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Drowning in the sea of Opening Night Live game announcements? Here are the under-the-radar gems we're most excited about
Game Reviews

Drowning in the sea of Opening Night Live game announcements? Here are the under-the-radar gems we’re most excited about

by admin August 21, 2025



At this point, it’s almost tradition that Gamescom Opening Night Live draws to a close with a collective sigh. Again I send my prayers to the stars that the OmniGeoff may one day concede – and this goes for the equally interminable likes of Summer Game Fest and The Game Awards – that shorter, more focused is always better. Imagine the sustained enthusiasm you could generate without all that flaccid, glassy eyed filler! And so in that spirit of relative brevity, here’s a quick list of some of the slighty under-the-radar announcements from this year’s show (and pre-show) that managed to get us quite excited.

Denshattack!

Denshattack! reveal trailer.Watch on YouTube


One of a couple of Opening Night Live standouts relegated to the pre-show warm-up, Denshattack! is the work of developer Undercoders. And it’s easy to imagine the studio’s pitch for this one as ‘what if Jet Set Radio but runaway trains?’, given its cell-shaded aesthetic and tricking, grinding action would be pretty familiar if it wasn’t for the fact it switches out skateboards for graffiti-strewn, gravity defying locomotives.


Story wise, it sees players rail-riding across Japan, traversing vibrant countryside and urban city sprawls, all in a quest to defeat the sinister Miraidō corporation. You’ll ollie and kickflip in a bid to win over rivals and rack up points, with everything from magical mecha girls to moving castles making an appearance too. It looks an absolute blast and it’s coming to PS5, Xbox Series X/S, and PC next year.

Valor Mortis

Valor Mortis trailer.Watch on YouTube


I’ve fond memories of developer One More Level’s cyberpunk action-parkour adventure Ghostrunner. Or at least, I’ve fond memories of its first couple of hours, after which everything is lost in a bright red haze of pure fury. The point, though, is it was Pretty Good (Eurogamer’s Bertie Purchese said it more eloquently in his review), so there’s every reason to be curious about what One More Level is doing next now the Less Good Ghostrunner 2 is behind it.


And that, it transpires, is Valor Mortis – a gory “first-person action Soulslike” that’s arriving next year. I appreciate there’s a general air of Soulslike fatigue about these days, but Valor Mortis does at least attempt to carve its own niche with, firstly, that shift in perspective, and also a pretty distinctive set-up. It’s the 19th century and the Napoleonic Wars are raging; you’re a soldier in Bonaparte’s Grande Armée and also, regrettably, dead. Until, that is, you awaken on a battlefield ravaged by a mysterious supernatural plague, former friends and foe now twisted into awful abominations. Expect a combat-focused adventure incorporating the likes of parries, dashes, and some pretty brutal finishers when Valor Mortis comes to PS5, Xbox Series X/S, and PC next year.

Death by Scrolling

Death by Scrolling announcement trailer.Watch on YouTube


For readers of a certain age, Ron Gilbert needs no introduction: he’s the writer and designer best known for his point-and-click adventures, including Maniac Mansion, Thimbleweed Park, and, of course, the legendary Monkey Island series. Every now and then, though, Gilbert strays outside of those genre bounds; there’s 2013’s puzzle-platform adventure The Cave, for instance – made in conjunction with Double Fine – and now there’s Death by Scrolling.


Developed by Gilbert’s Terrible Toybox studio, Death by Scrolling has the air of a top-down 16-bit RPG, but there’s seemingly a lot more to it – it is, after all, described as a “rogue-like vertically scrolling RPG”. Your ultimate goal – playing as one of several characters, each with their own unique perks and abilities – is to race upward through endless levels in order amass enough money to pay the Ferryman and escape Purgatory. That involves battling enemies, swiping gems, grabbing power-ups, completing side quests, and a spot of shopping, all while outsmarting the ever-pursuing Grim Reaper. There’s no release date for Death by Scrolling yet, but it’s coming to PC.

