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If Elden Ring Nightreign wasn't punishing enough for you, FromSoft is adding a high-difficulty mode
Game Updates

FromSoftware unveils Elden Ring Nightreign’s new mode ahead of release tomorrow

by admin September 11, 2025



FromSoftware has unveiled its new Deep of Night mode for Elden Ring Nightreign, ahead of its release tomorrow, 11th September.


As revealed last week, this mode adds extra challenge to the multiplayer spin-off game. The world of Limveld will be full of deadlier enemies and Nightlords won’t be selectable, as in the main game. Instead, players will traverse multiple depths, with escalating difficulty and challenges.


Players will have access to stronger weapons, gained by defeating more powerful variants of enemies and minibosses. However, some of these will have detrimental effects as well as bonuses, so strategy will be required. A new load of relics will also be available, in addition to expanded slots.

ELDEN RING NIGHTREIGN | Deep of Night Overview TrailerWatch on YouTube

Everdark Sovereigns – the more difficult alternative Nightlords – may also appear to ruin your run.


In short, this feels like the sort of mode Nightreign players have been craving! And it’s further evidence of FromSoftware continuing to evolve its formula further post-release, following the addition of a two player mode.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 11, 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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September 10, 2025 0 comments
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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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These 1080p Smart Glasses Can Be Controlled With a Touch-Sensitive Ring
Product Reviews

These 1080p Smart Glasses Can Be Controlled With a Touch-Sensitive Ring

by admin September 5, 2025


Smart glasses are pretty exciting right now, not just because they’re increasingly popular, but because they’re not quite mainstream yet, which means companies are still allowed to get very weird with them. It’s in that nascent zone of experimentation that you get some interesting stuff, and that definitely includes Inmo’s Air 3 AR glasses.

There are lots of cool / quirky things about Inmo’s Air 3—which announced a Kickstarter as a part of IFA 2025—but my favorite thing is that it tackles one of the most vexing issues with AR glasses as they stand: the UI. To control the Inmo Air 3, the smart glasses come with a smart ring that acts as a button, a touchpad, a mouse, and it also helps track the movement of virtual objects in the display. It reminds me of what Meta is likely cooking up with its pair of smart glasses (a wristband that reads your body’s electrical signals), but with a lower footprint.

See INMO AIR3 at Amazon

The other major highlight of these smart glasses is that, with the help of a micro OLED display from Sony, the Air 3 are not only full-color, but they’re 1080p and have up to 600 nits of brightness. It’s a relatively small field of view at 36 degrees, but it covers 100% sRGB, which is a far cry from competitors like Rokid Glasses that only show overlays in a Matrix-like green color. On paper, these smart glasses are equipped to do everything you wish you could do with Meta’s Ray-Bans, and with those extra capabilities, Inmo is planning a lot.

One thing Inmo envisions is lots of 2D apps that you can use in your smart glasses for things like doomscrolling X or Snapchat, if that’s a thing that people still use. There’s a built-in Google Play store, so pretty much anything you could download on there should be possible to use in the Air 3, which runs Android 14. One of the most compelling use cases is using the smart glasses as a virtual screen. Similar to competitors in the space like BigScreen, Inmo envisons its smart glasses as a way of gluing a big screen on your eyeballs—the Air 3 translates to a 150-inch screen, according to the company.

To do all of those things, Inmo is loading the Air 3 up with a Qualcomm Snapdragon XR processor, 8GB of RAM, and 128GB of storage, which it says should enable up to three “independent floating virtual screens.” There’s also a 16-megapixel ultrawide camera for pictures and computer vision, and an array of mics and speakers so you can use a voice assistant or listen to audio playback.

© Inmo

My biggest questions are the same as any pair of AR glasses that claim to do all this stuff. One is battery life; according to Inmo, the Air 3 has a 660mAh battery, though it doesn’t give figures on how that translates to battery life. The other thing is weight, and Inmo hasn’t shared figures in that department, so I’m going to go ahead and assume these weigh a great deal more than less capable competitors from Rokid or Meta.

