GFN Thursday: GeForce NOW Games in July


Summer is heating up — and GeForce NOW is taking players along for the ride.

Start the month with Monopoly: Star Wars Heroes vs. Villains, bringing a galaxy far, far away to the iconic board-game franchise, alongside 12 new games joining the cloud this month. 

Plus, don’t let the sun set on the biggest GeForce NOW savings of the year. Level up for less before the deals disappear.

Light Side, Dark Side, Cloud Side 

Monopoly Star Wars on GeForce NOW
The Force is strong with this one.

Rule the board, you must. Choose a side in Monopoly: Star Wars Heroes vs. Villains, the classic property-trading board game reimagined with legendary characters, locations and rivalries from across the Star Wars universe.

Play as iconic heroes or infamous villains — each with unique abilities — to assemble a team and experience cinematic moments while competing with family and friends across locations from every era of the saga. Every roll of the dice brings new opportunities to build an empire and claim victory.

GeForce NOW makes it easy to take the battle between the light and dark sides across nearly any device. Jump into a match on a low-powered PC, Mac, phone, TV, tablet or handheld device and keep the fun going across the galaxy.

Check out what’s available this week:

  • Monopoly: Star Wars Heroes vs. Villains (New release on Steam and Ubisoft, available June 30)
  • Meccha Chameleon (Steam)

And look forward to the games coming throughout the month:

  • Assassin’s Creed Black Flag Resynced (New release on Steam and Ubisoft Connect, available July 9)
  • Denshattack! (New release on Steam and Xbox, available on Game Pass July 15)
  • The Mound: Omen of Cthulhu (New release on Steam, available July 15)
  • Heave Ho 2 (New release on Steam, available July 16)
  • Fogpiercer (New release on Steam and Xbox, available on Game Pass July 17)
  • ZeroSpace (New release on Steam, available July 20)
  • The Planet Crafter (New release on Xbox, Available on Game Pass July 21)
  • Carnival Hunt (New release on Steam, available July 23)
  • The Ranchers (New release on Steam, available July 30)
  • Corsair Cove (New release on Steam and Xbox, available on Game Pass July 31)

Juicy Extras From June

In addition to the 18 games announced last month, 10 more came to the cloud. 

Last Call for Cloud Summer Savings

The clock is ticking. Get gaming at the best price of the year.

The final days of the GeForce NOW Summer Sale are here. Before the savings disappear, gamers can save $35 on a 12-month Performance membership or $70 on a 12-month Ultimate membership — unlocking GeForce RTX-powered gaming in the cloud across devices they already own.

The Performance membership delivers smooth, high-quality gaming with RTX-powered servers, making it easy to jump into favorite titles across PCs, Macs, phones, handhelds and TVs.

The Ultimate membership takes cloud gaming to the max with RTX 4080‑ or 5080‑class performance. Experience cinematic visuals, ultralow latency and responsive gameplay powered by technologies like NVIDIA DLSS, ray tracing and NVIDIA Reflex — all without the cost of a new gaming rig.

Hear directly from the GeForce NOW Community.

One GeForce NOW member recently called the Summer Sale “quite significant” after realizing the savings were even larger than expected in their local currency. By locking in a year of Ultimate, they calculated their monthly cost dropped from roughly 29 CAD to 17 CAD – showcasing how GeForce NOW continues to help gamers around the world enjoy the games they love, wherever they choose to play.

Plus, check out this spreadsheet, made by a community member, featuring discounted games streaming on GeForce NOW  and build out a bigger library at the best bargains during the Steam Summer Sale.

What are you planning to play this weekend? Let us know on X or in the comments below.



Sony is shutting down the PS3 and PS Vita stores after a very long run


Sony is closing the PlayStation Store on PS3 and PS Vita, ending new digital purchases on two of its most beloved older platforms after a remarkably long run.

The PS3 launched in 2006 and 2007, depending on the region, while the PS Vita arrived in Japan in late 2011 before reaching North America and Europe in February 2012. By the time the final closures happen in July 2027, Sony will have supported PS3 store purchases for nearly two decades, and PS Vita purchases for more than 15 years.

When will the stores shut down?

The shutdown will happen in phases. PlayStation Store on PS3 will close first in Mexico, Honduras, and Nicaragua starting in August 2026. More Latin American and Middle Eastern countries will follow in late 2026.

