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A Star Trek: Voyager survival strategy game (yes, Voyager) is coming that lets you 'what if?' the series
Gaming Gear

A Star Trek: Voyager survival strategy game (yes, Voyager) is coming that lets you ‘what if?’ the series

by admin August 30, 2025



Star Trek: Voyager – Across the Unknown | Announcement Teaser – YouTube

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You probably couldn’t have predicted this one. Of all the things Star Trek that could be a game, it’s 24-years-gone series Star Trek: Voyager that’s getting the treatment with a game that’ll put you in charge of the lost ship’s journey home.

Star Trek: Voyager – Across the Unknown is described as a “a story-driven survival strategy game.” Your job is to manage the ship, its resources, and its path through the far-off Delta Quadrant on a long trip back to home space.

You’ll choose which crew members do what tasks based on their special abilities and unique skills, find resources to repair the damaged Voyager, choose where the ship will travel, and research technologies that can strengthen your ship and boost chances of survival.


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“Did you ever wonder what would have happened had Captain Janeway decided differently? If an important crew member had followed a different path? Or what the outcome would have been had the crew of the U.S.S. Voyager embraced Borg technology to increase their chances of survival?,” says Across the Unknown’s Steam page.

That emphasis on “What If?” stories really makes this an interesting one. Will it rerun a ton of familiar plot beats from the series that fans already know, but let you change how things went by making different choices? That seems to be the implication.

“The game features rogue-like elements,” say the developers, “so in each run you will encounter different situations and even iconic characters might meet an early end if you don’t react accordingly.”

You can find Star Trek: Voyager – Across the Unknown on Steam, where it’s “coming soon.”

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



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August 30, 2025 0 comments
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Castlevania Complete Series Blu-Ray Preorders Restocked At Amazon
Game Updates

Castlevania Complete Series Blu-Ray Preorders Restocked At Amazon

by admin August 30, 2025



Castlevania: Complete Series Limited Edition is finally back in stock at Amazon for $150 (was $155). When preorders first opened July 31, Amazon sold out in less than 24 hours. The pricey box set remained out of stock at Amazon throughout August. Castlevania fans who missed out on preordering the first time have another chance to reserve the collectible box set ahead of its September 30 release. If Amazon sells out again, Walmart also opened preorders for the same price–technically it’s sold/shipped by Gruv–and you can preorder at Crunchyroll for $155.

Castlevania: Complete Series includes all four seasons of Netflix’s original Castlevania animated series. The limited-edition box set is packaged in a fancy faux-woodgrain box that houses the Blu-rays and a handful of collectibles, including an art book Ouija board, Tarot deck, and more.

Castlevania: Complete Series – Limited Edition (Blu-ray)

Notably, this collection does not come with either season of Nocturne. Season 1 of the follow-up series released on Blu-ray last fall, but Season 2 remains stuck on Netflix. To complete your Castlevania Blu-ray collection, you can pick up Nocturne Season 1 for $23 (was $40) at Amazon. Prices in the sub-$20 range for individual seasons of the show are what make Castlevania: The Complete Series a steep ask at full price. At $150, the Limited Edition box set is roughly $95 more than you’d spend buying these three Blu-rays: Seasons 1-2 bundle ($18.77), Season 3 ($19.53), and Season 4 ($20).

$150 (was $155) | Releases September 30

Castlevania: The Complete Series comes with all four seasons of the original animated Netflix show across six Blu-ray discs. The total runtime for Castlevania’s 32 episodes is 13 hours and 20 minutes; episodes range from 22-31 minutes each. Castlevania: The Complete Series is bundled inside a woodgrain-style box with decorative gold trim and a portrait of the main characters.

Here’s the full list of physical and on-disc extras that come with the Limited Edition:

  • 72-page Art Book
  • Ouija Game Board with Planchette
  • Castlevania Tarot Card Deck
  • 2 Window Cling Art Pieces
  • Collector’s Box
  • On-disc bonus content:
    • Art Galleries
    • Storyboards
    • Trailers
    • Production Animatics
    • Voice Actor Interviews

Castlevania debuted on Netflix in 2017 with a four-episode arc. It was a huge hit out of the gate. Season 2’s eight episode arc dropped in 2018 and was followed up by two 10-episode seasons in 2020-21.

The Limited Edition Blu-ray box set looks like a cool collectible and display piece for big fans of Konami’s classic game franchise and Netflix’s stylish adaptation.

We’ve listed all of the Castlevania Blu-rays below for comparison. Buying the first two seasons together is cheaper than grabbing them separately, but there is a Season 1 bundle that includes a cool T-shirt for $20.

To spend even more time with Netflix’s Castlevania series, check out the superb official art book published by Dark Horse in 2021. Castlevania: The Art of the Animated Series is on sale for $27.74 (was $40) at Amazon.

Castlevania: The Complete Series Limited Edition box

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A couple of Netflix’s other animated series based on video game franchises have upcoming Blu-ray releases, too. Season 2 of Arcane: League of Legends launches on 4K Blu-ray and Blu-ray on October 21. Just like Season 1, Arcane’s final season is getting two different Limited Edition Steelbooks. Check out our Arcane 4K Blu-ray buying guide for more details.

As mentioned, Cyberpunk: Edgerunners will finally release on Blu-ray this October as a Crunchyroll Store exclusive. Fans can preorder Cyberpunk: Edgerunners for $124 (was $155) ahead of its October 23 launch.



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August 30, 2025 0 comments
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The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
Game Reviews

The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26

by admin August 29, 2025


It’s been a rough year for Football Manager. This time last summer, the ambitious FM25 was still a certainty, but while the development team at Sports Interactive remained optimistic – albeit to different degrees – soon came the first of two delays. FM25 would arrive two or three weeks later than its usual early November slot, the studio announced, with perhaps one of the first clues things weren’t going entirely smoothly.

It was fully unveiled later that month. Then, less than two weeks later, given a second, unprecedented delay to March 2025, a window that would’ve seen it launch three-quarters of the way through the football season. And in February this year it was cancelled altogether, the developer opting instead to divert all of its energy to this year’s Football Manager 26. It’s the first time in Sports Interactive’s 30-plus years of operating that they’ve failed to release an annual entry into the series.

“It’s my job to get the game out every year,” Miles Jacobson, Sports Interactive’s long-serving studio director tells me, during an hours-long conversation at the developer’s east London HQ earlier this summer. “We’ve done that for 30 years. But I failed to release something that was good enough.”

