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    Epic Games to launch webshops for developers
    Epic Games to launch webshops for developers Publisher also announces change in revenue share the Epic Game Store, with developers paying a 0% share for the first $1 million per app per year Image credit: Epic Games News by Sophie McEvoy Staff Writer Published on May 2, 2025 Following Epic Games legal win against Apple yesterday, the publisher has announced it will be launching a new webshop feature for developers. As detailed in an update on its website, the webshops will be hosted by the Epic Game Store, and will enable developers to offer out-of-app purchases. It has also provided an update to the Epic Games Store's revenue share. Developers will now pay a 0% share on the first $1 million in revenue per app per year, followed by the usual 12% revenue share once they earn above that amount. Both features will be available from June 2025. This update has been made possible by an injunction enforced by the Northern District of California Court, which prohibits Apple from collecting fees on out-of-app purchases. The ruling is effective immediately, and has also accused the firm and its vice president of finance Alex Roman of criminal contempt. Fortnite will be returning to the US App Store next week as a result, as Epic CEO Tim Sweeney announced on social media. "Epic puts forth a peace proposal: If Apple extends the court's friction-free, Apple-tax free framework worldwide, we'll return Fortnite to the App Store worldwide and drop current and future litigation on the topic."
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    The new Apple/Epic ruling will change the app landscape | Opinion
    The new Apple/Epic ruling will change the app landscape | Opinion What was initially a narrow victory for Epic in a largely quixotic legal fight with Apple just took on profound importance – not just for Apple, but for every developer in the mobile space Opinion by Rob Fahey Contributing Editor Published on May 2, 2025 When last we checked in with the legal battle between Epic and Apple, things seemed to have mostly turned out in Apple's favour. Almost all of the rulings in the case sided with Apple, with the judge only agreeing with Epic on one relatively narrow-seeming question regarding anti-steering provisions – the App Store rules that forbid developers from pointing app users at alternative ways to purchase digital items or subscriptions. Compared to the regulatory hot water Apple was simultaneously finding itself in in Europe, where the company was even forced to permit third-party app stores to operate on iOS, the legal process in the USA appeared to have produced little more than a wrist-slap; far from the seismic shift in the app distribution landscape Epic had hoped for when it picked this fight. Several years and one explosive court ruling from the original judge later, it feels like Apple may have snatched defeat from the jaws of victory. Judge Yvonne Gonzalez Rogers this week issued an absolutely scathing opinion on Apple's non-compliance with the original ruling, accused a company executive of lying under oath (for which a referral for potential criminal charges has been made), and essentially ordered the company to follow a new, much more restrictive, set of steps to implement the ruling. "To Tim Sweeney's credit, 'offering' to put Fortnite back on the App Store as part of his peace deal is a genuinely funny bit of cheek" Epic's Tim Sweeney did an immediate victory lap with the press, claiming that Fortnite would be back on the App Store next week (it hasn't been available directly on iOS since Apple barred Epic's developer account for breaching their terms of service back in 2020) and publicly offering Apple a "peace proposal" whereby they would return Fortnite to the App Store and drop their ongoing litigation in return for Apple extending compliance with the court's ruling worldwide. That's a great bit of PR work, and you can't blame Sweeney for capitalising on the situation – but it's worth remembering that this ruling, rightfully furious at Apple's conduct as it may be, still only applies to the single issue where the judge originally sided with Epic. It does not change any of the other rulings, and certainly doesn't order Apple to reinstate Epic's developer account or any of its software (to Sweeney's credit, "offering" to put Fortnite back on the App Store as part of his peace deal is a genuinely funny bit of cheek, given that its absence is due to a ban on Apple's part). The ruling and the remedies it orders are still exclusively related to anti-steering practices – there's nothing here to suggest that Apple will be ordered to open up to third-party app stores like in Europe, for example. Even if the question of anti-steering is a narrow topic compared to the overall scope of the original lawsuit, the new ruling is still very significant in a couple of ways. Firstly, it means that how Apple operates the App Store in these regards is now going to be subject to strict oversight. You don't get to piss off the courts this much and still get broad leeway to devise your own remedies and interpretations of rulings. Apple's behaviour in this regard has been labelled as anti-competitive and deliberately non-compliant, which means its room to manoeuvre and make its own decisions on this topic will be extremely restricted in future. Image credit: Epic Games There will of course be appeals (though the appeals of the original ruling came to nothing, and there's no particular change to the legal reasoning in this new ruling) but for now, it seems that the court will order Apple to remove all fees on off-platform transactions, and forbid it from implementing any anti-steering practices at all other than a simple screen telling users they are proceeding to a third-party site. That's the obvious significance of the ruling – and if that's upheld on appeal, it will have major ramifications for the App Store business overall – but there's a less obvious aspect that's also worth thinking about. When the original ruling found in Apple's favour on most issues but handed Epic a victory on anti-steering policies, it was widely seen as being a very narrow victory – quite a minor concession that Apple would have to make, while keeping most of its platform business entirely intact. What this ruling and the events it documents show, however, is that that's absolutely not how a lot of senior figures within Apple viewed things. Some commentators have characterised Apple's actions and decisions that led to the judge being so furious at them as if they were merely mistakes or missteps, but I find the screw-up interpretation tough to believe. Apple has great legal advice, and Tim Cook is nothing if not a cautious leader – but despite senior figures like Phil Schiller arguing against this path, and the downside risks being openly discussed, the company's most senior management still chose an option they knew risked a serious and impactful rebuke from the courts. An officer of the company even put their own neck on the line by (according to the ruling) lying under oath, which could potentially have serious personal consequences rather than just the usual slap-on-the-wrist financial penalties major corporations generally face for their antics. Unless Apple has genuinely ended up feeling itself above the law and beyond consequences (which isn't impossible, of course, but doesn't seem like a culture that would persist under so sober and generally risk-averse a CEO as Cook), it seems that they saw the original ruling as a massive threat to their business model, one so serious that even very risky measures were justified in trying to undermine its impact. "What this should do, in theory, is open up a very significant new form of competition over payment processing for these transactions" With the judge now ordering a maximalist interpretation of the original ruling that shuts down Apple's ability to act anti-competitively in its implementation, we will now see whether the company's assessment of that risk was justified. To be clear, this doesn't directly impact the App Store's own commission structure. It just means developers can push customers to other platforms off-app and Apple can't interfere with or block those transactions in any way, or charge any fee related to them (it had originally planned to levy 27% on off-app transactions, a processing discount of 3% compared to its usual 30% IAP fee). What this should do, in theory, is open up a very significant new form of competition over payment processing for these transactions, so Apple's fees may eventually be forced to drop in order to keep the company's in-house transaction solution competitive with third-parties. In practice, it's unlikely that this ruling – if enforced and upheld over the long term – will impact the market in quite such a straightforward way. A core difference between the new court order and the original ruling is that the original left leeway for Apple to charge some fee for off-platform transactions as long as they could justify it in terms of the services offered by the App Store to developers – a justification which, it noted, had never been made for the existing 30% fee structure, which Apple had seemingly just pulled out of its ass around the time it started the App Store business. The new ruling removes that leeway. Since Apple just picked the most anticompetitive option and didn't follow the order to justify its fee structure, it now doesn't get to set an off-platform fee at all. For now, that will create new opportunities and options for developers, and yes, it may force Apple to be more competitive with its fees to some extent; but the company still clearly feels that it's justified in charging developers for using the App Store platform in some way (which is probably fair), and rather than getting caught in a downward spiral of competition over fees with third-party processors, it's very likely that it will try to levy its fees through an alternative structure. In the EU, it experimented with per-install fees, which developers quite reasonably hate. It's not clear which other paths are open to it in wake of this ruling, but it's extremely unlikely that it will give up on the idea of taking a cut from App Store transactions entirely. The decisions it makes in that regard could potentially change the business model for apps and games in a very fundamental way. The initially narrow nature of this anti-steering ruling just changed into an inflection point that could alter the landscape for every developer in this space over the coming years.
