The ousted leadership of video-game developer Unknown Worlds said parent company Krafton Inc. fired them after the executives presented the company with upbeat revenue projections that would have triggered most, if not all, of a $250 million bonus payment, according to a copy of their lawsuit which was unsealed Wednesday.
Former Unknown Worlds Chief Executive Officer Ted Gill and founders Charlie Cleveland and Max McGuire said Krafton sought to delay the release of their new game, Subnautica 2, after realizing they would have to pay that large a sum, according to their complaint. The South Korean game publisher offered the executives a lower payout before terminating their employment earlier this month, the lawsuit alleges.
Gill, Cleveland and McGuire filed a lawsuit for breach of contract on July 10. A representative for Krafton declined to comment on the suit. In a statement to press last week, Krafton said the three studio leaders had “abandoned the responsibilities entrusted to them” and that “the absence of core leadership has resulted in repeated confusion in direction and significant delays in the overall project schedule.”
Krafton purchased Unknown Worlds in 2021 for $500 million, with as much as $250 million more due to be paid in 2026 if the company hit certain revenue targets. The complaint argues that all was well between the two sides until a series of meetings in early 2025 when Gill was negotiating with Krafton about paying bonuses to employees who weren’t eligible under the original acquisition terms. About 40 people employed by Unknown Worlds at the time of the sale were told they would receive payouts, mostly in the six-or-seven-figures, but the executives also wanted to offer bonuses to those who had joined later.
During those meetings, Gill said that their revenue projections for the coming year had been conservative and that with the upcoming releases of the original Subnautica on mobile and Switch 2, they were expecting significantly higher numbers. Subnautica 2 was also expected to be a big hit, with nearly 2.5 million people adding the game to their wishlists on the PC platform Steam.
“After Krafton’s leaders reviewed Gill’s projections and evaluated the anticipated revenue and earnout numbers, everything changed,” they said in their complaint.
The leadership group said that in subsequent meetings, Krafton began pushing for Unknown Worlds to delay Subnautica 2. In the weeks that followed, Krafton employees told Gill they believed the company was trying to get out of paying the earnout, the complaint alleges.
During one lunch meeting, according to the complaint, Krafton Chief Executive Officer Changhan Kim told Cleveland that releasing the game in 2025 “could be disastrous financially and hugely embarrassing” for the company. Krafton later said that had been a mistranslation.
Throughout May and June, the two sides continued to battle as Krafton halted publishing duties such as marketing and adapting the game for local markets, as well as paying vendors, according to the complaint. The former leadership team said that the publisher refused to support the game’s imminent summer release and that Unknown Worlds missed out on “highly valuable” promotional opportunities because Krafton didn’t respond to emails. Gill said he was told by one of Krafton’s top executives that “pulling these resources was a permissible way for Krafton to avoid supporting the earnout,” according to the complaint.
By the end of June, the relationship had deteriorated. During various meetings, Krafton asked the leadership group to accept a lower earnout, according to the complaint. Around the same time, Kim wrote a letter to the leaders, reviewed by Bloomberg, accusing them of “failing to fulfill the responsibilities with which you were entrusted” and saying that Subnautica 2 had faced “slow and underwhelming progress.”
On July 1, Krafton fired the three studio leaders, who are now seeking damages “in an amount to be determined at trial,” according to their suit. Krafton has said it willextend the bonus period until next year, with Unknown Worlds employees able to share in a $25 million payout if revenue targets are hit.
One main point of contention between the founders and Krafton was whether the game was ready for release this year under the company’s early access model, which allows outsiders to play the game and submit feedback. Presentation slides from Krafton reviewed by Bloomberg, which included quotes from the company’s internal testers, argued that Subnautica 2 lacked content and didn’t feel innovative enough.
The lawsuit alleges otherwise. Pre-release tests involving hundreds of users “drew high marks and confirmed that the game was ready to meet those lofty expectations," it said.
