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Russian freediver plunges 413 feet on a single breath to break world record

by admin September 28, 2025



Russian freediver Alexey Molchanov has set a new world record after diving 413 feet on a single breath at the AIDA Freediving World Championships in Cyprus.

Molchanov, 37, is widely considered the greatest freediver in history. He has broken more than 30 world records and is the son of legendary diver Natalia Molchanova, who set 42 records of her own before her death in 2015.

This latest dive was particularly grueling. Molchanov held his breath for 4 minutes and 32 seconds as he descended into near-total darkness, battling extreme cold, crushing water pressure, and the ever-present risk of blackout during ascent. He broke his own record of 410 feet, set just last year.

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Breaking records in the deep

Molchanov competed in the constant weight bi-fins category at the 2025 AIDA Freediving World Championships, which requires divers to descend and ascend using only fins without pulling on the rope. His headlamp and safety line were the only guides in the Mediterranean waters off Limassol, Cyprus.

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He later described the toughest parts of the dive on Instagram, noting the “thermocline drop” when water temperature plunged from 77°F to 54°F within seconds, as well as the delicate pressure management needed to avoid lung injury at depth. Molchanov also highlighted the riskiest stretch: the final 100 feet of ascent, where most blackouts occur due to expanding air in the lungs and dwindling oxygen.

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To officially secure the record, Molchanov had just 15 seconds after resurfacing to complete a strict protocol: remove his gear, give a hand signal, and say “I’m OK.” With the record validated, his 413-foot descent now stands as the deepest constant weight bi-fins dive ever achieved.

For perspective, the dive is longer than a football field and a half, roughly equal to the height of a 41-story building, all completed on a single breath of air.

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September 28, 2025 0 comments
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Esports

Discord raises user count to allow 25M people in a single server

by admin September 5, 2025



Discord has raised the maximum default server limit to 25 million users, just two months after increasing it to 2.5 million.

In July 2025, the platform expanded its cap from 500,000 to 2.5 million. Now, the ceiling has been pushed even further, allowing some of the largest online communities to grow significantly larger.

According to Discord, the update is paired with technical improvements aimed at reducing strain on massive servers. These include batching certain server updates and shifting more processes to asynchronous operations.

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“In our July 2025 Patch Notes entry (only two months ago!), we mentioned that we increased the default user limit for servers from 500K to 2.5M,” they said.

“Well… we pushed that even *further* and have now bumped that limit to 25 million users. We also continued to solve larger server pain points by batching certain types of server updates and moving to more asynchronous operations to help bring more stability to large servers.

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“We’re committed to providing a great experience for our users, and we’re hoping this work is felt by users and admins of very large servers.”

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Stability for larger servers

Discord said the changes are meant to improve stability and create a smoother experience for users and administrators running large-scale communities.

The company noted in its announcement that the expansion is part of an ongoing effort to solve pain points for servers operating at a massive scale, emphasizing its commitment to supporting the growth of major online hubs.



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September 5, 2025 0 comments
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Everything We Learned About Single Player And Multiplayer In Illfonic's Halloween
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Everything We Learned About Single Player And Multiplayer In Illfonic’s Halloween

by admin August 25, 2025


October 31st, 1963. The date of the most horrific night in Haddonfield, Illinois, history. The day Michael Myers escaped the asylum and became infamous with the holiday that is Halloween. I’ll never forget the first time I watched John Carpenter’s masterpiece 1978 horror film, Halloween, at far too young an age. The result? At 30 years old, Michael Myers is still the most terrifying silver-screen slasher to me – watching one of his countless appearances in media still invites nightmares of that white mask, Michael’s uncanny ability to be anywhere and everywhere at once, and his endless desire to kill. 

It’s for this reason that Halloween is my all-time favorite horror movie, and it’s a franchise I feel like I’ve been waiting forever for Friday the 13th/Predator: Hunting Grounds/Killer Klowns From Outer Space developer IllFonic to tackle in its typical asymmetrical multiplayer style. I was thrilled to learn that the time has come, with IllFonic revealing Halloween last week, and even more excited to interview the studio’s chief creative officer, Jared Gerritzen, about the game. 

Everything We Learned About IllFonic’s Halloween

Gerritzen first shows me the Halloween reveal trailer, which offers a nice cinematic appetizer of what’s to come in the game when it launches sometime next year, before proclaiming Halloween is IllFonic’s biggest game yet. That’s not surprising, considering it features 1v4 asymmetrical multiplayer – typical for the developer – but also, a single-player campaign that puts you in the boots of Michael on the night of Halloween in 1963. That’s a huge addition to this multiplayer title, and something I’m eager to ask Gerritzen at the top of my interview. 

