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Vampire Survivors’ developer created publisher to "share the luck" with other indie studios
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Vampire Survivors’ developer created publisher to “share the luck” with other indie studios

by admin September 16, 2025


Poncle founder and Vampire Survivors creator, Luca Galante, has said the team established publishing arm Poncle Presents to “give something back to the indie community.”

In a recent interview with GamesRadar, Galante, who developed and published Vampire Survivors under the studio name Poncle, explained that the (now expanded) team established its publishing arm to share what it learned from the game’s development with other indie studios.

“Basically, we got very lucky with Vampire Survivors,” Galante told the publication. “The game has been so successful that – we definitely made some mistakes when it comes to putting the game out there, but we learned a lot, and wanted to try to sort of share what we learned with other indies.

“It was a way to try and give something back to the indie community, share the luck.”

Indie studio Poncle revealed its publishing division, Poncle Presents, in September 2024, emphasising that it would not operate as a “traditional publisher” but would work more as a label or fund to enable people to “make their games.”

Galante said he sees “a lot of publishers I don’t like” and uses these to “define what a good publisher should be.”

He went on to explain that he sees “a lot” of publishers that “exploit the platforms just to make money,” by putting out “games that are incomplete or in early access that actually never get completed.”

Instead, Galante believes publishers should “make genuine games, genuine products, something that has some real value” and understand “that not everything can be a breakout hit.”

This is the reason Poncle Present plans to “keep supporting games post-launch” regardless of how successful they are because “once you put the game out there, you have an audience, and as big or small as it is, that audience deserves to be treated fairly.”

The publisher has so far released two titles, both indies under $5: Doonutsaur’s arcade roguelite Kill the Brickman and Nao Games’ hack n’ slasher Berserk or Die.

Poncle Presents is primarily focusing on small teams that are “very transparent in what they do,” with Galante seeing a publisher’s role as “making the developers and the players happy” rather than simply a business.

While there are currently no plans for a Vampire Survivors sequel, Poncle announced in 2023 that an animated TV show based on the hit roguelike had been greenlit.



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September 16, 2025 0 comments
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A woman with a laser sword looks over her shoulder.
Game Reviews

Heretic Prophet Will Be The Studio’s Most Expensive Game Yet

by admin September 12, 2025


It’s been almost a year since Intergalactic: The Heretic Prophet was teased at The Game Awards 2024. Naughty Dog’s upcoming sci-fi adventure doesn’t have a release window yet, much less a trailer showing what players will spend most of the blockbuster doing. But director Neil Druckmann did confirm it will probably be the studio’s most expensive game to date and reflect its growing ambition when it comes to delivering more expansive gameplay. Maybe that’s why had to ditch working on The Last of Us season 3 for HBO alongside his duties at PlayStation.

“What can I say and not say?” the veteran developer said, tip-toeing around spoilers and PR guidelines in a new interview with Variety. “I can tell you we’re in the thick of it. We’re making it, we’re playing it. We’re firing on all cylinders.” Set in a far-flung, alternate future, Heretic Prophet follows bounty hunter Jordan A. Mun (Tati Gabrielle) who begins unraveling the secrets of a remote planet after becoming stranded there during a mission.

“I’ve said this before, but I really mean it, I’m really feeling it right now: It’s the most ambitious game we’ve ever made. It’s the most expansive game we’ve ever made, maybe the most expensive, by the time we finish it. Troy [Baker] is in the game, and it’s been five years since I’ve worked with Troy, and I’ve got to do it again, and it was a lot of fun to be on the stage with him again.”

While he hedged on the upcoming PS5 exclusive’s budget, it doesn’t seem like a shocker that it will end up costing more than the last new game Naughty Dog shipped, 2019’s The Last of Us Part II. In addition to the rising costs of development on current-gen platforms, a new IP like Intergalactic: The Heretic Prophet will come with a hefty marketing price-tag as Sony tries to sell fans on the next big thing from the studio behind Crash Bandicoot, Jak and Daxter, and Uncharted.

Druckmann did give a slight tease in the interview of what we can expect from Intergalactic: The Heretic Prophet in terms of scope. “With The Last of Us, we added some RPG elements, we started playing with wide linear layouts,” he said. “Continue that trajectory forward, add sci-fi and you start to get the sense of what we’re doing, and then we’ve gotten even more ambitious than that. So really looking forward to see how it all comes together. I think you’re all going to be pleasantly surprised by it.”

While pressing up against the ceiling of vagueness, the comment seems to reaffirm that Heretic Prophet will showcase even more player freedom and agency within its world. Druckmann also confirmed actor Tony Dalton, who appears in the Last of Us TV show (he played Joel’s dad in a season two flashback), will appear in the game too, potentially alongside others from the HBO series (the show is up for three Emmys at this year’s awards ceremony on Sunday).

