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Nvidia GRID server
Product Reviews

Job losses might be likely due to AI but Nvidia’s CEO says the booming billion-dollar industry will always need more plumbers and electricians

by admin October 2, 2025



The explosion of generative AI over the last few years signals a change in the job market alongside it, and this brings with it worries of job instability and losses. With big players like Nvidia, Meta, X, and the governments worldwide further committing to AI, questions are posed to those at the very top.

In a recent interview with the British news channel, Channel 4, Nvidia’s CEO Jensun Huang, gave his thoughts on what’s next. He says, “If you’re an electrician, if you’re a plumber, if you’re a carpenter, we’re going to need hundreds of thousands of them. To build all of these factories.”

Huang argues, “The skilled craft segment of every economy is going to boom”.


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“You’re going to have to build. You’re going to keep doubling and doubling… every single year.”

Just last week, Nvidia shared plans to spend $100 billion on OpenAI. This cash is intended to go towards greater supplies of data centre chips, to further train upcoming AI models. Just weeks before that, Nvidia’s earnings report showed it made almost 10 times more from AI than gaming. Nvidia’s stock price is also at an all-time high, over 10 times what it was half a decade ago.

@c4news

CEO of US chip giant Nvidia, Jensen Huang, tells Channel 4 News, that ‘electricians and plumbers’ will be the big winners in the AI race as the skilled craft segment of every economy is going to see a ‘boom’. #Tech #AI #Nvidia #Economy #C4News

♬ original sound – Channel 4 News

OpenAI’s spending has also skyrocketed, alongside ChatGPT’s popularity, and the US government is firmly behind cementing “US dominance in artificial intelligence”. From a PC gaming perspective, we’ve even seen brands like Razer jump on the AI bandwagon. This is all to say AI doesn’t appear to be going away, and it has backing in the hundreds of billions.

(Image credit: Nvidia)

When asked what could happen if the UK doesn’t ‘grasp this opportunity’, Huang says, “just as the last industrial revolution, the reason why it came about was because you needed it. And so the industrial revolution that started here in the UK came out of need. You need it now, too.”

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

Earlier this year, the UK’s Department for Science, Innovation and Technology signed an agreement with OpenAI to push the chatbot into the public sector in a further bid to make the UK an AI powerhouse.

Though highlighting future employment seems relevant to current fears around the job market, this doesn’t address those who have degrees and experience in fields being replaced. Senator Bernie Sanders argued in June that “Artificial intelligence is going to displace millions and millions of workers”. A month after this, OpenAI’s Sam Altman shared that he thinks some jobs will be “totally, totally gone” due to AI. A former Google executive in August argued AI will lead to a “short-term dystopia” because it will struggle to create new jobs for those it is replacing.

Huang tells reporters, “You’re going to be building out AI infrastructure here in the UK for a decade,” but it’s not clear what the plan is for workers after that.

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October 2, 2025 0 comments
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Stylized network of light focii covering Earth (geralt/Pixabay)
Crypto Trends

Crypto is ‘Job One’ as U.S. SEC, CFTC Move Into Harmony on Policies: Chairman Atkins

by admin September 29, 2025



WASHINGTON, D.C. — U.S. Securities and Exchange Commission Chairman Paul Atkins said that “crypto is job one” as his agency hosted a Monday roundtable focused on harmonizing policy work with its sister regulator, the Commodity Futures Trading Commission.

Both agencies are set to have central roles in overseeing the digital assets markets in the U.S., with the SEC overseeing crypto securities and the CFTC — especially after it’s expected to be given more authority by Congress — supervising the bulk of digital assets transactions. But leaders of both have said they want the borders between securities and commodities to be seamless, allowing single firms or even apps to traverse both without difficulty.

“Our two agencies must work in lockstep,” Atkins told a crowd of financial compliance lawyers and industry representatives at the SEC headquarters in Washington. “What matters is building a framework where our agencies coordinate seamlessly.”

Read More: SEC, CFTC Chiefs Say Crypto Turf Wars Over as Agencies Move Ahead on Joint Work

The CFTC Acting Chairman Caroline Pham added, “It’s a new day, and the turf war is over.”

Though it’s an unusually powerful sentiment from these agencies, which have often been at odds with each other, the CFTC side is still absent a permanent leader to assure its strategic decisions won’t be shifted under new management. But Pham spent some of her time at the microphone assuring the crowd that her agency is moving at a rapid pace under her leadership.

“The CFTC is alive and well, and there needs to be no more FUD about what’s going on,” she said, evoking the common crypto-world acronym for “fear, uncertainty and doubt.”

Atkins commented on the CFTC leadership under Pham, with whom he’s been working together on crypto initiatives, as “full-speed ahead.”

On the sidelines of the roundtable event, the SEC chairman told reporters that “obviously, top priority right now is crypto.”

He said in response to a question from CoinDesk that President Donald Trump “kind of laid down the gauntlet” and wants to sign a market structure bill by the end of the year. “We’ll see how that goes.”

