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Warfare

Dune: Awakening studio is adding "partial warfare" endgame zones to address PvE player woes
Game Reviews

Dune: Awakening studio is adding “partial warfare” endgame zones to address PvE player woes

by admin June 24, 2025



To date, my Dune: Awakening experience has largely consisted of building an ungainly box and hanging from the ceiling in my underwear. But more driven players have already barrelled their way to the endgame, where its “extremely competitive” PvP focus has become something of a concern for PvE players. Enter developer Funcom, which reckons it might have found a solution.


Dune: Awakening’s endgame, if you’re unfamiliar, is focused on the Deep Desert. This vast, ever-shifting landscape is where players can venture in search of valuable resources and endgame gear as they make a grasp for factional supremacy, and one that’s reset every week by Coriolis storms. It’s also PvP-focused – a design decision Funcom has previously stood firm on, even as Ornithopters rained down from above. Now, though, Dune: Awakening creative director Joel Bylos has admitted the system isn’t quite working in the way the team had hoped.


“We still believe in the core concept of the Deep Desert,” he explained in a newly shared developer blog. “The tension of heading out there, head on a swivel, eyes peeled for foes as you enter the most dangerous part of the most dangerous planet in the universe. Our wish was that players would embrace this loop, forming guilds to work together to overcome the bleakness of the Deep Desert… The reality is that players are reporting being cut out of the endgame due to the extremely competitive nature of the Deep Desert.

Eurogamer’s charts the weird history of Dune games.Watch on YouTube


This runs counter to the team’s vision, according to Bylos. “We want PvE players to be able to play the endgame and have access to the content of the endgame. Our goal is not to force PvE players to interact with a PvP system that they may have no interest in.”


As such, Funcom is introducing Partial Warfare (PvE) zones to the Deep Desert where players can explore testing stations and harvest T6 resources without being forced into conflict with other players. However, Landsraad control points, shipwrecks and the largest spice fields will remain War of Assassins (PvP) flagged. “The deepest parts of the Deep Desert,” Bylos continued, “will remain as they currently are – high reward, high risk areas.”


“The beauty of the Deep Desert design with weekly resets and renewals,” he added, “is that we can iterate and experiment with different layouts and setups to really help us tune it. As we make changes we will send out surveys to help us capture your thoughts.”


On top of that, Bylos acknowledged a variety of issues impacting PvP. Some of these relate to Ornithopters, which have dominated Dune: Awakening’s endgame ever since players realised they could drop them on other people’s heads. Scout Ornithopters will see a range of changes, which Funcom details in its blog, as will other mechanics the studio believes are being “abused”, including respawn timers, vehicle storage tools, and hand scanners.


“The intended dynamic of Deep Desert PvP” Bylos noted, “is that – unless you really mess up – you always have the option to retreat in good order with whatever you’ve managed to claim so far. If you’re smart and vigilant, you never have to fight if you don’t want to. If you run, you’ll have to call a halt to whatever task you were pursuing, but that should always be a choice. PvP should happen when both parties decide they want to fight over a location.”


And finally, Bylos had a few words to say on Dune: Awakening’s Landsraad design, admitting this endgame “framework” still has a number of “key flaws”. Funcom is currently looking at addressing some of these, including the “inability to hand in items after a square is completed and the rapidity at which some squares are turned in”, alongside stockpiling, which is currently being unintentionally rewarded. Additionally, the studio will be introducing Landsraad “micro rewards” for solo/small group players.


“Once a live game launches, it becomes a collaborative effort between the developers and the players to make it something amazing,” Bylos concluded. “We appreciate your feedback on what we hope is the beginning of a long journey together. Bear with us – our intention is to be clear and open in our communications and to make Dune: Awakening a game that everybody can enjoy.” And by all accounts, Dune: Awakening – which we gave four stars in our review – currently has a lot of everybodys, what with having already hurtled passed 1m sales.