Outlaws + Handful of Missions: Remaster

Outlaws + Handful of Missions: Remaster announcement trailer.Watch on YouTube


Sorry to keep calling you out, people of a certain age (and I include myself in this increasingly withered demographic), but here’s another name that’s likely to get old-timers a-flutter. Outlaws, developer LucasArts’ fondly remembered – if, perhaps, oft-overlooked – Wild West FPS is making a return, courtesy of remaster specialists Nightdive Studios.


First released in 1997 – around the time LucasArts was dipping its toes in new genres after dominating the point-and-click scene for so long – Outlaws aimed to build on the success of the studio’s beloved Star Wars: Dark Forces by taking the FPS to hitherto unseen frontiers. Namely, the cowboy ones. According to Wikipedia, it was perhaps the first shooter to introduce a sniper zoom and one of the first to feature a gun reloading mechanic, but my own memories – which don’t extend much further than a well-worn cover disc demo – remain positive but decidedly hazy. Nightdive’s remaster, which also includes 1998’s Handful of Missions expansion, promises the likes of high-resolution textures, redrawn art, crossplay multiplayer, and gamepad support, and it’s coming to PC, PlayStation, Xbox, and Switch this year.

Unbeatable

Unbeatable final trailer.Watch on YouTube


If you had a vague sense of déjà vu when Unbeatable popped up during Opening Night Live, you’re not the only one. A quick trip down memory lane (Google) confirms Unbeatable was first announced back in 2021, when it got a whole bunch of people, including me, excited for the very first time. It had a fantastic demo, released to promote what would go on to be a successful Kickstarter, after which it was time for developer D-Cell to knuckle down.


Four years later, and the rhythm adventure where “music is illegal and you do crimes” is back. Unbeatable promises “big emotions” and “arcade-flawless rhythm gameplay” as the story of Beat and her band unfolds, charting their efforts to gig and stay one step ahead of the cops. “Half the game is walking around and taking things at your own pace,” D-Cell says of Unbeatable’s story mode. “The other half is trying to keep up with ours.” It’s also got an “unlimited” arcade mode featuring a “entire double album” of music, alongside acoustic versions, and remixes. Unbeatable looks and sounds like a winner, and it’s coming to PC, PS5, and Xbox Series X/S, on 6th November.

Battlestar Galactica: Scattered Hopes

Battlestar Galactica: Scattered Hopes trailer.Watch on YouTube


The only thing I can remember about Battlestar Galactica, apart from that cool swishy visor thing the robots did in the original series, is that woman in red spending bloody ages pretending she wasn’t real. Which is to say I’m not exactly an leading expert. And yet there’s something about Battlestar Galactica: Scattered Hopes that’s caught my eye. For starters, it’s by Alt Shift, the team behind well-received tactical rogue-lite Crying Suns, and it’s promising an interesting mix of turn-based and real-time action too.


Officially a “story-rich tactical roguelite”, Scattered Hopes plays out in two distinct halves. On one side, you – a Gunstar Captain attempting to rendezvous with the Battlestar Galactica – have a galaxy to traverse, navigating planets and points of interest turn-by-turn, all while dealing with tough dilemmas. You’ll need to juggle the sometimes opposing interests of different factions, perhaps, or manage dwindling resources, or try and identify impostors onboard. With every decision, the Cylons draw nearer, your choices impacting your chances of success when battle inevitably comes. At which point, real-time space combat (with tactical pause available) takes over, players deploying squadrons, missiles, and more in an attempt to last long enough to engage their FTL and scarper. It all sounds pretty neat and Battlestar Galactica: Scattered Hopes is aiming for a Q1 launch on PC next year.

Bubsy 4D

Bubsy 4D trailer.Watch on YouTube


Okay, look, Bubsy might not exactly – or even remotely – be a byword for quality as far as video game platform mascots go, but credit where credit’s due; his name has managed to linger far longer (like a bad smell perhaps), compared to the largely forgotten likes of Socket, Rocky Rodent, Awesome Possum, and Vexx. After two so-so 2D platformers in the 90s and the absolute nadir that was Bubsy 3D in 1996, most would assume the titular bobcat would have hung up his jumping boots for good (pedants, please note I am aware Bubsy doesn’t wear shoes). Instead, he inexplicably returned two decades later for two more middling side-scrolling platformers. The legacy of Bubsy, to reiterate, is not great.