For the rest of the world, PlayStation Store on both PS3 and PS Vita will close in July 2027. After that, players will no longer be able to buy new digital games, DLC, or other content on those devices.

Sony says previously purchased content will remain available to download “for the foreseeable future.” The company says the decision comes down to modern commerce systems and updated payment processing standards that PS3 and PS Vita can no longer support at the required level.

The preservation concern is hard to ignore

For many players, the frustration is not only about losing old storefronts. Some PS3 and Vita games still have no modern ports, no physical versions, and no easy way to buy them elsewhere.

One X user summed up that concern by saying many games exclusive to PS3 and Vita will no longer be purchasable, including Sony’s own games that have not been ported or added to its cloud gaming service.

theyre also shutting down the ps3 and vita stores, so many games exclusive to those platforms will no longer be purchasable, INCLUDING sonys own games they havent ported or dropped onto their could gaming slop service

— . (@ConnahDC_) July 1, 2026

Sony tried to close the PS3 and Vita stores in 2021, then reversed course after strong backlash from players. This new plan gives people more time to buy what they want, but it still leaves the same long-term problem. Once these stores close, a large part of PlayStation’s older digital catalog becomes harder to access legally.

Odin and Thor handhelds are getting another price hike


AYN Thor dual screen android handheld

TL;DR

  • AYN has announced that its Thor and Odin series handhelds are getting another price hike on Friday.
  • The Thor devices are now $10 to $30 more expensive, while the Odin 2 Portal and Odin 3 handhelds go up by $10.
  • The price increase goes into effect on Friday, so you still have a few days to act if you’re keen on these devices.

AYN is one of the more premium Android handheld brands out there, but it hasn’t been immune to the RAM crisis. The company previously announced price hikes early this year for some models, but it’s now revealed even more bad news.

AYN confirmed on Discord that the Thor, Odin 3, and Odin 2 Portal handhelds will all receive price increases on Friday (July 3). The firm explained that the Thor Lite, Base, Pro, and Max 512GB models will all receive $10 price hikes. Meanwhile, the Max 1TB model will go up by $30. Big oof. Check out the screenshot below for a look at current prices compared to the new prices.

A Discord message confirming price hikes for the Thor handhelds, as well as the Odin 2 Portal, and Odin 3 series.

This is at least the third time this year that AYN has increased the price of the Thor range. Most of these variants saw a $10 to $20 price hike back in January. The company then issued a $10 to $40 price increase in March. What’s particularly notable this time is that the $249 Lite model, which hadn’t received a price increase in 2026, has also seen a price hike.

The handheld maker isn’t stopping with its Thor devices, though. AYN says that pricing for all Odin 3 models and the Odin 2 Portal will increase by $10. This follows a $10 to $40 price hike for the Odin 3 series in March. The Odin 2 Portal increase is especially notable as it’s also managed to avoid higher prices this year.

This is a disappointing turn of events, but these price hikes are out of AYN’s control. AI companies have been buying up RAM and storage at a breakneck pace, resulting in supply shortages and skyrocketing component costs. So electronics manufacturers are forced to pass these higher costs on to consumers. At least AYN is giving a heads-up so anyone who really wants one of these handhelds can buy it at the cheaper price.

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GFN Thursday: Steam Summer Sale 2026


Summer savings are heating up. From the Steam Summer Sale to GeForce NOW membership discounts, this week’s GFN Thursday delivers double the deals and more ways to get the most value from cloud gaming.

Plus, Dark Scrolls joins the growing Devolver lineup, alongside Square Enix’s The Adventures of Elliot: The Millennium Tales. They lead the charge for six new games joining the GeForce NOW library this week.

Steam Dreams Are Made of These

GeForce NOW Games
Add to cart, not to storage.

The Steam Summer Sale is here, bringing discounts across thousands of PC games as one of the year’s biggest opportunities to grow a gaming library.

Supported Steam games can be streamed across devices with GeForce NOW, making it easy to buy a game once, keep progress synced and pick up where the gameplay left off on PCs, Macs, handheld devices, phones, TVs and more.

In other words, the Steam Summer Sale brings the deals; GeForce NOW adds the flexibility. 

As new titles expand collections, storage demands and hardware requirements expand with them. GeForce NOW helps remove those barriers by streaming supported games from powerful GeForce RTX servers in the cloud, allowing members to enjoy today’s biggest games on devices they already own. Since downloads and installs are handled in the cloud, games can be added to the cart without being added to storage.

