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From Software and Bandai Namco are celebrating a monumental milestone for their most popular game. The official X account announced that Elden Ring, the smash-hit 2022 title directed by the legendary Hidetaka Miyazaki, has shipped 30 million units.
The milestone places Elden Ring above beloved titles like Super Mario Odyssey, Monster Hunter World, and Duck Hunt. It also lands From Software's masterpiece in the range of other iconic games like Borderlands 2, Cyberpunk 2077, and The Legend of Zelda: Breath of the Wild. This milestone solidifies it as the best-selling From Software game by a significant margin, and the second-best-selling Bandai Namco game of all time behind only Super Smash Bros. Ultimate, which Bandai Namco developed alongside Masahiro Sakurai's Sora Ltd. This number is likely the final milestone we'll see before the game arrives on Nintendo Switch 2 later this year, which could give its sales another substantial bump.
Elden Ring arrived on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC on February 25, 2022. It immediately earned critical and fan acclaim, earning a rare 10 out of 10 from Game Informer and 96 out of 100 on reviews aggregate site Metacritic. This made it the best-reviewed game on PlayStation 5 alongside Baldur's Gate 3. The From Software title went on to sweep most Game of the Year awards, including those of Game Informer and The Game Awards 2022. Elden Ring arrives on Switch 2 sometime in 2025, while Elden Ring: Nightreign, a session-based cooperative multiplayer spin-off experience, launches on PS5, Xbox Series X/S, PS4, Xbox One, and PC on May 30.
It's been more than a decade since we received an all-new Shinobi title, but thanks to Sega's recent initiative to revive dormant IPs from its deep catalog, the company is set to release Shinobi: Art of Vengeance later this year. The gorgeous revival comes from Lizardcube, the development team behind 2020's Streets of Rage 4, a franchise that was originally published by Sega.
This entry is the first all-new game in the series since 2011's Shinobi on 3DS. Unlike the Streets of Rage revival, which was published by Dotemu, Sega is partnering directly with Lizardcube to revitalize the Shinobi series. Late last week, Sega gave us about a minute of new gameplay, teasing the design of the stages in Shinobi: Art of Vengeance. Though the levels and encounters appear well-designed and engaging, the visual aesthetic continues to steal the show with every new glimpse at Lizardcube's next title.
You can view the new trailer below.
Shinobi: Art of Vengeance arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on August 29. Those pre-ordering the Digital Deluxe Edition can play three days before everyone else and receive additional in-game items, including currency, a Ghost outfit, a Medic Lite Amulet, and a Sega Villains Stage.
Remakes tend to be more exciting than remasters because the improvements often go beyond mere bumps in resolution or framerate. At best, studios reimagine classic experiences in exciting new ways, sand away rough edges, and somehow retain the intangible x-factors that made fans fall in love with these titles in the first place. At the very least, remakes offer a great way to play antiquated or less accessible experiences on modern hardware.
The remake boom has been in full swing in recent years to the point that it’s starting to get tough to keep track of all the projects in the works. Thankfully, we’ve gathered as many of the announced remakes (not remasters or reboots) that we could find and gathered them in one neat list, arranged chronologically by release window. This will be an evolving list that will be updated as new remakes are announced and released, so be sure to keep an eye on it over the coming months.

Grand Bazaar was initially released for the Nintendo DS in 2010 (in the US) under the now-retired Harvest Moon moniker, and it’s making the jump to PC and both generations of Switch with a new coat of paint. The charming farm and life sim looks nicer, boasts a bigger world, introduces new characters, has an expanded story, and includes full voice acting during key story events for the first time in series history.

Months of rumors proved true when Konami revealed it was remaking arguably the most beloved entry in the Metal Gear series, Snake Eater. Boasting, as Konami put it, "cutting-edge graphics and 3D audio," this new version will faithfully retell the story of Big Boss' origin. Best of all, the iconic theme song is back in full force.

If you wind up loving the HD-2D remake of Dragon Quest III and want more, Square Enix has you covered. Dragon Quest I and II are getting the same treatment. Best of all, both remakes will be packaged together as a single release.

