33 Immortals is a co-op action-roguelike for 33 players. Play a damned soul, and rebel against God’s final judgment. Pick-up and raid, cooperate to survive hordes of monsters, defeat massive bosses, and face the wrath of God in a fight for your eternal life. Burden Street Station
Jump straight into 33-player co-op runs with instant matchmaking; no lobbies or planning required. Drop in solo or party up with up to 4 friends and fight through streamlined, replayable raids built for fast sessions, massive cooperative battles against hordes of monsters, and epic boss fights.Survive by fighting together. No voice chat required: coordinate through in-game emotes, pings, and cooperative abilities. Revive fallen allies, combine powerful effects, and adapt to chaotic encounters as dozens of players battle side by side.
God’s armies will strike you down again and again, but every run makes you stronger. Collect resources during raids, unlock permanent upgrades for your soul, and expand your arsenal with new weapons, relics, and powers. Experiment with different builds and prepare for even greater battles against God’s wrath. Face the Wrath of God, together. Fight as a renegade in the immortal rebellion against God’s final judgment, and battle for your eternal life in a unique blend of mythic fantasy, action roguelike progression, and large-scale cooperative play.
Features:
33-player co-op action roguelike battles against massive hordes and bosses.
Jump straight into live runs with instant matchmaking. Drop in solo or with up to 4 friends.
Fast-paced, replayable raids designed for quick sessions and nonstop action.
Coordinate through emotes, pings, shared objectives, and powerful cooperative abilities.
Revive fallen allies and fight together to keep the rebellion alive.
Randomized enemies, encounters, rewards, and builds make every run different.
Unlock permanent upgrades, experiment with powerful builds, and customize your playstyle.
Wield weapons and relics inspired by sins and virtues, each with unique combat mechanics.
Customize your soul with a wide range of cosmetics.
Screenshots
SystemRequirements
Minimum
OS: Windows 10
Processor: Quad Core 2.4Ghz
Memory: 8 GB RAM
Graphics: GeForce GTX950, Radeon R7 360, or Intel HD Graphics 630, 2GB VRAM
DirectX: Version 11
Network: Broadband Internet connection
Storage: 5 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
TurnOff Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
Basketball was one sport I loved playing as a kid—not only to compete or spectate, but just for fun. I was not good at it. So I stopped playing, partially because I hated feeling like my teammates were stuck with me. When I got benched, that bummed me out. But when I got put in, the responsibility to not let my friends down made my heart race, even if it supposedly didn’t matter if we won. Now I realize I shouldn’t have been so hard on myself.
NBA The Run saddled me with the same existential questions I had back in those days. It’s a 3-on-3 throwback to arcadey classics like NBA Jam, Street, and my personal favorite, the one where you can play as a horse. These games trade the simmy mechanical depth of more buttoned-up ball ’em ups for easily executed moon jump dunks, gaudy tricks, turbo buttons, and commentary from guys yelling stuff like “Boom shaka-laka!” It’s basketball as only videogames could envision it.
In other words, if classic 2K was Ball Turismo, NBA Street was Midnight Dunk Club. Much chiller, just as killer. But just imagine if Midnight Club had no arcade modes, no offline play of note, and instead shot you right into competitive online races without so much as a tutorial. As much as I’m having fun with it, that’s the rough start you get with The Run, which released on Steam last week.
I soured on that setup while playing the default mode, squads. Instead of one player controlling an entire trio, six players each control a different character on the court. The playable cast includes a mix of real pro players, each of whom are outfitted with different stats and some personalized animations, as well as unlockable “street legends” with wackier playstyles, like the 7’7 El Gigante.
This format works great when you’re on the same couch as your teammates, or in a game like last year’s Rematch where clearly defined roles nudge each player toward what they should be doing. In 3-on-3 basketball though, it’s a mess of point-hungry buffoons rushing at the ball, shooting Hail Marys from half-court with every possession, and sprinting around aimlessly.
Squads might be great fun with a premade squad or in rare moments where you click with strangers, but an uncoordinated team is comically nonfunctional. I found myself longing for voice chat or a ping system, which just felt wrong. Shouldn’t digital street ball be an escape from the two-bit esports I endure in games like Overwatch?
That said, the core action still hooked me. It’s not as pure as Jam or as expressive as the trick-centric Street, opting for a nice balance between the two: dunks, blocks, and steals are simple button presses, but you can swerve around defenders with stamina-guzzling ankle breakers and shove other players as you please (street rules—it’s legal!). Go for a dunk without the ball to give your teammate an opportunity for an alley-oop, and you can even pass using the backboard or an opponent’s face with an off-the-heezay.