Either way, the Air 3 is doing some interesting stuff, especially in terms of UI and display, and whether or not any of it pans out, it’s hard not to appreciate the exercise in “how the f**k are we going to make smart glasses work?” Inmo’s Kickstarter officially launches on Sept. 15, and its Air 3 glasses will cost $899.

See INMO AIR3 at Amazon



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September 5, 2025 0 comments
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Morrowind is being ported into Elden Ring by a modder, complete with the vast army of goats and female clones Vvardenfell's always had
Game Updates

Morrowind is being ported into Elden Ring by a modder, complete with the vast army of goats and female clones Vvardenfell’s always had

by admin September 1, 2025


Remember when, back in the day, you made the trek through the ashlands to Red Mountain? Within, you encountered an unforgettable foe. “Come, Nerevar. Friend or traitor, come. Come and look upon the Heart, and Akulakhan. And bring Wraithguard… I have need of it”, they said. “Heed my words. I am Malenia. Blade of Miquella. And I have never known defeat.”

Okay, so maybe not, but it’s a nice image with which to open the news that a modder’s managed to port the entirety of Morrowind’s landmass into Elden Ring. It’s still very much a work-in-progress, as you might expect given its version of Vvardenfell’s populated by copies of the same random woman and goats, but it certainly makes for a surreal watch.

“Morrowind is one of my favorite games of all-time, but god damn is it dated,” the modder in question, YouTuber InfernoPlus, explained in video showing off their Elden Scrolls. “So, my goal here is to try and combine the world and lore of Morrowind with the combat of a Souls game. Basically, just taking the best parts of both and slapping them together into a common fruit and scrib jelly sandwich.”

The result so far is a really cool re-creation of all the locations you remember from Morrowind, rendered with the extra fidelity and weather effects possible in the engine of a modern FromSoft game. You can wander through the streets of Balmora, gaze out at the ghost fence from Red Mountain, and even pop by Vivec to dick around on its namesake’s favourite hovering spot.

You won’t find the Warrior-Poet there though, nor any other Dunmer, Argonians or other Elder Scrolls races across the landscape of Dagoth Souls though. As I mentioned, InfernoPlus has stuck clones of a generic Elden Ring lady in as placeholders for humanoid NPCs, with goats serving the same role for every creature. These mysterious women, who one can only assume are evidence of Divayth Fyr getting up to even more daughter-clone-siring than in the base game, do have written dialogue, but only speak the sound of a page turning. They all also assume the player’s already dealt with Dagoth Ur, which is probably why they look to be in happier spirits than the game’s usual insult-spitting blue blokes.

“I’ve done a fair bit of research on what remaining work is left, and from what I can tell, everything I want to do is possible,” the modder explains later on the video. “It really just comes down to the number of hours it’s going to take to build it all out.”

Interestingly, he notes that he tried cramming Morrowind into both the original Dark Souls and Dark Souls 3 before turning to Eddie Rang, because it’d come without the headache of being close to the world-loading restrictions. He’s also not worried about any Lionel Hutzes from Bethesda or FromSoftware potentially seeing one of the couple of videos he’s now posted about the mod, declaring that “this project does not violate any copyright whatsoever”.

If, or when, this mod makes it to release, InfernoPlus adds that it’ll work a bit like the Tale of Two Wastelands mod which merges Fallout 3 and New Vegas into one experience that allows you to travel between the two games’ worlds. As such, you’ll need to own a copy of Morrowind and a copy of Elden Ring to give it a go.



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September 1, 2025 0 comments
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Prusa Tool Changer
Gaming Gear

3D printing’s tool changer wars heat up as Prusa re-enters the ring

by admin September 1, 2025



This month, the 3D printing community has seen the announcement of four different tool-changing FDM printers. First was Snapmaker’s U1, a machine we received for review while still in beta testing. Then slipping under the radar was newcomer AtomForm with a 12-nozzle system and a desire to keep things low-key while it tested the waters. This week, Bambu Lab and Prusa Research made surprise announcements of their own.

