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Troleu's demo is for anyone who's ever wanted to physically kick someone out of a moving bus
Game Updates

Troleu’s demo is for anyone who’s ever wanted to physically kick someone out of a moving bus

by admin June 18, 2025


There is no option in bus conducting sim Troleu to warn fake pass holders or ask them to leave. You simply exit the conversation and immediately start booting them unconscious, then open the nearest door and either toss or kick them out, at which point they fly off down the street like a crisp packet in a gale. Here’s a link to a Steam page with the demo. Have a great day.

Sometimes, passengers enter the bus with the sole goal of assaulting you. You do a little punching minigame, and boot them off down the street too.

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Otherwise, the game’ll feel familiar to anyone who’s played a till ’em up like TCG Card Shop Simulator. You take cash, give change, scan cards, and occasionally check passes for expiry dates or extremely suspect photographs. Some people enter with bluetooth speakers or whinging babies and you have to tell them to quiet down, and most of them are thankfully pretty cooperative, although I haven’t played enough to confirm that baby kicking is 100% not in the game. Actually, hang on a sec.

Oh. Oh, yeah you actually can. Do what you want with this information. Nobody is forcing you to boot the children. Here are some less monstrous features:

Embark on a wild ride in TROLEU, a wacky first-person action game where you step into the shoes of a trolleybus conductor. Experience the bizarre yet oddly captivating routine of public transportation, where ensuring passengers’ travel validity becomes your top priority. Welcome aboard, where the everyday becomes extraordinary, and getting off at next stop isn’t an option since now you’re the one in charge!

To keep you on your toes, there’s both a passenger annoyance meter and your own boss, the ticket inspector, to contend with, who makes sure you haven’t been letting on fare dodgers. I am as yet not fully convinced there is more than 15 minutes of fun here but it is a very good 15 minutes. The full game is “coming soon”. Shout out to the Games To Get Excited About showcase for putting this one on my radar. I’ll kick you off last.



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June 18, 2025 0 comments
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Phasmophobia Bleasdale Farm rework images
Gaming Gear

‘It didn’t exist and I wanted to play it’: Phasmophobia’s lead dev got tired of trawling around Steam for a co-op horror puzzle game so decided to just make it himself

by admin June 16, 2025



When Larian Studios’ CEO Swen Vincke took the stage at The Game Awards to present Game of the Year he also relayed a bit of advice to other studios: Make a game that you want to play yourself, and your game will do well. Something that Daniel Knight, CEO of Kinetic Games and lead developer, did years ago with Phasmophobia.

“I don’t think there’s any main inspiration [for Phasmophobia],” Knight says in an interview with Andrea Shearon at Summer Game Fest. “The whole reason why I made [Phasmophobia] was because it didn’t exist and I wanted to play it.

“I got impatient waiting for a game to come out. I was constantly looking at the Steam store and waiting for something to come out; there was never anything. So I was like, I’ll just make it myself.”


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Knight also theorises that Phasmophobia’s uniqueness was one of the reasons why it performed so well. I had certainly never played anything like it before, and I’ve played a lot of co-op horror games.

The other reason why I think Phasmo did so well, other than that fact it came out at the end of 2020 when people were still locked inside their homes trying to find new ways to entertain themselves and hang out with friends, was thanks to its odd take on horror games.

(Image credit: Kinetic Games)

Knight also told Andrea during this interview that he doesn’t even really like horror games, nor does he play a lot of them. Phasmophobia was actually made with the intention of creating a VR puzzle game which you could try and solve together with a bunch of your friends. The ghosts and scares all came second to that.

But just having the vision of something you want to create isn’t always enough. “[Phasmophobia] originally was a VR-only game, and I’d worked at a VR company so we did VR things before,” Knight says. “I took that knowledge to make a VR puzzle horror game. At the time there weren’t very many co-op horror VR games, and I was a huge fan of VR, so I just wanted to make something like that.

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

“But it’s very hard to make a co-op VR game on your own. So I ended up forcing it to be able to play without VR, and then I could get friends who didn’t have VR to help play test it.”

