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Chris Tilly
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Silent Night, Deadly Night review: Fiendish festive remake done right

by admin September 25, 2025



Silent Night, Deadly Night takes the cult festive franchise and gives it a clever modern-day makeover, in the process subverting both audience expectations and genre tropes.

The first Silent Night, Deadly Night movie hit screens in 1984 and was a Christmas slasher that launched a franchise that’s now a favorite amongst horror fans.

The original commenced in decidedly unpleasant fashion, before focussing on Billy Chapman, a troubled man whose deep-rooted trauma has resulted in him dressing up as Santa, and killing those he doesn’t like with an axe.

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As well as spawning four sequels, a loose remake followed in 2012 that changed things up, while this second remake is an equally worthwhile endeavour, for the many ways in which it toys with the audience and improves on the original.

What is Silent Night, Deadly Night about?

Cineverse

Silent Night, Deadly Night starts much like the original, with young Billy visiting his grandfather in a nursing home, who warns him that “naughty boys get punished,” and “Santa is always watching.”

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His family is then attacked at a stop light on the way home, though doubtless for reasons of good taste, his mother isn’t sexually assaulted in this version. Both parents are blown away with a shotgun, however right in front of the boy.

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The film then cuts to the present day, where grown-up Billy is still having nightmares about the events of that night. He’s also committing murders of his own, travelling from town-to-town throughout the month of December, and counting down his kills in a bloody Advent Calendar.

Billy decides to settle in a place called Hackett for a few days, where he lands a job at a gift shop called ‘Ida’s Trinket Tree,’ ostensibly because he has a crush on a woman who works there. But that throws a spanner in the works of his murderous plans, as does a spate of missing children in the area…

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Remake with a twist

The original Billy was clearly suffering from PTSD, both from what he witnessed as a child, and his brutal upbringing in an orphanage run by malevolent nuns.

This new Billy seems similarly driven by rage born during those parental murders, but there are times when it feels like jealousy might be triggering his psychotic episodes, or maybe even something more supernatural in nature.

But the big change in this iteration is that Billy hears a voice in his head, that encourages him, manipulates him, offers him advice, and even mocks him when Billy makes a mistake.

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That sense of humor means there are times when Silent Night, Deadly Night plays like a horror Venom, but it also suggests Billy might be suffering from Multiple Personality disorder; an issue that’s further complicated when the object of his affections admits to having an Explosive Personality Disorder of her own.

Santa v Santas

Cineverse

That’s the psychology at the heart of the movie, but let’s be honest, most people will be watching this one for Christmas kills, and the new Silent Night, Deadly Night delivers on that front.

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There are axes to the head, as you’d expect, while a montage of Billy’s early murders provides some violent variation.

But the best of the kills – and the finest scene in the movie – plays out at a Christmas party, the exact nature of which we won’t spoil here.

But it quickly turns the character into a genuine hero, while the sight of our Santa killing scores of other Santas is a festive feast for the eyes.

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Is Silent Night, Deadly Night good?

Cineverse

Silent Night, Deadly Night does a terrific job of paying homage to the past – yes, there is a “garbage day” callback – while doing something fresh and original for the present-day.

It’s tricky to reveal everything that’s going on here, but writer-director Mike P. Nelson keeps the film’s tongue placed firmly in its cheek, while he’s done a great job of re-imagining the franchise, and re-inventing Billy.

On that front, actor Rohan Campbell manages to make the serial killer sympathetic, in much the same way he did with the character of Corey Cunningham in Halloween Ends.

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While the film also ends with an inspired turn that perfectly sets up a sequel, and on this evidence, I very much hope we get Part 2 sooner rather than later.

Silent Night, Deadly Night score: 3/5

A fiendish and fun-filled remake that uses the good and leaves out the bad from the original, while taking the franchise in a wildly inventive new direction.

Silent Night, Deadly Night was reviewed at Fantastic Fest, and will hit screens on December 12, 2025. For more scary stuff, head here to check out our list of best horror movies ever.

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September 25, 2025 0 comments
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The 'Silent Night, Deadly Night' Remake Doesn't Ring in the Holiday Cheer
Product Reviews

The ‘Silent Night, Deadly Night’ Remake Doesn’t Ring in the Holiday Cheer

by admin September 23, 2025


A serial killer dressed as Santa Claus hacks his way through a small Minnesota town. Along the way, he also falls in love with a local business owner. He’s evil; he should be the villain, but in Silent Night, Deadly Night, we’re forced to consider, maybe he’s not?

Written and directed by Mike P. Nelson, Silent Night, Deadly Night is a remake of the 1984 cult classic of the same name by Charles E. Sellier Jr. That film also followed a man dressed as Santa who thinks he’s killing for good, but, in this remake, things get even deeper, as the film paints its central character as a hero with a fatal flaw, instead of a psychopath. And in that balance is where the film loses its way.

Each Christmas, Billy (Rohan Campbell of Halloween Ends) puts on a Santa suit and kills one person every day leading up to the holiday. He’s done this for years, inspired in large part by the man who killed his parents in front of him as a child, who subsequently possessed him. Now, Billy lives with a killer inside him, who talks to him about life, love, murder, and more. On the run from his latest killing spree, Billy lands in a small town and becomes instantly infatuated with Pamela (Ruby Modine), who works in the local Christmas shop. The two strike up a friendship, then a romance, as Billy simultaneously begins killing the people around her.

While Billy’s motivations seem sinister at first, we quickly learn that he and his serial killer subconscious are choosing victims based on their past transgressions. They are sometimes just as naughty as he is. So, as the film goes forward, his axe murders are presented less as evil and more as stopping evil. The issue with that is the film is infinitely more interesting when Billy has to struggle with hiding his evil side. Watching a killer masquerade as a nice, normal guy gives the film some stakes and drama. Once it pulls the curtain back on his true motivations, all that goes away, and any kind of mystery or tension just becomes about killing.