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It’s all narrated by Bobbito Garcia (AKA DJ Cucumber Slice), who you might remember as the ultra-charismatic announcer from NBA Street Vol. 2. He furnishes the game with a fun-forward sensibility befitting its stylized look.
(Image credit: Play by Play Studios)
But because The Run gives you the tools to play stylishly without much fuss and celebrates you for doing it, the emphasis on matchmade online tournaments—the only way to play outside of private lobbies—feels at odds with everything on-screen.
The flair is there, but the competitive context emphasizes performance and mastery over expressive plays and all-in-good-fun antics. There’s nothing inherently wrong with that, but it made me wonder why it’s a street ball game and not a deeper simulation with a more involved metagame to explore. In real life, street ball is a rejection of stuffy structure, but The Run adds it right back. And taken as an esport, this will get old fast… there’s a reason goaltending and shoves are illegal in “real” basketball.
(Image credit: Play by Play Studios)
It does have one trick up its sleeve to keep things fresh, and it’s my favorite part of the game: the changing win conditions. Every match has different rules around points which cleverly upend go-to playstyles. In one game, every shot that wasn’t a three-pointer was only worth a single point. Funnily enough, this made dunks a lot easier to pull off, since defenders kept gravitating toward the 3-point line. In another match, dunks were worth three points, turning the game delightfully aggressive.
Still, I found myself wishing for even wackier gimmicks and tricks to toy with, but The Run’s team format emphasizes playing to win. Sure, I can pass to a teammate in hopes they’ll see my alley-oop and send it back to me in time, but nothing feels as reliable as rushing in for a dunk or pump faking to bait out a block and secure a 3-pointer. The game’s “in the zone” meter tries to reward you for flashy maneuvers, but games are often over before it can make a real impact, and at least one of the random rulesets removes it from play entirely.
At that point, why risk losing the ball just to do something cool? A question like that feels counter to the spirit of The Run’s predecessors, but in a game that’s throwing rank points at you after every match and tracking your win rate percentage, it feels unavoidable.
(Image credit: Play by Play Studios)
This is less of a problem in the game’s solos mode, which I’m liking a lot more than squads. It’s a 1v1 where both players control their entire team, swapping between them with passes. Not only does this mean you don’t have to rely on silent randos, but you can also choose a spread of pros that cover each other’s weaknesses. I can keep a tall center like Victor Wembanyama in the paint, confidently block an opponent’s shot, and dish the ball to Jaylen Brown for a reliable swish. All of a sudden, I’m actually playing basketball! And if I want to go for off-the-heezays and alley-oops, my successes and failures are mine alone.
Once you focus on the fundamental balling (which may take some losing at first as, again, the game has no tutorial at all), The Run reveals itself to be a revival worthy of its inspirations, for the most part. That said, I still wish it had a singleplayer campaign like NBA Street Vol. 2’s Be a Legend mode, or at least something along the lines of NBA Hangtime’s create-a-player, which let you create custom ballers and boost their stats with each win in offline matches. Instead, there’s nothing meaty for a solo player, and the online modes don’t lend themselves to casual enjoyment.
The unfortunate result is that there’s not really a way to unwind while playing The Run, which feels absurd to say about a game which strips away basketball’s depth so it can focus on the cool, flashy stuff. It’s a bit of frantic fun, but the games it’s taking after and the riffs that arose in their absence, like the Jam-inspired fantasy Supergiant RPG Pyre, have proven that arcade basketball can be bigger and better.
Welcome to the harshest and most majestic place on Earth: Antarctica.Kinetype
STORY This story takes place in the distant future: AD 2900. Earth has been ravaged by a number of disasters. Lethal viruses, food shortages, extreme weather, and unending wars have all but completely decimated the population. Survivors find themselves without homes, and this once lush planet has been transformed into a desolate star. Amidst this chaos, a mysterious signal is suddenly sent out to all countries on Earth. Its source? The South Pole.
It indicates the possible existence of abundant resources. A ray of hope in dark times.
And so, the protagonist—a young child, comes to be the bearer of humanity’s last hope.
GAME SYSTEM The threats that obstruct your path. With an ancient map as your guide, traverse each area and make your way to your final destination: the South Pole. Hold your own against the harsh and unpredictable Antarctic environment. Manage your stamina, and use your wits and ingenuity to survive.
