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An image of Civlization 7's Napoleon in his Revolutionary and Emperor personas.
Product Reviews

Civilization 7’s latest update brings improved map generation, a better UI, and a ‘full rework of Napoleon’, but it hasn’t moved the needle on its divided Steam rating

by admin October 4, 2025



Civilization 7 received a beefy update this week, as Firaxis continues to work on its latest and most divisive entry in its series of historical 4Xs. Update 1.2.5 brings a host of tweaks and adjustments, shuffling maps, improving the UI, and expanding strategic options around city-states. Plus, like a certain Duke who gave his name to a certain rubber footwear, it also gives Napoleon a proper sorting out.

Map generation is the primary target of update 1.2.5, with Firaxis responding to complaints that the sequel’s landmasses were predictable and dull. To fix the issue, Firaxis says it has “started from scratch and created a new base algorithm for making maps” in Civ, while simultaneously introducing two extra map types. “Continents and Islands” serves as the new map default for single-player, mixing up larger and smaller landmasses of various sizes, while “Pangaea and Islands” situates the bulk of the action on one giant geographical inkblot, with splashes of separate terrain in and around it.

As for those aforementioned UI improvements, these focus primarily on settlement development. The changes provide more detailed upfront information on the production menu, add clearer yield indicators for building placement, improve the visual language for “growth events” to help you decide between improvements or specialists, and implement a complete reformat for constructible tooltips. According to Firaxis, the changes should help players decide “what to build, where to put it, and how to grow your empire”. In other words, how to play the videogame Civilization.


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Sid Meier’s Civilization VII – Official Launch Trailer – YouTube

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Elsewhere, update 1.2.5 adds two types of city-state—namely Diplomatic and Expansionist city-states—while suzeraining either of these provides new player options. Firaxis has also implemented a broader “strategic balance pass”, replacing most percentage stacking bonuses with numerical bonuses to curb power snowballing, adding a cost-progression mechanic for buildings, and adjusting the gold economy to make managing your finances a bit more challenging.

Finally, there’s that Napoleonic makeover. Apparently, the French general wasn’t living up to his reputation among Civ fans, so Firaxis has boosted the power of both his Revolutionary and Emperor personas. The former variant now gains extra rewards when he goads other leaders into attacking him, while the latter receives bonuses for sanctioning other leaders.

It seems like a substantial update, but it doesn’t appear to have done much to improve Civilization 7’s standing among players. In fact, the game’s recent Steam reviews have a lower positive percentage than the overall rating—43% compared to 49%. This doesn’t seem to have much to do with the update one way or another—the key issue is that a lot of players fundamentally don’t like Civilization 7’s Age Transition concept, where you basically switch factions at the end of each age.

What effect this will have on Civilization 7’s long-term prospects remains unclear. Take Two CEO Strauss Zelnick doesn’t seem concerned, stating in August that the sequel is selling in line with expectations and that Civilization “has always been a slow burn”. This didn’t stop Firaxis from laying off a bunch of people last month, though game sales seem to have zero bearing on whether or not layoffs occur these days, with job security seemingly based wholly on vibes.

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



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October 4, 2025 0 comments
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Elden Ring: Nightreign
Product Reviews

FromSoftware is showing a sliver of mercy with a new QoL patch for Nightreign’s super hard Deep of Night, but it hasn’t gotten any easier

by admin September 20, 2025



If you’ve been playing Elden Ring Nightreign’s intense new Deep of Night mode, you may have noticed your Depth level ranking sometimes doesn’t increase as it should after a victory. That glitch and some much-needed quality-of-life tweaks are getting addressed in an upcoming patch Bandai Namco announced on Friday.

Along with a fix for the Depth level increase bug, this patch will also give you an option to voluntarily decrease your Depth level and add Depth level demotion protection for level three onward. You gain points toward promotion for winning runs, and lose points when you fail, meaning it’s possible to be demoted, similar to competitive multiplayer ranks in other games.

This new protection feature effectively gives you a second chance to hang on when you would otherwise get demoted starting at Depth level three. You then get two extra chances for levels four and five each.


