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Destiny 2: The Final Shape wrapped up the decade-long story that began in the first game, and fans will soon find out where the franchise is heading next. Bungie has announced a reveal event for the game’s next expansion, The Edge of Fate, on May 6.
The event will air at 9 a.m. PT/12 p.m. ET. Bungie promises to detail The Edge of Fate and “much more,” but it doesn’t elaborate further than that. Originally codenamed Apollo, The Edge of Fate will be the start of a brand-new saga, as well as the first step of the Year 11 roadmap (posted below) the studio revealed last September.
Going forward, Destiny 2 will receive two medium-sized expansions per year with four free content updates each year. Bungie also wants to get more experimental with its campaign structure, teasing ideas such as non-linear formats and tinkering with other genres such as Metroidvanias, roguelikes, and survival.
Bungie provided some insight into The Edge of Fate’s non-linear progression in its roadmap, stating, “Because the more you play and discover, the more the story progresses, so experiencing a certain number of threads opens up the next part of the story. The order in which you explore will be something you choose, but we have built Codename: Apollo in a way the story always makes sense and flows from beginning to middle to end. There’s no time gating, no waiting for the next drop. Codename: Apollo’s story unfolds based on player progression.”

Destiny 2: The Final Shape received critical acclaim last year, concluding the Light and Dark storyline. We scored the expansion a 9 out of 10, with editor-in-chief Matt Miller writing in his review: “Over the years, Destiny 2 has ballooned into a massive and unwieldy beast, filled with cooperative and competitive experiences, hundreds of named characters and organizations, and an often-unapproachable vernacular that can take a long time to learn to speak and play. With The Final Shape, Bungie makes no apologies for the complexity but does finally offer purposeful punctuation to mark an endpoint. Largely unencumbered by what has come before, the frontiers ahead are now open to be revealed.”
This will be the second big reveal event this year for Bungie, having hosted a similar coming out party for Marathon this past weekend. You can check out the first gameplay footage of the upcoming shooter here.
What do you hope to see in Destiny 2: The Edge of Fate, and how do you feel about the game’s future overall? Let us know in the comments.
Though most Capcom fighting fans are looking ahead to next month's arrival of Capcom Fighting Collection 2, the publisher is showing that it will continue to support its existing compilations. Marvel vs. Capcom Fighting Collection: Arcade Classics arrived last September on PlayStation 4, Switch, and PC before arriving on Xbox One in February, but that isn't stopping Capcom from improving the library of included games months later.
Tomorrow, players will be able to download a free title update for Marvel vs. Capcom Fighting Collection: Arcade Classics. The update will improve specific elements of select games and deliver several overall tweaks and bonuses to the bundle. Most notably, the free title update adds Versus mode to all six of the fighting titles. Additionally, Capcom has provided updated options for how you access the menu to avoid accidentally triggering it mid-match. You'll also be able to reset your current game straight from the pause menu. All of these updates mentioned so far will also be added to Capcom Fighting Collection and Capcom Fighting Collection 2.
This update also adds new artwork from Capcom artist Shinkiro, plus new Cap-Jam remixed songs. Meanwhile, X-Men vs. Street Fighter now allows players to select from multiple versions to experiment with different balancing and gameplay. Marvel vs. Capcom 2: New Age of Heroes receives graphical and resolution enhancements via this free title update. Check out the specifics through the trailer below.
Marvel vs. Capcom Fighting Collection: Arcade Classics gathers seven of Capcom's collaborations with Marvel, including six fighting games and one beat 'em up. The full list includes X-Men Children of the Atom, Marvel Superheroes, X-Men vs. Street Fighter, Marvel vs. Street Fighter, Marvel vs. Capcom: Clash of Superheroes, Marvel vs. Capcom 2: New Age of Heroes, and The Punisher.
This update to Marvel vs. Capcom Fighting Collection: Arcade Classics will be available tomorrow, April 16, across all platforms. For more on Capcom's recent fighting-game collections, check out our hands-on preview of the upcoming Capcom Fighting Collection 2 here.
Just over two weeks ago, we learned developer Jagex was creating an open-world survival game set in the RuneScape universe with a nebulous "spring" Early Access release date. It turns out fans didn't have long to wait, as Jagex surprised everyone by surprise-launching RuneScape: Dragonwilds into Early Access today.