Developers at Unknown Worlds speaking to Bloomberg said they believed the game was in good shape, as did some external parties, who asked to not be identified. One developer at a separate company who played Subnautica 2 and requested anonymity because they signed a non-disclosure agreement told Bloomberg they enjoyed the game and that it “seemed way more robust” than other titles in early access.
The other point of contention was the roles that Cleveland and McGuire played at the studio. In public statements and in documentation reviewed by Bloomberg, Krafton accused the two founders of neglecting their duties because they were minimally involved with the development of Subnautica 2.
In their suit, the founders said that Krafton was aware of their new roles and that Cleveland had spent a large amount of time working on a Subnautica film, which Krafton had asked the studio to develop.
Yes. Like, it’s not even a question it’s more expensive to delay it. First of all, they are choosing to pay for 6-12 months of extra development, which alone is probably several times more money than the bonus that they would have paid out. I don’t know what their payroll is, but we don’t need to know because math.
If the bonus was for 1/2 annual salary per person (which would be insanely high), then the cost of the bonus would be the same as 6 months of additional payroll. Meaning that with any longer delay than 6 months or smaller bonus structure than 1/2 of annual salary, it becomes more expensive to delay the game. Both of which are incredibly likely in my opinion.
And that’s just salary. It’s possible the studio was planning on laying people off after release, but more likely that they would have moved to a other project that is currently wrapping up pre-production. So this is causing a cascading effect unless they hire additional staff to catch up.
Then you have marketing costs. The rule of thumb in the industry is that half the overall budget is marketing. There are all sorts of contracts they probably had- digital stuff like banner ads on websites, on the console digital storefronts, partnerships with twitch streamers and YouTubers and review websites, physical stuff like cardboard cutouts and fliers. They may have started printing for boxes for physical releases (though I’m not sure whether this game would have had one or not). They may have started acquiring merch inventory: shirts and stickers and backpacks and flashlights and more perhaps. Some of these contracts they may be able to postpone or cancel, but they certainly aren’t getting back 100% of what they paid.
And in all of this time they aren’t getting the huge revenue spike they were expecting. The vast, vast majority of a game’s revenue comes at launch (excluding live services, which this hopefully will not have). They need to survive another year on the trickle of revenue coming in from the sales of their other games, or Krafton may need to pump more of their own money into Unknown Worlds. Or debt.
That’s how bonuses work. If it was guaranteed regardless of how the company perfroms, it wouldn’t be a bonus.
It is entirely possible that, even if they had released Subnautica 2 in its current state right now, it may not meet sales expectations and no one would get a bonus anyways. They could make a great game and the marketing team drops the ball- no bonus. They could market like crazy but the game sucks- no bonus. Data breaches or corporate embezzlement or world war- there are tons of factors that could prevent them from meeting those goals.
The amount is also important because it is being used by the position to try to support an argument that Krafton made this move in order to avoid paying the bonus. When in reality the cost of that bonus payment is probably a tiny fraction of what they are losing by delaying the game.
Personally I hate bonuses, and I have always advocated at my company for more of the payroll to be structured as salary. But other colleagues of mine really like bonuses. They like the increased reward and risk involved. It comes down to risk aversion, so I’m not going to call those people or employers evil or anything just because it’s not my preference.
I’m also not defending Krafton’s decision to replace the leadership and delay the game. Personally I suspect that they did so in order to add more monetization to the game, but that’s impossible to know until reviews start to get published. I will say that no one should pre-order the game, but I would also say no one should pre-order any game. Why are people pre-ordering games at all?
And what if Krafton is right? What if the game is actually in a state right now that would disappoint customers? Seems like for the last decade every videogame community has been complaining about games being released as unfinished and buggy meses. No Man’s Sky and Cyberpunk for example. Any time Nintendo delays a game, all their fans applaud and share the Miyamoto meme (“a delaged game is eventually good, but a rushed game is forever bad”). So I’m really surprised to see that a publisher has come out and admitted that they think the game needs more time to meet customer expectations and instead of applauding them for taking the loss the Internet is instead promoting these weird conspiracy theories that don’t add up to explain how it’s actually bad.