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June 24, 2025 0 comments
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Dune: Awakening's Deep Desert is getting "partial warfare" PvE areas so you can gather endgame resources without being PvPed to death
Game Updates

Dune: Awakening’s Deep Desert is getting “partial warfare” PvE areas so you can gather endgame resources without being PvPed to death

by admin June 23, 2025


Good news if you’ve been a bit frustrated with how Dune: Awakening handles PvE and PvP, specifically in terms of its treacherous Deep Desert. The game’s creative director Joel Bylos has announced some changes coming in response to player feedback on both those and the Landsraad.

Basically, it looks like Funcom have switched up their plans to take the concerns folks have cited into account, aiming for a nice compromise between the original ideas and the practicalities of what’s been happening since the game dropped in full.

In a lengthy letter to DA players, Bylos wrote that while the devs still believe their core concept of the Deep Desert as a dangerous, constantly changing place you go to get the rarest stuff, they’re not aiming to force PvE enjoyers to engage with PvP just to get the good stuff.

So, to ensure those folks don’t get locked out of the endgame, the director revealed that “starting soon, some areas of the Deep Desert will now be flagged as ‘Partial Warfare (PvE)’ areas where players will be able to explore testing stations and harvest T6 resources without the threat of conflict they may not want”. The likes of “Landsraad control points, shipwrecks and the largest spice fields” will stay as PvP areas, to preserve the biggest rewards coming with the biggest risk.

We’ve been listening.

The Deep Desert is evolving. PvE players will have more space to explore and progress without unwanted conflict. The Landsraad is getting more variety, better pacing, and stronger rewards.

Check out the letter from our Creative Director to know more about… pic.twitter.com/ZbHKgEBDwk

— Dune: Awakening (@DuneAwakening) June 23, 2025

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Speaking of PvP, Bylos wrote that the devs are “planning to make more changes to the Deep Desert to accommodate ground battles and reinforce the use of player builds”, outlining some already incoming scout ornithopter tweaks designed to help ensure air superiority isn’t the be all and end all. There’ll also be “additional changes to mechanics like respawn timers, vehicle storage tools, hand scanners, and other mechanics that we see being abused in the Deep Desert”.

Meanwhile, Funcom are aiming to address some “key flaws” in the Landsraad that folks have cited. These include problems with tasks being turned in very quickly, and folks being able to do nothing with them once they’re completed. “Stockpiling is currently rewarded, but that is not our intention for this system, and we will make some changes to address it as best we can,” the director wrote, adding that the system will also be “updated to provide micro rewards for solo/small group players”.

It’s nice to see the devs finding a way to balance their vision for DA with making the changes folks want. Judging by the socials, the worm lovers who’ve been doin’ the Dune are glad to see these steps are being taken, even if there’s no concrete timeline on a lot of them at this point.





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June 23, 2025 0 comments
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Modiphius announces a second edition of Fallout: Wasteland Warfare
Esports

Modiphius announces a second edition of Fallout: Wasteland Warfare

by admin June 21, 2025



Modiphius Entertainment has today announced that it is currently developing a second edition of its popular Fallout: Wasteland Warfare miniatures game, set to release in Q2 of 2026.

Fallout: Wasteland Warfare’s second edition will be a solo-first adventure wargame where players can explore a procedurally-generated wasteland with a hero from one of several factions of their choice, recruit a warband, and fight for survival against random creatures, mutants, and human enemies.

The game also allows for co-operative play, where one player can temporarily join another’s warband or two or more players can play in the same warband across a campaign map together. Players will also be able to create their own ‘hero’ characters to lead their warband with a simple character creation system. The second edition will also still support a battle mode, where players can either use their campaign warband to fight another player, or build custom warbands and choose a scenario to play against each other.

The second edition is set to launch eight years after the first, with this edition incorporating years of insights from the community, refining the game that existing players know and love, whilst making it more accessible to new players.

Initially the game will be launched with box sets, introducing the new gameplay and providing new plastic models to the already extensive range of Fallout miniatures Modiphius manufactures.

“The game will still be using our high-detailed resin miniatures, will be compatible with the new plastic sets we’re introducing, all at the same 32mm scale, so if you have an existing collection of our Fallout minis you’ll be able to start playing straight away,” says Modiphius’ Head of Brand, Samantha Webb. “While the scale will remain the same, we’ve been listening to the wider community in terms of detail, and so the style of our miniatures will become bolder, allowing their details to really pop on the table and make them easier to assemble and paint.”

