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  • House Builder 2 - PC Review

    In January of 2024 FreeMind S.A. and PlayWay S.A. released the first House Builder game onto Steam. It is a building simulation game that had players interested in the trades without the huge cost of entering the profession and the requirement of a lot of permits. The game was successful enough that the developers released House Builder 2 into Early Access.

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  • Hot Wheels Let's Race: Ultimate Speed - Xbox Series X|S Review

    Hot Wheels Let's Race: Ultimate Speed is a game based on a Netflix cartoon series. I never knew about it until I reviewed this game, so I am unsure whether the game is anything like the show, but I can tell you what I do know, having played it.

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We Need All Hands on Deck for Exciting Co-op Experience!

Utrecht, Netherlands, 4 November 2025 | Easy-going two-player adventure All Hands on Deck launches 11 November on Nintendo Switch™ and Steam! From early next week, players can team up with a friend in this cheerful co-op experience where teamwork, clever gadgets, and hand-tastical Rock-Paper-Scissors powers are the key to exploring worlds brimming with charming characters and hidden collectibles.

Wishlist All Hands on Deck now on Steam, and pre-purchase at Nintendo eShop for 25% off.


Key Features

  • Two Hands, One Team: Dive into a charming co-op adventure where two hands are better than one! Play locally with a friend or team up online and put your best  ̶f̶o̶o̶t̶  hand forward.
  • Get Creative: Use handy items and unique Rock, Paper, Scissors powers to interact with the world in fun and unexpected ways. Combine abilities to solve clever puzzles and discover new paths through each world.
  • Tool Up: Use specialised tools like an Extendable Arm to reach high ledges, or turn into a living slingshot with a well-placed Rubber Band and take aim at hard-to-reach areas and targets. Combine different tools to experiment, explore, and improvise in your adventure.
  • Customisation at Your Fingertips: Uncover secrets, complete optional challenges, and collect coins throughout each world to unlock special cosmetic items. There’s always new things to find and different ways to express yourself.

All Hands on Deck is being developed by Studio Mantasaur with support from Wikkl. For more information, check out the team on X, Bluesky, and Instagram, and join the Discord to find co-op buddies.


About Studio Mantasaur

Based in Utrecht, The Netherlands, Studio Mantasaur is a 4-person indie game studio dedicated to creating joyful and innovative gaming experiences. All Hands on Deck is the team’s latest project, blending welcoming cooperative gameplay with creative puzzle-solving, arriving 11 November on Nintendo Switch™ and Steam. For more information visit studiomantasaur.nl 

About Wikkl

Wikkl is a co-development studio specializing in the creation of interactive applications, including games, apps, and web apps. The team has a passion for both development and gameplay, and has the technical expertise needed to tackle the complex challenges that arise during the development process. The studio has a clear vision for what makes a successful product, and works closely with clients to ensure that their product meets their needs and provides a dynamic experience. For more information visit Wikkl.me 
Article by: Susan N.
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Hot Wheels Let's Race: Ultimate Speed - Xbox Series X|S Review

 

Hot Wheels Let's Race: Ultimate Speed by developer Bamtang Games and publisher GameMill EntertainmentXbox Series X|S review written by Jim with a copy provided by the publisher.

Estimated Reading Time:  4 minutes. 




Hot Wheels Let's Race: Ultimate Speed is a game based on a Netflix cartoon series. I never knew about it until I reviewed this game, so I am unsure whether the game is anything like the show, but I can tell you what I do know, having played it.

The game starts with a basic tutorial, right trigger to accelerate, left trigger to drift, B to break, and all that. I wasn't a fan of having the B button to break, but it's not a huge deal. I  hardly had to use it. After I finished the tutorial, I jumped right into the game's primary mode, "race camp," and because I felt the game looked geared toward children, I chose hard difficulty. There was an expert difficulty setting that could be unlocked by beating Race Camp on Hard with one of the six playable characters. You have to do this for each character. Race camp mode has 12 races and about three boss fights, so it's short to beat. You can do it in about an hour.


There isn't really a story beyond you playing as one of the children who go to race camp to try to win the ultimate garage. As I mentioned before, there are boss fights before a few of the races where Professor Rearview will make one of his monsters go after you and the other racers. The bosses can be a shark, a snake, a dragon, and others. A cool thing is that these are all based on real Hot Wheels sets. These boss fights are you and the other racers just running over a spot to pick up weapons, and then shooting them at the boss when it tells you to. There is no penalty if you are hit by it, though, so it's just another easy part of the game. Once the boss is out of health, you have to get car power and use it at a specific area it tells you to, and that's it. The racer who did the most damage will win a flame badge. Some of the twelve tracks are based on real Hot Wheels sets, like the carwash track.

Other than the race camp mode, you can also play speed trials. These are time-trial races that, like the rest of the game, are way too easy. I am one of the types of people who hate time trials in racing games, but these were easy even for me. Other modes include cup mode, where you and up to three others can race in a tournament-style race, like the cups in Mario Kart. Then there is free race, where it's just one race, but again, up to three others can play with you. Lastly, there is Track Builder. The track builder lets you do exactly what it sounds like— make tracks — but the problem is you have to complete nine challenges before you can build your own tracks from scratch. I wish free build were unlocked from the start, but doing these nine challenges doesn't take very long. You have to build a track with the pieces it gives you, then race on it. You do have to keep the track under a certain amount of time, though, so if it says it has to be 90s, it means you have to have a race that won't go over that time. Once you unlock free mode, you will run into the same problem. A race can be no longer than 180 seconds. The limitation is dumb if you ask me. At least building tracks, you pick the piece you want to place and place it on the map, and the game will automatically make the rest of the track to connect.


