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RuneScape: Dragonwilds is a solid survival game that brings a fresh perspective to the old-school MMORPG. In this episode of New Gameplay Today, Alex Van Aken and Charles Harte take a look at the crafting system, base-building mechanics, and early combat scenarios you might face while enjoying the stylized art direction defining this new iteration of RuneScape's world. If you missed the news, Dragonwilds surprised launched into Steam early access just two weeks after its official reveal.
Watch RuneScape: Dragonwilds in action:Believe it or not, we play a lot of games here at Game Informer, but it isn’t always easy getting our hands on everything, let alone finishing them and writing a proper review. We’re always looking for more ways to point readers towards the most interesting games available – especially those that could easily slip through the cracks – so we’ve created Spotlight to highlight the cool games we’ve been dabbling with recently that we believe may be worth your time. We love chatting with each other about the games we check out each day, and we want to add you to the conversation. Here is a selection of noteworthy titles some of the editors have been sampling and want to shout out.

Platforms: PS5, PC – Release: April 17
Bionic Bay’s surreal and oppressive atmosphere has drawn flattering parallels to Limbo. But this adventure carves its own success thanks to its satisfying physics-based platforming. You control a scientist who, after an experiment goes horribly awry, must now survive an alien biomechanical world.
The platforming feels great and deceptively precise despite how floaty the scientist feels, and tricky obstacles made every edge-of-my-seat jump feel achieved by the skin of my teeth. A special gadget that lets you switch places with certain objects is a simple mechanic used in increasingly clever ways, such as stacking boxes to reach high perches, using objects as protective cover, or creating a midair platform path. Each zone also presents a different platforming mechanic to keep the adventure fresh, such as lasers that bounce the scientist around like a pinball, a time-slowing power, or constantly shifting gravity. Each mechanical twist changes how you explore this strange world in cool and thoughtful ways.
Death often comes swiftly and unexpectedly – expect to be crushed, sliced to bits, and melted often before you realize what happened. Thankfully, quick and generous respawns remove the annoyance of what is often an exercise in trial-and-error. I’m having a great time throwing myself, and the scientist, at Bionic Bay again and again. – Marcus Stewart

Platforms: PS5, Xbox Series X/S, PC – Release: April 10
Over a decade has passed Pocketwatch Games’ original release of Monaco. The sequel happily maintains much of the charm and arcade sensibility of the original, but with a new and less retro art style that capitalizes on the heist-caper vibes.
Players control one member in a team of thieves, infiltrating heavily protected hotels, yacht clubs, and other bastions of the well-to-do, and relieving them of their most valuable possessions. Gameplay is straightforward and approachable, focused on the tension between careful sneaking stealth moments that invariably devolve into mad dashes for the getaway van, all while navigating an isometric camera view that makes it feel like you’re moving through a building blueprint. Each character has different abilities and upgrades, and additional pick-ups in the level allow for extra shenanigans with the guards (think smoke bombs and disguises).
The real win here is the ability to play and enjoy the game either solo or with up to three friends. Having the game playable in both online and couch co-op is a big win. A family or friend group looking for a simple, fun caper could happily wile away several evenings with this crew. – Matt Miller

Platforms: PC, iOS, Android – Release: May 8
In late 2020, while I was still largely staying home, I spent many nights playing Fall Guys with friends. The frantic battle-royale-meets-gameshow format hooked me with its approachable gameplay, zany competitions, and colorful visuals. If you follow me or my writing at all, you also know that I’m a pretty big fan of the Sonic the Hedgehog franchise. Sonic Rumble looks to combine those two interests with a round-based elimination-style game starring Sega’s mascot and his friends.
Though the game isn’t out yet, I’ve had a chance to play several rounds through 32-player rounds and have found it to be quite fun. Though most of the stages don’t truly capitalize on the speed the franchise is known for, instead emphasizing careful platforming, ring collection, or avoiding obstacles, Sonic Rumble aptly leverages the IP through the use of myriad collectible character skins, challenges involving iconic enemies from Sonic’s past, and familiar music.
The game is in its third pre-season, offering premium battle passes and purchaseable currency, which could be cause for concern. However, to this point, I’ve found the distribution of skins, icons, emotes, and other cosmetic rewards well-paced. I still need to play more to fully crystallize my thoughts on Sonic Rumble, but to this point, it’s letting me scratch that Fall Guys itch while competing as and against some of my favorite characters in gaming. — Brian Shea

