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Microsoft increases price of Xbox Game Pass Ultimate, despite record subscription revenue last year
Game Updates

Microsoft increases price of Xbox Game Pass Ultimate, despite record subscription revenue last year

by admin October 2, 2025


Microsoft has increased the price of its Xbox Game Pass Ultimate subscription, along with a shake up of its tiers.

Game Pass Ultimate will now cost $29.99 / £22.99 per month. It includes access to over 75 day one releases a year, Microsoft stated in a new Xbox Wire post, as well as Fortnite Crew and Ubisoft+ Classics. Cloud gaming is also set to receive a boost in quality, and there’s a new Rewards programme too.

The price change comes with a change to the existing tiers. These are as follows:

  • Game Pass Essential ($9.99, £6.99, €8.99/month) – offering 50+ games across PC, console, and cloud
  • Game Pass Premium ($14.99, £10.99, €12.99/month) – offering 200+ games across PC, console and cloud
  • Game Pass Ultimate ($29.99, £22.99, €26.99/month) – offering 400+ games across PC, console and cloud

Day one game releases are only included in the Ultimate tier. The Essential tier is the smallest, curated library of games. Current Standard subscribers will be automatically upraded to the Premium tier.

PC Game Pass will remain available, will include Ubisoft games, and will continue to receive day one games. Its price has also increased – it will now cost £13.49 / $16.49.

Image credit: Microsoft

The Game Pass shake up comes alongside a change to Microsoft Rewards. From today, users will no longer be able to directly redeem Rewards points for Xbox Game Pass subscriptions.

Instead, you’ll need to redeem your points for a gift card in a denomination sufficient to cover the cost of the subscription, and use this to purchase.

Last month, ID@Xbox boss Chris Charla discussed the current state of Game Pass with Eurogamer, stating this year marks Xbox’s “largest investment in Game Pass to date”.

“Last year, we worked with over 50 teams to sign their first Game Pass deal,” he said. “This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

Charla’s comments follow criticism of the service, amid debate around how subscription services cannibalise direct sales of games, as well as questions on whether Game Pass is profitable.

This increase in the price of a Game Pass subscription would certainly indicate it’s not as profitable as Microsoft would wish it to be. That’s despite the subscription hitting almost $5bn in annual revenue last year, as Microsoft overall saw an 18 percent increase in revenue to $76.4bn.

It also comes just days after a hardware price hike in the US, with Xbox consoles now costing between $80 and $130 more.

Check our Xbox Game Pass guide for all the details on the games available.



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October 2, 2025 0 comments
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Xbox has made "largest investment in Game Pass to date" this year, countering recent criticism of subscription service's value
Game Updates

Xbox has made “largest investment in Game Pass to date” this year, countering recent criticism of subscription service’s value

by admin September 22, 2025


This year has marked Xbox’s “largest investment in Game Pass to date”, according to ID@Xbox boss Chris Charla.

Speaking to Eurogamer, Charla discussed the current state of the subscription service in the face of recent criticism, noting positive sentiment from developers and a desire to return for future projects.

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” said Charla. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

Xbox has received criticism for Game Pass in recent months. Arkane Studios founder Raphael Colantonio described the service as “an unsustainable model that has been increasingly damaging the industry for a decade”.

In a back and forth on social media on the “cannibalisation” of sales, Larian director of publishing Michael Douse added “smaller teams with new or riskier” games can benefit from Game Pass, but he prefers “Sony’s ‘lifecycle management'” method of adding games following initial sales.

Former PlayStation boss Shawn Layden discussed the perceived profitability of Game Pass in a discussion with GamesIndustry.biz. “There’s a lot of debates going on,” he said. “Is Game Pass profitable? Is Game Pass not profitable? What does that mean? That’s really not the right question to ask anyway.

“You can do all kinds of financial jiggery-pokery for any sort of corporate service to make it look profitable if you wanted to. You take enough costs out and say that’s off the balance sheet and, oh look, it’s profitable now. The real issue for me on things like Game Pass is, is it healthy for the developer?”

Meanwhile, Football Manager boss Miles Jacobson recently told Eurogamer player numbers for the series have skyrocketed since being added to subscription platforms.

“We built a whole business model around it,” he said. “You can’t just turn around and do this – this was before we launched on the subscription platforms, we’d been talking about it. And we’d been working out what we were going to do for five years – it was a five-year journey before we went with the first experiment, and then we did another experiment, and then we did another experiment, and then we learned from those experiments, and that’s when the full strategy was put in place.”