Prusa Research didn’t invent the tool changer, but it certainly ignited a desire in the 3D printing community for a more efficient solution to color FDM printing. Announced in 2021, the Prusa XL is a beast of a machine that costs over $4,500 when fully loaded with all five tool heads and an enclosure. That’s quite a stretch for the hobby market, so the XL remained an elite machine for a more professional crowd.

It took several years, but Snapmaker countered Prusa with an “affordable” tool changer, priced as low as priced as $649 for eager early birds armed with a special rebate. Launched last week, the U1 took Kickstarter by storm, with over 14,000 people backing the Kickstarter to date, pledging over $13 million for a desktop-sized tool changer.


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Bambu Lab, either emboldened by Snapmaker’s success or bothered by possible competition from newcomer Atomform, rushed an announcement of its own tool changer-like machine, the H2C. The announcement was oddly timed, just one hour after the launch of the Bambu Lab H2S, the company’s largest Core XY machine with a single nozzle.

The H2C is perhaps “tool changer adjacent” as it only swaps out the nozzle, and will still need to use an AMS system to feed filament. This method is also being used by AtomForm, a Chinese company backed by MOVA Tech, a manufacturer of LiDAR-guided robotic lawn mowers. The Palette 300, a 300 x 300 x 300 mm 12-color-nozzle swapper, will launch on Kickstarter soon. Pricing for that machine will start at $1,499, though no one has yet seen a live demonstration. We’re seeking an interview with AtomForm and will have details on this new machine as soon as they are available.

Bringing the tool changer story full circle is Josef Prusa, with a simple post on X of a popcorn emoji and a close-up photo of a CORE One with six tool heads. The post has garnered over 179,000 views, along with hundreds of likes, comments, and reposts.

Bondtech followed up the post with a tease of its own, confirming a collaboration between the companies. Bondtech’s latest project is the INDX, a DIY tool changer kit that we’ve been seeing this year at 3D printing shows, usually attached to a Voron. Bondtech was scheduled to release the INDX in November.

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(Image credit: Prusa, Bambu Lab)

The INDX uses a wireless system and induction-based heating. The tools are promised to be simple and light. A CORE One with this high-tech tool changer system could put Prusa Research back on top of the consumer 3D Printer wish list.

Currently, the CORE One can be adapted to color printing with the addition of an MMU3, a complex and unwieldy five-color system. We’ve used the MMU3 on a Prusa MK4 and found that once set up, it works beautifully and with very little wasted filament. Since the MMU3 does not have a cutter, it yanks back as much filament from the hotend as it can, then pushes the rest into a purge tower, leaving no printer poop. We are currently setting up a CORE One with MMU3 for review, but the build will take some time.

Building an MMU3 is not for the faint of heart. (Image credit: Tom’s Hardware)

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If Elden Ring Nightreign wasn't punishing enough for you, FromSoft is adding a high-difficulty mode
Game Reviews

Elden Ring Nightreign is getting a new higher difficulty so you can stop complaining about just how ‘easy’ it is

by admin August 29, 2025


FromSoftware has dropped something of an expected announcement for players of Elden Ring Nightreign. If you’re still playing the online co-op action RPG, you’ve likely defeated many, if not most of its Nightlord bosses.

Though the developer keeps adding tougher versions of said bosses – called Everdark Sovereign – the core game’s difficulty remains unchanged, and many players simply don’t find it to be pushing their abilities anymore.


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The solution? A new, harder difficulty. FromSoftware calls it The Deep of Night, and it’s going to arrive in Nightreign on Thursday, September 11. Because it raises the base difficulty of each Expedition, Deep of Night is designed for veteran players.

Of course, the enemies you face will be tougher than you’re used to. More interestingly, however, you cannot specify which Nightlord to target before starting the Expedition, meaning you won’t be able to build your character to exploit each of their weaknesses.

Endless how? | Image credit: FromSoftware.

As you explore during the Expedition itself, you’ll also notice that ongoing terrain changes won’t be reflected. The upside is that Deep of Night Expeditions will drop new special items, including special Relics. You’ll also find weapons with more status effects, and some will even have negative effects.

