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Toilet in bathroom
Gaming Gear

Toilet Time With Your Phone Could Give You a Real Pain in the Butt

by admin October 3, 2025


We use our smartphones just about everywhere, even in the bathroom, though we may not want to talk about that part. A recent study of colonoscopy patients revealed that most used their phones on the toilet at least once a week — and that those phone-on-the-toilet users showed a 46% increased risk for hemorrhoids.

The cause and effect are clear. Caught up in news or games or social media, bathroom users stay seated on the throne longer, with research showing phone users tend to spend more than 5 minutes doing their business. The study says that hemorrhoids are associated with prolonged sitting on the toilet, as well as constipation and increased straining.

Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.

The 125 colonoscopy patients at Boston’s Beth Israel Deaconess Medical Center Study who participated in the study answered questions about their bathroom phone habits, and endoscopists evaluated their hemorrhoids (just in case you think you have a bad job). Of all the respondents, 66% used smartphones while sitting on the toilet, and those participants tended to be younger than those who didn’t. More than one-third (37.3%) of smartphone users spent more than 5 minutes sitting on the toilet per visit, while only 7.1% of those without smartphones spent that long seated.

When the numbers were adjusted for age, sex, BMI, exercise activity and “straining and fiber intake,” results showed a 46% increased risk for hemorrhoids. Men were more likely than women to spend 6 minutes or more on the toilet, in case you wondered.

Those who used smartphones while on the toilet also admitted to getting less exercise than those who didn’t, which the researchers said “could signify a higher level of engagement with technology and a more sedentary lifestyle outside of the toileting environment.” (Yes, “toileting environment.” Otherwise known as just “the toilet.”)

The most common toilet phone activity was reading news, with 54.3% admitting to doing so, and 44.4% saying they were participating in social media while on the toilet.

The study didn’t directly connect constipation with time spent on the toilet, but Dr. Eamonn Quigley, chairman of gastroenterology at Houston Methodist, told The New York Times that it’s likely those who sit hunched over their phones while on the toilet might be more likely to experience constipation.

If you’re grossed out by the idea of your phone being in close connection with toilet time, you’re not alone. Doctors told the NYT the obvious: Fecal material can get on your hands while you’re wiping and be transferred to your phone, and flushing with the toilet lid open can also spray fecal matter onto your phone. Sure, you wash your hands, but now the stuff is on your phone, so it jumps right back on your hands after you dry them and start scrolling again.

In short, you’re probably going to scroll your phone while occupied in the bathroom. But this study notes that you should be aware that the phone’s fun distractions might make you sit there longer than you planned, and that could have painful consequences.



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October 3, 2025 0 comments
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Link appearing surprised in Zelda: Breath of the Wild
Esports

Scientists give emotional celebration as Huntington’s disease successfully treated for first time

by admin September 24, 2025



In a massive medical breakthrough, a research team has found a way to slow the progression of Huntington’s disease for the very first time using gene therapy.

Huntington’s disease is a genetically inherited, fatal neurological disorder that progressively damages nerve cells in the brain, causing problems with movement, cognition, and changes in behavior.

First classified in 1872 by American physician George Huntington, there has never been a cure for the condition. Existing treatments only aim to manage symptoms of Huntington’s, which tend to crop up in patients who are around 30 – 40 years of age.

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Now, more than a century later, scientists have discovered a way to successfully hinder its progress, leaving the medical community stunned and hopeful.

Unsplash.com: robina weermeijerHuntington’s disease is a fatal disorder that degrades brain cells over time.

Researchers slow Huntington’s disease by 75% with gene therapy

On September 24, 2025, a team of medical researchers shared the results of a trial they had conducted over the last three years, which found that a specific type of gene therapy can help slow the progression of Huntington’s disease.

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The condition is caused by a mutation of the huntingtin protein in the brain, transforming it into a toxin that attacks and kills other brain cells over time.

