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Baldur's Gate 3 custom campaign mod Path to Menzoberranzan breaks silence with update on development re-think and character reveal tease
Game Updates

Baldur’s Gate 3 custom campaign mod Path to Menzoberranzan breaks silence with update on development re-think and character reveal tease

by admin October 4, 2025


The modders behind a Baldur’s Gate 3 custom campaign dubbed Path to Menzoberranzan have put out their first progress update in a few months, having gone silent just after getting their first build working around June. The reason for that quiet spell, according to the group, has been a “wild” summer in which they’ve had to revamp their development pipeline to better fit the scale they’re aiming for with the mod.

They’ve also teased full reveals of three characters who’ll be playing roles in what the Path to Menzoberranzan team have thus far pitched as a custom adventure through some returning locations from previous games in the series to the Drow city that serves as the mod’s namesake.

“It’s been a while since our last progress update, but rest assured that we’ve been working hard behind the scenes,” Path to Menzoberranzan community manager Andrew Simone wrote in this latest announcement on the mod’s Discord server. “We promise the silence has been for a very good reason.”

“The past few months have been wild: what started as a rebuild of one area of Baldur’s Gate II has grown into a full-scale campaign,” he explained. “That leap has meant re-thinking a lot of our processes, from how we collaborate to how we build content. Our summer was spent tightening up our production pipeline so we can deliver something truly special!”

Simone went to on the add that the mod’s team “is kicking back into high gear, more so than ever before”, before teasing full reveals of “some unique individuals” including “a Drow cleric of Eilistraee, a swashbuckling human, a man resembling Frankenstein’s monster, and more!”

There’s no mention of the demo which the modders looked close to releasing around the time of their June update, with a Q and A section of the mod’s Discord that was last updated in June reading: “The team is working towards the first playable demo. At this time, the timeline for this demo is under review.” So, it’d seem the need for these few months of rejigging has led the group to move away from their original plan of aiming to release said demo around 2025’s midpoint.

Those sorts of changes or delays understandably always lead to folks wondering whether the project’s in danger of fizzling out, given how many ambitious mods have suffered that fate. Though, it’s worth noting that there have also been plenty of big mods which’ve still delivered despite certain elements taking longer than originally expected. While it’s a mod that’s been in development much longer than Path to Menzoberranzan, Fallout: London developers Team FOLON have only just released their first DLC, announced all the way back in December 2024. Some extra work on future save compatibility was acknowledged as part of the reason why that ended up being the time it took.

This latest Path to Menzoberranzan update concluded with an announcement that the modders are recruiting for six roles across their technical, user experience and design departments. These gigs are for a systems programmer, an integration programmer, a UX designer, a systems UX lead, an emotional UX lead, and game designer. If you’re interested, more details can be found via the recruiting channel of the mod’s Discord server.



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October 4, 2025 0 comments
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Having resurrected The Crew, devs behind fan revival project are now working on a big mod to restore the racer to "greatness"
Game Updates

Having resurrected The Crew, devs behind fan revival project are now working on a big mod to restore the racer to “greatness”

by admin September 28, 2025


Earlier this month, fan-made revival project The Crew Unlimited, brought Ubisoft’s decommissioned racer The Crew back to life in server emulated PC form. Now, its devs have put out an update outlining a couple of things they’re working on to try and take things to the next level.

This looks to be the first time the group have been able to catch their breath since releasing The Crew Unlimited on September 15th, having had to work flat out on fixes for teething issues in the immediate aftermath. Some of those problems stemmed from some players having acquired broken versions of The Crew’s game files from “shady sources”, with TCU’s devs saying they aren’t responsible for the server emulator not working in these cases.

That brings us to the ‘post-launch recap and what’s next’ post The Crew Unlimited lead Whammy put up on the project’s Patreon page late yesterday. “The reception has been quite overwhelming,” they wrote to kick off. “We’re extremely grateful for all the support we’ve received, it really means a lot to us. The amount of people who were eagerly awaiting the return of this decade old game really says a lot about how much this game means to people.”