I buy things in early access for just such a reason. If it looks like something I’ll like, I’ll buy it early to support development. If it’s great then great. If it falls through then I’m out a bad investment of like, $10.
I’ve got probably a hundred indie games in my library that I’ve supported in exactly such a fashion, from raw pre-alpha to 1.0 release to post-release content update or dlc. They aren’t all winners. But many of them were worth the cost of investment and then some.
Corporate fuckery is not a good smell to gamers. Smells like month old genital pus.
Just starting an article by explaining “Unknown Worlds Entertainment has been acquired by Somebody Interactive, the parent company of Hunka Chunka Studios and Rumpy Pumpy Inc” and we’re already suspicious, because corporate acquisition means the game now has more parasites to fund - layers of upper management, investors, etc.
Then we hear about major names that are the people that had the vision for the original game being replaced “immediately” in a press release full of bullshit corpowank marketing boilerplate…it means this game is almost certainly going to be cancelled, the studio shut down and the staff laid off, probably after a lot of players have purchased the game in early access.
There’s quite a bit of overlap in Subnautica and KSP’s player bases, and we’ve already had our asses burned by Take Two Interactive.
So, I’m not going to be joining any early access campaign. I’m not paying for the game before it is finished, I’m not playtesting it for free, I’m not pre-ordering anything and I’m not buying any merch, and there’s a reasonable chance I’m not buying the game at all, because it has already been smeared with the aforementioned month old genital pus.
I don’t think I want to buy games from companies that have parent companies. Parent companies make everything fucking suck.
Just to correct the record on this more reasonably sized dose of surprisingly overt strawmanning, I don’t think it’s impossible for an end user to run a dedicated server.
Well then maybe you should have actually said that.
The way Scott presents the argument, even acknowledging that he argues that server code may need a dedicated server beyond the capabilities of end users, is just not feasible.
If you wanna say things that are, you know technical, complicated… maybe… do that?
But ok so you wanna be more technical now, let’s see.
I think it’s not feasible to require a version of a modern persistent game server infrastructure, from login to matchmaking to data storage, to be converted or provided to be run or financed by end users.
Ok, well, you are just objectively wrong on all of your clauses there.
Dedicated enthusiasts can and do build home servers, all the time.
People have been emulating and running long officially dead MMOs for almost 20 years.
Login, matchmaking, storage… yep, all of that stuff still works. Sometimes you have to figure out a bit of a workaround, or run your own little side shunt thing as I described via example of Battlefield 1942 in my post you didn’t read.
These days, its easier and cheaper than ever to just rent a virtual server to host… literally whatever you want.
The only real problem that would occur is if say, OverWatch 2 suddenly died… and… a group of enthusiastic OW2 players wanted to be able to support the entire current playerbase.
Yeah, that indeed would likely be unfeasible.
But uh… all you have to do is meet the base requirements for the server binary, the now incredibly cheap compared to 10, 20 years ago storage requirements for the base system… and then you scale up to meet the actual traffic from the number of regular players you want to be able to support.
Theoretically, you could set up a nonprofit to legally finance scaling up to huge player counts, and have a subscription to this nonprofit server provider…
Or you could just have many, many, smaller independent post EoL, enthusiast servers, capable of more or less doing it out of an informal amount of charity.
The fixed costs of standing up a server are almost always so small as to be manageable by one or a few people.
The variable cost, where things can really get expensive… is from scaling up massively.
But you don’t have to do that.
Especially not in a way that still allows pre-existing commercial clients to run normally.
TitanFall 2 has been dead for a decade. No more official servers.
Its got a community made custom launcher that hooks into the community modified servers they run.
Game is literally exactly the same.
You can go play this right now, if you have a legit copy of TitanFall2.
