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More Metal Gear Remakes Could Be Coming If Delta Is A Success
Game Updates

More Metal Gear Remakes Could Be Coming If Delta Is A Success

by admin August 24, 2025



Later this month, Konami’s Metal Gear Solid Delta: Snake Eater will bring a modern upgrade to Metal Gear Solid 3: Snake Eater, a game over two decades old. And if the new remaster does well, it may not be the last time Konami revisits an older Metal Gear Solid game.

When asked about other potential MGS remakes, Delta producer Yuji Korekado told Game Informer, “At the moment, we are focused on delivering Delta in the best possible way to the current generation, and once this game is released, if the fans feel they would like to see more from playing the game, then we would like to consider lots of other games in the future. For now, this is it.”

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“We are always thinking about what we could do for the Metal Gear series,” added producer Noriaki Okamura. “But in regards to remaking future titles, currently we’re just focusing on the now, and we thought what would be the best way to reach both the old fans and potential new fans as well.”

The most in-demand candidate for a remake may be Metal Gear Solid 4: Guns of the Patriots, which has been locked in on PS3 for 17 years. Metal Gear Solid: Master Collection Vol. 1 brought the original trilogy to consoles in 2023.

In a separate interview, Okamura and Korekado said they plan to hand the franchise over to a new generation of creators if Konami decides to make a new Metal Gear Solid games. The creator of the franchise, Hideo Kojima, recently indicated that he won’t play the new MGS Delta. Okamura has shared his admiration for Kojima and vocalized his desire to work with him on the MGS franchise in the future.

Ahead of Metal Gear Solid Delta: Snake Eater’s August 28 launch on PS5, Xbox Series X|S, and PC, Konami revealed that Platinum Games worked on a new version of Snake’s Nightmare, a secret mode from the original game. Meanwhile, original Solid Snake voice actor David Hayter shared his thoughts about Metal Gear Solid 5, which was the only primary game in the series he didn’t lend his voice to.



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August 24, 2025 0 comments
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New Black Myth game announced by Game Science, following Wukong success
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New Black Myth game announced by Game Science, following Wukong success

by admin August 19, 2025



Black Myth: Wukong studio Game Science has revealed it’s working on the next game in the series.


Black Myth: Zhong Kui will be an all-new follow-up, focused on the titular ghost-catching god who wanders between hell and earth. Like Wukong, it will be another single-player action-RPG rooted in Chinese folklore.


A brief teaser trailer was shown at Gamescom Opening Night Live, showing a couple of men hiding from a parade of mythical characters, including Zhong Kui himself riding a giant tiger.

Game Science’s New Title | Black Myth: Zhong Kui – Teaser Trailer (English Dub)Watch on YouTube


So why not release a Wukong sequel? Game Science explained over on the new game’s website.


“Upon completing the journey with the Destined One, we now aspire to take a tentative first step – to build more distinct game experiences, to challenge ourselves with bolder features, and to bring fresh ideas to our world and narrative design,” reads a Q&A.


“Zhong Kui came as a natural choice born of that aspiration and other contributing factors. We are confident that, in this new project, we can make refreshing changes, create new things, while taking a hard look at our past flaws and regrets. And to all friends who love Black Myth: Wukong: the westward journey won’t end here.”


There’s no release date yet, but it’s planned for PC and “mainstream console platforms”.


Wukong was a huge success for Game Science, selling 10m copies in just three days after its release last year. It’s considered China’s first AAA release and has paved the way for a whole string of Chinese-made action-RPGs on the way.

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 19, 2025 0 comments
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Daredevil Actor Charlie Cox Thrilled By Expedition 33's Success
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Daredevil Actor Charlie Cox Thrilled By Expedition 33’s Success

by admin June 24, 2025



Screenshot: Sandfall Interactive / Kotaku

Clair Obscur: Expedition 33 has an incredibly stacked voice cast. Final Fantasy XVI lead Ben Starr and Baldur’s Gate 3 star Jennifer English head the pack of expeditioners as Verso and Maelle, but perhaps the most recognizable voice among them all is Daredevil actor Charlie Cox. He plays Gustave, the swordsman and gunslinger, the first playable character you inhabit in the RPG. Notably, Cox hasn’t been that present in promoting the game, with Starr, English, and others in the cast making more appearances in trailers and panels. This isn’t too surprising, as Cox has been a bit preoccupied with his role in Daredevil: Born Again, but as Clair Obscur has risen in popularity, it seems Cox has been caught off guard by all the hype.

