our vision of supporting world-class developers who are pushing the boundaries of artist story telling.”

Last year, the majority of Annapurna’s staff quit in a mass exodus following a dispute with the company’s owner.

Today’s showcase was the second since then, with February’s showcase featuring a number of games now available.



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September 24, 2025 0 comments
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Tetris Company CEO Maya Rogers on why we need more women in the games industry
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Tetris Company CEO Maya Rogers on why we need more women in the games industry

by admin September 23, 2025


“You kind of take what your parents do for granted when you’re a kid,” reflects Maya Rogers, president and CEO of The Tetris Company.

When her father, Henk Rogers, brought home an early version of Tetris on the Game Boy in the late 1980s, she remembers it sparking a sensation in their household, as family members competed against each other for high scores. But it was only much later on that she realised how big a deal the game was.

Henk was instrumental in securing the rights to Tetris for Nintendo’s handheld, and would go on to form The Tetris Company with the game’s creator, Alexey Pajitnov, in order to handle the licensing of Tetris around the world. Maya, meanwhile, was encouraged by her mother, Akemi Rogers, to seek a career in business. “She was all about climbing the corporate ladder.”

Maya initially worked at American Honda after college. But then she got the opportunity to combine her twin passions for cars and video games by securing a job at Sony Computer Entertainment in Santa Monica, initially working on the Gran Turismo franchise. “I remember thinking, ‘Wow, this is where I belong’,” she recalls.

Henk Rogers | Image credit: aGameScout CC BY-SA 4.0

But her life took a sudden left turn when her father suffered a massive heart attack in 2005. “I flew back to Hawaii, and I was like, ‘I almost lost him’,” she recalls. “That was a turning point in my life to say, ‘Can I come work for you? I want to learn from you as much as I can while you’re still around’.”

Maya would go on to head The Tetris Company. Depressingly, even in 2025, it’s still rare to see a woman in the top job at a games firm. According to Women in Games, women make up only around 22% of the global workforce in the games industry, and hold just 16% of the executive roles in the top 15 game companies.

“It shouldn’t be that way,” says Maya. “Women need to be given a chance.”

She is passionate about getting more women into the industry. “There’s so many women playing games, and we’re still having mostly men designing games,” she says. “That doesn’t make any sense at all.”

She encourages young women to “follow their passion” and come into the business, and not be put off by thinking they’re under-qualified or lacking in experience when going for jobs.

“Men show up to the table and they’re kind of winging it, right? Guys are really good at winging it […]. Women show up overqualified, because they’re like, ‘Oh my gosh, am I good enough for the job?'”

In short, she says, “We’ve got to put ourselves out there, and be Okay to be vulnerable.”

“Men show up to the table and they’re kind of winging it, right?”

Maya Rogers, The Tetris Company

When we ask whether Maya has personally experienced any instances of sexism in the games industry, the answer is depressingly matter-of-fact: “Of course.”

“They see a youngish looking female, and they don’t believe you, or they don’t think that you run Tetris, or whatever,” she says. “But I guess it’s never really phased me.”

She adds that there are advantages, too, in standing out. “Everybody knows me, because I’m a girl, right?”

Maya has made a point of increasing the number of women working at The Tetris Company. “When my father was running the business, it was more male. And now we have a lot of women, and it’s great. We’re doing amazing things. Girls can do it all.”

Ultimately, she thinks we need more women in C-suite positions across the board, noting that DEI (diversity, equity, and inclusion) initiatives have helped in the past. “That in itself in America today is a thing that’s being questioned,” she adds, “but I think that was so important to have, because it did change how many people of diversity, [of] different backgrounds were allowed in the workplace.”

In short, she says, “there needs to be something that is almost enforced to make sure that there are enough women in the industry.” And those women who are already in powerful positions need to “be out there, being vocal, inspiring people to fight for their rights,” she says.

“It is always going to be a battle. But if you look at the history […], how do things change? It was the women [who] came together, and they fought for their rights, and that’s what needs to happen.”

Therapeutic Tetris

Maya is particularly keen to talk about the work of Professor Emily Holmes, currently at Uppsala University, who has been researching the effects of Tetris on mental health over the past 15 years or so.