Basically its the same withing with StarWars Galaxies, to just give two examples right off the top of my head.
I mean, for one thing, would you be running one instance or several?
Could be either, depends on what the EoL game wants to do for its final shutdown server release.
Probably it would be much, much easier to both the business and enthusiast post EoL server operators to set things up for many smaller, distinct, divergent individual instances, instead of designing a lemmy like federation system.
You know, how like every major MMO ever basically has different realms or shards or whatever? Welp, now instead of 8 or 16 or 32… theres 456 smaller ones.
Who’s handling how to point the client at the right place?
Ideally this would be a very simple and minor patch to the client to enable this right before EoL, but as with examples I’ve already given, you can wrap the game in your own launcher, essentially ‘hijacking’ it in some sense, to be able to override the now defunct, default server address, and also include a server browser in that launcher.
Then, you have that custom community launcher open source, so everyone can verify it isn’t malware.
But, there are many other possible methods and variations on this that are very specific to each exact game, that will or could work, even if the business doesn’t bother to do a final patch on the EoL client.
Who’s responsible for the legal obligations regarding data storage and personal information?
Uh, the people running the servers? The enthusiasts?
Why would they have personal information beyond a UID, login and password for the player?
The business would have to be immensely, catastrophically stupid to not scrub all other PII and financial type information out of the player db before they made a EoL final release version of it available.
How do you handle monetization hooks in games where scarcity is baked into the design?
Well there’s many possible ways you could do this.
One would be… the business just rips em out, disables them entirely on EoL release.
Yep, that’d break shitty pay to win games that were designed with so much scarcity that obtaining game currency or items through gameplay alone is uh… unfeasible.
Or, you could, just quickly modify the giant basically ini file that describes all the loot drop rates for getting things in game by… 10, 100, 1000, whatever, or let the enthusiast server operators modify these drop rates on their own.
Or maybe its something like cosmetics you would normally have to pay real money for? They’re all free now, woohoo! Just put in a little overide in the ‘checks players real world bank account’ routine to just return TRUE, basically, haha.
There are an astounding number of ways this could be handled, either by the EoL final patch/release, you could just basically rip all that out, make everyone have as much of it as they want, or give the enthusiast post EoL server admins some gui or cli access to the already existing code in the server system to allow them to do a more fine tuned and tweaking approach to this… maybe everyone just gets an automatic allowance of whatever $50 real world dollars translates into in the game currency(ies) every month, who knows.
All you have to do is say ok enthusiast server admins, you are NOT allowed to make money off of our compiled binary we are releasing to you, you have no right to do that, and we will sue you into oblivion if we think we can prove you are.
Existing computer laws and liscenses already very well cover companies going after people who decompile their proprietary code and make money off of it.
Whatever, the technicalities have been deliberated…
Yes, now they have. I made many of these points I made here, and more, in my post you didn’t read, so, uh yeah, kind of a one sided discussion here with a person who’s already made up their mind, yeah.
After being in development for over 10 years, Hytale, a sandbox game from the Hypixel Studios team with support from Riot, has officially been cancelled. Hypixel Studios’ CEO, Noxy, announced the cancellation on X on June 23, with the official Hytale forums following suit.
I’m disappointed, but not surprised… I have followed since the first announcement and gave up hope around 2020. Every dev update was “we made 1 step forward and 5 back” with no real substance to show for it.
Assuming the trailers are real gameplay though, it looks like they could have and should have released an alpha years ago. Not sure how they thought it wouldn’t work as Minecraft released in pre-alpha and it worked out in the end. A shame we’ll probably never see the code or even a compiled build from all these people’s work.
I’m famously a World hater, so yes, absolutely. Until Icebourne released, I was extremely disappointed with World, even for a pre-G Rank release.
Though, all of the titles since Generations have had the problem of being released with a portion of the planned content missing. I was more forgiving of it before, though I am having a hard time pinpointing why.