Record rebuilds Fate/Extra, the first entry in the dungeon-crawling RPG series, with updated character graphics, and a beefier narrative. In terms of gameplay, developer Type-Moon Studio states it features “a more strategic deck-building style of dramatic command battle.” We’re not sure exactly what that last bit means, but given that the original game was released for PSP, it will be nice to have an improved version of the cult title on modern hardware.

2001's Gothic is getting a faithful glow-up that looks to reintroduce the RPG to a new audience. The combat system and control scheme, a criticism of the original, has been reworked to feel modern and, most of all, playable. Developer THQ Nordic Barcelona even released a playable teaser to obtain feedback and ensure it's on the right track. As 20+ year-old game, Gothic has been a tough game to revisit on PC, making this remake all the more welcomed. Eager fans can play a free prologue demo now on Steam.

Following the undead footsteps of the first House of the Dead remake, the sequel is getting the same contemporary treatment. Alone or in co-op, you’ll mow down zombies in this classic on-rails shooter. The soundtrack has been remastered (though the original tracks remain intact), and the classic campaign is accompanied by boss and training modes.

Development has been rocky for The Sands of Time’s impending remake, to say the least. Besides the game’s reveal garnering backlash from fans due to its unimpressive graphics, it has been delayed twice: first by two months, then indefinitely. In hindsight, it’s wild to think we were supposed to be playing this in January 2021. In May 2022, Ubisoft announced it had moved development from its fledgling Indian studios back to Montreal, where The Sands of Time was first created. While it's unfortunate that Ubisoft Pune/Mumbai couldn’t bring the remake together, we’re excited to see if Ubisoft Montreal can reapply the same magic.

11 Bit Studios is reimagining its 2018 post-apocalyptic city-management game, moving it into Unreal Engine 5 but offering more than a visual overhaul. Frostpunk 1886 will boast new content, including an entirely new Purpose path and new mechanics and laws. It may seem a bit soon for a remake of Frostpunk, but the game will be nine years old by the time 1886 is scheduled to launch in 2027.

Nows that the remakes of Front Mission 1 and 2 are out in the wild, all that's left is the 3rd game, which, if you're a North American fan, was likely the first one you played as it was the first entry to launch outside of Japan. Like the previous two remakes, Front Mission 3 is heading to Switch exclusively at launch and features improved visuals and controls.

The reveal that arguably the best Star Wars game ever was getting a much-needed remake had fans raising their lightsabers in celebration. Unfortunately, the game’s development seemingly succumbed to the dark side after reports surfaced that progress had stalled, and work on the game has switched hands from Aspyr Media to Saber Interactive. The game went radio silent for a long period until Embracer Group sold off Saber, prompting the studio's CEO to confirm that KOTOR is "alive and well". We hope that's the case and look forward to eventually seeing the remake in action.

In April, Remedy Entertainment pleasantly surprised the gaming world when it announced it had struck a deal with Rockstar Games to remake Max Payne and Max Payne 2: The Fall of Max Payne. Remedy sold the IP to Rockstar in 2002, but the two are partnering to revive the gritty crime series that popularized Bullet Time. The project, which will combine both games into a single title, will be made by Remedy, with Rockstar footing the bill on development and publishing, and target current-gen consoles and PC.

It might not be a new entry, but a remake of Sam Fisher’s first outing is better than nothing after years of waiting. Ubisoft Toronto sits at the helm of the project and plans to rebuild the game from scratch using the Snowdrop Engine while maintaining the classic stealth elements. Outside of recently losing its director (on good terms), it’s unclear how development is faring or when we’ll get to see this fresh spin on the franchise.