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    Clair Obscur: Expedition 33 is selling more than twice as fast as other JRPGs on PC, analyst says – here's why
    Clair Obscur: Expedition 33 is selling more than twice as fast as other JRPGs on PC, analyst says – here's why According to analyst data, Sandfall Interactive's game is outselling Metaphor: ReFantazio by more than 2:1 Feature by Samuel Roberts Editorial Director Published on May 2, 2025 Sandfall Interactive's Clair Obscur: Expedition 33 has captivated fans of Japanese RPGs. While the French studio was clearly inspired by genre greats like Final Fantasy 10 and Lost Odyssey with its debut, it arguably gets closer to the feel of those games than publisher and genre specialist Square Enix itself has managed in recent years. A glowing critical reception has translated into huge sales, with the game hitting one million copies sold in three days, despite also being available for Xbox Game Pass subscribers on PC and Xbox. "Clair Obscur: Expedition 33 is a certified hit, officially selling more than one million copies," Rhys Elliott, head of market analysis at Alinea Analytics, tells GamesIndustry.biz. "The announcement didn't say players reached – it said copies sold. That was a choice, and I applaud the transparency." The bigger story, though, might be in how well it's selling versus other games in its genre. According to Alinea Analytics' data, the game has sold more than 785,000 copies on Steam in its first week – more than twice the sales of any recent comparable games in the Japanese RPG style, including last year's acclaimed Atlus title, Metaphor Re:Fantazio. Find data from Alinea Analytics below: Image credit: Alinea Analytics As a simultaneous release on PC and the launch of a new franchise, Metaphor is the most direct comparison in that chart (though Atlus RPGs have a sizable console audience). Final Fantasy 7: Rebirth and Persona 5 Royal, for example, had already launched elsewhere on console before coming to PC. "It's worth noting that two of these are ports, but the data still speaks volumes for how much gamers are drawn to Expedition 33," says Elliott. Persona 3: Reload is a remake of a PS2 and PSP game, while Like a Dragon: Infinite Wealth was the latest entry in a long-running series that has found considerable success on PC. Of those games, though, only Persona 3 Reload had a simultaneous launch on Game Pass like Expedition 33, making its week one sales even more notable. According to Alinea Analytics' data, Expedition 33 has also sold more than 350,000 copies on PlayStation. Elliott says the game has more than 1.5 million wishlists on Steam, setting it up well for a long tail. Expedition 33's success comes down to a few factors, according to Elliott, but it starts with quality. "The game is fantastic. It combines stunning visuals with a rewarding turn-based-combat system that melds the Superstar Saga timed JRPG combat with some Sekiro-style parries. It also has an affecting story and believable writing – as well as loveable protagonists and love-to-hateable antagonists with an all-star voiceover cast. "The low price point likely also factored in, as our Steam data shows that many players bite the bullet when a AAA game goes on sale and drops below $50." At a moment when Xbox is about to hike game prices to $80, with Nintendo already beating them to it on Mario Kart World for Switch 2, choosing that price point worked in publisher Kepler Interactive's favour. Yet, Sandfall Interactive also picked an underserved part of the JRPG niche with this project: a turn-based game with graphics that get the audience excited. "There was also an opening for a modern, realistic-looking JRPG," Elliott says. "Square Enix was reticent to do it with the Final Fantasy series. Now it's probably kicking itself. “Expedition 33 has given RPG fans something they always wanted. If you asked Final Fantasy fans from the late '90s/early '00s what the ideal version of a JRPG should look like, it'd be something like this." While Square Enix has made plenty of realistic-looking games, its most recent heavy-hitter releases like Final Fantasy 16 and Final Fantasy 7: Rebirth are primarily real-time action games, with traditional JRPG combat elements functioning as secondary features. Expedition 33 is entirely, unashamedly turn-based. Senior staff at Square Enix have been asked about why its more recent Final Fantasy games are no longer turn-based, a style the numbered mainline games left behind after 2010's Final Fantasy 13. "I'm from a generation that grew up with command and turn-based RPGs," Final Fantasy 16 producer Naoki Yoshida told Famitsu (via VGC) in 2022. "I think I understand how interesting and immersive it can be. On the other hand, for the past decade or so, I've seen quite a number of opinions saying 'I don't understand the attraction of selecting commands in video games'." "This opinion is only increasing, particularly with younger audiences who do not typically play RPGs," he added. Square Enix has not abandoned making turn-based games, like its Dragon Quest series or the Octopath Traveler games, among many re-releases. But it's perhaps notable that the big budget likes of FF7: Rebirth and FF16 launched as exclusives on PlayStation, a platform where numerous highly polished, cinematic real-time action games like Horizon Zero Dawn, The Last of Us Part 2, God of War, and Ghost of Tsushima have dominated on the singleplayer side. Each Final Fantasy game still sold millions of copies on PS5, even if neither matched Square Enix's sales expectations. The Game Pass factor Elliott believes launching on Game Pass worked in Expedition 33's favour when it came to influencing sales, too. "Inclusion on Game Pass will always cannibalise premium game sales on Xbox itself, but inclusion can – and does – snowball into word of mouth that increases sales off-platform. "Xbox is reaping the benefits of this itself with its first-party games, but third-party – like Palworld – have also benefitted. It can also help put indie games on the map." The marketing support from Xbox was also robust, with a reveal at the Xbox Games Showcase in 2024 giving the marketing campaign a strong start. Atomfall is another recent example of a game benefitting from a similar phenomenon. Even launching against the Oblivion remaster hasn't slowed down Expedition 33 on Steam. "The Oblivion remaster is selling twice as fast so far, but that's expected, as Skyrim is one of the most revered RPGs of all time, many gamers have fond memories of Oblivion from the early Xbox 360 days, and consumers have been awaiting the remaster – the industry's worst-kept secret – for quite some time," Elliott adds. It's notable, too, that Kepler itself has observed no real impact from launching opposite a remake of a much-loved RPG. "Proximity to Oblivion didn't seem to harm us at all," Kepler's senior portfolio director (and former GI.biz editor-in-chief) Matthew Handrahan told The Games Business. "In many ways, I think it just drew attention to quality RPGs that week and everybody was thinking and talking about the genre." Since they're on opposite ends of the scale when it comes to RPGs, it's not too surprising that both Oblivion and Expedition 33 are each finding an audience. But the level of success for Expedition 33 was far harder to predict. At the time of writing, it's passed Oblivion on Steam's global sales charts. "Who said turn-based combat was dead?" Elliott adds. "The realistic-JRPG ideation floodgates probably just opened."
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    Rockstar delays Grand Theft Auto 6 to 2026
    Rockstar delays Grand Theft Auto 6 to 2026 Highly anticipated title to launch on May 26 next year Image credit: Rockstar Games News by Sophie McEvoy Staff Writer Published on May 2, 2025 Rockstar Games has announced the release of Grand Theft Auto 6 has been delayed to next year. In a blog post, the developer said the game will now launch on May 26, 2026 as it needs "extra time to deliver at the level of quality you expect and deserve." "We are very sorry that this is later than you expected," it wrote. "The interest and excitement surrounding a new Grand Theft Auto has been truly humbling for our entire team. We want to thank you for your support and your patience as we work to finish the game. "With every game we have released, the goal has always been to try and exceed your expectations, and Grand Theft Auto 6 is no exception. We hope you understand that we need this extra time to deliver at the level of quality you expect and deserve." Rockstar initially announced a 2025 release for GTA 6 in December 2023, following the launch of its debut trailer. Take-Two Interactive narrowed down the release window for this fall in its financial results for Q3 2025.
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    Monopoly Go surpasses $5bn in two years | News-in-brief
    Monopoly Go surpasses $5bn in two years | News-in-brief Scopely's board game title is the fastest mobile game in history to reach this milestone Image credit: Scopely News by Sophie McEvoy Staff Writer Published on May 2, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below: Monopoly Go surpasses $5bn in two years
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    MachineGames' Jens Andersson and Pete Ward to give keynote at Develop:Brighton 2025 | News-in-brief
    MachineGames' Jens Andersson and Pete Ward to give keynote at Develop:Brighton 2025 | News-in-brief
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    Prince of Persia: The Lost Crown surpasses 2m players | News-in-brief
    Prince of Persia: The Lost Crown surpasses 2m players | News-in-brief Ubisoft's action-adventure title launched on console and PC in January 2024, MacOS in December 2024, and mobile in April 2025 Image credit: Ubisoft News by Sophie McEvoy Staff Writer Published on May 1, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below: Prince of Persia: The Lost Crown surpasses 2m players
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    Polygon sold to Valnet, editorial staff hit with layoffs
    Polygon sold to Valnet, editorial staff hit with layoffs The owner of Game Rant has acquired the video game and pop culture website from Vox Media Image credit: Polygon News by Samuel Roberts Editorial Director Published on May 1, 2025 Video game and pop culture website Polygon has been acquired by The Gamer and Game Rant owner Valnet, with numerous long-time staff members revealing they've either been laid off or have chosen to leave as part of the sale. As reported by Kotaku, co-founder and editor-in-chief Chris Plante, senior writer Michael McWhertor, deputy editor Matthew Reynolds, games writer Tyler Colp, and senior reporter Nicole Carpenter are among those sharing that they're no longer with Polygon on social media. Deputy editor Maddy Myers and games editor Zoë Hannah are among those still working on the site following the acquisition, according to Kotaku's report. Polygon was previously owned by Vox Media, owners of The Verge. "It is with immense pride and gratitude that we welcome Polygon into our growing family of world-class gaming brands," said Valnet founder and CEO Hassan Youssef in a statement. Polygon was founded in 2012 with an emphasis on long-form feature content around video games, and reaches around 6 million users in the US, according to Comscore. Following the sale, Vox Media said it will focus resources on other areas of its business. "This transaction will enable us to focus our energies and investment resources in other priority areas of growth across our portfolio of iconic digital publications and audio/video programming, while enabling Valnet to grow their leadership and authority in the gaming information category," Vox Media's CEO Jim Bankoff said in a statement announcing the sale.
