• Wholesome Direct 2025 - everything announced at this year's cosy indie showcase

    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase
    Big hops! Discount shops! Spooky pups! More!

    Image credit: Eurogamer

    Feature

    by Matt Wales
    News Reporter

    Published on June 7, 2025

    If you're the sort who just can't seem to resist the soothing rhythms of turnip planting and interior design, you've come to the right place. This year's Wholesome Direct - which marks the fifth anniversary of the showcase - has now aired, unleashing a fresh wave of cosy games to stick on your wishlists. We've got vending machine management, adorable puppies on spooking adventures, cheese-based puzzling, geckos, goats, seasonal cemetery exploration, and a whole lot more. So if that sounds like it might help sate your idyllic yearning, read on for all the big announcements from Wholesome Direct 2025. And for more indies, you can check out our round-up of this year's Day of the Devs showcase elsewhere.

    Leaf Blower Co.

    Leaf Blower Co. trailer.Watch on YouTube

    Ever wished your PowerWash Simulator had a little less splosh and a little more whoosh? That seems to be the starting point for developer Lift Games' Leaf Blower Co., a game about making the untidy tidy come rain, snow, or shine, one mechanised gust at a time. It's got a story mode plus a variety to locations waiting to be blown debris-free, and if that appeals, a demo's available now on Steam ahead of its release later this year.

    Instants

    Instants trailer.Watch on YouTube

    Instants is a creativity themed puzzler about the intoxicating pleasures of obsessive scrapbooking. It sees players attempting to sort images into chronological order and then assembling them into a scrapbook to reveal a "heartwarming" story inspired by the way family history can be passed down using pictures. It's developed by Endflame and launches today on PC, and Switch.

    Story of Seasons: Grand Bazaar

    Story of Seasons: Grand Bazaar trailer.Watch on YouTube

    Stardew Valley might be the face of farming sims these days, but the grandaddy of the genre - Story of Season- never went away, and another entry in the venerable series is looming. Grand Bazaar is actually a remake of 2011 DS game Harvest Moon: Grand Bazaar, and it's got pretty much everything you'd expect from these kind of things - including turnips to fondle, animals to rear, and locals to dazzle with your impressive root vegetable collection. The main twist is you'll be selling all this yourself by setting up shop in the titular bazar. And if that sounds like something you'd enjoy, it launches for Switch, Switch 2, and Steam on 27th August.

    Gourdlets Together

    Gourdlets Together trailer.Watch on YouTube

    Perhaps you're already a fan of last year's Gourdlets or perhaps you're completely new to its vegetable-themed low-stakes thrills. Either way, there'll soon be a new way to play, thanks to developer AuntyGames' Gourdlets Together. Essentially, it takes the laid-back village-building vibes of the original, slings in a bit of a fishing focus - where earnings can be spent on upgrades or accessories to decorate your island home - then lets you do it while hanging out with friends online. Gourdlets Together launches on PC later this year.

    Luma Island

    Luma Island trailer.Watch on YouTube

    Don't think we're done with the farming sims yet - not by a long shot! Luma Island launched last year, offering an attractive mix of crop whispering, profession-specific activities, creature collecting, exploration, and puzzle-y dungeoneering. And come 20th June, it'll be getting just a little be more swashbuckling, thanks to its free Pirates update, introducing a new profession, new Lumas, new outfits, and a pirate cove filled with mini-games, temples, traps, and treasures. It'll also bring a range of different difficulty modes to suit players of all tastes.

    Is This Seat Taken?

    Is This Seat Taken? trailer.Watch on YouTube

    Think you're a dab hand at the old 'awkward family gathering' seating plan challenge? Well then, this might just be the game for you. In Poti Poti Studio's "cosy, silly, and relatable" logic puzzler Is This Seat Taken?, the goal is to satisfy the demands of a particularly fussy group of chair occupiers to find the perfect spot that'll keep everyone happy - be they on the bus, at the park, or in the office. It's coming to Steam, Switch, iOS, and Android this August, and a Steam demo's out now.

    MakeRoom

    MakeRoom trailer.Watch on YouTube

    Here's one for the aesthetic tinkerers and furnishing fetishists out there. MakeRoom, from developer Kenney, sees players decorating a series of miniature dioramas - from cosy indoor retreats to camper vans and even forests - to fulfil the requests of adorable NPCs. You might, for instance, be tasked with creating the perfect room for cats, or a suitably moody hideout for a vampire. Then it's simply a matter of hanging drapes, plopping down plants, and even crafting furniture to bring these spaces to life and satisfy your clients' whims. It all sounds very much like Animal Crossing's weirdly compelling Happy Home Paradise expansion, so if it's more of that sort of thing you want, MakeRoom comes to Steam on 7th August.

    Ambroise Niflette & the Gleaned Bell

    Ambroise Niflette & the Gleaned Bell trailer.Watch on YouTube

    The apple bell - whatever an apple bell is - has been stolen, but luckily for apple bell lovers everywhere, renowned detective Ambroise Niflette is on the case. Over the course of Topotes Studio's investigatory adventure, Ambroise - and players - will roam the village of Touvoir, interrogating its inhabitants and searching for secrets, all while using a notebook of steadily amassing leads to reveal contradictions and unmask the culprit. It all sounds perfectly lovely, but the real draw is the delightful art style, which is heavily inspired by miniatures and stop motion. Ambroise Niflette & the Gleaned Bell is eventually set to launch on Steam, but first there's a Kickstarter, which is underway now.

    Let's Build a Dungeon

    Let's Build a Dungeon trailer.Watch on YouTube

    First there was Let's Build a Zoo, and now comes Let's Build a Dungeon. But while developer Springloaded kept its focus pretty tight for its debut release, Let's Build a Dungeon goes broad; not only is it a playable RPG creator where you can rustle up your own worlds and quests, it's also claiming to be an entire games industry sim too, where you'll need to manage all the malarky around releasing your game - from attracting funding right through to making a profit at the other end of the process. But if all that sounds too stressful, Springloaded has confirmed - as part of its latest showing - there'll be a cosy sandbox Build Mode too. There's still no release date for Let's Build a Dungeon yet, but it's heading to Steam, Xbox One, and Xbox Series X/S.

    Squeakross: Home Squeak Home

    Squeakross: Home Squeak Home trailer.Watch on YouTube

    What do you get if you cross adorable mice with classic grid-filling puzzler Picross? Well, this thing, obviously. Squeakross: Home Squeak Home is the work of developer Alblune, and it adds its own twist to the familiar logic-testing formula by introducing a home decorating element. The idea is each puzzle corresponds to an unlockable bit of decor - including furniture, accessories, and stickers - so you'll slowly amass new furnishings and trimmings as you give your brain a work out. Is there an in-game lore reason why puzzles equals furniture? Who knows! We'll soon find out, though, given Squeakross launches for Switch and PCtoday.

    Monument Valley 3

    Monument Valley 3 trailer.Watch on YouTube

    Ustwo Games' perspective shifting puzzle series Monument Valley has been a big old hit, amassing tens of millions of downloads since its iOS debut back in 2014 - so it wasn't a huge surprise when a third entry showed up on mobile last year. Initially, however, it was locked behind a Netflix subscription, but Monument Valley 3 - which we quite liked despite it offering little meaningful evolution for the series - is finally spreading its wings later this year. As announced during today's Wholesome Direct, it's coming to Steam, Switch, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on 22nd July.

    Big Hops

    Big Hops trailer.Watch on YouTube

    If you immediately thought bunnies, you're wrong. Big Hops is, in fact, a frog-themed action platformer, in which players attempt to help the titular Hop find his way home. Each world he visits on his adventure promises its own self-contained story - involving everything from mountain cultists to desert ne'erdowells - all interspersed with plenty of agile platform action. You can grapple across gaps, hoist levers, rotate wheels, even pick locks - all using your tongue - and it's accompanied by some veggie-based gameplay that lets players introduce the likes of climbable vines and mushroom-based bounce pads into levels. Big Hops is currently raising funds via Kickstarter and a Steam demo's out now.

    Little Kitty, Big City

    Little Kitty, Big City trailer.Watch on YouTube

    Here's quicky for you. Little Kitty, Big City - the feline-focused open-world adventure from Double Dagger Studio - is getting a little bigger. That's thanks to a free content update coming to all platforms this "summer", promising new story content, a new neighbourhood to explore, and new oddball characters to befriend. That's alongside a new cat customisation feature for you creative sorts out there.

    Vending Dokan!: Kozy Kiosk

    Vending Dokan!: Kozy Kiosk trailer.Watch on YouTube

    What's in a name? Well, pretty much everything in this case. Aftabi Games' Vending Dokan!: Kozy Kiosk is, just as it sounds, a cosy, laidback game about managing your own vending machine empire. You'll choose where your machines go and what they sell, and hire staff to ensure they stay stocked, clean, and in working order. There's a heavy customisation element too, as you're free to decorate the areas surrounding your vending machines in order to attract new customers. Kozy Kiosk is officially referred to as an "idle simulation", and can be played both actively and passively. And if that appeals, it launches for Steam today.

    Winter Burrow

    Winter Burrow trailer.Watch on YouTube

    Developer Pine Creek Games' "woodland survival game" Winter Burrow was unveiled during December's Wholesome Direct, but it's back to announce it's now coming to Switch. If you missed its original reveal, Winter Burrow casts you as a mouse who's attempting to fix up their burrow and turn it into a toasty retreat from the cold. That requires exploring the snow-covered world outside, gathering resources, crafting tools, building things, making friends, baking pies, and more. Winter Burrow launches next year and will be available for Steam, Xbox One, Xbox Series X/S, and Switch.

    Tales of the Shire: A Lord of the Rings Game

    Tales of the Shire trailer.Watch on YouTube

    After multiple delays, cosy hobbit life sim Tales of the Shire is almost upon us, and developer Wētā Workshop is readying for its arrival with a brand-new trailer. It's been described as a game about "finding joy in the small moments", and features all the usual life sim activities - fishing, cooking, gathering, decorating, merrymaking - with a bit of a Lord of the Rings twist. So yes, you CAN decorate your hobbit's hole. Tales of the Shire launches for Switch, PlayStation, Xbox, and PC on 29th July.