As for what comes after Heretic Prophet, Druckmann is still being cryptic about Naughty Dog’s future and what other projects it has in the works. There was talk of doing The Last of Us Part III after the last game but the team wanted to try something sci-fi instead. “I’m sure if Intergalactic is successful, you will see it again,” he told Variety. “Whether that will be our next game right after that, I can’t say, and I leave that door open. Not to be coy for this particular question, we want to see how we feel once we’re done with it and look at the options in front of us, because we have some other ideas that we’d like to explore as well.”



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September 12, 2025 0 comments
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Amazon MGM Studios developing Life Is Strange TV series
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Amazon MGM Studios developing Life Is Strange TV series

by admin September 8, 2025


Amazon MGM Studios has greenlit a live-action adaptation of Life Is Strange for Prime Video.

The series will be written by Charlie Covell, who also serves as showrunner and executive producer. Covell is known for writing The End of the F***ing World for Channel 4 and creating Netflix’s Kaos.

Dmitri M. Johnson, Mike Goldberg, and Timothy I. Stevenson from Story Kitchen are on board as executive producers. Story Kitchen will also produce the series alongside LuckyChap, Square Enix, and Amazon MGM Studios.

“It’s a huge honour to be adapting Life Is Strange,” said Covell. “I am a massive fan of the game, and I’m thrilled to be working with the incredible teams at Square Enix, Story Kitchen, and LuckyChap.

“I can’t wait to share Max and Chloe’s story with fellow players and new audiences alike.”

Amazon MGM Studios head of US SVOD TV and development Nick Pepper added: “We’re so excited for our global Prime Video customers to experience the dynamic world of Life Is Strange. The series is in the wonderful hands of Charlie Covell who has crafted a deeply captivating story based on the iconic video game.

“Charlie, and their fantastic collaborators at LuckyChap, Story Kitchen, and Square Enix, are the perfect team to deliver a monumental adaptation that will captivate […] audiences.”

A television adaptation of Life Is Strange has been in the cards for a long time, with Legendary Television initially attached to produce as noted by Variety.

“For years we’ve had so many people asking us to create a Life Is Strange TV show,” said Square Enix studio heads Jon Brooke and Lee Singleton.

“We’re so pleased to finally partner with Amazon MGM Studios who we trust will do an incredible job bringing our universe to life.”

Created by Don’t Nod Entertainment and published by Square Enix, Life Is Strange debuted in 2015. Deck Nine developed a prequel, Life Is Strange: Before the Storm in 2017.

Don’t Nod developed Life Is Strange 2 and The Awesome Adventures of Captain Spirit between 2018 and 2019, before the studio sold the franchise IP to Square Enix.

Deck Nine continued developing the series with Life Is Strange: True Colours in 2021 and Life Is Strange: Double Exposure in 2024.



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September 8, 2025 0 comments
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Rare's Louise O'Connor appointed chief of staff at Xbox Game Studios
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Rare’s Louise O’Connor appointed chief of staff at Xbox Game Studios

by admin September 2, 2025


Former Rare exec producer Louise O’Connor has been appointed chief of staff at Xbox Game Studios.

As reported by VGC, O’Connor — who has been at Rare for 25 years, joining at the time the team worked on the 2001 platform game Conker’s Bad Fur Day — has been redeployed after the fantasy adventure game, Everwild, was canceled earlier this year.

The studio’s former head, Craig Duncan, also left at the end of last year after he assumed the role of head of Xbox Game Studios following Alan Hartman’s retirement.

Everwild was canceled at the same time Microsoft made brutal cuts to its gaming division, coinciding with the end of Microsoft’s financial year on June 30. Around 4% of its headcount was laid off, impacting around 9,000 employees.

It was the fourth round of layoffs at Microsoft’s gaming division in 18 months, and Microsoft laid off another 3% of its staff back in May.



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September 2, 2025 0 comments
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Everwild's exec producer moves from Rare to Xbox Game Studios following cancellation and Microsoft layoffs
Game Reviews

Everwild’s exec producer moves from Rare to Xbox Game Studios following cancellation and Microsoft layoffs

by admin September 1, 2025



Everwild’s executive producer has a new role at Xbox, following the cancellation of Rare’s long-in-development project.


Amidst layoffs at Microsoft in July, Rare’s fantasy adventure Everwild was cancelled and a number of employees at the British studio lost their jobs.


Now, as reported by VGC, the game’s executive producer Louise O’Connor has moved to Xbox Game Studios as its chief of staff, following 25 years at Rare.