Check out the “Sales & Special Offers” row in the GeForce NOW app to discover the discounts today.

The Ultimate Upgrade to Level Up for Less

GeForce NOW Summer Sale
The upgrade every game deserves.

The deals don’t stop there. Pair GeForce NOW’s summer sale with the Steam Summer Sale to spend less time waiting on downloads, managing storage or needing pricey hardware upgrades — and more time gaming.

Get $70 off a 12-month Ultimate membership or $35 off a 12-month Performance membership and experience GeForce RTX-powered gaming in the cloud across devices.

The Ultimate membership unlocks GeForce RTX 4080- and 5080-class performance in the cloud with up to 4K resolution, up to 120 frames per second (fps) and advanced technologies like NVIDIA DLSS, ray tracing and NVIDIA Reflex.

Dig Into Devolver

GeForce NOW Dark Scrolls
Written in chaos.

Dark Scrolls, the kinetic action roguelite from Devolver Digital, arrives on GeForce NOW with its blend of fast combat, evolving builds and unapologetic chaos. Set in a warped fantasy world that doesn’t take itself too seriously, players battle through shifting arenas packed with enemies, hazards and power-ups that can turn a run from fragile to unstoppable in seconds.

Stack abilities, experiment with wild combinations and adapt on the fly as the game constantly raises the stakes — rewarding bold play as much as careful movement.

On GeForce NOW, Dark Scrolls is ready the moment players are, streaming across devices with no downloads or setup required. It joins a growing lineup of Devolver Digital titles on the service — Cult of the Lamb, Hotline Miami, Hotline Miami 2: Wrong Number, Inscryption, Enter the Gungeon and Ball x Pit — each delivering that distinct mix of style, surprise and controlled chaos, and just a click away with GeForce NOW.

A Storybook Across Centuries

The Adventures of Elliot: The Millennium Tales arrives on GeForce NOW, delivering a charming, narrative-driven adventure filled with mystery and discovery. With a hand-crafted world and a focus on exploration, it blends classic adventure gameplay with modern, character-driven storytelling.

Follow Elliot — a curious traveler bound to a mysterious Millennium Core — as he’s pulled across eras in a journey that spans neon skylines, forgotten ruins and quiet villages on the edge of legend. Each era has its own rules and rhythms, with Elliot’s reactions and scribbled journal notes giving the story a warm, personal touch.

Stream the cinematic-quality visuals and responsive gameplay with GeForce RTX power in the cloud for Ultimate members. Experience Elliot’s time-twisting journey in sharp detail across supported devices — no high-end rig, patches or paradox prep required. Just jump in and pick up from wherever the last chapter left off.

In addition, members can look for the following:

  • Dark Scrolls (New release on Steam, available June 22)
  • SAND: Raiders of Sophie (New release on Steam, available June 22)
  • Deer & Boy (New release on Steam, available June 23)
  • EMPULSE (New release on Steam, available June 24)
  • The Adventures of Elliot: The Millennium Tales (Steam)
  • FATAL FURY: City of the Wolves (Steam)

Leaving the last word to the Community Corner, one GeForce NOW member recently shared being “so impressed” by GeForce NOW. They gave the service a spin because of affordable pricing and took a lower-end PC from 20-30 fps on low settings to 60+ fps with settings maxed out — really putting the WoW in their World of Warcraft

What are you planning to play this weekend? Maybe even more importantly, what device are you planning to play on? Let us know on X or in the comments below.

The World’s First 240Hz Video Smart Glasses for Gaming Aren’t Cheap


Asus ROG’s Xreal R1, the world’s first pair of AR smart glasses capable of projecting a virtual screen before your eyes with a blistering 240Hz rate, finally has… a price and preorder dates.

Ahead of Google I/O 2026, Asus ROG has announced the Xreal R1 costs $849—$200 more than the $650 MSRP for the Xreal One Pro, which top out at a 120Hz refresh rate. The gaming-focused AR smart glasses can be ordered from Best Buy starting today, May 15. The Xreal store will accept preorders on May 17 at 3 a.m. ET / 12 a.m. PT.