Blizzards The merciless, violent blizzards that sweep across the land will threaten your life with the hazardous materials they pick up. Use obstacles such as walls to help you endure the terrifying winds.
Sub-Zero Temperatures At times, temperatures in Antarctica can fall as far as below -30°C. Long-lasting cold will rapidly decrease your stamina, so be cautious.
Craft and Build System The key to surviving the dangers of Antarctica are the remnants of advanced technologies from before this era of ruin: “Craft” and “Build” Collect resources such as stone and wood, or even scrap parts of Lost Technology. Use these to make important items for your journey.
Screenshots
SystemRequirements
Minimum
OS: Windows 11 or later (64-Bit)
Processor: i5-8500
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX1050 2GB
Storage: 20 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
TurnOff Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
Alinea Insights has been analyzing sales of PlayStation games more generally, but with some interesting info about the PC side of things for us to dig out. Like the fact a full 42% of Death Stranding 2’s PC sales came from China, which was its “biggest Steam market”. Alinea notes that “China is a top market for Stellar Blade on Steam as well.”
According to Steam’s last hardware survey, 39.48% of Steam users have their language set to English and 21.85% to Simplified Chinese, making it the second-most popular language by a large margin—every other language is a single-digit percentage or less. It’s difficult to figure out how many actual people that comes to though, since a bunch of those accounts will inevitably belong to internet cafes. Some estimates put the number over 30 million. Whatever the actual figure, it’s a sizable chunk of players to up and ignore because you want people to fork out for a PS5 to play Wolverine.
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Shift Up, the developer of Stellar Blade, won’t be publishing its sequel with Sony. In an earnings Q&A, the studio said, “we are formulating an optimal go-to-market strategy designed to maximize sales and reach a broad global audience from day one.” For “broad global audience” we can probably substitute “Chinese audience”.
Alinea also noted that releasing games on PC didn’t seem to hurt sales on PlayStation. In fact, it had the opposite effect, with Death Stranding 2 having “its best two-week stretch since launch on Sony’s platform” after coming to PC. And while it was on sale at the time, the same discount had run twice before with less effective results. Stellar Blade, which wasn’t discounted on PlayStation when it was ported to PC, also enjoyed a simultaneous boost in PS5 sales.
Launching on PC gives a bump to how many people will stream a game and just talk about it on the internet in general, and word of mouth remains a good way to sell anything. No matter what language it’s in.
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Artificial Extinction 2 is a tower defense hybrid that blends first-person shooter action with real-time strategy control. Survive on a hostile Earth against relentless AI overlords by building powerful defenses, managing resources, and fighting on the front lines. Fears to Fathom – Scratch Creek
Play as a sentient AI commander, switching seamlessly between RTS command view to construct and upgrade your base, and FPS mode to engage enemies directly in brutal combat. Only by mastering both perspectives can you withstand the onslaught.
Your mission: defend your base until critical data decrypts, then call in your mothership for extraction. But the enemy is unrelenting — survival demands smart planning, quick thinking, and precise aim.
Core Gameplay Features:
• Tower Defense Hybrid – Switch instantly between tactical RTS control and FPS combat. • Base Building & Upgrades – Construct power generators, miners, and 8 turret types with unique upgrade paths. • Resource Management – Mine metal, uranium, and thorium while balancing energy and ammunition in real time. • Tech Tree Progression – Unlock new turrets and FPS weapons with a Quantum Computer. • Varied AI Enemies – Battle 8 mech classes, drones, robotic soldiers, and airborne threats. • Support Firepower – Call in a military drone and long-range artillery strikes. • Replayability – Procedural enemy attack paths, resource nodes, and base locations change each playthrough. • Leaderboards & Modes – Compete globally and unlock challenges like: • Nightmare Mode • FPS-Only Mode • RTS-Only Mode
Campaign & Replayability:
Experience 10 handcrafted levels, each with unique terrain and tactical challenges. Replay to face new enemy attack patterns, resource layouts, and survival challenges. Every victory unlocks new ways to play.
Whether you’re into strategic planning, intense FPS battles, or tower defense survival, Artificial Extinction 2 delivers a fresh, high-stakes fight every time you play.