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    Xbox Series X will now cost $600 as Microsoft increases console and game prices
    Xbox Series X will now cost $600 as Microsoft increases console and game prices Upcoming games will cost $80, while there's a $100 rise for 2020's Xbox Series X News by Samuel Roberts Editorial Director Published on May 1, 2025 Microsoft has confirmed global price rises for Xbox hardware and software, including a $100 bump for the Xbox Series X in the US. First-party game prices will remain the same for the time being, but will climb to $80 from $70 from the holiday season onwards. How those prices translate overseas has not been revealed. Prices for existing Xbox games will not change. The recommended retailer price hikes kick in today, May 1, 2025. The reasons given for the increases by Xbox are "market conditions and the rising cost of development", with Microsoft acknowledging that the changes are "challenging". The cheaper Xbox Series S console will increase by $80 for both the 512GB and 1TB models (to $380 and $450 respectively). The 512GB Xbox Series S also sees a price bump in Europe to £349.99/€349.99, an increase of £50/€50. Across Europe, Xbox Series X's standard disc edition is climbing by £20/€50 to £499.99/€599.99, having previously increased to £479.99/€549.99 in 2023. The US price rise of the disc model from $499.99 to $599.99 is the first in the market to date since the console's launch almost five years ago. The disc-free Series X model will rise to $549.99 from $449.99, while the 2TB model will see an even higher price rise of $130 ($599.99 to $729.99). In Europe, the 2TB console increases by £40/€50 to £589.99/€699.99. Controllers are also increasing in price globally, while the US and Canada markets specifically will see price increases for headsets. The news follows Nintendo's Switch 2 reveal, where upcoming launch title Mario Kart World was revealed to be an $80 game, prompting discussion about game price hikes.
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    Evil Dead: The Game is being delisted from digital storefronts
    Evil Dead: The Game is being delisted from digital storefronts Saber Interactive says it plans "to keep our servers online for everyone" Image credit: Saber Interactive News by Sophie McEvoy Staff Writer Published on May 1, 2025 Saber Interactive has confirmed it's in the process of delisting Evil Dead: The Game. The news was announced on the game's Steam page, a platform it has since been delisted on. "We can confirm we've begun the process of removing the game from digital storefronts," the developer wrote. "Anyone who has purchased the game will still be able to play it as we plan to keep our servers online for everyone. "We want to extend a sincere thank you to our community, to those who have been part of the game from the very beginning, and those who have recently joined us. We appreciate all of your support." VGC pointed out that Reddit users noticed the title had been taken down from the Epic Game Store and PlayStation Store. The publication noted the game is still available on the Xbox Store at the time of writing. Evil Dead: The Game launched in 2022, and features co-op gameplay and PvP combat. It was co-published by Boss Team Games. In September 2023, Saber Interactive announced there would be no Nintendo Switch version of the game, and development of new content on other platforms had ended. At the time, the developer said servers would be kept online "for the foreseeable future."
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    Apple can no longer collect fees on purchases made outside the App Store in the US, court rules
    Apple can no longer collect fees on purchases made outside the App Store in the US, court rules As a result, Fortnite will return to the App Store next week News by Samuel Roberts Editorial Director Published on May 1, 2025 Epic Games has claimed victory in its legal battle against Apple, after a US court enforced an injunction which prohibits the tech giant from collecting fees on app purchases made outside its App Store. In addition, Apple is no longer allowed to stop developers from encouraging US-based users to make payments via alternative methods – like web transactions – that circumvent its ecosystem. The ruling is effective immediately. As a result, Fortnite will return to the App Store in the US next week, Epic's Tim Sweeney revealed on Twitter. "The Court enjoins Apple from implementing its new anticompetitive acts to avoid compliance with the Injunction," reads the order. "Effective immediately Apple will no longer impede developers' ability to communicate with users nor will they levy or impose a new commission on off-app purchases." The full ruling by the Northern District of California Court also refers Apple and its vice president of finance Alex Roman to the local US attorney for investigation regarding criminal contempt. The Verge reports that Apple will appeal the order. Regarding Roman specifically, the order states he "outright lied under oath". The original injunction was ordered following a trial between Epic and Apple in 2021, which ruled that Apple's 30% commission was 'anticompetitive', and that it needed to allow developers to direct users to alternative payment options. Following this, however, Apple added a 27% commission to 'off-app' purchases. The resulting new ruling explains that Apple used methods like 'scare screens' to deter users from exiting its ecosystem to make payments. "Apple's goal: to dissuade customer usage of alternative purchase opportunities and maintain its anticompetitive revenue stream," reads the order on this point. "In the end, Apple sought to maintain a revenue stream worth billions in direct defiance of this Court's Injunction." The results of the order only apply to the US, but Sweeney pitched a larger compromise on Twitter. "Epic puts forth a peace proposal: If Apple extends the court's friction-free, Apple-tax-free framework worldwide, we'll return Fortnite to the App Store worldwide and drop current and future litigation on the topic." Last month, Apple was fined $568 million by the EU for deterring third-party payment methods that circumvent the App Store.
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    Takahisa Taura forms new studio after leaving PlatinumGames
    Takahisa Taura forms new studio after leaving PlatinumGames Astral chain director and Nier Automata designer is one of the founders of Eel Game Studio Image credit: PlatinumGames News by Sophie McEvoy Staff Writer Published on May 1, 2025 Takahisa Taura has formed a new studio after leaving PlatinumGames. As reported by VGC, the Astral Chain director and Nier Automata designer is one of the founders of Eel Game Studio. Taura confirmed the news in the latest edition of Famitsu, translated by journalist Genki. Taura said he is one of the founding members of the studio, but can't expand on what it is developing at the moment. In September 2023, PlatinumGames co-founder Hideki Kamiya announced he was leaving the developer. He previously worked for Capcom's Clover Studio before its closure in 2006. Last December, Kamiya announced he had returned to Capcom and became studio head and chief game designer of Clovers – a nod to the previous developer. Clovers is working on the sequel to Okami, a Clover Studio title that Kamiya directed. Speaking to VGC, Kamiya discussed why he left PlatinumGames and his thoughts on those still working at his former studio. "If I was satisfied at Platinum, then I wouldn't have left," he said. "If there was one thing I am worried about, it's the fact I was VP and chief game designer of PlatinumGames. And so with me quitting, I worry about the people there, the staff there. "Of course, if they're motivated and happy at Platinum, I believe that's the right path for them. But if there are others whose mindset aligns more with what we're building here at Clovers, we want to welcome and provide a path for them, too. I see that as a responsibility I have to those people after leaving Platinum."
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    Epic Games executives suggest "AI is going to become more and more difficult to detect"
    Epic Games executives suggest "AI is going to become more and more difficult to detect" Comments come as Fortnite maker says it cannot ban AI-generated thumbnails used in user-generated content Image credit: Epic Games News by Vikki Blake Contributor Published on April 30, 2025 Epic Games has confirmed it will not be policing the AI "slop" used in thumbnail generation for third-party mini-games in Fortnite, saying "it's probably going to become unenforceable" as AI becomes more difficult to distinguish from human-made artwork. The comment comes as Fortnite's user-generated content is increasingly fronted by thumbnails generated via AI. In an interview with Mustard Plays, Epic Games execs stressed the company's priority was ensuring the thumbnails were "compliant with [its] rules." They also emphasized that Epic would not be using AI in its own first-party Fortnite modes, with executive vice president Sax Persson suggesting that the "best results" still came from human artists, not artificial intelligence. "From our perspective, for moderation, thumbnails - like, we don't really care what tool you use to make your thumbnails," product management director Dan Walsh said, as transcribed by our sister site, Eurogamer. "All we care about is whether or not it's compliant with our rules. "I think to some degree AI is going to become more and more difficult to detect. It's not going to stand out as a unique thing, it's just going to be another tool that people are using to create things. "So trying to look for that specifically is going to become increasingly difficult to the point where it's probably going to become unenforceable. We're really just focused on - 'does this asset comply with our rules, yes or no?', not 'what tool did you use to make this asset'?" In terms Epic using AI itself, Persson said: "We've always embraced new technology, but with an ethical stance on the source, like as we generate things, it has to be understood and it has to be properly licensed. So to that degree, we rely on what we provide to people directly to be the best tools that we can humanly do, but the ethical guidelines are proper ownership." In February, Epic shared its Epic Games Store 2024 Year in Review blog post, highlighting its achievement of reaching 295 million users on its PC store representing an increase of 25 million users year-on-year. Consumer spending on the platform reached $1.09 billion in 2024, an increase of 15% from last year. In comparison, spending on third-party titles declined by 18% to $255 million.
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    Fate of Codemasters WRC team uncertain as EA "pauses" World Rally Championship series
    Fate of Codemasters WRC team uncertain as EA "pauses" World Rally Championship series Follows 300+ job cuts across Respawn and EA Experience teams earlier this week News by Vikki Blake Contributor Published on April 30, 2025 Electronic Arts is "pausing development" of its World Rally Championship (WRC) series. In a statement to players, the publisher said, "Every great journey eventually finds its finish line, and today, we announce that we've reached the end of the road working on WRC," and confirmed its recently-released Hard Chargers DLC will be its last. "For now, we are pausing development plans on future rally titles. Rest assured, EA Sports WRC will continue to be available for existing and new players," the statement added. "We hope it remains a source of joy, excitement, and the thrill of rally racing. We've poured our hearts into making it for fans, and we know you'll keep the passion alive. "Our WRC partnership was a culmination of sorts for our Codemasters journey with off-road racing, spanning decades through titles like Colin McRae Rally, and Dirt. We've provided a home for every rally enthusiast, striving tirelessly to push the boundaries and deliver the exhilarating thrill of driving on the ragged edge. We’ve brought together incredibly talented racing developers, worked with some of the sport’s icons, and had the opportunity to share our love of rallying." It is not clear how this "pause" will impact the developers working across the franchise, or if yesterday's redundancies preemptively included any potential job losses at its Codemasters WRC team. As EA has not commented publicly either way, GamesIndustry.biz has reached out for clarification. Codemasters was acquired by Electronic Arts in 2022 in a deal worth $1.2 billion. The Cheshire team was originally formed by the remnants of MotorStorm developer Evolution Studios, which joined Codemasters in 2016 after Sony decided to shut the studio down. EA cut 300+ jobs just yesterday, April 29, with 200 or so redundancies across its EA Experiences team, and another 100 in Apex Legends developer, Respawn Entertainment. In the first four months of 2025 alone, 1800 developers have lost their jobs, with cuts and closures at Freejam, Splash Damage, Piranha Games, Jar of Sparks, Ubisoft, ProbablyMonsters, Iron Galaxy, Sumo Group, Liquid Sword, NetEase Games, Toast Interactive, Night School Studio, Striking Distance, Until Dawn remake developers, Ballistic Moon, and - most recently - Eidos Montréal, PlaySide, AppLovin, Nerial, and Reality Labs.