In a spacious corner office overlooking the still-sparkling development area of the 2012 Olympic Park in Hackney Wick, surrounded by framed football shirts, studio awards and a not-insignificant amount of desktop clutter, Jacobson sits facing outwards, looking over two big sofas towards an even bigger wall-mounted TV. Unlike many of the pristine, chaperoned office tours I’ve been on over the years, this one is very much the picture of a place in active use for work. And the work on FM26, which will, if all finally goes to plan, be released some time later this year, is still very much in progress.

Jacobson, after the roughest of development years, tells me he’s “feeling much, much better about things” this time around. “We’re making huge progress every day. We’re at a stage now where we are nearly feature complete.” And, crucially: “It feels like Football Manager.” For some time, with the old version of FM25 that would morph into this year’s FM26, that wasn’t the case.

Ultimately, FM25 was delayed and then cancelled for a simple reason. “It just wasn’t fun,” as Jacobson puts it. And it went through multiple delays before that cancellation for the same reason so many other games do the same as well. The goal was to make FM25 a genuine “leap” forward from the series entries before it. It was based on a new engine, in Unity. It had an all-new UI based on tiles, cards, and a central ‘portal’ that replaced the time-honoured Inbox. There was a huge visual revamp. And ultimately, doing all of that during a regular, annualised release schedule simply proved too much. “We put ourselves under a huge amount of pressure with FM25,” Jacobson says. “We were trying to do the impossible – trying to make the impossible possible – and there were times when we thought we could do it.”

Image credit: Sports Interactive / Sega

A lot of FM25’s issues were picked up on, to some degree, as far back as late last summer. “I had an inkling even before we announced,” Jacobson says, referring to the official announcement of the game on 30th September last year, “but you can’t pull an announcement when it’s ready to go because you’ve got lots of things lined up – you’ve got spend lined up, you’ve got interviews lined up, you’ve got all this stuff.”

“On paper, everything looked great. The core game was there…”

And so, “we went out, we knew a few hours later – the decision was made literally one or two days afterwards that we were going to have to move the game.” 10 days later – after a delay to go through the due process of “stock market stuff”, with Sports Interactive owned by Sega, which is publicly traded on the Japanese stock market – the studio announced the big delay to the following March, and put out the roadmap for when certain aspects of the game would be revealed. Even then, the timeline was ambitious. “The shit was flying from all directions,” as Jacobson puts it. “It became really clear really quickly that we weren’t going to be able to hit the roadmap,” simply because footage of the game just wasn’t coming out well – “because the game wasn’t in a good enough state.”

The big realisation, that FM25 was simply never going to be ready in time, came over Christmas. The whole studio took a two-week break over the holidays, during which Jacobson traditionally boots up that year’s in-development version of the game to play around with it, and come back in the new year with a fresh perspective. “I knew within an hour that we weren’t going to be able to deliver.”

“On paper, everything looked great,” Jacobson says. “The core game was there.” The user experience, however, was the big problem. “You couldn’t find things in-game. It was clunky. Some of the screens were double-loading. The actual game itself was working – graphically, we weren’t where we wanted to be. We didn’t have the big leap that we wanted; it was a very good jump, but it wasn’t a leap,” he goes on. Part of the big, generational “leap” Jacobson is referring to here is down to the shift from the old, proprietary engine Sports Interactive has been using with Football Manager for decades to a new version of Unity, but again that just proved even more challenging than expected.

That said, the issues weren’t really technical. “It wasn’t crashing a lot, it just wasn’t fun. It felt clunky.” The game almost lost its famous – or infamous, if you ask the partners of one of FM’s many ludicrously dedicated players – “one more game” factor. It was “still there, but it was really painful… I’m gonna play the next match, but I’ve got to do all this stuff first, I’ve got to go through this and it’s going to be slow, and it’s going to be painful.” And then compounding all that were the issues with navigating through the new UI itself. “People were going: I can’t find the youth squad.”

Jacobson describes an awkward wait until the new year, opting to give the team a proper break rather than breaking the company’s rule on out-of-hours communication. On the first day back in the new year, when Jacobson was still meant to be off for the holidays, he came straight in and spoke to Matt Caroll, Sports Interactive’s COO, about the realisation the game wouldn’t make it for its twice-delayed release window of March 2025. Then, “within an hour,” he was talking to Jurgen Post, the recently-returned, long-running executive who’s now COO of Sega’s West Studios, telling him simply, “I can’t put this out.”

“We’ve got a fucking great game! We didn’t have a great game in December.”

Sega, Jacobson says, was surprisingly understanding. “To be fair, Jurgen was brilliant with it – he wanted to know the reasons why. There was no screaming, or anything like that.” The studio and Sega then had to “go away and work out how it was going to affect the financials,” before presenting it fully to Sega Japan, “who were also– they weren’t happy, but they were understanding,” Jacobson says. The teams together looked into a few different options. “What if we released in June? What if we released in May, does that give you enough time?” One of those was “knocked on the head by Sega,” Jacobson says, because “commercially it wouldn’t have worked.” Another didn’t give the studio enough time to fixed what needed fixing. And so they took the third option. “Bite the bullet and cancel, and go big or go home for this year” with FM26.

That process again was complicated. “There are a lot of things that have to happen,” as Jacobson puts it, when you cancel an annualised game like Football Manager, that has all kinds of licenses and agreements – and a Japanese stock market to contend with. That conversation happened right at the start of January, for instance, but wasn’t publicly announced until the next month. Japanese stock market rules also meant that the news had to go out at 2am UK time, “which was then followed by people saying that we were trying to bury it.” Jacobson also had to record a video of himself, addressed to “everyone at Sega,” explaining all the reasons why he had opted to cancel the game. “Which was not an easy video to do.”

“January wasn’t an easy month,” he says. “If there’s such a thing as crying emoji that actually cries out of the screen, that’s very much what that month was like.”

One significant upside amongst it all, however, was that the studio managed to avoid any layoffs related to the decision. But the financial impact was just as significant. “We lost a year of revenue,” Jacobson puts it bluntly. Then came all the discussions with the various partners and license owners, including the Premier League – freshly announced, ironically, as coming to the game for the first time with FM25 – “who were all very understanding – to different levels of understanding. Some of them were more ‘Hulk’ than others when it came to their reactions,” Jacobson smiles. “But again, totally understandable, the ones that weren’t happy. We took it on the chin.”