Getting down to brass tacks, Whammy wrote that the team’s current focus is getting some more “important fixes” for their creation’s launcher and server out of the door, with the former also set for an interface rework. In the long-term, there are two larger initiatives they’ve got in the works, with one being a beefy overhaul mod and the other being a revamp of the project’s website that’ll integrate it with the game’s resurrected online multiplayer.

Starting with the mod, which the modders are collaborating with other Crew community members on, it’s “a collection of essential and lore-friendly fixes, improvements and content restorations”. The goal is to bring The Crew back “to a level of greatness it once had, while retaining all the new DLC content and features”, as The Crew Unlimited’s creators aren’t fans of the “abysmal state” Ubisoft left the racer in once its last updates rolled out. The group seem to particularly dislike the effect 2015’s Wild Run update had.

The second addition the works is dubbed “TCU Net 2.0”, and will be a revamp of The Crew Unlimited’s current website that’ll introduce a system of online features linked to the project’s in-game online experience. For instance, you’ll be able access the likes of “user profiles, scores, friends, posts, [and] rewards”. It sounds quite Rockstar Social Club-ish in principle at least, so it’ll be interesting to see if the modders can pull it off.

“As you can see, we have quite ambitious goals,” Whammy concluded. “But with enough time and your support, we believe we can achieve them.” Given the achievement that just getting their server emulator up and running likely was, it’s cool to see the team continue to aim high. The question remains as to whether The Crew Unlimited might face some lawyerly action from Ubisoft at some point, if the publisher believes it has a case, but all appears quiet on that front thus far.



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September 28, 2025 0 comments
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If you miss how much Hornet used to scream and shout, there's a Hollow Knight: Silksong mod you'll shaw-ly want to pick up
Game Updates

If you miss how much Hornet used to scream and shout, there’s a Hollow Knight: Silksong mod you’ll shaw-ly want to pick up

by admin September 27, 2025



Have you, like me, been unable to get that one TikTok sound out of your head that mixes Anri’s iconic anthem I Can’t Stop The Loneliness with the screams of Hollow Knight’s very own Hornet ever since Silksong came out? It’s a surprisingly good combo, but it also serves as an unintended reminder for something: these particular screams of Hornet’s are nowhere to be found in Silksong. You know, the classics, like “SHAW,” and “Adino!” not to mention the unforgettable “Hegale!” So of course there’s a mod for that.


For whatever reason, Team Cherry decided to opt for Hornet taking a quieter approach to her attacks and special abilities compared to the boss version of her you fight against in the original Hollow Knight. I can only assume that’s because spending upwards of 20 hours getting to just the default ending of the game would surely result in “SHAW” getting a bit grating for some people. That doesn’t mean folks haven’t been missing these sounds though, and coming in to save the day is modder Nai, who made a mod simply titled “HK Hornet Voice Restored.”


As you can probably guess, this mod replaces the sounds she makes using her silks skills with the sounds she emits in Hollow Knight as a boss (thanks, GamesRadar). It’s obviously quite a simple mod, though I am quite charmed by it. Sometimes sequels receive such tiny, most inconsequential changes that actually mean a lot or stick out to the people that played the original, so it’s always fun to see how people adapt to them.


And then sometimes people just want to be horny about the bug girl. Go figure!





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September 27, 2025 0 comments
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The Witcher 3's final patch delivering cross-platform mod support has been delayed until 2026
Game Updates

The Witcher 3’s final patch delivering cross-platform mod support has been delayed until 2026

by admin September 26, 2025


In May this year, despite being deep in development on The Witcher 4 and Cyberpunk 2, CD Projekt revealed that they’d be whipping out one more patch for The Witcher 3 in honour of its tenth birthday. Said update was originally set to drop in 2025, but has now been pushed back into 2026.

It’s a little bit of an extra wait for cross-platform mod support, and given what the studio have been like witch Cyberpunk 2077’s seemingly never-ending string of last updates, I’m not ruling out them having secretly decided to add more new stuff to the RPG masterpiece while they’re at it.

“We originally planned to introduce cross-platform mod support for The Witcher 3: Wild Hunt on PC, PlayStation 5 and Xbox Series X/S later this year, but the rollout is now shifting to 2026,” the studio announced in a tweet. “We apologise for the delay and will share more details as we get closer to the release. Thank you for your patience!”