Asset tokenization will be one particular area of SEC focus, he said, though he said it may take “a year or two” to erect regulatory guardrails around the activity.

“The potential is pretty much endless,” he said.

Atkins also dismissed speculation about the SEC and CFTC merging, calling it “fanciful.”

The Monday roundtable was the latest SEC event that put some focus on the crypto space, though this one represented a wider cooperation between the agencies. Weighing in on the panels were digital assets and blockchain leaders from such firms as Kraken, Crypto.com, Polymarket, Kalshi and Robinhood Markets.



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September 29, 2025 0 comments
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"It was really hard to publish on Xbox. It was our job to make it easier" - inside Xbox's increasingly vital indie publishing operation
Game Updates

“It was really hard to publish on Xbox. It was our job to make it easier” – inside Xbox’s increasingly vital indie publishing operation

by admin September 22, 2025


My first major memory of Indie Games on Xbox platforms is a pleasant one, and it’s precisely the sort of memory I feel most appropriate for the medium. This was a tiny self-published affair – nary a publisher in sight, what I assume was a solo developer, and an extremely limited scope. I’m not talking about Hollow Knight, or Balatro, or Braid, or Limbo or what have you. I’m talking about Curling 2010.

Curling 2010 was exactly what it sounds like: a very simple indie recreation of the sport of curling. It was a drunken discovery, and in my circle of friends was almost exclusively played competitively when very liquored. To me, Curling stood alongside Mount your Friends as the absolute poster children of Xbox Live Indie Games, a rather brilliant little service that allowed pretty much anyone to develop Xbox 360 games using Microsoft’s XNA framework. Games would get peer reviewed and then could go live for a few bucks.


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This service was surprisingly simple, shockingly democratised, and was the first signal of how serious Xbox was about allowing independent developers access to its platform; they let one person indulge their interest in Curling and put their game on Xbox 360.

While Xbox Live’s Community Indie games service never left the Xbox 360 and Microsoft never quite embraced such chaotic openness again, that system’s founding spirit was later channeled into Xbox One’s ID@Xbox program, which continues to this day. In 2025, ID@Xbox has seldom seemed more important to Xbox’s fortunes. The platform holder finds itself in choppy waters: first-party studio layoffs, second-party game cancellations, botched rescue deals and boycott calls fuelled by the actions of Xbox’s parent company. But you know what part of the Xbox ecosystem has been consistently rather good? ID@Xbox.

A glance around Xbox’s Gamescom stand last month serves as quite firm confirmation of that fact. The longest line was, of course, for Silksong. Even before the show opened to the public, I watched media and influencers denigrate themselves dashing to that queue, which ran for over an hour. On the other side of the stand, games like Super Meat Boy 3D and There are No Ghosts at the Grand dominated as partner titles. Some might uncharitably suggest that this stand is more representative of a particularly quiet year for Xbox’s first party games – but the truth is, Xbox shows have featured booths like this for a long time; each appearance a demonstration of an indie and third party relations setup firing on all cylinders.

Hollow Knight: Silksong is a big deal, and got the full-on “chosen one” treatment from Xbox, but not all indie games are as fortunate. | Image credit: Eurogamer/Team Cherry

“Some years there’s more indie games, some years there’s a few less – but every year it’s a discussion,” ID@Xbox boss Chris Charla tells me in the midst of the bustle and noise of the Xbox stand. We chat in a small aisle of the booth just adjacent to an indie-focused section where an early-morning queue is beginning to snake. The breadth of third-party titles on the booth, from late Japanese ports to all-new indies and hotly anticipated sequels, is meant to send a message.

“It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” Charla adds.

Case in point: There Are No Ghosts at the Grand, the quirky debut title of Bristol-based developer Friday Sundae. Distinctly British, it took pride of place at Xbox’s Summer Games Fest and Gamescom presences.

“We never in our wildest dreams thought that we would be there,” shares Anil Glendinning, creative director at Friday Sundae on No Ghosts at the Grand. “And if we did, we thought it’d be in some tiny little booth hidden at the back of a distant hall, where nobody gets to see us! We did not ever in a million years expect to be right there, as part of Xbox, right there, hall 7 – and to have people waiting, like, an hour to play our game.

“Not as big as the queues for Hollow Knight, of course,” Glendinning laughs, “But it was extraordinary, and surreal, and a real item off the bucket list. As an indie dev, you couldn’t hope for a better start for introducing the game directly to gamers.”

The section towards the back-right of Xbox’s stand where No Ghosts at the Grand made its debut serves as a perfect example of the breadth of the relationships Xbox is trying to foster outside of its first-party ecosystem. Alongside No Ghosts there was Silksong, the indie that is so massive it no longer quite fits the term in the same way. Then there’s Invincible VS, which has a more traditional publishing arrangement but via the smaller-scale Skybound Games. PowerWash Simulator 2 is a sequel to a smash hit published by one of gaming’s biggest multinationals – but this time developer Futurlab is going it alone. Chinese developer Pawprint Studio showcased its Pokémon-alike Aniimo, and just off to the side were some of the fruits of Xbox’s development outreach efforts in Japan with a few late-but-welcome ports from Square Enix.