In a broader interview with Eurogamer on the state of indie games on Xbox, Charla noted the breadth of games showcased by Xbox at Gamescom. “It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” he said.



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September 22, 2025 0 comments
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Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix - series boss Miles Jacobson explains how
Game Reviews

Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix – series boss Miles Jacobson explains how

by admin September 20, 2025


“It was five, six years ago we celebrated two million players for the first time,” Miles Jacobson tells me, during our lengthy interview with the studio head at Football Manager developer Sports Interactive’s office earlier this summer. Checking that reference, it was indeed 2020 when the studio first announced that figure, with some pride. “And then we’ve really embraced the subscription platforms…”

Those platforms – Xbox Game Pass, PS Plus, Apple Arcade, Netflix and more – have had a marked effect on the series. From 2 million players in 2020, the series’ playerbase has skyrocketed. “As I sit here today,” Jacobson says, in the late summer, “and because I haven’t been on social media these numbers haven’t been [publicly] updated for a long time, so I’m glad you’re sitting down – as of when I last checked, we’re at 19.09 million players. Of which, 7.5 million have played for more than five hours. If you play a game for more than five hours, you tend to play for a lot longer.”

Of those, 2 million people played the game in the month of June alone, Jacobson goes on. “That’s for a game that has been out since November 2023.”

While going through the figures, Jacobson brings up a dashboard on the giant screen he has in his office. Total playtime: 1.7bn hours, for FM24 alone. Average playtime: 118.8 hours, “including all the people that have subscribed and played for an hour and then not come back.” Without those, that figure’s in the many hundreds.

And then the one that stood out the most to me: FM24, as of late this summer, actually had slightly more regular daily players than when it first came out. Two years after release, with no FM25 after that game’s shock cancellation and no additional, official updates or data patches to fill the gap, FM24 is effectively bigger than it’s ever been.

“We have nine times as many players; we have two and a half times the revenue,” Jacobson says, before adding quite understandably: “So we’re really happy with the partnerships.”

Those kinds of partnerships have been in the spotlight of late. Back in July, for instance, Arkane Studios founder Raphael Colantonio called Game Pass the “elephant in the room” of the conversation around Xbox parent company Microsoft’s large-scale layoffs. He referred to it then as an “unsustainable model that has been increasingly damaging the industry for a decade, subsidised by ‘infinite money’, but at some point reality has to hit.” He added, “I don’t think it can co-exist with other models, they’ll either kill everyone else, or give up.”

The sentiment has some backing – in a continued conversation on X with Michael Douse, director of publishing at Baldur’s Gate 3 studio Larian, who broadly echoed those points, Colantonio continued: “I’m fed up with all the bs they fed us at first like ‘don’t worry, it doesn’t impact the sales’, only to admit years later that it totally does.”

It all makes for interesting context for Football Manager’s huge success, something Jacobson attributes quite directly to subscriptions. FM is a relatively unique series of course, in that it’s annualised, has theoretically different audience to ‘core’ games, and is available on such a wide array of platforms, from PC and consoles to tablets and mobile. Nevertheless, Jacobson says there are specific things the studio has done to ensure its success on subscription services.

“We built a whole business model around it,” he says. “You can’t just turn around and do this – this was before we launched on the subscription platforms, we’d been talking about it. And we’d been working out what we were going to do for five years – it was a five-year journey before we went with the first experiment, and then we did another experiment, and then we did another experiment, and then we learned from those experiments, and that’s when the full strategy was put in place.”

Part of that strategy is in building up what Jacobson called a “long-term addressable audience”. In other words: those players who play the game for more than five hours. Essentially they become a kind of insurance against subscription revenue suddenly going away. “If the platforms decided they didn’t want us anymore, we would know that we have a lot more consumers to talk to,” Jacobson explains.

As for that revenue, the specifics of the deals these kinds of platforms make with publishers and developers are quite heavily guarded, but Jacobson could speak broadly to how that worked – how, for instance, does getting nine times more players in a game like Football Manager equate to 2.5 times the revenue, when the games don’t include any real in-game microtransactions for those extra players to spend on?

“Different platforms work in different ways,” he says. “Some of them work in a world of up-front fees and royalties. Some of them work in a way of royalties. Those royalties are different for different platforms, so some are based on eyeballs, some are based on playtimes… So what Epic does with their free weeks is very different to what Microsoft does with Game Pass, very different to what Apple Arcade does. Which is very different to what Amazon Prime Days do, which is very different to what Netflix does.”