CD Projekt Red’s litany of upcoming projects includes a full remake of the first Witcher game. It’s being built in Unreal Engine 5 by developer Fool’s Theory (with supervision from CD Projekt veterans) and is said to be very early in development. The Witcher, released for PC in 2007, isn’t the easiest game to revisit due to its age and lack of console ports. Now that Geralt and friends are mainstream draws, newer fans can finally experience the adventure that started it all.
Which remakes are you looking forward to playing the most? Let us know in the comments!
Since its launch, Street Fighter 6 has steadily added new characters across its two years of downloadable content. Though many fan-favorite characters were included in the initial roster, Capcom has dug into its vast library of fighters to further bolster the likes of Ryu, Ken, Guile, and Chun-Li. Late last week, Capcom revealed the final Year 2 character, Elena, will join the fight this June.
As announced nearly a year ago, Street Fighter 6's Year 2 pass includes M. Bison, Terry, Mai, and Elena. Elena was originally scheduled to arrive this spring, but was hit with a slight delay to her newly announced June 5 release date. M. Bison is known as one of the most iconic characters is all of Street Fighter, while Terry and Mai are guest characters from the Fatal Fury franchise. Elena is a capoeira master from Kenya who made her debut in Street Fighter III: New Generation. Since then, she has appeared in Street Fighter IV and Street Fighter X Tekken. She was completely absent from Street Fighter V, despite that game receiving five seasons of six downloadable characters.
You can see Elena in action through her character trailer below.
Alongside Elena's release, Street Fighter 6 will also release a major balance patch, which will introduce changes for all 25 pre-existing characters, plus some alterations to the broader Street Fighter 6 system. Capcom says it will detail those changes prior to Elena's June 5 launch. That June 5 date is also when Street Fighter 6 Years 1-2 Fighters Edition launches on PS5, Xbox Series X/S, PS4, Switch 2, and PC. That edition is the first version to arrive on a Nintendo platform, but all versions include each of the 26 characters released in the first two years, as well as a downloadable outfit, additional colors, and 20 stages.
For more on Street Fighter 6, including exclusive insights on the making of the game, check out our cover story from 2022 here.
Despite being a new IP, Clair Obscur: Expedition 33 is off to a strong start. It launched last week to generally rave reviews, and developer Sandfall Interactive announced it’s also performing similarly well sales-wise.
The developer took to X yesterday to reveal it shipped over 1 million copies of the hit RPG in just three days (the game launched on April 24). Though marketed primarily by Xbox, Sandfall confirms this number does not include Xbox Game Pass players, so it appears the game is also selling well across PlayStation 5 and PC. It also seems the surprise launch of The Elder Scrolls IV: Oblivion Remastered days earlier has not hindered the game’s success.
And here we are. Three days after launch. One million copies sold. Thank you for believing in Clair Obscur: Expedition 33. pic.twitter.com/92T2qZxcHP
— Clair Obscur: Expedition 33 (@expedition33) April 27, 2025Clair Obscur: Expedition 33 is the debut title for French developer Sandfall Interactive and has garnered critical acclaim. It currently sits at a 92 critical score on Metacritic; we awarded it a 9 out of 10 in our review. The adventure follows an expedition of adventurers on a mission to stop a mysterious paintress with the power to wipe out humans of a certain age every year. It boasts fast-paced turn-based action bolstered by third-person action elements.
As editor Kyle Hilliard noted in his review, “The world, art, and narrative are unique, but it makes me nostalgic for a game I remember from the past. It’s as though developer Sandfall Interactive managed to make a classic RPG with only the good parts. I’m sad in a way to have concluded the journey, but the adventure to pursue the Paintress will linger with me for some time.”
For more on Clair Obscur: Expedition 33, check out these spoiler-free tips and tricks to start the game on the right foot. You can also check out our video review for the game here.
Video game genres are typically defined by the main actions a player can perform. In a shooter, you shoot. In a platformer, you jump on platforms. Cozy games are instead defined by aesthetic and emotional impact; they should make you feel, well… cozy. Despite this vague definition, the genre is extremely popular and has wide appeal, attracting people of various ages and genders, and especially people with less experience with video games as a medium. The best cozy games are forgiving, relaxing, and easy to get lost in. We've got some huge fans of the genre here at Game Informer, so here's a list of the ten cozy games you don't want to miss.