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The point is, the stand paints a picture of a direction of travel for Xbox even as other aspects of their business appear much less certain. From smaller truly independent studios to start-ups with a little external investment and support, the word tends to be pretty universal, too: those who have had the opportunity to ply Xbox’s resources have found it invaluable.

“We’re an indie studio and small publisher so getting this level of support during key marketing milestones is huge for us,” says Mike Willette, executive producer on Invincible VS at new startup studio Quarter Up. “Having that kind of reach – especially during such a big-scale event – meant that fans around the world could connect with the Invincible VS. It was a big moment for the game and the reaction has been amazing to see.”

The enthusiastic attitude towards Xbox’s support raises a question, of course: how exactly Xbox decides which games are the chosen ones and which are less lucky. Even the most passing of glances at Steam’s statistics tells us there are now more games than ever – and the process of discovery is thereby ever more complicated. That’s true for the media, as we try to dig out cool games for readers – but it’s also obviously true for publishers, and consumers themselves. Charla says Xbox’s approach hasn’t changed in over a decade, however.

“We find them everywhere,” Charla says. “We find them by spending time in the Indie Arena [at Gamescom]. We find them by people sending us direct messages on BlueSky… We find them from people all around Microsoft being like, hey, have you seen this game? And we find them from having friends who make games who say – hey, you need to see my friend’s game. And from people just emailing us!”

In the end, Charla’s team works with hundreds of partners each year, reviewing what’s next in the world of indie or indie-adjacent gaming. This is a team that isn’t just looking for the next Hollow Knight, either – the hunt is on for all sorts of titles, in large part to ensure the breadth of releases on Game Pass. And while the idea of Game Pass as a universally ‘good thing’ remains in dispute, with some developers going as far as to call it unsustainable and damaging, Charla is bullish on the service – and its successes with indie developers.

Securing a deal to get a game on Game Pass can be a huge financial safety blanket for indide developers. | Image credit: Adobe Stock, Microsoft

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” Charla notes. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.”

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

The pathway of gradually ending up intertwined with Xbox and landing a Game Pass deal matches up to that described by Friday Sundae for No Ghosts at the Grand. In that case, the studio had put together a demo and had been showing it off to various potential partners, which included a submission to the Xbox team via a developer-focused website and form entry. It was, by Glendinning’s own admission, a “strange demo” – which tempered expectations.

“We didn’t expect to hear back,” Glendinning admits of that early No Ghosts at the Grand demo. “We went through those channels and then promptly forgot all about it. And in fact, when we got an email back… we thought it was spam! We weren’t completely sure it was real. But it was – it was someone within the Xbox team saying, yeah, we like your demo, we played it, we think it’s interesting, and we’d like to jump on a call. Since then, it’s been a blur.”

That whirlwind of Xbox’s involvement has been described to me variously by developers as useful from a nuts-and-bolts development perspective – in terms of gathering feedback and enjoying technological support – but also as a confidence-booster for the small teams involved. The attention of a much bigger partner can be useful or scary – but it can also be validating.

Image credit: Friday Sundae

“We had to show Xbox progress during key milestones, i.e. demo the game for their partnerships team at critical moments to inspire confidence that we belonged on their support roster,” says Mike Willette of Invincible VS. “It was a good exercise for our dev team as well as something that helped us constantly elevate our own bar.”

“I just remember that Xbox was so curious about our creative process,” says Friday Sundae’s Glendinning. “They wanted to know where we wanted to take it, where our creativity was coming from, our vision for the game. Everything that we said to them, they came back with this enthusiasm. We’d keep sending – another email, some more screenshots, more videos, more content. Time after time, we were getting encouragement, support, and the thumbs up to keep on going.

“Having that kind of support was a huge confidence boost, y’know? We weren’t sure what we were making or whether anyone would be interested, or really like it. Hearing people within the Xbox team being excited, being encouraging, wanting to see more – that was a real shot in the arm of confidence for us. It really spurred the team forward to think: hey, you know what? We might actually have something here.”

There was another, secondary benefit, of course. “The biggest thing for us was getting access to those dev kits,” Glendinning notes. “It’s still hugely important for us knowing that we have Xbox there, having our backs if we run into any issues or problems. But the truth is, it’s actually been smooth sailing so far.”

A smooth journey for indie developers is something that is clearly a focus for Charla and his team. When asked about his team’s journey over the years – aside from the games themselves – the ID@Xbox boss instantly zeroes in on the technical changes that team has managed to institute across the Xbox platform, making adjustments that in many cases benefit everyone, indie or triple-A alike.

Indie games have a strong history on Xbox, as evidenced by this absolute classic, Mount Your Friends. | Image credit: Stegersaurus Software Inc

“It was really hard to publish on Xbox. It was our job to make it easier,” Charla says. “So when we first started ID@Xbox, we had a lot of asks.