Phasmo does offer a VR mode now, but as someone who doesn’t own an Oculus or any VR kit, I’m very happy that this switch was made. It has meant that I had the chance to experience all the hilarity and horror which comes with hunting ghosts with friends.



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June 16, 2025 0 comments
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Everything you wanted to know about games journalism from a PR veteran (but were afraid to ask)
Esports

Everything you wanted to know about games journalism from a PR veteran (but were afraid to ask)

by admin June 10, 2025


Games journalism is in a pretty different state to how it was five or ten years ago. Sell-offs, layoffs, the rise of content-harvesting AI, worked-owned outlets, and wildly unpredictable shifts in Google’s search algorithm are just some of the factors that have brought enormous change to the space.

In the midst of this, journalists are busier than ever. With far too many games to cover, but developers and publishers still largely dependent on them for awareness, their time has never been more precious.

As PR agency Renaissance turns 10 this year, GamesIndustry.biz asks founder and ex-Ubisoft veteran Stefano Petrullo the hard questions about dealing with journalists, from blacklisting to crisis management.

How review embargoes work

Review embargoes gives publishers and developers the opportunity to create a lot of noise at once around their new release. An embargo that falls too close to release, however, is usually a red flag to press and consumers that a game isn’t up to scratch in some way.

“For me, an early embargo for reviews is always the right choice,” Petrullo says. “It needs to be one embargo for everyone, possibly 24 hours before launch.

“With the current state of the landscape, embargoes have to be seen as the starting point for when the coverage begins appearing. The times of everyone going live with their coverage on the same day, at the same time, are long gone, especially for games outside the AAA space.”

So, what happens if a journalist breaks an embargo?

“It depends on the cause,” Petrullo explains. “If someone leaks something, media outlets have the right to report it. We cannot pretend to enforce an embargo if there is a leak. Leaks usually, but not always, come from outside PR. In PR, we are the ones most attentive to not leak stuff, generally speaking.

“Often, you’ll find leaks will come from the company that sets the embargo. Maybe 80% of the time, it’s because the client couldn’t keep all its embargoed materials under control.”

Reviews, though, carry additional complications around embargoes, like journalists getting hold of copies through other means that don’t involve them breaking the law.

“In terms of reviews: if boxed copies are on the market, again, we cannot penalise people that trust us and agree to an embargo. In this case, the best course of action is to contact the reviewer that uses a copy obtained by a street date break and politely ask if they can hold the review.”

“Outrage spikes fast but fades – unless the issue cuts into trust, ethics, or community respect.”

Stefano Petrullo, Renaissance PR

This, of course, depends on the stance of the reviewer in question. Petrullo says not pursuing takedowns of reviews in these kinds of situations is a choice he may need to justify to a client.

“If they agree, great, if not there will of course be no hard feelings as they got something via a legitimate route outside of our control,” Petrullo says. “At the same time, when this happens, we alert the other reviewers under embargo asking them either to maintain the embargo, or lift the embargo to avoid confusion.”

Ultimately, the key is making sure that journalists who stick to the rules don’t feel like they’re being punished for it.

“Our goal is always to protect and help media and influencers that work with us and make sure they are not penalised in cooperating with us because of outside factors,” Petrullo says.

Is blacklisting ever the answer?

Outlets being blacklisted by publishers is certainly not unheard of, though maybe less so in the past five years. Is blacklisting ever a fair consequence of breaking an embargo?

“I believe we work with humans, and humans make errors,” Petrullo says. “Most of the time those embargoes are errors, and if it’s a one-off, I don’t like there being consequences. If it is a persistent or malicious action, then my strategy is to sit down with the ‘offender’ and understand why and how we can stop this from happening.”

Ultimately, though, there is a symbiotic nature to the media outlet/PR dynamic that means holding a grudge and denying access can negatively affect both parties.

“In reality, blacklisting people and seeing media or influencers as the enemy that want to trick PR, or whatever the imaginary motive might be, is not only toxic but also counterproductive in the long term.”