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    Switch update changes how eShop charts work ahead of the Switch 2 launch
    Switch update changes how eShop charts work ahead of the Switch 2 launch The default charts are now based on the past three days, rather than the past two weeks News by Samuel Roberts Editorial Director Published on April 30, 2025 Nintendo has changed the criteria it uses to determine the Switch download charts on the eShop. As captured two days ago by the YouTube channel GVG, the Charts page of the Nintendo Switch menu previously ranked titles by number of downloads – as in, volume of sales – from the past two weeks. This was explained by a short line of text at the bottom of the 'All Games' Charts page. Now, as of today's 20.0.0 system update for the Switch, the same page has a different message: 'These are the software titles with the highest sales for the past three days.' This is interpreted to mean sales by revenue, then, rather than by volume – though the wording is arguably ambiguous. GamesIndustry.biz has reached out to Nintendo in case it has clarification on this. The change means that indie games are now mostly absent from the 'All Games' Charts tab where they previously might've appeared. More of them appear in the Download Exclusives tab next to it. GVG's footage from the eShop taken earlier this week showed a number of deeply discounted games that are no longer charting, like the Lego Ninjago game. At the time of writing in the UK, only two currently discounted games make the top 30 based on the revised criteria: Grand Theft Auto: The Trilogy – Definitive Edition and Red Dead Redemption. Nintendo mainstays like Animal Crossing: New Horizons, Mario Kart 8 Deluxe, and the Zelda series are among those ranking highly in the new charts. The update has had a secondary effect of de-emphasising some lower quality or lesser-known games that only made the charts due to high sales driven by extremely deep discounts. These include more unusual offerings like clock apps. It would appear to have changed how discoverability works on Nintendo's eShop going forwards, and hints at how the storefront may function on the Nintendo Switch 2 when it launches on June 5. The update also added the new Virtual Game Card and GameShare options to the Switch menu, among other changes.
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    Remedy revenues increase 24.1% during Q1 2025
    Remedy revenues increase 24.1% during Q1 2025 Studio's operating profit turns positive, development fees for Control 2 and Max Payne remakes alongside royalties from Alan Wake 2 boost revenue Image credit: Remedy Entertainment News by Sophie McEvoy Staff Writer Published on April 30, 2025 Remedy has published its financial results for its first quarter (January to March 2025), reporting a positive operating profit alongside a solid growth in revenue. The numbers Revenue: €13.4 million (up 24.1%) Operating profit: €1.3 million (compared to operating loss of €2.1 million for same quarter last year) The highlights Remedy attributed its rise in revenues and profits to an increase in development fees and royalties. Higher development fees for Control 2 and the Max Payne 1 and 2 remakes were the main driver, alongside an increase in sales for Alan Wake 2. The game continues to accrue royalties after recouping its development costs during Q4 2024. Remedy said its projects have "continued to develop at a good velocity" during Q1 2025, with its upcoming co-op title FBC: Firebreak set for release on June 17, 2025. It will be the developer's first self-published title. "We have carefully positioned FBC: Firebreak to differentiate it from other similar genres, and to offer an interesting proposition to existing Control fans and to be relevant for a wider co-op audience," said Remedy CEO Tero Virtala. As for the studio's other titles in development, the team working on Control 2 is "expanding content from vertical and horizontal slices to the whole game". The Max Payne 1 and 2 remakes, made in collaboration with the games' publisher Rockstar, remain in full production and have "made great progress" during Q1 2025. Remedy's full year outlook remains unchanged, with the developer expecting its revenue to increase and its operating profit to remain positive. The studio also shared its future plans, setting two financial targets it aims to reach by 2027. These include doubling its 2024 revenue "with continued growth beyond this milestone" and an EBITDA margin of 30% to "maintain that minimum level throughout the strategy period." "Remedy embarked on a new strategic chapter in Q1 2025," said Virtala. "We are delivering on our core strategic pillars, with a particular emphasis on self-publishing all Remedy-owned titles. FBC: Firebreak will lead the way as the first in a series of regular game launches, signaling our commitment to a steady cadence of releases." "On the financial front, I'm delighted to report that Remedy returned to profitability in Q1 2025," Virtala continued. "This result aligns with our stated outlook for the year and supports our longer-term financial objectives, reinforcing the strength of our strategic direction."
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    "Seeing Nintendo do this is a little disheartening" – Switch 2 and the state of game preservation in 2025
    "Seeing Nintendo do this is a little disheartening" – Switch 2 and the state of game preservation in 2025 Nightdive Studios, The Strong Museum, and the Videogame Heritage Society discuss how to preserve games in the digital age Image credit: Sega Feature by Lewis Packwood Contributor Published on April 30, 2025 During its Switch 2 Direct on April 2, Nintendo revealed that some Switch 2 cartridges would be Game-Key Cards. Rather than storing the game, these cartridges instead simply act as keys to unlock a download of the title in question. The first such Game-Key Cards are now listed for pre-order, including the Switch 2 version of Yakuza 0, Hitman: World of Assassination: Signature Edition, and Madden 26. More games are expected to follow. "Seeing Nintendo do this is a little disheartening," says Stephen Kick, CEO of remaster specialists Nightdive Studios. "You would hope that a company that big, that has such a storied history, would take preservation a little more seriously." The worry is that at some point in the future, Nintendo's Switch 2 eShop servers will be turned off – just as the Wii U and 3DS eShops were closed – meaning these Game-Key Cards will become little more than useless pieces of plastic. At that point, the only way to access these games will be through consoles that already have the code downloaded. But this is just another step along the road to the "inevitable" all-digital future, says Jon-Paul Dyson, director of the International Center for the History of Electronic Games at The Strong Museum in Rochester, New York. "Nintendo was, in some ways, the slowest of the major console producers to be going there." Professor James Newman, course leader on game development at Bath Spa University and co-founder of the Videogame Heritage Society, says that in one sense, Nintendo's move towards Game-Key Cards won't necessarily make a huge difference. "Even when a cartridge does contain data on day one of release, games are so often patched, updated and expanded through downloads that the cart very often loses its connection to the game, and functions more like a physical copy protection dongle for a digital object," he notes. "No institution is going to be able to preserve everything" Jon-Paul Dyson, The Strong Museum So as digital games rapidly become the norm, where does this leave game preservation efforts? How do you preserve a digital game for the future? And what exactly do you save? "Mobile games, in some ways, are the biggest challenge," says Dyson, thanks to the way they can change massively over time and be suddenly pulled from stores if not kept constantly updated. So which version do you keep? "In some ways it doesn't matter as much what the version is, as long as you have clear documentation of what version you have saved," Dyson thinks. Image credit: IO Interactive But The Strong will typically preserve versions of a digital game at several points in its lifetime, often near its release and after any major modifications, as well as when it’s about to be pulled from digital stores. Storing all these digital games and making them accessible to future generations poses a huge challenge, especially if the game requires an external server to function. The museum tries to get DRM-free versions of games if it can – although that's not always possible with console releases – and the data is stored in a number of ways. The most expensive way is through the professional cloud-based digital preservation platform Preservica, but the museum also uses local storage devices, and even magnetic tape. "You know, tape is funny," says Dyson. "Storage on tape keeps getting better and better: it's one of those things that's an old technology, but in some ways, it's so good." There are limits to what The Strong can realistically do, however, even as one of the most well-funded efforts in the games preservation space. "No institution is going to be able to preserve everything," counsels Dyson, who says it's impossible to save every single game – especially when you consider things like game jams or one-off titles made by students. "It would be like saying we're going to preserve every piece of every story ever written," he says. "So I've become a little bit more comfortable with loss to some degree." Instead, the focus at The Strong has shifted towards a more holistic view of preserving videogame history. "Sometimes that means preserving the game, but sometimes it's as important to preserve the history of the player, the history of the emotional impact of that game. What did that mean for society at the time? What did it mean to produce that game?" Newman agrees: "There is a taken-for-granted assumption that, because play is so important, the object of preservation should be maintaining long-term playability. This makes perfect sense, but it is worth asking not only what we do, but also what we don't learn from playing games and whether there are other things we could and should be preserving as well." Nightdive Studios' The Thing remaster restored a PS2-era game that otherwise seemed lost. | Image credit: Nightdive Studios He gives the example of speedrunning communities and the way they approach and manipulate games in different ways. "What I would really want is an archive of performances that show all the different ways that a game can be played and played with," Newman says. "So a collection of video recordings of playthroughs would be extraordinarily valuable in helping us understand the meanings of games and play." "Essentially, my argument is that a move towards digital-only games encourages us to go back and rethink what we're actually trying to achieve and what materials will be most useful in the future," he continues. "My thought is that moving [away] from thinking about game preservation being focused around saving bitstreams allows us to think about creating collections of documents about games that can include insights from designers and developers, players, journalists, historians, academics, and so on." In terms of preserving both games and the stories around them, Dyson says fan communities are invaluable. "Game preservation is important not only because games are important, but because the act of preservation is an act of love, and it's something that has meaning in and of itself," he says. "That's one reason why