What if a puzzle didn't look like a puzzle? That's the question A Little to the Left asks and immediately answers with dozens of creative challenges where the player sorts and stacks all manner of household objects. Many puzzles have multiple solutions as well (a group of markers can be laid out by length or color, for example), so in many instances, the challenge is to find the puzzle in order to solve it. There's also a cute cat that shows up to impede your progress. It would be annoying if it weren't so adorable.

Nintendo has maintained a cheery, family-friendly aesthetic for decades, but Animal Crossing: New Horizons is the company at its most welcoming. As the Resident Representative of a remote island, you customize your new town and upgrade your house to your heart's content, befriending the bipedal animal villagers as you go. Animal Crossing runs on a real-time clock, meaning one day in real life is one day in the game, and it actively encourages you to take your time while playing. Still, that doesn't stop players from racking up hundreds of hours terraforming and decorating every inch of their islands.

This wordless, narrative-driven experience follows an unnamed, scarf-wearing being as it voyages across the desert. The iconic, cello-centric Austin Wintory soundtrack is your only companion–unless, of course, you count the game's subtle multiplayer mechanic, through which nameless players appear in your world and assist you on your journey. Journey is a meditative, moving experience, and a great way to introduce a friend or family member to video games.

Cute pets are often a common element of cozy games, but in Little Kitty Big City, they're front and center. This game is the ultimate adorable cat adventure, complete with collectible hats, designated buttons to meow and bap with each paw, and funny dialogue. There's a story to experience and puzzles to solve, but it's also just really fun to pounce at birds and swipe at humans' feet. It's a game that understands the cutest, silliest parts about pets, puts your paws on the controller, and lets you loose to have fun.

To most people, cleaning is not a relaxing activity, but when it's in a video game, it becomes a chill, enjoyable experience. PowerWash Simulator is one of the greatest examples of this, bringing players to a variety of dirt-caked locations to spray until spotless. If the basic maps aren't interesting enough to you, DLC maps introduce a wide array of crossovers into the mix, including cleanable areas from Final Fantasy VII and Warhammer 40,000 to SpongeBob and Shrek.

If you're looking for a silly game to escape from reality, you can't do much better than The Sims. The most iconic simulation game on the market, you create characters in a small town and watch them live their lives, going to work, making friends, and potentially starting a family. If you're new to the series, you can't go wrong with The Sims 4, the newest entry with dozens of DLC packs featuring new vocations, outfits, and crossovers. Fans looking for a blast from the past can instead grab The Sims 2 Legacy Collection, which was recently released on Steam and brings the 2004 classic to modern platforms.

Much like Animal Crossing or Stardew Valley, Spiritfarer is a game where you manage a town of sorts, plant crops, and bond with your neighbors. The catch with this one, however, is that you're actually guiding spirits to the afterworld, and eventually, you have to let them pass away. This constant confrontation with death means it's not a game for everyone, but Spiritfarer is a moving experience accompanied by management and decoration mechanics classic to the cozy genre. Pair it with a bright art style and spirited (pun intended) soundtrack, the best hugging animations ever created, and you'll quickly understand why Spiritfarer is a classic.

This pixelated farming sim is the quintessential cozy game. As a new resident of Pelican Town, you manage a farm with crops and livestock, bond with (and potentially romance) your neighbors, fish, mine, chop down trees, and craft tools and decorations. Most importantly, the vibes are off the charts, with adorable art, fun dialogue, and a jolly soundtrack. If you've never played Stardew Valley, it's absolutely worth checking out – there's a reason it's as popular as it is.

In Toem, you take pictures of everything, and your camera can solve any problem. Like the best puzzle games, it's a simple premise stretched to every conceivable situation, often to humorous effect. For completionists, each area offers dozens of tasks to complete, but if you're looking for a more laid-back experience, you can just complete the challenges you're interested in and move on. The experience is made even more charming by the silly dialogue and black and white, paper-like aesthetic.