    Haunted Paws

    Haunted Paws trailer.Watch on YouTube

    If your interests lie at the intersection of spooky mansions and adorable pups, prepare to have your day made. In developer LazyFlock's supernatural adventure Haunted Paws, players - either solo or with a friend - control two bravepuppies as they explore a creepy old house in search of their human, who's been kidnapped by sinister forces. It promises puzzles, lighthearted spookiness, and even a few emotional bits. There's no release date for Haunted Paws yet, but it's coming to Steam.

    The Guardian of Nature

    The Guardian of Nature trailer.Watch on YouTube

    This wholesome, hand-drawn puzzle adventure from Inlusio Interactive is all about the interconnectedness of nature, and sees players embarking on a botanical journey as the lovably be-hatted Henry. Not only does Henry know his stuff about the natural world, he's also able to change his size, meaning players can explore both above and below ground as they solve puzzles to assist nature. The Guardian of Nature launches into Steam early access today, and it's coming to Switch, Xbox, iOS, and Android too.

    Everdeep Aurora

    Everdeep Aurora trailer.Watch on YouTube

    If you've ever thought Dig Dug would be improved if its protagonist was a cat, Everdeep Aurora might be the game for you. It follows the apocalyptic adventures of a kitten named Shell as she explores subterranean depths in search of her mother. You'll obliterate blocks, do some platforming, play mini-games, and converse with peculiar characters as you investigate the dark secrets buried below, all without a hint of combat. Its limited-colour pixel art looks wonderful, and it's coming to Steam and Switch on 10th July.

    Seasonala Cemetery

    Seasonala Cemetery trailer.Watch on YouTube

    From the creators of A Mortician's Tale, the "meditative" Seasonala Cemetery is a "peaceful but poignant reflection on life and death". It's set in an expansive, living cemetery that changes dynamically based on your system's time and date. The summer, for instance, might see the world bustling with vibrant life, while the winter brings quiet and snow. You can interact with NPCs and animals, rummage through nature, learn the history of the nearby city through its gravestones, or simply relax to its ambient sounds. Seasonala Cemetery is out today on Steam and itch.io, and is completely free.

    Camper Van: Make it Home

    Camper Van: Make it Home trailer.Watch on YouTube

    One ofseveral camper-van-themed games currently in the works, developer Malpata Studio's Make it Home is a pretty self-explanatory thing. You've got a camper van to make your own as it journey across beautiful, idyllic landscapes. Part of your goal is to solve organisational puzzles, but there's laidback interior design too. Camper Van: Make it Home is available today, alongside a demo, on Steam.

    Lynked: Banner of the Spark

    Lynked: Banner of the Spark trailer.Watch on YouTube

    FuzzyBot's Lynked: Banner of the Spark is a cheerily colourful action-RPG, that's part sci-fi roguelike, part relaxed life sim. At its most peaceful, you'll farm, fish, gather materials, and build your base with help from your robot pals, but that's all in service of its more frenetic hack-and-slash action. When you're ready for some proper adventure, you can brave the wilds, battle evil robot forces with a large arsenal of weapons, and search for helpful bots to bring back home. Lynked is already available on Steam, but it's coming to PS5 and Xbox Series X/S too.

    Omelet You Cook

    Omelet You Cook trailer.Watch on YouTube

    In this chaotic cooking roguelike from SchuBox Games, you're tasked with creating the perfect omelettes to satisfy your customers' increasingly peculiar demands. That involves combining ingredients as they fly by on a conveyor belt, from the relatively mundane to the rather more dubious, in the hope of earning enough money to increase your provisions, add useful relics to your pantry, and, hopefully, please the fearsome Principal Clucker. It all looks wonderfully ridiculous, and it launches on Steam today.

    Milano's Odd Job Collection

    Milano's Odd Job Collection trailer.Watch on YouTube

    Milano's Odd Job Collectionis coming to the west for the very first time. It follows the adventures of 11-year-old Milano as she's left to her own devices over the summer. Free to do as she pleases, she embarks on a range of odd job - from pizza delivery to milking flying cows - in order to make money and have fun. Milano's Odd Job Collection, from developer Westone, is coming to Switch, PlayStation, Xbox, and PC later this year.

    Fireseide Feelings

    Fireseide Feelings trailer.Watch on YouTube

    If you've got something to get off your chest, what better place to do it than by a roaring fire in a cosy forest glade? Fireside Feelings is described as a "mental wellness experience" promoting empathy, connection, and positivity between players. Situated cosily in your customisable camp, you're able to answer questions on a range of topics, taking part in conversations between people "separated in space and time". Conversations aren't live, and there's no direct interaction with others, but the goal, according to developer Team Empreintes, is to "share experiences, express your emotions, and be a part of a caring community". It launches today on Steam.

    All Will Rise

    All Will Rise trailer.Watch on YouTube

    Well here's something you don't see every day. All Will Rise is a "narrative courtroom deck-builder", in which you and your team take a corrupt billionaire to court, accusing them of a river's murder. That involves accumulating cards and using them to engage in conversation battles, attempting to charm, intimidate and manipulate those you meet around the vibrant city of Muziris. "Obey a dead river god's summons - or defy them," developer Speculative Agency explains. "Pass information to violent ecoterrorists - or maintain your pacifist ideals. Convince a corporate stooge to testify for you - or blackmail him with sensitive information. Your choices will determine thefate." All Will Rise is currently crowdfunding, but it's aiming to launch on Xbox, PlayStation, Switch, and Steam.

    Gecko Gods

    Gecko Gods trailer.Watch on YouTube

    It's hard to go wrong with a gecko, which immediately gives developer Inresin's Gecko Gods a bit of an advantage. What we've got here is a "serene lizard-sized puzzle-platformer" set on a beautiful archipelago, in which its tiny protagonist clambers across forgotten ruins, solving puzzles as they go. There are secrets of a lost civilisation to uncover, hidden paths, and more, all of which you'll be able to explore for yourself when Gecko Gods launches for Switch, PS5, and Steam later this year. But if you're an impatient sort, a Steam demo is available now.

    One Move Away

    One Move Away trailer.Watch on YouTube

    If you quite fancied the idea of Unpacking, but thought it had far too much 'taking stuff out of things' for its own good, you might enjoy Ramage Games' One Move Away, which is basically the inverse experience. Here, you play as three different characters, starting with a young girl in the 1980s, gradually learning more about them as you pack their belongings away ready for another chapter in their intertwining lives. All this plays out in first-person across 20 levels, and if that takes your fancy, a Steam demo's out now ahead of a full launch on PS5, Xbox Series X/S, and PC.

    Heidi's Legacy: Mountains Calling

    Heidi's Legacy trailer.Watch on YouTube

    As you've probably already guessed, Heidi's Legacy: Mountains Calling takes inspiration from the classic children's stories. Which is why it's something of a surprise to learn its protagonist is called Adèle. Regardless, this is a game of grumpy old men, goat management, and alpine wandering, where you'll explore the beautiful countryside with your bleating pals, foraging for herbs, mushrooms, and more in a bid to help the nearby village. You can unlock abilities that open up more of the world, and chat to the locals in branching conversations'll that impact their lives. And as for those goats, they can provide milk, cheese, and wool. "Will you embrace slow living," asks developer Humble Reeds, "or push for bolder change?". Heidi's Legacy is coming to PC "soon".

    Hotel Galatic

    Hotel Galatic trailer.Watch on YouTube

    In Hotel Galactic, you're responsible for the running of a modular hotel on a strange cosmic island, which you'll customise and optimise in order to provide guests with the perfect stay. There are resources to manage, a workforce to build, and more, as you cater to the demands of your ever-growing colony, all with assistance from your ghostly Grandpa Gustav. There's a bit more to it than that, though, and the whole thing's framed by a tale of love and vengeance that's conveyed through some lovely anime-inspired art and animation. Hotel Galactic launches into Steam early access on 24th July, with consoles to follow, and a demo's available now.

    Out and About

    Out and About trailer.Watch on YouTube

    If it's serene forest meandering you're after, then look no further than Yaldi Games' Out and About. It's a "cosy foraging adventure" focused on exploring nature and identifying real-life plants and fungi. You'll cook recipes, make herbal remedies, and help rebuild your community after a devastating storm, all while hopefully learning a bit of botanical knowledge you can take out into the real-world. Out and About looks to be aiming for a 2025 release on PC, with a console launch to follow. And if it's piqued your curiosity, you can test out a Steam demo now.

    Discounty

    Discounty trailer.Watch on YouTube

    Forget the farm life; how about managing your own discount supermarket in a small harbour town? That's the premise of Discounty from Crinkle Cut Games, which sees you designing and organising your shop, managing stock levels, working the checkout, and striking trade deals. You'll make friends, navigate local drama, and expand your empire, but that doesn't mean you have to play nice. After all, can you really become filthy rich without making a few lifelong enemies along the way? Discounty launches for Switch, PlayStation, Xbox, and PC on 21st August and, yup, a demo's available now on Steam.

    Islanders: New Shores

    Islanders: New Shores trailer.Watch on YouTube

    We're big fans of developer GrizzlyGames' minimalist city builder Islanders around these parts, so news publisher Coatsink was developing a sequel earlier this year came as a pleasant surprise. It is, if you're unfamiliar, a game about attempting to squeeze as much onto a procedurally generated island as possible, maximising building synergies and minimising penalties to get the highest score. New Shores sounds like a gentle finessing of the formula, rather than a radical reinvention - it's got a sandbox mode as well as a high score mode now, alongside new power-ups called "boons" - but that's okay. The big news is it now has a release date and is coming to Switch, PlayStation, Xbox, and Steam on 10th July.

    Collector's Cove

    Collector's Cove trailer.Watch on YouTube

    VoodooDuck's Collector's Cove might be yet another farming game, but it does at least have a unique twist. For starters, your farm is on a boat endlessly sailing the oceans AND it's powered by an adorable sea monster who you'll need to forge a bond with. As you set out on a tranquil adventure across the water, you'll farm, fish, craft, and personalise your surroundings, sometimes stopping off at passing islands to catalogue their unique flora. Collector's Cove doesn't have a release date yet, but it's coming to PC and a Steam demo's available now.

    Town to City

    Town to City trailer.Watch on YouTube

    Fans of minimalist railway game Station to Station might want to pay attention here. Town to City is developer Galaxy Grove's follow-up to that earlier puzzler, sporting a similar voxel art aesthetic and vibe. This time around, you're charged with building quaint picturesque towns by placing shops, houses, amenities, decorations, and more - all in a bid to please your residents and encourage more to move in. Eventually, you'll have multiple towns under your care, helping the whole region grow and thrive. Town to City doesn't have a release date yet, but you can play a demo on Steam.