“We had a lot of asks that were really indie specific, and we would go into these meetings with all these engineers – and we didn’t know anybody, right? These are business people. And we show up like, ‘Errr… ahh… we’re from ID’ – but as soon as we said that it was like ‘Oh, you’re the Indie guys! What do you need?!’ That level of support internally at Microsoft for independent developers has been off the charts forever from day one, and it continues today.

“Y’know, if we can save 12 hours on a game… hey, that’s great for everybody. It’s great for big publishers, but for an indie or maybe a solo dev – 12 hours is like a day and a half of work that you can use to theoretically materially make the game a day and a half better. There’s a lot of former developers on the team, and we really take that kind of thing to heart.”

Over the years, the focus has been on trying to make the act of getting games onto Xbox easier. But Charla now sees a new challenge. With an explosion in the sheer number of games, plus an ever-growing number of games in Xbox’s subscription service, it’s now about making sure games don’t get lost in the flood. His team is looking to make similar optimisations in this area as they once did to the process of onboarding developers in the first place.

“What if we put that discovery question on its head?” Charla asks. “How do we as a game platform help developers to discover their audience? So if you’re making a game of a certain quality… there’s an audience for that out in the world. Whether that audience’s total addressable market is 30 million or 3 million, or 300,000, or 30,000… How do we as Microsoft help you get in front of that total addressable audience?

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“We want to show that audience your box art. Now, whether or not they click on the box, whether or not to buy the game, that’s a little dependent on the developer – on the box art, on the game, etc. But I think our job is to think about Discovery in a new way, which is, how do we ensure developers can discover their audiences?”

Some of this brings us full-circle. When I speak to Charla and the developers featured here, it’s either during or off the back of an Xbox Gamescom presence that has been all about connecting directly with players in-person. At Gamescom, from the perspective of these developers, Xbox’s support was invaluable.

“Having the opportunity to showcase Invincible VS on a global stage – especially in Europe – was huge,” says Mike Willette. “It was our first time seeing international fans interact with the game in-person, and that was incredibly rewarding. Seeing people’s reactions, watching them get a feel for the mechanics and feeling the excitement build up on the show floor – there’s really nothing like experiencing that.”

The challenge, then, appears to be taking that sort of energy and that discovery available in person at physical events and finding ways to deliver that on digital storefronts and the like. Charla’s vision – that discovery is a two-way street, as much about games finding audiences as it is about audiences finding games – is clearly a key lynchpin. As with ID@Xbox driving storefront and development backend changes that helped all, though, it’s clear that Xbox’s indie support will be key to this. Then there is the broader position in which Xbox finds itself, much of it undesirable – making this bright spot one whose continued luminescence is vital. Charla, at least, appears to believe he has the support and buy-in needed to do that.

“I remember one year, we had a bunch of games ready but we just weren’t showing them at this particular internal review. And a very senior executive, halfway through the review, looks at me and is like ‘where are the indie games?’,” the ID@Xbox boss recalls.

“I was like, ‘oh, don’t worry, they’re coming – next review! You know, the trailers tend to come along a little later for indies…’ But, it was cool for that question to be asked. It was a real moment where I reflected on it later and was just like – okay, I’m working in the right place.”



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September 22, 2025 0 comments
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Dead By Daylight Says It Won’t Use AI Assets After Job Listings
Game Updates

Dead By Daylight Says It Won’t Use AI Assets After Job Listings

by admin September 18, 2025


Today, Dead by Daylight fans noticed that developer Behaviour Interactive is hiring for a Senior Full-stack Programmer at the team’s Montreal and Toronto studios. The person hired would work with the team’s “Generative AI Research Team,” with a directive to work on “researching, developing, and integrating innovative solutions using generative AI.” Fans saw “generative AI” and assumed that this might mean that the online asymmetrical horror game would be filled with generative AI assets in a future update. However, Behaviour has publicly spoken out about these claims, saying that it isn’t the case.

In a post on X, Behaviour responded to a post speculating that the hired programmer would be working on Dead by Daylight, clarifying that this position is entirely dedicated to improving the company’s workflow using AI, rather than creating anything that will show up in the game itself.

“We have a very firm policy that prevents the inclusion of anything generated by AI in Dead by Daylight or any other game we’re working on, including marketing assets,” the post reads. “Yes, Behaviour is exploring the use of generative AI tools to improve internal workflows – not for anything that ships in our games. But our policy isn’t changing, and this job isn’t for a role on a game team.”

We have a very firm policy that prevents the inclusion of anything generated by AI in Dead by Daylight or any other game we’re working on, including marketing assets. Yes, Behaviour is exploring the use of generative AI tools to improve internal workflows – not for anything that…

— Dead by Daylight (@DeadbyDaylight) September 18, 2025

The actual job listing itself notes this as well, saying “Behaviour is exploring the use of generative AI tools to improve internal workflows – not for anything that ships in our games.” I’m sure people are relieved to know that genAI slop isn’t about to infect Dead by Daylight any time soon. However, some people still take issue with the company using generative AI in any capacity, or argue that this is a slippery slope that could lead to implementing it elsewhere in the company. 