While the update’s arguably bigger news for console players who’ll be getting access to Witcher 3 mods for the first time, as we saw with Baldur’s Gate 3’s built-in mod support, having another way for us PC folks to mod up our games is never a bad thing. As in that case, this official Witcher modding support will be done via Mod.io, which might be a preferable route for some, especially for relative modding newbies.

We originally planned to introduce cross-platform mod support for The Witcher 3: Wild Hunt on PC, PlayStation 5 and Xbox Series X|S later this year, but the rollout is now shifting to 2026.

We apologize for the delay and will share more details as we get closer to the release.… pic.twitter.com/klXCkudiz1

— The Witcher (@thewitcher) September 25, 2025

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Obviously sticking to established modding setups will still be an option on PC. Odds are a lot of the most popular works will end up on both Mod.io and Nexus Mods, with more advanced mods likely remaining PC exclusive due to the added restrictions console modding entails. PC’ll also remain the sole place you can fire up the REDkit tools CD Projekt released a little while ago to create mods.

If you fancy giving the full FAQ CD Projekt released alongside their initial announcement of the update a read or re-read, you can find it here. Otherwise, here’s a cool Witcher 3 mod you can play right now.





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September 26, 2025 0 comments
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Borderlands 4 Skibidi Toilet mod
Product Reviews

Mod maker brings Skibidi Toilet to Borderlands 4 for one simple reason: To spite the narrative director who said he’d ‘cry real tears’ if the game shipped with it

by admin September 25, 2025



One of the best things about PC gaming is mods. They let people do things with their games that developers, for whatever reason, couldn’t, didn’t, and/or really wish you wouldn’t. Sometimes they’re practical things, like the recently-released Dying Light: the Beast mod that reduces annoying zombie grabs—and sometimes, well, they’re not.

A good example of a mod that was not created to solve a practical problem is Epic’s Skibidi Toilet, which creator EpicNNG said was made specifically “to spite Samuel Winkleclank.” That would be Borderlands 4 narrative director Sam Winkler, who apparently brought this upon himself by saying Borderlands 4 would cut back on the “toilet humor” of Borderlands 3.

“If the word ‘skibidi’ ships in the game under my watch I’m gonna cry real tears,” Winkler proclaimed fatefully.


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Careful what you wish for, or vocally wish not to happen as the case may be, because yes, it is real.

Winkler, to his credit, seems to be taking it well.

(Image credit: Sam Winkler (Twitter))

His torment isn’t likely over, though. In the same post in which Winkler said he wouldn’t allow Skibidi Toilet in Borderlands 4, he also wrote, “Paul Tassi joked that we were gonna have a gun called Hawk 2A and a fellow dev asked me if it was real and I wanted to put my hand down the sink grinder.”

Well:

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(Image credit: EpicNNG (Twitter))

For the record, it’s not all disturbing toilets and sex puns: EpicNNG also creates mods that solves practical problems, including one that will remove or reduce VFX in Borderlands 4 to improve accessibility.



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September 25, 2025 0 comments
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Madness characters lie in a vast pool of blood at the player's feet.
Product Reviews

This Doom mod based on ye olde Flash animation series Madness is, fittingly, way slicker than it has any right to be

by admin September 20, 2025



Back in the days when I used to haunt Newgrounds as a perpetually online teenager, a new episode of Madness would always shoot right to the top of the portal charts. The series, created by animator Krinkels, was a sort-of cultural after-dinner mint for fans of The Matrix.

Madness’ fast-paced, hyper-violent shorts involve grey, cross-faced people blasting each other to smithereens. Central to the series’ appeal was how its action scenes grew more impressive and elaborate with every passing episode, and it was always fun to see how far Krinkels could push things when a new entry dropped.

I haven’t thought about Madness for a long time (though the series hasn’t gone away, as I’ll get to shortly). But those memories came flooding back when I spied Somewhere in Hell, a Doom 2 mod that goes to impressive lengths to recreate Madness’ flashy, bloody action in id Software’s shooter sequel.