You will be able to unlock new items by playing and winning flame badges. You can unlock track pieces to use in track builder, new cars, and decals that give you a perk for a race, like longer boosts. You can only have one equipped per race. You will also pick a track piece before every race that will be used on the track you're about to race on. Lastly, you can choose a mod for each race. If you want more speed boosts on the track, you can use a mod for that.

When you race, there are different kinds of spots you can hit for power-ups. There is the speed boost, the car action power, and the oil. The oil is the only real power up in the game, but you use it as soon as you run it over. Every car in the game has its own car action; although each vehicle has a different one, they all do the same thing: give a speed boost. You build up car power while racing by running over the spots on the track, doing tricks on jumps — although the tricks are straightforward to do, press left trigger, and that's it —and then you can get it by drifting. If you drift long enough, you will also get a speed boost. Hitting walls while drifting will stop the drift. Each car has its own stats for speed and such, and, in all honesty, I didn't see a difference between them, but at least they are based on real Hot Wheels.


I didn't run into any problems while playing the game, no crashes, bugs, or glitches. The game looks like Paw Patrol graphically, but the TV show is that way too. To me, there isn't enough to the game to keep me playing, even though it's aimed at younger children, like five-year-olds. Even they would get bored with it quickly. There could have been more to the game, like power-ups you use in Mario Kart, more than 12 tracks, no limit on the track builder, and maybe a tad bit harder, as it is way too easy even on expert mode. Sadly, not even the music was very good in the game. It is another game that was rushed for a holiday release, so a parent might see it and think it might be something their child might like. It's best to stick with the two Hot Wheels Unleashed games instead.



Score: 3 / 10


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Fathomlight Invites You to Be the Leader of Your Own Settlement on the Water

DALLAS, TX – November 4, 2025 | Publisher Crytivo and independent studio Fathomlight announce Drownlight, a survival city-building simulator set after a cataclysm that wiped out nearly the entire world.



A chain of devastating explosions triggered massive tsunamis that drowned continents and erased civilization from the face of the Earth.

A small group of survivors, having endured a long drift across the endless waters, discover a lonely lighthouse in the middle of the ocean. No one knows how many people are left alive, but for these survivors, this place becomes a chance to begin again. Here, around this isolated lighthouse, they start building a new city — the last bastion of humanity.

ABOUT THE GAME

What is Drownlight ?
 
In Drownlight, you take the role of a leader guiding a community that builds a settlement on the water surrounding the lighthouse.

This lighthouse is the only source of light and hope — but it demands constant upkeep: fuel, energy, and resources.

When the light fades, people begin to vanish.

Your mission is to develop the city’s infrastructure, provide food, water, and power, and make difficult choices that determine the colony’s fate.

Every decision affects the delicate balance between survival and humanity itself.


“Players who’ve already seen the game call Drownlight ‘Frostpunk on water,’ and I take that as a compliment,” says Fathomlight creator Alexey Alexandrov.
“Frostpunk is an incredible game, and I’m still far from that level. But if people compare my work to it, I must do everything I can to be worthy of that comparison. I deeply respect the Frostpunk team for their inspiring creation.”
“I started Drownlight alone, working on it at night after my main job,” Alexandrov adds. “Now, a few people are helping me bring the project to life. Since childhood, I’ve dreamed of creating games where choices and survival truly matter. Drownlight is my first step toward that dream.”

KEY FEATURES

  • Build and expand a floating city around a central lighthouse
  • Keep the light burning to protect your people from the unknown
  • Manage limited resources in a dynamic and changing ocean environment
  • Make moral choices that affect your leadership and the fate of survivors
  • Uncover mysteries and ancient secrets hidden beneath the waves
 

ADDITIONAL INFORMATION

  • Genre: Strategy, City Builder, Survival
  • Platforms: PC (Steam)
  • Mode: Singleplayer (~15 hours)
  • Release Date: 2026
 

ABOUT THE DEVELOPER

Fathomlight is an independent studio founded by a solo developer passionate about strategy and survival games.

Despite its small size, the team strives to create experiences where every decision matters and atmosphere defines gameplay.

Drownlight is the studio’s debut title — the first step toward building meaningful simulators about people and hope.
Article by: Susan N.
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Watch the New Trailer for Tales of Xillia Remastered Right Now!

IRVINE, Calif., – Oct. 31, 2025 | Bandai Namco Entertainment America Inc. today announced the launch of Tales of Xillia™ Remastered, bringing the enhanced version of the timeless action RPG to current generation consoles and PC. The title brings back a memorable entry in the Tales of series, letting players experience this classic with stunning visuals and new features. Tales of Xillia Remastered features major game play upgrades and includes DLC packs released for the original game. The title is available now in Standard and Digital Deluxe Editions for Nintendo Switch™, PlayStation®5, Xbox Series X|S, and PC via Steam®. For more information, visit https://www.bandainamcoent.com/games/tales-of-xillia-remastered.
 

Tales of Xillia Remastered is a remastered version of TALES OF XILLIA™, first released in 2011. Players will dive into the magnificent world of Rieze Maxia where humans and spirits coexist in harmony.  Players can choose to follow the story of Milla Maxwell, a mysterious woman accompanied by four powerful spirits, or Jude Mathis, and aspiring medical student from the capital. Their paths soon converge as they uncover a dangerous secret. The kingdom of Rashugal is using a weapon that drains mana, threatening the balance of the entire world. Determined to stop the destruction and restore balance, Milla and Jude embark on a daring quest to destroy the device and save their world.
 