The premise of Dragonwilds is that dragons have awoken on the forgotten continent of Ashenfall, resulting in a survival crafting adventure for one to four players with the mission of slaying the Dragon Queen. As you journey through Ashenfall, you'll explore and uncover ancient civilizations to learn why the region is so full of transformative magic. This Early Access version of the game features the first few regions, the game's survival systems, RuneScape skills, magic survival spells, gear crafting, a building system, combat, dungeons, and the first dragon encounter.
The success of your adventure sounds as though it will hinge on your adaptability, as crafting gear and potions will be a critical element to surviving your encounters with the dragons. And though Jagex describes the High-Fantasy adventure as possessing "light RPG elements," the studio confirms you can level up your skills as you play.
"We're so excited to surprise players with our Early Access launch today and invite them to discover the magical world of RuneScape: Dragonwilds right now," executive producer Jesse America said in a press release. "We've been working hard to develop an entirely new type of RuneScape experience that ignites fans' passion, creativity, and love for questing, and provide them with an all-new RuneScape adventure to discover. And this is just the start of our development journey. Throughout Early Access, we'll be updating the game regularly with new content and features, while listening closely to the community to deliver an iconic open-world survival crafting game that is loved equally by our biggest RuneScape fans and new players alike."
Jagex promises it will heavily rely on community feedback as it works its way through this Early Access period. According to the Steam page for RuneScape: Dragonwilds, the team hopes to respond to community feedback, add more systems, spells, and skills en route to delivering the 1.0 version of the game in early 2026.
RuneScape: Dragonwilds soars into Steam Early Access today.
Screenshots from the unannounced but heavily rumored remaster of The Elder Scrolls IV: Oblivion have leaked online. Apparently, fans unearthed the images by digging through the website of the game’s reported developer, Virtuos Games.
The images, which have now been circulated on social media by popular accounts such as Wario64, various forums like Reddit and ResetEra, and have been uploaded to image galleries like Imgur, depict several before/after screenshots comparing the original game to its updated visuals. Various pieces of key art, including an image of the game’s Deluxe Edition and its contents, have also surfaced.
The Elder Scrolls IV Oblivion Remastered pics found on developer Virtuous website https://t.co/k7D10duibJ pic.twitter.com/47aWptFCVA
— Wario64 (@Wario64) April 15, 2025As IGN noted, Virtuos’ website is currently down at the time of publishing. It’s been heavily reported that the studio is developing the remaster alongside Bethesda’s Dallas and Rockville studios, per Video Games Chronicle. The game will reportedly feature both visual and gameplay enhancements/changes to the 2006 open-world RPG. Virtuos has generally served as a support studio for numerous titles, having previously worked with Obsidian on The Outer Worlds: Spacer's Choice Edition and other remasters such as Batman: Return to Arkham.
A remaster of Oblivion has been rumored for some time, dating back to leaked Microsoft documents that surfaced during the company’s 2023 FTC trial (itself three years old when it was leaked), stating the project was in the works. Speculation has ramped up in recent weeks, with reports from various journalists and online leakers claiming inside sources pointed at an April launch for the game and that it will be available on PlayStation 5 and PC alongside Xbox Series X/S (including Game Pass).
There was already quite a bit of smoke to this fire, and today’s leaks would all but confirm the Oblivion remaster’s existence. Bethesda and Virtuos have not responded to the situation at the time of publishing. We’ve contacted Bethesda and Xbox for comment and will update this story with a response should we receive one.
The second batch of new Xbox Game Titles this month has been revealed. The biggest headliner is the impending launch of Clair Obscur: Expedition 33, the stylish RPG that looks very promising. Grand Theft Auto V returns to Game Pass for those who need to scratch that GTA itch as we wait for any updates on the next entry. Neon White, one of our favorite games of 2022, is also now available on the standard Game Pass tier, and the 2023 indie standout Dredge sails into the library.
Check out what’s coming Xbox Game Pass (including the membership tiers each title will be available for) as well as the list of games leaving the service this month. We’ve also included links to our reviews for applicable titles if you’d like to know what to expect from a given game.
You can read the list of titles that arrived to Game Pass during the first half of the month here.