Crisis management and bad press

It’s something every veteran PR has dealt with at some point: a journalist is working on a piece that paints their client in a negative light, or leaks some information they don’t want out in the wild.

The journalist is then legally obliged to request comment from the company’s PR representative on the information in question. This is usually how the publisher or developer finds out the article is even happening in the first place.

We ask Petrullo how he would deal with this kind of scenario. “Be honest, acknowledge [the request] and ask how much time you have to respond. Most of the time we go with 12 or 24 hours depending on the story. We then contact the client and check the facts.”

Petrullo continues: “If the facts are correct, we tend to go back and acknowledge while providing context.”

“If they are not correct, either we do not comment as it is based on something speculative and unverified, or we take control of the narrative, contextualising and enriching the story with details.”

“The best crisis management strategy is for there to be no crisis to manage at all. To do this, you need to have an eye for all possible scenarios before they happen so you’re ready to respond swiftly.”

Still, once journalists have offered the right to reply, the negative piece might go up anyway.

We ask Petrullo how permanent the damage is for publishers and developers from bad PR these days.

“Do not blame the reviewer if you are not able to create the best possible conditions for them to do the job.”

Stefano Petrullo, Renaissance PR

“It’s both less sticky and more dangerous,” he explains. “Attention spans are shorter, but the digital footprint is permanent. Outrage spikes fast but fades – unless the issue cuts into trust, ethics, or community respect. Then it sticks and resurfaces at every opportunity.

“Temporary damage is often about technical issues or messaging misfires – you can fix it with honesty and responding quickly. Permanent damage comes from breaking trust: misleading the community, abandoning games, or treating players like wallets. That’s when reputational scars become part of the brand narrative.”

If asked whether he has any other tips for crisis management, Petrullo suggests a lot of it comes down to tone, patience, and good judgment.

“This sounds so cliche but be open and honest,” he says. “Try not to be overly corporate and always remember you are a human that deals with other humans. Do not rush a response, do not see the person you’re dealing with as an ‘opponent’.

“Try to understand what happened and if it is reported correctly. Decide the outcome and if it’s worth addressing. When something is factually wrong you have the right to reply. Ask help from a communication professional if you need it.”

Dealing with bad review scores

So, do PR staff land in hot water when a big game takes an absolute kicking from a reviewer at a top-tier outlet? Going back a decade or two, it wasn’t unheard of.

“I think this doesn’t happen anymore. We have a clause in our contract to protect us from review score blame,” he says.

“At the end of the day, a review score ultimately depends on the game quality for the vast majority of cases. However, there is something that generally annoys me a lot, and this is when a review strategy damages a game.”

By review strategy, Petrullo refers to the process of rolling a game out to press ahead of release. Embargo timing, messaging, and documentation are usually up for discussion.

“The wrong review strategy can dramatically alter the score of a game,” Petrullo asserts before sharing his take on the biggest factors behind the spread of review scores that hit when an embargo lifts.

“Most of the biggest successes we’ve seen are based on games that have a niche audience, where niche doesn’t mean small, but rather a particular type of player.”

Stefano Petrullo, Renaissance PR

First up, according to Petrullo: “Incorrect or zero messaging about what the game is will lead every reviewer to have different expectations, increasing polarisation of the score.”

Not giving reviewers enough time is another factor behind a less predictable spread of scores, according to Petrullo.

“Sending a 100-hour game to review on the day of launch or one day before will push them to write a rushed review. Do not blame the reviewer if you are not able to create the best possible conditions for them to do the job.”

Finally, documentation matters. “No documentation is another thing… [you see] a lot of people sending a key to the reviewer and the info [provided] is just, ‘look at the Steam page’. If you do not package your game to look the best, explaining what it actually is in review documentation, you can’t blame reviewers if you don’t get the outcome you want.”

Of course, that game might end up in the inbox of a freelance writer who never even opens the PDF that came with the Steam key.