And yet! I’m absolutely fascinated by the prospect of Bubsy 4D, and not just because of the bobcat’s almost admirable refusal to bow out gracefully. Rather, this latest entry in the mascot’s dubious back catalogue is the work of indie studio Fabraz, which, if you’re unfamiliar, has made some pretty enjoyable games – including Demon Turf and Slime-San. Plus, it’s upcoming Demon Tides looks good too. So it’s an enticing pairing. As for Bubsy 4D, it’s got rolling, jumping, gliding, a bunch of evil sheep, a bunch of evil robot sheep, vibrant 3D worlds with a sort of old-school air to their design, and I really like the music in the trailer. Bubsy 4D doesn’t have a release date yet, but it’s coming “soon”, and I am cautiously optimistic.

And those are our Gamescom Opening Night Live picks that might have got a little lost. Do feel free to add your own favourites in the comments below.



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August 21, 2025 0 comments
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Sword of the Sea Review - Beauty For The Sake Of Beauty
Game Reviews

Sword of the Sea Review – Beauty For The Sake Of Beauty

by admin August 18, 2025


Developer Giant Squid was born from members of the team that created 2012’s Journey. Giant Squid founder and Sword of the Sea’s director, Matt Nava, is credited as Journey’s art director, but frankly, you could have guessed that just from looking at the screenshots at the top of this page. This is Giant Squid’s third game, but it is arguably the one that feels the most indebted to Journey – and that’s a compliment. It certainly has its own distinct vibe, story, and, as you progress deeper in the game, art style, but in some ways, it feels like it picks up where that landmark 2012 video game left off.

 

Sword of the Sea is not a wordless story. Occasionally, you come across stone tablets that offer cryptic prose about what may or may not be happening in this world, but for the most part, your appreciation of the narrative comes strictly from the visuals. You are a swordsperson who prefers to ride your sword like a hoverboard rather than swing it on an adventure to bring aquatic life back to dried out world covered with rolling sand.

The star of the show is the feeling of riding your sword. Gaining speed and leaping from giant sand dunes is fluid and fast. New abilities unlocked over the course of the game only make movement feel better, and different surface types lead to slightly different approaches in how to gain speed and height to hit that next destination. Finding those rhythms on the hills is where Sword of the Sea sings, and the excellent pace of the experience means you are rarely slowing down. I finished my first playthrough in under three hours but immediately started its new game plus mode in order to unlock the final few abilities and see how quickly I could get to the game’s thrilling finale again.

While the ease and speed of movement is Sword of the Sea’s primary highlight, its visuals are a close second. I loved the loop of seeing what’s next and pausing to take in the gorgeous sights. Periodically, the game takes camera control from the player as they are careening down a hill to focus on the landscape in the distance, and I was always eager to hand it over just to make sure I could pay attention to what I was seeing without having to worry about jumping at the right time.

The ocean-themed art direction also leads to unexpected moments that are weird in just the right way. Sword of the Sea likes to play with your expectations, and I was frequently surprised by what I was doing and what was happening.

 

Perhaps the only shortcoming is that I didn’t find the narrative particularly emotional. It is difficult to create moving moments between characters who don’t speak and exist in an abstract world, and Sword of the Sea doesn’t quite stick the landing. I wouldn’t define my experience with that part of the game as disappointing, but rather that the implications of the narrative didn’t quite keep up with how good the game looks, feels, and sounds. I wanted more.

I appreciate Sword of the Sea’s brevity and visual goals. It never gets close to dragging or overstaying its welcome. It moves at the pace of a magical swordsperson speeding across sand dunes on a floating blade at 170 miles per hour (a speedometer unlocks after you beat the game), and it never gives you a reason to look away. I wanted to feel more from the story, perhaps only because every other element of the experience elevated it so high that my expectations were right up there with them.