“When she was at Oxford University, she started this research to try to see if Tetris can help with trauma and PTSD – and now she’s proven that in fact it can,” says Maya.

“So now we’re working more closely with Professor Holmes and trying to figure out the next steps of how we can make this really a thing […] that’s going to help people.”

Tetris Effect was originally released in 2018

Maya says that she has also heard from people with ADHD, who have said that playing Tetris helped them to focus before exams. “We’re starting to collect all these stories about how much Tetris has helped people in different ways,” she says. “I think we’re just scratching the surface of what is possible with video games and mental wellness.”

This finding that playing Tetris can actually be good for you is important, she adds, because “the video game industry gets such a bad rep,” not least through the recurrent conversations around video-game violence.

“Tetris has never been a violent game,” she stresses. “It has always been a game that’s for everyone.”

But what’s so special about Tetris that gives it these therapeutic properties?

“Clearing lines speaks to our innate desire to want to create order out of chaos”

Maya Rogers, The Tetris Company

“There’s something about the blocks: it’s a simple game, but it makes you think,” muses Maya. “There’s that something that clicks in you when you play Tetris and you get into that flow.”

“Clearing lines speaks to our innate desire to want to create order out of chaos,” she adds, “and essentially that feels good when we feel that sense of accomplishment. I think that’s the loop that really helps people with PTSD [or] trauma.”

Another subject that’s close to Maya’s heart is the environment, something she shares with her father. They founded Blue Startups in Honolulu around 13 years ago as an accelerator to help entrepreneurs, with an emphasis on supporting startups that are focused on sustainability.

“For example, one of the first companies that we invested in was a company called Volta, and they were making electric charging stations throughout the United States,” she says.

Brand new moves

But of course, these good-news stories don’t provide the whole picture. The Tetris Company was founded to protect the rights for Tetris, and as such the firm has spent much of the past few decades sending out endless cease-and-desist letters to Tetris imitators.

But Maya points out that the rights to Tetris were hard won, noting that Alexey Pajitnov wasn’t able to wrestle them away from the former Soviet Union until the nineties, and she thinks that the ability to protect copyright is becoming increasingly important in the context of the creator economy and the rise of AI.

“It’s important to protect and honour brand legacies and brands in general. If we don’t, everything becomes generic,” she says.

“There could be a million other copies out there, but there’s something to be said about the one, the original, the one that people can really relate to.”

Tetris has been constantly reinvented over the years through games like Tetris Effect and Tetris 99, and Maya says that in terms of licensing opportunities for the brand, video games are “always number one.”

But she also sees many opportunities outside games. “The people that play Tetris, whether [it was when they were] growing up or they’re just discovering it now, how do they want to engage with the brand? It’s not just through video games anymore.”

Taron Egerton played Henk Rogers in the Apple TV Tetris movie

She highlights the recent Tetris movie on Apple TV as an example – although in fact there were efforts to get a Tetris film off the ground over a decade ago now, long before the current vogue for transmedia and big-screen video-game adaptations.

But what of the future for Tetris as a game? Surely, we suggest, we’ve had all the possible variations of falling blocks that it’s possible to have by now?

Maya disagrees. “I think Tetris Effect is a perfect example of [how you can] iterate on a game that’s 40 years old, and make it cool, and make it something that connects you to a new audience.”

That said, she also recognises that way back in the mid-eighties, Alexey Pajitnov essentially came up with the perfect game. “It’s like the game of chess, it’s going to be around. It’s just a matter of making sure that [for] each generation, and each new platform, and each new way to play a video game, Tetris is there.”

And Pajitnov, along with Henk, is still keeping an eye. “They’re involved in all the major decisions,” confirms Maya. “And whenever it comes to game design, Alexey is very heavily involved, because he’s still a gamer. He’s still playing all the games, he still thinks like a programmer. That’s what he does, and that is his passion.

Alexey Pajitnov | Image credit: GDC CC BY 2.0

“So as long as they’re able to get involved, they will be involved. And it’s great, because sometimes we might have a new licensee or a new developer come on board, and we might have Alexey come and talk to them. And for them, it’s like seeing God.”

When all is said and done, it’s heartening to think that behind the corporate behemoth that Tetris has become is the story of an enduring yet unlikely friendship.