The remastered title features notable quality of life enhancements such as auto-save, destination icons for seamless exploration, and early access to the Grade Shop. Tales of Xillia Remastered also features the option to turn off general enemy encounters at any point in the game for those who want to focus their experience on story progression.  The game also incorporates the Dual Raid Linear Motion Battle System, a real-time combat system that allows players to team up with allies to unleash devastating combo attacks and unlock special support skills to overwhelm foes. Tales of Xillia Remastered also includes downloadable content from the original release, featuring character costumes, bonus items, and other fan-favorite extras.

For press only, static assets are available at the Bandai Namco Entertainment America Inc. press room at www.bneapressroom.com; a library of video trailers ready for embedding are available on our YouTube
 
For more information on this and other products from Bandai Namco Entertainment America Inc., please visit www.bandainamcoent.com. Join the conversation on X at https://www.x.com/BandaiNamcoUS, check us out live on Twitch at https://twitch.tv/bandainamcous, or follow us on Facebook at https://www.facebook.com/BandaiNamcoUS.
 

About Bandai Namco Entertainment America Inc.

Bandai Namco Entertainment America Inc., part of the Bandai Namco Group, is a leading global publisher and developer of interactive entertainment for major video game consoles, PC, online, and mobile platforms. The company is known for creating many of the industry’s beloved classic franchises such as PAC-MAN®, GALAGA®, TEKKEN®, SOULCALIBUR®, and ACE COMBAT®, and publishing the critically acclaimed DARK SOULS™ series and the blockbuster title ELDEN RING™. Bandai Namco Entertainment America Inc. is also the premier publisher in the Western hemisphere for anime-based video games including GUNDAM™, NARUTO SHIPPUDEN™, DRAGON BALL™, and ONE PIECE®. Bandai Namco Entertainment America Inc. is headquartered in Irvine, California. More information about the company and its products can be found at http://www.bandainamcoent.com.
 
Tales of Xillia™Remastered & ©Bandai Namco Entertainment Inc. ©MUTSUMI INOMATA ©KOSUKE FUJISHIMA
 
Press Release ©Bandai Namco Entertainment America Inc.
All other trademarks are properties of their respective owners.
Article by: Susan N.
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Fractured Utopias DLC Expands the Scope of Utopia Builder Frostpunk 2

Warsaw, Poland - October 31st, 2025 | Factional turmoil and the hunger to bend the City to one’s doctrine take center stage in Fractured Utopias, the first DLC for Frostpunk 2 - launching on December 8th for both PC and consoles. Expanding the sandbox-focused Utopia Builder mode, Fractured Utopias deepens its political struggle for the future with over 100 new narrative events and tons of unique unlocks. As the elders say: “In the Frostland, no utopia warms every soul.” Dreams and schemes don’t rise from nowhere - they’re forged in conflict.


The Fractured Utopias DLC brings more structure and expanded scope to the Utopia Builder experience. Each faction now has a defined ideological Utopia - represented by a skill-tree powered by affinities. As players gain trust, they unlock specialized laws, buildings, and abilities that reinforce each faction’s identity. Unlock every tier, and a singular vision may be enacted - binding the entire city to one future, and promising to resolve all Tension… permanently.

Each faction in Frostpunk 2 envisions a future, but every vision meets resistance. The old-world Overseers uphold order through industry, clashing with the provocative art and drug-fueled rebellion of the Bohemians. The Icebloods demand survival through strength, while the Technocrats advocate for cold, algorithmic efficiency. The adaptive Proteans reshape body and purpose, as the Legionnaires march in disciplined unison. The extravagant Ventures profit off chaos, while the collectivist Manders bear their burdens - together.

But whose dream will shape tomorrow - and whose will fracture under the frost?

Fractured Utopias Key New Features: 

  • 8 unique faction Utopias, each with new systems, tools, and endgame
  • 12 unique unlocks (laws / new HUBs / Abilities, etc.) per faction
  • 8 new faction hubs (1 per faction)
  • 8 new faction-specific variants of housing district
  • Over 100 new narrative events
  • 2 premium Tales: “Doomsayers” and “Plague”
  • 1 new map


Fractured Utopias launches on December 8 for both PC and console versions of Frostpunk 2. Before that, on November 18, Frostpunk 2 arrives on PlayStation 5 and Xbox Series X|S in stunning physical editions crafted in partnership with Skybound Games.

Also, it's the last chance to grab an exclusive set containing the World of Frostpunk Artbook and Anthology, as a Pledge Manager campaign is nearing its end.
 

Frostpunk 2

 

11 bit studios

 

Frostland


Article by: Susan N.
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House Builder 2 - PC Review

House Builder 2 by developer FreeMind S.A. and publisher PlayWay S.A.—PC(Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 9 minutes


In January of 2024 FreeMind S.A. and PlayWay S.A. released the first House Builder game onto Steam. It is a building simulation game that had players interested in the trades without the huge cost of entering the profession and the requirement of a lot of permits. The game was successful enough that the developers released House Builder 2 into Early Access. To say that they may have jumped the gun is a massive understatement, much to my disappointment.

Unlike the first game that was well received, House Builder 2 is rather uninspired and downright frustrating at times - usually for incredibly dumb reasons. But before I dive into why I think the game needs a lot more time in the pan and instead it is about as cooked as blue steak, I should qualify some of my personal background that will shed a bit of light on my overall impressions.