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Using a combination of gene therapy and gene splicing techniques, scientists were able to infuse a non-threatening ‘virus,’ a vehicle for the gene therapy that had been altered to contain a specific sequence of DNA, into several parts deep within patients’ brains.

Unsplash.com: National Cancer InstituteScientists have found a way to slow the spread of Huntington’s disease by 75% using gene therapy.

After insertion, the DNA then activates, attaching itself to messenger RNA and disrupting the process by which the huntingtin gene’s code is translated into proteins.

The delicate surgical operation takes anywhere from 12-18 hours to complete. Surgeons use a catheter and MRI imaging to inject the therapy, making it equal parts grueling for everyone involved and likely incredibly expensive.

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uniQure, a leading company in gene therapy, published the study’s results on September 24, showing that patients experienced an average 75% slowing of Huntington’s three years after undergoing treatment.

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Speaking to the BBC, the director of the University College London Huntington’s Disease Centre, Prof Tabrizi, gushed over the trial’s “spectacular” results.

“We never in our wildest dreams would have expected a 75% slowing of clinical progression,” she told the outlet.

Prof Ed Wild, a consultant neurologist at the National Hospital for Neurology and Neurosurgery at UCLH, said he got a “bit teary” at the news.

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“There was every chance that we would never see a result like this, so to be living in a world where we know this is not only possible, but the actual magnitude of the effect is breathtaking, it’s very difficult to fully encapsulate the emotion,” he said.



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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
Esports

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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Product Reviews

Silksong’s first patch should give you a chance against its early bosses

by admin September 9, 2025


Video game difficulty is a real balancing act. You want to be challenged and earn each new level, but when it’s too hard there’s more frustration than fun. Apparently, a number of players have found the new Hollow Knight: Silksong game a bit too hard, struggling to defeat some of the bosses.

Now, Team Cherry, the indie studio behind the Hollow Knight series, is making things a bit easier. Team Cherry has announced Hollow Knight: Silksong‘s first patch, which includes a “slight difficulty reduction in early game bosses.” This update includes the bosses Moorwing and Sister Splinter.

Otherwise, the patch mostly includes bug fixes, such as gamers remaining cloakless or getting stuck floating. It also brings an increase in rosary rewards from relics and psalm cylinders, as well as for courier deliveries. These retroactive updates should come by mid next week, but eager players can join the public-beta to get the fix. Team Cherry notes that its already working on more fixes in a second patch.

The long awaited sequel to Hollow Knight finally launched on September 4, with eager fans crashing Steam, the Nintendo eshop and the Xbox Store. It’s available now for $20.



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September 9, 2025 0 comments
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Help a spaceship give birth before it collides with a star in Ultrasound
Game Updates

Help a spaceship give birth before it collides with a star in Ultrasound

by admin September 3, 2025



How are you feeling today? Relatively untroubled by visions of squirming, organic gunk clogging your vessel’s exhaust ports as you fall steadily toward an enormous ball of fire? We’ll see about that.

I’m here to tell you about Ultrasound, in which you are stranded aboard a spacecraft that has been colonised by growths of the Gigery persuasion. If you don’t purge critical systems pronto, you’re going to end up the wrong side of a photosphere. Here’s a trailer.

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“Use an ultrasound machine to diagnose and do surgery on a grotesque infection spreading aboard a space freighter,” explains the Steam page. “Craft meds, upgrade your machine, find new surgical tools, and restore ship systems before you collide with a star. Soon, something will be born.”

This sounds like the unsexy edition of Erostasis. You’ll need to craft medicines to thwart spreading growths, and free up navigation and life support before it’s too late. There are several endings to unlock, and I’m guessing the majority are not pleasant.

Ultrasound might seem like a gross-out game with a gimmick, but it has a serious core. It’s “being developed by two new fathers – Walter Woods (Lead Developer) and Jason Scalfano (Lead Artist) – and is inspired by their respective tragic and joyful paths to parenthood,” as the press release explains.