Screenshots
SystemRequirements
Minimum
OS *: Windows 7
Processor: Intel i5-4590
Memory: 8 GB RAM
Graphics: Nvidia GTX 960 or equivalent
DirectX: Version 11
Storage: 14 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
TurnOff Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂
I was never able to get a feel for Funselektor’s top-down driving game Art of Rally, or its predecessor Absolute Drift: I like rally in real life, but sliding cars around corners at screaming speeds from a weird perspective and with no tactile feedback just didn’t work for me. I had higher hopes for the slower pace of the studio’s upcoming Over the Hill, and after trying the demo that dropped today with the start of the Steam Next Fest, I am very happy to say that yeah, this is the one.
Over the Hill is a very stylized take on off-roading: You’re not going to find high-fidelity mud here, or detailed first-person views from behind the wheel. It’s really more about the broader experience of being ‘out there,’ going slow, taking your time, and thinking about how you’re going to get where you want rather than just hammering on it. You can hammer on it if you want, and it’ll carry you for a while, and also likely put you over onto your roof when you’re not expecting it.
over the hill – Steam Next Fest Demo Trailer – YouTube
The game world itself is very much like that too: Not realistic, but evocative in a way that I think makes it more powerful—a bit like Firewatch in that regard, and in visual style too, at least for this demo. This playable portion is set in a beefy chunk of Canadian wilderness, and while Funselektor emphasized that it’s still “a work in progress,” there’s a lot to see and do. Trails of different types lead to points of interest where you’ll find customization items and in-game currency, there are cabins that serve as save points, “challenge trails” wait to test your patience and precision, and scenic lookouts provide an opportunity to just kick back and enjoy the view, and play with the game’s photo mode if that’s your thing.
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You can (and surely will) also leave the trailers completely and just go bombing around wherever you want, within the limits of your vehicle’s capabilities, which—as an entry-level machine—are pretty limited indeed. But that’s also how you find the interesting stuff: The map will guide you to nearby POIs, but it can be a lot more fun to just get out there and see what comes up.
It’s probably wise to play it a little safe until you’ve got some of those cabins unlocked, though. The first time I fired up Over the Hill I found and immediately embarked on a challenge trail that led me across some rocks to a gorgeous waterfall, and I was this close to completing it when I misread the trail, ended up in the water, and drowned my engine. The only checkpoint I had at that stage was the one at the very beginning, so—right back to the start I went.
(Image credit: Funselektor)
See that very narrow rock trail in front of the falls? Good luck.
But even those long slogs can be almost hypnotic. During another session I came across a vehicle stranded in a bog, and spent more than 30 minutes trying to pull it out. I came so close, so many times, and I kept telling myself one more shot from this angle and I’m done, and then I kept trying—until, well, I got a little rammy, ended up in the nearby lake, drowned my engine, and whoops. Now we’re both stuck.
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(I later found a trail that led me to the stuck vehicle from the other side of the bog, and pulled it out with relative ease. Live and learn.)
It wasn’t all misfortune and failure. A drive up to a distant fire tower left me hung up on a boulder: After a few minutes of gunning the engine and reefing the wheel I was ready to reset, but decided it was time to finally take a dig through Over the Hill’s toolbox. Turned out there was a portable winching point in there, similar to a piton but big enough to yoink a car around. I was able to pull off the boulder, and after a few more stressful moments but no full-on catastrophes, I made it to the top. (And then forgot to take a picture. Isn’t that always the way?)
(Image credit: Funselektor)
This one, well, I did not get out of. But I also have to admit that trying to drive out to the end of a very narrow, rickety dock was probably not my best idea.
(Image credit: Funselektor)
Over the Hill has a day-night cycle that works really well. The game world becomes a very different kind of beautiful over long distances, but this isn’t one of those pretend-nights in videogames where the skybox is dark but you can still see: You’re gonna need your headlights if you want to keep driving.
Image 1 of 5
(Image credit: Funselektor)
(Image credit: Funselektor)
(Image credit: Funselektor)
(Image credit: Funselektor)
(Image credit: Funselektor)
One thing I realized after playing Over the Hill for a good while is that I’d put my truck into low gear range—slow, but better for climbing rocks and powering through muck—and then just left it there. Yes, it was taking me longer than necessary to traverse the game’s safer areas, but I hadn’t noticed because slow and meditative is what Over the Hill is all about. Even after I clocked that I was basically crawling when I could’ve been cruising, I left it alone—apart from being a more relaxing way to travel, running in low gear had the added practical benefit of keeping me from high-speed bouncing my dumb self into roadside trees and rocks.