An extra upside comes “if your sales don’t drop,” Jacobson adds, meaning a studio such as Sports Interactive gets the revenue from the royalties and revenue from sales of the games they would’ve always had. “We don’t see cannibalisation, which is an absolute key thing. But we work with a publisher that we’ve worked with for a long time, who happens to own us as well, who understands the nature of annual iterations.” The studio also has a five-year plan, Jacobson says, and publisher Sega its own 10-year plans, which factor in the timing for when certain deals might run out.

“We know when our deals are going to run out with these platforms,” Jacobson says. “If we can get a deal that makes sense for us, then we will do the deal that makes sense. If we don’t… we know how many customers have played for more than five hours, so we know what our target number is going to be to hit that year. So it actually helps us, being able to be in a – I can’t say fully ‘no-lose’ situation – but in most cases we’re in a no-lose situation.”

All that has left Jacobson almost unanimously positive about the services, at least in terms of how they’ve worked for Football Manager. “We’d love to stay with the partners, we work very, very well together, and it’s massively increased our audience – but I don’t control their businesses, and with any large business they can pivot, so we’ve protected ourselves from that, and that’s why it was so important to do that long-term plan first.”

As for that painfully protracted wave of layoffs, Jacobson put much of the industry’s difficulty down to games’ increasing competition for attention: “We are in the middle of a battle for eyeballs.”

“We are not just battling time for other games,” he adds. “We’re also battling for the time of people watching TV, people watching YouTube, music, videos – games are battling with streamers over eyeballs, because there’s only one set of eyeballs. It all ties into the same thing… you have games like ours that have huge playtime. You have games like Candy Crush or Clash Royale, but also games like Destiny that have huge, huge playtimes, and we’ve seen a lot more of those coming through.”

All of those games, he goes on, “are battling against everything else. Plus there are more games coming out now than there’ve ever been before. Literally thousands of games coming out each month. Not everything can survive. So the subscription platforms are part of it, but the whole market is part of it as well.”

Likewise, he adds, “you have to be realistic about the situation, which is: if there aren’t enough hours in the day for the games to be played, then there are games that aren’t going to be able to be made. That’s the reality, in my opinion, of what people have been going through the last few years… I think people probably realised there’s just too many games coming out, they can’t all be successful. And the budgets have gone up so much – budgets have gone up exponentially – so you have to sell a lot more than you had to sell five years ago to have a hit game. So it’s a perfect storm.”

That ultimately comes back to Jacobson and the team’s five- and ten-year plans – something which might insulate Football Manager as a series more than other games from the “infinite money” concerns raised above. “We’ve got my COO, we’ve got the comms team, we’ve got the finance team, we’ve got the BI team, and we’ve got the whole of Sega that we worked with to agree on that long-term plan,” Jacobson says. “And then I ruined it all by not releasing FM25.”

You can read much more from Jacobson on what happened to FM25 and what expect from FM26 in our big Football Manager interview with the Sports Interactive gaffer.



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September 20, 2025 0 comments
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Claude incognito
Gaming Gear

Claude will forget you for free, but memory requires a subscription.

by admin September 13, 2025



  • Claude’s new incognito mode is free for all users
  • Conversations with the AI will stay private and not be in your history or memory
  • The new features arrive with Claude’s newly upgraded memory system for subscribers to Claude Max, Team, and Enterprise

If you enjoy using Anthropic’s Claude AI chatbot but don’t really like the idea of your conversations lingering forever in the cloud, you’re in luck. Claude can now go Incognito, meaning any interaction will be private and unsaved. You won’t see it in your history or when you open the app.

In an industry where AI privacy often comes with a monthly price tag, Anthropic’s decision speaks to how explosively popular Incognito mode is among those leery of how much personal information digital tools absorb to be used at the whim of massive tech companies.

Claude now offers this kind of ephemeral, memory-free mode to every user on every subscription tier, including the free level. Just click the little ghost icon when starting a new chat, and it’s activated. The black border and label confirm your chat is incognito. When you close the window, it’s gone. No history. No memory. No trace aside from a temporary 30-day retention period for safety.