    Fishbowl

    Fishbowl trailer.Watch on YouTube

    And finally for the big, non-montage reveals, it's Fishbowl, a coming-of-age tale told over the course of a month. Developer imissmyfriends.studio describes it as a "warm and cozy story about living in isolation, nurturing friendships and understanding grief", and it's all focused on 21-year-old video editor Alo as she works from home while mourning her grandmother. As the days tick by, you'll video call loved ones, work to assemble videos, do care tasks, and solve puzzles to unpack your grandmother's belongings - recovering childhood memories as you do. There's no release date for Fishbowl yet, but it's coming to PS5 and Steam.
    #wholesome #direct #everything #announced #this
    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase
    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase Big hops! Discount shops! Spooky pups! More! Image credit: Eurogamer Feature by Matt Wales News Reporter Published on June 7, 2025 If you're the sort who just can't seem to resist the soothing rhythms of turnip planting and interior design, you've come to the right place. This year's Wholesome Direct - which marks the fifth anniversary of the showcase - has now aired, unleashing a fresh wave of cosy games to stick on your wishlists. We've got vending machine management, adorable puppies on spooking adventures, cheese-based puzzling, geckos, goats, seasonal cemetery exploration, and a whole lot more. So if that sounds like it might help sate your idyllic yearning, read on for all the big announcements from Wholesome Direct 2025. And for more indies, you can check out our round-up of this year's Day of the Devs showcase elsewhere. Leaf Blower Co. Leaf Blower Co. trailer.Watch on YouTube Ever wished your PowerWash Simulator had a little less splosh and a little more whoosh? That seems to be the starting point for developer Lift Games' Leaf Blower Co., a game about making the untidy tidy come rain, snow, or shine, one mechanised gust at a time. It's got a story mode plus a variety to locations waiting to be blown debris-free, and if that appeals, a demo's available now on Steam ahead of its release later this year. Instants Instants trailer.Watch on YouTube Instants is a creativity themed puzzler about the intoxicating pleasures of obsessive scrapbooking. It sees players attempting to sort images into chronological order and then assembling them into a scrapbook to reveal a "heartwarming" story inspired by the way family history can be passed down using pictures. It's developed by Endflame and launches today on PC, and Switch. Story of Seasons: Grand Bazaar Story of Seasons: Grand Bazaar trailer.Watch on YouTube Stardew Valley might be the face of farming sims these days, but the grandaddy of the genre - Story of Season- never went away, and another entry in the venerable series is looming. Grand Bazaar is actually a remake of 2011 DS game Harvest Moon: Grand Bazaar, and it's got pretty much everything you'd expect from these kind of things - including turnips to fondle, animals to rear, and locals to dazzle with your impressive root vegetable collection. The main twist is you'll be selling all this yourself by setting up shop in the titular bazar. And if that sounds like something you'd enjoy, it launches for Switch, Switch 2, and Steam on 27th August. Gourdlets Together Gourdlets Together trailer.Watch on YouTube Perhaps you're already a fan of last year's Gourdlets or perhaps you're completely new to its vegetable-themed low-stakes thrills. Either way, there'll soon be a new way to play, thanks to developer AuntyGames' Gourdlets Together. Essentially, it takes the laid-back village-building vibes of the original, slings in a bit of a fishing focus - where earnings can be spent on upgrades or accessories to decorate your island home - then lets you do it while hanging out with friends online. Gourdlets Together launches on PC later this year. Luma Island Luma Island trailer.Watch on YouTube Don't think we're done with the farming sims yet - not by a long shot! Luma Island launched last year, offering an attractive mix of crop whispering, profession-specific activities, creature collecting, exploration, and puzzle-y dungeoneering. And come 20th June, it'll be getting just a little be more swashbuckling, thanks to its free Pirates update, introducing a new profession, new Lumas, new outfits, and a pirate cove filled with mini-games, temples, traps, and treasures. It'll also bring a range of different difficulty modes to suit players of all tastes. Is This Seat Taken? Is This Seat Taken? trailer.Watch on YouTube Think you're a dab hand at the old 'awkward family gathering' seating plan challenge? Well then, this might just be the game for you. In Poti Poti Studio's "cosy, silly, and relatable" logic puzzler Is This Seat Taken?, the goal is to satisfy the demands of a particularly fussy group of chair occupiers to find the perfect spot that'll keep everyone happy - be they on the bus, at the park, or in the office. It's coming to Steam, Switch, iOS, and Android this August, and a Steam demo's out now. MakeRoom MakeRoom trailer.Watch on YouTube Here's one for the aesthetic tinkerers and furnishing fetishists out there. MakeRoom, from developer Kenney, sees players decorating a series of miniature dioramas - from cosy indoor retreats to camper vans and even forests - to fulfil the requests of adorable NPCs. You might, for instance, be tasked with creating the perfect room for cats, or a suitably moody hideout for a vampire. Then it's simply a matter of hanging drapes, plopping down plants, and even crafting furniture to bring these spaces to life and satisfy your clients' whims. It all sounds very much like Animal Crossing's weirdly compelling Happy Home Paradise expansion, so if it's more of that sort of thing you want, MakeRoom comes to Steam on 7th August. Ambroise Niflette & the Gleaned Bell Ambroise Niflette & the Gleaned Bell trailer.Watch on YouTube The apple bell - whatever an apple bell is - has been stolen, but luckily for apple bell lovers everywhere, renowned detective Ambroise Niflette is on the case. Over the course of Topotes Studio's investigatory adventure, Ambroise - and players - will roam the village of Touvoir, interrogating its inhabitants and searching for secrets, all while using a notebook of steadily amassing leads to reveal contradictions and unmask the culprit. It all sounds perfectly lovely, but the real draw is the delightful art style, which is heavily inspired by miniatures and stop motion. Ambroise Niflette & the Gleaned Bell is eventually set to launch on Steam, but first there's a Kickstarter, which is underway now. Let's Build a Dungeon Let's Build a Dungeon trailer.Watch on YouTube First there was Let's Build a Zoo, and now comes Let's Build a Dungeon. But while developer Springloaded kept its focus pretty tight for its debut release, Let's Build a Dungeon goes broad; not only is it a playable RPG creator where you can rustle up your own worlds and quests, it's also claiming to be an entire games industry sim too, where you'll need to manage all the malarky around releasing your game - from attracting funding right through to making a profit at the other end of the process. But if all that sounds too stressful, Springloaded has confirmed - as part of its latest showing - there'll be a cosy sandbox Build Mode too. There's still no release date for Let's Build a Dungeon yet, but it's heading to Steam, Xbox One, and Xbox Series X/S. Squeakross: Home Squeak Home Squeakross: Home Squeak Home trailer.Watch on YouTube What do you get if you cross adorable mice with classic grid-filling puzzler Picross? Well, this thing, obviously. Squeakross: Home Squeak Home is the work of developer Alblune, and it adds its own twist to the familiar logic-testing formula by introducing a home decorating element. The idea is each puzzle corresponds to an unlockable bit of decor - including furniture, accessories, and stickers - so you'll slowly amass new furnishings and trimmings as you give your brain a work out. Is there an in-game lore reason why puzzles equals furniture? Who knows! We'll soon find out, though, given Squeakross launches for Switch and PCtoday. Monument Valley 3 Monument Valley 3 trailer.Watch on YouTube Ustwo Games' perspective shifting puzzle series Monument Valley has been a big old hit, amassing tens of millions of downloads since its iOS debut back in 2014 - so it wasn't a huge surprise when a third entry showed up on mobile last year. Initially, however, it was locked behind a Netflix subscription, but Monument Valley 3 - which we quite liked despite it offering little meaningful evolution for the series - is finally spreading its wings later this year. As announced during today's Wholesome Direct, it's coming to Steam, Switch, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on 22nd July. Big Hops Big Hops trailer.Watch on YouTube If you immediately thought bunnies, you're wrong. Big Hops is, in fact, a frog-themed action platformer, in which players attempt to help the titular Hop find his way home. Each world he visits on his adventure promises its own self-contained story - involving everything from mountain cultists to desert ne'erdowells - all interspersed with plenty of agile platform action. You can grapple across gaps, hoist levers, rotate wheels, even pick locks - all using your tongue - and it's accompanied by some veggie-based gameplay that lets players introduce the likes of climbable vines and mushroom-based bounce pads into levels. Big Hops is currently raising funds via Kickstarter and a Steam demo's out now. Little Kitty, Big City Little Kitty, Big City trailer.Watch on YouTube Here's quicky for you. Little Kitty, Big City - the feline-focused open-world adventure from Double Dagger Studio - is getting a little bigger. That's thanks to a free content update coming to all platforms this "summer", promising new story content, a new neighbourhood to explore, and new oddball characters to befriend. That's alongside a new cat customisation feature for you creative sorts out there. Vending Dokan!: Kozy Kiosk Vending Dokan!: Kozy Kiosk trailer.Watch on YouTube What's in a name? Well, pretty much everything in this case. Aftabi Games' Vending Dokan!: Kozy Kiosk is, just as it sounds, a cosy, laidback game about managing your own vending machine empire. You'll choose where your machines go and what they sell, and hire staff to ensure they stay stocked, clean, and in working order. There's a heavy customisation element too, as you're free to decorate the areas surrounding your vending machines in order to attract new customers. Kozy Kiosk is officially referred to as an "idle simulation", and can be played both actively and passively. And if that appeals, it launches for Steam today. Winter Burrow Winter Burrow trailer.Watch on YouTube Developer Pine Creek Games' "woodland survival game" Winter Burrow was unveiled during December's Wholesome Direct, but it's back to announce it's now coming to Switch. If you missed its original reveal, Winter Burrow casts you as a mouse who's attempting to fix up their burrow and turn it into a toasty retreat from the cold. That requires exploring the snow-covered world outside, gathering resources, crafting tools, building things, making friends, baking pies, and more. Winter Burrow launches next year and will be available for Steam, Xbox One, Xbox Series X/S, and Switch. Tales of the Shire: A Lord of the Rings Game Tales of the Shire trailer.Watch on YouTube After multiple delays, cosy hobbit life sim Tales of the Shire is almost upon us, and developer Wētā Workshop is readying for its arrival with a brand-new trailer. It's been described as a game about "finding joy in the small moments", and features all the usual life sim activities - fishing, cooking, gathering, decorating, merrymaking - with a bit of a Lord of the Rings twist. So yes, you CAN decorate your hobbit's hole. Tales of the Shire launches for Switch, PlayStation, Xbox, and PC on 29th July. Haunted Paws Haunted Paws trailer.Watch on YouTube If your interests lie at the intersection of spooky mansions and adorable pups, prepare to have your day made. In developer LazyFlock's supernatural adventure Haunted Paws, players - either solo or with a friend - control two bravepuppies as they explore a creepy old house in search of their human, who's