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Somewhere in Hell basically replaces Doom’s weapons and enemies with goons and firearms from Krinkels’ animations. But what’s impressive is how modder Recurracy 2 has infused the mod with the speed and vicious lethality of Krinkels’ animations. The legions of monochromatic foes you face move across the maps fast, crossing whole rooms in a matter of seconds to get in your face.

Somewhere in Hell Release Trailer – A Madness Combat Doom Mod – YouTube

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Weapons like the revolver and the double-barrelled shotgun, meanwhile, are imbued with joint-ripping recoil. When bullets connect with your faceless adversaries, they explode like an overstuffed haggis, showering the walls, floor, and the screen itself with gore.

Somewhere in Hell has been in development for a while, but it recently released its 1.0 version, which features 33 weapons and five playable characters. The mod also supports a bunch of custom mechanics like dual wielding weapons, while some of those characters have unique abilities such as a Max-Payne style shoot-dodge.

You can download Somewhere in Hell over on ModDB. If that isn’t enough Madness-related action for you, it’s worth noting the series has an official game—Madness: Project Nexus. This is a 3D, third-person blend of shooter and beat ’em up that was released back in 2021, and seems to be well-regarded among Madness fans.

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The animated series is going strong too. The last episode “Contravention”, was released last year, while Krinkels is gearing up to celebrate Madness Day this coming Monday, with twitch streams, interviews, and an art, animation, and music competition for fans with cash prizes. It’s weirdly reassuring to see this old corner of the Internet still going strong.



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September 20, 2025 0 comments
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Wario grinning and dancing with a pair of JoyCons.
Gaming Gear

Nintendo reportedly gets even more obnoxious about patent law by taking a ‘mods aren’t real games’ stance against a Dark Souls 3 mod that could invalidate its Palworld lawsuit

by admin September 19, 2025



Last year, Nintendo initiated a patent lawsuit against Palworld developer Pocketpair, and in the months since the Pokemon publisher has seemingly decided to double down on moustache-twirling IP law villainy at every opportunity. The latest development in the Pocketpair proceedings might be Nintendo’s worst look yet, because the company has reportedly decided that modders’ ideas don’t count. Cool!

Thanks to the efforts of a Tokyo contributor who was able to review the case file for the ongoing Pocketpair lawsuit, videogame patent law site Games Fray (which broke last week’s Nintendo patent story) reports that part of Pocketpair’s defense against Nintendo’s lawsuit aims to invalidate Nintendo’s patent claims based on the existence of prior art in mods.

(Image credit: Pocketpair / Toasted Shoes / The Pokemon Company)

As IP attorney Kirk Sigmon told PC Gamer last September, demonstrable prior art—meaning preexisting work resembling the invention described in a patent’s claims—is bad news for patent holders, because it means they shouldn’t have been granted the patent in the first place. Sigmon said that courts in Japan have a strong history of siding with patent lawsuit defendants who could present examples of prior art.


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By presenting mods like Pocket Souls for Dark Souls 3, which allowed the player to capture enemies in a method resembling Nintendo’s JP 2023-092953 patent claims, Pocketpair is hoping to demonstrate that Nintendo was granted a patent on ideas that had already been deployed in game design. If it’s successful, it could render Nintendo’s patent invalid.

According to Games Fray, however, Nintendo has argued in two separate pleadings that mods simply don’t qualify as prior art, because they aren’t real games.

(Image credit: Nintendo)

To evaluate this, let’s consider the conditions for patentability in Japanese patent law, as translated by Japan’s Ministry of Justice:

Article 29

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  • (1) A person that invents an invention with industrial applicability may obtain a patent for that invention, unless the invention is as follows:
    • (i) an invention that is public knowledge within Japan or in a foreign country prior to the filing of the patent application;
    • (ii) an invention that is publicly known to be worked within Japan or in a foreign country prior to the filing of the patent application; or
    • (iii) an invention that is described in a distributed publication or made available for public use over telecommunications lines within Japan or in a foreign country prior to the filing of the patent application.
  • (2) A person may not obtain a patent if prior to the filing of the patent application, a person of ordinary skill in the art of the invention would have easily been able to make that invention based on an invention prescribed in one of the items of the preceding paragraph, notwithstanding the preceding paragraph.