And, with this being a horror movie, that should be okay. But Silent Night, Deadly Night never really wows us with its violence or gore. It’s just there. Billy sneaks around, kills someone, and goes back to his day. One scene does stand out as you actively root for Billy against a particular set of characters, but for the most part, the kills are kind of quick, easy, and frankly boring.

Which, unfortunately, becomes the tone of the whole film. The movie slogs on as Billy kills, tries to hide it from Pamela, and then slowly that changes, too. It coasts on the idea that seeing a person killing people as Santa Claus with an axe is enough, especially if there’s a very loose story around it with a hint of character motivation. But it’s not. It gets stale very quickly, especially since Campbell plays every facet of his character exactly the same. Modine brings life and likability to Pamela, which is welcome, but she is rarely given much to do. Things do get a little more interesting by the end as a large mystery gets wrapped in, but by that point, it’s hard to forgive everything that’s come before.

I’ve never seen the original Silent Night, Deadly Night (I know, I know), so it’s impossible for me to compare the two. What I can do is say this remake had a few good ideas in it, one or two decent scenes, but was much too familiar and monotonous to impress. If anything, it did make me want to finally watch the original, just to see how far away from center this had to go to be this disappointing.

Silent Night, Deadly Night had its world premiere at Fantastic Fest 2025. It’s coming to theaters on December 12.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 23, 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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Jimmy Fallon rubs Trump's head on the Tonight Show.
Game Updates

Late Night TV Reacts To The Jimmy Kimmel Charlie Kirk Fallout

by admin September 20, 2025


Last night on The Tonight Show, Mario Kart superfan Jimmy Fallon did what Jimmy Fallon does best: chuckle at his own jokes, make funny faces, and shrug his shoulders. While he didn’t shy away from dunking on Donald Trump’s trip to the UK, he did pull his punches when talking about late night TV’s other Jimmy getting bullied off the air by a rogue president, his FCC goon squad, and a complicit c-suite. “To be honest with you all, I don’t know what’s going on, and no one does,” Fallon told viewers. That last part, at least, is an obvious lie. Why Jimmy Kimmel was kicked off the air by ABC is not complicated or confusing. Part of what’s so galling about it is just how stupid, craven, and obvious what happened is, and how none of that stopped it from happening.

Jimmy Kimmel was kicked off the air for making fun of Trump. Not because he joked about Charlie Kirk’s assassination, which he didn’t do, or because he lied about it, which he didn’t do either. Comments about the “MAGA gang” trying to score political points off Kirk’s murder were just the setup to a punchline about how Trump can’t even muster a crocodile tear over the right-wing podcaster’s death before gushing about his White House renovations. You can watch the tape. You can read the transcript. There is no ambiguity in what transpired, even as pundits paid to make hay of the controversy try to hedge by condemning something Kimmel didn’t say while advocating for a First Amendment that wasn’t directly violated.

That’s because ABC, and it’s corporate owner Disney, rushed to comply before it even got to that point. One of the biggest TV operators in the country, Nexstar Media Group, is trying to buy another operator called Tegna in a deal valued at over $6 billion and that would require the approval of Trump’s Justice Department. Along with conservative network affiliate owner Sinclair, Nexstar announced it would stop carrying Jimmy Kimmel Live! (Nexstar denies this was the reason.) FCC Chairman Brendan Carr threatened to investigate ABC and pull its broadcast licenses over Kimmel’s monologue. And then Disney Entertainment Co-Chairman Dana Walden and CEO Bob Iger decided to preemptively pull the plug, provoking a celebrity-led boycott in the process.

Trump has been desperately trying to get Kimmel fired for months. Shortly after Paramount sacrificed Stephen Colbert to get its merger approved with Skydance, the president made this as clear as possible. “Jimmy Kimmel is NEXT to go in the untalented Late Night Sweepstakes and, shortly thereafter, Fallon will be gone,” he posted in July. Anyone who keeps acting surprised by what’s going on, like Fallon, just hasn’t been paying attention or, worse, thinks that they can save themselves by trying to pretend none of it is happening. Even ex-Disney CEO Michael Eisner is going, in so many words, “Wait, what the fuck is happening?”

Maybe that’s why it felt strangely nostalgic and refreshing to watch Jon Stewart and Stephen Colbert last night, each tackling Kimmel’s firing in their own ways but in no uncertain terms. Like a lot of people, I watched The Daily Show and The Colbert Report a lot in college. Then I stopped. At some point the formula began to feel not only cringe but aimless. The news was getting grimmer and the stakes less funny. But last night reminded me what worked about them all those years ago. It’s cathartic to watch people call out obvious bullshit, especially when so many others keep running away from it, anxiously looking to their colleagues and bosses to make sure they don’t step out of line, even when the line is drawn by a dangerous buffoon. That’s how the Bush years felt. Nothing’s changed and yet now somehow it’s even worse.

“I do know Jimmy Kimmel, and he’s a decent, funny, and loving guy, and I hope he comes back,” Fallon said last night. It is, of course, not up to Kimmel if he comes back. Fallon knows that. He also knows he could be next. And that cynical calculus is what will make sure he’s not the last.



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September 20, 2025 0 comments
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'Night of the Reaper' Is a Retro Babysitter Slasher With a Mystery Twist
Gaming Gear

‘Night of the Reaper’ Is a Retro Babysitter Slasher With a Mystery Twist

by admin September 20, 2025


Night of the Reaper begins with a familiar slasher movie scenario: a babysitter being stalked by a killer. The masked menace puts on a big show of toying with her, leaving creepy notes that almost feel like a prank until the danger gets all too real.