See Asus ROG Xreal R1 at Best Buy

Asus Rog Xreal R1 1
© Xreal

Spec for spec, the Xreal R1 and the Xreal One Pro are the same, except for that refresh rate and the slightly more gamer-y design. You get the same 171-inch (1,920 x 1,080) virtual display through the micro OLED panel, 57-degree field of view, Bose-tuned sound, 3DoF (three degrees of freedom) tracking technology used for anchoring virtual windows, and more. Asus ROG is hoping the 240Hz refresh rate will be worth the additional cost.

Asus Rog Xreal R1 2
© Xreal

The only other difference is that the Xreal R1 comes with an “ROG Control Dock.” This docking station lets you switch between three connected devices (two via HDMI 2.0 and one through DisplayPort 1.4). So for example, with the push of a button, you could flip between a PS5, Switch 2, and a PC. Asus ROG touts the Xreal R1 as requiring no additional software to get up and running. Just plug the AR smart glasses into the Control Dock, select an input, and get gaming on your 171-inch virtual screen. You can also connect the Xreal R1 to any phone, tablet, laptop, or handheld that supports display out. For the Switch 2, you will need to use the Control Dock, as the Xreal Neo adapter/video was canceled before it could launch.

Will a 240Hz refresh rate in video smart glasses make any meaningful difference when you’re gaming? Who knows, but we’re hoping to find out soon when we get a pair to try out.

See Asus ROG Xreal R1 at Best Buy

Xbox Game Pass gets a price cut, but loses its biggest flex


If there’s one thing the gaming industry loves more than hype cycles, it’s a good ol’ value shake-up. And right now, Xbox Game Pass is right in the middle of one. Microsoft has officially cut prices across Game Pass tiers, making the service easier on the wallet at a time when subscription fatigue is very, very real. But, as always, there’s a twist. And it’s a big one.

The price drop that comes with a twist

Let’s get the numbers out of the way first, because they’re genuinely compelling. Xbox Game Pass Ultimate has dropped from $29.99 to $22.99 per month, while PC Game Pass now costs $13.99 instead of $16.49. That’s not pocket change. Over a year, that’s a noticeable saving, especially for players juggling multiple subscriptions.

Game Pass Ultimate has become too expensive for too many players. Starting today, we’re dropping the price from $29.99 to $22.99/month.
Future Call of Duty titles will no longer join Game Pass Ultimate on day one. They will join this tier the following holiday after launch (about…

— Asha (@asha_shar) April 21, 2026

But here’s the catch. New entries from Call of Duty are no longer launching day one on the service. Instead, they’ll arrive much later, roughly a year after release. Just to be clear, older Call of Duty titles aren’t going anywhere, so the back catalog remains intact. What’s gone is the instant access to one of gaming’s biggest annual releases, which, let’s be honest, was a huge part of Game Pass’s flex.

The community is… conflicted

The reaction? Exactly as chaotic as expected. There’s a sizable chunk of genuinely relieved players. You see, not everyone subscribes to Game Pass for Call of Duty, and for those users, this feels like getting a discount without losing anything meaningful. If COD wasn’t part of the weekly rotation anyway, the lower price is a straight-up win.

Then there’s the other side. For a lot of players, Game Pass built its reputation on the idea of “pay once, play everything day one.” Losing a flagship franchise from that promise feels like a crack in the foundation. It’s not just about Call of Duty; it’s about what this could mean going forward.

Microsoft just lowered Game Pass prices while quietly removing Call of Duty Day One launches.

They’re charging you less for a worse product and calling it ‘a response to feedback’.

Don’t fall for the trap.

It’s a downgrade disguised as marketing. pic.twitter.com/xn7dFQmcvw

— Yorch Torch Games (@YorchTorchGames) April 21, 2026

And then comes the third wave of takes, arguably the most interesting. Some fans are now asking if Microsoft should go even further and start trimming other bundled perks like EA Play or Fortnite Crew to reduce prices even more.

The thinking is simple. If removing one expensive piece lowers the cost, why not customize the whole thing?

Why Microsoft drew the line here

Here’s where the conversation shifts from emotional to practical. Call of Duty isn’t just another title in a catalog. It’s a yearly blockbuster with a massive, loyal player base that often buys the game regardless of subscriptions. That creates a strange value mismatch. Either players were going to pay for it anyway, or they didn’t care about it much in the first place.