Disney+ Pulls The Abyss Over Controversial Rat Scene — Again

This weekend, Cox was a guest at the Washington State Summer Con in Puyallup, where he took part in a Daredevil panel alongside co-stars Elden Henson, Vincent D’Onofrio, and Wilson Bethel. While the group primarily talked about their time in the Marvel Cinematic Universe, Cox was asked about his work on Clair Obscur.t The actor admitted he hasn’t actually played the game himself, and seemed a bit frazzled talking about the game, given his knowledge of it is limited to the four hours he spent in the booth recording Gustave’s dialogue.

“I don’t mean to minimize it in any way, and it’s so cool [that] apparently the game’s awesome,” Cox said to the audience. “I’m not a gamer. I have no idea. I haven’t played it. My agent asked me if I wanted to go and do a voiceover. I was in the studio for four hours, maybe? People keep saying how amazing it is and ‘congratulations,’ and I feel like a total fraud. But I’m so thrilled for the company, and I’m so thrilled it did really well. That was it. Just FYI. Ask someone else a question, I feel uncomfortable.”

It was an endearing moment. Sometimes, a voice acting role is just something you hop into a booth for one day, and it doesn’t become a months-long gig. Given how quickly Cox was in and out, it’s amazing his performance is as good as it is. Gustave is one of the most endearing characters in Clair Obscur, with a ton of emotional range. Cox may be surprised that Sandfall Interactive’s RPG has blown up the way it has, but I hope he also realizes how much his character played a part in its success.

 



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June 24, 2025 0 comments
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Expedition 33 Actor Felt Like A "Total Fraud" After The Game Became A Massive Success
Game Updates

Expedition 33 Actor Felt Like A “Total Fraud” After The Game Became A Massive Success

by admin June 23, 2025



One of the big draws for Clair Obscur: Expedition 33 was its cast of voice actors, as the turn-based RPG featured the talents of Charlie Cox, Ben Starr, Jennifer English, and Andy Serkis. For Cox, the critical success of the game has not gone unnoticed by him, as he remarked that he’d only heard good things about it. Jokingly, the Daredevil actor said that he felt like a “total fraud” for having only been in a studio for several hours to record his lines as Gustave, who quickly became a fan-favorite character with players.

“I don’t mean to minimize it in any way, and apparently, the game is awesome. I’m not a gamer, I haven’t played it,” Cox said at Washington State Summer Con (via Culture Crave). “My agent asked me if I wanted to go and do a voiceover–I was in the studio for 4 hours. People keep saying ‘congratulations’ and I feel like a total fraud. But I’m so thrilled for the company, I’m so thrilled it did really well.”

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While Cox’s work for Expedition 33 was done in a day, his character still had a massive impact on the game, especially in its early hours and at the end of its first act. The performances of Cox and the rest of the cast have been widely hailed for their nuanced and emotional performances, which helped make Expedition 33 the best-reviewed game for several months.

Developer Sandfall Interactive has also been talking about what’s next for Expedition 33. The studio is looking at adding “a wide range of future improvements” including expanded localization and accessibility features. Sandfall is also preparing to start working on its next game, and while it is ready to say what exactly its next title might be, the studio did mention that it has some “great ideas” to work with on it.



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June 23, 2025 0 comments
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Peak becomes breakout indie success because people can’t stop joking about the name

by admin June 22, 2025



Peak, a small and relatively cheap co-op indie game about climbing mountains with your friends, has become a breakout hit on Steam. It sold over a million copies in its first week due almost solely to good word of mouth… and people making puns about the name.