“Henk and Alexey, they’re like two people that are as different as can be,” says Maya, “but they have this common language, and they believe in each other, and they trust each other.

“And this is one of the reasons why Tetris has been successful. It was based on this handshake of these two men that came from very different backgrounds – and they trusted each other because they loved games and they’re both programmers. And that love and that relationship is still there today.”



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September 23, 2025 0 comments
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Midwest Games secures $2 million in strategic investment
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Midwest Games secures $2 million in strategic investment

by admin September 23, 2025


Wisconsin-based Midwest Games has secured $2 million in investment to “redefine game publishing support” and “champion underrepresented developers.”

Announced on September 22, 2025, the investment is from Kansas City’s Prevail Private Capital and marks the firm’s first investment in the video games industry.

“Midwest Games is exactly the type of values-driven innovator we want to back,” said Kerry Lawing, CEO of Prevail Private Capital.

“The gaming industry evolves at breakneck speed, and Midwest Games’ model is built to adapt and thrive. We’re proud to support their vision.”

Midwest Games was formed in 2023 by Ben Kvalo, formerly of Netflix, and Rob Martin, XSET alum, and is “pioneering a publishing-as-a-service model.”

In October 2023, the publisher secured $3 million in funding, led by TitletownTech, to expand business operations and staff.

Midwest Games’ executive team includes several industry veterans, including chief marketing officer Jennifer Corbett (former vice president of Crunchyroll) and chief marketing officer Chris Klimecky (former principal producer at ProbablyMonsters).

In addition, the publisher’s advisory board includes Unity Technologies’ director of community (and Xbox alum) Larry ‘Major Nelson’ Hryb and Mark James, the former CTO of Striking Distance Studios.

“Prevail’s support is rocket fuel for our mission,” said Ben Kvalo, founder and CEO of Midwest Games.

“We’re scaling to give more partners the strategy, marketing, and production expertise they need to get their games to market and succeed.”



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September 23, 2025 0 comments
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Here are 239 imaginative, daft or broken falling block games featuring laser drones, LocoRocos and playing cards
Game Updates

Here are 239 imaginative, daft or broken falling block games featuring laser drones, LocoRocos and playing cards

by admin September 22, 2025



It is written that when the Sumerian king Gilgamesh first beheld the gleaming ramparts of Uruk‐Haven, many centuries ago, he said unto his architects: “be sure to save up gaps for those long straight ones, and try your best to start a multiplier”. But then Gilgamesh realised that, by means of temporal fluctuations too nonsensical to explain, he was actually looking at the submissions page for Falling Block Jam 2025, the latest Itch.io “make a thing with a theme” festival, which ran from last week till today.


Falling block games! Such a simple concept, capable of so many perversions. I have played a handful of the jam’s 239 entries and found them to be enjoyable, if often rudimentary. As is the style round these parts, I will now try to briefly communicate their enjoyableness to you using words. This is honestly going to be quite difficult, because I keep seeing another entry I want to try.


A pretty one to start: Bloquecitos is a Tetrislike with real-time physics, and blocks that merge to create different-shaped blocks when you match their patterns. It’s a crafty rejig of the developer’s previous Pancitomerge. I’m fond of the mosaic tile patterns, and I like engineering cascades by merging two blocks so that others tumble together.

Image credit: Fáyer / Joven Paul / Rock Paper Shotgun

This Side Up, meanwhile, trades the “falling” component of the “falling block” genre for a gradually retreating 3D camera. You’ve got a shipping crate and you’re trying to fill it with vintage household objects such as cacti, cathode-ray televisions, Nintendo Gamecubes, and lizard tanks.

I strongly relate to this one inasmuch as I had a bunch of stuff in lock-up during a flat move last year. There’s a dark art to filling shipping crates so as to optimise both storage space and retrievability. I do not claim to have mastered this art. After all, I managed to divide up all my paired belongings between separate crates. I had left socks and saucepans in one box, right socks and saucepan lids in another. Get ye behind me, This Side Up! You are bringing back traumatic memories.