The Premier League, for their part, were “awesome to work with,” he adds. “It was getting messages of support from them, rather than anything else. And then it was, ‘we have to alert you to these clauses…'” he jokes. “Everyone who had to get paid, got paid. We didn’t shirk any of that stuff, and all of our relationships are intact with all of the licenses – and there will be more licenses for FM26… which we look forward to shouting very, very loudly about at some point.”

Image credit: Sports Interactive / Sega

Beyond all those external to the studio was the impact on Sports Interactive’s own staff. Jacobson describes the mood to me as “a mixture of relief and upset.” As well as “anger at some of the decisions that had been made… totally justifiable,” he adds. “Relief was the overarching thing, but there are some people at the studio whose confidence in the management team would absolutely have been knocked.” Notably, he adds, despite expecting some people to leave, the studio “probably had less turnover this year than normal” in terms of staff.

Some of those staff were also insistent that the studio had to at least do some kind of data update – a release of new stats, player ratings, results and other database elements to turn FM24 into a kind of makeshift FM25 to tide over fans – something the studio ultimately, and somewhat controversially, decided against. “Having now scoped the work that would be required, and despite a good initial response from many of our licensors, we cannot lift assets that we are using in FM25 and make them work in FM24 without recreating them in full,” a statement on that decision from Sports Interactive read, in late October last year.

“The same applies to the many competition rules, translations and database changes that cannot be back ported. The updated assets and data would both be required to obtain licensor approval – they cannot be separated.

“This is a substantial undertaking which would take critical resources away from delivering FM25 to the highest possible quality, which we simply cannot compromise on.”

As Jacobson puts it to me here, “there’s a bunch of different reasons” why they ultimately opted against it. “For a start with some leagues, we didn’t have the rights of the license for a data update,” he explains, “because contractually, it’s for a particular year. (Even just keeping FM24 available to buy, and available on the various subscription services it was on, took significant negotiation.)

Image credit: Sports Interactive / Sega

Then there were more technical reasons: the data that was set to be used for FM25, and now FM26, was formatted in a “completely different” way to the old games, effectively meaning the studio would have to do the work twice. “We worked out that it was around two months’ work for one of our most senior engineers – so the licensing team would have had to drop everything, switch to this, and probably three or four months of work for them.” On top of all that, he adds, there are “lots of unofficial updates out there – so we knew that people who wanted a new update would be serviced anyway. And the logistics behind it were a nightmare. So it wasn’t that we didn’t want to do it.”

Instead, the studio’s engineers continued largely uninterrupted, while others focused on post-mortems and handling the complicated messaging. “QA and design were tasked with: if we had our time again, what would we do differently? Comms were scrabbling, trying to put a new plan together… plus we’re working out: how the fuck do we tell the consumers what’s actually going on, and the timings for that?” The work in earnest, based on an “iteration plan” from those QA and design teams, started in March. July was the end date for that, and bug-fixing the final focus in the last few months up to launch.

Much of this – the realisation that the game wasn’t fun, the delays, the cancellation itself – was down to the ambitious, perhaps over-ambitious, decision to ditch the Inbox functionality that players have known for decades in exchange for a ‘portal’ that acted as your main in-game hub, and a WhatsApp equivalent for in-game communication.

The justification was sensible enough. As Jacobson put it to me last year, “it’s very rare that you see a football manager with a laptop” in the real game. “They’ve got their tablet, and they’ve got their phone, so we wanted to move into that more. The football world never really had email!”

Back in his office, Jabocson starts to explain the problems and how they were resolved, before ultimately conceding that showing is a lot easier than telling. He boots up his PC and switches on the giant television on the wall, then starts up a development version of the game. Previously, he explains, there were three windows of equal size, in vertical columns from left to right, replacing your old Inbox system of a narrow scrolling list on the left and the ’email’ itself on the right. But just parsing the information there was difficult. Most English-speaking humans want to read from left to right, but often the key information would be in the middle pane. The right-hand one would feel redundant, and the left a less-clear version of what the old email list could’ve done anyway.

Beyond that, the wider navigation around the game was also hugely streamlined. In FM25 there would’ve been a single navigation bar along the top right, Jacobson explains, which had buttons for the “portal, squad, recruitment, match day, club, and career”. Within each of those sections you’d find “tiles and cards”, the system briefly outlined with FM25’s initial unveiling last year.

Therein lay the problems. Playtesters, including FM’s developers and Jacobson himself, couldn’t find things – “if you can’t find something in-game, you made a mistake,” Jacobson says, of its UX design. “We brought some consumers in, and the consumer scores weren’t bad – we were getting sevens from the consumers. But I want nines.”

“Did we make the right decision? Yes. Did we do everything correctly after making that right decision? No.”

That iteration time, between March and July this year, has made what Jacobson feels is a significant difference. Some of the changes are remarkably simple – to the point where it’s a surprise they weren’t included in the first place. There are now back and forward buttons, for instance, as there are in FM24 and others before it, that were removed for FM25. There’s a secondary navigation bar below the main one, showing you all the sub-sections within those main ones without you having to click around to find things. There’s a configurable bookmarks section, where you can add instant navigation to specific screens of your choice, and a search bar. Which, again, feels like an astonishing omission in the first place. As one developer put it to Jacobson after trying out the improved UI, compared to the old FM25 one, FM26’s feels like “a warm hug.”

Jacobson, for his part, also feels significantly better about it. “I don’t believe we’re going to be disappointing people when we bring the game out. I don’t believe that we are going to lose the reputation that we’ve worked really hard to build up in the 30, 31 years I’ve been here.” Most importantly: “We’ve got a fucking great game! We didn’t have a great game in December, and genuinely that’s what it completely comes down to. We didn’t have a great game.”

Would Jacobson make the same decision again, in hindsight – to move to the new engine, tear up the usual Football Manager playbook and go for this big, ambitious “leap” that ultimately failed with FM25? “My answer is different on different days,” he replies.

“As a studio, we’ve always been really ambitious with what we’ve done, with what we’ve tried to do. We had reached the end of the line with the previous engine, so we needed to do something.” Ultimately, he says, it was “absolutely the right decision” to change engines when the studio did – in fact they “really didn’t have a choice but to change the technology, because we’d reached that point where we were breaking the technology that we had.”