“So many of us know the hope and horror of the ultrasound machine,” the developers write. “The mystery. The ambiguity. The flickering image of life and death. We hope our game captures these difficult feelings and resonates with players.”


I respect the sincerity here. That said, given that there appear to be notes of memoir at work, I would quite like to know if the mothers of Woods and Scalfano’s children had any say on the game’s portrayal of pregnancy as body horror. They are not mentioned anywhere in the press materials. Ultrasound is out “soon”.



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September 3, 2025 0 comments
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Japan Post Bank Blockchain
GameFi Guides

Japan Post Bank To Give Digital Yen Access To $1.3T Deposits

by admin September 3, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Japan Post Bank is moving toward a blockchain-based yen currency for depositors, with a launch planned by the end of fiscal year 2026.

Japan Post Bank Taps Into Blockchain For Digital Yen

As reported by Reuters, Japan Post Bank is planning to launch a digital yen in the coming year. Japan Post Bank is a Tokyo-headquartered bank that originally started as a postal savings system back in 1875 and today manages around 190 trillion (nearly $1.3 trillion in US dollars) in deposits.

Historically fully owned by the Japanese government, the institution opened up to private shareholders in 2007, but still counts the Japanese state among its backers.

Now, it seems the bank wants to bring its massive depositor base into the blockchain era. The new currency, known as “DCJPY,” will be developed by DeCurret DCP, a Japanese digital currencies platform, and will be backed 1:1 by fiat yen.

The two companies plan to issue the digital yen by the end of fiscal year 2026. After its launch, the bank’s users will be able to convert their funds into DCJPY and participate in blockchain-based transactions.

While DCJPY will use blockchain technology, it will be different from a stablecoin. Stablecoins are cryptocurrencies pegged to a fiat currency that are typically available for trading on public exchanges and other platforms. Meanwhile, DCJPY will be a deposit-based token available within the financial system of Japan Post Bank.

The bank isn’t the first financial institution in the country to launch a blockchain product like this. Last year, GMO Aozora Net Bank also started a similar digital yen offering.

Speaking of stablecoins, these cryptocurrencies have been witnessing a legislative push in Asia lately, with Hong Kong releasing its stablecoin bill at the start of August and South Korea expected to launch its framework in October.

Japan introduced its stablecoin legislation back in 2022. So far, no yen-backed stablecoins have been approved, but according to a report, one could gain the green light from regulators as soon as October.

The fiat-tied digital assets have recently been observing some notable growth and exploring new all-time highs (ATHs), according to data from MacroMicro.

The trend in the stablecoin market cap over the last several years | Source: MacroMicro

From the chart, it’s visible that the stablecoin market cap saw a slump in 2022-23, but 2024 brought a reversal as growth returned in the space. The end of the year then witnessed acceleration in the metric, which has continued into 2025.

Today, the combined stablecoin market cap sits at about $282.6 billion, a fresh record.

Bitcoin Price

At the time of writing, Bitcoin is trading around $109,500, unchanged from one week ago.

Looks like the price of the coin has been moving sideways since its plunge | Source: BTCUSDT on TradingView

Featured image from Dall-E, MacroMicro.com, chart from TradingView.com

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



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September 3, 2025 0 comments
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SHIB Price Crashes but Team Doesn't Give Up, Major Statement Says
Crypto Trends

SHIB Price Crashes but Team Doesn’t Give Up, Major Statement Says

by admin August 30, 2025


  • SHIB price falls hard, SHIB executive reacts
  • SHIB burns jump 157,726.72%

The pseudonymous SHIB marketing top executive, Lucie, has published a tweet, reacting to the recent Shiba Inu price dip. She gave the community a glimpse of hope, saying that things should change in the bullish way very soon — in the fall.

Meanwhile, the SHIB price has rebounded, attempting to recover from the recent price decline.