fan communities have been so important throughout the whole history of game preservation, and why it's so necessary for institutions to work with fan communities." Kick thinks that in addition, developers and publishers should work more closely with communities who have been the champions of old games and "have done what they can with whatever limited resources they have to make them accessible again". He was particularly happy to see Bethesda hand out keys for The Elder Scrolls IV: Oblivion Remastered to the volunteer team behind the Skyblivion mod. "I think that's exactly what I'd like to see more of, and that's something that we do extensively on the Nightdive side. Whenever we have an opportunity to do a new game, the first thing we do is go and seek out the community that's made it playable to this point, and either consult with them, contract them, or, in some cases, even hire some of those team members." Dyson adds that fan communities also have an advantage over institutions in some ways. "Sometimes they have the freedom to do things that are maybe in grey areas," he says, referring to legally tricky subjects like emulation and file sharing. "I think everybody is definitely putting in way more effort these days to back up their stuff, which is great. It'll make our jobs easier as a studio that primarily focuses on remasters." Stephen Kick, Nightdive Studios "But the downside of fan communities is that they're not necessarily sustainable over the long run," he continues. "They start because someone loves something that was deeply meaningful to them. But what happens when that group ages out, when no one really cares about, say, text-based adventures of the early 1980s? That's where institutions play a role, and institutions hopefully have long-term stability." Ultimately, a joint effort is required among groups across the world. "Game preservation covers such a broad range of activities, has a wide array of different audiences and use cases and requires such a wide variety of skills, that we need to start thinking about it as a distributed effort," says Newman. "Different organisations will have different interests, knowledge and techniques, so we need to find ways of co-ordinating all that expertise so that people can learn from one another and things don’t fall through the cracks." Image credit: Square Enix Archiving the past But given Nintendo's recent move, are modern companies making game preservation harder? Are things getting better, or worse? "I think that the Nintendo example is a step back," says Kick. But he adds that he has cause for optimism elsewhere, citing the recent commitment by Square Enix, Sega, Capcom and Taito to archive development materials. "While that's really nice, it would have also been nice if they did this 20 years ago, right?" Kick laughs. "But that could be said for everybody. I think everybody is definitely putting in way more effort these days to back up their stuff, which is great. It'll make our jobs easier as a studio that primarily focuses on remasters." "There won't be that struggle, hopefully, to find source code and assets to create collections and that kind of stuff in the future." He adds that there's now a clear financial incentive for companies to do this thanks to the popularity of remasters. "Ten years ago, that definitely wasn't the case. I distinctly remember having many conversations with first parties about re-releasing their back catalogue and having the response be, 'Well, no one's going to buy that. Why would anyone want to play an old game?' The sentiment has definitely changed over the years in terms of remasters and rebuilding communities and reintroducing new and old players to established IP. It's much easier to sell and advertise something that already exists, as opposed to a new idea." Dyson agrees that companies are realising there's a commercial benefit to archiving their old materials, but notes that it's still a secondary commitment. "The overwhelming pressure on game companies is still to make money, and so preservation is always going to be a little bit of an afterthought, because it's never going to drive that same level of profit that a blockbuster new game will." Newman adds that although there are "definitely more developers and publishers who are actively archiving their work", not everything will be saved. "We're still figuring out what is important and what the scope of preservation should be. "For some people, the code is going to be crucial, but for others, the scrappy level design notes on a piece of paper, the PowerPoint document of the pitch presentation, the abandoned levels or character designs that never made it to release will be just as valuable. That is often the stuff that is most vulnerable and most likely to disappear," Newman continues. EA's remaster of the first two Command & Conquer games was exceptional, but was only a one-time deal based on recent history. Dyson argues that companies should have a plan in place detailing how each new game and the materials around it will be preserved for the next 50 or 100 years. "That would force companies to think about the long haul, and not just the immediate ease of digital access," he says. "I think the very act of thinking that through builds the commitment to game preservation in this wider sense: what does it mean to preserve the game, or the history of your company, or the impact this game had on players?" For his part, Kick would like to see more big game companies going back and showing some love to their older titles. "The Command and Conquer remaster that EA did was amazing," he says. "But it seemed like a flash in the pan. "They have such an extensive catalogue of stuff, I would have hoped that they would have seen that and gone, 'All right, well let's do Clive Barker's Undying next, or let's do a Bullfrog pack with Dungeon Keeper and Magic Carpet, and all the other wonderful games that they've done'," Kick continues. "That's what I would personally like to see more of: some of the big players doing it themselves."
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    Krafton posts "record-high quarterly sales performance" in Q1 2025
    Krafton posts "record-high quarterly sales performance" in Q1 2025 Attributes record results to PUBG IP expansion and InZOI Image credit: Inzoi Studio/Krafton News by Vikki Blake Contributor Published on April 29, 2025 Krafton has posted "a record-high quarterly sales performance" for the first quarter of 2015, attributing the record results to the expansion of its PUBG IP, the "strong debut" of InZOI, and Battlegrounds Mobile India's global growth, resulting in sales boosts of 41.6% quarter-over-quarter (QoQ), and 31.3% year-over-year (YoY). Operating profit has also jumped by 112.2% QoQ, and 47.3% YoY. The Sims-like social game inZOI, which launched in Early Access on March 28 and sold over one million copies in its first week, is now Krafton's fastest-selling title ever, with 85% of its sales coming from international markets which Krafton said "showcases [the company's] strength in creating a globally successful original IP." Battle royale stalwart PUBG has also "demonstrated its sustainability by surpassing 1.4 million concurrent users in March." The Korean firm added that looking ahead, it will "continue to enhance the player experience through collaborations with renowned artists and brands, new maps, and different game modes," as well as "broaden its player base and global presence by releasing new PUBG-based titles, including the extraction shooter Project Black Budget, the console-focused battle royale Project Valor, and the top-down tactical shooter PUBG: Bindspot." Krafton reported "record-breaking earnings" in 2024, with full-year revenue jumping 41.8% year-on-year to $1.85bn.
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    EA cuts another 200 jobs "in service of driving future growth", bringing total job losses to around 300
    EA cuts another 200 jobs "in service of driving future growth", bringing total job losses to around 300 "We are treating our people with care and respect throughout this process," EA says News by Vikki Blake Contributor Published on April 29, 2025 Electronic Arts has cut another 200 jobs, these redundancies coming on top of the 100 Respawn layoffs announced earlier today, April 29. IGN reports these wider cuts chiefly affect EA's Experiences team, which typical serves to support players in customer service, fan care, and marketing, although "other EA departments saw reductions as well." "As part of our continued focus on our long-term strategic priorities, we’ve made select changes within our organization that more effectively aligns teams and allocates resources in service of driving future growth," EA said in a statement. "We are treating our people with care and respect throughout this process, working to minimize impacts by helping affected employees explore new opportunities within the company when possible and providing support during the transition." Again, these layoffs come on top of the 100 or so staff impacted at Respawn, where two "early-stage" incubation projects have been cancelled and cuts made across its Apex Legends and Star Wars: Jedi teams. The EA-owned studio said it had been difficult to make "the decision to [...] make some targeted team adjustments across Apex Legends and Star Wars Jedi."
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    Respawn cancels two "early-stage" projects and cuts Apex Legends, Star Wars: Jedi teams, resulting in 100 layoffs
    Respawn cancels two "early-stage" projects and cuts Apex Legends, Star Wars: Jedi teams, resulting in 100 layoffs "These decisions aren’t easy, and we are deeply grateful to every teammate affected" Image credit: Respawn Entertainment News by Vikki Blake Contributor Published on April 29, 2025 Respawn has canceled two "early-stage" incubation projects and cut developers from its Apex Legends and Star Wars: Jedi teams, resulting in approximately 100 layoffs. The EA-owned studio said "the decision to step away from two early-stage incubation projects and make some targeted team adjustments across Apex Legends and Star Wars Jedi" was "difficult". EA would not confirm to the press precisely how many roles have been made redundant, but IGN suggests 100 or so individuals have been affected by the cuts employed in the development, QA, and publishing teams. "These decisions aren’t easy, and we are deeply grateful to every teammate affected - their creativity and contributions have helped build Respawn into what it is today," the statement added, confirming the company was "offering meaningful support to those impacted, including exploring new opportunities within EA." The post closed on thanking everyone "who has been part of [its] journey - past, present, and future," adding: "we carry your legacy with us into everything we create next." Back in October, when EA told investors Apex Legends "fell short of expectations" during Electronic Arts' otherwise record Q2 FY25, CEO Andrew Wilson pushed back against the idea of an "Apex 2.0" to fix its issues. It followed prior cuts in February 2024 that saw the company lay off approximately 5% of its employees, and 6% of its workforce one year prior. In the first four months of 2025 alone, 1800 developers have lost their jobs, with cuts and closures at Freejam, Splash Damage, Piranha Games, Jar of Sparks, Ubisoft, ProbablyMonsters, Iron Galaxy, Sumo Group, Liquid Sword, NetEase Games, Toast Interactive, Night School Studio, Striking Distance, Until Dawn remake developers, Ballistic Moon, and - most recently - Eidos Montréal, PlaySide, AppLovin, Nerial, and Reality Labs.