Perhaps the most insidious change, however, is that the deeper into each day you go, the more difficult the game is going to get. This isn’t always going to be a fixed change, however, as it will fluctuate based on your wins and losses within that difficulty.

Finally, FromSoftware confirmed that Depths 4 and 5 will even offer the option of endless battle, though it’s not really clear what that means in practice.

If you’re still deep into Nightreign, our guides will absolutely make a difference in your experience. We recently posted updated guides on how to beat Everdark Tricephalos, and how to beat Everdark Equilibrious Beast – two recent Everdark Sovereign additions.



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August 29, 2025 0 comments
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If Elden Ring Nightreign wasn't punishing enough for you, FromSoft is adding a high-difficulty mode
Game Reviews

If Elden Ring Nightreign wasn’t punishing enough for you, FromSoft is adding a high-difficulty mode

by admin August 28, 2025


For those of you who enjoyed Elden Ring’s co-op spin-off Nightreign on release but now think meh, this is too easy, well buckle up buttercup. Bandai Namco and FromSoftware have announced a high-difficulty mode.

It’s known as Deep of Night and it’s intended for seasoned players who have navigated through the Night many times, which counts me out.


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Deep of Night will arrive on 11th September and have stronger enemies in it. You won’t be able to specify the Nightlord you want to fight and ongoing terrain changes won’t be reflected.

“Furthermore, the difficulty increases the deeper you descend,” the Nightreign team said. “The ratings will fluctuate based on wins and losses, affecting the ‘depth’.”

There will be some special items exclusive to Deep of Night, but be warned that some “detrimental effects” will also appear. You can find further information via Bandai Namco here.

Image credit: FromSoft

Our Ed described the Elden Ring spinoff as “an exhilarating rush and a celebration of the studio’s prior achievements Souls veterans will devour” in Eurogamer’s Nightreign review. Are you now up for this fresh challenge?

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 28, 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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Nightreign characters look out at a castle.
Game Reviews

Elden Ring Nightreign Endless Mode Finds New Way To Punish Fans

by admin August 28, 2025


Revealed weeks ago in a datamine, Elden Ring: Nightreign publisher Bandai Namco has officially confirmed a new endgame difficulty mode coming to the multiplayer roguelite next month. Deep of Night features new relics, randomized challenges, and an endless mode for those able to reach it.

“‘Deep of Night’ is a high-difficulty challenge mode designed for seasoned players who have navigated through the Night many times,” the publisher writes in a new blog post. The mode arrives on September 10 during the game’s usual update time and changes up the usual Nightreign run in a few ways. Players won’t be able to select the Nightlord they face or which Shifting Earth event is active, and enemies will all be stronger.

The “high-difficulty mode” is separated by various depths. Depth 1 is the easiest. Depths 2 and 3 are harder. Depths 4 and 5, meanwhile, feature an “endless battle for those seeking even greater thrills” so you can just play until you die. A skill-based matchmaking system will rank players and group them accordingly. Plus, new Relics and additional Vessel slots will give players more buildcrafting opportunities.

What does Nightreign change in Deep of Night?

The most challenging bit of Deep of Night might not be the boss fights either. Players who have already been exploring the mode early, thanks to mods, have found that the Night’s Tide storm, which slowly engulfs the map, does more damage. And that’s even before players suffer from a new debuff exclusive to gear discovered in the Deep of Night mode, which makes players more susceptible to the toxic rainfall. The rarest loot players pick up can come with other drawbacks as well to make surviving that much harder.

For now, players have two more weeks to try and beat any Everdark Sovereigns that are still on their to-do list. For many, that’s probably Libra, a fight that’s equal parts clever and chaotic. Fans have also already discovered clues for additional upcoming Nightreign content in the form of new subclasses. It’s unclear if those will be part of another free update or paid DLC in the future. There’s still so much of Elden Ring that could be repurposed into new content for the multiplayer spin-off.

One thing that I’d love to see FromSoftware do, and which presumably wouldn’t cost any extra money, is just flip a switch to make all of Nightreign‘s random events spawn more frequently. Some players have spent 100 hours in the game and still only encountered them once or twice.



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August 28, 2025 0 comments
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