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As with web browsers, Incognito mode is great if you want access to a digital toolkit without everything you look at being a potential news story. Maybe you are embarrassed by your personal, speculative, or just plain weird question. Now you can ask about it without the fear that Claude’s going to bring it up later or incorporate it into a future response. It’s not just about hiding embarrassing questions. It’s about giving users a mental sandbox: a space to think out loud, test ideas, or learn something new without it becoming part of the chatbot’s long-term memory.

That long-term memory has just started rolling out now for Claude. Unlike Incognito mode, though, the memory features are only for Team and Enterprise subscribers at the moment.

Opting into the memory features allows Claude to recall context from conversations, remember previous projects in Projects Mode, store notes about your work preferences, and even help you pick up where you left off. Each project’s memory is isolated, which means your work chats won’t bleed into your personal writing.

Claude remembers

But here’s where it gets interesting: incognito mode and memory don’t compete. They complement each other. Use incognito when you want a clean slate, free from influence or history. Use memory when you want Claude to be a continuity machine, helping you carry long-term threads across chats and tasks.

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And if you’re the kind of person who changes your mind a lot about what you want remembered, Claude’s approach is refreshingly respectful. Nothing gets saved unless you opt in. And if you don’t want memory at all? You don’t have to use it.

It also sets Claude apart from some of its biggest rivals. While OpenAI’s ChatGPT and Google Gemini both offer their own versions of memory and private chats, they don’t make those distinctions quite as clear or customizable. Claude’s implementation feels unusually transparent thanks to its prominent labels and icons

Pick up where you left off with Claude – YouTube

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Not having the memory feature in place is both appealing and seems to negate some of the possibilities of an AI chatbot. They’re their own bubble and =can’t be converted into regular ones after the fact, so if you forget to copy something important before closing the window, it’s gone. You also can’t use incognito mode inside Claude’s “Projects” feature.

Still, the broader implication that people want to at least have the option for privacy in their AI chatbot conversations is obvious. Incognito mode lowers the barrier to entry for people who are curious about AI but wary of leaving a data trail. And, oddly enough, an AI that can also forget things or at least imitate the experience seems a lot more human than one with total recall.

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September 13, 2025 0 comments
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Subscription models like Xbox Game Pass are "not properly valuing" developers, says former Bethesda exec
Game Updates

Subscription models like Xbox Game Pass are “not properly valuing” developers, says former Bethesda exec

by admin September 8, 2025



Former Bethesda marketing chief Pete Hines has been chatting about the ups and downs of videogame subscription platforms, such as Microsoft’s Game Pass, PlayStation Plus and whatever the hell Ubisoft are calling theirs at the minute. Subisoftscription? UbiPassPlus? Answers on a postcard.

Hines is broadly of the opinion that subscription platforms are failing many of the developers who sign up to publish through them, though he cautions that his experience is out-of-date – he retired from Bethesda in October 2023.


In his time at Bethesda under Microsoft, Hines helped Bethesda bring Redfall, Hi-Fi Rush and Starfield to Xbox Game Pass. He seems to regret this. “I’m not working in any of these companies anymore, and so I don’t assume that everything I knew while I was in the industry still holds true today,” Hines told DBLTAP this month. “At the same time, I’m involved enough to know I saw what I considered to be some short sighted decision making several years ago, and it seems to be bearing out the way I said.


“Subscriptions have become the new four letter word, right? You can’t buy a product anymore. When you talk about a subscription that relies on content, if you don’t figure out how to balance the needs of the service and the people running the service with the people who are providing the content – without which your subscription is worth jack shit – then you have a real problem.


“You need to properly acknowledge, compensate and recognize what it takes to create that content and not just make a game, but make a product,” Hines went on. “That tension is hurting a lot of people, including the content creators themselves, because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making.”


Hines didn’t go into proper specifics, so it’s left to me, a no-nothing figures-averse jackass, to scrabble together what relevant insights I can in the closing seconds of this awful Monday.


The battle lines for whether game subscription services are The Industry’s second coming or the work of the Devil (why not both, etc) are pretty well-drawn at this point. Anecdotally, at least, subscription models appear to make people less willing to spend money on individual new games. They indisputably grant more power to platform holders and storefronts.


Platform holders such as Microsoft have often contended that the relationship between the New Hotness of subscription and the olde worlde approach of owning (a license to play) a game is complementary. They suggest that a healthy subscription business will spill over into separate purchases down the line – for example, people buying games that are no longer part of the subscription library.