Platforms: Switch, PC – Release: April 10 (Switch), June 19 (PS5, Xbox Series X/S, PC)
I first became aware of Star Overdrive thanks to a Nintendo Direct: Partner Showcase in August last year. The adrenaline-fueled game trailers don’t quite nail the tone of the actual game. Instead of what I assumed would be open-world SSX with melee combat, what I found once I fired Star Overdrive up this week was something more approximating Breath of the Wild, but with much faster-paced traversal.
Don’t get me wrong: the hoverboard traversal is a massive component of the game, and as you go through the world, you encounter all kinds of challenges involving time trials and navigating, but the exploration and puzzle-solving are more methodical than I anticipated. As someone who considers Breath of the Wild his favorite game of all time, I’m happy to see more games use that format in new and unique ways. You even unlock abilities similar to Link’s in Breath of the Wild, including one that allows you to use magnets to lift giant objects to help with platforming.
That said, don’t go into Star Overdrive with the expectation that it carries the greatness of Breath of the Wild. The combat feels far shallower and more finicky than in Nintendo’s beloved adventure, and the exploration hasn’t been as rewarding so far. Despite how good the hoverboard typically feels in action, I have several frustrations with the camera and occasional problems with how the hoverboard controls, and the performance dips on the Switch quite frequently. Still, I’m excited to continue my journey across this barren planet and discover the mysteries it hides. If you want to check it out for yourself, the studio put a demo on the Switch eShop. — Brian Shea
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC Publisher: Red Barrels Developer: Red Barrels Release: March 5, 2024 Rating: Mature
The Outlast Trials’ third season arrives on April 22, kicking off Project Relapse and the fallout of Amelia Collier’s failed escape in Season 2. I attended a hands-off preview event hosted by developer Red Barrels to learn more about this new chapter and to witness its signature new baddie, The Jaeger, in action.
Following Amelia’s failed rebellion, she’s been captured and incapacitated by Murkoff. Her unconscious body is suspended above the starting hub, serving as a constant reminder to players that all hope is lost and there’s no escape. Of course, that won’t stop you and your fellow Reagents from trying, but Murkoff has a new terrifying ace up his sleeve: The Jaeger.
This powerful, persistent enemy now appears during trials to stalk players. The Jaeger was formerly known as Henrietta Grubbs, a familiar foe transformed into a much bigger threat. I mean that literally; she towers over players with her powerful, muscular frame punctuated by a creepy and intimidating iron mask. Like Jason Voorhees, the Jaeger is slow but extremely powerful and durable. Hitting her with bottles and other projectiles only causes her to flinch slightly. When timed correctly, however, that split second makes the difference between escaping her grasp or suffering one of her clubbing blows. I watched her seize victims, lifting them to her eye level before delivering a rib-shattering gut punch that often downed them in one blow.