Image credit: Apotheum

Professor Gambler’s Bone Scrambler is a falling block game born of the fateful realisation that a thrown die is a kind of falling block. Each turn, it rolls out a line of dice. You then slide the line horizontally to match the blocks below and create combos, or spend points to reroll the set. How do you earn points? From combos. It’s got nice chiptune aesthetics, as you might expect from a game that has also been submitted to GBJAM 13.


A Pico-8 one next. In Recycled Blocks, you control a little laser drone that has to sculpt blocks as they fall to complete work orders and remove them from the board. I found the control scheme a bit confusing, but I love the concept. Ditto the self-explanatory Circuit Makers.

Jelly Well, meanwhile, gets two thumbs up for its subliminal hatred of LocoRocos and for its soundscape of human mouth noises. More of this kind of thing, please. Call of Duty games would sell twice as much if all the gun effects consisted of voice actors yelling “bang”. I would hire Sir Anthony Hopkins to voice an AK47, myself.

Image credit: Walaber Entertainment


Simply scrolling the Falling Block Jam submission feed makes me feel as though I’m losing badly at Tetris, so I’ll resist the urge to write up any more. OK, one more, but only because it doesn’t require a computer: Doctor Vs Virus is a table-top falling block game you can play with a standard deck of cards.

If you see any others you like, please rotate and slide them dextrously into the comments below. Why not see if you can form a line with people recommending the same game – I’ll try to add some block-clearing score attack functionality to our moderation software.



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September 22, 2025 0 comments
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This week in PC games: Tokyo Game Show, Silent Hill, babel city-building and an RPG about a fugitive king
Game Updates

This week in PC games: Tokyo Game Show, Silent Hill, babel city-building and an RPG about a fugitive king

by admin September 22, 2025


Hello reader who is also a player! Once again I have failed in my fervent efforts to meddle with the Earth’s rotation so as to suspend time exactly at 11.30am, Saturday morning. I fear that another week is upon us. Fortunately, it contains some new PC games, spanning full releases and early access launches. Some of those new PC games may even be worth a modest portion of your lifespan and personal capital. Here’s a list of the ones I find most appealing or notable.

Monday 22nd September

Tuesday 23rd September

  • Blippo+ is about surfing channels to discover the soaps, sitcoms, news, weather, and talk shows of mysterious Planet Blip
  • Baby Steps is about learning to walk, one helplessly sliding ragdoll animation at a time
  • The point-and-click artisans of Blue Brain Games are back with The House Of Telsa
  • Clone detection horror It Has My Face has my curiosity, perhaps even my attention, but only time will tell whether it has my face

Wednesday 24th September

  • Let’s all go be Japanese high schoolgirls from the 1960s and slice up yokai scarecrows in Silent Hill f, which Oisin says is decent
  • Let’s all go come-of-age in Consume Me (pictured), a life sim about feeling “stupid, fat, lazy, and ugly in high school”, with mostly bad endings
  • Sonic Racing: CrossWorlds does not contain any schools or self-loathing, but it is thinking with portals

Thursday 25th September

  • Mala Petaka is a strikingly upbeat and colourful GZDoom shooter with hanging crystals and many robots
  • Dunno if any of you are into Aquaplus, but they’ve got this big cross-over anime 2D fighting game out today that seems jazzy, and we haven’t listed a fighting game for a while
  • Drown human scientists in the ichor of your mass-produced minions in Buggos 2, an RTS autobattler for the Zerg appreciators lurking amongst us
  • Please partake of another helping of uncanny ballfootsies in EA Sports FC 26


Friday 26th September

  • Stario Haven Tower is about building the tallest city you can, contending with changes of weather and the rigours of vertical logistics
  • Hotel Barcelona is a side-scrolling roguelike slasher about a US field marshal possessed by the soul of a serial killer, created by a team led by Swery and Suda51
  • Lost In the Open is a grubby fantasy tactics RPG about a recently overthrown king and entourage fleeing across a hex-based map

Aside from the above new PC games, this week will contain a non-zero quantity of games so new they aren’t even released yet. We’ll hear about a few of them at the latest Tokyo Game Show, which runs 25th-28th September. As I write this I am looking at a spreadsheet of embargoed announcements. The temptation to just paste the whole thing below and take the week off is fierce, but I am absurdly professional and will resist. Pretty sure none of you care about made you look! anyway.



