Marvel Darkhold Destiny Is Magic: The Gathering’s First Universes Beyond Set Of 2027


Today at New York Comic Con, Wizards of the Coast announced the first 2027 Universes Beyond expansion set for Magic: The Gathering. Marvel’s Darkhold Destiny will pit Doctor Strange, Thor, Ghost Rider, and more against cosmic villains like Hela and Dormammu in 2027.

The set will include normal and Collector booster packs, and four pre-constructed commander decks themed around Marvel heroes and villains, including the Midnight Sons. Multiple cards were shown during the hour-long panel, including Magic, who transforms into Darkchild, Gargantos, and the titular Darkhold. 

Darkhold Destiny tells an original story co-created by designers at Marvel and Wizards of the Coast. Along with that story, a brand-new character created for this set will be introduced in a Marvel Infinity comic series starting in February. 

Mechanics include Vengeance, an Adventure-like gameplay feature that lets you cast spells from your graveyard and return the permanent it’s attached to back to the battlefield, and the return of the Arcane subtype for spells.

Darkhold Destiny launches April 9 in big-box retailers and local game stores.

Disney World and Disneyland Official Price Surge Concerns Attendees


Disney has raised ticket prices at both Disneyland and Disney World parks. Not all ticket types have been affected by these changes, however. There are still options that allow fans to visit the theme parks for a more affordable price.

Prices of Disneyland and Disney World tickets have greatly increased over the years. However, the parks have also received expansions, giving visitors a wider variety of rides, restaurants, and whimsical worlds to explore. According to MickeyVisit, Disney has stated that its guests see more value in their visits now compared to before. Although prices are rising, visitors receive more value from the parks than before, especially during low-season.

Disneyland ticket price increase

water ride at disney land Image: Disney

At Disneyland, you can purchase one-day or multi-day tickets. The price of the one-day tickets is based on demand. Higher-tier tickets are sold when demand is greater. If there is low demand, attendees can purchase a low-tier ticket, which is more affordable. Disney has increased the price of middle-tier tickets, maintaining only Tier 0, Tier 5, and Tier 6 prices. Thankfully, multi-day and annual pass ticket prices will not be affected.

If you don’t want to stick to a single theme park, you can get the Park Hopper add-on. Depending on the ticket tier, the additional cost will be between $5 and $10 for one-day tickets and between $5 and $15 for multi-day tickets. To skip the line, you’ll also have to pay an extra $1 now, bringing the cheapest Lightning Lane Multi Pass add-on to a total of $38.

Disney World price increase

mickey and friends at disney world Image: Disney

Disney World has also cranked up the prices. Spending New Year’s Eve or Christmas at Disney World will be even more expensive as the highest-tier tickets rise by an additional $20.

While the annual passes were safe from a price surge at Disneyland, that is not the case at Disney World. The cheapest annual pass, the Pixie Dust Pass, has only gone up $10, but the highest-tier Incredi-Pass has increased by a total of $120. The Pirate and Sorcerer Pass, which falls in the middle of the previous two, is now $40 more expensive than before.

The good thing is that low-season prices remain unchanged at both Disney World and Disneyland. As long as visitors time their trip for the off-peak season, they will still find more affordable options.

“It’s not in the top five reference points”: Afterworld isn’t just a Fallout grand strategy game, say Paradox, it owes a lot more to the Bronze Age



When Paradox announced their post-apocalyptic North American grand strategy game Afterworld, I made the obvious comparison to Fallout. For this I should be chained to the fender of a war rig and pelted with scoops of radioactive dogfood, while being slowly driven through a pack of three-headed coyotes. In a new dev diary, Afterworld’s content designer and “elder lore keeper” Luke Bean has gone into some detail about the game’s setting, explaining that Afterworld owes more to study of the Bronze Age collapse than any Vault Tech malarkey. The continent’s diverging tribes are also apparently far more estranged from and mystified by the “ancients” than their peers in Bethesda’s RPGs.