Without wishing to portray myself as a comprehensive researcher – see “no-nothing jackass”, above – I have come across one study of Xbox Game Pass and PlayStation Plus that appears to bear elements of the latter argument out, showing that in contrast to the music or movie and TV industry, these subscription services have not “substantially cannibalized existing revenue streams”.


Still, that’s treating the income from games on those platforms as a block. Individual developers have reported different returns from adding their games to subscription platforms. Posting on LinkedIn this week in response to Hines’s comments above, former Xbox Game Studios vice-president Shannon Loftis suggested that games often suffer for appearing on Game Pass, unless they include a bunch of ways to make money after release. “While [Game Pass] can claim a few victories with games that otherwise would have sunk beneath the waves (Human Fall Flat, e.g.),” she wrote, “the majority of game adoption on Gap comes at the expense of retail revenue, unless the game is engineered from the ground up for post-release monetization.”


The other question is whether subscription models are really worth it for the platform holders themselves, given that historically, subscription models have tended to rely on undercharging at first, then belatedly raising the price and making your money back once you’ve got the audience hooked.

In July, Microsoft reported $5 billion in revenue from Game Pass over the past year. Sources have told Chris Dring, formerly of GamesIndustry.biz, that “Xbox Game Pass is profitable, even when you factor in the lost sales for its first-party teams”. It doesn’t appear profitable enough, however, going by Microsoft’s recent mass layoffs, but then again, it feels like Microsoft could pioneer a way to literally grow money on trees right now and still find cause to punt a hundred QA testers into the sea.


I don’t have a Game Pass subscription myself, partly because I’m trying to support the BDS campaign against Microsoft. In general, I don’t like subscription models because it feels like paying rent, and thereby teaches me to think of playing games as even more of a value-extraction exercise. I feel pressured to download and play a load of games to maximise the return on my investment, and then I start to loathe myself, because somebody poured heart and soul into e.g. that cottagecore feline frisbee simulator, and here I am shovelling it down to meet quota. How are you getting on with such things?



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September 8, 2025 0 comments
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Former Bethesda Boss Pete Hines Has Strong Words About Subscription Services In Gaming
Game Updates

Former Bethesda Boss Pete Hines Has Strong Words About Subscription Services In Gaming

by admin September 8, 2025



Subscription services in gaming are popular, and while they are very far from the only way to buy and play games, the profile of the business model is growing thanks in part to the backing of multi-trillion-dollar company Microsoft and its Xbox Game Pass service. Pete Hines, the longtime Bethesda marketing and publishing boss who retired after Microsoft bought his company, has now shared his thoughts on subscription services for games–and he has some issues.

In an interview with dbltap, Hines began by saying he doesn’t work at Bethesda anymore and is under no assumption that he what he knew when he was there still holds true today. That said, he believes he is involved enough in gaming still today to understand “what I considered to be some short-sighted decision making several years ago, and it seems to be bearing out the way I said.”

Hines said his main issue with a subscription service like Game Pass or others is that the economics might not always make sense–and that’s a critical point in a world with mass layoffs, studio closures, and game cancellations.

“Subscriptions have become the new four letter word, right? You can’t buy a product anymore. When you talk about a subscription that relies on content, if you don’t figure out how to balance the needs of the service and the people running the service with the people who are providing the content–without which your subscription is worth jack sh*t–then you have a real problem,” he said.

Hines went on to say a company behind a subscription service for games needs to “properly acknowledge, compensate, and recognize what it takes to create that content and not just make a game, but make a product.”

The “tension” inherent in the situation that Hines outlined is “hurting a lot of people,” including game developers, Hines said.

“Because they’re fitting into an ecosystem that is not properly valuing and rewarding what they’re making,” he said.

These comments appear to be aligned with what Take-Two boss Strauss Zelnick has said about subscription services. While the company might put some older titles on subscription services like Game Pass–and the company has done this with GTA 5–Zelnick said he wouldn’t launch a brand-new game into Game Pass because of the economics. Zelnick has acknowledged that Microsoft putting Call of Duty on Game Pass will no doubt help drive subscribers to the service, but the executive said this may only work “for a period of time.”

While Microsoft launches all of its first-party games into Xbox Game Pass on day one, Sony doesn’t do this with its own PlayStation Plus membership program. PlayStation’s former president Jim Ryan seemed to agree with Zelnick and previously discussed how this doesn’t make economic sense.

For its part, Electronic Arts has a subscription service called EA Play Pro, and for $17/month, members can get access to the company’s newest games at launch. Ubisoft, meanwhile, has a subscription service called Ubisoft+ ($18/month) that allows members to play new releases on day one.