It’s a freaky opening sequence that signals director and co-director Brandon Christensen (Still/Born, Z) is well familiar with the horror tropes his movie is leaning into—and you can tell he knows his audience will pick up on them too.

Night of the Reaper‘s main reference point is, obviously, Halloween, the mothership of all babysitter horror movies. It’s set in the early 1980s—the era of Pat Benatar bangers on MTV—a little later than 1978’s Halloween. But advancing a few years means access to slightly more advanced technology, especially camcorders, a key plot device as well as a stylistic influence. The opening credits crackle with static “tracking” lines, and VHS tapes are important throughout.

The main events of the film pick up some time after the babysitter’s demise. We meet main character Deena (Gen V‘s Jessica Clement) as she’s walking down a quiet street festooned with Halloween decorations; the electronic score further underlines the Laurie Strode comparisons. Deena’s home from college, dutifully having what’s clearly a strained visit with her parents. When her high-school bestie, who’s still living in their hometown, gets sick, Deena agrees to help her out by stepping in to watch the local sheriff’s young son for the night.

Here we go again, the viewer might assume—and indeed, Night of the Reaper does seem to be setting up a similar fate for Deena as the girl in the opening scene. But there’s also a parallel storyline to unwind, as Sheriff Arnold (Ryan Robbins) starts receiving packages that lead him on a macabre scavenger hunt.

It seems more than possible that whoever killed the girl in the opening is back for more sinister taunting. Arnold remarks at one point, “Someone’s trying to tell me something.” But exactly what that message is (and who’s sending it) forms Night of the Reaper‘s central mystery.

© Shudder

As Night of the Reaper progresses, the tension and dread build in both stories. Deena’s gig watching little Max (Max Christensen) devolves from a playful game of hide-and-seek to an escalation of terror as doors slowly creak open, objects get rearranged by unseen hands, and a shadowy figure lurks in the woods just beyond the yard.

Sheriff Arnold, meanwhile, freely engages in some jaw-droppingly unprofessional conduct as he puzzles together a string of clues, especially once he realizes the babysitter’s cold case isn’t the only crime on the table. There are also hints at another death in the recent past that’s far more personal to him.

To share more about the plot twists that follow would compromise much of what makes Night of the Reaper enjoyable, but it’s not a spoiler to say it’s more of a horror whodunit than, say, something that drags its babysitting heroine into wild House of the Devil territory.

Halloween is the main influence here, but found-footage horror also makes its mark, as do other slasher series, including Scream. If the final reveals get a little too talky as Christensen hurries to explain all that’s come before, you have to appreciate the effort to fill in as many blanks as possible.

Standout performances in the cast come from Clement as the resourceful Deena, as well as Summer H. Howell—soon to be seen as Carrie White in Mike Flanagan’s Carrie series—who makes the most of her brief screen time as the first victim.

Night of the Reaper streams on Shudder starting today, September 19.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 20, 2025 0 comments
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NFT Gaming

Prediction Markets Favor Chargers in Monday Night Football Showdown

by admin September 15, 2025



In brief

  • The Chargers are favored, but the line is tight: L.A.’s a ~3.5-point favorite, moneyline at about −185, and the Over/Under set near 46.5. Markets expect a win by the Chargers, but not a blowout. 
  • Sharp money wagers are driving line movement toward Chargers −3.5.
  • A number of analysts lean toward Raiders +3.5 given home game underdog trends, with player props (e.g. Ashton Jeanty’s looks, Brock Bowers yardage) also getting traction as sleepers.

Ever notice how when betting lines move, they’re usually pulling you toward something the public isn’t seeing? That’s exactly what’s happening with tonight’s Chargers vs. Raiders Monday Night Football game. The Chargers are about −3.5 favorites, with totals hovering near 46.5—but sharp money is quietly loading up on the Raiders and the Over.

In other words, the markets are whispering, “This game might be closer than it looks.”

At the time of this writing, Los Angeles is ≈ 3.5-point favorite in tonight’s matchup, with many sportsbooks listing the spread at Chargers −3.5. The Over/Under (total points) is around 46.5, and the moneyline favors the Chargers at approximately −185 to −196, while the Raiders are lumped in as underdogs at +150-+160.

This pricing implies confidence in a Chargers win, but a tightly contested game.

Prediction markets

The big three prediction market platforms—Myriad, Polymarket and Kalshi—were all favoring Los Angeles by roughly 65%.

(Disclaimer: Myriad Markets is a product of DASTAN, Decrypt’s parent company.)

Expert models and analyst picks

  • The CBS SportsLine projection model confirms the numbers above: Chargers −3.5, total 46.5. It tends to favor Chargers both to win and cover (with the profit for moneyline also tilted toward them).

  • Still, some analysts see value in the Raiders +3.5. Their logic: Chargers might have overhyped momentum from Week 1, whereas home field and Las Vegas’s offensive weapons could keep it close. (See SI’s prop & pick story.)

  • On the over/under front, there’s a split: some models lean Over 46.5, expecting moderate scoring, while others believe defensive plays, turnovers, or a more conservative game script might push the total Under slightly.

What the sharp money reveals

Several betting media outlets have spotted sharp bettors pushing in favor of the Chargers, and the numbers suggest this isn’t just public hype—it’s serious money behind belief in L.A.’s edge.

Metric

Data Point

Source

Spread % (Tickets)

~63% of spread bets through STN Sports are backing the Chargers at −3.5.

Review-Journal 

Spread % (Money / Handle)

~56% of the money at BetMGM is on the Chargers covering.