Everwild – Eternals Trailer – Xbox Games Showcase JulyWatch on YouTube


The move comes almost a year after former head of Rare Craig Duncan became head of Xbox Game Studios, after Alan Hartman retired.


O’Connor first worked at Rare on Conker’s Bad Fur Day for the N64. She later worked at the studio as head of animation and its incubation director, responsible for innovation.


Everwild was first revealed in 2019 as the next big project from Rare. It surfaced again in 2020 with a trailer (above) featuring gorgeous environments and creatures, but little was seen aftewards until its cancellation.


Notably, Rare veteran Gregg Mayles also left the studio in the wake of the Microsoft layoffs, after 35 years.

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



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September 1, 2025 0 comments
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Peek Inside the ‘Fallout’ Vault at Universal Studios' Halloween Horror Nights Hollywood
Gaming Gear

Peek Inside the ‘Fallout’ Vault at Universal Studios’ Halloween Horror Nights Hollywood

by admin August 30, 2025


Universal Studios is rolling out its houses of horror across the country—opening three major hubs that monster fans can make their Halloween season travel destinations—in this month’s theme park news.

io9 was invited by Universal to experience the very big bag of tricks and treats the theme park creatives are unleashing into the world for fandom fiends seeking thrilling frights. On the West Coast, Universal Studios Hollywood prepares to open the vault with the Fallout house inspired by the Prime Video series and Bethesda video game franchise, alongside its other horror property offerings, come September.

Meanwhile in Las Vegas, AREA15 has opened the gates of Universal Horror Unleashed, a desert warehouse that holds haunted gateways to chilling cinematic experiences. And of course things are already getting started at Halloween Horror Nights Orlando with Terrifier’s Art the Clown being set loose alongside the Five Nights at Freddy’s gang.

Universal Studios Hollywood Fallout lights on tour

© Gizmodo io9

HHN Hollywood creative director John Murdy walked through the Fallout house with press to explain the story guests would be experiencing nightly during the Halloween event’s run. “Going through the series, my initial reaction was, ‘Wow, this is a huge world,’ and there’s three different kinds of storylines going on with the show. There’s Lucy’s storyline where she’s searching for her father, there’s Maximus’ storyline with the Brotherhood of Steel, and then there’s the Ghoul and his storyline—kind of going from being a TV actor cowboy to his transformation into this bounty hunter character.”

“So what we decided ultimately to do is we would pretty much be following in Lucy’s footsteps,” he shared, as we saw the under-construction vault setting for the wedding leading to her eventual breakout through the vault door.

© Gizmodo io9

“So we’re gonna be taking you from the vault to the wasteland, meeting all the characters along the way,” Murdy continued, and elaborated that Hollywood’s version of the house will offer different set pieces than Orlando. One major difference is that the West Coast will get the mutated Yao Guai bear, whereas Florida will get the Gulper.

Murdy knew one thing for certain: “And then for us, when I saw the Super Duper Mart sequence, which is actually the fourth episode of Fallout, I was like, that is tailor-made for a finale to a Halloween horror house because it’s when all the ghouls are breaking out.”

Murdy acknowledged that the Fallout house would also include many Easter eggs for the show and the games, such as a final scare piece to hype up season two of the Prime Video series.

© Gizmodo io9

Murdy also discussed the making of the other major horror video game and now movie franchise Five Nights at Freddy’s with press on a more extensive and detailed BTS tour showcasing the Jim Henson’s Creature Shop puppets, which can be found here.

 

Universal Horror Unleashed at AREA15 Las Vegas

© Gizmodo io9

In Las Vegas, Universal’s year-round horror haven is now officially open with houses that feature The Texas Chainsaw Massacre, the Universal Monsters, The Exorcist: Believer, and HHN West’s fan-favorite Scarecrow. The Sin City attraction, which io9 attended as a media guest, is the gem of AREA15 Zone 2; it aims to attract immersive-experience fans to a new side of the Strip that elevates experiential entertainment and dining.

Universal Horror Unleashed features spooky sips and eats in addition to live acts, including HHN East’s icons Jack the Clown and Chance—who perfectly suit the chaotic clownery of Vegas.

©Gizmodo io9

Many HHN fans will notice that neither Orlando nor Hollywood features a Universal Monsters house this year and that’s because of Universal Horror Unleashed. And when we say it’s the best one yet, we mean it mostly because it finally debuts the Creature From the Black Lagoon as part of the action.