I watched the Red Barrels team jump into a trial to demonstrate the Jaeger’s impact on the experience. This new story trial, Liquidate the Union, unfolds in a new level called the Suburbs, a faux town populated by unsettling mannequins. As the team works through this section, solving environmental puzzles like locating scattered symbols tied to a pin pad code, the Jaeger begins to stalk them. She’s not the swiftest foe, so she usually targets a single, random player to hunt with what the developer describes as a "Terminator-like" determination.
The designer currently targeted attempts to lure the Jaeger away from everyone else as they worked to solve a pin pad puzzle to open a door. While this is a smart strategy, she won’t keep her sights on one victim forever. The Jaeger eventually finds a new quarry, and things quickly devolve into chaos as the developers scramble to avoid her without losing track of the task at hand. It doesn't go smoothly for them, and several drop like flies when they can't escape quickly enough.
Red Barrels also used this encounter to demonstrate the new (and much-requested) nudity filter introduced in Project Relapse. Toggling this feature adds a pixeled effect to the naughty bits of naked characters and bodies, including the largely bare Jaeger. While neat to have, especially for content creators, the visual of a largely blurry Jaeger adds a layer of unintentional comedy to the otherwise tense experience that I can’t decide is good or bad.
The team eventually learns the correct code and opens the door to reveal a union boss strapped to a standing bed on a conveyor track moving backward through the stage. This turns the Trial into an escort mission, as the developers must protect the “payload” while fending off attackers. It’s a chaotic scene I don’t get to see the end of, as the developers stop the demo to avoid spoilers.
The Jaeger will be a permanent presence in all trials during the season’s first month, so players will get to know her very well, very quickly. With all of the chaos she wrought, The Jaeger is my favorite addition of several updates coming to Season 3, which also includes a Trial Maker, a new tool-making kit that lets players create custom Trials using unique combinations of Challenges and Variators to share with other players, two new MK-Challenges, a new deluxe catalog, and more. Things may look bleak(er) in the Sinyala Facility, but Season 3 has the potential to be the best chapter for The Outlast Trials yet.
Star Wars Outlaws has a new trailer for its upcoming second story DLC, A Pirate’s Fortune, which arrives on May 15. This new tale sees Kay Vess and Nix team up with pirate Hondo Ohnaka (who fans may remember from the Clone Wars animated show) to plunder the riches of the Khepi Tomb.
However, they’ll have to take on Stinger Tash and her Rokana Raiders. Kay also meets the Miyuki Trade League, who tasks Kay with smuggling goods in exchange for new rewards for the Trailblazer. To access the DLC, players will need to have completed the main story campaign. Check out the trailer below.
A Pirate’s Bay will be automatically available to Season Pass owners and can be purchased standalone. Ubisoft has not listed the à la carte price for the DLC, but the previous story expansion, Wild Card, cost $14.99, so we imagine this is similarly priced. Additionally, a title update arriving alongside A Pirate’s Bay will give all players free cosmetic items inspired by the Disney Plus series Star Wars: Skeleton Crew. You can find these items in the delivery crate inside the Trailblazer.
Furthermore, a free three-hour demo of the game is now available. We also learned that the Switch 2 version of Star Wars Outlaws launches on September 4.
You can read our review of Star Wars Outlaws here. For more Star Wars news, check out the announcement of the upcoming turn-based tactics game Star Wars Zero Company.
Update: Certain retailers have shared times and links for when Switch 2 pre-orders will begin. You can find times and links below.
Target will begin taking pre-orders on April 24 at 12:00 a.m. ET. You can find its pre-order page here. Walmart will begin taking pre-orders on April 24 at 12:00 a.m. ET. You can find its pre-order page here. You can find Best Buy's pre-order page here.[Source: @wario64.bsky.social]
Original story:
Nintendo has announced that the new U.S. pre-order date for the Nintendo Switch 2 will be April 24. Pre-orders were initially scheduled for April 9 before Nintendo delayed this due to the changing economic environment caused by the United States' tariffs. The company also details where prices for the console and its accessories now stand.
Nintendo's website confirms the console prices will remain unchanged. The Switch 2 still retails at $449.99 standalone and $499.99 for the Switch 2 + Mario Kart World bundle. The prices for both the physical and digital versions of Mario Kart World ($79.99) and Donkey Kong Bananza ($69.99) also remain the same.
However, Nintendo states Switch 2 accessories will have “price adjustments” from their previously announced retail prices. Nintendo cites “changes in market conditions” for the changes, and states that future adjustments to Nintendo products are also possible based on the changing market.
Here is the updated pricing for Nintendo Switch 2 and its accessories as of April 18:
Nintendo Switch 2 - $449.99 Nintendo Switch 2 + Mario Kart World Bundle - $499.99 Mario Kart World - $79.99 Donkey Kong Bananza - $69.99 Nintendo Switch 2 Pro Controller - $84.99 (originally $79.99) Joy-Con 2 Pair - $94.99 (originally $89.99) Joy-Con 2 Charging Grip - $39.99 (originally $34.99) Joy-Con 2 Strap - $13.99 (originally $12.99) Joy-Con 2 Wheel Set - $24.99 (originally $19.99) Nintendo Switch 2 Camera - $54.99 (originally $49.99) Nintendo Switch 2 Dock Set - $119.99 (originally $109.99) Nintendo Switch 2 Carrying Case & Screen Protector - $39.99 (originally $34.99) Nintendo Switch 2 All-In-One Carrying Case - $84.99 (originally $79.99) Nintendo Switch 2 AC Adapter - $34.99 (originally $29.99) Samsung microSD Express Card – 256GB for Nintendo Switch 2 - $59.99Nintendo Switch 2 launches on June 5. For more on Nintendo Switch 2, check out our hands-on impressions of the console, as well as games such as Mario Kart World, Donkey Kong Bananza, and Metroid Prime 4: Beyond.
Marvel Comics has shared details about the upcoming return of its Swimsuit Special, currently scheduled to go on sale July 9. This year’s installment is subtitled: Friends, Foes, & Rivals. Prior editions of the long-running special finds the men and women of Marvel Comics stripping down to enjoy some time in the sun, often with a loosely constructed story to connect the various art pieces. In practice, it’s a chance for a bevy of Marvel artists to show off fan-favorite characters at the beach.
This year’s installment is notable for video game fans because of plans to include new costumes for Marvel Rivals as part of the issue. Thus far, Marvel Rivals has often held back on revealing new character skins for the game often right up until the launch of those skins. It’s unusual to have news this far ahead of time with any level of specificity around what kind of skins will be on the way. Given the timing and content of Marvel's Swimsuit Special, it seems probable that the swimsuit skins are aiming for a summer release.
The featured image above of Spider-Man and Psylocke is drawn from one of the variant covers for the Swimsuit Special; we still don’t know which new skins are on the way to Marvel Rivals, other than the high likelihood that they’ll be water-resistant.
Marvel Rivals launched its Season 2 content late last week, including the introduction of Emma Frost and the Hellfire Gala; we’ve been enjoying the new content drop so far.
Spine was first announced in 2021 as a multiplayer game, but after a couple of years in development, developer Nekki changed course. Today, Spine is a cinematic single-player game that draws heavy inspiration from action-packed blockbusters like John Wick. Using free-flow gun-fu combat, Spine has drawn the attention of a large population of players, attracting more than 400,000 wishlists according to the publisher. Today, Nekki showed off new gameplay footage of the cyberpunk action title, announced a new ultra-difficult Hardcore mode, and shared that the game will arrive on Nintendo Switch 2.
In Spine, you control Redline, the highly trained protagonist who can seamlessly move from enemy to enemy by parrying them, disarming them, and defeating them with her weapons, in hand-to-hand combat, or by turning their own weapons against them. She can also resourcefully use items in the environment as makeshift weapons and smash enemies into various surfaces in the world. The camera is specifically designed to put the player in the action so they feel like they are in an action movie.
In addition to announcing that the game is coming to Nintendo Switch 2, Nekki also revealed Hardcore mode. In this mode, Redline cannot take any damage, which is represented by a special pair of sunglasses she wears in this mode. In order to keep the sunglasses intact, she must make it through untouched by enemy fire or strikes.
You can check out the latest trailer showing off the combat below.
"Freeflow Gun Fu combat means constant tactical awareness – both of your enemies and of the surroundings in which you fight," game director Dmitry Pimenov said in a press release. "For us, everything comes back to that cinematic experience, while always giving players complete control. We want to make players feel like both the star and the director of their own action movie, rewarding them with opportunities for creative takedowns by mastering the combo system and the environment, and showcasing their combos with dynamic camera angles to immerse them in the action."
Spine doesn't currently have a release date, but it was originally scheduled for a 2025 release. However, the Steam page currently says "To be announced," while the press release makes no mention of a release window. It is currently slated to come to PlayStation 5, Xbox Series X/S, Switch 2, and PC.
To date, Nintendo has released more than 150 official screenshots for the upcoming Mario Kart World. While many are pretty straightforward, it's clear the capture artists at Nintendo had some fun showcasing the upcoming kart racer's various modes, courses, characters, and features. While we don't typically post full articles devoted to screenshots, we wanted to shine a spotlight on the in-game shots released by Nintendo in the lead up to the launch of the game and Nintendo Switch 2.
Character SpotlightsThe characters of Mario Kart World are more expressive than they've ever been, and these screenshots capture them in all their glory. Whether you're talking Toad living his best life on the train tracks, Pauline posing in front of the city skyline, or Wiggler just out here living his best life, these official shots show off the expressions and animations of the various characters.



