Whenever I move houses, it takes me an unreasonable, stressful amount of time to fully unpack. But in Unpacking, it's a delightful way to spend a few hours. The game tells the story of a person's life through each of their moves, and you learn more about them based on the things they bring, the things they leave behind, and the places the game allows you to store each item. It's a light puzzle game; just enough to engage your brain, but never enough to force you to think too hard.
Reviewed on: PlayStation 5 Platform: PlayStation 5, PC Publisher: Kepler Interactive Developer: Psychoflow Studio, Mureena Oy Release: April 17, 2025 Rating: Everyone 10+
Drawing on some of the best traditions of precision platformers and physics-based puzzle games, Bionic Bay is a surprising and novel release managing the rare feat of consistent and rewarding gameplay from beginning to end. Stack in a speedrunner’s dream of an online mode, and there’s a lot packed in. While the purposefully enigmatic world-building and overpowering industrial theming didn’t land for me, the slick traversal and clever puzzle design make the game an easy recommendation, so long as you don’t mind a challenge.
Bionic Bay opens with a fateful lab accident, after which a hapless office worker finds himself in a catastrophically dangerous world of spinning blades, crushing boxes, freezing rays, and sudden shifts in gravity. Despite occasional diary-like text entries you uncover along the way, the story is almost non-existent. A broader mystery is alluded to, but I was disappointed in the absence of a meaningful follow-through. It’s not that I need all the answers, but the total abandonment of any attempt to illuminate what and why things were happening let me down.
Thankfully, the core experience of 2D platforming is remarkably fun. While moving across fallen beams, strange organic growths, and the remnants of half-built tech, the running and leaping is fast and usually precise, even if I was frustrated by specific one-off movement sequences like one through water.
Players gradually gain a suite of otherworldly powers that manipulate the physical environment, like teleporting and trading places with an object, slowing time, or even tweaking the direction of gravity. Alongside these powers, numerous strange (and usually deadly) effects litter the environment, like bounce pads and cryo-rays that freeze anything midair when touched. With those tools, the player must puzzle their way past seemingly impossible gaps and drops; solutions often require both imaginative thinking and extremely tight platforming timing.
Death is common and often frustrating since there are frequently enough physics variables on screen, such as a pile of wildly spinning crates, that it can be hard to progress past a puzzle you have already solved. Luckily, in the early part of the game, new respawn checkpoints are set at virtually every major hurdle. It was only in the later levels that I sometimes grew tired of repeat jumping sequences set around more extended checkpoint cycles.