Review-Journal 

Moneyline Odds

Chargers: ~−185; Raiders: +150-+160

Action Network & CBSSportsLine 

Total Points Movement

Over/Under opened around 44.5 and has been pushed to 46.5. At BetMGM, 72% of tickets + 92% of the money are on the Over.

Here’s what the split looks like, and what it’s telling us:

  • Confidence in Chargers from informed bettors: The fact that the majority of both spread bets and dollar volume are leaning on the Chargers suggests sharp money believes LA is undervalued by the public or that recent performance (vs. KC, etc.) justifies the line moving in their favor. 

  • Movement in line/spread: The spread creeping from −3 to −3.5 aligns with sharp bettors pushing; sportsbooks adjust lines when heavy money comes in. The Chargers being −3.5 now (vs initial −3) suggests early demand forcing the shift. 

  • Over/Under trend is Over bias: 72% of tickets but 92% of dollars on Over at BetMGM shows smart money is confident this game will have decent scoring. That reinforces the idea that props tied to offense (passing yards, receptions, etc.) are a better value.

Prop bets and key player performance bets

Here are some specific props that bettors appear bullish on:

  • Ladd McConkey Over 72.5 receiving yards is one of the more popular props, based on his Week 1 target volume and recent consistency. (SportsBookReview.com prop pick)

  • Ashton Jeanty Over 17.5 rush attempts is favored by some—suggesting the Raiders will try to lean on run to control clock or balance the offense. (See SI’s prop breakdown)

  • Also noted: McConkey Over 5.5 receptions and Geno Smith Over 248.5 passing yards are getting traction.

What the consensus suggests

Putting the market’s pieces together, here’s the story that appears to be forming:

  • Chargers are favored, but not overwhelmingly. The 3.5-point spread suggests Vegas expects them to win, but that this will be competitive.

  • Passing game for Los Angeles is getting respect, especially via Herbert → McConkey and possibly Allen. If their air attack fires, they likely cover.

  • Raiders are being undervalued in some quarters; bettors are buying into props where the Raiders can make plays—Jeanty’s work in the backfield, Geno Smith finding intermediate passes, etc.

  • The projected scoring is moderate. The Over/Under of ~46.5 implies a game that is likely to see some scoring fireworks, but not a shootout, assuming neither side turns the ball over too often or gets overly conservative.

Disclaimer

The views and opinions expressed by the author are for informational purposes only and do not constitute financial, investment, or other advice.

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September 15, 2025 0 comments
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Elden Ring Nightreign Gets New Patch Ahead Of Deep Of Night
Game Updates

Elden Ring Nightreign Gets New Patch Ahead Of Deep Of Night

by admin September 10, 2025



From Software’s games tend to be challenging for most players, and the developer is making things even harder with Elden Ring Nightreign’s new Deep of Night mode. Before that launches later this week, Elden Ring Nightreign has received patch 1.02.2 with new bug fixes and gameplay tweaks. From Software has also shared a video that breaks down some of the changes coming in Deep of Night.

One of the ways Deep of Night will keep players on edge is that they won’t know which Night Lord they’re actually facing until the battle begins. Flexibility is going to be the key to overcoming those battles, and the video suggests preparing relic presets before going into those fights.

More powerful enemies will appear throughout Deep of Night, and players will have the opportunity to pick up weapons that can dispatch them. However, those weapons will have a detrimental effect on player characters that may make battles even more grueling. As players go deeper into Deep of Night, their enemies will become increasingly difficult.

In the patch notes, From Software indicated that Everdark Sovereign Libra may be a little easier going forward because his Condemned warriors will now have less damage negation and they will drop items that can help players in-battle.

Guardian class heroes will be receiving increased strength and dexterity when leveling up, as well as a larger range for their ultimate art’s attack. The patch also appears to penalize players who drop out of matches, even if their connection was disrupted. But players can remove the penalty if they rejoin the session.

Deep of Night will go live on September 11. The full notes for Elden Ring Nightreign version 1.02.2 are included below.

Balance Changes and Feature Updates

Nightfarers Adjustments

Wylder

  • Increased Poise while casting Claw Shot.
  • Increased Stamina damage dealt by Claw Shot to blocking enemies.

Guardian

  • Increased Strength and Dexterity gain when leveling up.
  • Increased the Steel Guard passive ability angle range.
  • Increased the range of the Wings of Salvation Ultimate Art’s weapon portion.
  • Increased the attack power of Halberd guard counters.

Duchess

  • Increased Dexterity gain when leveling up.
  • Increased the attack power of some Dagger attacks.
  • Decreased the two-handed Dagger’s second heavy attack damage.
  • This change does not affect charged attacks.
  • Increased the duration of the Finale Ultimate Art.

Raider

  • Increased the Greataxe’s and Great Hammer’s ability to stagger enemies with attacks.
  • Increased the attack range of the Retaliation skill.

Revenant

  • Adjusted the transparency of Revenant’s summoned spirits.
  • Players can now pass through Revenant’s spirits Helen and Frederick.

Recluse

  • Increased the offensive spells attack power of Magic Cocktail.
  • Decreased the time required to cast spells using Magic Cocktail.

Executor

  • Increased attack power while Cursed Sword is in use.
  • Increased the attack power of the Cursed Sword weapon skill when the skill is in use and the blade is in its unleashed state.
  • Increased the attack power of some attacks while Aspects of the Crucible: Beast is active.

Weapons, Passive Effects, and Special Effects Adjustments

  • Increased the stagger damage with dual-wielded jump attacks for some small and medium weapons..
  • Decreased the stagger damage with dual-wielded jump attacks for some large weapons.
  • Increased the potency of the death status ailment applied by the weapon skill Death Flare of Eclipse Shotel.
  • Set a cap on the cumulative effects of the Power of Vengeance and Power of House Marais passive effects and adjusted their potency accordingly.
  • Adjusted the stagger effect of the “Guard counters trigger holy bursts” passive’s explosion to ensure that it doesn’t reset the enemy’s posture break state.