We haven't even come close to seeing what wonders the courses and open world of Mario Kart World have in store for players, but if the official screenshots are any indication, there is plenty to discover (and pose with) inside the massive region you drive across.









One of the big selling points of Mario Kart World is that you can roam around and race with your friends. Photo mode is always available in Free Roam, so it opens up a lot of possibilities for friend groups to find cool things and then pose with them. Meanwhile, during the races themselves, interactions between characters as they jockey for position or blast each other with items allows for humorous still-frames.









In Mario Kart World, you can consume all kinds of snacks and meals right in the middle of the race. These can unlock special costumes for your characters, which are subsequently added to the character-select screen. But those costumes aren't what this section is about; this section is just about how delicious the food looks, which is not something we ever imagined saying about a Mario Kart game.








Mario Kart World arrives on Nintendo Switch 2 on June 5.
To learn more about Mario Kart World, check out our extended coverage below.
Mario Kart World hands-on preview Nintendo says Mario Kart World's "value" justifies its $80 price Mario Kart World's CameraPlay lets you broadcast your live facial reactions Ever new item and trick in the Mario Kart World Direct Mario Kart World modes and courses detailedWe enjoyed 2021’s Lost in Random and have patiently awaited more news on its upcoming follow-up, Lost in Random: The Eternal Die. A new developer diary provides a little more insight into Stormteller Games’ approach to storytelling, the game’s increased emphasis on action, and the voice talent involved.
The Eternal Die is something of a sophomore shakeup. Stormteller Games sits at the helm previously occupied by the first game's developer, Zoink, and brings some new ideas while retaining the dice-focused melee action that made the first game a cult favorite.
Narrative director Oskar Hanska discusses how the game isn’t “Lost in Random 2,” hence why it stars a different but familiar protagonist. Queen Aleksandra, who ruled the world of Random in the first game, is the star of this adventure, joined by her die companion, Fortune. The video also touches on The Eternal Die’s more challenging and faster-paced action (this is a roguelite, unlike the last game) and highlights the voice work, such as Aleksandra’s performer Elsie Lovelock, whose previous video game credits include Metaphor: ReFantazio and Dragon Quest III HD-2D Remake.
Lost in Random: The Eternal Die is scheduled to launch this summer for PlayStation 5, Xbox Series X/S, Switch, and PC.
Mario Kart World is Nintendo's big launch title for Nintendo Switch 2, and for good reason. Mario Kart 8 Deluxe, despite being an enhanced version of a Wii U game, has sold nearly 70 million copies, making it one of the five best-selling video games of all time, and the franchise typically lands in the top five best-selling games on nearly every system it appears on. Naturally, Nintendo sees the first all-new Mario Kart game in more than a decade as a big-ticket item, which could explain the $80 price tag. However, it also explains the confidence Nintendo has to launch the successor to its most successful console of all time with Mario Kart World. During today's Mario Kart World Nintendo Direct, we learned how players can engage with the big launch title of Nintendo Switch 2, as Nintendo detailed the various modes, as well as several of the courses.

As I experienced during my hands-on time with Mario Kart World (read my full preview here), the game features two flagship modes: Grand Prix and Knockout Tour. Grand Prix sets you up with a series of four races as you try and place well enough that you land on the podium at the end of the four races. Players can race through new and returning courses (see below), but the difference in Mario Kart World is that once you complete a race, you then drive to the next course alongside your opponents, hammering home the fact that this is one big, interconnected world. Grand Prix organizes the courses into four-race Cups, with seven Cups available – Mushroom Cup, Flower Cup, Star Cup, Shell Cup, Banana Cup, Leaf Cup, and Lightning Cup. However, the Direct heavily implies that if you take home gold in all seven Cups, you will at least unlock Rainbow Road, though it's more likely you'll unlock an entire Special Cup.

The other big mode Nintendo has shown is Knockout Tour. Here, you race in elimination matches across multiple checkpoints. Each time you pass through a checkpont, you must be better than the position shown in the checkpoint gate or you're eliminated. With 24 players available in every race – not to mention the Mario Kart tendency to hit you hardest when you're on top – Knockout Tour competitions are chaotic and stressful, but during my time playing the game, this mode served as the highlight.

During today's Mario Kart World Nintendo Direct, we also learned about the other modes players can participate in. In Time Trials, you can hone your skills to post the best time possible across the various courses without worrying about other racers getting in your way or hitting you with items. If you go online, you can compete against Ghost data from across the globe. As with previous iterations of the mode, it appears as though players start with three Mushrooms, which must be used judiciously to score the best time.