Dead by Daylight will enter its 37th “Chapter” on September 25, which will introduce The Krasue, a new Killer character with an absolutely gnarly intro animation.





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September 18, 2025 0 comments
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Take off the mask and get a desk job as Dispatch launches on October 22nd
Esports

Take off the mask and get a desk job as Dispatch launches on October 22nd

by admin September 17, 2025


Today, AdHoc Studio announced that Dispatch is coming to PC and PS5 October 22nd in a weekly episode format. All eight episodes will be included with a single purchase.

Today AdHoc Studio announced that Dispatch, their highly anticipated superhero workplace comedy, will launch on October 22 for PC and PlayStation 5, kicking off an eight-episode season. Two episodes will be available at launch, with two more arriving every Wednesday until the season is complete. A single purchase gives players the entire season, and new episodes unlock automatically each week as they premiere.Like a TV series that one can play, Dispatch’s weekly format lets the community discuss and debate choices and outcomes together as each new episode drops.

“We think the release format is an underrated part of the player experience,” said Nick Herman, co-founder of AdHoc Studio and Dispatch Creative Director. “Episodic is a format that makes the story easy to slip into, easy to keep up with, and easy to share with friends. We want the launch of Dispatch to be ‘appointment gaming’ but with the weekly cadence of a TV show, as opposed to asking people to wait months between each release.”

Dispatch is a narrative adventure that follows the story of Robert Robertson, a former superhero forced to manage a squad of chaotic ex-villains while trying to exact revenge on his nemesis. The characters are brought to life by a stellar cast led by Aaron Paul, Jeffrey Wright, and members of Critical Role as part of a newly announced strategic collaboration with AdHoc Studio.

The Dispatch demo became one of the most played demos during June’s Steam Next Fest. The game currently has over 700,000 wishlists on Steam.

Dispatch is launching in an episodic format starting on October 22 on PC via Steam and on PlayStation 5. Players can wishlist the game now, join the official Discord, and follow AdHoc Studio on Bluesky, X, and Instagram for the latest updates.

GamingTrend’s top demo picks at Steam Fest

With hundreds of demos to choose from, how did we do it!

For more on Dispatch, check out our impressions of the demo above, and stay tuned to GamingTrend.


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September 17, 2025 0 comments
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MYX
NFT Gaming

Inside Job? MYX Airdrop Scandal Hits $170 Million

by admin September 13, 2025


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

MYX Finance, a decentralized exchange, is under fire after reports disclosed that close to 10 million MYX tokens — valued at about $170 million at the time — were claimed by a cluster of addresses tied to the project.

Based on reports, on-chain investigators flagged a pattern that suggests many of the claims came from wallets created and used in a coordinated way.

100 Wallets Funded, Then Claimed

According to blockchain trackers, about 100 newly created wallets were funded on April 19 and then used to claim airdrop rewards on May 7.

The timing and similarity of the transactions drew attention because the wallets followed an almost identical sequence of steps: funding, claiming, and then moving tokens.

Reports have disclosed that the total amount moved represented about 1% of MYX’s total supply, a large share for an early distribution program.

BREAKING: The $MYX team is directly tied to wallets that claimed $170M from their airdrop

Inside job?

Here’s what we know 🧵 pic.twitter.com/Kq1ubEgUBU

— Bubblemaps (@bubblemaps) September 11, 2025

Suspicious Transfers Point To Project Links

On-chain evidence has been presented that ties at least one of the claiming wallets to a creator-linked address. Investigators say wallet 0x4a31 sent nearly $3 million worth of MYX to a deposit address, 0xeb5A, which is alleged to be linked to a creator’s wallet, 0x8eEB.

These transfers formed part of the narrative that led observers to call the episode a possible Sybil attack — where one actor controls many addresses to claim disproportionate rewards.

MYXUSDT currently trading at $18.10. Chart: TradingView

Team Denies Wrongdoing, Promises Fixes

MYX Finance has rejected claims that the core team orchestrated a coordinated grab. The project acknowledged that some people asked to change addresses before launch and said some incentive streams had differing anti-Sybil protections.

Based on reports, the team emphasized that a separate campaign called “Cambrian” included stricter checks, and it said it will tighten protections going forward.

Price Reaction And Community Backlash

Market reaction was swift. Reports indicate the token price fell as trust eroded among traders and holders. Community voices on social platforms called for clearer audits and for the team to publish a transparent ledger of airdrop recipients.

Some holders demanded that questionable tokens be frozen or returned, while others warned that strong legal or regulatory moves could follow if proof of intentional misconduct appears.

Investigators say the on-chain patterns are suggestive but not conclusive proof of an inside job. According to reports, links between wallets rely on behavioral analysis and the trace of transfers; critics argue these methods can point to correlations without proving direction or orders.