Relic Effects Adjustments

  • Adjusted the effect “[Wylder] Standard attacks enhanced with fiery follow-ups when using Character Skill (greatsword only)” to consume stamina when performing follow-up attacks.
  • Increased the attack power of the “[Wylder] Art activation spreads fire in area” burn effect.
  • Adjusted the effect “[Wylder] Art activation spreads fire in area” so that the burn effect’s attack power does not vary between one-handed and two-handed weapon wielding.
  • Increased the duration extension of the “[Ironeye] Extends duration of weak point” effect.
  • Increased the potency of the “Continuous HP Recovery” effect.
  • Increased the potency of the “HP restored when using medicinal boluses, etc” effect.
  • Increased the potency of the “[Recluse] Activating Ultimate Art raises Max HP” effect.
  • Changed the “[Recluse] Activating Ultimate Art raises Max HP” effect so that the HP increase persists until an attack is received, even after the art’s duration ends.
  • Increased the amount of Runes obtained through the “Critical Hits Earn Runes” effect.
  • Increased the potency of the “HP Restoration upon (specific weapon type) attacks” effect.
  • Increased the potency of the effect “FP Restoration upon (specific weapon type) attacks” effect.
  • Reduced the duration of the “Improved Poise & Damage Negation When Knocked Back by Damage” effect.

Other Nightfarers Adjustments

  • Adjusted the visibility of the “Rykard’s Rancor” sorcery.

Everdark Sovereign adjustments

Everdark Sovereign Sentient Pest

  • Increased attack and stamina attack power against guarding Nightfarers while possessed by Animus, Ascendant Light.
  • Adjusted and modified the attack actions of Animus, Ascendant Light, Gnoster, Wisdom of Night, and Faurtis Stoneshield.
  • Reduced the stagger duration when Nightfarers is hit by some attacks of Animus, Ascendant Light.

Everdark Sovereign Equilibrious Beast

  • Adjusted the effect granted to summoned condemned Nightfarers so that it can be dispelled by Law of Regression.
  • Increased the enhancement granted by the light dropped by defeated condemned Nightfarers.
  • Reduced the attack power of the condemned Guardian.
  • Removed the effect that increased damage negation upon re-summoning condemned.
  • Reduced the death status effect resistance of condemned Nightfarers.
  • Adjusted the reaction of condemned Nightfarers to player character’s ranged attacks.
  • Adjusted the targeting priority of condemned Nightfarers under specific combat rules.

Note: We have confirmed an issue where condemned Nightfarers summoned during this fight may not be rendered under specific conditions. This will be addressed in a future update.

Everdark Sovereign Darkdrift Knight

  • Increased the HP and stamina attack power against guarding Nightfarers for Fulghor, Champion of Nightglow.
  • Increased the attack power of some attacks from Fulghor, Champion of Nightglow.

Other Enemies

  • Adjusted the reaction to player character’s ranged attacks of condemned Nightfarers that appear during events.
  • Added a stagger reaction when strong attacks, such as Ultimate Arts, hit the Red Wolf of the King Consort boss.
  • Fixed a bug where some attacks of the Marionette Soldiers were less likely to hit player characters.

Limveld Adjustments

  • Increased the Night’s Tide damage after defeating the second night boss.
  • Adjusted the spawn locations of Sentient Pest incursions so they are less likely to occur far from player characters.

Menu Adjustments

  • Adjusted the design of the Holy attribute icon.

Regarding Penalties for Disconnecting from Online Sessions

  • Adjusted the penalties rate for session disconnection.
  • Disconnecting from a session due to network issues or quitting the game during a session in progress will result in penalties, which may limit multiplayer capabilities. Rejoining the session you left will remove the penalty imposed upon disconnection.

Bug fixes

  • Fixed a bug where the post-attack delay for right-handed Greatswords when handled by Wylder was shorter than expected when using Sorceries or Incantations with a left-hand weapon right after attacking.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be interrupted by enemy attacks or other factors during its activation.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be deflected and interrupted.
  • Fixed a bug where backstepping as Duchess did not accept pre-inputs for skill commands.
  • Fixed a bug where spells cast through using the Magic Cocktail skill could be casted again under certain conditions.
  • Fixed a bug where allied player characters could clip through tombstones when Totem Stella was used.
  • Fixed a bug where spirits summoned by Revenant did not revive if their HPs were depleted.
  • Fixed a bug where special effects applied to spirits summoned by Revenant would appear above Revenant.
  • Fixed a bug where Executor could not perform critical hits using the Cursed Sword while holding a weapon in the right hand that cannot land critical hits.
  • Fixed a bug where the Relic Effect “HP Restoration upon Thrusting Counterattack” did not apply to the attacks of Executor’s Cursed Sword.
  • Fixed a bug where Executor could not use pre-inputs for actions after deflecting an enemy attack with the Cursed Sword under certain circumstances.
  • Fixed a bug where accumulated effects of Power of Vengeance and Power of House Marais Passive Effects would disappear when opening the large door and moving to the final battle area by using the “Open the door” action prompt in the Spirit Shelter.
  • Fixed a bug where the rarity of weapons placed directly on the field from Dormant Power might not be displayed correctly.
  • Fixed an issue where Passive Effects triggered by walking did not activate during horizontal movement with precision-aimed shots using “Bow” and “Crossbow”.
  • Fixed an issue where the player character could become unresponsive for several seconds after performing an attack from a stance with certain Skills.
  • Fixed an issue where the passive effect “Improved Charged Sorceries” was not applied to the sorcery “Shattering Crystal”.
  • Fixed an issue where the status ailment “Frostbite” could be inflicted on the player character due to the accumulation of the frostbite status ailment from some enemy attacks while using an Ultimate Art.
  • Fixed an issue in the battle with the Everdark Sovereign “Equilibrious Beast” where “Libra, Creature of Night” could move below the ground under certain conditions.
  • Fixed a bug where levels would decrease without healing from flasks when False Blessing occured during the battle against Everdark Sovereign Equilibrious Beast.
  • Fixed a bug where the player would level down if the False Blessing effect was activated during the battle against Everdark Sovereign: Equilibrious Beast, even if the action was interrupted by an enemy attack before the HP recovery effect occurred.
  • Fixed a bug where blessings would become usable again after defeating the second night boss.
  • Fixed a bug where the player character could perform unintentional moves when using the Spectral Hawk.