Still, how does Petrullo advise keeping a client happy, if the game’s reception doesn’t live up to their expectations?

“We do a lot of expectation management from the very beginning, using mock reviewers as much as possible and making sure that the flaws of the game are known internally and sometimes also externally,” he explains.

The value of in-person relationships after the pandemic

Image credit: Gamescom

Yesteryear’s media landscape of journalists and PRs phoning each other would probably horrify introverts in either field. If a journalist wanted to know when review code was coming in back in the day, they dialled the PR in question. Every writer’s desk in Future’s UK offices had a phone, back in the day. Using it was part of the job.

Since the pandemic, it’s common for journalists to hear from PR people they’ve never met or interacted with before, exclusively via email. It’s why relationships built in-person, either at events, in coffee shops, or office visits where relevant, have more value than ever.

“I believe it matters a lot,” Petrullo says. “In person, it is so much easier to have empathy and discuss opportunities, ideas, and brainstorm. Emails are hard to cut through.”

Petrullo offers advice for anyone trying to build relationships with influencers and journalists. “Be honest, do not overhype, and respect the person you have in front of you.”

“Chase, don’t hassle. Try to understand that the media and influencers are literally bombarded with requests. Make sure to remember that you need media and influencers more than they need you. Be humble and ambitious, but grounded in reality.”

Securing coverage for lesser known games

Everyone knows digital storefronts are drowning in games. Journalists don’t have nearly enough time to play them all.

So, you’re a PR professional, and you believe you’re working on the next Balatro. How can you convince journalists that your new indie game is worth their valuable time?

“This is hard, especially now,” Petrullo says. “We tend to work a lot on building anticipation and try to find the unique element of the game(s). Ideally, [we try] to let major media know in advance what we’ll be working on in a few months so they can allocate resources on potentially covering it.”

Petrullo gives the example of the game Quantum Witch, made by solo developer NikkiJay, who escaped a cult and made a game about it.

“The traditional ‘send press release and code’ did not work, so we started focusing pitches around the story behind the game, the human factor, and we started getting coverage on Newsweek and Edge to name a few. In general, most of the time it’s about trying to get the initial attention and not using the terms roguelike, FPS, RPG, and the labels that make your game one of the many.”

Then, of course, the real value of a PR professional is knowing who the journalists actually are, and what they like. A grand strategy game, for example, requires more specific expertise than the latest Assassin’s Creed game.

“Another factor is human relationships and knowing ‘that’ journalist who will like the game and potentially cover it, and not just bombarding the editors and targets at the usual big websites.

“Most of the biggest successes we’ve seen are based on games that have a niche audience, where niche doesn’t mean small, but rather a particular type of player. Because of that you should work hard to not just send yet another press release, but speak with people that are relevant in the media.”

How things have changed versus five years ago

“It’s very different,” Petrullo says in reflecting on how the media landscape has evolved in recent years. “We have many more games and a lot fewer journalists, more smaller influencers and less money in the market.

“But perseverance and keeping an eye on how the media landscape is evolving is really important. Journalism is not dead, but it is becoming different and evolving with some big journalists becoming their own brands and starting their own Substacks, video channels, Twitch shows and so on.”

While influencers are a key part of how games are sold, journalists will always have a distinct role in the process of a marketing campaign.

“It’s always good to remember the journalists are the best vehicle to position a game, while an influencer is where the big amplification of that set message occurs to reach the big numbers.”



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June 10, 2025 0 comments
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New Max Docuseries Explores The World's Most Wanted Teen Hacker
Game Reviews

New Max Docuseries Explores The World’s Most Wanted Teen Hacker

by admin June 8, 2025



Image: Petteri Sopanen / Yle Yle News

Ten years after Elon Musk’s Twitter account was giving out free Teslas and the PlayStation Network was shut down, the then-teenage hacker behind it all is finally having his story told. The trailer for the new Max docuseries, Most Wanted Teen Hacker, previews how Finnish hacker Julius Kivimäki’s cyber exploits will be laid out with Mr. Robot-esque theatrics.