“We’re doubling down on all the best bits of the Wasteland Warfare experience, inspired by elements of the Into the Wasteland, Homestead, and solo rules from the first edition, to give players a more refined and streamlined version of the solo campaign that’s so popular. The game really nails the feeling of Fallout: exploring the wasteland around you, being jumped by irradiated creatures, coming across other camps of survivors, raiders, or super mutants, and scavenging what you need for your warband to survive. War never changes!”

When the game is released, the following factions will be supported fully, before being expanded upon in other rules products:


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June 21, 2025 0 comments
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Crypto Trends

Safe Establishes New Development Firm to Attract Institutions and Tackle Crypto’s ‘Cyber Warfare’ Era

by admin June 11, 2025



Safe, the popular multiparty crypto wallet previously called Gnosis Safe, has launched a new development unit, Safe Labs, in a move aimed at consolidating its operations and sharpening its product roadmap after it was targeted in February’s $1.4 billion ByBit hack — the largest crypto heist to date.

The new entity will serve as the core development arm of Safe, which until now had outsourced technical work to a separate development firm, a structure commonly used across the crypto industry, Safe Labs Chief Executive Rahul Rumalla said on Wednesday. Safe Labs will operate directly under the umbrella of the Safe Foundation, a nonprofit organization.

In an interview with CoinDesk, Rumalla said the transition reflects a broader strategy shift toward building products that can meet both the ideological standards of cypherpunk culture and the practical demands of enterprise clients.

“This framework that we are forced to operate in — it actually forces you to compromise one over the other: If you want more security, you have to compromise on convenience, and if you want more convenience, you compromise on security,” Rumalla said.

“We at Safe Labs, we step back and we reject this framework. We don’t want to operate in this model where we have to compromise one over the other.”

Post-Hack Pivot

According to Rumalla, the ByBit hack was a “catalyst” for the creation of Safe Labs.

While Safe’s core smart contracts remained uncompromised, its user-facing web application was infiltrated with malicious code by North Korea’s Lazarus Group. That attack enabled the hackers to trick ByBit’s CEO into signing off on a transaction that rerouted funds into their control.

“What we saw with an attack like this is that our core values were used against us,” Rumalla said. “Anonymity, privacy, self-custody, transparency, open source — these were used against us.”

Despite the breach, Rumalla said user confidence in the Safe platform remained strong. The application saw “practically no churn” in the aftermath and continues to process 10% of all transaction volume across Ethereum Virtual Machine (EVM)-compatible networks.

“We’re not defending against cyberattacks,” Rumalla said. “We are defending cyber warfare, and that requires a mindset shift — not just at the project level, not at the company level, but as Ethereum or even crypto as a whole.”

From Ideals to Infrastructure

The move to formalize internal development echoes similar shifts by other major protocols, including Morpho and Polygon, which have both recently made moves to streamline decision-making and improve accountability with more traditional organizational structures.

In parallel, Safe Labs is also refocusing on product design. The team is currently working on a “V2” version of its wallet, which Rumalla described as more “opinionated” — meaning bolder product direction, particularly for institutional users.

“What we’re going to be launching and testing in the future is a subscription plan, essentially, that’s called Safe Pro — or Safe for enterprises, Safe for institutions — very much around that realm,” he said. “We’re going to basically package this opinionated product that’s more for the user segments that have higher security needs and more customization appetite.”

“We need to operate at startup speed,” Rumalla added. “That in itself is the premise of why we need to operate as a separate, independent entity. We need to align where we need to align, which is on the mission, but we need to be a bit more independent in terms of how we execute.”

With more than $60 billion in total value locked and over $1 trillion in historical transaction volume, according to Rumalla, Safe remains one of crypto’s most battle-tested self-custody platforms. The team, now roughly 40 strong and based in Berlin, is betting that its next chapter — one that embraces opinionated product design without sacrificing its open-source ethos — will help define how wallets look in a world heading toward a trillion-dollar on-chain economy.

“Our mission is simple: making self custody easy and secure,” Rumalla said. “That’s a win for everybody.”



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June 11, 2025 0 comments
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