If you'd prefer real competition, you can enter into VS Race, which allows you to compete against a full field of 24 racers, including real humans and COM drivers. You can select the courses you want to race with the traditional three-lap format or even compete by racing between specific courses. The ruleset is also fully customizable; you can select what class you want to race in (50cc, 100cc, 150cc, etc), split the 24 drivers into up to four teams, select or restrict specific items, designate the COM driver difficulty, and choose how many races are in the series.

The franchise mainstay Battle Mode also makes its return in Mario Kart World. The Battle Mode present in Mario Kart World seems more in line with the series' traditional offering as seen in Mario Kart 8 Deluxe, rather than the unpopular version found in the Wii U version of Mario Kart 8. Battle Mode can be played locally or online, with two modes announced: Balloon Battle and Coin Runners. Balloon Battle gives players a set number of balloons to represent their hit points. Each time you take damage, one of your balloons pops. You are eliminated from the match if all of your balloons are destroyed. Coin Runners first debuted in Mario Kart Wii, with the main objective of collecting as many coins as possible while preventing your opponents from collecting more than you.

If you just want to explore Mario Kart World's vast region free from the fires of competition, you can do so in Free Roam. Here, you can run along the roads, go off-roading, or even speed down the rivers as you uncover every nook and cranny this open world has to offer. As you drive around, you can engage with various side objectives. One such objective presents itself in the form of P-Switches. Once you activate a P-Switch, a mission begins, requiring you to show off your skills. In the Direct, one objective involves jumping between multiple rails to collect blue coins, while another task involves reaching a goal while dodging incoming boulders within a set time limit. Nintendo claims there are hundreds of P-Switches across the world. You can also find collectibles such as hidden coins like the Peach Medallion shown in the Direct, hidden panels to activate, and more secrets. While in Free Roam, which can be done solo or with friends, you can access Photo Mode at any time.

If you'd like to play with friends (or strangers), you can hop online to compete in the various modes on offer in the Mario Kart World package. Mario Kart World supports up to 4-player splitscreen, as well as local wireless for up to 8 players, with two players allowed on each individual Switch 2 system. Up to 24 players can compete online, with a maximum of 2 players on each system. While you're waiting for players to join and ready up, you are placed in a joint Free Roam session so that you can explore with the other players. By opening the map, you can see where the other players in the session are and teleport to them immediately for cooperative exploration. If you have the Nintendo Switch 2 Camera, you can use GameChat features and even superimpose each player's face over their character so you can know who is playing as who at a moment's notice and see their reactions in real time.
The Course ListOutside of maybe the list of drivers, the course list is one of the most exciting pieces of information to learn in the lead-up to a new Mario Kart game. During the Mario Kart World Nintendo Direct, Nintendo further details several courses, including new and returning tracks from previous games. Races can be held during the day or night, with different variations happening based on when the race takes place. Each returning track has also been completely reimagined, which adds additional layers of excitement for their return.
Check out all the courses that appeared in today's Nintendo Direct below.
Airship Fortress Boo Cinema Cheep Cheep Falls Choco Mountain Crown City Desert Hills Dino Dino Jungle DK Pass DK Spaceport Faraway Oasis Great ? Block Ruins Koopa Troopa Beach Mario Bros. Circuit Moo Moo Meadows Peach Beach Peach Stadium Rainbow Road Salty Salty Speedway Shy Guy Bazaar Sky-High Sundae Starview Park Toad's Factory Wario Shipyard Wario Stadium Whistlestop SummitMario Kart World is poised to be the most ambitious Mario Kart game yet. However, the $80 price tag has stirred up sufficient controversy. Nintendo has justified the price tag by saying it priced the game based on the value it brings to players, but many still decry the price as too much. Still, as the flagship launch title of the Nintendo Switch 2, it will likely sell well off the starting line, even with preorder details for the console still up in the air in the wake of the ongoing tariff saga in the United States.
Mario Kart World launches alongside Nintendo Switch 2 on June 5. For more on the new game in the beloved franchise, check out our hands-on preview of Mario Kart World here.
What did you think of the Mario Kart World Nintendo Direct? Did the content shown further justify the price to you? Will you be picking the game up at launch? Sound off in the comments section!
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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