SHIB price falls hard, SHIB executive reacts

By Saturday morning, the second-biggest meme cryptocurrency, Shiba Inu, has faced a decline of 5%, falling from $0.00001267 to the $0.00001204 price level.

Over the past week, this decline constituted a substantial 11% as SHIB lost $0.00001352 in the current bear market.

Autumn is bullish.

Can’t wait to see where we’re headed. Dreaming of Japan, but also Korea, and China ( waiting for visa 😁) – all places where the Shib community keeps growing stronger.

The value of tokens may be down, but that should never stop us from building and adopting… pic.twitter.com/L2PfYQpED4

— 𝐋𝐔𝐂𝐈𝐄 (@LucieSHIB) August 30, 2025

Lucie reacted to this decline by stating that fall is going to be bullish due to the upcoming rate cuts. As for now, she stated that even though the SHIB price may be down, “that should never stop us from building and adopting Shibarium around the world.”

In the meantime, the SHIB price has rebounded by 3% and at the time of this writing is changing hands at $0.00001240 per coin.

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SHIB burns jump 157,726.72%

According to the Shibburn platform, over the past day, the SHIB burn metric has faced a significant four-digit increase thanks to millions of meme coins getting driven out of circulation and locked in dead-end wallets.

The aforementioned data source revealed a crazy 157,726.72% surge in the daily SHIB burn rate as the community has succeeded in moving 2,411,616 SHIB coins to unspendable wallets, i.e., burned them.

HOURLY SHIB UPDATE$SHIB Price: $0.00001239 (1hr -0.22% ▼ | 24hr 1.54% ▲ )
Market Cap: $7,302,271,924 (1.57% ▲)
Total Supply: 589,247,732,073,096

TOKENS BURNT
Past 24Hrs: 2,481,036 (157726.72% ▲)
Past 7 Days: 14,068,717 (-76.32% ▼)

— Shibburn (@shibburn) August 30, 2025

As for the weekly SHIB burns, there is a 76.32% decline here, while the amount of meme coins that has been burned stands at 14,068,717 SHIB.





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August 30, 2025 0 comments
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A screenshot of the PC version of Gears of War: Reloaded
Gaming Gear

Gears of War: Reloaded PC performance: The updated graphics are easy work for any desktop GPU from the past six years but they’re still enough to give handhelds grief

by admin August 26, 2025



If you were hoping that Gears of War: Reloaded was going to be like The Elder Scrolls 4: Oblivion Remastered, then I have a bit of bad news for you. It’s essentially 2016’s Ultimate Edition of Gears of War, but with better lighting and textures—everything else, including meshes, animations, and the overall gameplay, is exactly the same.

Gears of War: Ultimate Edition was a remaster itself, so Reloaded is a remastered remaster. Or is it a re-re-master? Either way, whatever your feelings are about the Ultimate Edition, they’ll probably be no different for Reloaded.

I must admit to being a little surprised that developers The Coalition retained the use of Unreal Engine 3 for Reloaded, albeit with large chunks of it heavily rewritten, replaced, and modified. But having thought about it, rewriting the whole game to work with Unreal Engine 5 was probably going to be too much work for the scale of the project, and if you’re going to do that, then you might as well do a full remake instead.


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(Image credit: Microsoft Studios)(Image credit: Microsoft Studios)

The good news about sticking with the old engine and just using better quality assets, lighting, shadows, and reflections, is that Gears of War: Reloaded will run on pretty much any gaming PC you like. For game performance analysis, I usually start with a top-end rig, but in this instance, I kicked off with the oldest gaming PC in my office, and the game ran so well—even at maximum quality settings—that I skipped over testing a full range of PCs.

In fact, other than one very specific type of PC platform, you can likely just slap all the settings to the maximum values and enjoy 60+ fps performance. You might need to keep the resolution down or utilise a spot of FSR 3.1 or DLSS 3.5 upscaling to push it higher if you want to, but the main reason for using either one is for the superior anti-aliasing—the alternative is to use FXAA, but there’s absolutely no reason to do so.