Along with singleplayer exploration, Over the Hill supports multiplayer for up to four drivers at once. I took it for a very brief spin, mostly just so I could say that I did, and it’s very easy to set up and connect with other players. As for the actual exploration, I didn’t do extensive testing but it looks more or less identical to singleplayer, except you’ve got other people around—handy if you need to be hauled out of some self-inflicted trouble.
How the full game holds up is an open question, but the demo sets a great tone. (Speaking of which, Over the Hill’s music is excellent too: Not as deep a soundtrack as that other great fantasy driving sim, Pacific Drive, but a soothing, gentle backdrop to the demo’s quiet isolation.) A lot of driving games, like the upcoming Clutch, like to churn excitement about “the connection between car and driver, and the raw thrill of speed,” but for my money Over the Hill lands closer to real love of the wheel: Funselektor understands it in a way that an awful lot of studios miss.
The Over the Hill demo is live now and will remain up until the end of the Steam Next Fest on June 22. A release date hasn’t been announced but it’s expected to be out later this year.
Intel recently released a new batch of processors, Intel Core Ultra 200S Plus series. Previously codenamed “Arrow Lake Refresh,” these new chips are…well…a refresh of previous gen Arrow Lake Intel Core Ultra 200 series. But with this being a simple refresh of a previously released architecture, would the 200S Plus possibly be worth the upgrade? Let’s discuss.
Intel Core Ultra Series 200
Built on Intel’s newest Arrow Lake architecture, Core Ultra 200 Series processors are the follow up to 14th Gen desktop and mobile processors, making them essentially 15th Gen Intel Core. Intel Core Ultra is a new naming scheme that completely tosses aside the i9/i7/15 nomenclature we’ve all become accustomed to as well as the model numbers that indicate the generation. But despite the confusing nomenclature, Intel Core Ultra was always intended to be the successor to Intel Core i9. And like their predecessors, all Core Ultra chips feature a hybrid architecture, combining high-performance cores for demanding tasks like video editing and 3D rendering with efficient cores for everyday computing.
The mobile versions of these processors run on that same architecture, but with reduced power delivery and increased efficiency in order to walk that tight rope between performance and battery life. The mobile models are usually marked with an H or HX, delineating them from their desktop versions (for example, the Core Ultra 9 290HX in our Raptor S77).
Now, enter Arrow Lake Refresh aka Intel Core Ultra 200S, the newest iteration of the Core Ultra series. As the similar name would suggest, these new processors have a lot in common with Series 200. Both feature the same core architecture and utilize the same LGA 1851 socket found on Z890 and B860 motherboards. But that’s not to say that there are no performance or value advantages. In fact, Intel Core Ultra 200S Plus offers all of the following:
An additional 4 E-Cores compared to comparable Series 200 parts
Memory support – Native DDR5 support increases from 6400 MHz to 7200 MHz
Better Fabric Speed – Die to Die communications are increased by 900MHz, reducing overall latency
Better Gaming Performance – the end result is about 15% better gaming performance compared to previous gen, although this varies widely depending on the specific game
For some additional visual clarity, here’s a grid comparing them:
Intel Core Ultra 200S Plus
Intel Core Ultra 200
Intel Core Ultra 5 250K Plus
18 cores @ 5.3GHz
Intel Core Ultra 5 245K
14 core @ 5.2GHz
Intel Core Ultra 7 270K Plus
24 cores @ 5.5GHz
Intel Core Ultra 7 265K
20 core @ 5.5GHz
Intel Core Ultra 9 285K
24 core @ 5.7GHz
One thing you’ll notice is there’s no Ultra 9 290K Plus. Allegedly, Intel did test this part ahead of release, but canned it for an unspecified reason. But, given how well the 270K Plus lines up with the 285k Plus (and at a much lower MSRP), there may not be too much room in the market for another Ultra 9 option. It’s also possible that Intel will release a 290K Plus (or the same die renamed) at some point in the future.
So when choosing between Core Ultra 200 vs. Core Ultra 200S Plus for your next PC, which is the best choice?
Well, given the performance improvements and agressive pricing, it’s hard to recommend anything but the new Core 200S Plus for a new build. It’s really only pro CAD users who will utilize the extra MHz that the Ultra 9 285K offers that should even consider that series of processors, and even then, the value may not be there.
But, if you already have a solid Series 200 build that you’re happy with, an approximate +15% performance boost is likely not enough to justify the hassle and expense of upgrading.
Check out the Z95U to learn more and get your Intel Core Ultra 200S Plus PC now.