“Did we make the right decision? Yes,” he continues. “Did we do everything correctly after making that right decision? No. Are there changes that I would have made to the decisions, if I had my time again? Yes. But I don’t lose sleep over those because you can’t manage them – and everything in life learns from the mistakes that they make.

“There might be some people in the studio who disagree with my answers on those, and think that we should have just carried on as-is. It wouldn’t have been right for anyone. If we had, we would have just stagnated. And stagnation is not good.”

Image credit: Sports Interactive / Sega

As we wrap things up, I try to tease out a little more detail on when FM26 might finally arrive. For the first time in an age, Football Manager fans who’ve planned holidays around the series’ near-clockwork release in early November (and ‘advanced access’ period of a few weeks immediately before it), don’t have a clear idea of what to expect. A “broadly similar time of year,” is what Jacobson is willing to give up on the record, and “there will definitely be a period where people can try the game, for sure, but whether it’s called a beta or it’s early access, we will make the decision down the line.”

For now, there’s still work to do. “We’ve got some bugs to fix, we’ve got some little bits of iteration to do,” he says. “Today’s problem is that we’ve got some issues with lighting in the match engine – so I’m not going to say it’s calm, because it never is – making games is really hard.”

The difference this time, however, compared to the somewhat frazzled Jacobson I spoke to in August last year, is that he’s saying all this with most of Sports Interactive’s toughest work behind them. “We’ve got a lot of work to do,” he smiles. “I’m saying that quite calmly.”



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August 29, 2025 0 comments
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Tomb Raider developers Crystal Dynamics lay off more staff, say the series' future is "unaffected"
Game Updates

Tomb Raider developers Crystal Dynamics lay off more staff, say the series’ future is “unaffected”

by admin August 28, 2025


Tomb Raider developers Crystal Dynamics have laid off an unspecified number of staff, their second round of jobs cuts this year. The studio say that the future of the Tomb Raider series won’t be affected by this latest taking away of folks’ livelihoods.

The news comes not too long after the Perfect Dark reboot Crystal Dynamics were working alongside The Initiative was cancelled amid Microsoft’s mass cuts in July. The Initiative were shut down as part of that culling.

Crystal Dynamics announced these layoffs via LinkedIn post, which neglected to mention exactly how many staff had been let go.

“Today we made the very difficult decision to part ways with a number of our talented colleagues as the result of evolving business conditions,” they wrote. “This decision was not made lightly. It was necessary, however, to ensure the long-term health of our studio and core creative priorities in a continually shifting market. To those impacted – we recognize and thank you for your hard work, talent, and passion. We are committed to offering the full extent of support and resources at our disposal during this transition.”

Crystal Dynamics added that the future of Tomb Raider is “unaffected” by these job cuts. There’s currently a new Tomb Raider in the works, and it’s set to be published by Amazon.


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Among the former Crystal Dynamics staff who’ve shared that they’re among those laid off are senior animator Jaron Gittleman and senior designer Matthew Angus. “Well it finally happened,” Gittleman wrote on LinkedIn. “After nearly 8 long years I’ve been laid off from Crystal Dynamics. It’s been a helluva run. From Avengers to Tomb Raider to Perfect Dark it has been a journey of a ton of growth. I learned so much and worked with some of the best. I’ll miss them dearly.”

Best of luck to all affected.



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August 28, 2025 0 comments
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Two Super Mario Series Amiibo Return To Amazon 7 Years After Selling Out
Game Updates

Two Super Mario Series Amiibo Return To Amazon 7 Years After Selling Out

by admin August 28, 2025



Amazon has restocked a pair of Nintendo Amiibo figures that it hasn’t had in its inventory in more than seven years. Super Mario fans can add Koopa Troopa and Goomba Amiibo to their collections for $16 each. Both characters are shipped and sold by Amazon, so we wouldn’t expect Mario’s iconic punching bags to remain in stock for very long. Goomba and Koopa Troopa are part of the long-dormant Super Mario Amiibo series.

Both figures released in the US in October 2017 and were sold out at Amazon by time the calendar flipped to 2018. The regular price of Nintendo Switch Amiibo recently increased to $20, so you’re technically saving 20% on Koopa Troopa and Goomba. The same could be said about Sora from Kingdom Hearts, which launched in early 2024 and is in stock for $16.

Super Mario Amiibo series – Koopa Troopa and Goomba

Splatoon fans can get the Pearl & Marina 2-Pack for $25, but you’ll need to move fast; the combo pack is $10 below MSRP and almost out of stock. Randomly, the European edition of Robin from Fire Emblem is also in stock, though for the peculiar price of $20.90.

You can find many other Switch Amiibo figures on Amazon, but the five listed above are the only characters sold/shipped by Amazon at this time. Check out the Koopa Troopa and Goomba Amiibo below. Nintendo Switch 2 owners should also take a look at the deals on the new Zelda and Street Fighter Amiibo before they’re gone.

$16 | MSRP is $20

The Goomba Amiibo launched October 6, 2017, the same day as Mario & Luigi: Superstar Saga + Bowser’s Minions for Nintendo 3DS. Other Super Mario role-playing games have supported Amiibo figures, but Goomba and Koopa Troopa are the only characters to release with a Mario RPG.

In Bowser’s Minions, the figure unlocks Gold Goomba as well as several stamp sheets. Several other Nintendo 3DS games can read the Goomba Amiibo. Most notably, if you scan the figure while playing WarioWare Gold, Wario will draw a hilariously terrible Goomba picture.

Goomba also has unique functionality in a handful of Nintendo Switch games, including Super Smash Bros. Ultimate, Super Mario 3D World + Bowser’s Fury, Super Mario Party, and Bayonetta 2. In Super Mario Party, you’ll get an exclusive shiny Goomba sticker.

$16 | MSRP is $20

Koopa Troopa joined the Super Mario Amiibo series the same day as Goomba, so this figure has similar read/write functionality with Superstar Saga + Bowser’s Minions. Players can unlock Gold Koopa Troopa and themed stamp sheets for Bowser’s Minions and the mainline story mode. Koopa Troopa is compatible with several other Mario games for 3DS. And yes, in case you were wondering, Wario is bad at drawing Koopa Troopa, too.