Featured image from Meta, chart from TradingView

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 13, 2025 0 comments
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Over 450 Diablo developers vote to unionise, because "passion can’t protect us from job instability"
Game Updates

Over 450 Diablo developers vote to unionise, because “passion can’t protect us from job instability”

by admin August 30, 2025


A group of more than 450 Diablo developers have voted to form a union at Blizzard, under the banner of the Communications Workers of America (CWA).

According to a CWA press release, the new union is made up of game developers, artists, designers, engineers, and support staff across the Diablo series, and has already been formally recognised by Blizzard parent company Microsoft. These workers join the over 500 World of Warcraft and almost 200 Overwatch devs who each formed their own unions earlier this year.

As you’d imagine, Microsoft’s recent mass layoffs were a big factor in these Diablo staffers opting to union up now, with other concerns including the avoidance of crunch and a “passion tax” that centres around the idea you might feel obligated to accept less for a dream job.

“With every subsequent round of mass layoffs, I’ve witnessed the dread in my coworkers grow stronger because it feels like no amount of hard work is enough to protect us,” said Kelly Yeo, a Diablo game producer and member of the organising committee member. “I am overjoyed that we have formed a union—this is just the first step for us joining a movement spreading across an industry that is tired of living in fear. We are ready to begin fighting for real change alongside our Diablo colleagues.”

Ryan Littleton, another Diablo game designer and committee member, added:

The day after the third round of mass layoffs, I walked into the office, and when I tried to open the door to the cafeteria, my badge was denied. For a moment, I wondered if getting breakfast was how I’d find out I was part of that round. While luckily it was just a technical issue, none of us should have to live with that constant worry that we might be let go at the drop of a hat. A union allows us to organize across the industry to make great games and protect the developers who create them from the constant pressures of layoffs, passion tax, and crunch.

Teams at Blizzard aren’t the only folks at Microsoft who’ve moved to unionise recently. Staff at the likes of Call of Duty developer Raven Software, Fallout and Elder Scrolls studio Bethesda, and Elder Scrolls Online developer ZeniMax have also opted to seek protections. In the case of unionised ZeniMax staff, their union claimed it was fighting for the jobs of workers left in limbo by the abrupt cancellation of an unannounced MMO as part of Microsoft’s July mass layoffs.

Solidarity to these freshly-unionised Diablo devs.



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August 30, 2025 0 comments
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Crypto
NFT Gaming

IRS Loses Top Crypto Enforcer After Only 90 Days on the Job

by admin August 24, 2025


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

Trish Turner’s sudden exit from the IRS digital assets unit has sharpened attention on how the US will handle crypto tax enforcement going forward.

Based on reports, Turner stepped down roughly three months after taking the post, closing out a career that spanned more than 20 years at the agency.

What The Resignation Signals

According To LinkedIn posts and media reports, Turner said she looks forward to “continuing this mission from a new vantage point” and to building ties between industry and regulators.

Reports have disclosed she will join the crypto tax firm Crypto Tax Girl as tax director, a move confirmed by founder Laura Walter.

Bloomberg Tax first reported the hire. For industry players, the move is a reminder that public-sector know-how is in high demand in the private market.

Turnover At The Top

Turner follows two prior leaders who left the IRS crypto unit after roughly a year. Sulolit “Raj” Mukherjee and Seth Wilks both exited before Turner’s appointment in May.

That pattern raises questions about leadership continuity as Congress and oversight bodies push for clearer policy and improved enforcement.

On July 11, House committee leaders scheduled hearings aimed at creating a formal tax policy framework for digital assets. These hearings will test the IRS’s ability to keep up while staff and senior leaders change.

BTCUSD currently trading at $114,654. Chart: TradingView

Political And Oversight Pressure

Several recent developments have fed the urgency around crypto tax work. On July 4, US President Donald Trump signed a joint resolution that rolled back a Biden-era rule requiring some DeFi protocols to report transactions to the IRS.

On April 11, the US Treasury Inspector General for Tax Administration urged reforms after finding failures in how IRS criminal investigators handled digital-asset cases.

And in March, the Department of Government Efficiency, or D.O.G.E. proposed cutting the IRS workforce by 20%, a plan that would reshape capacity across the agency.

Industry Reaction And Next Steps

Economist Timothy Peterson greeted Turner’s move with levity, saying, “Trish Turner left the Dark Side to become a Crypto Jedi Knight.”

The quip points to a wider trend: regulators are being recruited by private firms that need help navigating new tax rules and growing compliance demands.

IRS Director Trish Turner left the Dark Side to become a Crypto Jedi Knight. Also to make 10X what the IRS paid her. Bio listed within hours. Don’t hate on her. One less of them. One more of us. pic.twitter.com/AgzjXWn1I9

— Timothy Peterson (@nsquaredvalue) August 22, 2025

For taxpayers and companies, that means better access to specialist advice. For the IRS, it may mean a steeper challenge in keeping institutional knowledge inside the agency.