Several years ago I was hired on as a helper to a subcontractor. This means that I was always on the job with my boss who taught me about the trade with every job we did. He was the one that worked directly for the company where I was hired by him. Though the company knew about us (the helpers) to their contractors, we were not working for the company. Anyways, the jobs we did were mostly new installations or minor repairs. Many of the jobs we did were storm door installs, shower doors, gazebos, toilets, and sinks. There were a couple of personal jobs we did which involved building a small and simple deck and a gazebo that we should have asked for more money based on all the complications. Thus, my hands on knowledge and understanding of contract work is limited to the above experience. Although, my entire life has been filled with professions that I was interested in like DIY jobs, house flipping, interior design, and architectural design. While I've never built a house from the bottom up, I've always taken an interest in the details about the single largest investment that people make in life.

With that out of the way, let's talk about House Builder 2. 


Gameplay

I suppose the simple place to begin would be the job progression - because there isn't really a story progression. As one might expect, you get hired by a gentleman who lives directly across the street from you and your job is to build a new fence. In the grand scheme of things, this contract is incredibly simple and takes more time to buy the supplies at the local Fixtorama than it is to build the darn thing. Okay. Sure. You're a video game in early access so I'm not expecting a ton of realism regarding the fencing. 

After you complete that job, you are directed to sleep at your home and then to proceed to the next job. Conveniently this second contract is next door to the fence that sticks out like a sore thumb compared to the other houses. Once you arrive there, you are thrust into building a small house. How exactly did we suddenly become an expert on building a house from a fence? I have no idea. We don't even apply for permits or deal with the city planners. Heck, I'd have been fine with a cute notification saying something like "permit acquired for 'x' property". Again, I tossed that part off to being a minor gripe about a simulation builder, but going from a fence to a house was off putting. We could have gone with a fence to a deck to a house addition into a full blown house, but alas that might have been a bit lofty. My bad.


You finally get to spread your wings and head to jobs that are further away. These jobs come to you through your telephone - not a cellphone which was an odd choice in my mind. Amazingly, the game provides you with direction. On the compass, you will see a handy green line leading you to the next contract. For the first few properties, you get this directional indicator but it is short lived. In fact, the longer you play, the less likely you get any direction at all which I'll talk about in more detail in the next section.

With every new job I became more agitated and bored with the state of House Builder 2 because after around five or six contracts you really get the sense of how lifeless the game is. You no longer need to buy supplies at the local Fixtorama because they're all provided which includes the tools needed. The actual house building itself is the easiest gameplay loop in the world. Simply point and click. Don't worry, the game will do the rest with a million staple guns or drills to fasten each piece of drywall. And while the game accounts for some amount of foundation, the real steps to building is a little more logical. You have to build the framework first, and then put the supports in, and finally erect the walls or the gables with a few good people or a crane. Again, while I'm not expecting a hit game, I feel like House Flipper, Powerwash Simulator, and Construction Builder to be much more in depth video games.
 
There is more about the gameplay that bothered me beyond belief. Aside from the absolute lack of plumbing, electrical work, and insulation, you eventually get to a point where you can invest in a new truck or a bigger house. The problem is that there is absolutely no way to buy a new vehicle or fix it up since there is no establishment to do so! And as for a bigger house, well there is only one that you can buy for a whopping $10k (I wish!). The place is beautiful but it's missing a crucial thing - a bed! You know, the thing that skips time to morning so that a job is easier to do? Yeah that. That is missing. What? I'm sorry but I spent my time in game working through the night which is interesting because you - supposedly a good contractor - don't seem to have a light! Who needs safety, am I right? *me flips desk*


Instead of a mechanic that can at least make your crappy truck look like it will survive the first sharp turn it hits, we get a furniture shop. I can't think of something I cared so little about as a person who has several issues of Architectural Digest in my possession. I just.. can't contain my utter lack of interest in an aspect that is completely unneeded in this particular game. This is House Builder not Interior Designer. Those are two separate professions with their own considerations and budgets. Instead of including the furniture shop, could we instead swap in a mechanic that lets us buy a new truck or at least fix up the dead beat junker that we have for the entirety of the game? Sure, we can steal a better looking vehicle but that isn't worth it either. Why? Because if you save the game and quit, the next time you load in, the vehicle has mysteriously vanished, but the supplies that were likely in the back are still at the location. On the ground. And that is assuming the game knew where you were when you logged out. If you spawned back at your first crappy home (not the new one you likely bought either), the game doesn't tell you which property you were working on. You know that handy path that lead you to your destination? Yeah, it never returns after the initial instance... I hope you remembered where you left your original truck and where the job was because otherwise, you're going to have an interesting time. 

Graphics and UI

One could hope that something will make up for the frustrating gameplay, but aside from its simplistic low poly aesthetic, the graphics and UI don't add much to the overall experience. Again, while I wasn't expecting a spectacular game, I also wasn't expecting House Builder 2 to be so lifeless either. 


As mentioned previously, House Builder 2 is a low poly game which is similar not only to its predecessor, but also to other games developed by FreeMind. Though there is a sort of charm that comes with this sort of graphics style, I felt no real draw to the art style after the gameplay dropped me from a proverbial roof. The people and vehicles are procedurally generated and lacked any real life because they followed a regimented path. Asides from some cute voicelines if you hit the people or crashed into another vehicle, they were like robots. 

The islands were needlessly larger than expected. And I hated how little there was to do. In fact, the roads were sometimes steeper than the beat up hunk of crap that you drive could handle. Heck, even the nicer looking cars struggled with certain inclines. Even from the terrain design, the game feels like there was very little thought to any aspect it tried to include.

But a real kicker came from the UI itself. Let's start with the world map. It's useless. Not only does it NOT tell you where your current job is, but it is a static image that you can't rotate or zoom in on. For the first time ever, the rotating compass map in the top corner of the screen was more useful than the overhead map - and I generally find minimaps to be unhelpful. 