Grand Theft Auto V (Console, PC, Cloud) - Today | Our ReviewGame Pass Ultimate, PC Game Pass, Game Pass Standard
Neon White (Console) - April 16 (Console) | Our ReviewGame Pass Standard
SpongeBob SquarePants: The Patrick Star Game (Console, PC, Cloud) - April 16 Game Pass Ultimate, PC Game Pass, Game Pass Standard
Crime Scene Cleaner (Xbox Series X/S, PC, Cloud) - April 17Game Pass Ultimate, PC Game Pass
Tempopo (Console, PC, Cloud) - April 17Game Pass Ultimate, PC Game Pass
Clair Obscur: Expedition 33 (Xbox Series X/S, PC, Cloud) - April 24Game Pass Ultimate, PC Game Pass
Towerborne (Game Preview) (Xbox Series X/S, PC, Cloud) - April 29Game Pass Ultimate, PC Game Pass
Far Cry 4 (Console, PC, Cloud) - April 30 | Our ReviewGame Pass Ultimate, PC Game Pass, Game Pass Standard
Anno 1800 (Xbox Series X/S, PC, Cloud) - May 1 Game Pass Ultimate, PC Game Pass, Game Pass Standard
Call of Duty: Modern Warfare II (Console, PC, Cloud) - May 1 | Our ReviewGame Pass Ultimate, PC Game Pass
Dredge (Xbox Series X/S, PC, Cloud) - May 6 Game Pass Ultimate, PC Game Pass, Game Pass Standard
What’s Leaving Xbox Game Pass On April 30 Have a Nice Death (Console, PC, Cloud) Kona II Brume (Console, PC, Cloud) Sniper Elite 5 (Console, PC, Cloud) The Last Case of Benedict Fox (Console, PC, Cloud) Thirsty Suitors (Console, PC, Cloud) The Rewinder (Console, PC, Cloud)Dune: Awakening has been delayed. The upcoming MMO based on the popular sci-fi universe was originally scheduled to arrive on May 20.
Developer Funcom explains the delay will allow the team to address feedback provided by players following the Persistent Closed Beta. As such, the game will now launch on June 10, with a head start beginning on June 5.
“Dune: Awakening is a beast of a game,” says Funcom in a statement. “This is multiplayer survival on a massive scale, and we’re making gameplay and technical strides not seen in the genre before. We want to make sure we stick the landing.”
Funcom also explains that the delay allows them to host a large-scale beta weekend next month that will host even more players. The team plans to share more information about this beta soon.
You can read Funcom’s complete statement posted to X below (click the image to enlarge).

Dune: Awakening was first revealed during Gamescom 2022 and is an open-world survival-focused MMO. The game takes place in an alternate timeline to the recent films as players must work together to survive Arrakis by crafting resources, architecture, and locating water. Despite its multiplayer nature, Funcom promises to deliver a cinematic storyline with Dune’s lore permeating the experience through server-wide politics and intrigue. The game allows for multiple approaches to getting ahead, whether amassing political power, controlling the Spice trade, or simply acting as a scouter to map out the world and sell that information to players. You can learn more by reading our extended preview from last year here.
Dune: Awakening will be available for PC via Steam on June 10, with PlayStation 5 and Xbox Series X/S versions planned to launch sometime afterward.
Platform: PlayStation 4, Xbox One, Switch, PC Publisher: Capcom Developer: Capcom Release: May 16, 2025 Rating: Teen
Capcom is one of those game publishers with a massive back catalog to pull from, with many of its more cult-classic or niche titles inaccessible on modern platforms. While the Street Fighter franchise has always been the primary benefactor of Capcom's reaches to the past, the publisher has spent the last decade slowly making several iconic and less-iconic releases more available on modern systems. Whether you're talking the multitude of Mega Man Legacy Collections or the recent wave of Capcom Fighting Collections, I've loved having several of the games I grew up on ported to my current systems; I've also thoroughly enjoyed using these collections as ways to experience various games I never played before, broadening my understanding of Capcom's rich history. The latest compilation, Capcom Fighting Collection 2, looks to do just that by delivering mainstays from my youth, as well as games I only ever read about in '90s magazines.
The two recent Capcom fighting-game collections – Capcom Fighting Collection and Marvel vs. Capcom Fighting Collection: Arcade Classics – felt like they were filling in the roster of some of Capcom's most beloved entries. Those compilations focused on entries like Hyper Street Fighter II: The Anniversary Edition, Super Puzzle Fighter II Turbo, and, of course, the various iterations of Marvel vs. Capcom crossovers while also including more obscure games like Red Earth, Vampire Savior, and The Punisher. The upcoming Capcom Fighting Collection 2 carries forward this tradition by including Street Fighter Alpha 3 Upper. However, that well-known title feels much more like the exception to the remainder of this follow-up compilation.