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Josh has been with Velocity Micro since 2007 in various Marketing, PR, and Sales related roles. As the Director of Sales & Marketing, he is responsible for all Direct and Retail sales as well as Marketing activities. He enjoys Seinfeld reruns, the Atlanta Braves, and Beatles songs written by John, Paul, or George. Sorry, Ringo.
Embody your inner power-tripping TSA agent and hunt down other players attempting to blend in and smugglecontraband past you. Control the crowd and your problematic K9 with authoritative voice commands, and use “compliance devices” to apprehend smugglers making mischief or hiding in plain sight. Play with friends or in public lobbies; create lobbies as large as your PC can handle! Interface and voice control support for 13 languages! 4 maps and many game modes and cosmetics!
The Smugglers Before time runs out, smuggle all you can onto the plane and blend in with the NPC air travelers. Use gadgets and ordinance you never could in a real life airport! Collaborate with your fellow smugglers to create distractions, troll, or remain undetected. Voidling Bound
The TSA Agents Apprehend the smugglers at all costs! But don’t hurt the innocent air travelers. Bark voice control commands at your discretion to control the flow of people, your butt-searching parrot, and attack/sniffer dog. Use tools and weapons real TSA could only dream of using, like a FGM-148 Javelin anti-tank missile or souped-up segways.
Hijacked An Among Us-style social deduction game mode with two sides: the hijackers and the air marshals. The hijackers attempt to bring the plane down by any means necessary, while the air marshals attempt to eliminate all of the hijackers and ensure a safe arrival.
I have been to every Summer Game Fest: Play Days event ever held, which makes this year five. The three-day event has grown a lot over the years, but its footprint is still quite small compared to its predecessor, E3.
Greetings from my desk, a place I have not seen much in the month of June. I just got back from Summer Game Fest’s in-person event, Play Days, in Los Angeles. I saw and played a boatload of cool games that I’m eager to talk about.
If you’ll allow me to step behind the curtain for a moment, the days immediately after Summer Game Fest (like the E3 days of old) are something of a whirlwind. Most developers do press the kindness of setting publishing embargoes until after the show itself so we’re not incentivized to stay up all night writing and rush the process, which is great, but in doing so, you always end up with approximately one billion embargoes attached to the same day. This year, that day is June 10.
While I do plan to cover many of these games in more detail in the coming days, I thought rounding them up would be a fun way to review everything I saw and stay timely. And while we’re at it, let’s rank ’em.
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Note: I’ve called out when showings were hands-on or hands-off, which is obviously a big factor in how exciting the appointment was. It’s more fun and convincing to play games than have developers describe them.
As much as I like the premise of Nekome: Nazi Hunter—you play as a Romani man hunting down Nazis to avenge the murder of his family—the pre-alpha build I played was undeniably rough. It’s a stealth action game where sneaky stabbing is allowed, but open combat is encouraged. There’s a Batman-like counter system to group fights that’s nice to see, and the brutal executions are appropriate for the targets, but the pace of the combat was slow and overly simple. Every attack, counter, and dodge had these windup and followthrough sequences that went on for so long that it was more like queueing up a series of canned animations than embodying a character in a brawl. But this one still has a year in the tank, so that may change!
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The all-ages Minecraft Diablo spinoff is making significant improvements over the 2020 original—like jumping, a quick inventory, and much deeper buildcrafting—but my four-player demo wasn’t exciting. We basically followed a golden line around, mashing the A button at whatever zombies, witches, or spider jockeys stood in our way. We didn’t really have the time or context to appreciate our loot or learn our builds, so perhaps the real experience will make all the difference.
Crimson Moon has a grimdark fantasy sheen that gives off a very generic first impression. It’s essentially a roguelike soulslike—two genres that I’m a tad exhausted by at the moment. But this early version played pretty well, offered a decent challenge, and the full game will support four-player co-op. That last bit strikes me as the killer feature. If the stars align, Crimson Moon could be what I wished Elden Ring: Nightrein was.
I believe Grave Seasons could be great, but this wasn’t a stellar demo. Instead of showing off what a typical day of this Stardew-like life sim is like, I played 20 minutes from the opening day that consisted of introducing myself to the townsfolk, watering a few seeds, and using a crowbar a few times. I took this appointment because Grave Seasons’ twist—one of the townsfolk is a murderer—is irresistible, but I wasn’t afforded enough time for that intrigue to take hold.