There’s a whole under-the-sea sequence where you wade past seaweed to come face-to-face with the creature that is swimmingly well executed. On top of that you’ll encounter Frankenstein’s Monster, the Bride, the Phantom of the Opera, Quasimodo, the Wolf Man, and the Mummy—along with the Gill-man—in an all-out mash that you’ll want to go through over and over again. For ticket information visit here.

©Gizmodo io9

Universal Studios Orlando HHN and Epic Universe

While we haven’t yet visited HHN Orlando, the fun officially kicks off this weekend with the annual event’s opening. To celebrate, Art the Clown from Terrifier has taken over the social media account to show he’s taken Jack’s place as the resident clown at Universal Studios in Florida.

© Gizmodo io9

And of course, if you’re hoping to see the Universal Monsters while you travel to the East Coast, you can make a day of it at Epic Universe with a visit to Darkmoor and Frankenstein Manor for Monsters Unchained—and then of course go scream your face off at HHN. There’s also no telling what monsters you’ll run into; there could be an Invisible Man or a wild Ygor looking for the Frankenstein creations.

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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August 30, 2025 0 comments
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PlayStation CEO doesn't want first party studios to "play it safe" but "fail early and cheaply"
Game Reviews

PlayStation CEO doesn’t want first party studios to “play it safe” but “fail early and cheaply”

by admin August 26, 2025



PlayStation CEO Hermen Hulst wants the company to mitigate expensive risks with its future games, following last year’s high profile failure of live-service shooter Concord.


Speaking to Financial Times (via IGN), Hulst reflected on Concord’s failure in comparison to the huge success of mascot platformer Astro Bot. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply,” he said.


Playstation has now put into place more supervision of Sony’s owned studios, to ensure Concord’s fate isn’t repeated. “We have since put in place much more rigorous and more frequent testing in very many different ways,” said Hulst. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

9 Adorable Astro Bot Gameplay Moments & Features That’ll Melt Your Heart – ASTRO BOT GAMEPLAY REVIEWWatch on YouTube


Analysts estimate Concord cost Sony around $250m, but was infamously shut down just two weeks after launch, resulting in the closure of its developer Firewalk Studio. Astro Bot, meanwhile, sold 1.5m copies in its first month and, by March this year, had sold 2.3m copies.


As a result of Concord’s failure, Hulst suggested to FT PlayStation isn’t so intent on releasing live-service games as it once was. That mirrors comments from Sony’s chief financial officer Lin Tao earlier this month, who admitted the company’s live-service strategy is “not entirely going smoothly”.


Indeed, Bungie’s Marathon reboot was indefinitely delayed after its initial unveiling earlier this year.


Instead, Hulst’s strategy is to grow Sony’s IP into long-lasting franchises, just as Astro Bot has gained positive notoriety with each game released.


“We take a very intentional approach to IP creation…understanding how a new concept can turn into an iconic franchise for PlayStation, that can then again become a franchise for people beyond gaming,” said Hulst.

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 26, 2025 0 comments
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Hermen Hulst, managing director and co-founder of Guerrilla Games, speaks during a Sony Corp. event ahead of the E3 Electronic Entertainment Expo in Los Angeles, California, U.S., on Monday, June 15, 2015.
Gaming Gear

After cancelling 8 of the 12 live service games Sony promised to release by 2025, PlayStation studios boss says the number doesn’t really matter: ‘What is important to me is having a diverse set of player experiences’

by admin August 25, 2025



By the time Sony started printing money releasing its exclusives onto PC, the company had made a name for itself delivering the biggest and best singleplayer games on the market. Its run of solo PS4 exclusives from Bloodborne to The Last of Us Part 2 was so strong that it blew Microsoft’s console strategy out of the water, in a way that the Xbox has arguably never recovered from. Even we PC heads with our vast Steam libraries had to acknowledge those games were pretty great.

Yet for the PlayStation 5, Sony decided it would almost completely ignore that legacy, and instead be all about live service. In 2022, former CEO Jim Ryan promised Sony would make and release 12 live-service games by 2025. As of 2025, only one of these—Helldivers 2—has enjoyed a successful launch. Seven were cancelled before release. Three are supposedly still in development (including the deeply troubled Marathon) and one of them was Concord.

It’s a strategy that has, so far, proven catastrophic, leaving the PS5 largely bereft of quality first-party exclusives. But if you thought gazing upon this virtual graveyard might cause Sony to reconsider its priorities, think again.


Related articles

Concord – Gameplay Trailer | PS5 Games – YouTube

Watch On

Sony Interactive Entertainment’s Studio Business Group CEO Herman Hulst was recently asked about Sony’s live-service strategy by the Financial Times (via GamesRadar), as part of an in-depth article about the company’s broader business strategy. “The number [of live-service releases] is not so important,” Hulst told the FT. “What is important to me is having a diverse set of player experiences and a set of communities.”