The Second CollectionIf you haven't been keeping up with Capcom Fighting Collection 2, this latest compilation of fighters includes eight titles from the late '90s and early '00s. From the first-ever re-releases of these particular Capcom vs. SNK titles, the first time Street Fighter Alpha 3 Upper has left the shores of Japan, and the re-emergence of the long-dormant Power Stone franchise, Capcom Fighting Collection 2 has a lot of meat on the bones for fans of this era of the publisher. Check out the full list of games, as well as their original arcade release year, below.
Plasma Sword: Nightmare of Bilstein (1998) Power Stone (1999) Power Stone 2 (2000) Capcom vs. SNK: Millennium Fight 2000 Pro (2000) Project Justice (2000) Street Fighter Alpha 3 Upper (2001) Capcom vs. SNK 2: Mark of the Millennium 2001 (2001) Capcom Fighting Evolution (2004)During my hands-on time with Capcom Fighting Collection 2, I could play the entire selection included in the final release save for two titles: Power Stone and Capcom Fighting Evolution. Even though I knew the full games list coming in, scrolling through the main menu, I couldn't help but smile seeing Power Stone 2 finally playable on modern systems. The Power Stone franchise was one of my favorite Dreamcast series, and I was always confused as to why it was only ever re-released on the PSP.

Firing up Power Stone 2, I'm immediately transported back to my early high school days, sitting on the couch with three friends as we duked it out in Capcom's arena-based fighting franchise. The frantic dash to collect three Power Stones to unlock your transformation has remained as gripping and chaotic as it was nearly a quarter-decade ago – especially with four players, myriad weapons, and vehicles. Of course, the action of a 24-year-old 3D fighter like Power Stone 2 hasn't aged as well as the 2D fighters in the package, but that's to be expected, as games like Power Stone 2, Plasma Sword: Nightmare of Bilstein, and Project Justice feel the most antiquated of the bundle from what I was able to play.
Project Justice has always been a point of intrigue to me ever since I found previews of the first Rival Schools game in an issue of GamePro. Finally getting my hands on Project Justice, the sequel to Rival Schools, felt like a curiosity satiated after over 25 years, though I'm somewhat sad Rival Schools is absent from this bundle. The unique story mode does a fantastic job of allowing players to experiment with different characters, and I appreciate the campiness of the characters and moves. Still, it makes me wish I could have experienced this back in 2001 when it felt cutting edge, rather than in 2025 when it feels like an antiquated relic. The same goes for Plasma Sword: Nightmare of Bilstein, which features more fluid combat (almost along the lines of the early Soulcalibur games) but repelled me much faster than any of the 2D games in the collection.

Speaking of which, I couldn't put down the three 2D titles I had access to. Capcom vs. SNK: Millennium Fight 2000 Pro and Capcom vs. SNK 2: Mark of the Millennium 2001 deliver exhilarating crossover action between the two publishers while offering unique twists on the formula primarily popularized by the Street Fighter franchise. Meanwhile, the Street Fighter series has but one direct representative in this package, but it's a doozy. Street Fighter Alpha 3 Upper is the previously Japan-only enhanced version of one of my all-time favorite fighting games, with balance updates, glitch fixes, and characters from the console version added in. I may have been most excited about Power Stone 2's inclusion in the bundle, but Street Fighter Alpha 3 Upper is likely the game I'll most frequently return to once the full game arrives, even if I already have access to another version of Alpha 3 through 2018's Street Fighter 30th Anniversary Collection.
On top of the inclusion of the eight titles, you can also customize your experience through difficulty settings, custom controls, and even enhanced sound options. You can also toggle whether or not secret characters are unlocked, adjust the display ratio to your liking, and view the arcade marquee instruction cards. I also appreciate this collection adding bonus training modes for the games, allowing you to see your input history and work out your combos so you can confidently jump into these games.

Though not every game was available for me to preview in this build, I adored my opportunity to revisit games like Street Fighter Alpha 3 Upper and Power Stone 2 while finally getting the chance to pour time into games like Project Justice and the Capcom vs. SNK games. Though I don't see myself returning to every game in this collection, these allow me to play games I long thought lost to time. Add to that the online play capabilities and the option to have one-button specials, and Capcom Fighting Collection 2 is shaping up to be a potent package.