On Switch, Koopa Troopa functions similarly to Goomba in Smash Bros. Ultimate, Bowser’s Fury, Bayonetta 2, and Super Mario Party. You’ll unlock the Koopa Troopa Spirit in Smash Bros., but since a shiny Koopa sticker doesn’t exist in Super Mario Party, it unlocks the Goomba sticker (if you don’t already have it).

Koopa Troopa also unlocks exclusive costumes in two additional games: Conga Master Party and Yoshi’s Crafted World.

Goombas and Koopa Troopas have been franchise fixtures since the original Super Mario Bros. debuted in 1985 on the Nintendo Entertainment System.

In World 1-1, the first few obstacles Mario encounters are the ever-grumpy mushrooms with feet. After flattening a handful of Goombas by jumping on their heads, Mario meets the perpetually smiling tortoise for the first time. There’s only one Koopa in World 1-1, but that’s enough to introduce players to the more efficient method for eliminating Goombas. Over the past 40 years, Super Mario fans have hurled countless Koopa Shells at groups of Goombas.

Nintendo has iterated on Bowser’s original henchmen on many occasions, but you can still count on seeing regular Koopas and Goombas in the vast majority of Super Mario Bros platformers and spin-offs. When you encounter one, there’s a good chance the other is nearby, so it’s only fitting that Amazon has both of these Amiibo in stock at the same time.

Nintendo Switch 2 Amiibo

Amazon has seven of the eight Nintendo Switch 2 Amiibo figures in stock, and four characters are on sale for $20 each. Two of the four Legend of Zelda Sage Amiibo–Tulin and Sidon–are eligible for Amazon’s $10 discount. Amazon is offering $20 discounts on Luke and Jamie Amiibo from Street Fighter 6.

Amazon’s deals will likely end when GameStop’s Amiibo promotion expires this weekend. Unlike Amazon, GameStop has all seven Zelda and Street Fighter Amiibo for $20 each; GameStop is also offering a 50% discount on the retailer’s exclusive Street Fighter 6 Amiibo Card Starter Set.



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August 28, 2025 0 comments
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Resident Evil 9: Requiem's director explains how in one crucial way, it is the "most extreme" title in the series yet
Game Reviews

Resident Evil 9: Requiem’s director explains how in one crucial way, it is the “most extreme” title in the series yet

by admin August 27, 2025


Resident Evil 9: Requiem’s director wants you to know that it may very well be the most extreme title in the series. But not in the way you might think. When he talks of extremities Kōshi Nakanishi isn’t talking about blood, guts, and gore – he’s talking about pacing. And your heart rate, for that matter.

For my money, Resident Evil 7: Biohazard is one of the finest-paced video games around. I’ve written about my admiration for the curve of RE7’s gameplay and narrative before. The way in which protagonist Ethan Winters claws his way from scared and alone to practically Rambo-esque in the finale with the ultimate transition masked by an action-packed flashback is fantastic. A lot of horror games feature this curve, but few manage it as deftly as RE7. It’s real chef’s kiss stuff. One of the chefs in question was Nakanishi, who directed RE7 and is back in the director’s chair for Requiem. So naturally, sitting down to talk about his new game, I ask him about pacing.


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“My approach is the same this time,” Nakanishi notes after some modest hand-waving of my interpretation of RE7’s pacing. Requiem protagonist Grace will start off quite defenceless and certainly terrified. Spoilers mean Nakanishi offers no specifics, but he promises that Grace’s situation will change as the game progresses – something he sees as integral to the DNA of the Resident Evil series in general.

“There’s really this graph of tension and release throughout the game, building up to a climax. That’s something that I think Resident Evil is really unique with among horror games. We don’t just scare you – we offer you a chance to release that tension by overcoming it all.”

That curve of tension and release, drawing the player to the edge of sanity and then plunging them into a metaphorical cold bath, is indeed what this series has always done best. In the old days, that might’ve taken the form of simply slamming shut a safe room door where Nemesis couldn’t reach you. It’s a more nuanced design philosophy now – but the principle is the same. This time, Nakanishi believes his team has stretched that curve to its greatest extreme yet.

What new terrors await in Requiem? | Image credit: Capcom

“We’re at the testing phase now in development as we gear up to the February release, and even as we play it internally, putting ourselves in the mindset of the players – I really feel that it’s going to be an incredible rollercoaster. They’re going to feel like that curve of tension to release is going to be… it’s perhaps the most extreme gap between those two axes. The points on that curve are going to be so far apart from each other that it’s going to be incredible.”

Much thought has gone into calibrating these extremes. In the first public Requiem demo we see the return of a Stalker-type enemy – a near invincible hulking beast that can only be fled. I was fine with that – but beneath the preview in which I gleefully articulated how the machinations of Nakanishi’s team had made me screech an expletive so loud it was heard by a colleague rooms away, one commenter sums up the potential pitfall of redeploying this design, asking: ‘This again?’

“It is a concern,” Nakanishi admits when I ask about potential player over-exposure and over-familiarity with the Stalker enemy mechanic. It has, after all, been used a lot by Capcom of late. RE7 had Jack Baker, the remakes had Nemesis and Mr. X, and Village’s Alcina Dimitrescu continued the trend. There’s an unnamed beast in Requiem that terrorizes poor Grace, pursuing her through the halls of a dilapidated hospital.

“It’s something we have to think about every time we have a new game with another stalker. We can’t have the players thinking ‘oh, there goes the stalker that I’ve come to expect’ – so this is something we’ve thought about in terms of approach.

“I think for this time… well, as usual, we’re pretty tight-lipped on the details at this stage. But… we want to give players a method to overcome the stalker enemy. What that entails is something that we’ll be getting into down the line, but I think that you’ll feel like you finally have a chance to turn the tables and deal with the stalker in a way that you haven’t been able to in past titles.”

Our preview of Resident Evil 9 Requiem.Watch on YouTube

There it is again, then: that ebb and flow. The terror, the tension, the release. Nakanishi describes this as Resident Evil’s signature, though the legibility of that signature undoubtedly varies from one game to the next. The original game has more tension; the action-heavier 4 is plainly more release-driven.

Part of the intent behind Requiem appears to be to draw both elements out further than before while also striking a more absolute balance. This, I would argue, makes it closer to the soft reboot seventh entry in the series – but in other ways its design could also be considered an answer to that game and some of its fran response.

“It’s possible that Resident Evil 7 almost went too far in the direction of completely betraying your expectations,” the director muses. “While it was a fresh start for the series, there’s always fans who say they wish it was more like the Resident Evil that they know and love.”