The puzzle designs revolve around physics concepts like magnetism, momentum, and the flow of time. I was impressed by how many clever twists were explored within the limited constraints of a given power. Many levels exhibit brilliance that recalls classics like Portal or Inside, with that same high satisfaction when you finally nail the completion.
The visual direction plays heavily with the contrast between dark shadows in the foreground and brilliant colors in the backdrops and effects. It’s a highly detailed use of pixel art that is often breathtaking. However, the constant industrial noise of slamming metal plates and crackling electricity, alongside your protagonist’s constant, repeated grisly deaths, combine to make the sci-fi factory vibe feel oppressive over time.
Upon completing the single-player campaign, dedicated players should be delighted by the online game mode, which offers remixed levels that are more challenging and a chance to race through at high speed for a shot at the global leaderboard. I like these challenges’ dynamic nature, which deserves a special call-out for the speedrunning community. Bionic Bay’s high difficulty and top-tier approach to 2D traversal are an ideal fit for anyone who likes to challenge themselves to improve a level’s run time. I hope that corner of the gaming community finds this game and embraces its potential.
While the severe environment and sound design didn’t always work for me, and some of the puzzle solutions were stymied by wildly unpredictable onscreen variables, I was thoroughly impressed with Bionic Bay’s high challenge and ingenious twists on real-world physics. It’s a tight, fast-moving, and no-nonsense adventure that demands careful observation and strong thumbstick control in equal measures. You already know if that’s the vibe that lands for you; if it is, this mysterious journey should be on your list.
Score: 8.25
Platform: Xbox Series X/S, PC Publisher: Xbox Game Studios Developer: Stoic Rating: Teen
Banner Saga and its sequels won plenty of praise from both critics and tactics fans for its deep and thoughtful take on challenging battles set against an inspiration of Norse mythology. After completing the trilogy, the teams newest game feels like a dramatic departure – a bright and inviting multiplayer brawler focused on loot and fast, compelling action.
Ahead of the game’s release on Xbox Game Preview (via Game Pass) on April 29 and as the PC early access title continues to evolve, we had a chance to ask development team members about the project and what makes it distinct.
GI: Towerborne feels like a big departure from the team’s work on Banner Saga. Even so, were there any big carry-over elements or learnings from the team’s prior projects that helped inform Towerborne?
John Watson, CTO & Co-Founder of Stoic: There certainly are some differences between Towerborne and Banner Saga. Banner Saga was driven by the story with the tactical combat mechanics supporting and providing weight and atmosphere. The combat mechanics of Banner Saga were tightly constrained, with small numeric ranges, relatively similar battlefield sizes and opportunities for mobility, and rare loot drops of substantial importance. Towerborne, on the other hand, is driven by its gameplay mechanics and revolves around combat: the action combat skills you develop as a player, the huge amount of variety in combat tactics, the vastly flexible RPG progression system, and of course the great wealth of loot to support and fuel it. The story and lore of the Towerborne world is rich and deep, but unlike Banner Saga it plays a supporting role instead of driving the player's experience. The Towerborne world is much more approachable and hopeful than the dark and serious world of Banner Saga.
One of the biggest carry-overs from our experience with Banner Saga is the desire to engage with our community and participate with them in a living game. One year into the development of Banner Saga, we released Banner Saga Factions, which was a free online version of the game which focused entirely on multiplayer combat. This allowed us to test, tune, and iterate on the combat in real time with our community. The experience was incredibly positive and many of the people who joined us for that are still with us today. Towerborne allows us to do that again, but on a bigger scale.
GI: Towerborne has an appealing and approachable art style with some familiar fantasy trappings. Can you share some perspective on the art direction of the game?
Arnie Jorgensen, Chief Creative Officer & Co-founder of Stoic: We started with the idea that the player is playing an animated film, something Ghibli’esque. I say “esque” because we were never trying to do something like an anime exactly, we just used it as inspiration to get going. We initially planned on the game being fully 2D, similar to Banner Saga, but eventually to make the gameplay what we think it needed to be we pivoted to 3D and I think that move also shifted us away a little from the initial inspiration. Once we started bringing on more artists and the Lead Concept Artist, Jeff Murchie, the game really started taking on its own artistic identity and it’s been growing ever since. My job has largely been to simply make sure we’re staying within the large bounds of what we initially envisioned and it’s been fascinating and rewarding for me to see it grow into what it is today - the team really killed it I think, all props to them and our amazing Art Director, Pedro Toledo.
GI: While the game seems to be leaning heavily into brawling and loot as core elements, can you share anything about the lore and fantasy setting for all that action?
Daniel McLaren, Game Director: We definitely wanted to expand the concept of the brawler through the introduction of a deeper loot and itemization system, but also we wanted to open up an entire world around the game. The central theme of Towerborne is “hope”. When we sat down and started talking about the story (humanity's cities have been destroyed by some mysterious antagonist and now they have taken refuge in the Belfry, where our story takes place), the main thing we said was, “This is not a post-apocalyptic story. It’s a post-post-apocalyptic story.” The idea has always been that this story focuses on the restoration of humanity and the reclamation of the world from those who seek to destroy it.
Without giving too much away, the conceit here is that humanity has always had a connection to “the other side”–or, the Ebb–and some rare, but exceptional, humans can interact with it via friendly creatures called Umbra. Through that knowledge and relationship humans learn how to thrive and survive in this dangerous world. Being completely on-brand, humanity gets kinda soft and thinks “What could possibly go wrong?”, and of course, some mysterious agent of evil is like, “yeah, that’s my cue”, and thus destroys the technology that keeps everyone safe.
Well, that action tears the veil between the real world and the Ebb, so now the Umbra are “bonding” to special humans after they die and bringing them back with powers. These are known as Aces, and of course, you play one! So now the game starts with you trying to figure out what happened, who dunnit, and why.
No pressure.