The Top 10 Most-Played Games On Steam Deck: August 2023 Edition

It only takes a 55-second teaser to grasp how much of a movie-level villain Kivimäki was in real life. Beyond the PSN and Musk hacks, he “triggered a U.S. Air Force alert by forcing a passenger jet to make an emergency landing,” according to the trailer. Seconds after that revelation, an FBI agent attests that Kivimäki revealed he had law enforcement sent to the families of FBI agents by making fake emergency phone calls, an act known as “swatting,” because “he thought it was fun, and he enjoyed hurting or seeing people suffer.” The teaser even features an unidentified man, presumably a victim of Kivimäki’s hacks, who vows to kill him the second the two are in the same location.

The documentary will not only have victims of his hacks, fellow hackers, SWAT team members, and FBI agents, but also the incarcerated Kivimäki himself. The first of four episodes will be released in September, but brushing up on the news of Kivimäki’s hacking spree will give you a better understanding of the criminal at the center of the doc more than any teaser could. In 2024, Kivimäki was sentenced to six years and three months in prison for hacking Finnish private psychotherapy service provider Vastaamo in 2020 and blackmailing thousands of patients with the threat of revealing their deepest, darkest secrets. He also committed a mind-boggling 50,700 cyber break-ins from 2012 to 2013, when he was 15 and 16 years old, respectively.

Kivimäki looks devoid of all emotion or sense of accountability in the teaser, calling the charges against him “bullshit.” We’ll delve deeper into the emotionless steel trap that is his mind later this fall when we see how movie-quality villainry can have real-world consequences. 



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June 8, 2025 0 comments
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jason in gta 6 on a bike
Esports

New GTA 6 police feature adds a big twist to Wanted levels

by admin June 4, 2025



GTA 6 fans have continued to uncover major gameplay details hidden in the game’s second trailer, and one will have major implications for Wanted levels.

Rockstar Games hasn’t revealed much in the way of gameplay info pertaining to GTA 6, instead slowly passing out tidbits of information related to the game’s plot.

However, through the two trailers and screenshots released so far, fans have been able to piece together quite a few details about weapons, vehicles, possible side quests and more.

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One interesting tidbit was spotted in the second trailer after being undetected for a handful of weeks – and it could end up completely changing how GTA 6 is played compared to other Grand Theft Auto games.

Law enforcement will be more challenging in GTA 6

In a video posted on YouTube, creator Obvious Malcolm pointed to a scene in trailer two where Jason is driving by a group of police officers busting some lawbreakers.

One of the police units doesn’t look like a standard law enforcement vehicle, but it’s not an unmarked car – it’s actually a “ghost” unit.

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(Segment begins at 9:00)

Basically, the car won’t look like a police vehicle until light shines on it or its sirens are blaring. This means it can blend in with the traffic and could catch players off guard when they’re breaking the law.

So, imagine you’re playing GTA 6 and decide to rob a store, thinking there are no cops around. Well, this car could come swooping in and before you know it, your Wanted level is up because the cops spotted you committing a crime.

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Or, if you’re trying to get away from the police, you might think the coast is clear and you were able to evade them, only for one of these “ghost” units to spot you and before you know it, the chase is back on.

Players noted how some of the cars added to GTA Online are like this, but don’t react to light like the one in the GTA 6 trailer.

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As we inch closer to GTA VI’s May 26, 2026 release date, expect Rockstar to go in depth with new gameplay features including some long-awaited revamping to the Wanted system.

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June 4, 2025 0 comments
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Dragon Age: The Veilguard Actress Says Some Fans Wanted BioWare To Fail
Game Updates

Dragon Age: The Veilguard Actress Says Some Fans Wanted BioWare To Fail

by admin June 2, 2025



After nearly a decade of anticipation for the next installment of Dragon Age, the latest sequel, Dragon Age: The Veilguard, unfortunately failed to reach EA’s expectations. Subsequently, the game’s developer, BioWare, laid off staff members and became considerably smaller. Now, one of the voice actors from The Veilguard is sharing her dismay about the backlash against the game from people who she says wanted to see BioWare fail.