Capcom Fighting Collection 2 arrives on PS4, Xbox One, Switch, and PC on May 16.
EA has pulled the curtain back on Star Wars Zero Company, a new single-player turn-based tactics game. The title is being developed by Bit Reactor in collaboration with Respawn Entertainment, the studio behind the Star Wars Jedi series and Titanfall.
Unfortunately, that’s all the information we're getting about Star Wars Zero Company for now. The first details will be revealed at Star Wars Celebration in Japan on Saturday, April 19, during a special panel for the game. The panel will kick off at 4:30 p.m. JST.
Until then, we’ll just have to analyze the first piece of key art released for the game (posted in the header above). It depicts a ragtag group of characters, including what appears to be a Jedi, a bounty hunter (likely a Mandalorian), a Stormtrooper, a droid, a rifle-wielding guy wearing a Mr. Freeze-style suit (your guess is as good as ours there), and potentially a scoundrel-like rogue sitting in the center.
Bit Reactor is named as the primary studio developing Star Wars Zero Company. It will be the debut title for the fledgling independent developer, which was founded in 2021 in Hunt Valley, Maryland. The staff consists of strategy game veterans who have worked on series such as XCOM, Civilization, and The Elder Scrolls Online. The studio also features talent with experience in non-stategy games like Gears of War and Mortal Kombat 1.
EA did not reveal a release window for Star Wars Zero Company, but it did confirm it will launch on PlayStation 5, Xbox Series X/S, and PC.
Four years into a console's life cycle is typically around the time its producer will permanently decrease the console's price. Yesterday, Sony announced it was doing the exact opposite, raising the price of the PlayStation 5 in Europe, Australia, New Zealand, the Middle East, and Africa.
The announcement on the PS Blog does not give a single concrete reason for the price hike, instead citing "a challenging economic environment, including high inflation and fluctuating exchange rates." While similar announcements might precede the price change by days or weeks, this increase was put in place nearly immediately and was set in stone today, April 14. While some regions will only see increased prices on the Digital Edition, others, like Australia, have price increases across the board. However, the price of the PS5 Pro will remain unchanged.
The blog listed some of the price updates in different parts of the world but left out specifics for the Middle East and Africa, instead pointing people to consult local retailers. Prices for other regions are listed below.

Europe: PS5 Digital Edition – €499.99 (increased from €449.99)
UK: PS5 Digital Edition – £429.99 (increased from £389.99)
Australia: Standard PS5 with Ultra HD Blu-ray disc drive – AUD $829.95 (increased from $799.95)
PS5 Digital Edition – AUD $749.95 (increased from $649.95)
New Zealand: Standard PS5 with Ultra HD Blu-ray disc drive – NZD $949.95 (increased from $899.95)
PS5 Digital Edition – NZD $859.95 (increased from $769.95)
Meanwhile, the disc drive attachment, which can be installed on a Digital Edition of a PlayStation 5, is decreasing in price in each of these regions.

Europe: €79.99
UK: £69.99
Australia: AUD $124.95
New Zealand: NZD $139.95
Video game and console prices have been a major focus of the gaming industry these past several weeks, ever since Nintendo revealed the steep prices of the Switch 2 and Mario Kart World. President Donald Trump's tariff plan threw those high price tags into an even further state of confusion, delaying pre-orders in America and Canada.
After announcing the project in 2023, Destiny and Halo developer Bungie is finally ready to reveal gameplay for the next evolution of its Marathon franchise, which predates both of those. In a livestream earlier today, studio members offered early details about the project while sharing several videos that helped clarify how the game will look, play, and feel.
Marathon and its sequels were part of Bungie’s earliest catalog of game releases, with the first arriving in 1994. This new iteration is a dramatic departure, though some of the connected elements of lore suggest meaningful links between the original games and this new project.
The new Marathon is built as a team-based extraction shooter that includes both PvP and PvE elements. Each player takes on the role of a Runner, a cybernetic mercenary who has given up their natural body to inhabit an artificial form to explore and retrieve valuable equipment from a lost and abandoned colony on the planet of Tau Ceti IV.
Visuals have a bright and neon aesthetic, a notable departure from much of Bungie’s recent work on Destiny. Even so, seeing the game in action makes the Bungie connection much more apparent; from the way guns and scopes work to the sensation of running, sliding, and other movement, Marathon seems to maintain the tight and intuitive shooting action that is a hallmark of the studio’s work.