You are able to hold up to five separate objects, which includes your tools. As one might expect, you have to have the right tool or the right material for the job you are doing. But considering the game is nothing more than a point and clicker, I'm almost surprised proper tool or material was even a consideration. Heck, the UI doesn't even let you choose the wall color before you start painting. The game has all of that figured out for you. 

Another frustrating part of the UI is grabbing supplies. While it's a simple click and drag to the back of your truck, the orientation and placement is just inconsistent and bad. To boot, there are times where your materials will shift in weird ways because you don't even get to secure them to the vehicle nor because the game has any understanding of proper physics. 

I. Can't. Even. 


Pros and Cons

Sadly the cons will outweigh the pros in House Builder 2. What I can say is that I never fell through the world or managed to get stuck in an area that I couldn't get out of. Aside from that, the game was a nice time waster for a couple of hours but that's all it has to offer right now. 

The cons are much more frequent with weird graphics and/or collision of both the vehicles and the people. Sometimes I'd see four car pile ups and a vehicle magically go flying for no reason at all. I watched as people walked into what were supposed to be solid objects. I gawked at the terrible interpretation of the construction profession and I'm definitely no expert in the field.

The map and the navigation features were non-existent. And after saving and quitting, I found that the game seemed to forget important things like houses that I had already built were still completed but magically had the supplies on the lawn as though it wasn't. Let's not forget the time where the paint seemed to perpetually fall off the wall even though the job was complete. And my favorite failing of the game came from one job where when the structure was complete, the scaffolding vanished, and dropped me on the ground below. No damage taken.


Final Thoughts

House Builder 2 is an uninspired and boring simulation game that pales in comparison to several games within the genre. It is lacking in so many ways that after six hours I'm fairly certain I 'completed' the game, but received no notification indicating such (even after updating where we were supposed to get some kind of achievement). There is little sense in building progression, realism, crucial construction considerations like safety and organization. At one point you can restore an old car or look for random tires and I can only question why those were included in the game. 

Unfortunately, I cannot recommend this game to anyone at this stage. I think House Builder 2 needs a lot more work before I would even think of suggesting it to anyone.  

Score: 5 out of 10
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Digital Extremes Reveals More Details About The Old Peace Story

LONDON, Ontario – Oct. 31, 2025 | Digital Extremes revealed further details for Warframe’s next Narrative Chapter, The Old Peace, arriving in December, during a haunted Halloween Devstream. Dark details were unearthed around The Devil’s Triad, a side story launching alongside Digital Extremes’ pinnacle Warframe update of the year. Featuring a complete narrative to discover, The Devil’s Triad introduces three new Protoframes and Gemini Skins, an expanded relationship and romance system, and a devilish new game mode: The Descendia. The studio also summoned a first look at Gyre Prime, game-changing Focus School Expansion enhancements, the Warframe on Android closed beta test for November, and teased the return of TennoCon (July 10-11, 2026).

“Much like our first set of Protoframes, we are taking a big swing with these new characters,” said Megan Everett, Community Director. “Everyone was expecting us to do something more ‘80s or 2000s themed designs and lore next for new humanoid Warframes, so naturally, we went gothic horror to keep you all on your toes. It gives us such a thrill now to see people’s reactions when they meet a new Protoframe for the first time, or when they discover who voices them, or are already planning how they want to customize their Gemini skin. We are so grateful for the community’s trust when we try something weird like this. I just hope the players are ready to make a deal with the devil to get to the bottom of what’s up with these three…” 

Highlights from the October Devstream include: 

Encounter The Devil’s Triad – three Protoframes bound by the dark legacy of Albrecht Entrati in The Devil’s Triad side story:
  • Conjure connections with Protoframes for Wisp (Marie Leroux), Harrow (Father Lyon Allard), and the newest Warframe, Uriel (Vice Regent Grand Carnus Roathe), in an expanded romance & relationships system.
  • Embody new cursed forms with fully voiced Gemini skins, brought to life with the voice talents of Elsa Perusin (Brawl Stars), Will de Renzy-Martin (Dragon Quest III HD-2D Remake), and René Zagger (Final Fantasy XIV: Shadowbringers / Endwalker).

Discover what lies beneath and survive The Descendia:
  • Venture into the depths of a twisted tower to explore an ever-changing labyrinth. Battle through 21 randomly generated floors, increasing in difficulty with each level.
  • Prepare for the unknown as floor layouts change weekly, except for one constant: every seventh floor promises a meeting with one of The Devil’s Triad.
  • Barter with each Protoframe for various cosmetic and gameplay rewards.
  • Collect audio transmissions to uncover the woes and hardships of the Triad to hear their full tale.
  • Rest in Peace: checkpoints offer a smoother return to gameplay until the next weekly reset.
  • Digital Extremes will share more information around the second new game mode to arrive in The Old Peace, The Perita Rebellion, in its November Devstream.


Enhance personal gameplay experiences throughout The Old Peace with larger-than-life ultimate abilities, and a brand new player profile cosmetic called Honoria (Player Titles):
  • Teased during TennoCon’s gameplay demo earlier this year, each Focus School will receive its own brand new Ultimate, demonstrating the crushing might of the Unairu School.
  • Meet with Marie Leroux (Wisp) after delving into the depths of The Descendia to unlock antique items needed to remember forgotten Focus Ultimates. More information around the rest of the Focus Expansion will be revealed in the November Devstream.
  • Continue to customize the social aspects of Warframe with the first-ever introduction of Honoria for player profiles and showcase in-game feats for all to see.