Alix Wilton Regan–who voices the female Inquisitor in both Dragon Age: Inquisition and Dragon Age: The Veilguard–recently told IGN that she loved the game and she suspects that The Veilguard’s haters were intentionally trying to bring it down.

“I feel absolutely devastated for BioWare as a studio that they got such mixed reactions to the game,” said Wilton Regan. “I personally thought it was a really strong game. I thought it was just BioWare being more BioWare. I also think a lot of people kind of wanted to see it fail, or wanted to see [BioWare] fail, either because they’re just really bad people on the interne–of which there are unfortunately many, as we have discovered… “People were attacking the game before it was released. It’s ridiculous. How can you judge a game, a book, a film, a TV show before it’s actually released? You can’t. It’s an idiotic stance to take.”

Unfortunately, it doesn’t seem like Dragon Age will get a sequel any time soon. EA shifted some of BioWare’s developers to other parts of the company, while leaving the remaining devs to tackle the next Mass Effect game.

EA chalked up The Veilguard’s disappointing response to an “evolving industry landscape.” BioWare wasn’t the only developer inside of EA to face layoffs. Earlier this week, EA shuttered Cliffhanger Games and canceled the AAA Black Panther game that was in development.



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June 2, 2025 0 comments
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Lian Li Vector V200
Product Reviews

If you ever wanted to stick a screen inside your PC case Lian Li’s just shown off something surprisingly affordable for you

by admin May 21, 2025



I keep tellin’ ya screens with everything is the thing at Computex this year. And the good news is that doesn’t have to mean crazy money. Lian Li’s new Vector V200 case comes with an 8.8-inch built into the bottom of its side glass panel. And the whole shebang is yours for just $109.

The Vector V200 isn’t just about that LCD panel, however. It has dual tempered glass panels on the front and side, offering a “panoramic view” of your PC’s internals. There’s also a touch-sensitive control panel for power on/off and lighting functionality, which is another very neat little, well, touch.

What’s more, Lian Li says, “the bottom of the side panel is slanted to allow the GPU to have a more direct cold air intake.” So, there’s that.


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As for the specs and capability of the 8.8-inch screen, Lian Li isn’t quoting a resolution or panel type, just saying it’s an LCD with 60 Hz refresh that functions as a secondary screen via a USB interface.

Image 1 of 3

(Image credit: Future)(Image credit: Future)(Image credit: Future)

It’s controlled via Lian Li’s L-Connect 3 software, which we haven’t always gotten on with all that well. That said, we understand it’s now being integrated with OpenRGB, so that should give you more options for control.

The panel is also surrounded by an ARGB lighting frame for what Lian Li calls “dynamic visuals”. Oh, and if all you’re interested in is the screen, you can grab that separately for $85. That means you’re getting the rest of the case for just $25, which seems like great value considering the glass panels and touch-sensitive controls.

Computex 2025

(Image credit: Jacob Ridley)

Catch up with Computex 2025: We’re on the ground at Taiwan’s biggest tech show to see what Nvidia, AMD, Intel, Asus, Gigabyte, MSI and more have to show.

For the record, Lian Li says the stand-alone screen, known as the 8.8-inch Universal Screen, goes on sale in August, while the Vector V200 case with screen and all will be available in September.

Of course, if you’re absolutely screen mad—and who isn’t,—you could also throw in Lian Li’s new Hydroshift II LCD Curve. That’s an AIO CPU water cooler with its own 2K curved screen. Indeed, it doesn’t just have a screen, but that screen is attached to the water cooling block with motors, allowing it to be articulated with a remote or via an app.

At which point, you’d be well on your way to setting some kind of record for supplementary screens built into a PC and you’d still have barely spent as much as an entry-level GPU from Nvidia costs these days. Which does rather put things into context. Oh well!



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May 21, 2025 0 comments
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