In this Requiem presents the opposite. Protagonist Grace Ashcroft is new, but her surname is a key clue: she is the daughter of Alyssa Ashcroft, last playable in a spin-off from two decades ago and probably only fully remembered by the most insatiable of lore nerds. In the demo, she wakes up in a side room of the Rhodes Hill Civic Care Center – a hospital connected to Racoon City, the classic series location we catch glimpses of in the trailers.

“The remakes featuring Raccoon City showed how much love there was for that setting. I had this feeling that as a sort of beloved starting point for the series, it’d be great to check in on it and see how it’s doing as a location,” Nakanishi explains.

“So when it was time to plan what the ninth title would be, it felt like a good time. 30 years later, both in the series timeline and the real-world timeline. What’s happening in Raccoon City, what’s going on there? The timing was right.”

All Grace is lost. | Image credit: Capcom

It would be easy to see a decision to loop back to the past as a cynical play – but Capcom had no need to do such a thing. The Ethan Winters ‘duology’ of RE7 and Village was successful, even though it went to great pains to largely separate itself from the rest of the franchise. This perhaps drove Capcom’s decision to publicly show off some of its aborted experimentation of what the ninth Resident Evil game could be, including releasing footage of prototypes of a multiplayer co-op affair – in many ways, it is proof that Capcom is not just working from the book.

“We really wanted to get across to people how much we were challenging ourselves with this ninth mainline entry,” RE9 producer Masato Kumazawa says of the publisher’s surprising openness about cancelled versions of the game.

“We wanted to admit that we didn’t just arrive at the game that you see fully-formed – there was a period where we thought really hard about what the right way to go would be. Being honest about that, I think, showed that we really took seriously the responsibility of designing this game.

“It’s a constant point of discussion for us as a team. What is Resident Evil now? What should it be for the next game? What do the fans see it as? Revealing some of our thinking in that commentary video from earlier in the summer was just a way of us saying that, yes, we do look at what everybody is saying and it does have an impact on our process. Even if we ultimately decide the direction ourselves, it’s an input we pay attention to.”

Fan input has resulted in this path: a new-but-familiar protagonist, a return to beloved locations thirty years on, and a flick switch that takes you between the two distinct perspectives of modern Resident Evil – third or first-person, the choice is yours. To Nakanishi, returning to the past represents something fresh, especially after the detour of 7 and Village.

“We’ve had our different look at the series, and now going back to normal feels like a fresh new take,” he declares. “I think that in itself will be a refreshing surprise for players when they play the game, and hopefully they’ll see that this is staying a little closer to the idea of what they think that a Resident Evil game should be, keeping those hardcore fans happy.”

Wat’s all dis, den? | Image credit: Capcom

All of this lines up, I think, with the placement of Resident Evil 9: Requiem as an anniversary release. Coming full circle is the norm for milestone celebrations after all. March 22nd next year is the 30th anniversary of the franchise debut, under a month after Requiem’s release. Nakanishi corrects me on this, however.

“I actually kind of wish we could have released it a bit earlier than that,” Nakanishi laughs. As it happens, the anniversary status of Requiem is a happy accident.

“It was always going to be continuing the DNA of the series while trying to keep things fresh,” adds Kumazawa. “You want to have the things that the fans expect in a Resident Evil game, of course. So, yes, we just sort of landed on the anniversary over the course of the development period, but hopefully it still feels like a fitting tribute to where the series has come from.”



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August 27, 2025 0 comments
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The '90s Darkstalkers Animated TV Series Is Getting Resurrected With A New Blu-Ray Release
Game Updates

The ’90s Darkstalkers Animated TV Series Is Getting Resurrected With A New Blu-Ray Release

by admin August 23, 2025



Back in the ’90s, several classic fighting games got their own official animated series, including Street Fighter and Mortal Kombat. One of the most surprising adaptations was Capcom’s cult-classic brawler Darkstalkers. While the Darkstalkers animated series has been hard to come by for decades, distributor Discotek recently revealed that it’ss bringing the entire series to Blu-ray on October 28. If you’re looking to add an overlooked piece of Darkstalkers history to your collection, you can preorder Darkstalkers: The Complete Series on Blu-ray now for $32 (was $40) at Amazon. Preorders are also in stock at Crunchyroll for $40.

$32 (was $40) | Releases October 28

This Blu-ray includes all 13 episodes from the show, presented in 480i standard definition and with an overall run time of 325 minutes. There’s not too much included here in terms of bonus materials, but you can check out on-disc extras like a series trailer, the original promotional bumpers and a credits, select commentary tracks, and a video compiling several memes from the show. The cover artwork is also a nod to the video game source material, as it’s inspired by the original artwork of the game releases on consoles like Sega Saturn.

Darkstalkers: The Complete Series Special Features

  • Series trailer
  • Commentary tracks
  • Meme compilation video
  • Promotional bumpers and credits

Loosely based on the video games, Darkstalkers revolved around the eternal battle between monsters. On the side of evil, the lord of vampires Dimitri, led his forces on a campaign of terror at the behest of his master, the cosmic menace Pyron. Opposing him were various Night Warriors–and their human ally–who were the last line of defense against Pyron and his minions.

$24 (was $30) | Now available

This isn’t the only time that Darkstalkers has received an animated adaptation, as a four-episode original video animation series ran from 1997-1998. Animated by Madhouse Studios–who had been on a roll in the ’90s with Trigun, Cardcaptor Sakura, and Yu Yu Hakusho–this was a far more faithful adaptation of the games and it was well-received thanks to its high-quality animation.

This Blu-ray was released in 2022, and it it features the OVAs remastered in 1080p and in the original aspect ratio of 1.33:1 full frame. The audio quality is also impressive, as you can watch the anime in Japanese DTS-HD Master Audio 5.1, Japanese DTS-HD Master Audio 2.0, and English DTS-HD Master Audio 2.0. There’s even a music-only DTS-HD Master Audio option if you want to focus purely on the visuals and soundtrack. For the extras, there’s a selection of promotional materials, sequences without the credits text, and art galleries.