This addresses issues that were not fully resolved in App Ver. 1.02.

  • Fixed a bug where the player might not be correctly transported to the battle area if they died from falling during the cutscene while moving to the final battle area in the Spirit Shelter.
  • Fixed a bug where Dormant Power might not appear upon defeating an enemy under unstable network conditions.
  • Fixed a bug where the effect of an used Wending Grace could activate when rejoining a session after a disconnection.
  • Reduced rendering load for some attacks of the Everdark Sovereign Tricephalos on PS4 and Xbox One.

PC-Only Adjustments

  • Fixed a bug where it was difficult to switch targets with a diagonal input.
  • Improved game stability in some environments.

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Elden Ring Nightreign's pre-Deep of Night patch rebalances all characters, tweaks some Everdark Sovereign bosses
Game Reviews

Elden Ring Nightreign’s pre-Deep of Night patch rebalances all characters, tweaks some Everdark Sovereign bosses

by admin September 10, 2025


Elden Ring Nightreign will, very soon, get its higher difficulty mode – The Deep of Night. The game is clearly about to have a moment again. FromSoftware knows this, of course, so the developer decided to roll out a big update to tweak several things ahead of the new mode’s release.

This latest patch, version 1.02.2, arrived moments ago across all platforms, bringing with it a number of unexpected balance changes and gameplay tweaks that were no doubt made with Deep of Night in mind.


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Patch 1.02.2 released following an hour of server maintenance. While it does contain Deep of Night content, that higher difficulty mode won’t be available until tomorrow, September 11, as previously announced.

What you are going to see today, however, is a list of wide-ranging balance changes to all of (except Ironeye) the game’s Nightfarer character classes. Here are some of the highlights: Wylder now has increased poise while casting Claw Shot, and the ability now deals increased Stamina damage to blocking enemies. Guardian now gains more Strength and Dex with each level, and their Steel Guard passive has a wider range.

Duchess has a lot of changes of her own. She gets more Dexterity with each level up, and some of her dagger attacks deal more damage. Her ever-popular Finale Ultimate now lasts longer, too. Executor gets a flat attack power increase while Cursed Sword is in use, and a boost to the skill itself. While Aspects of the Crucible: Beast is active, the class now deals more damage. Revenant is the recipient of another interesting change, as other players can now pass through her summoned spirits. Their transparency has also been adjusted, perhaps to better signal to players that they can be passed through.

Image credit: Bandai Namco/VG247

Beyond the individual changes for each Nightfarer, 1.02.2 makes changes that affect everyone using certain weapons. For example, dual-wielded jump attacks performed with small and medium weapons now deal more stagger damage, but doing the same with larger weapons will deal less.

Death Flare of Eclipse Shotel, a weapon skill that applies Death, should now be more effective at doing so. Interestingly, there’s now a cap on the cumulative effects of the Power of Vengeance and Power of House Marais passives, which is something that might mess with some builds out there.

The other big component of the patch affects a couple of the Everdark Sovereign bosses. Everdark Sovereigns are more challenging versions of the game’s Nightlord bosses, and though some have seen balance tweaks in the past, today’s changes have a wider reach. Everdark Sovereign Sentient Pest, Equilibrious Beast, and Darkdrift Knight have received a mix of buffs and nerfs to their attacks, as well as how they respond to attacks/status effects from players.

Image credit: Bandai Namco/VG247

Read on below for the full change log.

Nightfarers adjustments

Wylder

  • Increased Poise while casting Claw Shot.
  • Increased Stamina damage dealt by Claw Shot to blocking enemies.

Guardian

  • Increased Strength and Dexterity gain when leveling up.
  • Increased the Steel Guard passive ability angle range.
  • Increased the range of the Wings of Salvation Ultimate Art’s weapon portion.
  • Increased the attack power of Halberd guard counters.

Duchess

  • Increased Dexterity gain when leveling up.
  • Increased the attack power of some Dagger attacks.
  • Decreased the two-handed Dagger’s second heavy attack damage.
  • This change does not affect charged attacks.
  • Increased the duration of the Finale Ultimate Art.

Raider

  • Increased the Greataxe’s and Great Hammer’s ability to stagger enemies with attacks.
  • Increased the attack range of the Retaliation skill.

Revenant

  • Adjusted the transparency of Revenant’s summoned spirits.
  • Players can now pass through Revenant’s spirits Helen and Frederick.

Recluse

  • Increased the offensive spells attack power of Magic Cocktail.
  • Decreased the time required to cast spells using Magic Cocktail.

Executor

  • Increased attack power while Cursed Sword is in use.
  • Increased the attack power of the Cursed Sword weapon skill when the skill is in use and the blade is in its unleashed state.
  • Increased the attack power of some attacks while Aspects of the Crucible: Beast is active.