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    US teenager sues Roblox and Discord for allegedly "facilitating the sexual exploitation" of a minor
    US teenager sues Roblox and Discord for allegedly "facilitating the sexual exploitation" of a minor Roblox said it is "deeply committed to the safety and well-being of our community and protecting children" Image credit: Roblox News by Vikki Blake Contributor Published on April 29, 2025 A US teenager is suing Roblox and Discord for "severe injuries she suffered because of [the companies'] respective conduct in creating, designing, marketing, and distributing their mobile- and web-based applications." As reported by Polygon, the action - filed on April 21, 2025, by lawyers Anapol Weiss and Girard Sharp - alleges Roblox and Discord are "accountable for facilitating the sexual exploitation of Plaintiff, who was a minor at the time of the abuse and is now barely an adult." The anonymous girl said she was 12 when, with her father's consent, she began using Roblox. However, her parents later discovered "a child predator" had groomed the girl into identify, groom, and coerce Plaintiff into sending sexually explicit images and videos of herself." "The heinous acts against Plaintiff were committed by a dangerous child predator whose actions were possible only because of the egregiously tortious conduct of Defendants," court papers said. "Soon after Plaintiff was sexually exploited as the result of Defendants’ defectively designed apps, she became severely depressed and introverted," the lawyers claimed. "She refused to eat in the lunchroom, instead retreating to the quiet, isolated bathroom stalls. Her grades declined significantly, whereas they had previously been stellar. She had great friends and alienated herself from them." In all, the 18-year-old Floridian teenager is suing for fraudulent concealment and misrepresentation, negligent misrepresentation, general negligence, failure to warn, unreasonable design, negligent undertaking, and strict liability in design defect and failure to warn. In a statement to Polygon, Roblox said: "As a policy we cannot comment on pending litigation and will respond appropriately through the legal process. With that being said, Roblox is deeply committed to the safety and well-being of our community and protecting children is a top priority. "We invest significant resources in advanced technology, including robust filters and human moderation teams, to detect and address inappropriate content and behavior and do not allow image sharing on our platform. We will continue to evolve our safety practices to promote a secure and positive experience for everyone on our platform." Roblox is reportedly part of an active investigation being conducted by the US Securities and Exchange Commission. As we reported in February, a response to a Freedom of Information request filed by Bloomberg revealed that the firm was included in an investigation. However, the SEC could not share further details as it could cause "harm to the ongoing enforcement proceeding." Earlier this month, Roblox revealed it was updating its parental controls, adding three new features to improve child safety on the platform, including blocking other users, blocking games, and providing better insights for parents into what their children are playing.
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    How Two Point Studios stands out in the competitive management sim genre
    How Two Point Studios stands out in the competitive management sim genre Design director Ben Huskins discusses how it sets itself apart from other studios and the development of its latest title Two Point Museum Image credit: Two Point Studios Feature by Sophie McEvoy Staff Writer Published on April 29, 2025 Two games and a pandemic later, Two Point Studios recently released the next game in its management sim franchise – Two Point Museum. But in a climate filled with simulation titles across various genres, there's certainly a challenge in standing out. With that in mind, Two Point's design director Ben Huskins tells GamesIndustry.biz that "For us, there are a couple of things we do to differentiate the Two Point games from other management sims," he says. "Firstly, we absolutely lean into the fact that we don't take ourselves too seriously – we're not trying to simulate reality. This allows us to mix grounded elements with things that are much more wild and wonderful, and we can take as many liberties as we need to make something fun. "Our little people are packed full of personality and charm, and they're almost cartoonishly expressive in a way that simultaneously helps convey what's happening in the simulation and also offers those moments of comic relief." Personality is one way Two Point's games are distinguishable from its competitors, but the developer is still faced with the challenge of appealing to players who aren't familiar with previous games in the series. Ben Huskins, Two Point Studios Huskins explains that the team thinks about the different types of players that enjoy management sims, which include everyone from "manic managers" that want to control every detail to "decorators" that vibe with creativity and customisation. They also consider what fans want from the game and compare that to the needs of new players – it's all about maintaining a balance between familiarity and ease of access. "This is a way for us to test our decisions along the way – we're not being massively scientific about it," he notes. "There's a lot of overlap between these different groups and playstyles, but it's a useful thought experiment as we're designing each feature." The team tends to focus on the opening hours of the game to introduce core features, then focus on how they can add more gradually without overwhelming players. Huskins emphasises that first impressions mean everything, even for fans who are versed in how these games work. Two Point wants to subvert expectations with their games, while also keeping it familiar. "Ultimately, our goal is to make sure that a more advanced player can get to the depth of the game at a pace that's satisfying to them, but a more casual player doesn't feel overwhelmed," says Huskins. "It's a challenge, but it's something that's important to us. So we're keen to invest that time getting it right." "The other thing we focus on is 'accessible depth'. Management sims typically have a lot of complex systems, which always make it challenging to onboard new players without overwhelming them. With every feature we design, we think about how we can layer it on to introduce it to players, and how it will appeal to different playstyles. We're keen for anyone to be able to pick up our games and feel at home immediately, then gradually introduce them to the depth as the game progresses so that within a few hours they're spinning plates in a way that they never imagined." "We absolutely lean into the fact that we don't take ourselves too seriously" This translates to specific features within the settings of each game. For Museum, it's about exhibitions, expeditions, and making sure the museum runs efficiently. "[Accessible depth] was really useful as we were discussing our approach to decoration and customisation within Museum," explains Huskins. "We wanted it to be satisfying for creative players who may be focused on making an exhibition space look great, but at the same time serve a gameplay purpose that makes decoration engaging for players who are more focused on trying to make their museum more profitable or run more efficiently." As with any management sim, Two Point develops its games with a complex system that provides detailed control to players. To develop this sort of game system early on, Huskins says the team makes sure it has "iteration time" to focus on prototyping and experimentation early on before focusing on new features and mechanics. "Being able to play something, however rough and ready it is, allows us to start learning about what's working, what's not working, and what's resonating with us internally – iteration is key throughout development," he says. "If something isn't working, we're not afraid to redesign it. For important features, we'll build that iteration time into the plan as early as possible to make sure we give ourselves time to get it right." Two Point's focus on iteration can be seen in how the team has built each game in the series using the same base concept of a management sim, but also how it's differentiated them from each other. Not just in setting, but in the ways players interact with the game more broadly, to avoid simply reskinning what's come before. . "With each game we decide early on what the most important features are, and where we want to focus our attention," notes Huskins. "Everything is designed with those pillars in mind. We want each game to stand on its own, so it's important for us to find those unique hooks that differentiate it not only from our previous games, but also other games out there [in the same genre]." Image credit: Two Point Studios The unique hook this time around for Museums is expeditions – a feature where players send teams of staff off on treasure hunts to collect items and artefacts to place in exhibitions. "Right from the start, we knew the expedition system was going to be key to this game – that sense of exploration and discovery, and also having an increased focus on creativity and customisation," says Huskins. "As we designed the game, we kept going back to those high-level ideas to make sure everything reinforced those elements: creative freedom and that feeling of discovering." The exhibition system was inspired by the Speedy Recovery DLC for Two Point Hospital (sending teams of paramedics out to rescue patients) and the archaeology course in Two Point Campus (where students visit dig-sites and uncover ancient artefacts). "The combination of those two things became the seed of the idea that eventually turned into our expedition system," he clarifies. "We knew the expedition system was going to be one of the [main] features of the game, but also that it would require lots of experimentation. The first version was super primitive – you'd click a button, a progress bar would fill up, then a random exhibit would appear in your inventory. It was enough to get us going, and we kept adding more layers from there. "We ended up doing about 15 iterations of the expedition system, each one teaching us a bit more about what works best for the game and adding extra layers of strategy." Two Point has been making these games, which are interconnected and set in the fictional Two Point county, for nine years. "We want each game to stand on its own, so it's important for us to find those unique hooks" Each game has helped the next one improve, with Huskins emphasising that Museum wouldn't be the game it is without the learnings taken from Hospital and Campus. "Hospital taught us a lot, both from a development point of view and the design of the game itself," he explains. "We learned about how to make a sim game that's approachable, how to ease players into the game and gradually introduce them to deeper management mechanics as they progress. "Likewise, how to design a user interface for a sim game that keeps it friendly but gives people the level of control they want from a management sim." Speaking of particular lessons learned, Huskins recalls how the console version of Hospital launched 18 months after its PC debut in 2018. He emphasises it was a long gap, but it gave the studio "time to figure out how games should play with a controller" and that "those learnings have carried through to all the games since." With the baseline of Hospital, the team were able to flex their creative muscles on Campus – especially with player customisation. "Players had more freedom to design their own buildings, decorate inside and outside, lay down paths and terrain," describes Huskins. "This was a real stepping stone towards the expanded customisation tools in Museum." The difference in development for Campus was that it was mostly done remotely, as we previously discussed with the team during the making of Museum last November. They also had to contend with releasing the game across multiple platforms for the first time at launch. "That was a real challenge at the time, but an invaluable experience going forward," says Huskins. "Post-release we also dabbled in modding and user-generated content in Campus – this laid the groundwork for the modding we now have in Museum at release." "Museum is really the culmination of everything we've learned from Hospital and Campus. Much more freedom building and a massively expanded suite of creative tools. More management depth, taking the best bits from both games and evolving them to fit the gameplay of Museum. "Even the structure of the game has evolved, taking what we learned from the three-star system of Hospital and Campus and reimagining it as something more open-ended, less linear, and more about player choice." Huskins continued: "This felt like the right game to do that. We wanted players to grow attached to their museums, giving them reasons to return and making it feel worthwhile investing the time to design and refine the exhibition spaces. Staff feel more important than ever too, combining ideas from staff management of Hospital and with the student nurturing of Campus, and adding the perils of expedition." "We're keen to keep surprising players with each new game, so we might not do what people expect us to" Speaking of players, Huskins emphasises the importance of community feedback in inspiring and pushing the direction of each game. Player suggestions make it into each iteration, which in turns makes the title unique compared to the last. "We thrive on community feedback," he says. "There's a lot we've learned from both Hospital and Campus that we've been able to apply to Museum, both from a development point of view but also in terms of resonating with our players and what players want to see in our games. "We get a lot of great suggestions from the community, and some of those we've been able to incorporate into the existing games through free updates and DLC. But some we keep on the backlog of ideas for future games. In Museum, we've been able to include quite a few features requested for previous games, such as staff zoning and colour-customisable items. "Of course, we're also keen to keep surprising players with each new game, so we might not do what people expect us to."