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August 18, 2025 0 comments
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Sword of the Sea review - heaven really is a half-pipe
Game Reviews

Sword of the Sea review – heaven really is a half-pipe

by admin August 18, 2025


Movement, meaning and mindfulness combine in Giant Squid’s latest, a game of free-form expression and flow.

What do we actually mean, when we call a game rewarding? I reckon typically it’s one of two things. First you have games that reward you for playing them well: rewards are given in return for achievement or superlative skill – a new outfit, a Legendary Cuirass, a skill point or two. Then you have the ones where you’re awarded simply for playing the game at all, that kind of external stimulus for engagement. The Skinner box method, basically, where you get daily bonuses for everything from simply logging in to maxing out your battle pass. What Sword of the Sea reminded me, as I lanced my way through desert dunes, 720’d my way across cliff edges, nosedived off a mountain face, or just awkwardly bunny hopped my way along a ledge I wasn’t sure I was actually meant to climb, is that there’s a third way. A game that rewards you neither for just playing nor for playing well, but for playing it right.

Sword of the Sea review

  • Developer: Giant Squid
  • Publisher: Giant Squid
  • Platform: Played on PS5
  • Availability: Out 19th August on PC (Steam, Epic), PS5

In reality this is really a bit of good old Game Design 101 – and Sword of the Sea feels like such a game designer’s game. What I mean is it’s instructional. Sword of the Sea uses rewards to teach, elegantly and (almost) wordlessly. But before I give you an example I should probably take a beat to explain exactly what it is.

Sword of the Sea is a skateboarding game. It’s also a surfing game. And a snowboarding game. It’s also not really like any of those kinds of games, at least not in the way you might have them in your head. And it’s also, kind of, just Zelda.

In the beginning, like in all good games of exploration and beautiful worlds, you start in a cave. A few quick lessons later – jump, skate a half-pipe, pay the mysterious vendor their toll – and you’re out. Rolling dunes – really waves of sand – invite you onwards, to the archetypal opening-credits cliff edge and a view over all there is to be conquered. And then, yes, a big old ramp. Your goal in Sword of the Sea is to return water to this dried out, ruined world. You carve through it looking for simple clues and following them to logical conclusion, and between those two points, the time between A and B, is all the magic. You jump, flip, grind, skid, spin, and trick your way across the world, a needle with a searing blue thread, weaving life back into the seams of nature.

Here’s a Sword of the Sea trailer to show it in motion.Watch on YouTube

Where Sword of the Sea differs from so many skate-surf-board games before it is in its forgivingness. Typically these kinds of games are hard. Or if not hard, at least a challenge, often with that sense of challenge baked right into it, in fact, delivered via imperative. Get a high score. Chase a combo. Survive. Extreme sports like these are extreme, after all, much of their thrill coming from the closeness with which you can get yourself to death. So it goes in, say, Lonely Mountains: Downhill, a game that tangles mindfulness with downhill sports with supreme skill, but which places great big emphasis on the crunch of failure (which if you’re anything like me happens quite often). With Tony Hawk there’s always a stumble waiting for you if your timing’s off, a trip hazard lurking either side of the beat. SSX Tricky pits you against others as well as yourself, always at the edge of chaos, and where the timer is god.

None of these are complaints! It’s just that Sword of the Sea opts for a different route. What’ll strike you, as you glide across that opening desert, is how forgiving it is. Miss a jump and there’s always a way back, a minor detour to make at most. Fail to land a trick and, well, so what? You keep riding, rhythm effectively unbroken. And those jumps are pretty hard to miss anyway: the sense with Sword of the Sea is that it doesn’t want you to fail. And so jellyfish, which might awaken as makeshift floating jump pads after you release water over a certain area, will actually just slightly drift towards you as you fling yourself towards them. Certain ledges feel almost a little magnetised. Little golden prisms, your only currency for spending with the mysterious vendor, hoover themselves up as you get nearby. The clusters of lamps that you light by surfing over them will trigger when you light up most of them. Imprecision, ultimately, is fine. There’s a minor challenge in just plotting a path and pulling it off, but Sword of the Sea is never truly exacting. It’s about feeling good more than being good. Good vibes and serenity triumph over all.