Embrace new visual fidelity with Gyre Prime, a graphical remaster for the Operator and Drifter, and a Voruna Deluxe Warframe skin:
  • Gyre, the dancing spark, will become the next Prime Warframe to recall the technological power of the Orokin Empire with an electrifying gilded design.
  • Trek through the Origin System’s vast cinematic questlines with the upcoming graphical remaster, featuring new character models for the Operator and Drifter. Discover next-gen enhancements, with fresh faces, remastered hair, and makeup options for customization and technical improvements to gameplay
  • As the promised community reward for hitting the latest Quest to Conquer Cancer charity fundraising milestone of $130,000 CAD, the development team teased the next deluxe Warframe cosmetic skin for Voruna via concept art. 

Equip some lucky dice and gear up at the nearest tabletop for a collaboration between Digital Extremes and Paizo, creators of acclaimed TTRPGs Pathfinder and Starfinder:
  • Operation: Orias is a complete Starfinder x Warframe standalone adventure available now on Paizo’s storefront that blends the tactical sci-fi D20-based gameplay of Starfinder Second Edition with Warframe’s action-packed setting, lore, and characters.
  • Control one of four iconic Protoframes, Arthur (Excalibur), Aoi (Mag), Lettie (Trinity), or Amir (Volt), in a non-canonical standalone adventure designed for 4-6 hours of play. 



Emerge into the new year and begin preparations for the latest IRL Warframe events and a new platform:
  • TennoCon, the annual record-breaking celebration of all things Warframe and Soulframe, will return to Digital Extremes’ hometown of London, Ontario, July 10-11, 2026. More details for the show will be revealed soon.
  • Digital Extremes will be kicking off its community world tour for 2026 to meet with fans, with TennoVIP events for Australia in Brisbane on Jan. 30, 2026, and Melbourne on Feb. 6, 2026.
  • Opt-in to join the closed beta test for Warframe on Android, set to welcome a select number of players to try out the new platform later in November.

For more information about Warframe, please visit the official website, visit the new official wiki, or follow our Bluesky, Twitter/X, Instagram, YouTube, Twitch, and TikTok accounts.

About Warframe

Warframe® has evolved the looter-shooter genre since its debut on PC in 2013, becoming a multi-generational game with more than 85 million registered players across multiple console and mobile platforms. In this free sci-fi epic, players join an ancient class of warriors, the Tenno, and fight their way through an ever-expanding universe of more than 18 planets and 60 Warframes, with four open worlds to discover. With unrivaled customization, an intriguing narrative, and one of the most welcoming communities in gaming, players can define their playstyle and become an unstoppable force with a squad. Warframe’s success has led to the creation of TennoCon, where thousands of fans descend upon the heart of Digital Extremes’ creative operations in London, Ontario, annually to discover the future of the game. For more information about Warframe, please visit: www.warframe.com.

About Digital Extremes

Digital Extremes ranks as one of the world's top video game development studios. Originating 30 years ago with the co-creation of Epic Games' multi-million unit selling Unreal® franchise, including Unreal and Unreal Tournament, Digital Extremes went on to develop Dark Sector®, BioShock® for the PlayStation®3, the BioShock 2 multiplayer campaign, and The Darkness® II. The studio develops its games using its proprietary Evolution Engine and reached critical and commercial success with the free-to-play action game Warframe®, supporting a global community of 85+ million registered players across all major core gaming platforms. Digital Extremes is currently developing its new IP – Soulframe® – with additional updates coming soon. For more information about Digital Extremes, visit www.digitalextremes.com
Article by: Susan N.
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Prepare to Strike Enemies in Arena Shooter on November 6th!

October, 29, 2025 | Independently developed by Sky9 Games and published by IndieArk, the exhilarating arena shooter Strike Force Heroes (trailer, press kit) is set to make its official debut on Xbox, Nintendo Switch, PlayStation 5 on November 6, 2025, with a price tag of $24.99 USD / €24.99 EUR. Fully optimized hardware, this edition promises a fluid and immersive online competitive experience that keeps players engaged from start to finish.


(*): The PS5 price will be a higher than the stated in this release.

Strike Force Heroes is a timeless 2D arena shooter that captures the essence of classic action. Players select from diverse character classes and align with AlphaSquad to confront foes across more than a dozen vibrant maps—from dense jungles, speeding trains and even plummeting aircraft. Arm yourself with an arsenal of weapons, collect valuable loot, and master skills to upgrade and personalize your hero, culminating in epic showdowns against formidable bosses. Every mode supports both PvP and co-op, enabling seamless teamwork with friends or fierce rivalries in adrenaline-fueled battles.


Key Features

  • Customize Your Hero: Level up four classes with hundreds of weapons, outfits, and abilities, each with its own completely unique strengths, weaknesses, and playstyle.
  • Choose Your Loadout: With hundreds of weapons, abilities, and equipment to choose from, there’s something for every play style. Go with a safe loadout, or create a clever setup that synergizes perfectly with all your equipment for risky yet deadly results.
  • Epic Storyline: Experience an engaging storyline through fully animated cutscenes with wisecracking characters, explosive action sequences, and challenging boss fights.
  • Endless Replayability: Beating the campaign unlocks harder difficulties to earn better rewards, further build out your heroes, and challenge even the most seasoned of players.
  • Online Co-op and PvP: For the first time ever, invite your friends to join you throughout the entire campaign, or blast them away in fully customizable PvP custom matches, with no max player limits!


About IndieArk

Founded in 2019, IndieArk is an indie game publisher renowned for its professional marketing and localization team. The company is committed to offering a full suite of customized publishing services delivering unique and interesting games to the world.

IndieArk’s mission is to assist ambitious indie game developers with remarkable creativity while fostering a collaborative spirit in all of its partnerships.