What Comes After Turner

Based on reports, Turner did not list a start date in her announcement. The IRS has not publicly detailed a replacement plan.

With hearings planned and inspector general recommendations on the table, the agency’s work on digital assets is unlikely to slow.

How quickly leadership is restored, and whether the IRS can retain senior talent, will matter to lawmakers and to the businesses that must follow evolving tax rules.

Featured image from Getty Images, chart from TradingView

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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August 24, 2025 0 comments
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Bank Fires Workers in Favor of AI Chatbot, Rehires Them After Chatbot Is Terrible at the Job
Gaming Gear

Bank Fires Workers in Favor of AI Chatbot, Rehires Them After Chatbot Is Terrible at the Job

by admin August 22, 2025


Companies all over the world are currently racing to shrink their workforces and replace them with AI. Often, it seems, this isn’t working out for the firms involved. Case in point: A bank in Australia recently did so, but then had to ask its workers to come back after it turned out that the chatbot that it had launched to replace them couldn’t cut the mustard.

Last month, the Commonwealth Bank of Australia announced that it would be laying off 45 customer service workers as it rolled out a new AI-powered ‘voice bot’ that could supposedly do their job, Bloomberg reports. The bank claimed that the chatbot reduced the bank’s call volume significantly. However, the workers’ union got involved and says it has determined that wasn’t the outcome.

Australia’s Finance Sector Union, which represents workers in the banking industry, called BS on the bank’s claims and engaged CBA in a workplace relations tribunal. Now, it appears that the bank has admitted it made a grievous mistake, telling Bloomberg that its initial assessment that the customer service reps were no longer needed “did not adequately consider all relevant business considerations and this error meant the roles were not redundant.”

“We have apologized to the employees concerned and acknowledge we should have been more thorough in our assessment of the roles required,” a bank spokesperson told the news outlet. The same spokesperson said that the fired workers were being offered several options, including continuing in their old positions. Gizmodo reached out to CBA for more information.

FSU put out a statement on Thursday, sharing details about the situation. “CBA last month announced the jobs would be made redundant due to the introduction of a new AI-powered ‘voice bot’, which they claimed had led to a reduction in call volumes. Members told us this was an outright lie and did not reflect the reality of what was happening in Direct Banking,” FSU writes. “Call volumes were in fact increasing and CBA was scrambling to manage the situation by offering staff overtime and directing Team Leaders to answer calls.”

“Getting CBA to rescind these job cuts is a massive win – but the damage has already been done for our 45 colleagues who have had to endure the stress and worry of facing redundancy, some of whom have been with the bank for decades and were suddenly confronted with the prospect of being unable to pay their bills,” the union added.

While the particulars of this whole episode aren’t readily available, it certainly seems like yet another example of a company putting the cart before the horse with AI. Ultimately, AI is still an experimental technology, and its results are hit or miss. A much-publicized MIT study recently claimed that 95 percent of AI pilot programs at companies have, so far, been failures. With numbers like that, companies would be wise to keep their headcount high for the time being.



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August 22, 2025 0 comments
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Working Hard Or Hardly Working: Why Do We Play Job Simulators?
Game Updates

Working Hard Or Hardly Working: Why Do We Play Job Simulators?

by admin August 20, 2025



A cursory Google search of the term “job simulator” would show the 2016 VR game Job Simulator as the top result. But it is not representative of the plethora of simulation games answering the question: Can a job be fun?

From Microsoft Flight Simulator to Overcooked, the workplace has been a subject by game developers for a long time. Yet in the last few years, there has been a considerable explosion in their exposure. Likely in part from marketing strategies using Tiktok or Twitch, it has become common to find content creators role-playing as cashiers or managers, further drawing intrigue as to how these non-traditional games have garnered such popularity.

PowerWash Simulator surprised many (myself included) when its zen-focused cleaning mechanics soared in sales and popularity. Lead designer Nick McCarthy told me via email, though, that while satisfying cleaning is central to the game’s identity as a type of “anti-first person shooter,” the team did consider adding business-focused elements.

“Early on during development, we had explored more in-depth business management mechanics. But as the washing mechanics came together, we realised just how satisfying it was to clean stuff,” McCarthy said. “It became clear that PowerWash Simulator was best expressed as a zen, satisfying, no-frills experience that allowed players to just remain focused on the washing, without any of the stress and obligations accompanied with keeping a business running.”

To McCarthy’s point, finding the fun is in analyzing the workload and figuring out how to efficiently complete the job. This comes as a slight relief for those wanting to unwind and gradually work towards a completion state. With no concerns about logistics–such as buying or maintaining equipment, finding clients, and expanding your business–nor needing to earn a profit, the primary incentive of play is to finish a job as efficiently as possible.