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    Unity announces winners for its 2025 Humanity Grant
    Unity announces winners for its 2025 Humanity Grant Prize pool increased to $600,000, investment will support development of projects, building prototypes, and marketing and distribution Image credit: Unity News by Sophie McEvoy Staff Writer Published on April 29, 2025 Unity has announced the winners of its 2025 Unity for Humanity Grant, recognising the work of ten developers from nine countries. Winners will receive investment from the Unity Charitable Grant which has been increased to $600,000. Funding will support the development of projects, building working prototypes, as well as marketing and distribution. Submissions were chosen based on how they "address global challenges aligned with the UN Sustainable Development Goals" in addition to "vision, impact, inclusion, and viability". Split Studio, Boland Parwaz, and World Ocean Observatory were among the winners. Jubilee Studios received the most votes for its American Sign Language education app Small Talk ASL in the final round, and also received the Judges' Choice Award. There were three honorable mentions: Megapop for its coral reef builder Life Below, Birmingham City University for its multiplayer stroke rehab game ReelConnect, and Mr. iO Studios for its platformer Sami developed to improve mental health. Unity also introduced the Student Award category this year, recognising two projects – Belfast-based startup Rephobia and its VR exposure platform and RCareWorld by Cornell University's Emprise Lab. Here are the full list of winners for the 2025 Unity for Humanity Grant: Split Studio – Tekoha: A Tale Among the Stars Boland Parwaz – Dil ba Dil World Ocean Observatory – World Ocean Explorer: A Virtual Immersion Dopay Films – Sands of Time VR Jubilee Studios – Small Talk ASL app Benvision – Benvision: Melody Meets Mobility Cure Bionics – Prosthetics Beyond Borders XR Ireland – ImmErgenSim Rephobia Limited – Phobia EmPRISE Lab, Cornell University – RCareWorld
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    Russian government seizes former Wargaming studio Lesta for supporting Ukraine
    Russian government seizes former Wargaming studio Lesta for supporting Ukraine Lesta and Wargaming accused of "extremist activities" Image credit: Wargaming News by GamesIndustry.biz Staff Contributor Published on April 28, 2025 The Russian government has reportedly seized former Wargaming studio, Lesta Studios. President Putin's government seemingly "claimed" the entire Moscow-based company on April 17, 2025, on the grounds that former owner, Wargaming, supported Ukraine after Russia invaded the sovereign country in 2022, starting the "deadliest war on European soil in more than 70 years." Court papers obtained by RIA said there was a "statement of claim by the Deputy Prosecutor General of Russia to prohibit the activities of the association consisting of [Wargaming owner] V.V. Kisly and [Lesta founder] M.A. Khatazhaev and to transfer shares in the authorized capital of the defendants to the state." In a statement to VGC, Wargaming said: "Wargaming made a strategic exit from the Russian and Belarusian markets three years ago. The company disposed of its business in Russia and Belarus to the local management at zero cost and on a debt-free, cash-free basis, with no consideration to take it back. Wargaming doesn’t have any assets or business interests in Russia and Belarus." It's alleged the Russian prosecutor general’s office believe Khatazhaev and Kisly are part of an “association that carries out extremist activities.” Russia has also cited Wargaming's $1m fund-raising efforts as a reason for the seize and used propaganda purportedly showing Ukrainian soldiers playing Wargaming titles as evidence of this. Lesta Studios has since filed a complaint challenging the decision. Wargaming, the studio behind World of Tanks, fired creator director Sergey Burkatovskiy back in 2022 after he publicly supported Russia's invasion of Ukraine, when hundreds of its team were then based in the country's capital, Kyiv. Wargaming left Russia and Belarus later that same year. The company stated Burkatovskiy's opinion did "not reflect the position of the company."
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    Elden Ring tops 30 million sales worldwide | News-in-brief
    Elden Ring tops 30 million sales worldwide | News-in-brief FromSoftware's action-RPG sets new milestone, thanks players for "lasting devotion" News by Vikki Blake Contributor Published on April 28, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below: Elden Ring tops 30 million sales worldwide
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    Clair Obscur: Expedition 33 sells 1m copies in three days | News-in-brief
    Clair Obscur: Expedition 33 sells 1m copies in three days | News-in-brief Sandfall Interactive's turn-based RPG moved 500,000 units one day after launch Image credit: Sandfall Interactive News by Sophie McEvoy Staff Writer Published on April 28, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below: Clair Obscur: Expedition 33 sells 1m copies in three days
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    Blue Prince developer on defining genres, Steam Next Fest's impact, and the influence of Vagrant Story
    Blue Prince developer on defining genres, Steam Next Fest's impact, and the influence of Vagrant Story Dogubomb's Tonda Ros discusses the hit puzzle roguelite Image credit: Raw Fury Feature by Samuel Roberts Editorial Director Published on April 28, 2025 Blue Prince is one of 2025's first indie breakouts, and for good reason. This is a puzzle roguelite game brimming with mysteries – and by design, no two players are having an identical experience with the game. Players explore a manor called Mt Holly, and they 'build' the layout of the house as they go. Each time they open a door, they select a room type for what's behind it – like a kitchen, bedroom or dining room, among many others. They gradually assemble the manor on a vast grid, searching for items and currency along the way that'll help prolong their journey before the protagonist, Simon, calls it a day when he's tired out. The twist is, the layout of the manor is always different the next day. There's no telling which combination of rooms will come up when Simon begins exploring anew. The goal is to reach a mysterious 46th room, the clues to which are left to the player to find and figure out. Each day is fraught with potential failures: dead end rooms that bring a run screeching to a halt, for example, or too many locked doors without enough keys. In contrast, success can be measured by players finding a room type they've never seen before, a vital piece of information that enables progress, or one of several permanent unlocks that makes exploring the manor a touch easier. The randomness of which rooms and items come up – the RNG, as it were – is a key factor of why players love it. It's perhaps its undoing for other, less patient players. There's no better conversation starter of a game in 2025, as players compare notes on the extremely granular details that could make or break a day of exploring Mt. Holly. Classifying it in terms of genre is strangely tricky. "Those mechanics came entirely from the world of tabletop and card games" Tonda Ros For first-time developer Tonda Ros of Dogubomb, who worked on the game for more than eight years, even calling it a 'puzzle roguelite' comes with a lot of baggage. "I find it nearly impossible to describe Blue Prince in genre terms because there are so many built-in preconceptions about each of these terms," Ros tells GamesIndustry.biz. "On one hand, I think it's important that these structures are challenged. Developers shouldn’t feel pressured to include elements in their game just because they are expected in their genre. "A lot of people talk about Blue Prince as a roguelite, but I had never played a roguelite when I created the game, so for me, those mechanics came entirely from the world of tabletop and card games." Image credit: Raw Fury It's not just tabletop games that inspired Blue Prince – one section of a cult favourite Squaresoft RPG on the original PlayStation helped form the germ of its core idea. "Over the years, I've played a lot of tile placement games, like Carcassonne, Saboteur, Labyrinth, and Seafarers of Catan, which is my personal favourite," Ros says. "But, funnily enough, I think it was during a playthrough of Vagrant Story, exploring the Snowfly forest, that I remember that first seed of the idea sprouting. In a lot of ways, that area is similar to the original Zelda's layout and navigational forest puzzle." The Snowfly forest in Vagrant Story is a labyrinth, and still a section that fans complain about on Reddit long after its release. Players can get through it faster if they know exactly where the different routes connect, but navigating it with no guidance is not for the faint of heart. Ros never had to pitch Blue Prince to publishers, and only approached them once the full game was playable. In an email, he attached some "attractive key art" and offered an invitation to try it out – publisher Raw Fury signed the game. "I always felt strongly that it was a game that speaks for itself." Despite there being clear influences on Blue Prince, Ros says he "got really lucky" in how the game ultimately came together. "I took a lot of disparate ideas for projects I had been working on and combined them all, and found a lot of cool synergy and design interaction that let the game blossom in an original way. "We are currently in the golden age of indies, and so many people only play AAA games. They are missing out on so many of the best experiences in this medium." Tonda Ros "I say 'lucky' because I'm not sure if that process would have a very high success rate if I tried to replicate it. However, I do feel that a lot of game developers should get a little more bold with combining ingredients that don’t normally go together. I think projects are always more interesting when they take chances and explore new territory." It's not unusual for a puzzle-oriented game to take off and find an audience, but the sheer amount of conversation (and guides articles on major websites) that Blue Prince has created is much rarer. "I think there's a lot to be said for evangelising thinky games as I think there are a lot of stigmas and misconceptions with puzzles in general, and I would love it if more people went outside of their comfort zone and tried some of the more critically acclaimed titles," says Ros when asked about the challenges of getting players to pick up puzzle games versus titles in other genres. "I think the same can be said for indie games as well. We are currently in the golden age of indies, and so many people only play AAA games. They are missing out on so many of the best experiences in this medium." Discovering Blue Prince Blue Prince was one of the demo highlights of June 2024's Steam Next Fest, giving players a generous four days to explore Mt. Holly, but Ros wasn't too fixated on the impact of it from a marketing perspective. "I had never heard of Steam Next Fest before they told me about it, but I have come to understand that it is one of the most impactful things for reaching a wider audience. But to be honest, I mostly ignore metrics and marketing and just let my partners at Raw Fury handle that while I work on the game." He found releasing such an expansive demo for Blue Prince benefitted development of the game more directly, however. "Having thousands of people play the demo certainly helps us to find a lot of corner case bugs that had been overlooked. In a game like Blue Prince, where there are so many different permutations of room and item effects, there are just too many combinations to test on our own." Image credit: Raw Fury Other factors have helped players discover Blue Prince. It's the second highest-reviewed game of the year so far, according to Metacritic. It also launched on both Game Pass and the Premium tier of PlayStation Plus, galvanising the number of people playing the game out of the gates – though it debuted strongly in sales on Steam, too. "As a designer I don’t really consider the technical benefits of platforms, so much as I consider Game Pass and Playstation Plus a fantastic opportunity to provide a large number of players an opportunity to discover and play the game," Ros says. "I feel the exact same way about accessibility features. We need to figure out ways to lower barriers that might prevent people from being able to experience art. This is something I strongly believe in." Getting players to find Mt. Holly hasn't been a problem for Dogubomb, then. Figuring out where they go once they're inside there, of course, is another story. "The game is designed from top to bottom for the curious," says Ros when asked how he ensured players don't get too lost in the ever-changing manor. "I think if you find it fun to explore, theorise, and experiment, then there's not too much of a risk of just dropping a player into the world without explaining things. I believe those types of players will have a lot of fun figuring out how the world works."