About Sky9 Games

Founded in 2012, Sky9 Games is an independent game developer comprised of two team members, Justin Goncalves (the programmer) and Mike Sleva (the artist). Sky9 Games made the original Strike Force Heroes series, along with the Raze series, Siegius series, and more.
Article by: Susan N.
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Memorable Music in Gaming - October Genre - Survival / Horror


Nick

Mikko Tarmia – Soma


It’s spooky season - time for games that make the hairs on the back of your neck stand up. Probably no genre benefits more from quality sound design than horror. Whether it’s subtle ambient sound effects to in-your-face music swells, a horror game with well-done audio can get your heart racing in a way that visuals and gameplay alone can’t quite seem to achieve. 



 

Though it came out about a decade ago now, SOMA is still one of my favorite horror titles ever. I’ve played it on multiple platforms over the years, and even though I know what’s coming - the game still manages to create tension through its sound effects and the impressive OST composed by Mikko Tarmia. Probably best known for his work on the Amnesia and Penubra games, Mikko Tarmia also founded his own independent label called The Sound of Fiction (which is an awesome name in my opinion). 

While many of his other works are better recognized, I believe SOMA is probably the best of his soundtracks that I have experienced. The game itself is a creepy science fiction game that relies on atmosphere and tension over random jump scares. Songs such as Ark (https://www.youtube.com/watch?v=Tk1eidg3Pzw) and Going down really help to create the thick sense of tension in the air as you explore. Even the opening and credit themes that bookend the experience are memorable well after I had put down the game.

~~~~~

Susie

Viacheslav Pakalin - Sherlock Holmes: The Awakened


Like several of my colleagues, I don’t really play horror games. The closest I tend to get to the genre are investigative focussed games like Call of Cthulhu (which I only got so far before I was too creeped out) and Sherlock Holmes - which isn’t really a horror game per se. Needless to say, Sherlock Holmes is going to be my entry for this month’s memorable music because I absolutely loved this game, despite a few scenes where I was a little disturbed. 

As a game, it felt a little bit pulled back from Chapter One which had an interesting gameplay method and one mechanic that just never worked for me. The Awakened was a little more focussed on what it was meant to be, and I was thrilled with the game. Especially when you consider that the music composed by Viacheslav Pakalin was brilliantly done. As the main composer for a couple of Frogwares games, it stands to reason that he earned his stripes. Each track in The Awakened is creepily simple with some haunting reverbs and a grand piano to add the atmosphere in an already tense and bloodied world. Take a listen to Warehouse 12 (https://open.spotify.com/track/3cjLWDA4PmnPt7GUtfzG84?si=a4b7e7314ad942ac) which slowly crescendos ones imagination into overdrive. Considering that the whole game is creepy enough as it is with the concept, the atmosphere, as well as the addition of this music, it is definitely a memorable soundtrack and game in my eyes. 

And yes, I know, it’s not strictly a horror game. I don’t do horror games, so this is the best you get. 

~~~~~

Richard

Dumavita/Vinicius Braga/Michel Cardosa - Enigma of Fear


I don’t play many horror games, and the ones that I do pretty much only have an ambient soundtrack instead of full music tracks. As such, I’d like to toss in Enigma of Fear. While it’s not exactly a traditional horror game, being more a mystery/supernatural/adventure type game akin to an isometric Resident Evil, it is definitely a spooky setting.

When I first started playing Enigma of Fear I was initially taken by the art style and voice acting, both of which really clicked right off the bat. As you investigate the mysterious disappearances surrounding a supernatural hotspot centered around the house of an insane family, you’ll delve into the mystery of what’s going on. What better way to set the tone than with the soundtrack? Instilling a sense of dread and foreboding, the music from Enigma of Fear really made an impact on me, both from a gameplay perspective and from a musical sense.