Tested on: Core i7 9700K | Radeon RX 5700 XT | 16 GB DDR4-3200

1080p | FSR Balanced | Ultra quality preset

As you can see from the above footage, the Core i7 9700K + Radeon RX 5700 XT combination has no problems whatsoever running Gears of War: Reloaded at an acceptable frame rate. There’s quite a big difference in the frame rate when fighting in narrow corridors to battles held in open areas, but every PC I tested is affected in the same way.

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

If you’re happy to go with a lower frame rate (GoW:R isn’t a fast-reaction game by any means), then you could increase the upscaling quality mode. AMD’s FSR Native AA and Nvidia’s DLAA are both supported, but you’re not really going to easily tell the difference between them and DLSS/FSR Quality.

Admittedly, the RX 5700 XT is still quite a capable graphics card, so the next platform I tested Gears of War: Reloaded on was an entry-level gaming laptop.

Tested on: Ryzen 7 7735HS | GeForce RTX 4050 | 16 GB DDR5-4800

1080p | FXAA | Ultra quality preset

Just as with the Core i7 9700K rig, the RTX 4050 laptop coped absolutely fine. So much so that for the above footage, I disabled DLSS and just used FXAA to remove jagged edges from objects, characters, and other models. Even with no performance boost from upscaling, the little laptop has no problem hitting 60 fps or more.

The other reason why I included the use of FXAA was to highlight just how bad the anti-aliasing technique is compared to what can be achieved with FSR and DLSS. Both solutions have been implemented well in the game, so you’re pretty much covered, no matter what GPU you have.

Tested on: Core Ultra 9 285K | GeForce RTX 5090 | 48 GB DDR5-8400

4K | DLAA | Ultra quality

Heading to the other end of the hardware scale, pairing a GeForce RTX 5090 with a Core Ultra 9 285K and 48 GB of DDR5-8400 produces an entirely expected outcome. You might be surprised that the fps isn’t higher, but that’s in part because Gears of War: Reloaded has an adjustable frame rate cap with a limit of 240 fps.

You might think it has to do with the choice of CPU, as Intel’s Arrow Lake chips aren’t the best for gaming. However, the 5090 was being correctly utilised, and at no point were the 285K’s P-cores being saturated with work. In fact, this was common across all of the PCs I tested Gears of War: Reloaded on, though there was one exception.

Tested on: Asus ROG Ally | 15 W mode

1080p | FSR Balanced | Custom low quality

Given how well the old Core i7 9700K rig coped with 1080p Ultra quality, I was confident that my Asus ROG Ally would be fine with a lower preset and perhaps a bit more upscaling. Upon first firing up the game on the handheld gaming PC, it defaulted to the Medium quality preset with FSR Balanced upscaling.

In the narrow corridors, it just about reached 60 fps, but once out into the open areas, the frame rate would drop below 40 fps. That might not sound particularly rubbish, but it created a surprising amount of input lag, making what’s already quite a clunky game feel leaden and slow.

(Image credit: Microsoft Studios)

My solution was to use the Low preset with a Medium quality texture setting. You don’t really gain much fps by using lower quality textures, and it looks especially bad on the Low or Lowest preset. To be frank, while the new HDR lighting algorithm does a decent job of things, the game’s old-school looks lean heavily on the quality of the textures. In some cases, even on the maximum setting, they’re rather poor, so you’ll want to use the best texture setting that you can.

The one thing I did notice when testing the ROG Ally was that the GPU utilisation was quite poor. In the above footage, you can see that some of the handheld’s CPU cores are being hit quite hard, and along with the relative lack of VRAM bandwidth, this particular handheld isn’t best suited for good-looking, smooth gameplay in GoW:R. Steam Deck owners will want to skip the game entirely.