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Lastly, this patch will also allow Steam players to return to an ongoing session if they get disconnected due to Steam server issues. The voluntary demotion, meanwhile, lets you turn down the heat if you need more practice or want to better accommodate lower-ranked friends.

If you’ve tried the new Deep of Night mode, which launched on September 11, you know it’s designed to be brutal, even by FromSoftware’s standards. These adjustments won’t make it easier (that would sort of defeat the whole point), but they’ll offer some balancing to give players more control over their Deep of Night runs.

If you want to hang back and repeat a Depth level, you’ll be able to. If you drop the ball at a higher level, you’ll get a little extra leeway to take another stab at it before losing a rank. It’s not so much making Deep of Night’s apocalypse-level difficulty easier as it is balancing things out and generally improving the player experience.

Unfortunately, Bandai Namco hasn’t announced the release date for this update yet. So, until it’s released, watch out for that potential bug preventing players from moving up a Depth level after a victory. If you haven’t had a chance to try the Deep of Night mode yet, you’ll need to effectively beat the game (defeat the Night Aspect) to unlock it.

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



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September 20, 2025 0 comments
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I was terrified of answering the door before playing this freaky-faced apocalyptic horror, and honestly it hasn't helped
Game Updates

I was terrified of answering the door before playing this freaky-faced apocalyptic horror, and honestly it hasn’t helped

by admin September 16, 2025


They took him! They took the butt ugly bloke who was squatting in the bathroom! The one who kept insisting that the sun’s burning heat was cleansing the Earth of sin and, totally unconnected from that I assume, was divorced. Those hazmat-suited fiends! I ought to give them a piece of my mind.

I bloody well will do, just as soon as I’ve worked out who’s turned two of my other guests into neatly arranged bin bags of dead parts. My suspicions are firmly lodged at the feet of the toothless and fish-faced nun who ended up the only one in that room left alive, and my trigger finger’s itchy.

These are thoughts that may end up going through your mind as you play No, I’m Not a Human, a paranoia-fuelled horror game that developers Trioskaz released into the world yesterday, September 15th. I’ve finally got around to firing up the trusty RPS press account today and giving its first hour or so a go. Thus far, it’s got me thouroughly freaked, when I’m not roaring with laughter at just how wacky some of its characters have purposefully been made to look.

If you want an idea of what I mean, check out the collage of images further down. In the meantime, to set the scene, here’s the synopsis offered by the game’s Steam page:

Sunrise. Twilight of Earth. The world is ending. Acrid auromas of sun-scorched streets fill the air. Blackened corpses gnarled into shapes of agony line streets. Peering outside is enough to scorch eyes from the socket. The only refuge is in the night. But the night belongs to the Visitors. A knock on the door. A solitary voice, begging for refuge. They look like us. Talk like us. Smell like us. Are they us? Look for the signs.

As you can tell, it’s very much sunshine and rainbows stuff. You’re a faceless person living alone, in a house with the sort of perfectly eerie atmos you can only achieve by having someone’s grandparents consult on your decor. The sun is doing a thing, so everyone’s been forced to become nocturnal and remain indoors. That’s where the Visitors come in. They’re Lovecraftian creatures said to emerged from underground, equipped with the ability to almost perfectly mirror being human and an insatiable desire to sit on your sofa.

Image credit: Critical Reflex

You probably shouldn’t do what I did: let everyone in regardless of how much they look like creepy deformed putty. That is, unless you want to wake up to a notification iniforming you that it smells like someone died last night. In an effort to try and stop that from happening, you’ve got to use up your limited energy during the day to check the guests you’ve let in for apparent signs of being a Visitor you hear via the TV or radio. Stuff like having perfectly white teeth, bloodshot eyes, or muck under their fingernails. As you can imagine, the game has fun with all of these would-be symptoms of visitordom being things any regular person might have.

So far, I’ve managed to successfully identify and blow the head off of one Visitor, as well as ruthlessly execute a couple of people who must, in hindsight, have just been regular weirdos. There’s a wonderfully foreboding anticipation to waking up each night and hearing the knock that signals the start of a parade of new guests to consider letting in, though it might be better if their arrivals were a bit more spaced out, rather than one person rocking up the moment another leaves. The sense of isolation as the game gradually feeds you scraps of info from the outside world is quite absorbing too.