Weapons, Passive Effects, and Special Effects adjustments

  • Increased the stagger damage with dual-wielded jump attacks for some small and medium weapons..
  • Decreased the stagger damage with dual-wielded jump attacks for some large weapons.
  • Increased the potency of the death status ailment applied by the weapon skill Death Flare of Eclipse Shotel.
  • Set a cap on the cumulative effects of the Power of Vengeance and Power of House Marais passive effects and adjusted their potency accordingly.
  • Adjusted the stagger effect of the “Guard counters trigger holy bursts” passive’s explosion to ensure that it doesn’t reset the enemy’s posture break state.

Relic Effects adjustments

  • Adjusted the effect “[Wylder] Standard attacks enhanced with fiery follow-ups when using Character Skill (greatsword only)” to consume stamina when performing follow-up attacks.
  • Increased the attack power of the “[Wylder] Art activation spreads fire in area” burn effect.
  • Adjusted the effect “[Wylder] Art activation spreads fire in area” so that the burn effect’s attack power does not vary between one-handed and two-handed weapon wielding.  Increased the duration extension of the “[Ironeye] Extends duration of weak point” effect.
  • Increased the potency of the “Continuous HP Recovery” effect.
  • Increased the potency of the “HP restored when using medicinal boluses, etc” effect.
  • Increased the potency of the “[Recluse] Activating Ultimate Art raises Max HP” effect.
  • Changed the “[Recluse] Activating Ultimate Art raises Max HP” effect so that the HP increase persists until an attack is received, even after the art’s duration ends.
  • Increased the amount of Runes obtained through the “Critical Hits Earn Runes” effect.
  • Increased the potency of the “HP Restoration upon (specific weapon type) attacks” effect.
  • Increased the potency of the effect “FP Restoration upon (specific weapon type) attacks” effect.
  • Reduced the duration of the “Improved Poise & Damage Negation When Knocked Back by Damage” effect.

Other Nightfarers adjustments

  • Adjusted the visibility of the “Rykard’s Rancor” sorcery.

Everdark Sovereign adjustments

Everdark Sovereign Sentient Pest

  • Increased attack and stamina attack power against guarding Nightfarers while possessed by Animus, Ascendant Light.
  • Adjusted and modified the attack actions of Animus, Ascendant Light, Gnoster, Wisdom of Night, and Faurtis Stoneshield.
  • Reduced the stagger duration when Nightfarers is hit by some attacks of Animus, Ascendant Light.

Everdark Sovereign Equilibrious Beast

  • Adjusted the effect granted to summoned condemned Nightfarers so that it can be dispelled by Law of Regression.
  • Increased the enhancement granted by the light dropped by defeated condemned Nightfarers.
  • Reduced the attack power of the condemned Guardian.
  • Removed the effect that increased damage negation upon re-summoning condemned.
  • Reduced the death status effect resistance of condemned Nightfarers.
  • Adjusted the reaction of condemned Nightfarers to player character’s ranged attacks.
  • Adjusted the targeting priority of condemned Nightfarers under specific combat rules.

Everdark Sovereign Darkdrift Knight

  • Increased the HP and stamina attack power against guarding Nightfarers for Fulghor, Champion of Nightglow.
  • Increased the attack power of some attacks from Fulghor, Champion of Nightglow.

Other enemies

  • Adjusted the reaction to player character’s ranged attacks of condemned Nightfarers that appear during events.
  • Added a stagger reaction when strong attacks, such as Ultimate Arts, hit the Red Wolf of the King Consort boss.
  • Fixed a bug where some attacks of the Marionette Soldiers were less likely to hit player characters.

Limveld adjustments

  • Increased the Night’s Tide damage after defeating the second night boss.
  • Adjusted the spawn locations of Sentient Pest incursions so they are less likely to occur far from player characters.

Menu adjustments

  • Adjusted the design of the Holy attribute icon.

Penalties for disconnecting from online sessions

  • Adjusted the penalties rate for session disconnection.
  • Disconnecting from a session due to network issues or quitting the game during a session in progress will result in penalties, which may limit multiplayer capabilities. Rejoining the session you left will remove the penalty imposed upon disconnection.