The simple premise: complete fairly simple platforming puzzles in a given area to restore it to life. | Image credit: Giant Squid / Eurogamer

Where does Zelda come in? Well, there’s the lone, wandering hero, the ruined land, the prophesied sword. There’s pots to be smashed, chests to be opened, a world to be healed, with only a series of vast pseudo dungeons filled with gentle environmental puzzles in the way. The question’s not so much where you find Zelda in Sword of the Sea, as it is where Sword of the Sea would be without it. And from Zelda flows so much of the other inspiration here, of course. There’s a faint whiff of Shadow of the Colossus, for instance, with the game’s wordlessness and its vast, mysterious antagonist.

I want to say there’s a smidge of Sayonara Wild Hearts in here too – nothing to do with Zelda now – if only in the way your occasionally tunnelled movement is carried on a bit of signature score from Austin Wintory, developer Giant Squid’s long-time collaborator on Abzû, The Pathless, and before that with studio head Matt Nava on Journey. It’s tempting to say the whimsy and wonder of a soaring choir and twinkling piano in this type of deeply pretty, makes-you-feel-things indie is a little played out. But it isn’t. Wintory is rarely in the way here; the music lifts and floats, and also subtly drives you on. (As an aside, Sword of the Sea also makes maybe the best use of the DualSense’s speaker and rumble combo that I can remember, at least since Returnal, as it plays the role of dedicated sword-board microphone, playing out all the shimmers, flicks and carves – I’d actually recommend playing without headphones so you can enjoy it.)

Image credit: Giant Squid / Eurogamer

Now, where’s all this instruction-and-reward business, then? Well, imagine you’re approaching a big door, the point very much being that you need to walk through it now to get to the next area. But what if you’re one of those people who, maybe a little compulsively, likes to check they haven’t missed anything, that some ledge way over there, which has just a little more light on it, seems just a little more prominent than the rest of the background wall, might be something you could hop on? What if, next to that big door in the otherwise solid, semi-unremarkable mountainside, there was a miniscule bit of path off to one side – the amount that might seem totally innocuous, accidental even. And what if that path actually went somewhere?

This is the lesson Sword of the Sea has for you, and it almost feels wrong to spoil it: every time you think something might be somewhere, or something might be worth just quickly checking out, quickly trying, the answer is a resounding yes. Sword of the Sea loves hiding things – often these things are very small, borderline pointless beyond the fact they’re hidden, and you’ve found them – and it hides them exactly where you want them to be hidden. And that’s where the lesson comes in. The first time your curiosity strikes, inevitably you’re rewarded, just with a little hat tip, a kind of silent designer’s nod. And so therefore every single time it strikes again, you know it’s worth a look. If you’ve ever had that urge, when you were a kid, to try and leap over the edge of a map, to break the confines of the game, to get on top of the unscalable wall, round the back of the walled-off castle, Sword of the Sea quietly, subtly encourages you to do it.

Image credit: Giant Squid / Eurogamer

There’s a minor snag or two, albeit only minor. A couple of moments where you change what you’re riding, which I won’t spoil, are maybe the only times where Sword of the Sea’s controls feel a tad skew-whiff, an attempt at temporary hyper-responsiveness actually coming back a little too responsive. And its final moments, while stunning and necessary to conclude its story of ageless conflict, maybe don’t hit quite as hard as the sheer joy of open-world movement itself.

But then, ta-da! A final flourish. If you’re wondering if you can just free-roam around this game, go express yourself, play out with a little flair, the answer is yes. The answer to so many questions you might have in Sword of the Sea – will I get to…? Will this eventually…? Is this detour worth it? – is yes, in fact. Where once the world was a place to explore with a bit of pazzazz, sure, it eventually becomes sheer playground, a domain with which you have new means to master, your perspective shifted through a neat mechanical tweak.