GI: Would you share some details about combat in the game, and how Towerborne aims to elevate above button-mashing brawling?
Isaac Torres, Lead Live Designer: When designing the combat of Towerborne it was always important to make something that was easily approachable and had tons of depth. Towerborne has a lot of similarities to games like God of War and Devil May Cry in terms of combat prowess. Combos can be intertwined in a variety of ways where it’s just fun to try stuff out.
That's just the start, though. Then you have your more advanced tactics like dodge cancels, jump cancels, special move cancels, and even combo resets. Umbra are reminiscent of assist characters in tag fighting games, giving you an extra tool that you may not normally have. Sometimes you may want to just drop an elbow into a crowd of enemies and see the chaos unfold.
A key philosophy of the combat system is to give players fun ideas that can be explored in a variety of ways. It’s that nuance that really makes Towerborne shine, which is then amplified by the new Class Skills system. Want to expand the capabilities of your favorite move? There’s a Skill for that. You can even change up the functionality of your core Class mechanic. We also have a Skill for players who want to button mash and it’s super fun! There really is something for everyone.
GI: What can you share about Curios and how they feed into the game’s monetization and progression? Would you share some examples of Curios, and how they might differ from items or equipment found naturally through playing the game?
Daniel McLaren, Game Director: One of the most important things we had to figure out early was how we would monetize Towerborne, and something that was incredibly important to us was the idea of getting rid of as much “fear of missing out” (FOMO) as we possibly could. So the main thing here is that none of the rewards in the Curio will impact gameplay, so no Sword of Slaying +100 Damage to Beasts, or boosters, or in-game currency, or anything like that. It’s all cosmetics, expression stickers, emotes, etc. So if a player decided they don’t want to buy a Curio, they’re not being penalized in their actual gameplay.
With that, we wanted to look at how the Curio was structured. Personally I have always hated the idea that the common Battlepass is a linear, arduous system that is stacked with rewards you must get, but might not want to have, and then, if you don’t get all 100 items before the timer runs out–oopsie! Too bad!
So we did a couple things (and happily other games have beat us to the punch so we were able to see our concepts executed in real time): The first was to let players be able to purchase it and complete it whenever they wanted. Or, even better, cherry pick the things you want and then leave it to never be completed if you don’t care. There are a few restrictions in that we’ve structured it in tiers and each tier is unlocked when you purchase a couple items from the previous tier. We do want to incentivize playing the game and giving goals for the players to achieve.
Which leads to the second point: We made sure that the in-game play activities that reward Curio currency (writs) are designed around things you, as the player, want to do. This is important, because a lot of games give you a checklist of challenges to earn battlepass points, and 50% of the challenges are either lame, or they’re things you don’t want to do as a player. So no more, “Go kill 1500 enemies with a pistol while blindfolded and doing a backflip in PvP” tasks. What if I stink with a pistol, or what if I hate PvP? Then I miss out on the currency and my progression is stymied. It’s a terrible feeling and it’s a big reason why players feel penalized for engaging with that kind of a system.
Now one final thing here, and I think this is really important. If a player does not purchase a Curio when it becomes available, normally it would never come back and you would miss out forever on those things. We are working on systems to ensure that the items in the Curio, or the Curios themselves, will make a return. How long until they do? We don’t know, but we want our future players to be able to acquire things that our day-1 players had the ability to acquire–we just want to give the players who bought it when it originally released to have a meaningful window of exclusivity to thank them for helping us thrive!
GI: Can you walk us through the release timeline coming up? Is the game still going to be in early access when update 6 launches at the end of April? On what platforms can players try out the game at that point? Do you have a targeted timeframe for the full 1.0 launch?