So, when I mention the Assassin’s Creed / Far Cry / GTA triangle I really mean to say the poor imitators of those games.
That only happened in the 2010s. That’s when the Ubisoft formula really took off. Assassin’s Creed 1 was only released in 2007, Far Cry 2 in 2008 (FC1 was a quite different game). GTA also only started to get imitated in the 2010s.
Open World in that sense (non-scripted encounters that can be approached from many different angles, with a “living” world) only became a thing in the late 2000s, precisely because of games like Assassin’s Creed and Far Cry 2.
I remember reading a pre-release article about Far Cry 2 in a game magazine, where were all hyped about the many different ways a player could take out an enemy camp, e.g. go in guns blazing, or set a fire that would spread to the camp, or startle wild animals which then would stampede through the camp.
While I do get your point about hand-crafted deterministic enemy placement, it’s just two different kinds of approaches that work for different players.
When you say “dumbed-down”, I understand you mean that the difficulty was too low, is that correct? While some players love or even need punishing difficulty levels, others play for other reasons. (Maybe check out the Bartle taxonomy of player types. It’s a bit outdated, but it shows some of these different reasons quite well.) If you want to just kick back and relax after a hard day of work, punishing difficulty might not be the right thing. Some players want to have to learn (or even memorize) levels/bosses/encounters and repeat them repeatedly until they know exactly which button to press when, and that’s fine. For others that’s just tedious busywork, everyone’s different. I quite enjoyed Far Cry 2 and its random encounters and having to adapt to different scenarios all the time.
I haven’t played the rest of the games you list, so I can’t offer an opinion on them, though I have heard that KOTOR was very good.
Forgive me for saying that, but it’s quite harsh to call a whole decade of games uncreative if you haven’t played a lot of the greatest and most creative games of that time.
To get back to the original point:
20 years ago people were complaining about the same lack of creativity in the AAA scene, saying that gaming was better in the 90s. In fact I remember it was a common talking point that AAA gaming had gotten so bad that there would surely be another crash like the one in '83.
That was in the 2010s, not in the 2000s. In the 90s, game development was pretty much completely low-budget, with games rarely having more than 5 programmers on staff, and maybe 5-10 content creators. In the 2000s games started getting bigger, but the studios were still led by game developers, not by finance dudes. Budgets were still not nearly where they are today. Assassins Creed 1, for example, had a budget of $20mio. Compare that to e.g. the $175mio that AC Valhalla cost to make. And AC1 was comparatively expensive back then.
It was only in the 2010s when finance really got into gaming, budgets ballooned and risks were lowered to nothing.
I remember reading a pre-release article about Far Cry 2 in a game magazine, where were all hyped about the many different ways a player could take out an enemy camp, e.g. go in guns blazing, or set a fire that would spread to the camp, or startle wild animals which then would stampede through the camp.
So, that’s the thing, that’s interesting emergent gameplay.
Compare that to Just Cause (2006) or Just Cause 2 (2010). It has neat traversal mechanics (paragliding, and in the second one the grappling hook), but it has neither the emergent gameplay of Far Cry or the carefully crafted level design of a less open game.
Or compare Far Cry to Red Faction: Guerrilla. That has cool destructible buildings, but otherwise it just falls within the triangle. In my opinion they didn’t do enough with the building destruction (compare it to how destruction is used in a tactical way in the multiplayer game Rainbow Six Siege, or how its used as the basis for a puzzle game in the indie game Teardown), but the real ugliness of the game design rears its head in the driving missions. I remember being able to flick my mouse back and fourth and see vehicles appear in a space in the split second it was off screen. That wouldn’t be so bad if it wasn’t for the fact that these were timed missions, and a vehicle could literally spawn directly in front of you, or directly to your side off camera and plow right into you.