In a gaming landscape dominated by big AAA multiplayer live service titles, there’s been a renaissance of co-op games for people who aren’t feeling competitive and just want to have a good time with their friends.

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Titles like Lethal Company, R.E.P.O., and Chained Together have shown just how powerful this formula can be. The fact that the price tag on these games is so much lower than the $80 standard makes them incredibly appealing for people who just want a couple fun gaming sessions with a group of friends.

Peak is the next big indie co-op game, and it has already sold over a million copies in the first week after launch due to a deceptively simple marketing strategy.

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Indie climbing game Peak sells a million copies in a week

For big gaming companies, games often have to sell millions of copies just for them to break even. But the wonderful thing about indie game dev is that a really solid idea executed well can create a game that’s truly special that doesn’t break the bank. Enter Peak.

Peak is a co-op climbing game where you’re tasked with traversing four different biomes, each of which have different weather conditions, to try and make it to the peak of that day’s mountain.

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The maps swap every 24 hours, giving players a new experience every time they open the game. So, despite it only being $5 on Steam, people can expect huge value out of this title and something they can play with friends for years to come.

🏔️PEAK is OUT NOW on Steam‼️

Scale the mountain as a group of lost nature scouts (or solo) in this co-op climbing game

Work together, communicate, and support your fellow scouts to make it to the peak… or perish 💀

Finally… we made PEAK pic.twitter.com/6kssz85I54

— AGGRO CRAB 💥 (@AggroCrabGames) June 16, 2025

Aggro Crab, a studio that helped with development on this game and has released successful indie titles like Another Crab’s Treasure and Going Under, was surprised and a little irritated by just how successful Peak has been.

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“why did this stupid jam game sell more copies than another crabs treasure im gonna crash out,” Aggro Crab said on their official Twitter account.

For those unfamiliar, a jam game is when devs get together and essentially speedrun making a game, using existing in-engine tools and a solid core concept to flex their creative muscles and just make something. This was a collab between them and Landfall, the studio behind games like Clustertruck, with them just wanting to make something cool. Turns out, they made Peak.

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The name accidentally created a viral marketing campaign that cost them nothing and gave them a breakout hit.

One tweet that people thought was funny garnered millions of views while simultaneously linking out to a Steam page where people could buy the game for cheap. Some AAA game devs wish they had marketing this smart.

They also made a little guy named Bing Bong that people just really like. So that’s something.

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And, while that $5 price tag certainly helps with selling copies, especially since someone could feasibly spend $20 bucks to give their friend group something new to play together. But it may also just be selling because, well… it’s Peak.

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June 22, 2025 0 comments
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Gex Trilogy celebrates "success" by adding missing feature European fans have been hoping for
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Gex Trilogy celebrates “success” by adding missing feature European fans have been hoping for

by admin June 17, 2025



Just a day after its launch, the Gex Trilogy – which bundles together the cult-classic 90s platformer Gex and its two sequels – has officially been deemed a success. And publisher Limited Run Games is celebrating the occasion by reinstating a conspicuously absent audio feature that should please European series fans no end.


The Gex Trilogy, if you’re unfamiliar, gathers together developer Crystal Dynamics’ original 2D outing (which launched for PS1 back in 1995), plus its two fully polygonal sequels; that’s 1998’s Gex: Enter the Gecko and 1999’s Gex 3: Deep Cover Gecko. Limited Run’s bundle isn’t a remaster as such, but it does include a variety of modern-day niceties, including native widescreen support, save states, and the ability to rewind the action.


Throw in a whole bunch of artwork and archival material, and content-wise the Gex Trilogy is probably as close to a definitive release as fans of the ageing mascot platformer could hope for. With one notable exception: it only launched with Dana Gould’s portrayal of suave lizard protagonist Gex, as heard in the US release, while the PAL version’s very different vocal performances were nowhere to be found. Until now that is.