Single-Player Campaign

He says IllFonic is aware that when it and other teams announce games based on popular horror IPs like Halloween, fans get bummed when they learn it’s an asymmetrical multiplayer game, and wanted to include a single-player campaign for them. But that’s not the only reason. Gerritzen tells me the single-player campaign is designed to be played first as it teaches you how to be the best Michael Myers in the game’s multiplayer mode. 

You’ll play through the events of the first Halloween film, and a little after to learn more never-before-seen story about that night, and acquire different abilities and perform different kills on the citizens of Haddonfield in this campaign. “It trains you to be an optimal Michael Myers for multiplayer,” Gerritzen says. The team is working with Carpenter and longtime franchise producer Malek Akkad – he’s been it’s producer since 1985, taking over the reins from his father, who was the Halloween producer prior to that – to create this game, including the single-player campaign; so you can expect it to feel authentic to the original films. It will even emulate the 1970s movie vibe of the original film, with Gerritzen calling it a “period piece” game. 

This means the visual style, the dialogue, and even the technology available to you in-game will match the time period. This applies to single-player and multiplayer content in the game, with Gerritzen explaining to me IllFonic has taken great strides to “revolutionize” this genre this time around. “We’re filling out the world with NPCs and AI, and heroes can save the town now instead of the standard do XYZ and escape alone, but you can play how you want,” he says. “If you’re saving town people, you’re slowing Michael down from killing people. On the other hand, if you’re playing as Michael, you have more things to do that might be easier than killing a hero, so the power balance is a lot more interesting and different than the same old, same old of the genre.”

Halloween will utilize the canon of the franchise heavily, but IllFonic has been given the green light to add things it needs to make it fun. For example, in the movies, Michael has the uncanny ability to appear anywhere and is seemingly inhuman in the amount of damage he can take. His gameplay abilities will reflect that. 

He is not a man anymore after all, as Dr. Samuel Loomis declares in the reveal trailer; he is The Shape. Speaking of Loomis, IllFonic is working with the family of Loomis actor Donald Pleasence to use his likeness, as Loomis is the narrator of the game’s campaign. Karma: The Dark World developer Pollard Studio is helping IllFonic develop the campaign, something Gerritzen says has “supercharged” the Unreal Engine 5-developed project. 

Gerritzen says Jason (of Friday the 13th fame) is a “bull in a China shop,” that the Predator is a “big cat, powerful and noisy,” and that Michael is a “coiled-up cobra that happens to be in any bush you walk by.” That will be reflected in his gameplay prowess, though IllFonic isn’t ready to dive into specifics yet. 

IllFonic is still supporting its older titles – it released new Predator: Hunting Grounds content in recent weeks – but Gerritzen says this is the first time the entire team will be focused on one project in Halloween. Partly, that’s because Unreal Engine 5 allows the team to try new techniques it struggled with in the past,  such as dynamic lighting and other technological feats.

Why Now?

After the release of Friday the 13th in 2017, IllFonic made a massive list of the IP it wanted to play around in, because “you can’t just grab an IP and say, ‘Okay, we’re starting on it,'” Gerritzen tells me. As you might expect, copyright and other rights issues make developing in an IP like Predator or Halloween tough. Gerritzen says IllFonic developed Friday the 13th, then Predator: Hunting Grounds, then had “a couple of projects canceled,” and while working on Ghostbusters: Spirits Unleashed, the Killer Klowns from Outer Space IP landed in its lap. During that game’s development, Halloween arrived at its doors, and “that’s when we started going, ‘Let’s work on the next project and focus the entire company on it.'” Despite this studio-wide focus on Halloween’s development, Gerritzen says it’s important that IllFonic not abandon its prior projects, which he says it hasn’t. 

“We fully believe in making a game, supporting the game, and, even when going to another game, still keeping past ones going and fostered,” he adds. 

As for developing a game around Michael Myers, Gerritzen says there hasn’t been much representation for him in games. I joke about owning the Michael skin in Call of Duty. “Yeah, and that’s exactly what you want for Michael, right?” Gerritzen jokes back. “No, Michael is this unknown monster, The Shape, that thing in the corner of your eye, the thing you’re afraid to look out and see at night, and everyone has a different experience with him. He is the boogeyman, and that’s why we’re really all in on this game.” 

Design

“Fun” sits at the top of IllFonic’s multiplayer priorities in Halloween, but a close second is “breaking the stigma,” Gerritzen says. “We have to use this world to make it bigger. What would happen if you zoomed the camera all the way out and saw Haddonfield beyond how it was needed for a scene in the movie.” IllFonic is focused on thoughtfully adding to Haddonfield; it’s doing the same for Michael’s set of moves.