“The people of this world aren’t Americans exactly,” Bean began. “They are people who remember the Americans. America was an ancient empire to them, sort of the way the Roman Empire was for us, and they live in the shadow of that history. The people know that there was this time full of powerful and mysterious science. They think of the ancients – us – as people who could do anything they wanted with science. And so the central mystery of the past to them is if the ancients could do anything they wanted, why’d they all die? They must have wanted to die.”

Continue reading ““It’s not in the top five reference points”: Afterworld isn’t just a Fallout grand strategy game, say Paradox, it owes a lot more to the Bronze Age”

How Developers Turn Ideas Into Simulations With Frontier AI Agents



Turning a simulation idea into a working application means assembling assets, connecting physics and rendering, and checking that the scene behaves as intended. Developers are combining frontier AI models with NVIDIA Omniverse libraries to help carry out that work — building applications for exploring scenarios, investigating failures and improving designs.

Developers direct AI agents through natural-language instructions, review results and guide changes. Omniverse libraries provide GPU-accelerated physics, rendering and sensor simulation capabilities.

Explore the projects below to see frontier AI models such as GPT-6 Astra at work, and check back for new examples from NVIDIA teams and developers across the ecosystem.


 

Build a Humanoid Simulator for a Warehouse Environment 🔗

Explore a gamified, physics-based control of a humanoid robot in first- and third-person view.

Before automating warehouse tasks, developers need an interactive simulation environment to explore task behavior and evaluate how the work gets done. Frank DeLise, Omniverse product manager at NVIDIA, used Astra to turn a SimReady warehouse and humanoid robot into an interactive simulator with first- and third-person views.

DeLise directed Astra to connect NVIDIA Omniverse libraries for physics (ovphysx), scene updates (ovstage), rendering (ovrtx) and the user interface (ovui). He also used Astra with SimReady (simready-foundation) to create the physical scene in simulation. Astra then generated animation and application code to bring those capabilities together.

Learn how to prepare and validate SimReady robot assets with frontier AI models and NVIDIA Omniverse libraries.


 

Connect an Autonomous-Driving Testing Workflow 🔗

 

Changing a scene, sensor or driving model can significantly affect autonomous-vehicle simulations. Doyub Kim, a manager on the simulation technology team at NVIDIA, asked Astra to build Zero to Alpamayo — a reusable simulation environment based on San Francisco’s Market Street.

Kim directed Astra to map out the workflow, then connect asset creation, traffic, Omniverse RTX sensor simulation and Alpamayo driving in stages, checking each integration. The resulting prototype was a testing ground for comparing models and tracing how scene or sensor changes affect downstream driving behavior. A separate Cosmos3-Nano experiment varied weather and lighting in recorded simulation videos, allowing Kim to compare the driving model’s responses to the same scenario under different conditions.


 

Use Sensor Differences to Create and Improve Digital Twins 🔗

Comparing recorded and simulated camera and lidar outputs gives developers key performance indicator-based feedback for refining a scene.

To test robots and autonomous vehicles, developers need to know how closely simulated sensors match real ones. Ashley Reid, who works on RTX sensor validation at NVIDIA, directed Astra and Claude Fable 5 agents to compare ovrtx camera and raw LiDAR outputs with recorded data. The agents created two digital twins from scratch and improved two existing ones.

Over about three days, Reid guided an iterative workflow in which agents measured differences, created or modified OpenUSD scenes, and checked the results. Changes addressed missing objects, geometry and materials, with acceptance depending on camera and LiDAR metrics. This gives developers a way to use measured discrepancies to guide scene creation and improvement.

Start by rendering an OpenUSD scene with the ovrtx minimal Python example, then define a sensor measure to compare with recorded data.


 

Robo Olympics: Test Robot Skills With Simulation 🔗

Teaching robots new movements means checking whether those actions work under physical constraints. Tae Kim, who leads NVIDIA Omniverse engineering and product, used sports videos and natural-language instructions to guide Astra in building Robo Olympics, an experimental project that tests simulated Unitree G1 humanoids performing sports movements.