Bug fixes

  • Fixed a bug where the post-attack delay for right-handed Greatswords when handled by Wylder was shorter than expected when using Sorceries or Incantations with a left-hand weapon right after attacking.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be interrupted by enemy attacks or other factors during its activation.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be deflected and interrupted.
  • Fixed a bug where backstepping as Duchess did not accept pre-inputs for skill commands.
  • Fixed a bug where spells cast through using the Magic Cocktail skill could be casted again under certain conditions.
  • Fixed a bug where allied player characters could clip through tombstones when Totem Stella was used.
  • Fixed a bug where spirits summoned by Revenant did not revive if their HPs were depleted.
  • Fixed a bug where special effects applied to spirits summoned by Revenant would appear above Revenant.
  • Fixed a bug where Executor could not perform critical hits using the Cursed Sword while holding a weapon in the right hand that cannot land critical hits.
  • Fixed a bug where the Relic Effect “HP Restoration upon Thrusting Counterattack” did not apply to the attacks of Executor’s Cursed Sword.
  • Fixed a bug where Executor could not use pre-inputs for actions after deflecting an enemy attack with the Cursed Sword under certain circumstances.
  • Fixed a bug where accumulated effects of Power of Vengeance and Power of House Marais Passive Effects would disappear when opening the large door and moving to the final battle area by using the “Open the door” action prompt in the Spirit Shelter.
  • Fixed a bug where the rarity of weapons placed directly on the field from Dormant Power might not be displayed correctly.
  • Fixed an issue where Passive Effects triggered by walking did not activate during horizontal movement with precision-aimed shots using “Bow” and “Crossbow”.
  • Fixed an issue where the player character could become unresponsive for several seconds after performing an attack from a stance with certain Skills.
  • Fixed an issue where the passive effect “Improved Charged Sorceries” was not applied to the sorcery “Shattering Crystal”.
  • Fixed an issue where the status ailment “Frostbite” could be inflicted on the player character due to the accumulation of the frostbite status ailment from some enemy attacks while using an Ultimate Art.
  • Fixed an issue in the battle with the Everdark Sovereign “Equilibrious Beast” where “Libra, Creature of Night” could move below the ground under certain conditions.
  • Fixed a bug where levels would decrease without healing from flasks when False Blessing occured during the battle against Everdark Sovereign Equilibrious Beast.
  • Fixed a bug where the player would level down if the False Blessing effect was activated during the battle against Everdark Sovereign: Equilibrious Beast, even if the action was interrupted by an enemy attack before the HP recovery effect occurred.
  • Fixed a bug where blessings would become usable again after defeating the second night boss.
  • Fixed a bug where the player character could perform unintentional moves when using the Spectral Hawk.
  • This addresses issues that were not fully resolved in App Ver. 1.02.
  • Fixed a bug where the player might not be correctly transported to the battle area if they died from falling during the cutscene while moving to the final battle area in the Spirit Shelter.
  • Fixed a bug where Dormant Power might not appear upon defeating an enemy under unstable network conditions.
  • Fixed a bug where the effect of an used Wending Grace could activate when rejoining a session after a disconnection.
  • Reduced rendering load for some attacks of the Everdark Sovereign Tricephalos on PS4 and Xbox One.
  • Fixed a bug where it was difficult to switch targets with a diagonal input (PC only).
  • Improved game stability in some environments (PC only).



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September 10, 2025 0 comments
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F2P RPG Duet Night Abyss abandons gacha mechanics just weeks before launch in response to "consistent" player "dissatisfaction"
Esports

F2P RPG Duet Night Abyss abandons gacha mechanics just weeks before launch in response to “consistent” player “dissatisfaction”

by admin August 29, 2025


Pan Studio’s free-to-play RPG Duet Night Abyss has pulled all gacha elements just weeks ahead of its October 28 launch.

In an interview with Automaton, producer Deca Bear said that whilst prior versions of the PC and mobile game had its “monetization model built around character gacha,” “consistent” complaints from fans during beta testing saw the team “scrap both the character and weapon gacha” completely.

“After analyzing player data, community feedback, and in-game survey results from the last beta, we realized that the complaints were fairly consistent,” Bear explained. “We debated the issue many times internally, and concluded that no matter how much we optimized the gacha and stamina systems, it wouldn’t be enough to address the fundamental dissatisfaction players felt.

“So, we returned to pursuing what was our original vision for Duet Night Abyss – a game that’s fun to play, easy to pick up, and doesn’t place a burden on players. To align the product with that vision, we removed both gacha and stamina. As a result, the gameplay has become more consistent and self-contained.”

Bear said that while in the short term, this may lead to a loss of “fast monetization opportunities,” in the long term, he believed it will lead to “stronger player retention, a better reputation, and a healthier, more sustainable business model.”

“From a management perspective, our aim is to create a game that can keep running for a long time,” he added. “That’s why our decisions regarding monetization are based not only on the current market, but also on what players will want three to five years from now.

“Whether players are willing to spend money depends on how much they value a product, so we’re trying not to focus on just short-term profit. We’re avoiding pay-to-win mechanics and forced spending as much as possible, instead prioritizing getting players to enjoy the game.”

The game’s characters will now be free to obtain, and “in principle,” be permanent. Pan Studios hopes it will instead be able to generate an income from Duet Night Abyss from cosmetics, animations, and accessories.



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August 29, 2025 0 comments
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Elden Ring Nightreign's evil Deep Of Night mode gets a release date, but some people are already playing it
Game Updates

Elden Ring Nightreign’s evil Deep Of Night mode gets a release date, but some people are already playing it

by admin August 28, 2025



Elden Ring Nightreign will get a new rock-hard Expedition mode called Deep of Night on 11th September. “Rock-hard” is a cliché worn to uselessness, of course: to be more specific, this is at least tungsten-carbide-hard, possibly even as hard as stishovite, though the exact degree of toughness is variable.


It’s variable because Deep of Night gets statistically harder, the more you win, with a difficulty rating or “depth” that fluctuates based on wins and losses. Enemies are tougher than usual by default, and you can’t specify which Nightlord you’re hunting, so be prepared for nasty surprises. There are new special Depth Relics, exclusive to this mode, which sadistically bundle together additional buffs and debuffs.


Hungry for more d33tz? Lucky for you, dataminers managed to unearth Deep of Night from the existing game’s files a whole three weeks ago, as written up by Mark. It looks like there are five “depths” in total, and there is mention of “magmafied” enemy variants.


Following the aforesaid datamining, Elden Ring Nightreign modders have contrived to get the mode operational and begun posting videos that show off some of the new gear. Kotaku have a write-up of those videos in which we are exposed to the harrowing truth that rats in the starting camp take three hits to kill, not two. Seriously, this is the kind of switch-up that could wreck a whole expedition. There’s also talk of one of the new gear items, a Sentry’s Torch that increases lightning damage negation while increasing the damage taken from the peripheral Night’s Tide.

Watch on YouTube


Seems fun? I find that every From game gets harder, the more I play it, but then again, that also applies to getting up in the morning as I age. I’m pretty sure datamining wasn’t what From Software had in mind when they talked about hidden depths. I’d ask them to comment, but they might get mad and throw a paperweight at me (+10 poise break).



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August 28, 2025 0 comments
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