Xbox gave up more than $300 million in sales of Call of Duty on consoles and PCs last year – Bloomberg

From Microsoft’s perspective, that makes it an incredibly expensive inclusion with limited upside. Worse, it likely eats into direct sales, turning what should be a revenue driver into a cost center. And while some fans are calling for more cuts, like removing EA Play, it’s not so simple. Game Pass thrives on being an all-in-one ecosystem. Start unbundling too much, and it risks turning into a fragmented, pick-and-pay service that loses its identity.

With Microsoft even exploring bundling services like Netflix into Game Pass, stripping away more perks would start to chip away at its whole “all-in-one” appeal. At that point, it’s not a powerhouse bundle anymore; it’s just a menu with items missing.

The End of “Too Good to Be True”?

For years, Xbox Game Pass felt like a cheat code. Day-one AAA games, a massive library, and a price that almost didn’t make sense. But eventually, reality caught up. Keeping a giant like Call of Duty in that mix from day one was always going to be expensive, and more importantly, unsustainable.

And honestly, this change feels like Microsoft finally admitting that. Instead of hiking prices even further, they’ve trimmed one of the costliest perks and made the service more accessible again. It’s not perfect, and sure, some fans will miss the old days, but this feels less like a downgrade and more like a smart reset. Not as flashy, but a lot more built to last.

AMD may have just made these high-end handhelds obsolete after only two and a half years


ASUS ROG Ally Hollow Knight

Nick Fernandez / Android Authority

TL;DR

  • Reports from users and comments from hardware manufacturers suggest that AMD may have discontinued support for the Ryzen Z1 Extreme APU.
  • This would mean that several high-end PC gaming handhelds running Windows 11, like the ASUS ROG Ally, will no longer receive new drivers.
  • As a result, these handhelds could miss out on day-one optimizations for major game releases, which could lead to performance issues.

The handheld PC gaming market is full of options to choose from, be it the Steam Deck, MSI Claw, Lenovo Legion Go, and so on. If you’re thinking about picking one up for yourself, you may want to avoid any handhelds with an AMD Ryzen Z1 Extreme APU. Troubling reports cast serious doubt on the longevity of these devices.

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According to Tom’s Hardware, reports from handheld users and hardware manufacturers alike suggest that after two and a half years, AMD may have discontinued support for the Ryzen Z1 Extreme APU. This affects several high-end handheld gaming PCs that run Windows 11, including the ASUS ROG Ally, ROG Ally X, Lenovo Legion GO, and GO S. If this is true, then these devices may no longer receive driver updates going forward.

Reportedly, a Korean Lenovo community support representative told one user that there were “no more plans” to issue new drivers for the original Legion Go. Multiple users on Reddit also report that their devices have not received new drivers for several months.

So what does this mean for gamers who own affected handhelds? You’ll still be able to play games on your device, but the experience will suffer. Since you’re not receiving new drivers, you’ll miss out on day-one optimizations for major game releases. As a result, the likelihood of crashes and poor performance will be greater.

If you’re concerned about the longevity of your handheld gaming PC, you could try swapping out Windows for a Linux-based OS, like SteamOS or Bazzite. These operating systems use open-source drivers that don’t depend on AMD’s support.

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Commodore 64 Ultimate Review: An Astonishing Remake


Blue screen menu

Photograph: Matt Kamen

Boot up the C64U, and you’re greeted by a re-creation of the C64’s menu. Here, you can type in operation commands just as you would back in the day, using the BASIC programming language. Problem: I don’t have the first clue about BASIC. However, in what is possibly the greatest throwback of all, the C64U comes with a spiral-bound, 273-page user guide. It is an absolute tome. Somewhat surprisingly, it’s not a reprint of anything that came with the original, but rather a tailored guide to what the C64U does, where it differs from the C64, and how to get to grips with the computer’s capabilities. Equal parts history book and instruction manual, it starts out teaching you some simple commands and builds up to teaching you how to code. I’m still very much working my way through it, but that tactile approach—referring to the book, trying something out on the computer, back and forth—is a great touch.

Hidden Upgrades

If you don’t fancy having to do homework, the C64U’s own default menu, accessed at any time with a flick of the multifunction power button on the right-hand side of the unit, is a simple list of options and settings. Hit RETURN to go into any section—say, “Video Setup” to adjust whether the C64U outputs in original resolution, in PAL or NTSC modes (surprisingly important, given some games will only work with one display standard or the other), or a crystal clear 1080p with scanlines removed—and back out to save any changes to the system’s flash memory. It’s still a minimalist approach, but feels fairly intuitive.