Since this game is based on the events of the first film, it places you in the same mindset as Haddonfield citizens (and movie watchers) in that a lot about Michael Myers is obscured in mystery. “We’re kind of expanding on that,” Gerritzen adds. “Is he looking for [Laurie Strode] or just coming back home to write a wrong or get revenge or something else? You don’t know what it is; all you know is he is Michael Myers and he killed his sister. Loomis has gone crazy in the film because he’s so obsessed with this thing he cannot understand, and in our game, you will be playing the thing he and you cannot understand. I think that’s definitely an interesting angle.” 

For creating Michael’s moveset, Gerritzen says the team watched Halloween over and over again, “paid attention to the things he does in film, just kind of took that and determined what it means and what if you can XYZ. We essentially connected these things and presented it to the IP team, and said, ‘Hey, this is what we feel like we can do.'” Though he’s cagey about what exactly, Gerritzen says the team “cracked a mechanic I’ve never seen in any other game,” and that players will have to experience this “holy s***” moment for themselves when Halloween launches on PlayStation 5, Xbox Series X/S, and PC next year. 

Are you excited for IllFonic’s Halloween? Let us know in the comments below!



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August 25, 2025 0 comments
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Maxi Doge Presale Gains Steam: Whale Drops $32K in a Single Transaction
Crypto Trends

Whale Drops $32K in a Single Transaction

by admin August 23, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

With granddaddy cryptos like Bitcoin and Ethereum hitting new highs, the entire altcoin and meme coin market is on the cusp of an explosive rally.

Historically, every time $BTC and $ETH surge, altcoin season follows, and that’s exactly what could be unfolding right now.

And if you want to eke out the maximum possible gains, you need to look beyond the obvious.

This is where Maxi Doge ($MAXI) enters the picture. A brand-new presale meme coin, Maxi Doge is quickly proving it has what it takes to be the next breakout.

With the presale already raising over $1.45M, there’s little doubt this project is attracting massive attention, and that it could very well be the next crypto to explode.

Low-Cap Meme Coins Like $MAXI: Where the Real 1000x Potential Lies

When we think of meme coins, names like Dogecoin and Pepe instantly come to mind. But the fact of the matter is, while they once delivered 100x or even 1000x returns, those days are long gone.

Their popularity has pushed market caps so high that it’s virtually impossible for them to deliver moonshot gains today.

So what do you do. Lose out on those life-changing returns? Absolutely not. The key is to look at new, under-the-radar meme coins. Like $MAXI.

Thanks to their unique designs and low market caps, these projects are not only positioned to ride the broader crypto wave, but also offer far superior upside compared to the mainstream names.

Who Is Maxi Doge?

If you’ve looked at Maxi’s face and noticed an uncanny resemblance to Dogecoin, you’re not alone – and you’re not wrong either.

Maxi and Doge are, in fact, cousins. But here’s the twist: they couldn’t be more different.

Growing up, Doge, because of how ‘cute’ and wholesome it looked, and of course because it became the greatest meme coin on the planet, soaked up all the spotlight at every family gathering.

Maxi, on the other hand, was left in the shadows, ignored, and overlooked, even by his own mom. That’s when Maxi made a decision to become the anti-Doge.

Unlike Doge, he hit the gym, bulked up his muscles, downed protein shakes and caffeine, and set off on a mission to dethrone Doge as the best meme coin on the planet.

He studied candlesticks all day long, to the point that he took one of those fat green candles and turned it into a lightsaber to fight off Doge lovers and mediocre gains.

Maxi is a fierce Shiba who lives by the philosophy: never skip leg day, never skip the pump.

And that’s exactly the kind of raw degen energy meme coin investors crave. Because let’s face it: ‘cute’ might win attention, but it doesn’t win battles.

Maxi Doge: More Than Just a Meme

At first glance, Maxi Doge ($MAXI) might look like just another glamorous meme coin, one that prides itself on having no utility, no underlying value, and simply chasing big pumps out of thin air.

But in reality, the project’s developers have put forward a surprisingly strong roadmap.

For instance, 40% of the total token supply has been reserved for marketing, covering PR campaigns, influencer collaborations, and relentless social media blitzes, all designed to make Maxi one of the top trending cryptos in the space.

The gym-bro humor and viral meme culture behind it give $MAXI the potential to break beyond crypto circles and reach everyday audiences, driving mainstream appeal and popularity.

For holders, the benefits don’t stop at potential price action. Owning Maxi unlocks access to weekly trading competitions, leaderboard prizes, and a thriving community of traders eager to share strategies.

The goal? To help everyone chase those outsized 1000x returns that are usually only reserved for institutional players with eight-figure capital.

Maxi’s mission is simple: bring those moonshot gains to the average Joe. And speaking of massive returns, the project isn’t stopping at CEX and DEX listings.