Dumativa, the developer of Enigma of Fear, is an amazing Brazilian game studio that really nailed the tone and the atmosphere here, in addition to producing an amazing game. Definitely a soundtrack that I found really memorable.

~~~


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New Accolades Trailer for Gloomy Eyes is Here!

October 27th, Paris, France and Warsaw, Poland | Gloomy Eyes, the cozy horror “self-coop” adventure that launched in September, has tugged at the heartstrings of many who gave it a go.


The game currently has a 91% positive rating on Steam, 4.8 / 5 stars on PlayStation Store, and 80% overall on OpenCritic from 25 reviews. 

To mark the occasion, a new accolades trailer has been released.


GAME FEATURES

  • Take control of both Gloomy and Nena, seamlessly switching between them to conquer clever environmental puzzles.
  • Explore stunning, handcrafted diorama-style levels from every angle, uncovering hidden secrets and solving intricate puzzles within rotatable dioramas.
  • Immerse yourself in a cozy horror world with unique Tim Burton-esque art, offering spooky charm without gore or jump scares.
  • Embark on a heartwarmingly bleak fairy tale of necromantic adventure, where two unlikely souls journey to find the sun and restore its light amidst a squabble between the living and the undead.

Gloomy Eyes is available in multiple languages, including English, French, Spanish, Latin American Spanish, Simplified Chinese, Traditional Chinese, Korean, Brazilian Portuguese, and Portuguese. 
Article by: Susan N.
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Full Metal Schoolgirl - PS5 Review

Full Metal Schoolgirl by developer YUKE'S and publisher D3PublisherPS5 review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 7 minutes

Do you need to get some workplace aggression out? Boss getting you down? Being overworked? Well, join in on Full Metal Schoolgirl to take down an exploitative enterprise in a robot/cyborg slaying adventure!

In the future world of 2089, super exploitation of workers has become the norm, where overwork and underpay is a standard, where the “working dead”, cyborg employees, are pushed to the brink by abusive bosses, awful work schedules, and superior harassment. In come our heroines, cyborg schoolgirls who have been “upgraded” by a former employee of Meternal Jobz, in order to take down the mega corp that’s ruling over the poor cyborgs.

Honestly, I’m pretty sure the distinction between cyborg and robot is rather lost somewhere here, but I won’t nitpick that. Basically, you get to choose one of the main characters to take on a raid of the company. A 100 floor company that changes its layout every day to keep employees from being able to find the exit. Yup, this is a roguelite-ish style game where every attempt at the 100 floor company there is a different layout, and you have to find equipment as you progress.

So, now it’s time to start a raid on the company! When you start off, you can select a gun and melee weapon from the lobby, and then off to the stairs you go! As you climb the building, you may get knocked out by the employees who now have the job of stopping you. No worries though! You manage to get out, leaving some of the parts and materials you harvested from enemies behind, and then you can get the professor to upgrade your body! More health? Done. New moves like being able to equip a shield? Also done. For a price. Oh, and did I mention that she started a livestream service for you, so people can watch you fight your way up the mega corp? Good news is they can give you the occasional bonus objective, and completing it earns you money you can spend on upgrades. You can also double down, making the objective harder, but earning a lot more.

As you make your way up the building, you’ll come across elevator cards, allowing you to skip to certain floors. While going up your first time, every new boss floor you’ll be returned from the run, but given a card to carry on from that floor. Good news is they give you a gear selection so you aren’t going back in too underpowered. Gear level is roughly based on floor number, and gear rarity dictates how many bonus effects the gear comes with.

So, let’s look at your violent rampage up the Meternal building. The game is a sort of weird combination of hack and slash and third person shooter. Most encounters will probably start at range, but you do have your melee weapon to beat off enemies when they get too close. You can also nab an autonomous drone and a shield. For your weapons, melee weapons will be fast but weaker swords that use little energy, chainsaws that are mid-powered and use a medium amount of energy, or axes that are really slow, but hit hard and eat a chunk of energy. And before you ask, yes, energy is your stamina. Run out and you can’t dodge or melee attack until it recovers. You can still shoot though.

Guns also come in a variety from rifles to gatling guns to grenade launchers or shotguns. Each have their own good points and negative aspects, so find what works for you. Personally I prefer the rifles, with the gatling coming in second. Now, you do have a dodge, and a perfect dodge if you dodge before you get hit, but for the life of me I could only activate a perfect dodge if I dodged while standing still to do a backstep. Either I’m just bad at it, or that’s a really frustrating design point. Honestly I just tried to never need it unfortunately.

The last equip types are shields and drones. Shields are useful for blocking bullets at the cost of a sustained energy drain. There are plenty of enemies, and turrets, willing to shoot at you, so the shields will definitely see use. There are different types, starting small with a shield directly in front of you, to having a shield fully surround you for the largest size. The bigger the size, the bigger the energy draw, so you need to balance what you need. The drones are automatic, you just drop them down and they do their thing. Some are buffs, some shoot, some spin in a melee attack. They recharge use over time, so don’t worry about using them often.

As you are fighting your way through unfortunate employees, you’ll also earn a resource for PP. PP is a bit of an interesting resource, as it’s primarily for using a special move called a punishment move, one for your melee and one for your ranged. You can get more of these that you can swap out as you progress through the game. PP is also used for “overclocking”, which lets you move faster and enemies appear slowed. In an interesting move, you also get modifications from chests sometimes, which will affect your stats normally, but one type increases your damage dealt if your PP gauge is full.

Worried your health is running low? Well, pop a battery to heal up that damage! You have a set capacity that you can increase, but you’ll collect these from the loot boxes as you climb the building. If you are full health and pop a battery, you get a very minor increase to your maximum health. Useful if you’re playing well and they start building up, but not that great short term. At least there’s a use for them if you find a battery and are currently full stock though, it feels nice not to “waste” a healing item.

During your battles, you will come across larger enemies, and bosses of the divisions. The large type enemies have a guard gauge in addition to a health bar, which the common enemies don’t. You decrease the guard gauge by attacking, with more value for hitting enemy weakpoints. Once the gauge is empty, you can perform a “retirement move” on the enemy, where you get rid of the rest of their health in a special attack, which actually changes based on enemy type. Normal enemies also technically have weakpoints, as almost all enemies do in the form of batteries, but normal enemies usually die pretty fast so you may not pay much attention to those.

Full Metal Schoolgirl is very much a roguelite type situation, with emphasis on the 100 floor trek, so you definitely should know what you’re getting into before you play. While the elevators do take you up to certain pre-registered floors, the initial slog to get there may take a while too. Also, while it is technically a roguelite, it leans less heavily on the upgrades, so your personal skill will probably be the more defining aspect rather than if you’ve unlocked certain abilities. The game is campy, and very much not a super serious deal, so it’s best to treat it as such. I’d definitely say keep an eye on this if you’re a fan of rougelite/Earth Defense Force style games, but I may wait for a sale before picking it up. 

Overall, Full Metal Schoolgirl is a rather delightful title for a roguelite/hack-and-slash/third-person shooter experience. It’s corny and cliché, but in a good sort of way. While the standard slash and gun gameplay is pretty decent, with only some clunkiness here and there, the dodging mechanic feels a little obtuse when used as intended. With an art style that makes me think of Saturday morning cartoons, and some interesting themes as you fight your way through the Working Dead, I can see a lot of people enjoying Full Metal Schoolgirl, although it definitely needs to be closer to your niche to get the full enjoyment from it.


Score: 7.5 / 10
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