Veronica was part of a Capcom theater presentation that also included a live Onimusha demo. Frankly, the RE segment felt tacked on. Capcom didn’t have anything more to share about Veronica than the reveal trailer that aired at SGF, but they did fly out producer Yoshiaki Hirabayashi for a brief Q&A. Several of the room’s questions were deflected by ‘we’re not talking about that yet’. Someone asked if the studio will reassess the controversial depiction of the Alfred Ashford character, to which Hirabayashi responded with a vague intention to explore characters in a deeper way than the original game.
At an Xbox showcase that was mostly big-budget glam and polished indies, Join Us was a welcome dose of intentional jank. You play as a devoted follower of a creepy cult leader tasked with building up a new branch of the cult in an unfamiliar town. It’s both a management sim and a third-person shooter—the meat of my demo was fending off a raid from a local gang, then jumping into a truck and driving over to their turf to mess them up. Also, you can name your cult and choose to adopt ancient roman naming conventions for members. It’s clearly made for a silly night of four-player co-op.
Aliens: Fireteam Elite 2 is doing a Left 4 Dead-style co-op shooter the right way, but I’m not wowed by its fundamentals. Guns feel and sound kinda weak, the cover system is awkward, and I often wished I could push into first-person to add to the tension of Xenomorph ambushes. Still, it’s a decent co-op shooter, and an accessible one by my estimation. The sequel is going big on progression and loadout options, which is always nice for a genre that asks you to replay missions over and over.
I was both eager and entirely underqualified to play Avatar Legends at the PM Studios booth. Fighting games are foreign to these hands, but I was impressed with how faithfully Gameplay Group has maintained the Nickelodeon show’s look in this fast-paced brawler. You can feel the love that went into designing movesets around their lore-accurate fighting styles and personalities, like Aang’s mid-ranged airbending backed up by extreme mobility. I’d love to watch some pros play this.
If you watched the Gears of War direct that followed the Xbox Showcase, you know as much about E-Day as the rest of us. It looks fun, but it also isn’t showing much evolution from the last few Gears. Not a huge complaint, but since I like but don’t love the series in the first place, E-Day isn’t knocking my socks off. A few members of The Coalition leadership also answered questions from the room: They weren’t ready to say much about non-campaign modes, but they did say that all PvP modes will be 4v4, and that legacy movement techniques like wall bouncing will be somewhat stifled.
It’s Untitled Goose Game, but instead of a goose you’re a magpie who chooses chaos at every avenue. Wander around pleasant human domains and peck, grab, or chirp at the world to solve clever puzzles. There was a great gag in the demo where you ruin a soccer match between a bunch of mice by deflating their ball, and when you leave and come back, a memorial for the ball has been set up at the murder site.
One of my favorite demos of the weekend was two Telltale devs playing an early scene from The Wolf Among Us 2 alongside me. They had control of the sticks, but I was allowed to make most decisions. The demo was focused on establishing Biby’s next big case—a fable serial killer who’s targeting humans—and showing off Telltale’s evolved toolset. The studio has moved to Unreal 5 and fully mocapped actors, the benefits of which were immediately noticeable. Cutscenes were slick and devoid of the stiffness that used to plague its games, and I like the new behind-the-back camera. This could be great.
This appointment didn’t show anything new from Spyro: A Realm Beyond, but I nonetheless left excited for the game and Toys For Bob itself. Studio head Paul Yan spoke about how important it was for Toys For Bob to buy back its independence from Activision—an unprecedented move for the megapublisher. Yan lamented the years it was forced to become a Call of Duty support studio instead of making the games it actually wanted to and affirmed that the team is very excited to be back in the world of Spyro. Considering how great the Spyro remakes were, I agree that the purple dragon’s in great hands.
The studio did expand on one thing from the Realm Beyond: That glimpse of Spyro’s flying in the new trailer is a new flight system. By creating flame sources on the ground, Spyro can pick up lift and stay in the air indefinitely.
Blood Message caught me off guard. I had assumed I was talking into another Chinese take on a soulslike, but what I played was more like a grounded God of War. You play as a nameless messenger during the late Tang dynasty tasked with delivering an important letter to a general. The mixture of stealth and animation-heavy combat evoked Naughty Dog/Sony Santa Monica—gritty, cinematic, simple but effective. NetEase is throwing a lot of money at this thing, and it’s both impressive and fun.