This is also where you can start playing around with some of the other modern touches of the C64U, like how to leverage its far greater power. Well, “greater” in comparison to 1982. Spec-wise, this isn’t going to threaten any more modern machine, but running on an AMD Xilinx Artix-7 FPGA chip and packing 128-MB DDR2 RAM—compared to the 64 KB of the C64—it blows its inspiration out of the water. While at baseline it replicates the performance of the 1982 hardware, meaning it operates as if there’s only the original 64 KB were there, you can menu-dive to activate a virtualized RAM Expansion Unit, or activate a “Turbo Boost” to accelerate the clock speed to a lightning-fast (in this particular context) 64 MHz.

Splitgate 2 ‘unlaunches,’ studio to cut staff ahead of 2026 rerelease


Following its surprise launch in June, Splitgate 2 is now “unlaunching.” The multiplayer first-person shooter will remain online in a beta state and continue to get support through a season 3 update and bug fixes, but developer 1047 Games is otherwise pausing its planned roadmap to overhaul the project ahead of a relaunch in early 2026. The studio is also cutting an unspecified number of staff members and shutting down servers next month for the original Splitgate as cost-cutting measures.

“Basically, I feel like we missed the mark, and I don’t think that’s a secret,” 1047 Games CEO Ian Proulx told Polygon in a video interview ahead of today’s announcement.

Splitgate 2 launched on June 6 following a controversial announcement at this year’s Summer Game Fest, in which Proulx took to the stage wearing a “Make FPS Great Again” hat. While that moment generated heat for the studio, the game itself was met with negative feedback of its own from its community who voiced criticism of its bugs, its lack of a ranked mode at launch, expensive cosmetics, and more. Today, 1047 Games released a statement addressing those concerns and detailing the future of Splitgate, its sequel, and the studio at large.

“We’ve heard your feedback, and we agree with you: we launched too early,” the note to the game’s community reads. “We had ambitious goals with Splitgate 2, and in our excitement to share it with you, we bit off more than we could chew … So, we’re going back to beta.”

Speaking with Polygon, Proulx pinned some of Splitgate 2’s problems on a lack of community involvement in areas. Despite holding extensive playtests before launch, modes like Battle Royale were kept close to the chest to surprise players. 1047 Games intends to work closer with players moving forward, returning to the original Splitgate’s more grassroots development cycle.

“There was a giant Reddit thread that we literally read every single post,” Proulx said. “I read everything on the Reddit, everything, any tweets, Discord, all that stuff. We have a good sense of what needs to get done, what are the problems. Still tons of details to figure out, but I think the big change we’re going to make this time around is we’re going to actually do it alongside the community, get their feedback, playtest, and then when we feel like, all right, the game, it’s in a great place, it’s what it needs to be, that’s when we’re going to relaunch as opposed to just doing things in secret and then surprising them.”

1047 Games has a list of feedback that it’s planning to add in the overhaul, including ranked leaderboards and more mode-specific playlists. It will add more portal walls to arenas, following criticisms that the sequel had deemphasized the series’ central mechanic. A game mode revamp is coming too, as 1047 will put less focus on round-based modes to recapture the original Splitgate’s flow.

“I think there’s a lot of things Splitgate 2 does extremely well,” Proulx said. “I think we have a very polished actual core experience in terms of gun gunplay movements, graphics, et cetera. But I do feel like we bit off more than we could chew, and we have three games in one between Arena and Battle Royale and our own Map Creator. And so we tried to do a lot with a little, and I think we ended up with a game that’s kind of like 80% of the way there times three instead of a 100% of the way there on fewer things.”

Proulx noted that monetization will be reworked as well. That comes after the game drew criticism for including an $80 skin bundle at launch, among other pricey cosmetics. (“Obviously that one bundle … I mean, I’m not here to make excuses … Yeah …” Proulx trailed off when I asked about the response to monetization.)

I’ve made many, many, many mistakes …

— Ian Proulx, CEO of 1047 Games

That controversy dovetailed with another surrounding the launch: Proulx’s now infamous Summer Game Fest stunt. The CEO came under scrutiny for sporting a hat that referenced U.S. President Donald Trump’s “Make America Great Again” slogan, a move that happened as the current administration ramped up its deportation efforts with a wave of ICE raids – some mere blocks away from the YouTube Theater, the venue that hosted Summer Game Fest.