Sword of the Sea accessibility options

Remappable controller and controller presets. Invert vertical/horizontal options. Separate Audio toggles for general, music, sound effects, and controller sounds. Settings for camera follow, sensitivity, shake, motion blur and persistent dot.

And gosh is it pretty. As well as that ocean of desert you’ll float through nautical, abandoned city rooftops; scorch a line through ice; xylophone your way up giant, skeletal spines; scream across mountainsides. Sword of the Sea knows the power of putting you at the top of a steep hill and showing you the world. As it does the power of cause and effect. Of the instructional nature of play and the expressive, free-form nature of it too. It’s a game, like all of those others, about the deep, personal connection we’re able to form with the natural world by using it, being in perpetual contact with it, or simply flying through it at speed. The mindfulness of giving over a bit of control to the waves, the powder, the half-pipe’s immaculate curve and letting the world move you for once, instead of you fighting to move it. “It’s really about how movement is a way for you to connect with the world,” as Nava put it to me earlier this year. “You’re going fast down the mountain; you get to see all of the mountain very quickly. It’s the closest you can be to being everywhere at once.” Just how good do you reckon that feels?

A copy of Sword of the Sea was provided for this review by Giant Squid.



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August 18, 2025 0 comments
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Borderlands 3, Sea of Stars, and more to leave Xbox Game Pass at the end of August
Game Updates

Borderlands 3, Sea of Stars, and more to leave Xbox Game Pass at the end of August

by admin August 18, 2025


Every month Xbox gives and and it takes. While we get new games added to Xbox Game Pass throughout each month, in the middle and the end of the month we also see a bunch of games leave the service.

At the end of August the following games will leave Game Pass according to the recently updated Xbox App:

  • Borderlands 3 Ultimate Edition
  • Sea of Stars
  • Paw Patrol Mighty Pups Save Adventure Bay
  • This War of Mine: Final Cut
  • Ben 10: Power Trip

Of those games, there are a couple of standouts that you should try to play before they leave Game Pass.

Sea of Stars is a three-player co-op turn-based RPG that Eurogamer awarded 4 stars in our Sea of Stars review. This War of Mine: Final Cut is the game 11 bit made before going on to create Frostpunk and The Alters.

In This War Of Mine you do not play as an elite soldier, rather a group of civilians trying to survive in a besieged city; struggling with lack of food, medicine and constant danger from snipers and hostile scavengers. The game provides an experience of war seen from an entirely new angle.

Borderlands 3 Ultimate Edition has its fans (not everyone enjoyed what Gearbox did with the third game in the series), and you might want to give it a whirl ahead of Borderlands 4 releasing in September.

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 18, 2025 0 comments
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Sunless Sea studio Failbetter's Mandrake is a rural life sim with a folklore twist
Game Reviews

Sunless Sea studio Failbetter’s Mandrake is a rural life sim with a folklore twist

by admin June 8, 2025


Sunless Sea and Mask of the Rose developer Failbetter Games has unveiled Mandrake, its very first project away from the Fallen London universe. It’s a rural life sim set in a “world of old, wild powers” where horticulture is forbidden, and it’ll eventually be making its way to PC.


Taking inspiration from British history and folklore, Mandrake casts players as the last in a line of horticultural sorcerers – one who finally returns to their family’s abandoned home in the ‘small, complicated’ village of Chandley after a long time away.


Initially at least, Mandrake sounds like pretty familiar stuff. You’ll tend to your garden, fish, forage, cook, and craft furniture to decorate your home; you’ll venture into the woods, to the beach, to the mine in search of minerals, and into the community to befriend the locals, learning their stories and becoming intertwined with their lives.

Mandrake announcement trailer.Watch on YouTube


But Failbetter’s announcement hints at something a little darker and more mysterious around Mandrake’s periphery, and it’s here the studio’s knack for the peculiar starts to peek through. Soon, for instance, you’ll be trading turnips and runner beans for stranger, more intriguing seeds; you can befriend a river, eavesdrop on the dead, drink with a god who lives in your chimney, and spend a haunted night at the Butcher’s Oak.