Of course, subscription services are not the only way to access games today, and Microsoft has maintained from the onset of Game Pass that it’s just one option for players–they can always buy a game outright as well. Still, some fear that the economics of Game Pass could lead to troubled times down the road.

There has been significant upheaval at Microsoft in recent times, with the company enacting mass layoffs, cancelling games, and closing at least one studio. For the latest financial year, Xbox Game Pass generated nearly $5 billion annually for the first time.

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September 8, 2025 0 comments
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Decrypt logo
GameFi Guides

Silicon Valley Throws $100M at AI-Powered Mattress With a Subscription

by admin August 21, 2025



In brief

  • Eight Sleep landed a $100M Series D from Founders Fund, Y Combinator, and F1 investors, pushing sales past $500M
  • It’s AI “Sleep Agent” system adjusts temperature and heart rate, but users gripe about leaks, glitches, and black-box data
  • Celebrity fan club includes Elon Musk, Mark Zuckerberg, and Scarlett Johansson—while Reddit calls it a “glorified water bed”

Eight Sleep, a startup that sells $3,000 AI-powered mattresses with a monthly subscription fee, just raised $100 million in Series D funding, hoping to bolster a relatively novel idea within the consumer discretionary sector.

The round—led by Founders Fund, Y Combinator, Valor Equity Partners, and HSG (formerly Sequoia China)—also drew investments from F1 driver Charles Leclerc and McLaren Racing CEO Zak Brown.

The deal pushes the company’s valuation to about $500 million, with more than $500 million in Pod sales reported since launch.



Eight Sleep’s “Pod” system uses water-filled tubes in a mattress cover to adjust bed temperature between 55°F and 110°F (13-43 °C).

Built-in sensors track heart rate, breathing, and heart rate variability, which an AI system called Autopilot uses to tweak the environment in real time.

Prices start at $2,500 for the mattress topper, and climb over $4,000 for the whole system. Then there’s a $17–$25 monthly subscription for “advanced features”—because yes, even your mattress now needs a membership plan.

The company has amassed a high-profile fan base, including Elon Musk and Mark Zuckerberg. Scarlett Johansson swears by it, and biohacker Bryan Johnson, who spends $2M a year on anti-aging, is another user.

“This new funding enables us to accelerate the deployment of AI for sleep optimization, expand into medical applications like menopausal sleep and sleep apnea, and bring our technology to millions of people around the world,” CEO Matteo Franceschetti said in the announcement. The former lawyer, turned sleep obsessive, founded the company in 2014 after struggling with his own sleep issues.

But not all the feedback has been positive. On social media, users have shared stories about glitches that cause the system to stop working entirely, leaving them with an expensive, non-functional bed. Others have reported issues with water leaks and connectivity problems.

Woke up because my AI controlled bed is too cold. Went to adjust temperature and I can’t because the Eight Sleep app is currently broken. Can’t adjust by hand because I have a Pod3, not the upgraded Pod4 with physical controls.

Now I am stuck in a cold bed. This feels dystopian.

— Theo – t3.gg (@theo) June 16, 2025

The system’s AI has been called a “black box” by some users, who complain it does not provide transparent data.

Eight Sleep’s new funding will support the development of what it calls a “Sleep Agent,” an AI that will run thousands of nightly simulations to further refine a user’s rest. The company is also seeking FDA approval for medical applications of its technology, including treating menopausal hot flashes and sleep apnea..

The company says its AI models have processed over 1 billion hours of sleep data. With $100 million in fresh capital, the bet for Eight Sleep remains that its blend of hardware and software will continue to find a decent resting place, no matter the price.

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August 21, 2025 0 comments
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gta online podium wheel
Esports

Volkswagen gates a new vehicle’s full horsepower behind monthly subscription

by admin August 17, 2025



Volkswagen’s ID3 Pro and Pro S vehicles are some of their latest car models, and, while they look like a typical car the iconic vehicle manufacturer would deliver, there’s a secret under the hood.

For both of these models, the maximum horsepower is listed at 228bhp (brake horsepower). However, driving the vehicle normally, you can only push it to 201bhp. In order to get that extra power out of it, you’ll have to pay extra.

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At around $20 a month, $200 a year, or a lump sum payment of roughly $760 dollars, you can get that full horsepower.