After initially standing behind the stunt as a non-political statement in an interview with IGN, Proulx has since apologized for it. Despite the scrutiny the moment generated, he affirmed that it didn’t have anything to do with the decision to unlaunch, though he still believes that that first-person shooter genre is not “in a great place right now.”

“Obviously the vibes are worse because of the hat, but, I think that if it was a 10 out of 10, feature-complete game that delivered on everything the community wanted, they would be playing it right now,” Proulx said.

“I’ve made many, many, many mistakes since we started this in January of 2017, and that’s one of them. And I’ve made so many more that the world doesn’t know about,” he added. “So, to me, it’s really just about moving forward, and I believe in this game, I believe in this team, and there’s tons of things I would do differently, that being one of them. But I’m focused on the future.”

As for what the “unlaunch” means for the game as it stands now, Splitgate 2 isn’t going away. The studio will forge ahead with a planned third season and will still run a few special events. Bug fixes are in the works, as well as quality-of-life improvements, like adding a playlist featuring player-made maps. Still, Proulx said that “95%” of the studio’s efforts will be spent on the relaunch. The team is targeting a rerelease window “as early as possible” in 2026, but Proulx said that an earlier window could be possible if the team was ready.

The studio will see layoffs as part of the change, but 1047 Games would not confirm the number of roles being reduced or say what departments would be impacted when asked by Polygon. This is the second wave of layoffs for the studio in the past two months, as the studio parted with a “small group” of staff members in June that included members of its art team.

The original Splitgate is getting caught up in the studio’s cost-cutting efforts too. 1047 Games will take the shooter’s servers down next month, though in the statement sent to its community today, noted that the studio is “exploring the possibility of supporting offline or peer-to-peer matches.”

This isn’t the first setback in Splitgate’s history. The original game first launched to middling reviews in 2019. 1047 Games would retool it over the next two years and pull off a successful relaunch in 2021. After staffing up with the goal of reworking the game from the inside out, the studio would then abruptly halt its plans one year later and pivot to developing a full sequel instead. Proulx is hopeful that Splitgate 2 will be able to retain the trust of a community who has seen the series’ direction morph several times in the past six years.

“We’ve been here before and we are as determined as ever,” Proulx said. “We’ve had much darker days with Splitgate where we almost quit, and I’m really glad we didn’t because 99% of this has been living the dream. So, we’re not going to quit. We are going to just absolutely grind this out and keep doing it and keep listening and make this game as amazing as possible.”

Who put all these videos in my games?


Welcome to Video Games Weekly on Engadget. Expect a new story every Monday or Tuesday, broken into two parts. The first is a space for short essays and ramblings about video game trends and related topics from me, Jess Conditt, a reporter who’s covered the industry for more than 13 years. The second contains the video game stories from the past week that you need to know about, including some headlines from outside of Engadget.

Please enjoy — and I’ll see you next week.


If I end up reading one more story about how fantastic Death Stranding 2 is so long as you skip the cutscenes, I’m gonna hurl. At what point during 10 hours of cinematic interstitials do we collectively put the controller down and say, actually, this isn’t a great game? Not because the game parts aren’t any good — they’re pretty fabulous, in fact — but because a significant portion of the experience isn’t actually interactive at all. When does it become more accurate to describe a Hideo Kojima project as a CGI movie with moments of interactivity, rather than as a video game first?

I’m not actually attempting to solve the “video game of Theseus” riddle right now, but it’s a conversation that’s been on my mind, given recent headlines. Death Stranding 2 reviews are in, Neil Druckmann is out at HBO and returning to Naughty Dog full-time, and Emmy nominations arrived with 18 nods for video game adaptations. Meanwhile, layoffs are rocking the gaming industry yet again, with thousands fired at Xbox this month, alongside multiple studio closures and game cancellations. One of the most surprising titles to get the ax was Project Blackbird, a promising-sounding MMO from Elder Scrolls studio ZeniMax Online. Blackbird was reportedly canceled in favor of allocating resources to the development of Fallout 5, a series with mainstream clout following the success of Amazon’s Fallout TV show in 2024.

The convergence of video games and Hollywood is not a new talking point — even for me — but it’s only grown more relevant with time. Sony in particular is leaning hard into a cross-media strategy with notable investments in television, anime and film adaptations of its video game franchises, and it just published Kojima Productions’ Death Stranding 2, which serves as a lightning rod for this entire conversation.