Now, I’m not an expert, but I don’t see anything in there that says “Nintendo gets a pass if it doesn’t think creators of prior art deserve to have ideas.”

It’s an argument that doesn’t just insult the creativity of modders—it imperils them. If Nintendo’s rationale was accepted by the Tokyo District Court, it could create a world in which a developer of a “real” game might patent gameplay mechanics inspired by a mod and then hit that mod’s creator with a cease and desist for infringing on their own ideas.

Nintendo has already demonstrated it’s perfectly happy to hammer modders with legal action, having previously issued DMCA notices that drove Garry’s Mod to remove Nintendo-related items from Steam Workshop and forced Breath of Wild multiplayer modders to shut down development.

In a just world—which, considering Nintendo’s legal oeuvre, we probably shouldn’t take as a given—it’s a ploy that wouldn’t stand. We’ll have to wait and see.



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September 19, 2025 0 comments
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Death Stranding
Esports

Death Stranding Twitch mod forces chat to keep Sam balanced

by admin September 16, 2025



A Death Stranding stream is forcing Twitch viewers to frantically save Sam from toppling over with a hilarious new interactive mod.

Death Stranding is a game that’s no stranger to weird mechanics. Kojima’s surreal courier adventure made tripping over rocks feel like life-or-death drama.

The game’s strangest touches became internet legends, like the hot spring scene where Sam dances along to “Ii Yu Dana.” Or the infamous birthday cutscene, where Deadman appears with cake and balloons on the player’s actual date of birth. Even photo mode leaned into Kojima’s celebrity obsession, letting you pose with stars like Léa Seydoux and Amanda Seyfried.

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Death Stranding never played by normal rules, which made it the perfect playground for fans to push things even further.

Streamer makes Death Stranding even harder with hilarious wobbling overlay

Streamer Shindigs took that unpredictability to new heights. They built a Twitch overlay that turned their broadcast into a balancing act.

As Sam staggered across rocky ground, Shindigs’ video feed tilted left or right. Viewers had to spam “L” or “R” in chat to steady it. Miss the window, and the screen swayed violently, sending Sam and the audience into a dizzying stumble.

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I made a stream overlay for Death Stranding that tilts left and right, and chat must spam L and R to balance the stream.

Inspired by the game mechanic where Sam can trip and you have to grip the controller for balance. pic.twitter.com/UvhLUVdNnR

— shindigs (@shindags) September 12, 2025

It was hilarious, absurd, and the perfect match for Kojima’s offbeat world.

This wasn’t Shindigs’ first experiment with interactive mods. They created a codec mod that let chatters “call” Sam mid-walk using text-to-speech, complete with hologram avatars and in-universe names. The mod poked fun at Kojima’s love of constant chatter, with viewers interrupting Sam just like in the game.

Another project reimagined chat as a Papers, Please-style border checkpoint, forcing Shindigs to “approve” viewers before they could post. Every project shared the same focus: turning spectators into players.

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Streaming has always been about community, but these experiments show where it’s going. Interactivity is the future. Kojima’s story was about connections, but Shindigs proved those connections can reach beyond the controller.





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September 16, 2025 0 comments
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Skyrim wizard makes it possible to fix mod conflicts and patch issues by just moving stuff around in the game
Game Updates

Skyrim wizard makes it possible to fix mod conflicts and patch issues by just moving stuff around in the game

by admin September 14, 2025


Skyrim modders have yet again managed to pull off something remarkable. You know how creating patches to ensure two mods work together smoothly’s long been something that requires firing up the likes of the creation kit or xEdit? Well, thanks to a new mod dubbed the in-game patcher, it’s possible to resolve issues like that simply by wandering up to the location as the Dragonborn and editing the very make-up of the world.

See a rock clipping through a house because you’ve downloaded a couple of works that give the same bit of Whiterun a makeover? Just mosey over, grab the misbehaving mineral, and either move it elsewhere or delete it. You’ll have make sure you’ve not messed up anything else in the process before you save your changes, but assuming all the NPCs still have their own heads, you’ve got your own patch.