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    Thatgamecompany launches game jam focused on 'emotionally impactful' projects with Coreblazer
    Thatgamecompany launches game jam focused on 'emotionally impactful' projects with Coreblazer The game jam invites developers around the world to participate, with a $4,000 grand prize Image credit: thatgamecompany and coreblazer News by Samuel Roberts Editorial Director Published on April 28, 2025 Sky: Children of the Light and Journey developer Thatgamecompany has launched a game jam with games investment initiative Coreblazer, themed around projects that create an emotional impact. A $4,000 prize will be available for the 'Best Overall' game category, with $2,000 prizes available for each of the Best Visual Design, Best Gameplay and the Community's Voice Award categories respectively. Developers worldwide are invited to participate. The organisers say developers of all skill levels are invited to take part, with the goal being to create games influenced by Thatgamecompany's 'signature style', which it defines as universally accessible, deeply emotional, and designed to be played by people of all ages. The game jam kicks off today, with the finalists judging panel featuring Thatgamecompany co-founder and creative director Jenova Chen, director emeritus of the USC Games program Tracy Fullerton, and Hypergryph (which operates Coreblazer) co-founder and creative director Light Zhong, among others. "This first game jam for us is a way for us to reconnect with our roots and continue to keep pushing the boundaries of emotional depth and interactive storytelling," Chen tells GamesIndustry.biz. "Cloud, a student project we created from our USC days, was the spark that ultimately led to founding TGC. Even now, as an independent studio, we’re inspired by the creativity in the indie game space – whether it's a small, intimate project like Cloud to a project as ambitious and expansive as Journey and Sky: Children of the Light." As for the Coreblazer part of the equation, Chen says the collaboration on this game jam made sense for a few reasons. "Partnering with Coreblazer felt like a natural fit. As developers themselves, they’re one of the few active investors who truly champion indie developers, and we share a strong, deep belief in the power of creative, heartfelt games." "For us, this game jam is about championing original voices and bold ideas – just as we were once encouraged to find our own," says Hypergryph's Light Zhong. Hypergryph is the publisher behind successful tower defence game Arknights, and Coreblazer's portfolio includes games like 2023's RPG Eternights. "Like many others at Hypergryph, I grew up inspired by the indie games and communities that came before us, and eventually started making indie games, doujin projects, and other creative works during my university years," Zhong says. "That journey shaped our pursuit of originality and artistic expression, paving the way for the creation of Arknights and everything that followed." Zhong calls the game jam "a convergence of shared ideals" for both companies. For Chen, the game jam is the first time Thatgamecompany has done anything like this. "It's actually our first time hosting a game jam," he says. "We're really excited. Compared to when we first started, we now have more resources and a broader reach, and we see this as the beginning of a broader effort to support, uplift, and spotlight developers who share our vision for emotional depth and innovations in video games, accessible for [all]." The visibility potential for participants is significant, with finalists and winners spotlighted via Thatgamecompany and Coreblazer's press and social channels. Industry partners may also choose to share certain projects, according to Chen, and winning games will be showcased in booths at Coreblazer Game Fest 2025 in Shanghai, an indie developer-focused event. Chen also says that while they can't promise every submission will get feedback, it "definitely" won't be limited to just finalists. "In addition to our panel of renowned industry judges, we'll be sharing submissions with various industry partners who may offer feedback or choose to spotlight projects that resonate with them," Chen says. "Our teams at Thatgamecompany and Coreblazer will also be actively involved in reviewing entries and will do our best to provide constructive insights wherever possible. We see this not just as a competition, but as an opportunity to connect, share ideas, and help support the growth of promising creators." Zhong sees the game jam as an extension of the work Coreblazer is already doing in the indie space, which started a few years ago as Hypergryph explored ways to build on its support of developers through funding, events, and student game awards. For those familiar with Thatgamecompany and the very specific emotional frequency of its games, the theme of the game jam will make total sense. "Since the beginning, our philosophy at Thatgamecompany has always been to expand the emotional range of what games can evoke," Chen says. "Most mainstream titles tend to focus on emotions like aggression or adrenaline – feelings tied to conflict and achievements. But as human beings, we crave and experience much wider emotions. Throughout history, these emotional needs are fulfilled via various mediums as technology enables them. We laughed and cried to poetries, paintings, music, theaters and films. Chen continues: "For every medium before video games, we can find amazing experiences that are powerful and safe to share with both children and parents. Games, as a medium, are still just beginning to tap into and explore that same emotional depth and universal accessibility." The theme of the game jam, then, circles back to those beliefs at the studio. "For us, 'emotionally impactful' means any game that dares to explore those untapped feelings — connection, vulnerability.... If a game can make someone feel something unexpected or deeply human, then it’s already helping to push the medium forward." Find out more about the game jam, including submission dates, on the relevant itch page. Winners will be announced in July.
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    The Elder Scrolls 4: Oblivion Remastered reaches 4m players | News-in-brief
    The Elder Scrolls 4: Oblivion Remastered reaches 4m players | News-in-brief Virtuos and Bethesda Game Studios' remaster of 2006 game launched on April 22, 2025 Image credit: Bethesda Game Studios News by Sophie McEvoy Staff Writer Published on April 28, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below: The Elder Scrolls 4: Oblivion Remastered reaches 4m players
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    NetEase executive Simon Zhu steps down from role
    NetEase executive Simon Zhu steps down from role Vice president of corporate development Ken Li will take over the position Image credit: NetEase News by Sophie McEvoy Staff Writer Published on April 28, 2025 NetEase president for global investments and partnership Simon Zhu has stepped down from his role. Zhu announced the news on LinkedIn last Friday (April 25), after working at the Chinese publisher for 12 years. "After 12 incredible years at NetEase, I'm closing this chapter with the same passion that has driven me from day one," wrote Zhu. "To developers, leaders, colleagues, and partners who placed their trust in me all these years: thank you [...] NetEase was my launchpad; the best is yet to come for all." Vice president of corporate development Ken Li will take over the role. Li also oversaw NetEase's partnership with Blizzard. "Since joining NetEase in 2003, Ken has shaped Fantasy Westward Journey as its marketing director, led our 15-year Blizzard partnership, and driven Blizzard product lines as a true gaming visionary," Zhu added. "I'm confident his leadership will guide the team to new heights, serving developers and studios with excellence. First Party Studios' game development will be on-going under CEO William Ding's guidance." As reported by Bloomberg, Zhu is one of few recent executive departures at NetEase. President of worldwide publishing for PC and console Matthew Weissinger left in March 2025, followed by marketing manager of mobile games Matthew Liu this month. "We sincerely thank them for their contributions and wish all the best in future endeavours," a spokesperson for NetEase said. "These personnel changes do not represent a change in NetEase's global strategy; we remain fully committed to expanding and advancing our games and products worldwide." In February 2025, two NetEase-backed studios faced waves of layoffs. An unknown number of employees were made redundant at a US support studio for Marvel Rivals due to "organisational reasons". Liquid Swords also reduced its workforce as "part of an effort to scale back operations and adapt to current business conditions."
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