been kidnapped by sinister forces. It promises puzzles, lighthearted spookiness, and even a few emotional bits. There's no release date for Haunted Paws yet, but it's coming to Steam. The Guardian of Nature The Guardian of Nature trailer.Watch on YouTube This wholesome, hand-drawn puzzle adventure from Inlusio Interactive is all about the interconnectedness of nature, and sees players embarking on a botanical journey as the lovably be-hatted Henry. Not only does Henry know his stuff about the natural world, he's also able to change his size, meaning players can explore both above and below ground as they solve puzzles to assist nature. The Guardian of Nature launches into Steam early access today, and it's coming to Switch, Xbox, iOS, and Android too. Everdeep Aurora Everdeep Aurora trailer.Watch on YouTube If you've ever thought Dig Dug would be improved if its protagonist was a cat, Everdeep Aurora might be the game for you. It follows the apocalyptic adventures of a kitten named Shell as she explores subterranean depths in search of her mother. You'll obliterate blocks, do some platforming, play mini-games, and converse with peculiar characters as you investigate the dark secrets buried below, all without a hint of combat. Its limited-colour pixel art looks wonderful, and it's coming to Steam and Switch on 10th July. Seasonala Cemetery Seasonala Cemetery trailer.Watch on YouTube From the creators of A Mortician's Tale, the "meditative" Seasonala Cemetery is a "peaceful but poignant reflection on life and death". It's set in an expansive, living cemetery that changes dynamically based on your system's time and date. The summer, for instance, might see the world bustling with vibrant life, while the winter brings quiet and snow. You can interact with NPCs and animals, rummage through nature, learn the history of the nearby city through its gravestones, or simply relax to its ambient sounds. Seasonala Cemetery is out today on Steam and itch.io, and is completely free. Camper Van: Make it Home Camper Van: Make it Home trailer.Watch on YouTube One ofseveral camper-van-themed games currently in the works, developer Malpata Studio's Make it Home is a pretty self-explanatory thing. You've got a camper van to make your own as it journey across beautiful, idyllic landscapes. Part of your goal is to solve organisational puzzles, but there's laidback interior design too. Camper Van: Make it Home is available today, alongside a demo, on Steam. Lynked: Banner of the Spark Lynked: Banner of the Spark trailer.Watch on YouTube FuzzyBot's Lynked: Banner of the Spark is a cheerily colourful action-RPG, that's part sci-fi roguelike, part relaxed life sim. At its most peaceful, you'll farm, fish, gather materials, and build your base with help from your robot pals, but that's all in service of its more frenetic hack-and-slash action. When you're ready for some proper adventure, you can brave the wilds, battle evil robot forces with a large arsenal of weapons, and search for helpful bots to bring back home. Lynked is already available on Steam, but it's coming to PS5 and Xbox Series X/S too. Omelet You Cook Omelet You Cook trailer.Watch on YouTube In this chaotic cooking roguelike from SchuBox Games, you're tasked with creating the perfect omelettes to satisfy your customers' increasingly peculiar demands. That involves combining ingredients as they fly by on a conveyor belt, from the relatively mundane to the rather more dubious, in the hope of earning enough money to increase your provisions, add useful relics to your pantry, and, hopefully, please the fearsome Principal Clucker. It all looks wonderfully ridiculous, and it launches on Steam today. Milano's Odd Job Collection Milano's Odd Job Collection trailer.Watch on YouTube Milano's Odd Job Collectionis coming to the west for the very first time. It follows the adventures of 11-year-old Milano as she's left to her own devices over the summer. Free to do as she pleases, she embarks on a range of odd job - from pizza delivery to milking flying cows - in order to make money and have fun. Milano's Odd Job Collection, from developer Westone, is coming to Switch, PlayStation, Xbox, and PC later this year. Fireseide Feelings Fireseide Feelings trailer.Watch on YouTube If you've got something to get off your chest, what better place to do it than by a roaring fire in a cosy forest glade? Fireside Feelings is described as a "mental wellness experience" promoting empathy, connection, and positivity between players. Situated cosily in your customisable camp, you're able to answer questions on a range of topics, taking part in conversations between people "separated in space and time". Conversations aren't live, and there's no direct interaction with others, but the goal, according to developer Team Empreintes, is to "share experiences, express your emotions, and be a part of a caring community". It launches today on Steam. All Will Rise All Will Rise trailer.Watch on YouTube Well here's something you don't see every day. All Will Rise is a "narrative courtroom deck-builder", in which you and your team take a corrupt billionaire to court, accusing them of a river's murder. That involves accumulating cards and using them to engage in conversation battles, attempting to charm, intimidate and manipulate those you meet around the vibrant city of Muziris. "Obey a dead river god's summons - or defy them," developer Speculative Agency explains. "Pass information to violent ecoterrorists - or maintain your pacifist ideals. Convince a corporate stooge to testify for you - or blackmail him with sensitive information. Your choices will determine thefate." All Will Rise is currently crowdfunding, but it's aiming to launch on Xbox, PlayStation, Switch, and Steam. Gecko Gods Gecko Gods trailer.Watch on YouTube It's hard to go wrong with a gecko, which immediately gives developer Inresin's Gecko Gods a bit of an advantage. What we've got here is a "serene lizard-sized puzzle-platformer" set on a beautiful archipelago, in which its tiny protagonist clambers across forgotten ruins, solving puzzles as they go. There are secrets of a lost civilisation to uncover, hidden paths, and more, all of which you'll be able to explore for yourself when Gecko Gods launches for Switch, PS5, and Steam later this year. But if you're an impatient sort, a Steam demo is available now. One Move Away One Move Away trailer.Watch on YouTube If you quite fancied the idea of Unpacking, but thought it had far too much 'taking stuff out of things' for its own good, you might enjoy Ramage Games' One Move Away, which is basically the inverse experience. Here, you play as three different characters, starting with a young girl in the 1980s, gradually learning more about them as you pack their belongings away ready for another chapter in their intertwining lives. All this plays out in first-person across 20 levels, and if that takes your fancy, a Steam demo's out now ahead of a full launch on PS5, Xbox Series X/S, and PC. Heidi's Legacy: Mountains Calling Heidi's Legacy trailer.Watch on YouTube As you've probably already guessed, Heidi's Legacy: Mountains Calling takes inspiration from the classic children's stories. Which is why it's something of a surprise to learn its protagonist is called Adèle. Regardless, this is a game of grumpy old men, goat management, and alpine wandering, where you'll explore the beautiful countryside with your bleating pals, foraging for herbs, mushrooms, and more in a bid to help the nearby village. You can unlock abilities that open up more of the world, and chat to the locals in branching conversations'll that impact their lives. And as for those goats, they can provide milk, cheese, and wool. "Will you embrace slow living," asks developer Humble Reeds, "or push for bolder change?". Heidi's Legacy is coming to PC "soon". Hotel Galatic Hotel Galatic trailer.Watch on YouTube In Hotel Galactic, you're responsible for the running of a modular hotel on a strange cosmic island, which you'll customise and optimise in order to provide guests with the perfect stay. There are resources to manage, a workforce to build, and more, as you cater to the demands of your ever-growing colony, all with assistance from your ghostly Grandpa Gustav. There's a bit more to it than that, though, and the whole thing's framed by a tale of love and vengeance that's conveyed through some lovely anime-inspired art and animation. Hotel Galactic launches into Steam early access on 24th July, with consoles to follow, and a demo's available now. Out and About Out and About trailer.Watch on YouTube If it's serene forest meandering you're after, then look no further than Yaldi Games' Out and About. It's a "cosy foraging adventure" focused on exploring nature and identifying real-life plants and fungi. You'll cook recipes, make herbal remedies, and help rebuild your community after a devastating storm, all while hopefully learning a bit of botanical knowledge you can take out into the real-world. Out and About looks to be aiming for a 2025 release on PC, with a console launch to follow. And if it's piqued your curiosity, you can test out a Steam demo now. Discounty Discounty trailer.Watch on YouTube Forget the farm life; how about managing your own discount supermarket in a small harbour town? That's the premise of Discounty from Crinkle Cut Games, which sees you designing and organising your shop, managing stock levels, working the checkout, and striking trade deals. You'll make friends, navigate local drama, and expand your empire, but that doesn't mean you have to play nice. After all, can you really become filthy rich without making a few lifelong enemies along the way? Discounty launches for Switch, PlayStation, Xbox, and PC on 21st August and, yup, a demo's available now on Steam. Islanders: New Shores Islanders: New Shores trailer.Watch on YouTube We're big fans of developer GrizzlyGames' minimalist city builder Islanders around these parts, so news publisher Coatsink was developing a sequel earlier this year came as a pleasant surprise. It is, if you're unfamiliar, a game about attempting to squeeze as much onto a procedurally generated island as possible, maximising building synergies and minimising penalties to get the highest score. New Shores sounds like a gentle finessing of the formula, rather than a radical reinvention - it's got a sandbox mode as well as a high score mode now, alongside new power-ups called "boons" - but that's okay. The big news is it now has a release date and is coming to Switch, PlayStation, Xbox, and Steam on 10th July. Collector's Cove Collector's Cove trailer.Watch on YouTube VoodooDuck's Collector's Cove might be yet another farming game, but it does at least have a unique twist. For starters, your farm is on a boat endlessly sailing the oceans AND it's powered by an adorable sea monster who you'll need to forge a bond with. As you set out on a tranquil adventure across the water, you'll farm, fish, craft, and personalise your surroundings, sometimes stopping off at passing islands to catalogue their unique flora. Collector's Cove doesn't have a release date yet, but it's coming to PC and a Steam demo's available now. Town to City Town to City trailer.Watch on YouTube Fans of minimalist railway game Station to Station might want to pay attention here. Town to City is developer Galaxy Grove's follow-up to that earlier puzzler, sporting a similar voxel art aesthetic and vibe. This time around, you're charged with building quaint picturesque towns by placing shops, houses, amenities, decorations, and more - all in a bid to please your residents and encourage more to move in. Eventually, you'll have multiple towns under your care, helping the whole region grow and thrive. Town to City doesn't have a release date yet, but you can play a demo on Steam. Fishbowl Fishbowl trailer.Watch on YouTube And finally for the big, non-montage reveals, it's Fishbowl, a coming-of-age tale told over the course of a month. Developer imissmyfriends.studio describes it as a "warm and cozy story about living in isolation, nurturing friendships and understanding grief", and it's all focused on 21-year-old video editor Alo as she works from home while mourning her grandmother. As the days tick by, you'll video call loved ones, work to assemble videos, do care tasks, and solve puzzles to unpack your grandmother's belongings - recovering childhood memories as you do. There's no release date for Fishbowl yet, but it's coming to PS5 and Steam. #wholesome #direct #everything #announced #this