Darkstalkers: The Complete OVA Collection Special Features extras

  • Original and remastered trailers and TV spots
  • Promotional videos for various Dark Stalkers video games
  • Epilogue without title text
  • Ending without text
  • Alternate Japanese ending credits sequence
  • Vintage English opening and ending sequences
  • “The Trouble Man” music video
  • Art galleries

If you’re looking to grab more Blu-rays of classic animated shows, then you can check out everything else that Discotek has to offer currently. One of the big releases on the way is Mega Man: The Complete Series, as all 27 episodes from the show’s two-season run (1994-96) are coming to Blu-ray. The new Blu-ray edition is available to preorder for $50 at Amazon or $40 at Crunchyroll ahead of its October 28 release, and it comes with a selection of archival content, TV commercials, and new commentary tracks from Mega Man’s US voice actor, Ian James Corlett.

You can also pick Street Fighter: The Animated Series for a cheesy adaptation of the Capcom fighting game series from the ’90s. The new Blu-ray release also includes commentary tracks featuring popular Fighting Game Community streamers and competitors, including Matt McMuscles and Maximillian Dood. The Street Fighter 2: The Animated Movie is also available on 4K Blu-ray that includes clean credit sequences, archival promotional materials, production art, an isolated score, and various cuts of the movie in English and Japanese as extras.

Sega fans can also grab all 78 episodes of Sonic X on Blu-ray–available in both its original Japanese format or the English version–and Professor Layton and the Eternal Diva before the new game in the series arrives next year. We’re rounded up even more animated video game adaptations available on Blu-ray in the list below.



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August 23, 2025 0 comments
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Gaming Gear

Survivors will bring ‘survival extraction’ to the series

by admin August 22, 2025


On Friday, Ubisoft announced… something. The company describes The Division 2: Survivors as “an updated take on the survival extraction experience.” Is it DLC? Is it a new game mode? We have no idea. But Ubisoft said it will “strive for transparency during its development.” Unfortunately, that didn’t apply to its announcement.

Ubisoft said Survivors is in its early stages, which may explain the lack of detail. Other media outlets have reported that it will come in 2026. But the company’s franchise roadmap places its release date under “TBA.”

“The Division 2: Survivors is as much your baby as it is ours, and we strive for transparency during its development,” Executive Producer Julian Gerighty wrote in the announcement blog post. “Clear communication and community involvement are a focus as we build the new experience, and we will be closely involving you as we move forward on the development journey.”

Ubisoft also confirmed that its free-to-play mobile game is still in the pipeline. The Division Resurgence is expected this year. The company announced a delay last summer.

A Redditor who played a beta version in 2023 described it in less than appealing terms. “Overall, Resurgence is a console clone of The Division, where you can team up and play with clunky, small mobile controls.” To be fair, much could have changed in its development since then. Regardless, you can sign up for the closed beta on Ubisoft’s website.



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August 22, 2025 0 comments
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Rusty Lake is back with another deliciously macabre adventure, and if you've slept on the overlooked series you're missing out
Game Updates

Rusty Lake is back with another deliciously macabre adventure, and if you’ve slept on the overlooked series you’re missing out

by admin August 22, 2025



If you’ve been reading Eurogamer for any length of time there’s a good chance you’ve already seen me harp on about the shamefully overlooked Rusty Lake series. It’s a wonderfully macabre thing; strange, haunting, often unexpectedly disturbing, but also brilliantly accessible, and cheap as chips too. I love it, and will never stop telling people about it in a bid to share that love, so here I am again now that new game Servant of the Lake has been revealed.


Before we get onto the new stuff, though, a bit of background might be in order, seeing as Rusty Lake is celebrating its tenth anniversary this year and has one hell of a back catalogue to enjoy. Not including Servant of the Lake, the series now consists of 18 games and a short film; some are fully fledged premium offerings – usually lasting a couple of hours and most often released under the Rusty Lake label – while the rest, known as Cube Escape, are shorter (and somewhat less polished) free-to-play companion pieces.


By and large, though, all follow the same basic formula, melding casual point-and-click puzzling with room-escape-style conundrums. And with a few notable exceptions, the key word is “casual”; these are brilliantly accessible adventures, most memorable for their irresistibly macabre ambience, and the fascinating history of the mysterious Vanderboom family at their centre, rather than any radical design convolutions.

Servant of the Lake announcement trailer.Watch on YouTube


Early games are pretty shameless in their debt to David Lynch and Mark Frost’s seminal TV series Twin Peaks (right down to a murder victim called Laura and a detective called Dale), but it doesn’t take long for developer Rusty Lake to establish its own deeply weird, and decidedly idiosyncratic lore. And with each entry usually approaching the story from a radically different direction – one, for instance, plays out during a horrifically doomed birthday party, and another takes place entirely from within a cardboard box – it all adds up to a wonderfully sinister (and narratively intertwined) saga of standalone adventures.


Traditionally, I’ve tended to recommended Rusty Lake: Roots as a good starting point – it’s a beautiful and surprisingly moving tale, charting three generations of the Vanderboom family, from 1860 to 1935, as they live and die in the same house. Other standouts, though, include The White Door, which does some striking things with its engaging split-screen presentation; and if you wanted to see developer Rusty Lake really flexing its design chops, there’s the deeply impressive The Past Within, which reimagines the series’ familiar formula as a brain-melting co-op experience that demands constant communication as two players navigate the same room in different time periods.


It is, to reiterate, consistently fantastic – and often overlooked – stuff. All of which bring us to Servant of the Lake, the series’ first premium entry since 2023’s Underground Blossom, which took players on a journey through the life and memories of Laura Vanderboom as she travelled from one station to the next. As its name suggests, Servant of the Lake – a more traditional single-player point-and-click adventure – finds yet another new perspective to tell its story, this time visiting the Vanderboom House in the decades prior to Rusty Lake: Roots, as seen through the eyes of its housekeeper. “Solve the puzzles needed to fulfil your daily tasks,” teases its blurb, “look after the household, welcome the visitor and ensure their comfort while helping the family achieve their alchemical ambitions!” Death, darkness, and other assorted weirdness – usually involving saucer-eyed shadowmen – will almost inevitably ensure.

Here’s the equally unnerving Rusty Lake short film.Watch on YouTube


There’s no release date for Servant of the Lake yet, but this nebulous window between now and its eventual arrival would seem, if I might be so bold, to be the perfect opportunity to catch up on earlier events in the Vanderboom saga if it’s so far passed you buy. Better still, the bulk of the series – which was already absurdly inexpensive to start with – is currently discounted on Steam to celebrate Servant of the Lake’s reveal. The Cube Escape Collection, for instance – which includes nine smaller-scale games – costs £2.99, while the premium Rusty Lake titles cost between £1.19 and £3.99. Oh, and there’s an £18.11 bundle containing everything too! All this, I should say, works on both Mac and PC, and if you’d rather take the no-money-now approach, the Cube Escape series is free to download on iOS and Android. Thank you for listening to my TED talk on Rusty Lake. I will now be taking questions.