And, while it’s difficult to imagine why the ID3 models are limiting themselves and forcing a paywall for users who want to put the pedal to the metal, Volkswagen explained their reasoning behind the change.

Volkswagen explains horsepower subscription service

The way that the sub works for their ID3 vehicles is incredibly bizarre. Rather than it being tied to any one driver, the sub is tied to the vehicle. So, for instance, if someone were to pay the full price of buying that power boost for life and they were to sell their ID3 secondhand, whoever got the car next wouldn’t have to pay for it.

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Volkswagen views the service as a way to offer people more power under the hood without having to sell them a new car.

“Offering more power to customers is nothing new – historically many petrol and diesel vehicles have been offered with engines of the same size, but with the possibility of choosing one with more potency. These traditionally are higher up in the product range, with more specification and a higher list price,” reads a statement sourced from Autoexpress UK.

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Volkswagen has released a vehicle that gates its full horsepower behind a paid subscription

Users have to pay a monthly fee of around $20 to drive the car at top speed pic.twitter.com/TMCh3748pb

— Dexerto (@Dexerto) August 17, 2025

“If customers wish to have an even sportier driving experience, they now have an option to do so, within the life of the vehicle, rather than committing from the outset with a higher initial purchase price. The car is presented on the configurator with [201bhp], with the option made very clear to customers.”

And, in all fairness to Volkswagen, it’s pretty rare that the average driver will have to push their car to the limit. However, there’s a great deal of backlash from potential buyers who would have to purchase the vehicle and then have to pay even more to unlock its full potential.

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However, Volkswagen’s business ventures aren’t all this contentious. They’ve started selling sausages and managed to sell more sausages than cars in 2024.





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A Volkswagen ID 3 electric car is seen in a glass cage during a press conference in Berlin on May 8, 2019. - Volkswagen launched pre-orders via a microsite at a press conference in the German capital today for the ID.3 1st Plus - a high-spec, launch edition version of the Volkswagen brand's first ID. model. The first deliveries of the vehicle on the MEB all-electric platform are scheduled in the sumer of 2020.
Product Reviews

Cars have had real-life DLC for a while, but now Volkswagen’s gone full pay to win, locking a car’s max horsepower behind a subscription

by admin August 17, 2025



Some of the execs at Volkswagen must like Gacha games⁠—so much so that, as reported by Auto Express, you now have to “subscribe” to get your car’s full horsepower output with one of its new models.

VW’s proposition is this: buy a new ID.3—the brand’s “entry level” (I remember when that used to mean <£20,000, not over £30k) electric hatchback—in some of the mid-level trims, and you get a somewhat piddling 201 horsepower. But if you’re feeling frisky, you can tack on a £16.50/mo subscription, or a one-time £649 fee, to break the paywall and unleash an extra 27hp. Sound familiar? Even to a novice gamer, this business model is probably old hat.

I’m no stranger to aftermarket car modifications “unlocking” more power. There’s more of a special DIY feeling there, like overclocking your RTX 5080 or modding Skyrim to make elderly people graphically coherent. But when features of your car are built in, and then the marque upcharges you to access them? That’s where you lose me.


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Back in my day, you bought Need for Speed: Hot Pursuit 2 for the Nintendo GameCube, and that was it. You got the full game. But over the last two decades, as triple-A publishers learned to master the art of consumer exploitation via DLC and subscription models, buying a game these days can feel like buying a work in progress. Trust me, I play Paradox grand strategy games.

Auto manufacturers, a notoriously conservative bunch, were much slower to adopt this particular technique of wringing their buyers dry. But subscription features did start slowly creeping in in the late 2010s, as cars became integral parts of the “internet of things,” or the increasing number of formerly analogue objects and appliances that now have internet connectivity for some reason.

BMW gained particular infamy for locking Apple CarPlay and heated seats (seriously, you can’t make this up) behind a paywall. Luckily, consumers reacted so poorly that the company reversed course on both. But as any survival game expert will tell you, the horde of zombies outside your shelter don’t go away just because they failed to break down your door the first time.

I play 98% of my PC games on Steam—including some pretty darn old releases. But recently I’ve been wondering, what happens if/when Valve goes under, or computer hardware advances to a point where my previous purchases are no longer compatible, or my library loses support in some other way? I bought my games on Steam, but do I really own them? When cars debut in early access, with paywall-locked features and live-service models, what happens when your trusty jalopy bricks while driving down the road? Oh wait; we already know.

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



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