The eccentric locals, meanwhile, include a hunter who makes pacts with the woods, and a girl saved from the sea, who still hears voices calling to her from beneath the waves. Chandley is home to spirits and other strange creatures too, including the long-armed Granny Jakes who lives in a hidden orchard, and Hroame, “sometimes stone and sometimes not”. But not everything is friendly. “Don’t go out after dark,” Failbetter warns, “the night is not for you.”


Mandrake doesn’t have a release date yet, but Failbetter says that due to its complexity and “some very unusual features” it’ll be seeking player feedback as the game continues its journey toward launch. To that end, it expects to run a number of playtests prior to Mandrake’s release, so curious sorts should considering wishlisting it on Steam.



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June 8, 2025 0 comments
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Decrypt logo
Crypto Trends

OpenSea Relaunches Trading Platform With Rewards Ahead of SEA Token Debut

by admin June 1, 2025



In brief

  • OpenSea’s OS2 trading platform is now fully live, enabling NFT and fungible token trading across 19 blockchains.
  • The platform’s new XP-based rewards program, Voyages, encourages on-chain activity ahead of the future SEA token launch.
  • The launch follows regulatory relief, with the SEC recently closing its probe into OpenSea.

OpenSea has ended the beta phase of its reengineered marketplace, dubbed OS2, bringing full token trading across 19 blockchains, a new on-chain rewards system called “Voyages,” and structural changes that hint at its upcoming token launch.

“OS2 is the foundation for the next generation of OpenSea,” CEO Devin Finzer told Decrypt. “We’ve rebuilt the platform from the ground up to become the best destination for everything on-chain, from NFTs to tokens, across chains and communities.”

The rollout replaces OpenSea’s original NFT marketplace experience, which had seen declining use amid broader NFT market stagnation and growing competition from prominent rivals like Blur and Magic Eden.

OpenSea has evolved.

Beta complete. Full token universe unlocked.

New rewards program live. Welcome to the new OpenSea — the best place to discover, own, and trade anything onchain. pic.twitter.com/ccycD0bgCA

— OpenSea (@opensea) May 29, 2025

OS2 combines cross-chain NFT and fungible token trading with real-time analytics, wallet tools, and liquidity aggregation from decentralized exchanges, per a statement shared with Decrypt. The 19 chains include prominent layer-1 networks like Ethereum, Avalanche, and Flow, along with an array of scaling networks like Base, Optimism, Arbitrum, and Soneium.

A major component of the launch is Voyages, a gamified system that rewards users with XP for completing actions like minting NFTs, swapping tokens, and holding assets.

While XP is already live, users widely expect it to play a role in the launch of the forthcoming SEA token, which will be issued by the OpenSea Foundation.

In an accompanying blog post, OpenSea CMO Adam Hollander noted that the Foundation “won’t release SEA until core utility is in place,” calling it “the TGE”— short for token generation event.



Early beta testers have already received digital artifacts known as “Treasures” to anchor their eligibility for future rewards. The team has also confirmed that historical platform activity and ongoing XP accumulation will influence eventual token allocations.

OS2 first launched in beta in February after a year-long rebuild that included team downsizing and a reimagining of OpenSea’s core model.

Initial XP rewards triggered backlash after incentivizing mass NFT listings, prompting the team to restrict rewards to more deliberate actions such as buying and holding.

The platform’s community infrastructure has also been overhauled. A streamlined Discord server now offers role-based channels for DeFi, gaming, digital art, and other on-chain interests.

The update arrives just months after OpenSea said the U.S. Securities and Exchange Commission had closed its investigation into whether the platform violated federal securities laws. The SEC has ultimately ended nearly all of its lawsuits and investigations against crypto companies following the return of President Donald Trump to the White House.

“Classifying OpenSea and similar NFT marketplaces as securities exchanges or brokers would be regulatory overreach,” the company wrote in a letter to SEC Commissioner Hester Peirce, in the wake of the regulator’s decision to end its probe.