Each Runner has a name and a personality, including the likes of Glitch, Void, and Blackbird. Your choice of Runner appears to set a baseline of playstyle, even as subsequent matches, equipment selection, and upgrades allow you to dramatically reshape and build-craft a character that matches a desired playstyle.
Matches include up to 18 players, usually in crews of three, though there was a mention of a way players may choose to go lone wolf and attempt extractions solo. During a match, teams scavenge through the alien ruins while fending off computer-controlled robots and other dangers, as well as the assaults of real enemy players controlling their own runners. Each match has a time limit, and you must try to extract as much equipment as possible before the match ends; the retrieved equipment can then help fuel subsequent runs.
As a player navigates through maps, in addition to various weaponry, there are several special abilities and gear that add to the tactical complexity of play. In the brief snippets of gameplay shown, we saw things like stealth tools, explosives, agility implants, shield charges, and other enhancements.
Alongside an early look at gameplay, Bungie’s showcase also revealed a lengthy animated short by acclaimed director Alberto Mielgo, who some may recognize from his directorial work on “The Witness,” one of the animated shorts that was part of Netflix’s Love, Death, & Robots. Mielgo’s new Marathon short helped to layer in some tonal understanding of what Bungie appears to be going for. Elements of body-horror and existential angst are prent throughout the film, which sees a few different Runners moving through battles on Tau Ceti IV while questioning the nature of their own personal past and human nature. In keeping with some of the feelings of the original Marathon game, the film short suggests a disquieting and uncomfortable vibe about a future in which humanity has veered into some dark places.
Marathon targets a launch on PS5, Xbox Series X/S, and PC (Steam) on September 23. Ahead of that, Bungie has suggested that joining the Marathon Community Discord opens up a chance to interface more directly with the development team and get a chance to be in on early playtests.
Check out the gameplay premiere trailer below.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
Foundation is Now Available on Steam and is 25% off!*Foundation is a grid-less, laidback medi city-building game with a focus on organic development, monument construction and resource management.*Offer ends February 7 at 10AM Pacific Time
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Happy Smissmas 2024!All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and MaulAdded the Winter 2024 Cosmetic CaseContains 23 new community-contributed itemsThe Festivizer can be found as a bonus drop when opening the caseAdded 3 new community-contributed taunts to the Mann Co. StoreTaunt: Fore-Head SliceTaunt: Peace!Taunt: Curtain CallAdded 18 new community-created Unusual effects9 new effects for Unusual hats9 new effects for Unusual tauntsAll cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.Mann Co. Store winter sale!Smissmas runs through January 7th, 2025GeneralFixed a client crash when previewing imported items in the Workshop dialogFixed showing an error model when equipping the Scottish ResistanceFixed The Executioner not hiding the Scout's dog tagsUpdated the Mountebank's Masque to fix a problem with the materialsUpdated/Added some tournament medalsUpdated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockGeneralAdded the gamemode intro movie (made by Lacry, thanks)Improved the delivery of VSH-related voice lines for Soldier, Engineer and SniperUpdated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)Added Hale's kill iconsVisual improvements to Hale's Ability HUD (thanks Funicular)Added a visual cue signaling an upcoming Saxton Punch!Minor visual improvements to Saxton Hale and his particle effectsFixed the boss bar sometimes starting invisibleFixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settingsFixed a rare bug when Hale's Ability HUD textures become missingBalance Changes - Saxton HaleAdded Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strengthWeightdown ability is disabled during Jump FatigueIncreased Hale's health by ~100HP per opponentAdjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)Hale's resistance to knockback reduced from 75% to 35%Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)Balance Changes - MercenariesExplosives and fire now deal 50% more damage against HaleThe 40% minigun damage penalty now applies to full crits onlyBroken Demoman shields now retain the charge abilityDemoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)Greatly decreased sticky trap damage reductionRemoved Scottish Resistance's 20% damage penaltyBaby Face's Blaster now loses 20% of its boost upon Wall ClimbingUpdated vsh_tinyrock (additional changes)Improved performanceFixed odd clipping at one of the spawnsUpdated vsh_distillery (additional changes)Improved performanceUpdated vsh_nucleus (additional changes)Fixed setup time ending five seconds too earlyImproved detailing in some areasImproved clipping on staircasesIncreased control point capture time to 15 secondsRemoved collision on some lightsChanged damage