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August 22, 2025 0 comments
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The cast of Netflix's new drama series House of Guinness
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Everything new on Netflix in September 2025: stream 61 movies and 9 TV shows, including Steven Knight’s new series

by admin August 21, 2025



When we look back over the summer months, Netflix has been on top form, bringing us one gripping title after the next – and it’s keeping up that momentum for its wave of September 2025 movies and shows.

There are plenty of Netflix Original movies and shows to choose from over the coming weeks. Indeed, we’re excited for the second part of Wednesday season 2 to arrive on September 3, but the new drama series House of Guinness has also caught our eye, which follows the family behind the world’s best pint.

It’s always difficult to let go of the summer months, but when the best streaming service pulls through with a stacked list of movies, it makes it easier to adjust to the colder seasons. So, if you’re stuck with what to add to your fall watchlist, look no further than the new Netflix titles below.


You may like

Everything new on Netflix in September 2025

Arriving on September 1

8 Mile (movie)
A Thousand Tomorrows season 1 (TV show)
The Amazing Spider-Man (movie)
The Amazing Spider-Man 2 (movie)
Billy Madison (movie)
The Boy Next Door (movie)
Boyz n the Hood (movie)
Bram Stoker’s Dracula (movie)
Bridesmaids (movie)
Charlie and the Chocolate Factory (movie)
Chicken Run (movie)
Dennis the Menace (movie)
E.T. the Extra-Terrestrial (movie)
Edge of Tomorrow (movie)
Escape Room (movie)
Good Advice (movie)
The Four Seasons (movie)
Franklin & Bash seasons 1-4 (TV show)
Hot Shots! (movie)
Hot Shots! Part Deux (movie)
Inglourious Basterds (movie)
Inside Man (movie)
Inside Man: Most Wanted (movie)
Knocked Up (movie)
La La Land (movie)
The Land Before Time (movie)
Liar Liar (movie)
Limitless (movie)
Long Shot (movie)
Money Talks (movie)
Orphan Black seasons 1-5 (TV show)
Paddington (movie)
Phantom Thread (movie)
Puss in Boots (movie)
The Rookie (movie)
The Running Man (movie)
Shark Tale (movie)
Sherlock Holmes (movie)
Sherlock Holmes: A Game of Shadows (movie)
Shrek (movie)
Shrek 2 (movie)
Shrek Forever After (movie)
Shrek the Third (movie)
Stand by Me (movie)
We’re the Millers (movie)
Willy Wonka & the Chocolate Factory (movie)

Arriving on September 3

Wednesday season 2 part 2 (Netflix original series)

Arriving September 4

Countdown: Canelo v Crawford (Netflix original series)
Pokémon Concierge season 1 part 2 (Netflix original series)

Arriving on September 5

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Inspector Zende (Netflix original movie)
Love Con Revenge (Netflix original series)

Arriving on September 7

The Fragrant Flower Blooms With Dignity (Netflix original series)

Arriving on September 8

Stolen: Heist of the Century (Netflix original documentary)

Arriving on September 9

Daddy’s Home (movie)
Daddy’s Home 2 (movie)
Jordan Jensen: Take Me With You (Netflix comedy special)
Kiss or Die (Netflix original series)

Arriving on September 10

aka Charlie Sheen (Netflix original documentary)
The Dead Girls (Netflix original series)
Love Is Blind: Brazil: Season 5 (Netflix original series)
Love is Blind: France (Netflix original series)

Arriving on September 11

Are You There God? It’s Me, Margaret (movie)
Diary of a Ditched Girl (Netflix original series)
Kontrabida Academy (Netflix original series)
Tyler Perry’s Beauty in Black season 2 (Netflix original series)
Wolf King season 2 (Netflix original series)

Arriving on September 12

Beauty and the Bester (Netflix original documentary)
Maledictions (Netflix original series)
Ratu Ratu Queens: The Series (Netflix original series)
The Wrong Paris (Netflix original movie)
You and Everything Else (Netflix original series)

Arriving on September 13

Canelo Álvarez vs. Terence Crawford (Netflix live event)

Arriving on September 14

Ancient Aliens season 11 (TV show)
Moving On (movie)

Arriving on September 15

Call the Midwife season 14 (TV show)
Nashville seasons 1-6 (TV show)
S.W.A.T. season 8 (TV show)

Arriving on September 17

1670 season 2 (Netflix original series)
Matchroom: The Greatest Showmen (Netflix original documentary)
Next Gen Chef (Netflix original series)

Arriving on September 18

The BA***DS of Bollywood (Netflix original series)
Black Rabbit (Netflix original series)
Platonic: Blue Moon Hotel (Netflix original series)
Same Day with Someone (Netflix original movie)

Arriving on September 19

Billionaires’ Bunker (Netflix original series)
Cobweb (movie)
Haunted Hotel (Netflix original series)
She Said Maybe (Netflix original movie)

Arriving on September 22

Blippi’s Job Show season 2 (Netflix original series)

Arriving on September 23

Cristela Alonzo: Upper Classy (Netflix comedy special)
Spartacus seasons 1-4 (TV show)

Arriving on September 24

The Guest (Netflix original series)

Arriving on September 25

Alice in Borderland season 3 (Netflix original series)
House of Guinness (Netflix original series)
Wayward (Netflix original series)

Arriving on September 26

Ángela: Limited Series (Netflix original series)
French Lover (Netflix original movie)
Pokémon Horizons: Season 2—The Search for Laqua Part 4 (Netflix original series)
Ruth & Boaz (Netflix original movie)

Arriving on September 28

10 Things I Hate About You (movie)
Idiocracy (movie)
Sweet Home Alabama (movie)

Arriving on September 30

Earthquake: Joke Telling Business (Netflix comedy special)
Interview with the Vampire season 2 (TV show)
Nightmares of Nature: Cabin in the Woods (Netflix original documentary)

You might also like

Today’s best Netflix deals



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August 21, 2025 0 comments
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