Final thoughts

(Image credit: Microsoft Studios)

In addition to the above PC platforms, I tested Gears of War: Reloaded on Ryzen 5 5600X, Ryzen 7 5700X3D, Core i5 13600K, and Core i7 14700K rigs, with graphics cards including a GeForce RTX 2060, RTX 3060 Ti, RTX 5070, and a Radeon RX 6750 XT and RX 7900 XT. All of them, without exception, had no difficulties in running GoW:R with the Ultra preset enabled.

In some cases, I had to use Balanced upscaling instead of Quality or DLAA/Native AA, but it didn’t affect the visual quality of the game, and it helped keep the 1% low performance above 60 frames per second. It’s just a shame that I couldn’t do the same with my ROG Ally, without ruining the game’s looks.

The old-school graphics techniques are a piece of cake for any modern graphics card, to be honest, because they all have enough pixel throughput and VRAM bandwidth to keep on top of things. However, handheld PCs are limited in both of these aspects, which is a real shame, as Gears of War: Reloaded is supposed to scale down to such hardware.

Technically, it does, though you’ll have to accept a relatively low frame rate and sluggish controls. At least I didn’t experience any glitches or bugs in the review code, nor any shader compilation or traversal stutters—just frame rate wobbles upon loading a new stage and hit boxes with minds of their own.

Gears of War: Reloaded is arguably a more definitive version of the game than the Ultimate Edition, and if the idea of playing a stompy-stompy, cover-and-fire classic appeals to you, then at least you won’t have to worry about whether your desktop or laptop gaming PC will be up to the task.

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August 26, 2025 0 comments
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No, Silksong hasn't been in development hell, hype skyrocketed sales of the original game to give Team Cherry financial freedom
Game Reviews

No, Silksong hasn’t been in development hell, hype skyrocketed sales of the original game to give Team Cherry financial freedom

by admin August 21, 2025


Earlier today, Team Cherry finally announced a release date for its long-awaited Hollow Knight sequel Silksong. After seven years, it will finally be out next month.

Yet contrary to what you may believe, Silksong hasn’t been in development hell for that time. Instead, Team Cherry’s developers were just having too much fun making it.

In fact, sales of the original game have skyrocketed from 2.8m copies to 15m copies since Silksong’s announcement in 2019, giving the studio the financial freedom to take their time.

Hollow Knight: Silksong – Special AnnouncementWatch on YouTube

What was originally intended as an expansion to Hollow Knight soon ballooned into its own game, with the studio announcing in February 2019 it would be a full sequel.

“Even at that point we were recognising that it was going to become another giant thing to rival the scale of Hollow Knight or probably exceed it,” Team Cherry co-founder Ari Gibson told Bloomberg. “And then because of how we work, obviously the world ended up being just as big or bigger. And the quest system existed. And the multiple towns existed. Suddenly you end up six, seven years later.”

“It was never stuck or anything,” Gibson added. “It was always progressing. It’s just the case that we’re a small team, and games take a lot of time. There wasn’t any big controversial moment behind it.”

That 12m rise in sales of the original Hollow Knight is extraordinary. Somehow, Team Cherry inadvertently created the ultimate hype machine: hype for the sequel led to sales for the original, which meant it could take longer to develop, which fed the hype even more due to silence, which became a meme, which meant it could take even longer.

“We’re very lucky in that regard,” said Gibson. “I don’t ever really think about it that much. Maybe that’s the privilege of it.”

No strict deadline and a flood of financial income meant Team Cherry could take its time. It’s in stark contrast to so many other studios at the moment hell-bent on chasing trends and generating cash in the face of rising development costs, which has inevitably resulted in the mass layoffs across the industry in the last couple of years.

By contrast, Team Cherry has remained lean. What’s more, it’s spent the past seven years enjoying development.

“We’ve been having fun,” said Gibson said. “This whole thing is just a vehicle for our creativity anyway. It’s nice to make fun things.