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September 22, 2025 0 comments
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A skeleton doing a trick on a skateboard
Product Reviews

Five new Steam games you probably missed (September 22, 2025)

by admin September 22, 2025



On an average day about a dozen new games are released on Steam. And while we think that’s a good thing, it can be understandably hard to keep up with. Potentially exciting gems are sure to be lost in the deluge of new things to play unless you sort through every single game that is released on Steam. So that’s exactly what we’ve done. If nothing catches your fancy this week, we’ve gathered the best PC games you can play right now and a running list of the 2025 games that are launching this year.

Megabonk

Megabonk Release Trailer – YouTube

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Steam ‌page‌ ‌
Release:‌ September 19
Developer:‌ vedinad

Vampire Survivors is brilliant but I’m not super interested in any of its pretenders. Megabonk is a big exception, though, not only because it looks completely stupid (in a good way), but also because it borrows a lot from Risk of Rain 2. The general rhythm of the game is overly familiar by now: you commandeer a character through sprawling slaughter maps, circle strafing around the mobs and collecting XP, all the better to upgrade your abilities with every level increase. The longer you survive the better. What Megabonk brings to the formula is a slapstick approach to failure, and a PS1-influenced art style that really suits the addictive simplicity of its gameplay. Also, the skeleton can ride a skateboard.


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Deadeye Deepfake Simulacrum

Deadeye Deepfake Simulacrum: Release Date Trailer – YouTube

Watch On

Steam‌ ‌page‌
Release:‌ September 19
Developer:‌ nodayshalleraseyou

This cyberpunk roguelike shooter is the real deal: not only does it have a gorgeous ASCII-inspired art style perfectly in step with its surreal sci-fi setting, but its ability to generate increasingly bizarre stories positions it close to something like Caves of Qud. Due to severe debt you’re forced to live the life of a mercenary, which means breaking into corporate headquarters, stealing intel, and murdering anyone who gets in the way. That makes it sound like a fairly rote genre exercise but Deadeye Deepfake Simulacrum has no interest in sticking within the confines of cyberpunk: there is some truly weird stuff here. Nor is it eager to just be a shooter: this is closer to an immersive sim, in the way it rewards thinking outside of the box.

Henry Halfhead

Henry Halfhead – Out Now! – Trailer – YouTube

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Steam page
Release:‌ September 16
Developers:‌ Lululu Entertainment

As the name implies, Henry Halfhead is about Henry, who has (or is?) half a head. You might think this puts him at a severe disadvantage when it comes to moving through the world (or doing anything, really) but Henry is blessed with the ability to inhabit objects. So if he wants to make himself some toast, all he needs to do is become the knife to slice the bread, and then become the bread to enter the toaster, and then enter the toaster to toast the bread… you see where this is going (though I do wonder how one eats toast with only half a head). I adore the idea: probably the funniest puzzle concept since Baba is You.

Town to City

Town to City | Launch Trailer – YouTube

Watch On

Steam page
Release:‌ September 17
Developer:‌ Galaxy Grove

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

The city builder revival continues apace with Town to City, which is about building voxel-based 19th century Mediterranean settlements. While it has the cosy veneer of something like Tiny Glade, Town to City also has some very light sim elements, such as attending to the needs of your town’s inhabitants and growing the economy. Nevertheless, the focus here is definitely on zen-like creation, and despite being an early access affair it already has nearly a thousand “Overwhelmingly Positive” reviews on Steam. It’ll launch into 1.0 in “around 6-8 months”.

Pigface

PIGFACE | Early Access Out Now! – YouTube

Watch On

Steam‌ ‌page‌ ‌
Release:‌ September 19
Developer:‌ titolovesyou

Here’s another early access launch, this time about “a terrible woman whose awful past has finally caught up to her”. Someone has planted a bomb in her head, and if she doesn’t do their bidding that bomb will explode. A tough break, but I guess there’s got to be a reason for all the killing that happens in Pigface, which despite its retro-stylings leans more towards a tactical shooter than the more popular, circle strafing and bunny-hopping boomer variant. It has an appealingly vicious atmosphere too, kinda reminiscent of Dusk.



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September 22, 2025 0 comments
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