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    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase
    Wholesome Direct 2025 - everything announced at this year's cosy indie showcase Big hops! Discount shops! Spooky pups! More! Image credit: Eurogamer Feature by Matt Wales News Reporter Published on June 7, 2025 If you're the sort who just can't seem to resist the soothing rhythms of turnip planting and interior design, you've come to the right place. This year's Wholesome Direct - which marks the fifth anniversary of the showcase - has now aired, unleashing a fresh wave of cosy games to stick on your wishlists. We've got vending machine management, adorable puppies on spooking adventures, cheese-based puzzling, geckos, goats, seasonal cemetery exploration, and a whole lot more. So if that sounds like it might help sate your idyllic yearning, read on for all the big announcements from Wholesome Direct 2025. And for more indies, you can check out our round-up of this year's Day of the Devs showcase elsewhere. Leaf Blower Co. Leaf Blower Co. trailer.Watch on YouTube Ever wished your PowerWash Simulator had a little less splosh and a little more whoosh? That seems to be the starting point for developer Lift Games' Leaf Blower Co., a game about making the untidy tidy come rain, snow, or shine, one mechanised gust at a time. It's got a story mode plus a variety to locations waiting to be blown debris-free, and if that appeals, a demo's available now on Steam ahead of its release later this year. Instants Instants trailer.Watch on YouTube Instants is a creativity themed puzzler about the intoxicating pleasures of obsessive scrapbooking. It sees players attempting to sort images into chronological order and then assembling them into a scrapbook to reveal a "heartwarming" story inspired by the way family history can be passed down using pictures. It's developed by Endflame and launches today on PC (via Steam and Epic), and Switch. Story of Seasons: Grand Bazaar Story of Seasons: Grand Bazaar trailer.Watch on YouTube Stardew Valley might be the face of farming sims these days, but the grandaddy of the genre - Story of Season (formerly Harvest Moon) - never went away, and another entry in the venerable series is looming. Grand Bazaar is actually a remake of 2011 DS game Harvest Moon: Grand Bazaar, and it's got pretty much everything you'd expect from these kind of things - including turnips to fondle, animals to rear, and locals to dazzle with your impressive root vegetable collection. The main twist is you'll be selling all this yourself by setting up shop in the titular bazar. And if that sounds like something you'd enjoy, it launches for Switch, Switch 2, and Steam on 27th August. Gourdlets Together Gourdlets Together trailer.Watch on YouTube Perhaps you're already a fan of last year's Gourdlets or perhaps you're completely new to its vegetable-themed low-stakes thrills. Either way, there'll soon be a new way to play, thanks to developer AuntyGames' Gourdlets Together. Essentially, it takes the laid-back village-building vibes of the original, slings in a bit of a fishing focus - where earnings can be spent on upgrades or accessories to decorate your island home - then lets you do it while hanging out with friends online. Gourdlets Together launches on PC later this year. Luma Island Luma Island trailer.Watch on YouTube Don't think we're done with the farming sims yet - not by a long shot! Luma Island launched last year, offering an attractive mix of crop whispering, profession-specific activities, creature collecting, exploration, and puzzle-y dungeoneering. And come 20th June, it'll be getting just a little be more swashbuckling, thanks to its free Pirates update, introducing a new profession, new Lumas, new outfits, and a pirate cove filled with mini-games, temples, traps, and treasures. It'll also bring a range of different difficulty modes to suit players of all tastes. Is This Seat Taken? Is This Seat Taken? trailer.Watch on YouTube Think you're a dab hand at the old 'awkward family gathering' seating plan challenge? Well then, this might just be the game for you. In Poti Poti Studio's "cosy, silly, and relatable" logic puzzler Is This Seat Taken?, the goal is to satisfy the demands of a particularly fussy group of chair occupiers to find the perfect spot that'll keep everyone happy - be they on the bus, at the park, or in the office. It's coming to Steam, Switch, iOS, and Android this August, and a Steam demo's out now. MakeRoom MakeRoom trailer.Watch on YouTube Here's one for the aesthetic tinkerers and furnishing fetishists out there. MakeRoom, from developer Kenney, sees players decorating a series of miniature dioramas - from cosy indoor retreats to camper vans and even forests - to fulfil the requests of adorable NPCs. You might, for instance, be tasked with creating the perfect room for cats, or a suitably moody hideout for a vampire. Then it's simply a matter of hanging drapes, plopping down plants, and even crafting furniture to bring these spaces to life and satisfy your clients' whims. It all sounds very much like Animal Crossing's weirdly compelling Happy Home Paradise expansion, so if it's more of that sort of thing you want, MakeRoom comes to Steam on 7th August. Ambroise Niflette & the Gleaned Bell Ambroise Niflette & the Gleaned Bell trailer.Watch on YouTube The apple bell - whatever an apple bell is - has been stolen, but luckily for apple bell lovers everywhere, renowned detective Ambroise Niflette is on the case. Over the course of Topotes Studio's investigatory adventure, Ambroise - and players - will roam the village of Touvoir, interrogating its inhabitants and searching for secrets, all while using a notebook of steadily amassing leads to reveal contradictions and unmask the culprit. It all sounds perfectly lovely, but the real draw is the delightful art style, which is heavily inspired by miniatures and stop motion. Ambroise Niflette & the Gleaned Bell is eventually set to launch on Steam, but first there's a Kickstarter, which is underway now. Let's Build a Dungeon Let's Build a Dungeon trailer.Watch on YouTube First there was Let's Build a Zoo, and now comes Let's Build a Dungeon. But while developer Springloaded kept its focus pretty tight for its debut release, Let's Build a Dungeon goes broad; not only is it a playable RPG creator where you can rustle up your own worlds and quests, it's also claiming to be an entire games industry sim too, where you'll need to manage all the malarky around releasing your game - from attracting funding right through to making a profit at the other end of the process. But if all that sounds too stressful, Springloaded has confirmed - as part of its latest showing - there'll be a cosy sandbox Build Mode too. There's still no release date for Let's Build a Dungeon yet, but it's heading to Steam (there's a demo here), Xbox One, and Xbox Series X/S. Squeakross: Home Squeak Home Squeakross: Home Squeak Home trailer.Watch on YouTube What do you get if you cross adorable mice with classic grid-filling puzzler Picross? Well, this thing, obviously. Squeakross: Home Squeak Home is the work of developer Alblune, and it adds its own twist to the familiar logic-testing formula by introducing a home decorating element. The idea is each puzzle corresponds to an unlockable bit of decor - including furniture, accessories, and stickers - so you'll slowly amass new furnishings and trimmings as you give your brain a work out. Is there an in-game lore reason why puzzles equals furniture? Who knows! We'll soon find out, though, given Squeakross launches for Switch and PC (via Steam and itch.io) today. Monument Valley 3 Monument Valley 3 trailer.Watch on YouTube Ustwo Games' perspective shifting puzzle series Monument Valley has been a big old hit, amassing tens of millions of downloads since its iOS debut back in 2014 - so it wasn't a huge surprise when a third entry showed up on mobile last year. Initially, however, it was locked behind a Netflix subscription, but Monument Valley 3 - which we quite liked despite it offering little meaningful evolution for the series - is finally spreading its wings later this year. As announced during today's Wholesome Direct, it's coming to Steam, Switch, PlayStation 4, PS5, Xbox One, and Xbox Series X/S on 22nd July. Big Hops Big Hops trailer.Watch on YouTube If you immediately thought bunnies, you're wrong. Big Hops is, in fact, a frog-themed action platformer, in which players attempt to help the titular Hop find his way home. Each world he visits on his adventure promises its own self-contained story - involving everything from mountain cultists to desert ne'erdowells - all interspersed with plenty of agile platform action. You can grapple across gaps, hoist levers, rotate wheels, even pick locks - all using your tongue - and it's accompanied by some veggie-based gameplay that lets players introduce the likes of climbable vines and mushroom-based bounce pads into levels. Big Hops is currently raising funds via Kickstarter and a Steam demo's out now. Little Kitty, Big City Little Kitty, Big City trailer.Watch on YouTube Here's quicky for you. Little Kitty, Big City - the feline-focused open-world adventure from Double Dagger Studio - is getting a little bigger. That's thanks to a free content update coming to all platforms this "summer", promising new story content, a new neighbourhood to explore, and new oddball characters to befriend. That's alongside a new cat customisation feature for you creative sorts out there. Vending Dokan!: Kozy Kiosk Vending Dokan!: Kozy Kiosk trailer.Watch on YouTube What's in a name? Well, pretty much everything in this case. Aftabi Games' Vending Dokan!: Kozy Kiosk is, just as it sounds, a cosy, laidback game about managing your own vending machine empire. You'll choose where your machines go and what they sell, and hire staff to ensure they stay stocked, clean, and in working order. There's a heavy customisation element too, as you're free to decorate the areas surrounding your vending machines in order to attract new customers. Kozy Kiosk is officially referred to as an "idle simulation", and can be played both actively and passively. And if that appeals, it launches for Steam today. Winter Burrow Winter Burrow trailer.Watch on YouTube Developer Pine Creek Games' "woodland survival game" Winter Burrow was unveiled during December's Wholesome Direct, but it's back to announce it's now coming to Switch. If you missed its original reveal, Winter Burrow casts you as a mouse who's attempting to fix up their burrow and turn it into a toasty retreat from the cold. That requires exploring the snow-covered world outside, gathering resources, crafting tools, building things, making friends, baking pies, and more. Winter Burrow launches next year and will be available for Steam, Xbox One, Xbox Series X/S, and Switch. Tales of the Shire: A Lord of the Rings Game Tales of the Shire trailer.Watch on YouTube After multiple delays, cosy hobbit life sim Tales of the Shire is almost upon us, and developer Wētā Workshop is readying for its arrival with a brand-new trailer. It's been described as a game about "finding joy in the small moments", and features all the usual life sim activities - fishing, cooking, gathering, decorating, merrymaking - with a bit of a Lord of the Rings twist. So yes, you CAN decorate your hobbit's hole. Tales of the Shire launches for Switch, PlayStation, Xbox, and PC on 29th July. Haunted Paws Haunted Paws trailer.Watch on YouTube If your interests lie at the intersection of spooky mansions and adorable pups, prepare to have your day made. In developer LazyFlock's supernatural adventure Haunted Paws, players - either solo or with a friend - control two brave (and customisable!) puppies as they explore a creepy old house in search of their human, who's been kidnapped by sinister forces. It promises puzzles, lighthearted spookiness, and even a few emotional bits. There's no release date for Haunted Paws yet, but it's coming to Steam. The Guardian of Nature The Guardian of Nature trailer.Watch on YouTube This wholesome, hand-drawn puzzle adventure from Inlusio Interactive is all about the interconnectedness of nature, and sees players embarking on a