Gex Trilogy features trailer.Watch on YouTube


“Thank you for making the launch of Gex Trilogy a huge success!,” Limited Run wrote in an announcement on social media. “It’s been in the works for a while and we’re finally able to announce that the PAL versions of Gex 2 & Gex 3, featuring the voices of Leslie Philips and Danny John-Jules, respectively, will be added in an update!… We’re excited for European Gex fans to relive these games the way they remember and for others to hear them for the first time!”


As it happens, anyone that owns the Gex Trilogy on Steam can enjoy Philips and John-Jules’ portrayal of Gex right now. Once the newly released update has been installed, players can select the PAL versions of Gex by changing the regional flag on the menu before starting the game. Limited Run notes these European versions are entirely separate builds, and save data is not transferable. Today’s update also remaps the default keyboard controls for all three games following complaints at launch, but Limited Run is yet to address other customer concerns, including audio issues and a lack of upscaling or anti-aliasing.


As for PlayStation 5, PS4, Xbox One, Xbox Series X/S, and Switch, they’ll be getting PAL voices just as soon as the patch “has completed certification”.



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June 17, 2025 0 comments
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Ripple XRP News
NFT Gaming

XRPL Success Might Not Boost XRP Price, Ripple CTO Admits

by admin June 6, 2025


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

Ripple’s chief technology officer David “JoelKatz” Schwartz used the annual XRP Las Vegas gathering to acknowledge publicly, for the first time, that the company’s constellation of products now constitutes what can “be considered a financial system.” Yet even as he laid out an expansive vision of on-ledger banking functions, Schwartz conceded that the link between that system’s growth and the market value of XRP itself remains “very hard to do” and ultimately uncertain.

Ripple CTO Casts Doubt On XRP’s Price Destiny

The exchange that forced the admission began when independent reporter Vincent Scott asked the CTO whether Ripple’s three pillars — the RLUSD dollar-pegged stablecoin as unit of account, the XRP Ledger (XRPL) as permissionless payment rail and XRP as settlement asset or “gas” — could be read as a complete financial architecture. “Yes, you can consider those things a financial system,” Schwartz replied, shaking Scott’s hand before the latter recorded a confirmation video that quickly circulated on X.

Hours later the CTO elaborated on X: “I did say that you could consider the XRPL together with other things Ripple has built to be a financial system. I hope over the next few years it can provide a significant fraction of the financial services that people need every day, from payments to investments to loans.” That ambition rests in part on RLUSD, a dollar-pegged stablecoin whose public rollout began on December 17, 2024 and which is now live on both the Ripple’s native ledger and Ethereum.

Community discussion quickly pivoted to whether XRPL’s expanding palette of assets might dilute attention on token itself. Schwartz pushed back but conceded nuance: “The XRPL is more than just XRP. There are stablecoins, there will be tokenized real-world assets, loans of all kinds of things. A DEX doesn’t work with just one asset,” he wrote. “But XRP has a privileged place on XRPL. It’s the only asset that any account can receive. It’s the only asset without a counterparty. Pathfinding checks for XRP liquidity first. Autobridging makes offers to and from XRP more likely to be taken. It’s the only asset you can pay transaction fees with.”

That architectural primacy does not translate automatically into price appreciation, a point Schwartz emphasized in a second thread: “The question to ponder is how much value XRPL can generate and to what extent that can turn into XRP value. That’s very hard to do though. For example, it’s very hard to know how much of XRP’s value today comes from XRPL’s value.”

Market data underscore the ambiguity. XRP changed hands Friday at roughly $2.14, only marginally higher than a week earlier despite a flurry of bullish chart projections that target the $3 level and bullish news from the XRP Ledger ecosystem.

Ripple’s broader corporate maneuvers highlight where that future throughput may originate. In April the company agreed to buy multi-asset prime broker Hidden Road for $1.25 billion, a deal that will see the brokerage use RLUSD as collateral and route a slice of its $3 trillion in annual trading volume through XRPL once the acquisition closes. If that pipeline materializes, the ledger could handle an order of magnitude more value than it does today; whether that translates into sustained demand for XRP liquidity is, by Schwartz’s own assessment, still an open research problem.