But beyond being really annoying and goofy looking, I have to ask if that sort of system even fit the concept they were going for. The GTA games were satire games, if the spawning system and the wild car chases were a little bit goofy that was part of the joke. And while Red Faction was not the most brutally serious game I’ve ever played, it was one of the most political, especially for the era that it came out. In the first Red Faction you are part of an armed labor uprising very reminiscent of the Battle of Blair Mountain (the workers are miners). In Guerilla you basically fight in a SciFi version of a middle eastern war, on the side of the middle east. So where is this goofiness coming from?
Sorry, that was a bit of a tangent, but I think game design and narrative/themes are intertwined, and IMO this is another instance of taking the open world formula and leaving elements behind while not doing anything to replace them or transform the things you took to make it work in the new context.
When you say “dumbed-down”, I understand you mean that the difficulty was too low, is that correct?
Not really, no. Certainly a lot of people complained about games getting easier and easier, but in regards to Bioshock in particular I mean that its level design and gameplay mechanics were literally more mindless for the player to interact with, conceptually simpler, and less intellectually interesting, than its predecessor System Shock 2. This doesn’t really have anything to do with how mechanically difficult it is to execute an action in either game (although SS2 was more difficult, in a bad way, it was enormously more clunky than Bioshock).
Its kinda hard to explain what I mean by this without writing a giant essay on the game’s designs and the philosophy of the immersive Sim design ethos. The most succinct way I could describe it would be to say that an immersive sim tries to merge an action game and an open ended puzzle game (as in a puzzle game where the player can come up with their own solution) into a seamless whole. Another way to describe is as a game that tries to maximize the potential for emergent gameplay while still having finely crafted encounter design (something that in most games is antithetical to one another). Another way to describe it would be a game that has those sorts of finely designed encounters, but with systems that are intentionally made to be exploitable in a way that many games do on accident. Or in other words the encounters are intentionally made to be cheesed and broken, and and the act of figuring out how to do this was made to be fun, and because of that the games were still usually fun even of you broke them in a way the developers didn’t anticipate.
So, to put it simply Bioshock just did these things much less than its predecessor (the places where it still did was the enemy ecosystem, and to some degree the way you had to plan to take down a Big Daddy). Unless I can dig up some really old YouTube videos you’ll have to take my word for it that there was a sentiment among certain circles, at least in the early 2010s, that was lamenting the death of games like System Shock 2, Thief, Arx Fatalis, and Deus Ex, and Bioshock was held up as an example of that.
At the same time there was a less niche complaint about the death of what we would call “boomer shooters” today. Specifically how they had keys, secrets, and nonlinear levels. The sentiment was that without these elements the player was much less likely to explore of their own volition (not just because its the opposite direction of a waypoint) and think about the level design. Speaking of waypoints I remember the first group of people really complaining that the arrow in Bioshock is even more egregious than waypoints, though IMO the way it encourages you to unthinkingly follow it is actually quite thematic.
Forgive me for saying that, but it’s quite harsh to call a whole decade of games uncreative if you haven’t played a lot of the greatest and most creative games of that time.
I have actually played Portal. I had a section where I mentioned that Valve games were an exception to this sentiment, then I deleted it and forgot when I wrote the last part of my previous comment.
But anyway, I’ll admit that I was really thinking more about the time period from 2005 to 2015.
The expectation that it was an open world modern style Fallout game does seem to be a theme among people who didn’t like it. That wasn’t helped by pre-release marketing that emphasized it came from the studio that made New Vegas (despite the writers and game leads all being different).
I went in to the game without expectations and found the structure of the game closer to a classic BioWare RPG. Rather than a single huge open world it was a series of curated hubs to travel between. At those hubs there was space to explore but it was more limited and curated than a full open world. The more curated approach meant that the game could be designed with certain builds in mind since players would interact with certain areas coming from known directions, allowing alternate routes or quest solutions for different builds to be placed.
Accepting it as a hub based RPG that leaned into a specialized build made the game click for me.
No shame to anyone who bought a switch 2. My partner got one during pre-sales and is incredibly happy to have gotten one, and I feel so happy for him that he gets to have some joy in his life with it. I wish you the same joy.