Instead of changing strategy to avoid massive live-service failures like Concord, or cancellations like The Last of Us Online, Hulst says he basically wants Sony to fail better. “I don’t want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply.”

To change these massive failures into, er, smaller failures, Hulst says PlayStation has implemented several new safeguards, such as “more rigorous and more frequent testing in many different ways.” According to the FT, this includes a higher priority on group testing, more cross pollination of ideas within Sony, and “closer relationships” between top executives. “The advantage of every failure…is that people now understand how necessary that [oversight] is.”

I would be more convinced by what Hulst says if Sony had demonstrated its PS4-era strategy no longer worked before going all in on chasing the theoretical live-service money train. Those glossy singleplayer titles were often enormously expensive to make, and selling games in general has become significantly harder over the last five years. But while Marvel’s Spider-Man 2 seems to have been a commercial disappointment, God of War: Ragnarok was the fastest-selling PlayStation title ever on launch in 2022, and had sold 15 million copies a full year before it came to PC in September last year.

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 25, 2025 0 comments
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GameFi Guides

‘Some Studios Won’t Survive’ as AI Takes Over Gaming, Says Google Cloud Exec

by admin August 24, 2025



In brief

  • Google Cloud exec Jack Buser warned that rising costs and stagnant play time have left studios with a broken business model.
  • A recent Google Cloud study said nine of 10 developers now use AI tools somewhere in production.
  • While critics fear job losses and backlash as AI reshapes game design, Buser said AI can create “living games.”

Generative AI is triggering an industry-wide reckoning in gaming—and some studios won’t survive the fallout.

That’s the warning from Jack Buser, global games director at Google Cloud, who says the industry is entering an upheaval as big as any in its history.

“Some of these game companies are going to make it, and some of them are not,” Buser told Decrypt. “And some are going to be born through this revolution.”

Buser, a 30-year industry veteran, works with publishers and studios to adopt cloud infrastructure and AI, from scaling multiplayer systems to analyzing player data and testing generative tools. That role puts him at the intersection of big tech and game development, where studios connect to Google’s servers and AI models to build, or sustain, their titles.

He pointed out that AI is arriving just as developers face mounting financial pressure and shrinking player engagement with new games.

“Over half of play time is in games more than six years old,” he said. “So if you’re making a new game, you’re competing for less than half of the available play time. And if you’re the creator of one of those older games, you’re struggling to keep it relevant and keep players engaged.”

Following decades of growth, the global games industry dipped post-pandemic, with revenues falling in 2022 before recovering. In 2024, it generated $182.7 billion, up 3.2% from the year before. Revenues are expected to rise to $188.9 billion in 2025, a 3.4% increase.

“You have a broken business model, and the result is layoffs, game cancellations, and other problems across the games industry in recent years,” Buser said.



However, Buser believes generative AI could be the industry’s way out. A Harris Poll commissioned by Google found that nine out of 10 developers are already using AI tools in some part of the production process.

“If you go use case by use case in your development pipeline, from concept to quality assurance, and you attack every use case with AI, you can have quite a radical reduction in development time,” he said.

Developers are testing generative tools aimed at changing how games look, feel, and evolve in real time. Buser called this the era of the “living game”—titles that use AI in real time to analyze player behavior and generate new content on the fly. Unlike traditional games, which rely on patches and downloadable content (DLC) drops, these systems could adapt in minutes rather than months.

“Take Darth Vader in Fortnite, for example—the player reaction was strong,” Buser said. “We’re just scratching the surface.”

But the rollout wasn’t smooth. When Fortnite introduced an AI-powered Darth Vader earlier this year, the bot spewed racist and homophobic slurs before Epic Games quickly patched the system.

Not everyone welcomed the experiment. Following the release, SAG-AFTRA filed a labor complaint against Epic subsidiary Llama Productions, accusing the company of replacing voice actors with artificial intelligence without union consent.

“This charge concerns the union’s critical role in negotiating terms concerning the replacement of bargaining unit work with AI technology,” a SAG-AFTRA spokesperson told Decrypt. “We are very supportive of AI tools to enhance the audience experience, but employers cannot implement these types of uses without coming to the union first and bargaining terms.”

Buser drew comparisons between the increased role of AI and earlier shakeups in gaming history—moments when technological shifts redrew the industry map. Some companies adapted to the move from cartridges to CD-ROMs. Others didn’t.

“You will see some companies that did not make it,” Buser said. “And then you see other just massive game companies today that were what I’ll call CD-ROM-native. This is the exact same thing happening now.”

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August 24, 2025 0 comments
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