For now, investors are left weighing two countervailing forces: an expanding ledger that aspires to replicate retail and wholesale banking functions on-chain, and a native currency whose value capture mechanism, though privileged, is not mathematically fixed. As Schwartz told attendees, “That’s very hard to do.” The market will decide whether the difficulty lies in modeling the relationship — or in realizing it.

At press time, XRP traded at $2.12.

XRP remains above the 200-day EMA, 1-day chart | Source: XRPUSDT on TradingView.com

Featured image created with DALL.E, chart from TradingView.com

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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June 6, 2025 0 comments
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The forces behind the astonishing success of drug dealing simulator Schedule I
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The forces behind the astonishing success of drug dealing simulator Schedule I

by admin June 4, 2025


Schedule I is one of the most surprising success stories of 2025. TVGS’ drug manufacturing and dealing simulator rocketed to the top of Steam’s Global Top Sellers when it released in late March, and has remained among the bestselling games on the platform ever since.

More remarkable still, Schedule I was created by a solo developer with minimal marketing budget.

How, then, did Schedule I navigate a fiercely competitive Steam market, which in March saw major releases like Split Fiction and Assassin’s Creed Shadows alongside dozens of indie games, to become one of 2025’s biggest hits? The answer is a combination of an appealing theme, a potent mix of mechanics that appeal to numerous audiences, broader shifts in player tastes, and good old-fashioned luck.

The most obvious contributing factor to Schedule I’s success is its subject matter. A game about building a criminal empire through the manufacture and distribution of drugs, Schedule I blends business management, open world exploration, driving, and combat all linked together through the theme of criminality.

“[Crime] is a subject matter that many major publishers steer clear of, despite Grand Theft Auto proving that there is a massive opportunity for more gritty gameplay experiences.”

Katie Holt, Ampete Analysis

In this manner, Schedule I bears many surface similarities to Grand Theft Auto, which likely played into its appeal. “With Grand Theft Auto 6 on the horizon – albeit delayed until May 2026 – players are eager for something to fill that space, and indie developers are much faster at responding to trends than larger gaming companies,” says Katie Holt, senior research analyst at Ampere Analysis.

Indeed, players have been waiting for a new Grand Theft Auto for more than a decade, and few games have attempted to fill the gap left by Rockstar across that period. This is very different from twenty years ago, when GTA had numerous imitators (like the Saints Row and True Crime series) that aspired to carve a slice of its criminal empire.

“[Crime] is a subject matter that many major publishers steer clear of, despite Grand Theft Auto proving that there is a massive opportunity for more gritty gameplay experiences,” Holt observes.

Yet while Schedule I shares a theme and some broader systems with GTA that may have attracted some fans of Rockstar’s games, it’s built upon different foundations. Schedule I is all about the process of drug dealing, featuring detailed systems for manufacturing various narcotics and a comprehensive management layer for controlling the day-to-day operation of your business.

Part GTA, part sim

This enabled Schedule I to capture another significant Steam audience, simulation enthusiasts. “Schedule I has a great twist on the ‘first-person levelling-up’ simulator grind,” says Simon Carless, founder of GameDiscoverCo. “Since Supermarket Simulator unlocked a perfect combo of resource management and small business grind in February 2024, there’s been a series of ‘simulator’ games that are easy and intuitive to control, and have the gameplay loop dialled-in. Schedule I is really a continuation of this.”

Crucially, Schedule I’s simulation is rich enough to appeal to sim lovers, but it isn’t so interactively detailed as to put off players who come to it for GTA-style criminal shenanigans. Its drug manufacturing process is presented as a sequence of fun, highly tactile minigames, while its art-style is cartoonish and lighthearted.

“PlayWay-adjacent hit Drug Dealer Simulator always felt more grim and fiddlier than Schedule I, which has South Park-ish characters and wit. So there’s just something that’s a bit more intuitive and mass market about it,” Carless adds.