Kojima is easy to pick on because he’s been so vocal about his desire to make movies, and fittingly, his games have only grown more cinematic over the years. Death Stranding and its sequel are stacked with mainstream Hollywood actors (and Kojima’s favorite directors) across hours of drawn-out, non-interactive cutscenes. His next two projects, OD and Physint, are both described as having A-list casts and “blurring the boundaries between film and games.”

I’m a big fan of experimental horror games, and I deeply appreciate Kojima’s eye for building tension and sneaky action sequences, but I’m hesitant to get excited about OD and Physint. The deeper Kojima dives into the world of Hollywood, the more he loses me. I don’t download, install and boot up a video game to watch a movie instead, and I don’t find it impressive when an interactive product is defined by cinematic terms. The constraints of filmmaking are vastly different than those of video game development, and it sucks to watch a talented creator try to force video games to conform to the boundaries of movies or TV, rather than exploring the mechanics that make interactive art so uniquely powerful. I feel like Kojima sees cinema as the goal, not video games specifically, and this perspective breaks my little pixelated heart.

It’s particularly painful in an era of raging instability for the video game industry. It’s difficult to see so much money and creative talent being thrown at projects that end up feeling more like movies than games, at a time when it’s increasingly difficult for fresh and original AAA projects to make it to market. Video games have not been maxed out as an art form — there’s far more to discover in terms of mechanics, visuals, haptics and immersive interaction systems, and there are more stories that can only be told with these specific tools. Viewing game development through the lens of filmmaking diminishes everything that makes this medium so powerful. The only Hollywood trait the games industry should imitate is its powerful and functional unions.

I enjoy things that exist in the gray space between definitions; in fact, I often prefer them. What I don’t enjoy is misguided emulation that’s sold to an audience as innovation. In the end, I guess what I’m really saying is… I’m still not over PT.


One of the most eyebrow-raising details of Microsoft’s sweeping layoffs earlier this month was the fact that King, the studio behind Candy Crush, was included in the firings. King is historically a money-printing machine with high per-employee returns, which tends to insulate it from layoffs, but this time around at least 200 people were let go from the studio. As it turns out, a number of fired developers spent the past few years training AI systems to do their jobs, which just adds a layer of shittiness to an already crappy situation.

Has the FOMO gotten to you yet? After denying that you wanted a Switch 2 for a few noble and self-righteous weeks, have you cracked and admitted that you actually, really want one? Great — then get yourself to Best Buy on Thursday, July 17, when the company will restock its supply of Switch 2 consoles in all stores. This coincides with the release of Donkey Kong Banaza, too.

I’ve had my eye on Judas, the BioShocky FPS from Ken Levine’s Ghost Story Games, since it was revealed in 2022, and I lowkey love how little we still know about it today. That said, I’m happily devouring every bit of information about Judas, and the latest nugget comes from Levine himself in an interview with classic game publisher Nightdive Studios. With Judas, Ghost Story is focused on “telling the story and transporting the player somewhere,” rather than building live-service or microtransaction features, Levine said. As he put it, “You buy the game and you get the whole thing. There’s no online component. There’s no live service.”

There’s also no release date for Judas yet.

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The crazy kids at Summer Games Done Quick have done it once again and raised literal millions of dollars for Doctors Without Borders in a single weekend, simply by playing video games in silly ways without stopping. SGDQ 2025 wrapped up on Sunday with a total donation pool of $2,436,614. The organization’s next event is another edition of Flame Fatales, a speedrunning showcase featuring women and femmes that runs from September 7 to 14. We’ll see you there.

The well of Subnautica 2 drama runs deep. Earlier in July the heads of Subnatica 2 studio Unknown Worlds Entertainment — Charlie Cleveland, Ted Gill and Max McGuire — were ousted by the team’s parent company, Krafton, and the game’s early access release was delayed to 2026. What’s more, Bloomberg reported that the studio had been in line for a $250 million bonus if it had met certain financial goals by the end of the year, but those largely hinged on an early access release. Cleveland said on social media that Subnautica 2 was ready for early access, and Krafton responded to the whole shebang by accusing the fired developers of abandoning their responsibilities as studio heads. Cleveland and others are now apparently filing a lawsuit against Krafton. GamesIndustry.biz has a comprehensive timeline of the Subnautica 2 controversy right here.