botanical journey as the lovably be-hatted Henry. Not only does Henry know his stuff about the natural world, he's also able to change his size, meaning players can explore both above and below ground as they solve puzzles to assist nature. The Guardian of Nature launches into Steam early access today, and it's coming to Switch, Xbox, iOS, and Android too. Everdeep Aurora Everdeep Aurora trailer.Watch on YouTube If you've ever thought Dig Dug would be improved if its protagonist was a cat, Everdeep Aurora might be the game for you. It follows the apocalyptic adventures of a kitten named Shell as she explores subterranean depths in search of her mother. You'll obliterate blocks, do some platforming, play mini-games, and converse with peculiar characters as you investigate the dark secrets buried below, all without a hint of combat. Its limited-colour pixel art looks wonderful, and it's coming to Steam and Switch on 10th July. Seasonala Cemetery Seasonala Cemetery trailer.Watch on YouTube From the creators of A Mortician's Tale, the "meditative" Seasonala Cemetery is a "peaceful but poignant reflection on life and death". It's set in an expansive, living cemetery that changes dynamically based on your system's time and date. The summer, for instance, might see the world bustling with vibrant life, while the winter brings quiet and snow. You can interact with NPCs and animals, rummage through nature, learn the history of the nearby city through its gravestones, or simply relax to its ambient sounds. Seasonala Cemetery is out today on Steam and itch.io, and is completely free. Camper Van: Make it Home Camper Van: Make it Home trailer.Watch on YouTube One of (bizarrely) several camper-van-themed games currently in the works, developer Malpata Studio's Make it Home is a pretty self-explanatory thing. You've got a camper van to make your own as it journey across beautiful, idyllic landscapes. Part of your goal is to solve organisational puzzles, but there's laidback interior design too. Camper Van: Make it Home is available today, alongside a demo, on Steam. Lynked: Banner of the Spark Lynked: Banner of the Spark trailer.Watch on YouTube FuzzyBot's Lynked: Banner of the Spark is a cheerily colourful action-RPG, that's part sci-fi roguelike, part relaxed life sim. At its most peaceful, you'll farm, fish, gather materials, and build your base with help from your robot pals, but that's all in service of its more frenetic hack-and-slash action. When you're ready for some proper adventure, you can brave the wilds, battle evil robot forces with a large arsenal of weapons, and search for helpful bots to bring back home. Lynked is already available on Steam, but it's coming to PS5 and Xbox Series X/S too. Omelet You Cook Omelet You Cook trailer.Watch on YouTube In this chaotic cooking roguelike from SchuBox Games, you're tasked with creating the perfect omelettes to satisfy your customers' increasingly peculiar demands. That involves combining ingredients as they fly by on a conveyor belt, from the relatively mundane to the rather more dubious, in the hope of earning enough money to increase your provisions, add useful relics to your pantry, and, hopefully, please the fearsome Principal Clucker. It all looks wonderfully ridiculous, and it launches on Steam today. Milano's Odd Job Collection Milano's Odd Job Collection trailer.Watch on YouTube Milano's Odd Job Collection (known as Milano no Arubaito Collection in Japan) is coming to the west for the very first time. It follows the adventures of 11-year-old Milano as she's left to her own devices over the summer. Free to do as she pleases, she embarks on a range of odd job - from pizza delivery to milking flying cows - in order to make money and have fun. Milano's Odd Job Collection, from developer Westone, is coming to Switch, PlayStation, Xbox, and PC later this year. Fireseide Feelings Fireseide Feelings trailer.Watch on YouTube If you've got something to get off your chest, what better place to do it than by a roaring fire in a cosy forest glade? Fireside Feelings is described as a "mental wellness experience" promoting empathy, connection, and positivity between players. Situated cosily in your customisable camp, you're able to answer questions on a range of topics, taking part in conversations between people "separated in space and time". Conversations aren't live, and there's no direct interaction with others, but the goal, according to developer Team Empreintes, is to "share experiences, express your emotions, and be a part of a caring community". It launches today on Steam. All Will Rise All Will Rise trailer.Watch on YouTube Well here's something you don't see every day. All Will Rise is a "narrative courtroom deck-builder", in which you and your team take a corrupt billionaire to court, accusing them of a river's murder. That involves accumulating cards and using them to engage in conversation battles, attempting to charm, intimidate and manipulate those you meet around the vibrant city of Muziris. "Obey a dead river god's summons - or defy them," developer Speculative Agency explains. "Pass information to violent ecoterrorists - or maintain your pacifist ideals. Convince a corporate stooge to testify for you - or blackmail him with sensitive information. Your choices will determine the [city's] fate." All Will Rise is currently crowdfunding, but it's aiming to launch on Xbox, PlayStation, Switch, and Steam. Gecko Gods Gecko Gods trailer.Watch on YouTube It's hard to go wrong with a gecko, which immediately gives developer Inresin's Gecko Gods a bit of an advantage. What we've got here is a "serene lizard-sized puzzle-platformer" set on a beautiful archipelago, in which its tiny protagonist clambers across forgotten ruins, solving puzzles as they go. There are secrets of a lost civilisation to uncover, hidden paths, and more, all of which you'll be able to explore for yourself when Gecko Gods launches for Switch, PS5, and Steam later this year. But if you're an impatient sort, a Steam demo is available now. One Move Away One Move Away trailer.Watch on YouTube If you quite fancied the idea of Unpacking, but thought it had far too much 'taking stuff out of things' for its own good, you might enjoy Ramage Games' One Move Away, which is basically the inverse experience. Here, you play as three different characters, starting with a young girl in the 1980s, gradually learning more about them as you pack their belongings away ready for another chapter in their intertwining lives. All this plays out in first-person across 20 levels, and if that takes your fancy, a Steam demo's out now ahead of a full launch on PS5, Xbox Series X/S, and PC. Heidi's Legacy: Mountains Calling Heidi's Legacy trailer.Watch on YouTube As you've probably already guessed, Heidi's Legacy: Mountains Calling takes inspiration from the classic children's stories. Which is why it's something of a surprise to learn its protagonist is called Adèle. Regardless, this is a game of grumpy old men, goat management, and alpine wandering, where you'll explore the beautiful countryside with your bleating pals, foraging for herbs, mushrooms, and more in a bid to help the nearby village. You can unlock abilities that open up more of the world, and chat to the locals in branching conversations'll that impact their lives. And as for those goats, they can provide milk, cheese, and wool. "Will you embrace slow living," asks developer Humble Reeds, "or push for bolder change?". Heidi's Legacy is coming to PC "soon". Hotel Galatic Hotel Galatic trailer.Watch on YouTube In Hotel Galactic, you're responsible for the running of a modular hotel on a strange cosmic island, which you'll customise and optimise in order to provide guests with the perfect stay. There are resources to manage, a workforce to build, and more, as you cater to the demands of your ever-growing colony, all with assistance from your ghostly Grandpa Gustav. There's a bit more to it than that, though, and the whole thing's framed by a tale of love and vengeance that's conveyed through some lovely anime-inspired art and animation. Hotel Galactic launches into Steam early access on 24th July, with consoles to follow, and a demo's available now. Out and About Out and About trailer.Watch on YouTube If it's serene forest meandering you're after, then look no further than Yaldi Games' Out and About. It's a "cosy foraging adventure" focused on exploring nature and identifying real-life plants and fungi. You'll cook recipes, make herbal remedies, and help rebuild your community after a devastating storm, all while hopefully learning a bit of botanical knowledge you can take out into the real-world. Out and About looks to be aiming for a 2025 release on PC, with a console launch to follow. And if it's piqued your curiosity, you can test out a Steam demo now. Discounty Discounty trailer.Watch on YouTube Forget the farm life; how about managing your own discount supermarket in a small harbour town? That's the premise of Discounty from Crinkle Cut Games, which sees you designing and organising your shop, managing stock levels, working the checkout, and striking trade deals. You'll make friends, navigate local drama, and expand your empire, but that doesn't mean you have to play nice. After all, can you really become filthy rich without making a few lifelong enemies along the way? Discounty launches for Switch, PlayStation, Xbox, and PC on 21st August and, yup, a demo's available now on Steam. Islanders: New Shores Islanders: New Shores trailer.Watch on YouTube We're big fans of developer GrizzlyGames' minimalist city builder Islanders around these parts, so news publisher Coatsink was developing a sequel earlier this year came as a pleasant surprise. It is, if you're unfamiliar, a game about attempting to squeeze as much onto a procedurally generated island as possible, maximising building synergies and minimising penalties to get the highest score. New Shores sounds like a gentle finessing of the formula, rather than a radical reinvention - it's got a sandbox mode as well as a high score mode now, alongside new power-ups called "boons" - but that's okay. The big news is it now has a release date and is coming to Switch, PlayStation, Xbox, and Steam on 10th July. Collector's Cove Collector's Cove trailer.Watch on YouTube VoodooDuck's Collector's Cove might be yet another farming game, but it does at least have a unique twist. For starters, your farm is on a boat endlessly sailing the oceans AND it's powered by an adorable sea monster who you'll need to forge a bond with. As you set out on a tranquil adventure across the water, you'll farm, fish, craft, and personalise your surroundings, sometimes stopping off at passing islands to catalogue their unique flora. Collector's Cove doesn't have a release date yet, but it's coming to PC and a Steam demo's available now. Town to City Town to City trailer.Watch on YouTube Fans of minimalist railway game Station to Station might want to pay attention here. Town to City is developer Galaxy Grove's follow-up to that earlier puzzler, sporting a similar voxel art aesthetic and vibe. This time around, you're charged with building quaint picturesque towns by placing shops, houses, amenities, decorations, and more - all in a bid to please your residents and encourage more to move in. Eventually, you'll have multiple towns under your care, helping the whole region grow and thrive. Town to City doesn't have a release date yet, but you can play a demo on Steam. Fishbowl Fishbowl trailer.Watch on YouTube And finally for the big, non-montage reveals, it's Fishbowl, a coming-of-age tale told over the course of a month. Developer imissmyfriends.studio describes it as a "warm and cozy story about living in isolation, nurturing friendships and understanding grief", and it's all focused on 21-year-old video editor Alo as she works from home while mourning her grandmother. As the days tick by, you'll video call loved ones, work to assemble videos, do care tasks, and solve puzzles to unpack your grandmother's belongings - recovering childhood memories as you do. There's no release date for Fishbowl yet, but it's coming to PS5 and Steam.
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  • The hidden time bomb in the tax code that's fueling mass tech layoffs: A decades-old tax rule helped build America's tech economy. A quiet change under Trump helped dismantle it