Alongside the underlying quality of the game and the overlapping audiences it is able to court, Schedule I may also have benefited from a broader shift in gaming tastes. “Over the past couple of years, we have seen viral hits made by smaller developers pop up all over. Balatro, Content Warning, Lethal Company, Chained Together, etc,” says Michael Wagner, Senior Market Analyst at Newzoo.

“There have also been notably fewer AAA titles (outside of the annual release titles like Call of Duty and EA FC) that have been showing up since 2023. This may be creating more breathing room for these types of titles to get in front of more players.”

All three analysts agree that a key element in Schedule I’s success is the inclusion of cooperative play. “Having a robust co-op mode can aid in the longevity of a title, particularly when a strong community is built around it,” Holt explains. Wagner further points out that like many co-op games, Schedule I has a relatively low price point. “These titles are often more accessible from a price perspective ($20 and less), particularly for co-op games, making it easier for entire friend groups to pick up copies and play together.”

Carless, meanwhile, notes that Schedule I has been “getting a lot of added juice and influencer reach from super-entertaining co-op gameplay. Your favorite streamers hiding in a dumpster from the cops? It’s a big multiplier of interest.” Indeed, without any coordinated marketing, Schedule I has relied on viral sharing to attract its huge audience.

“The significance of virality cannot be overstated, it has the potential to put a title in front of millions of players, something that is simply out of budget for many indie developers,” Holt says.

She points out that several large streamers played the title, with a CaseOh stream peaking at over 78k views on Twitch [according to Twitch Tracker] and a Penguinz0 video reaching over 1.7m views on YouTube. Tiktok was also a significant source of attention for Schedule I. As of May 12, 82,000 posts were made using the hashtag ‘schedule1’.

Schedule I bears many surface similarities to Grand Theft Auto, which likely played into its appeal

Of course, there are no guarantees as to whether or not a game will go viral. “It often takes an incredible amount of luck for a game like Schedule I to make a pop like it has,” Wagner notes. “A big streamer happens upon it and gives it reach. Maybe it gets picked up by the TikTok algorithm.

But sometimes, it is just the right game at the right time.” Holt, though, points out that viral success is “part luck and part skill: Schedule I would not have gone viral without its unique combination of mechanics and solid gameplay loop.”

There is one other key element to Schedule I’s viral spread: its demo. In December 2024, roughly four months before Schedule I released into Steam early access, TVGS offered a ‘Free Sample’ demo that exploded in popularity prior to the game’s launch.

“Schedule I’s ‘Free Sample’ demo started blowing up with influencers at the beginning of March,” Carless explains. “The game made GameDiscoverCo’s unreleased Steam ‘trending’ chart multiple times [that] month. So it wasn’t a complete surprise if you’d been looking at CCU for unreleased Steam game demos.”

All of this contributed to making Schedule I an instant hit. What remains to be seen is the longevity of that success. While the game remains high on Steam’s list of Global Top Sellers, it has dropped down the rankings slightly over recent weeks. Player counts have also dwindled significantly in the last month.

This isn’t unusual for a game with a limited amount of playability, however. Moreover, Schedule I is unfinished, with TVGS planning regular updates to the game for several years before it is complete. Given its existing audience, a consistent run of updates could well maintain Schedule I’s success for years to come.



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June 4, 2025 0 comments
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CD Projekt Red reflects on its hubris following The Witcher 3’s success, and how that led to Cyberpunk 2077’s problems: ‘I think that was the beginning of a bit of magical thinking for the company’

by admin May 25, 2025



The Witcher games are one of the clearest examples of improvement over a series in videogame history. No backsliding here: The Witcher was a mess, The Witcher 2 was genuinely quite decent, and The Witcher 3: Wild Hunt was a masterpiece. The Witcher 3’s success put CD Projekt Red on Sony’s speed-dial, but it had other consequences as well.

The Witcher 3 at 10

(Image credit: CD Projekt RED)

To celebrate its 10th anniversary, all this week we’re looking back on The Witcher 3—and looking ahead to its upcoming sequel, too. Keep checking back for more features and retrospectives, as well as in-depth interviews with the developers who brought the game to life.