I also wish No, I’m Not a Human would let me save more freely. You can do so by downing bottles of khombucha, but you only get one to start off with, meaning that if you drink that early, you can easily lose a bunch of progress. I need that progress, Trioskaz. I need to see if the hazmat fiends will return my unsightly loo-dwelling sun-worshipper.

No, I’m Not a Human is out now on Steam, priced at discounted £11.51/$13.49/€13.31 until September 29th.



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September 16, 2025 0 comments
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Resident Evil 1 zombie
Gaming Gear

The next Resident Evil movie is being directed by Zach Cregger of Weapons fame, who played ‘thousands and thousands of hours of Resident Evil’ but hasn’t seen any of the movies

by admin September 7, 2025



The sketch-comedian-to-horror-movie-director pipeline is real. Jordan Peele went from Mad TV and Key & Peele to Get Out, Nope, and Us. Josh Ruben went from CollegeHumor to Werewolves Within, Heart Eyes, and Scare Me. And now Zach Cregger of The Whitest Kids U’ Know has become a horror-movie name to watch with Barbarian, Weapons, and an upcoming Resident Evil movie.

Weapons was great, a twisty Stephen King-adjacent story of missing kids in the suburbs, but a zombie action-horror movie will be a whole different kettle of fish. I just hope Cregger doesn’t leave his sense of humor behind, because the worst thing you could do with the camp tone of Resi is try to pretend it’s Serious Business.

Speaking to Double Toasted, Cregger said he’s “played I don’t know how many thousands and thousands of hours of Resident Evil” and is planning to make a movie that “probably lives more in the world of 2 and 3, but I’d say it adheres more to the tone of 4.”


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He couldn’t say which of the existing movies it’ll resemble, however, because he hasn’t watched them. “I’ve never seen a Resident Evil movie,” he said, “and so, you know, I imagine that if there are people out there that are just rabid fans of the movie franchise, they’re probably not really prepared for what I’m going to be doing. But I think the people that are fans of the games are probably going to be stoked.”

Vocal haters of the movies will be pleased, but I am a little disappointed that 2021’s Welcome to Raccoon City isn’t going to be followed up on. Sure, it had some awkward dialogue that felt like it had been inserted to explain things from scenes that were cut when its budget was slashed, but setting it in 1998 and giving Wesker a PalmPilot was inspired.

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September 7, 2025 0 comments
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Product Reviews

21 years later, Meta still hasn’t given up on the Facebook ‘poke’

by admin September 5, 2025


Meta currently has lots of priorities Mark Zuckerberg likely never would have imagined back in the early days of Facebook. The company has pivoted from social networking to the metaverse and, most recently, to AI. But somehow, one of its earliest — and most useless — features has not only survived but is apparently getting a revamp. I’m talking, of course, about the poke, which Meta is once again trying to revive. 

The company is making the storied feature easier to find by adding pokes back to user profiles in the Facebook app, according to a post it shared on Instagram. And you can track all poking-related activity between you and your friends at facebook.com/pokes. It even looks like there’s a Snapchat-streak like aspect where different emojis appear based on how many pokes have been exchanged. 

Just in case you weren’t on Facebook two decades ago, “poking” was something of a novelty in the early days of the social network. At the time, there weren’t that many features for interacting with your friends. You could leave comments on their profile and … you could “poke.” The feature never really did anything, but depending on who it came from it was considered something between creepy or flirty.  As Meta notes in its Instagram post, poking never really went away, but it was de-emphasized over the years and has been largely forgotten by users.

But the company has for some reason been trying to get poking to make a comeback for a while now. Meta said last year the feature was “having a moment” and that there had been a 13x spike in pokes after the company began surfacing the feature in the Facebook search bar. Now, it seems Meta is trying to build even more momentum for it, presumably for the current generation of younger Facebook users. 

Mark Zuckerberg said earlier this year he wants to bring back more “OG” Facebook features like… being able to find content posted by your actual friends. And it’s hard to get more “OG Facebook” than poking. Meta has also been on a years-long mission to win over “young adults,”  so it might see the jokey feature as a way to appeal to a generation used to taking their Snap streak extremely seriously. 





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September 5, 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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