“We’re very fortunate that we have a development method that is so enjoyable,” Gibson continued. “Not exactly sure how we stumbled into that. Everything comes together quickly. You can see results fast. Ideas turn into something that exist in the game almost immediately before your eyes, and that’s very satisfying. And that allows you to go off on those tangents and meet weird characters because someone’s off-handedly mentioned a weird character as an idea and the other person’s laughed, and that’s enough.”

Will Silksong push the Metroidvania genre to new heights? | Image credit: Team Cherry

“You’re always working on a new idea, new item, new area, new boss,” added co-founder William Pellen. “That stuff’s so nice. It’s for the sake of just completing the game that we’re stopping. We could have kept going.”

Add to that a desire for exceptional polish, and it’s easy to see how development could have continued even longer.

“I think we’re always underestimating the amount of time and effort it’ll take us to achieve things,” said Gibson. “It’s also that problem where, because we’re having fun doing it, it’s not like, ‘It’s taking longer, this is awful, we really need to get past this phase.’ It’s, ‘This is a very enjoyable space to be in. Let’s perpetuate this with some new ideas.'”

“There’s a level of finish that has to be met throughout the entire game,” added Pellen. “All the way the systems interact, all the hidden work that pops up later on. It’s multiplicative. As you add stuff, the process of tying it all back together just increases.”

Of course, it remains to be seen whether Silksong will fully live up to the hype, but with its release date of 4th September it won’t be long until we find out. At the least, it follows games like Clair Obscur: Expedition 33 as a project with a relatively small team and a huge amount of passion finding big success, where so many AAA studios and publishers have stumbled.



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August 21, 2025 0 comments
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Valor Mortis will see Ghostrunner's creators give Napoleonic era Europe the soulslike treatment in 2026
Game Updates

Valor Mortis will see Ghostrunner’s creators give Napoleonic era Europe the soulslike treatment in 2026

by admin August 19, 2025


Valor Mortis, a soulslike set during Napoleon’s 19th century conquest of Eastern Europe, has been revealed by Ghostrunner devs One More Level during Gamescom Opening Night Live’s preshow. It’s set for release in 2026.

Yep, if you’re a fan of games that drip with Frenchness and also revolve around beating up gaudily-health barred baddies before they do the same to you, this one might have you reaching for your musket and bicorne. That’s assuming the setting offers enough of a unique feel that Valor Mortis doesn’t resemble being trapped on a Fromsoft-imitation Elba.

Watch on YouTube

““With Valor Mortis, we wanted to try something new and original – a darker experience, while still offering players a true challenge,” One More Level CEO Szymon Bryla said. “After Ghostrunner, we knew we had the foundation to create a [first-person] title, but this time in a soulslike genre. At the same time, we wanted to stay true to what we do best – making demanding games for hardcore players, set in an engaging, expansive world, while showing that the studio has grown since our previous projects.”

The game’ll see you play as William, a Grande Armée soldier ressurected and given supernatural powers by the Nephtoglobin, a mysterious goop. Sadly, because video game, this goop has turned the world around him and his former comrades in arms into a plague-ridden hellscape prowled by mutants with extra limbs and bloated bodies.

The combat looks to add a BioShock-esque twist to the usual soulslike parry and dodge swordplay. You can dual-wield with guns like a flintlock pistol and abilities dubbed transmutations. The latter are William’s magic powers, and remind me a lot of plasmids. This time, it looks like you’ll be gaining the ability to shoot the likes of fire from your mitt by interacting with not quite dead bodies on the battlefield.

If there’s one thing the trailer emphasises, it’s that this game will not lack for battlefields full of dead bodies, with an entire montage dedicated to different locations in which the corpses are piled high. You’ll be able to get a look at those corpse piles if you sign up for a closed Valor Mortis playtest that’s set to kick off following Gamescom. Head to ValorMortis.com if you’re keen.

Or, wait until the full release, which maths tells me is sadly more than a hundred days away.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



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August 19, 2025 0 comments
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