Under Kim’s direction, Astra built controllers and refined them through physics trials. Newton Physics Engine simulated behavior, the open source NVIDIA Warp framework accelerated calculations and ovrtx rendered scenes and virtual-camera images. In one experiment, the robot cleared a single hurdle in 64 of 100 simulation trials. The trials gave Kim feedback for improving the robot’s timing and control.

Watch Kim explore building simulations with Astra and NVIDIA Omniverse libraries.


 

Test Robotic Disassembly With Computer-Aided Design and Simulation 🔗

Before a robot can disassemble a product, developers need to know whether its tools can reach and remove the parts. Jens Jebens, a senior product manager for OpenUSD at NVIDIA, directed Astra to model a car suspension in PTC Onshape and configure it in NVIDIA Isaac Sim.

With Astra, Jebens explored computer-aided design and tooling revisions for robots informed by simulation. The agent measured the available space and designed a wrench the robot could use to reach the suspension’s bolts. Jebens reported successful removal of a suspension component in simulation. This connects design and tooling decisions to disassembly results, offering a starting point for robot policy training.

Explore the Onshape importer guide.


 

Bring the International Space Station Into the Browser 🔗

Turning 3D models into an application requires connecting assets, live data and an interface. Nic Johns, an engineering director at NVIDIA, prompted Astra to assemble NASA assets into an OpenUSD International Space Station model with telemetry. Johns built the application with a single prompt, then used a follow-up prompt to shift the scene to Earth’s daytime side so the planet was visible.

The workflow used Blender for asset preparation and Omniverse libraries for rendering (ovrtx), scene runtime (ovstage) and streaming (ovstream). The application brings 3D models and operational data into the browser, with Johns guiding its development through prompts and corrections.

Try the Omniverse Real-Time Viewer skill.


 

Turn Captured Rooms Into Testing Environments 🔗

A digitally reconstructed room needs editable objects and accurate physical behavior before developers can test interactions. Chirag Majithia, from the Isaac engineering applications team at NVIDIA, directed Astra to turn stereo camera captures into an editable OpenUSD studio.

The workflow combined PyCuSFM, FoundationStereo and nvblox for reconstruction, with user review guiding object selection and placement. Astra assembled generated and Blender-authored assets and used USD Content Agents to configure how objects move and interact in simulation. Isaac Sim tests guided collision and contact revisions for doors and drawers. The studio connects captured geometry to interaction testing, making gaps and object behavior easier to inspect. 

Explore USD Content Agents.

Have a simulation idea? Explore NVIDIA Omniverse libraries to start building with an AI agent.

Arc Raiders Boarding the Frigate walkthrough



Key deets

⚡Climb onto one of the drones the frigate spits out and interact to disrupt it.

⚡Ride it up to the Arc Frigate.

⚡Damage a Rocketeer, Vaporizer, and Hydra turret to complete the quest.

Arc Raiders‘ new Boarding the Frigate quest is about finding a way up onto the giant flying Arc fortress during the new Arc Frigate map modifier. Since this is a colossal arc event, you’ll want to bring plenty of ammo and healing. A Grappling or Snap Hook will come in handy, too.

You can get onto the frigate (as shown in the video) by finding one of the circular Arc drones that it spits out when it arrives on the map, climbing or grappling on top of it, and then interacting with it to disrupt the drone. This will cause it to fly back to the frigate, allowing you to climb aboard.

I never thought we’d get a new Ultima RPG, but now that series creator Richard Garriott is getting back the rights from EA, everything’s on the table


Ultima is a foundational RPG series that’s long been left in the past by rights holder EA, but according to series creator Richard Garriott, that could all be changing as early as next year.

Garriott sold Origin Systems, the studio he co-founded with his brother and father, to EA back in 1992 along with the rights to the Ultima IP. He would continue working there for years to come, directing several Ultima RPGs and serving as producer on the seminal MMORPG, Ultima Online. In 1999, EA canceled all of Origin’s in-development projects partly due to poor reception to Ultima IX: Ascension, and Garriott left the company shortly after that. After a few years maintaining Ultima Online and working on another online Ultima game that would eventually be canceled, Origin was shut down by EA in 2004. 22 years later, Garriott says he’ll soon own the rights to the series once again.