model and damage amount of the toxic waste pit and puddlesUpdated vsh_skirmish (additional changes)Fixed setup time ending five seconds too earlyFixed an issue where Engineers could build in the crocodile pitFixed not being able to wall climb certain trees in the main arenaFixed some lighting issues on stalactites and other propsParts of Hale's intro sequence no longer play while waiting for playersImproved optimization and detailing in some areasImproved clipping on spiral stairs (Thanks Aar!)Updated security systemUpdated cp_brewThe shortcut from RED spawn to the "A" point now has a nobuild trigger Added floor indicator for the health kit in the "A" point wooden shackAdjusted "A" point wooden shack to allow more breathing roomFixed getting stuck on the "A" gate's frameFixed teletrap near "A" point ditch routeFixed being able to place buildings inside an out-of-bounds room outside "A" pointFixed some stuck spots near "B" pointFixed being able to shoot through a crack in the BLU forward spawnFixed floating props in the dinerFixed one way door not forcing itself closedCleaned up some collisions and clipping across the mapImproved lighting on all of the archwaysUpdated koth_krampusFixed missing trees in skyboxImproved look of waterfall texture near full health-kitFixed minor visual errorsMinor NPC clipping changesFed krampus some oatsUpdated pl_emergeSwitched on the cart lightFixed RED players being able to sit on the edge of an exit of BLU's starting spawnFixed some doors showing incorrect texturesFixed the final capture point displaying an incorrect stringFixed the map occasionally playing incorrect ambient soundsMinor visual and performance tweaksUpdated cp_carrierThe Carrier now has full crits rather than mini-critsThe Carrier now uses the robot voice linesImproved hearability of the Carrier's voice lines and footstepsFixed visual bugs with the boss barFixed the Carrier sometimes becoming invisible while tauntingFixed animation glitches when a Demoman Carrier holds a Stickybomb LauncherFixed occasional phasing through the elevator platform at BLU spawnDecreased size of the frog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Improved matchmaking performanceImproved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.Improved matchmaker decision making for cross-region partiesAdded error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishingFixed the matchmaking settings dialog frequently failing to display any datacentersFixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to SteamUpdated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regionsUpdated cp_gravelpit_snowyFixed a script issueImproved performanceImproved clipping
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tagsFixed The Beacon from Beyond incorrectly hiding a bunch of bodygroupsFixed the Quoth cosmetic item hiding the Scout's headphonesFixed some broken materials for some props_farm gib modelsAdding "Hat" style for the Fuel InjectorUpdated the Clue Hairdo to fix broken smoke effectUpdated koth_synthetic_eventEdited nav mesh to minimize the Toastmaster running diving into the grinder/death pitUpdated pd_farmageddonRevoked scarecrow gym membership which lowered their health from 500 to 350Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Reverted BLU Scout pants fix because it conflicts with too many existing cosmeticsUpdated the Fleet Commander again to fix import problems from the previous updateUpdated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the playerUpdated cp_freaky_fairFixed issues related to the gamemode logicReapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or notImplemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across roundsImplemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgradesReverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applyingImplemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlapFixed sniper and demo shields not having their upgrades clearedFixed canteens not having their values cleared when refunding whilst not equippedIncreased the height of the skyboxIncreased last point capture time from 6s to 7sChanged some clipping to stop giants from building on roofsSmoothed out a divot (Thanks Midnite!)Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneralRe-encoded all Zombie Infection sound effects as .WAVThis fixes issues with sound effects not playing correctly and spewing errors in the consoleBug fixesFixed a bug that caused Sniper's Spit Pool to deal much more damage than intendedFixed a bug that caused team names to not display correctly when playing on mp_tournament modeFixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP GrenadeZombie ChangesSniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zonesZombie Heavy is no longer immune to Critical HitsZombie Heavy's max health raised to 525 (from 450)Zombie Pyro's max health raised to 250 (from 175)Zombie Pyro now drops a medium health kit on deathSurvivor ChangesCrossbow weapons no longer have a flat damage multiplier against ZombiesThe B.A.S.E Jumper can no longer be deployed if you are one of the last three survivorsJumper Weapons can no longer store reserve ammunitionUpdated zi_murky (additional changes)Added more respawn room triggers around the new spawn zones
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