$MAXI is also eyeing futures listings, which could allow holders to take 1000x leverage bets, opening the door to life-changing profits for those willing to play the high-risk, high-reward game.

Best Time to Buy $MAXI? NOW!

As mentioned earlier, Maxi Doge ($MAXI) is currently in presale – just a few weeks in, in fact – meaning you can grab it at some of its lowest-ever prices.

Right now, 1 $MAXI is available at just $0.0002535, with the project having already pulled in over $1.45M from early investors.

To help you with the purchase process, here’s our step-by-step guide on how to buy Maxi Doge.

And for more information, visit $MAXI’s official presale website.

Disclaimer: None of the above is financial advice. The crypto market is highly volatile, so kindly do your own research before investing.

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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August 23, 2025 0 comments
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A single developer has remade Call of Duty 2's Carentan level with photo-scanned models, ray tracing and more
Game Updates

A single developer has remade Call of Duty 2’s Carentan level with photo-scanned models, ray tracing and more

by admin August 22, 2025


As well as boosting its GeForce Now cloud streaming with PS5 Pro-beating hardware and new peripheral options, Nvidia has also detailed some of its recent RTX Remix successes at Gamescom 2025. If you’re not familiar, RTX Remix is a set of tools for remastering old games with modern graphics techniques, converting ancient engines to support ray-traced lighting, shadow and reflections, new particular effects, higher-quality materials and so on. Specifically, the firm is announcing the winners of its RTX Remix contest, and showing off exactly what makes each fan-made graphics mod worthy of recognition. I took a look at some of the winning entries at Nvidia’s booth here in Cologne, and was particularly impressed by the RTX Remix of a seminal classic, Call of Duty 2.

The project is the work of a single developer, tadpole3159, who has been painstakingly photo-scanning real-world WW2 weaponry in order to produce a version of the game that holds up against modern competitors. Like other RTX Remix projects, the aim is to use physically-correct materials, tagging different assets in the game with what they’re made of so that they have realistic roughness, reflectivity and so on. With that in place, objects in the world can react realistically to changing lighting conditions, cast appropriate shadows and produce rough or clear reflections as appropriate.

Digital Foundry looked at the Call of Duty 2 RTX Remix project a little while back. Watch on YouTube

Descriptions of the mod state that tadpole3159 is a lead artist at a UK game studio, which perhaps explains how a single person has been able to create assets (at least for the Carentan level of the game) unassisted. The demo that I saw included hotkeys for changing the time of day, allowing you to see how the game world can change drastically from bright sunlight, to the dead of night, to varying levels of overhead cloud. (The developer is British, the Nvidia reps explained, so they found it easier to produce lots of convincingly realistic grey skies.) As well as the material upgrades, rooms are being upgraded with period-appropriate contents, walls get new details and foliage is expanded to lush excess. It dramatically changes the look of the game, and is an impressive effort for a project made in around two months.

The other RTX Remix projects highlighted by Nvidia are also worth perusing, as they’re all free downloads from the mod.db site. The ones I saw were Vampire: The Masquerade – Bloodlines, which uses more of a “use AI to upscale everything, then hand-make the really important stuff” approach, which manages to convincingly recreate the atmospheric feel of the game while ensuring the entire thing looks at least OK. Painkiller, by contrast, went for a more selective approach, with the developer creating full 3D replacements for what were previously flat textures or static objects, allowing for swinging torches that splash light around the room as they are shot into motion, and intricate ceiling supports that cast complex shadows to produce real depth. That approach requires a lot of research and insight into the original intents of the developers, but produces sterling results.


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Nvidia is also continuing to upgrade the capabilities of the RTX Remix suite, with a particle editor that arrives next month. The demo I saw was quite straightforward, showing a half-finished fire effect that was tweaked and tuned by adjusting sliders for particle size, number and gravity. The Nvidia rep explained that most games in the DX8 and DX9 era lacked proper particle editors, so modders normally have to create their own or work around the limitations, but the new tool should make creating particle effects like smoke, sparks, steam or fire much quicker.

If you’ve not played around with RTX Remix before, I’d recommend checking out some of the contest entries and seeing what you think of them – especially if you’re a fan of games in that 2002-2012 era. The full list of winners are as follows:

Image credit: Nvidia

Nvidia also announced that its newish Nvidia app would soon include an overlay for showing what DLSS and other overrides are active – making it much easier to go “did that actually work?” when upgrading to a newer preset – and RTX Hair is coming soon to Indiana Jones: The Great Circle, bringing fancier and more efficiently rendered follicles.

Have you played any RTX Remix projects? What’s your dream game to remake? Let us know in the comments below.



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August 22, 2025 0 comments
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