“I’ve seen some hilarious examples of streamers/YouTubers playing together–some engaging in the chaos of blasting each other with the pressure washers, and/or leaving messages and artworks in the dirt and waiting for others to find [them],” McCarthy said. “Others use it as a wholesome means to just connect, chat, and chill out together. It’s also been great to see our community engage with each other to help finish jobs. Some of our jobs are quite large and can take many hours to finish, so understandably, a player will occasionally put the call out on Reddit or the PWS Discord, asking for someone to come help. It’s both heartwarming and amusing to imagine that a shared desire to destroy all visible dirt and grime could help to forge some friendships out there.”

Though it might not be surprising, a recent survey from the Pew Research Center found that about half of Americans find their jobs satisfying. A job for most is a means to an end, so long as they make enough to have a life for themselves, satisfaction is a secondary priority. However, just over 67% say they are extremely satisfied with their co-workers. What that 67% tells us is to make a job bearable is whatever camaraderie that can be mustered despite work’s soul-crushing element. Thus one explanation as to why simulation games are so appealing; you don’t have to work, you can play this for your discrete satisfaction.

PowerWash Simulator falls in the distinguished section of comfortable games that don’t cause too much stress. However, Drug Dealer Simulator 2 (yes, they made two) is as much a game about selling narcotics as it is managing time and expanding a business. When I asked lead developer Rafal Pęcherzewski how he feels about job simulators, he wrote back to me with pragmatism.

“If we boil down what makes them stand out as a medium, video games are basically different types of puzzles and challenges,” Pęcherzewski said. “Some are intellectually challenging; some are skill-based, challenging our reflexes and ability to adapt, learn, and react. Most jobs in the real world could be characterized in a similar manner–tasks, challenges, solving problems, and providing different kinds of activities. Job simulation games are only the area where we draw the arbitrary line to separate them from the rest [of games].”

Simulation games are in the unique position to tailor player experiences to whatever job or scenario they are interested in simulating. There are as many games that can be made as there are real-life occupations that can be adapted into a game: airplane pilot, drug dealer, chef, cashier, document inspector, mortician, zookeeper… the list is endless. Furthermore, there are the different levels of complexity a developer can work with.

For example, farming as an occupation requires dozens of hands, so games have taken to adapting farming through a range of styles. Where Farmville is primarily concerned with agriculture management and social media interactions, Farming Simulator strives to depict a vivid representation of farming, from equipment procedures to simulating a fluctuating economy. Ranch Simulator simplifies farming techniques but requires active care of animals and vegetation. Even in games that aren’t simulators, such as Stardew Valley and Harvest Moon, players can live out a cozy farming lifestyle apropos to Animal Crossing.

A growing number of publishers have started specializing in simulation games, like Astragon Entertainment, Excalibur Games, Movie Games, and PlayWay. Their catalogs are wide and highly specific in what they simulate, but they are evidence of a demand for niche job simulators and the effect they have on those who play them.

After exchanging emails with Yvonne Lukanowski of Astragon, it began to dawn on me the certain escapism found when diving into the simulation. Yet, I was surprised to learn that many who play simulation games gravitate towards the ones that simulate their real-life jobs.

“People are drawn to simulation games for several reasons,” Lukanowski said. “Many of our players work in the professions we simulate, such as firefighters, bus drivers, construction workers, and police officers. They enjoy performing familiar tasks and exploring aspects of their jobs that they might not experience daily, like using different vehicles or handling varied scenarios. Fans of action, competitive, or RPG games occasionally play simulation games to relax and clear their minds. The slower pace and methodical gameplay provide a refreshing break from more intense genres, making simulation games appealing to a broad audience.”

Some of the most fascinating games, however, are the ones that don’t seem exciting in nature. Though Grocery Store Simulator and Police Simulator might seem vastly different from one another, they are tangentially related in that they can be as thrilling as one would like. The former could be a roleplay experiment in which players can test how expensive a can of soup can be before NPCs will refuse to buy it, while the latter can mimic mundane work’s ability to drive an obsession over counting down minutes until a shift’s end.

But just because these are monotonous activities doesn’t mean they aren’t fun. “From my experience, ‘boring’ is a very subjective thing to define,” Pęcherzewski continues. “I know people who call Tarantino movies boring, dull, and ‘talked through,’ which I strongly disagree with, but I understand where they’re coming from. People find very different kinds of tasks engaging and others frustrating or boring. We have people who love to spend 12 hours straight fishing on a peaceful lake, others parachute jumping, and [others] all the way in between. Additionally, some people have lives filled with thrilling, problem-solving, [and] complex or challenging tasks, and chilling around a garden, doing some satisfying but repetitive tasks and earning a few points, it’s what they are looking for as a refuge after a hard and stressful day. Games are simply a simulated way of spending time and people will seek all sorts of emotions and experiences in their realm.”

Having a job, as the name implies, is work, and sometimes that work scratches a perfect itch to be organized and demonstrate power. And yet, various socioeconomic realities can impede any fun factors or meaningful personal expression. The surging middle market for job simulation games makes sense when contextualized against the anxious fixation people have regarding labor. Developers, publishers, players, and even critics are worrying if a viable future is still in reach on the route we are headed. Job simulation games are proof of that.



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August 20, 2025 0 comments
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