But I just can’t get into it. I didn’t grow up with nintendo so the properties really don’t mean much to me. And now, I just don’t think I can swallow paying hundreds of dollars to start, then another hundred dollars to get games that seemingly play the same way as they did in the last release, plus a yearly subscription for online play. You may not see what you purchased the same way, and I’m glad that it’s meaningful to you even if I can’t find the same meaning in it – it’s good that there exists something for everyone’s niche.
I don’t see why this needs to be a competition. Are there really people out there who were about to get a steam deck but decided not to in favour of a switch 2? I feel like switch owners are well aware that it’s a Nintendo machine and theyre not gonna be playing a lot of their favourite out-of-franchise games on it. That’s what they expect and thats what they’ll likely get.
I genuinely don’t get the “don’t pre order just buy the day it releases” thing.
Nobody ever said the second part.
Don’t pre order, wait for reviews a couple weeks after release, buy if reviews are good and no major bullshit is discovered.
What do you think you’re winning?
Avoiding the major bullshit.
Also, even if you did just buy day one: If developers have a lot of pre orders they know they’ll sell anyway they have less of an incentive to deliver the highest possible quality day one. That’s why people are telling you to not pre order. I could not care less if a stranger struggles with day one bugs, but they are helping to lower the bar for everyone else.
‘Subnautica 2’ Leaders Say Krafton Sabotaged Game Over Payout [new events in the Subnautica 2 story] (www.bloomberg.com) angielski
You know that personal film project they claimed one of the founders was distracted by? It was a Subnautica film they asked him to make.
Donkey Kong Bananza | Review Thread angielski
Game Information...
Pop it in your calendars angielski
Stardew Valley dethrones Valve classic Portal 2 as Steam’s top-rated game (www.dexerto.com) angielski
Subnautica 2 studio begs rioting fans for benefit of the doubt after leadership axed by owner Krafton: 'The team that has been working on the game day-to-day ... remains completely unchanged' (www.pcgamer.com) angielski
A List Of Games By Trans People Before 2010 (dotmaetrix.neocities.org) angielski
from the “Pre-emptively Answered Questions” page...
Steam Deck / Gaming News #22 angielski
As ever and always, I’m back with a week’s worth of gaming news I’ve spotted and thought I should share with you all!...
Killed the greatest gamer initiative out there for content (fedia.io) angielski
Hytale, once touted as the Minecraft killer, is ceasing development (www.destructoid.com) angielski
After being in development for over 10 years, Hytale, a sandbox game from the Hypixel Studios team with support from Riot, has officially been cancelled. Hypixel Studios’ CEO, Noxy, announced the cancellation on X on June 23, with the official Hytale forums following suit.
Monster Hunter Wilds game reviews hit "Overwhelmingly Negative" on Steam — can Capcom turn it around? (www.windowscentral.com) angielski
Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games” (www.videogamer.com) angielski
A game you "didn't know it was bad 'til people told you so"? angielski
I’m talking about games that you still like but you had no idea were criticized so much....
Steam Deck / Gaming News #19 angielski
Well it’s been a little longer than it typically is for me covering recent gaming news I’ve spotted, and that’s entirely my fault! I am sorry!...
As The Outer Worlds 2 hits $80, director says "we don't set the prices for our games" and wishes "everybody could play" Obsidian's new RPG (www.gamesradar.com) angielski
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Nintendo Switch 2 Welcome Tour || Review Thread angielski
Game Information...
Asus and Lenovo’s handhelds get price hike as Valve pauses some Steam Deck sales (www.theverge.com) angielski
Xbox dumped a mountain of trailers on us (htxt.co.za) angielski
At its Xbox Showcase on Sunday the publisher unveiled many, many new trailers....
Microsoft and Asus announce two Xbox Ally handhelds with new Xbox full-screen experience (www.theverge.com) angielski