The debut game from ex-Capcom producers at GPTrack50 (including several of the minds behind Devil May Cry and Dragon’s Dogma) is, unsurprisingly, goofy and fun. Stupid Never Dies is a lot to take in at first, but I’ve been charmed by both the protagonist—a zombie named Davy who’s in love with a corpse—and its shapeshifting combat. Davy himself packs a puny punch, but by biting enemies, he absorbs their powers Kirby-style and transforms into monsters with unique movesets. The combat is immediately fun, and I’m also intrigued by its story-focused roguelite format. It’s a run-based game, but similar to Hades, you’re meant to progress at a steady pace until you defeat a final boss.
4. [REDACTED]
Hands-on | [REDACTED] | [REDACTED]
Why? [REDACTED]
Well, this is awkward: This is the one game I saw whose embargo is not quite up yet. If you’d like to know what goes here, come back tomorrow!
Fable was the standout hands-off demo of the show. Playground Games walked us through a demonstration of the game’s social sandbox systems that exist outside of its main quests. Over a half hour, the devs made friends with a homeless man, fell in love, became a business owner, gave the homeless guy a job, wooed his crush, and bought a home. In a Q&A, the devs told us that it’s possible to own every home and business in the world of Fable. Yes, that also means you can evict and fire everyone and make the entire city homeless.
The social dynamics of Fable run much deeper than the original trilogy. That said, I was a little put off by how mechanical it was. The results made for a fun story to recount, but the actual interactions that got us there were mostly menu buttons and checklists, not natural conversations. Still, I’m convinced the simulation will be a fun toy to play with in the same way as Kingdom Come: Deliverance 2’s clockwork world, especially if it’s backed up by worthwhile quests.
The demo playable at Summer Game Fest was different from the one on Steam. What I played was a longer look at a quest that’s still somewhat early in the story. You already know this if you’ve tried it, but this combat just feels tremendous. The swordplay has echoes of Sekiro and Ghost of Tsushima, but Capcom is distinguishing itself with the best sword clashes ever put in a game. I adore the way Musashi absorbs the impact of incoming blows with his katana and redirects the momentum away from his body.
My only gripe is that the majority of the demo was quite easy—a complaint that many have with the public demo as well. My ego was checked by a boss fight with a many-armed asshole who crushed me with an entire house. This just became my most-anticipated game of 2026.
As I said before, N+ Infinity Times Two has the makings of a perfect game. The makers of some of the best platformers on PC are making a multiplayer-focused spinoff, and my demo with three strangers was the highlight of the weekend. Race was fun, but Tag was truly genius.
Solarpunk is a survival game in a technically advanced world of floating islands. Alone or together with your friends, you can construct buildings, grow food, craft gadgets and hop on your airship to explore distant islands in the sky.
Build freely Design your dream home base with a wide range of materials and decorations. You’re free to build cozy spaces, add tiny details, and make your island feel just like home.
Energy system Generate electricity using wind and solar energy. Weather conditions affect how much energy you produce, so you’ll need to plan ahead. Store energy in batteries and use wireless power to keep your base running smoothly.
Multiplayer Play solo or with friends. Everyone has their own inventory, and you can decide whether to build something together or create your own little corner in the sky. Bloobs Adventure Idle
Animals & Farming In Solarpunk, you live in symbiosis with animals. There is no exploitation, only coexistence. Pigs, for example, will dig up truffles if treated well. Growing fruits and vegetables is your main source of food. Plant seeds in the ground and harvest them once they’re fully grown.
Automation Automate your tasks using transport drones to gather resources, giving you more time to build and explore your skybound home.
Airship Each player can build their own airship. Use it to travel to surrounding islands and discover new resources.
Features and System Requirements:
Eco-friendly survival crafting game set in a hopeful, sustainable future Build homes, farms, and renewable energy systems powered by nature Explore vibrant floating islands and beautiful natural environments Gather resources, craft tools, and automate production with green technology Cooperative multiplayer gameplay focused on creativity, community, and sustainability
Screenshots
SystemRequirements
Minimum Requires a 64-bit processor and operating system
OS: Windows 10/11 64-bit
Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
Memory: 6 GB RAM
Graphics: GeForce GTX 1660 6GB | RX 5500 XT 6GB
Storage: 5 GB available space
Support the game developers by purchasing the game on Steam
InstallationGuide
Turn Off Your Antivirus Before Installing Any Game
1 :: Download Game 2 :: Extract Game 3 :: Launch The Game 4 :: Have Fun 🙂