    For the past two years, it’s been a ghost in the machine of American tech. Between 2022 and today, a little-noticed tweak to the U.S. tax code has quietly rewired the financial logic of how American companies invest in research and development. Outside of CFO and accounting circles, almost no one knew it existed. “I work on these tax write-offs and still hadn’t heard about this,” a chief operating officer at a private-equity-backed tech company told Quartz. “It’s just been so weirdly silent.”AdvertisementStill, the delayed change to a decades-old tax provision — buried deep in the 2017 tax law — has contributed to the loss of hundreds of thousands of high-paying, white-collar jobs. That’s the picture that emerges from a review of corporate filings, public financial data, analysis of timelines, and interviews with industry insiders. One accountant, working in-house at a tech company, described it as a “niche issue with broad impact,” echoing sentiments from venture capital investors also interviewed for this article. Some spoke on condition of anonymity to discuss sensitive political matters.Since the start of 2023, more than half-a-million tech workers have been laid off, according to industry tallies. Headlines have blamed over-hiring during the pandemic and, more recently, AI. But beneath the surface was a hidden accelerant: a change to what’s known as Section 174 that helped gut in-house software and product development teams everywhere from tech giants such as Microsoftand Metato much smaller, private, direct-to-consumer and other internet-first companies.Now, as a bipartisan effort to repeal the Section 174 change moves through Congress, bigger questions are surfacing: How did a single line in the tax code help trigger a tsunami of mass layoffs? And why did no one see it coming? For almost 70 years, American companies could deduct 100% of qualified research and development spending in the year they incurred the costs. Salaries, software, contractor payments — if it contributed to creating or improving a product, it came off the top of a firm’s taxable income.AdvertisementThe deduction was guaranteed by Section 174 of the IRS Code of 1954, and under the provision, R&D flourished in the U.S.Microsoft was founded in 1975. Applelaunched its first computer in 1976. Googleincorporated in 1998. Facebook opened to the general public in 2006. All these companies, now among the most valuable in the world, developed their earliest products — programming tools, hardware, search engines — under a tax system that rewarded building now, not later.The subsequent rise of smartphones, cloud computing, and mobile apps also happened in an America where companies could immediately write off their investments in engineering, infrastructure, and experimentation. It was a baseline assumption — innovation and risk-taking subsidized by the tax code — that shaped how founders operated and how investors made decisions.In turn, tech companies largely built their products in the U.S. AdvertisementMicrosoft’s operating systems were coded in Washington state. Apple’s early hardware and software teams were in California. Google’s search engine was born at Stanford and scaled from Mountain View. Facebook’s entire social architecture was developed in Menlo Park. The deduction directly incentivized keeping R&D close to home, rewarding companies for investing in American workers, engineers, and infrastructure.That’s what makes the politics of Section 174 so revealing. For all the rhetoric about bringing jobs back and making things in America, the first Trump administration’s major tax bill arguably helped accomplish the opposite.When Congress passed the Tax Cuts and Jobs Act, the signature legislative achievement of President Donald Trump’s first term, it slashed the corporate tax rate from 35% to 21% — a massive revenue loss on paper for the federal government.To make the 2017 bill comply with Senate budget rules, lawmakers needed to offset the cost. So they added future tax hikes that wouldn’t kick in right away, wouldn’t provoke immediate backlash from businesses, and could, in theory, be quietly repealed later.AdvertisementThe delayed change to Section 174 — from immediate expensing of R&D to mandatory amortization, meaning that companies must spread the deduction out in smaller chunks over five or even 15-year periods — was that kind of provision. It didn’t start affecting the budget until 2022, but it helped the TCJA appear “deficit neutral” over the 10-year window used for legislative scoring.The delay wasn’t a technical necessity. It was a political tactic. Such moves are common in tax legislation. Phase-ins and delayed provisions let lawmakers game how the Congressional Budget Office— Congress’ nonpartisan analyst of how bills impact budgets and deficits — scores legislation, pushing costs or revenue losses outside official forecasting windows.And so, on schedule in 2022, the change to Section 174 went into effect. Companies filed their 2022 tax returns under the new rules in early 2023. And suddenly, R&D wasn’t a full, immediate write-off anymore. The tax benefits of salaries for engineers, product and project managers, data scientists, and even some user experience and marketing staff — all of which had previously reduced taxable income in year one — now had to be spread out over five- or 15-year periods. To understand the impact, imagine a personal tax code change that allowed you to deduct 100% of your biggest source of expenses, and that becoming a 20% deduction. For cash-strapped companies, especially those not yet profitable, the result was a painful tax bill just as venture funding dried up and interest rates soared.AdvertisementSalesforce office buildings in San Francisco.Photo: Jason Henry/BloombergIt’s no coincidence that Meta announced its “Year of Efficiency” immediately after the Section 174 change took effect. Ditto Microsoft laying off 10,000 employees in January 2023 despite strong earnings, or Google parent Alphabet cutting 12,000 jobs around the same time.Amazonalso laid off almost 30,000 people, with cuts focused not just on logistics but on Alexa and internal cloud tools — precisely the kinds of projects that would have once qualified as immediately deductible R&D. Salesforceeliminated 10% of its staff, or 8,000 people, including entire product teams.In public, companies blamed bloat and AI. But inside boardrooms, spreadsheets were telling a quieter story. And MD&A notes — management’s notes on the numbers — buried deep in 10-K filings recorded the change, too. R&D had become more expensive to carry. Headcount, the leading R&D expense across the tech industry, was the easiest thing to cut.AdvertisementIn its 2023 annual report, Meta described salaries as its single biggest R&D expense. Between the first and second years that the Section 174 change began affecting tax returns, Meta cut its total workforce by almost 25%. Over the same period, Microsoft reduced its global headcount by about 7%, with cuts concentrated in product-facing, engineering-heavy roles.Smaller companies without the fortress-like balance sheets of Big Tech have arguably been hit even harder. Twilioslashed 22% of its workforce in 2023 alone. Shopifycut almost 30% of staff in 2022 and 2023. Coinbasereduced headcount by 36% across a pair of brutal restructuring waves.Since going into effect, the provision has hit at the very heart of America’s economic growth engine: the tech sector.By market cap, tech giants dominate the S&P 500, with the “Magnificent 7” alone accounting for more than a third of the index’s total value. Workforce numbers tell a similar story, with tech employing millions of Americans directly and supporting the employment of tens of millions more. As measured by GDP, capital-T tech contributes about 10% of national output.AdvertisementIt’s not just that tech layoffs were large, it’s that they were massively disproportionate. Across the broader U.S. economy, job cuts hovered around in low single digits across most sectors. But in tech, entire divisions vanished, with a whopping 60% jump in layoffs between 2022 and 2023. Some cuts reflected real inefficiencies — a response to over-hiring during the zero-interest rate boom. At the same time, many of the roles eliminated were in R&D, product, and engineering, precisely the kind of functions that had once benefitted from generous tax treatment under Section 174.Throughout the 2010s, a broad swath of startups, direct-to-consumer brands, and internet-first firms — basically every company you recognize from Instagram or Facebook ads — built their growth models around a kind of engineered break-even.The tax code allowed them to spend aggressively on product and engineering, then write it all off as R&D, keeping their taxable income close to zero by design. It worked because taxable income and actual cash flow were often notGAAP accounting practices. Basically, as long as spending counted as R&D, companies could report losses to investors while owing almost nothing to the IRS.But the Section 174 change broke that model. Once those same expenses had to be spread out, or amortized, over multiple years, the tax shield vanished. Companies that were still burning cash suddenly looked profitable on paper, triggering real tax bills on imaginary gains.AdvertisementThe logic that once fueled a generation of digital-first growth collapsed overnight.So it wasn’t just tech experiencing effects. From 1954 until 2022, the U.S. tax code had encouraged businesses of all stripes to behave like tech companies. From retail to logistics, healthcare to media, if firms built internal tools, customized a software stack, or invested in business intelligence and data-driven product development, they could expense those costs. The write-off incentivized in-house builds and fast growth well outside the capital-T tech sector. This lines up with OECD research showing that immediate deductions foster innovation more than spread-out ones.And American companies ran with that logic. According to government data, U.S. businesses reported about billion in R&D expenditures in 2019 alone, and almost half of that came from industries outside traditional tech. The Bureau of Economic Analysis estimates that this sector, the broader digital economy, accounts for another 10% of GDP.Add that to core tech’s contribution, and the Section 174 shift has likely touched at least 20% of the U.S. economy.AdvertisementThe result? A tax policy aimed at raising short-term revenue effectively hid a time bomb inside the growth engines of thousands of companies. And when it detonated, it kneecapped the incentive for hiring American engineers or investing in American-made tech and digital products.It made building tech companies in America look irrational on a spreadsheet.A bipartisan group of lawmakers is pushing to repeal the Section 174 change, with business groups, CFOs, crypto executives, and venture capitalists lobbying hard for retroactive relief. But the politics are messy. Fixing 174 would mean handing a tax break to the same companies many voters in both parties see as symbols of corporate excess. Any repeal would also come too late for the hundreds of thousands of workers already laid off.And of course, the losses don’t stop at Meta’s or Google’s campus gates. They ripple out. When high-paid tech workers disappear, so do the lunch orders. The house tours. The contract gigs. The spending habits that sustain entire urban economies and thousands of other jobs. Sandwich artists. Rideshare drivers. Realtors. Personal trainers. House cleaners. In tech-heavy cities, the fallout runs deep — and it’s still unfolding.AdvertisementWashington is now poised to pass a second Trump tax bill — one packed with more obscure provisions, more delayed impacts, more quiet redistribution. And it comes as analysts are only just beginning to understand the real-world effects of the last round.The Section 174 change “significantly increased the tax burden on companies investing in innovation, potentially stifling economic growth and reducing the United States’ competitiveness on the global stage,” according to the tax consulting firm KBKG. Whether the U.S. will reverse course — or simply adapt to a new normal — remains to be seen.