The modder behind this in-game patcher is RavenKZP, whose previous projects include some equally advanced stuff. Adding seasons to the new areas added to the RPG by the likes of Beyond Skyrim: Bruma and a mechanic that makes food go mouldy if you keep it in your pockets too long. They’ve also made a quest involving Morrowind’s Uncle Sweetshare, which earns them a million extra points in my book.

Anyway, enough of me curiously nerding out. This in-game patcher, originally spotted by TheGamer, is a plugin for Skyrim: Special edition’s script extender. Once it’s installed, you enter and exit a patching mode by opening and closing the game’s console, where you typically enter the likes of spawn commands.

Once open, you select objects as you usually would in the console, and can move, rotate, scale, or remove them as you see fit. Markers, such as spawn points and those which control the likes of idles, furniture interactions, and which way water flows can also be manipulated in the same fashion. You can also add keywords to items if you’re so inclined. There are a bunch of quick YouTube tutorials under the mod page’s video tab to help you get started.

Watch on YouTube

RavenKZP wrote that their creation can also be used simply to rejig the world clutter to your liking or do a bit of redecorating of houses, cities and the like, which’ll probably be what I try first if I give it a whirl. Once you’ve made your tweaks, they can be saved as “BOS/KID patches so they persist across game sessions” and shared with others in ini file form. The modder’s also got plans to keep expanding what their work can do going forwards, including adding the ability to edit multiple objects at once.

As you might imagine given what it pulls off, the in-game patcher does come with a pretty chunky list of requirements – the Skyrim script extender, Address Library for SKSE Plugins, Object Manipulation Overhaul, SKSE Menu Framework, SkyPrompt, Base Object Swapper, Keyword Item Distributor, and Debug Menu. Jaxonz Positioner Converter Remastered and More Informative Console are optional extras.



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September 14, 2025 0 comments
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hax$ funeral with melee setups and technicals speech
Esports

Super Smash Bros mod adds Nintendo cease and desist letter as playable character

by admin September 1, 2025



After facing backlash over a paid Balatro-themed skin for Super Smash Bros. Melee, modder Mooshie turned a fake Nintendo cease and desist letter into a playable fighter.

On August 21, modder Mooshie released a new Super Smash Bros. Melee mod that added Jimbo from Balatro as a skin for Mr. Game & Watch. Sharing the project on Twitter, Mooshie promoted it with the caption: “I put Balatro into Melee! Get it at my newly created Patreon, linked below!”

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However, because the mod was initially locked behind a paid Patreon tier, it quickly drew backlash from the community. On August 26, Mooshie issued a lengthy statement apologizing for the rollout and announcing a new approach: all future mods will be free to download, with paid Patreon supporters only receiving early access before public release.

They explained that the decision came after hearing feedback and consulting with other creators, calling the early-access model a “compromise” that ensures mods are playtested while still keeping them accessible to the broader community.

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A new foe has appeared: Nintendo cease and desist

On August 31, Mooshie followed up with another project, this time giving Kirby a makeover by turning him into a parody Nintendo cease and desist letter.

While meant as a joke, this mod is available for free on Mooshie’s Patreon, with the showcase tweet reading: “I put my Cease & Desist Letter from Nintendo into Melee! See how much court fines you can stack up against your opponents with this new skin over [COPYRIGHTED CHARACTER]!

I put my Cease & Desist Letter from Nintendo into Melee!

See how much court fines you can stack up against your opponents with this new skin over [COPYRIGHTED CHARACTER]!

Get it at your nearest courthouse, linked below!
Lawsuit compatible. pic.twitter.com/QHXyo516z2

— Moosh (@Mooshies_) August 31, 2025

While the skin looks like an official takedown notice at first glance, a closer look reveals lines such as “low key that mod do be sick though” and “Your mod too tough. Your Game & Watch too different.” Mooshie has not confirmed receiving any real communication from Nintendo.

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The trailer also promises “more real mods soon,” with a cameo from the protagonist of LISA that may hint at what Mooshie is planning next.





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September 1, 2025 0 comments
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