Trisha Stouffer, CEO & President of Stoic: Towerborne will continue to be in Early Access / Game Preview throughout the summer and it is available on Steam, Windows PC, and Xbox Series X|S. It is playable on handhelds and via Xbox Play Anywhere. Player reaction and our ability to respond thoughtfully to feedback will influence when we go to 1.0 and the game is free-to-play.
Split Fiction, the follow-up to Hazelight Studios' Game of the Year winner It Takes Two, is one of the biggest games of the year so far. With a 91 on Metacritic and two million copies sold within the first week of its release, it's about as big a success as the studio could ask for. Yesterday, however, Variety reported the game is on its way to an even bigger audience, as it's in the works to become a feature film.
Jon M. Chu, best known for his recent work on the film adaptation of Wicked, would direct the movie. While Chu has never adapted a video game before, he has built his career transferring stories from other media onto the big screen, including books, cartoons, and recently, Broadway musicals. At the very least, he's been successful in directing at least one movie starring two women with magical abilities, so one can see the logic in bringing the assignment to him.
The project will also star Sydney Sweeney (Euphoria, White Lotus, Madame Web), though it's yet to be decided which of the leads, Mio or Zoe, she will play. Sweeney is also set to executive produce the film. Oddly, this is the second piece of Sweeney-related game adaptation news we got this week, since she'll also be producing a Michael Bay-directed adaptation of Outrun, a Sega racing series.
Story Kitchen is set to produce the film and bring the project to movie studios, as none have picked it up yet. The production company happens to have tons of other game adaptations in the works as well, including films based on Just Cause, Ruiner, Shinobi, and a live-action Tomb Raider series.
For more video game movie news, we recently learned the release date for Wes Ball's Legend of Zelda adaptation.
During the Nintendo Switch 2 Direct livestream in early April, we learned about Nintendo Switch 2 editions of pre-existing games from the original Nintendo Switch. Though Breath of the Wild and Tears of the Kingdom were the main attractions for many, players can also upgrade their existing copies of Kirby and the Forgotten Land and Super Mario Party Jamboree. Today, as pre-orders went live, we learned that the upgrades for those two games cost more than their Zelda counterparts, setting players back $20 per game.
As Nintendo Life spotted, Best Buy listed upgrade packs for the announced Switch games with Switch 2 upgrades. As previously confirmed, upgrading your pre-existing Switch 1 copy of The Legend of Zelda: Breath of the Wild or The Legend of Zelda: Tears of the Kingdom will set you back $10 each (unless you have Nintendo Switch Online + Expansion Pack, in which case, those upgrades are included with your subscription). Upgraded copies of Breath of the Wild and Tears of the Kingdom improve resolution, framerate, and add Zelda Notes app functionality for things like voice-note lore additions, GPS navigation, and sharing Ultrahand creations. If you don't already own Breath of the Wild and Tears of the Kingdom, the Switch 2 standalone versions cost $70 and $80, respectively.

Kirby and the Forgotten Land and Super Mario Party Jamboree's upgrade packs will set back players who already own the Switch 1 versions of those games $20 each, Best Buy's listings confirm. If you don't already own those games but want to buy the Switch 2 version, they cost $80 each as standalone products. It's worth noting that the Switch 2 versions of both Kirby and the Forgotten Land and Super Mario Party Jamboree, in addition to having better performance and resolution, add new content. Kirby and the Forgotten Land adds a new story expansion called Star-Crossed World with new Mouthful Mode transformations. Meanwhile, Super Mario Party Jamboree includes new minigames using the Switch 2 mouse controls and camera functionality, as well as two new modes Bowser Live and Carnival Coaster. Meanwhile, Breath of the Wild and Tears of the Kingdom's Switch 2 upgrades notably do not include any additional content beyond the base game, even the Breath of the Wild DLC that arrived nearly eight years ago.
Both Kirby and the Forgotten Land and Super Mario Party Jamboree were critical successes upon their respective launches. Kirby and the Forgotten Land arrived in 2022 and earned a 9 out of 10 from Game Informer, while Super Mario Party Jamboree came out in 2024 and has an 82 out of 100 on reviews-aggregate site Metacritic.
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
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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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