“It gave us confidence that we can deliver a truly ambitious and engrossing RPG of a big scale,” says Michał Nowakowski, joint CEO and member of the board, speaking to PC Gamer’s Joshua Wolens. “And that we can punch above our weight and we can get head to head with the big ones. I remember, I was like, really, really afraid of the standard that Dragon Age: Inquisition’s going to set,” Nowakowski recalls.

While the two did duke it out for RPG of the Year awards (“I thought it was a fantastic game,” Nowakowski says of the competitor), The Witcher 3 was such a smash it changed expectations at CD Projekt Red. “That gave us confidence,” Nowakowski says. “Maybe in many ways even too much confidence looking back, to be honest, because I think that was the beginning of a bit of magical thinking for the company, which only stopped after Cyberpunk.”


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Or as Adam Badowski, CD Projekt Red’s other joint CEO and member of the board puts it, “We turn from underdog to the company that is visible in the industry.”

The idea of magical thinking brings to mind BioWare magic, the idea that a troubled videogame will inevitably come together during the final stage of development because that’s what happened last time. And while the concept’s been torn apart repeatedly, it persisted because so many videogames do come together at the last moment. Even a classic like Thief: The Dark Project wasn’t fun to play until it was almost finished.

“I do remember, for The Witcher 3 specifically, seeing a version of the game that was put together, I think it was like February, 2015?” Nowakowski recalls. “I remember I walked up to Adam and said, ‘How are we in a good shape? Because that looks really not that great.’ You know, like, ‘Don’t worry. We’re gonna make the final push with the patch. That’s gonna be a day-zero patch.’ I remember talking to some of the key tech people, and they were tired—exhausted, to be honest—but it’s OK. We’re gonna make it happen. And they did. Of course there were a lot of patches afterwards, but the whole thing was like a force of nature. Lots of chaos, and a lot of final-moment efforts over there, without I think proper planning.”

(Image credit: CD Projekt Red)

The fact The Witcher 3 came together in that final push didn’t help the way the studio thought about things. “Everybody felt I think for a few moments that whenever something’s going on, we’re gonna have a magic fairy at the end that’s gonna come down and sprinkle some dust, and things are gonna be OK,” Nowakowski says. “I’m of course exaggerating, but there is some truth in that. So that’s a negative change. The positive change was that confidence, which I think helped us to build the ambition, which I still think is a big value of the company.”

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Cyberpunk 2077’s development demonstrated both the benefits of ambition, and the risks of overconfidence. Even as the studio got bigger, Nowakowski says, “A lot of things were developed in almost isolation, as weird as it may sound, so we sometimes didn’t see the actual effects of how it actually interacts until it was put together.” If those things developed in isolation don’t magically come together, you end up with a game full of disconnected systems, and sidequests that feel like they don’t mesh with the main questline. Which is to say, you end up with Cyberpunk 2077.

The Witcher games were developed in a similar way, Nowakowski says, but the issues that resulted were easier to fix. “It was probably never fine,” he says, “but it worked when the scope of the games were smaller. Like for Witcher 1 and 2. But I think at The Witcher 3, we could already hear the boat is creaking a little bit.”

(Image credit: CD Projekt)

Following the launch of Cyberpunk 2077, the studio worked to tear down that isolation. “I don’t want it to sound like it was all chaos, you know, burning cart on fire, because that would also not be true,” Nowakowski says. “We had great producers, and there was a lot of planning involved that made sense.” But the processes at CD Projekt Red in need of addressing finally were, “and that’s a big change that happened after Cyberpunk.”

When you’re spending $81 million to make a game like The Witcher 3, and $320 million on Cyberpunk 2077’s launch version, you don’t get to be the underdog any more. It can be hard to let go of the idea you’re the upstart rebels disrupting an industry and approach work more responsibly, though. “It was cool to be underdog,” says Michał Platkow-Gilewski, VP of PR and communication. “Yeah, it’s sexier.”



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May 25, 2025 0 comments
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