Edited by Andrew Hayward

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June 1, 2025 0 comments
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War Between Land And Sea Trailer Sea Devil
Gaming Gear

The ‘War Between Land and the Sea’ Trailer Gives Earth a Battle the Doctor Can’t Stop

by admin May 31, 2025


With the conclusion of the latest season of Doctor Who, all eyes are on what’s next for adventures in time and space… and when, exactly, we’ll be getting them. But before the Doctor returns, Earth is going to have to stand alone in a new spinoff miniseries, The War Between Land and the Sea.

To mark the climax of Doctor Who‘s 2025 season, today the BBC revealed the first footage from War Between Land and Sea, which will see UNIT as the front line of defense when the Sea Devils—a race of aquatic reptilians who have existed on Earth since the dawn of time, hiding their advance civilization in hibernation alongside their other distantly affiliated ancient Earth dwellers, the Silurians, for millions of years—emerge from hiding and make themselves known to the Human race.

How do things go? Well, you could tell by the title of the miniseries alone that the answer to that is seemingly “not well”—and without the Doctor to fall back on like they’ve been able to the last couple of times the Sea Devils and Silurians alike tried to emerge, it’s up to humanity to find away to counter the threat of Earth’s ancient reclaimers… and if not co-exist with them, survive their wrath.

War Between Land and the Sea will feature several familiar faces from Doctor Who. There’s a few returning characters, including Jemma Redgrave, Alexander Devrient, and Ruth Madeley reprising their roles in UNIT as Kate Lethbridge-Stewart, Colonel Ibrahim, and Shirley Ann Bingham, respectively. In more of a deep cut, Colin McFarlane will reprise his role as General Austin Pierce from the third season of Torchwood, Children of Earth.

But, as seen in the trailer above, the series also stars two Doctor Who favorites, but as entirely new characters. Loki‘s Gugu Mbatha-Raw played companion Martha Jones’ sister, Tish, throughout the third season of Doctor Who, and is now a mysterious vanguard of the Sea Devils’ return, while Being Human‘s Russell Tovey previously appeared in the 2007 holiday special “Voyage of the Damned” as Midshipman Alonso Frame, now plays Barclay, a human who has seemingly been tasked with leading humanity’s response.

The War Between Land and the Sea will run for five episodes when it hits the BBC in the UK, and Disney+ internationally, and is currently expected to launch sometime in 2026.

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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May 31, 2025 0 comments
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Oliver Knight
NFT Gaming

NFT Trading Platform OpenSea Launches Upgraded OS2 Platform, Says SEA Airdrop to Come Later

by admin May 29, 2025



OpenSea, a trading platform for non-fungible tokens (NFTs), officially introduced its OpenSea2 (OS2) upgrade to the wider public after a period in beta.

The revamped product now features token trading across 19 blockchains as it continues to pivot from NFTs to the wider crypto market.

“OS2 is the foundation for the next generation of OpenSea,” said Devin Finzer, co-founder and CEO of OpenSea, said in a statement. “We’ve rebuilt the platform from the ground up to become the best destination for everything on-chain, from NFTs to tokens, across chains and communities.”

The company also announced a revamp of its rewards system that recognizes on-chain activity with so-called XP points. The system, called Voyages, issues XP to users who complete basic activities like sharing a gallery, completing an on-chain swap or buying an NFT.

“Voyages are a clear step toward a more intentional kind of engagement on OpenSea,” said Finzer. “It’s about encouraging people to explore the full range of what the platform can do across chains, assets, and experiences.”

Users will eventually be able to use accrued XP to claims the highly anticipated airdrop of SEA, which will be the native OpenSea token.

OpenSea’s chief marketing officer, Adam Hollander, said in a blog post that he “reads comments every day” in regards to when the token will be released, but insists that the OpenSea Foundation will issue the token in a token generation event (TGE) only once a series of releases are rolled out.

“As someone who’s spent the last four years trading in the trenches right next to you, I know what it’s like to want a $SEA airdrop,” Hollander said. “But I also know that this isn’t just another TGE — it’s the TGE. And getting it right won’t just be a W for the Foundation and OpenSea but for our entire space.”

The company has not set a date for when the token will be released.



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May 29, 2025 0 comments
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