    #hidden #time #bomb #tax #code
    The hidden time bomb in the tax code that's fueling mass tech layoffs: A decades-old tax rule helped build America's tech economy. A quiet change under Trump helped dismantle it
    For the past two years, it’s been a ghost in the machine of American tech. Between 2022 and today, a little-noticed tweak to the U.S. tax code has quietly rewired the financial logic of how American companies invest in research and development. Outside of CFO and accounting circles, almost no one knew it existed. “I work on these tax write-offs and still hadn’t heard about this,” a chief operating officer at a private-equity-backed tech company told Quartz. “It’s just been so weirdly silent.”AdvertisementStill, the delayed change to a decades-old tax provision — buried deep in the 2017 tax law — has contributed to the loss of hundreds of thousands of high-paying, white-collar jobs. That’s the picture that emerges from a review of corporate filings, public financial data, analysis of timelines, and interviews with industry insiders. One accountant, working in-house at a tech company, described it as a “niche issue with broad impact,” echoing sentiments from venture capital investors also interviewed for this article. Some spoke on condition of anonymity to discuss sensitive political matters.Since the start of 2023, more than half-a-million tech workers have been laid off, according to industry tallies. Headlines have blamed over-hiring during the pandemic and, more recently, AI. But beneath the surface was a hidden accelerant: a change to what’s known as Section 174 that helped gut in-house software and product development teams everywhere from tech giants such as Microsoftand Metato much smaller, private, direct-to-consumer and other internet-first companies.Now, as a bipartisan effort to repeal the Section 174 change moves through Congress, bigger questions are surfacing: How did a single line in the tax code help trigger a tsunami of mass layoffs? And why did no one see it coming? For almost 70 years, American companies could deduct 100% of qualified research and development spending in the year they incurred the costs. Salaries, software, contractor payments — if it contributed to creating or improving a product, it came off the top of a firm’s taxable income.AdvertisementThe deduction was guaranteed by Section 174 of the IRS Code of 1954, and under the provision, R&D flourished in the U.S.Microsoft was founded in 1975. Applelaunched its first computer in 1976. Googleincorporated in 1998. Facebook opened to the general public in 2006. All these companies, now among the most valuable in the world, developed their earliest products — programming tools, hardware, search engines — under a tax system that rewarded building now, not later.The subsequent rise of smartphones, cloud computing, and mobile apps also happened in an America where companies could immediately write off their investments in engineering, infrastructure, and experimentation. It was a baseline assumption — innovation and risk-taking subsidized by the tax code — that shaped how founders operated and how investors made decisions.In turn, tech companies largely built their products in the U.S. AdvertisementMicrosoft’s operating systems were coded in Washington state. Apple’s early hardware and software teams were in California. Google’s search engine was born at Stanford and scaled from Mountain View. Facebook’s entire social architecture was developed in Menlo Park. The deduction directly incentivized keeping R&D close to home, rewarding companies for investing in American workers, engineers, and infrastructure.That’s what makes the politics of Section 174 so revealing. For all the rhetoric about bringing jobs back and making things in America, the first Trump administration’s major tax bill arguably helped accomplish the opposite.When Congress passed the Tax Cuts and Jobs Act, the signature legislative achievement of President Donald Trump’s first term, it slashed the corporate tax rate from 35% to 21% — a massive revenue loss on paper for the federal government.To make the 2017 bill comply with Senate budget rules, lawmakers needed to offset the cost. So they added future tax hikes that wouldn’t kick in right away, wouldn’t provoke immediate backlash from businesses, and could, in theory, be quietly repealed later.AdvertisementThe delayed change to Section 174 — from immediate expensing of R&D to mandatory amortization, meaning that companies must spread the deduction out in smaller chunks over five or even 15-year periods — was that kind of provision. It didn’t start affecting the budget until 2022, but it helped the TCJA appear “deficit neutral” over the 10-year window used for legislative scoring.The delay wasn’t a technical necessity. It was a political tactic. Such moves are common in tax legislation. Phase-ins and delayed provisions let lawmakers game how the Congressional Budget Office— Congress’ nonpartisan analyst of how bills impact budgets and deficits — scores legislation, pushing costs or revenue losses outside official forecasting windows.And so, on schedule in 2022, the change to Section 174 went into effect. Companies filed their 2022 tax returns under the new rules in early 2023. And suddenly, R&D wasn’t a full, immediate write-off anymore. The tax benefits of salaries for engineers, product and project managers, data scientists, and even some user experience and marketing staff — all of which had previously reduced taxable income in year one — now had to be spread out over five- or 15-year periods. To understand the impact, imagine a personal tax code change that allowed you to deduct 100% of your biggest source of expenses, and that becoming a 20% deduction. For cash-strapped companies, especially those not yet profitable, the result was a painful tax bill just as venture funding dried up and interest rates soared.AdvertisementSalesforce office buildings in San Francisco.Photo: Jason Henry/BloombergIt’s no coincidence that Meta announced its “Year of Efficiency” immediately after the Section 174 change took effect. Ditto Microsoft laying off 10,000 employees in January 2023 despite strong earnings, or Google parent Alphabet cutting 12,000 jobs around the same time.Amazonalso laid off almost 30,000 people, with cuts focused not just on logistics but on Alexa and internal cloud tools — precisely the kinds of projects that would have once qualified as immediately deductible R&D. Salesforceeliminated 10% of its staff, or 8,000 people, including entire product teams.In public, companies blamed bloat and AI. But inside boardrooms, spreadsheets were telling a quieter story. And MD&A notes — management’s notes on the numbers — buried deep in 10-K filings recorded the change, too. R&D had become more expensive to carry. Headcount, the leading R&D expense across the tech industry, was the easiest thing to cut.AdvertisementIn its 2023 annual report, Meta described salaries as its single biggest R&D expense. Between the first and second years that the Section 174 change began affecting tax returns, Meta cut its total workforce by almost 25%. Over the same period, Microsoft reduced its global headcount by about 7%, with cuts concentrated in product-facing, engineering-heavy roles.Smaller companies without the fortress-like balance sheets of Big Tech have arguably been hit even harder. Twilioslashed 22% of its workforce in 2023 alone. Shopifycut almost 30% of staff in 2022 and 2023. Coinbasereduced headcount by 36% across a pair of brutal restructuring waves.Since going into effect, the provision has hit at the very heart of America’s economic growth engine: the tech sector.By market cap, tech giants dominate the S&P 500, with the “Magnificent 7” alone accounting for more than a third of the index’s total value. Workforce numbers tell a similar story, with tech employing millions of Americans directly and supporting the employment of tens of millions more. As measured by GDP, capital-T tech contributes about 10% of national output.AdvertisementIt’s not just that tech layoffs were large, it’s that they were massively disproportionate. Across the broader U.S. economy, job cuts hovered around in low single digits across most sectors. But in tech, entire divisions vanished, with a whopping 60% jump in layoffs between 2022 and 2023. Some cuts reflected real inefficiencies — a response to over-hiring during the zero-interest rate boom. At the same time, many of the roles eliminated were in R&D, product, and engineering, precisely the kind of functions that had once benefitted from generous tax treatment under Section 174.Throughout the 2010s, a broad swath of startups, direct-to-consumer brands, and internet-first firms — basically every company you recognize from Instagram or Facebook ads — built their growth models around a kind of engineered break-even.The tax code allowed them to spend aggressively on product and engineering, then write it all off as R&D, keeping their taxable income close to zero by design. It worked because taxable income and actual cash flow were often notGAAP accounting practices. Basically, as long as spending counted as R&D, companies could report losses to investors while owing almost nothing to the IRS.But the Section 174 change broke that model. Once those same expenses had to be spread out, or amortized, over multiple years, the tax shield vanished. Companies that were still burning cash suddenly looked profitable on paper, triggering real tax bills on imaginary gains.AdvertisementThe logic that once fueled a generation of digital-first growth collapsed overnight.So it wasn’t just tech experiencing effects. From 1954 until 2022, the U.S. tax code had encouraged businesses of all stripes to behave like tech companies. From retail to logistics, healthcare to media, if firms built internal tools, customized a software stack, or invested in business intelligence and data-driven product development, they could expense those costs. The write-off incentivized in-house builds and fast growth well outside the capital-T tech sector. This lines up with OECD research showing that immediate deductions foster innovation more than spread-out ones.And American companies ran with that logic. According to government data, U.S. businesses reported about billion in R&D expenditures in 2019 alone, and almost half of that came from industries outside traditional tech. The Bureau of Economic Analysis estimates that this sector, the broader digital economy, accounts for another 10% of GDP.Add that to core tech’s contribution, and the Section 174 shift has likely touched at least 20% of the U.S. economy.AdvertisementThe result? A tax policy aimed at raising short-term revenue effectively hid a time bomb inside the growth engines of thousands of companies. And when it detonated, it kneecapped the incentive for hiring American engineers or investing in American-made tech and digital products.It made building tech companies in America look irrational on a spreadsheet.A bipartisan group of lawmakers is pushing to repeal the Section 174 change, with business groups, CFOs, crypto executives, and venture capitalists lobbying hard for retroactive relief. But the politics are messy. Fixing 174 would mean handing a tax break to the same companies many voters in both parties see as symbols of corporate excess. Any repeal would also come too late for the hundreds of thousands of workers already laid off.And of course, the losses don’t stop at Meta’s or Google’s campus gates. They ripple out. When high-paid tech workers disappear, so do the lunch orders. The house tours. The contract gigs. The spending habits that sustain entire urban economies and thousands of other jobs. Sandwich artists. Rideshare drivers. Realtors. Personal trainers. House cleaners. In tech-heavy cities, the fallout runs deep — and it’s still unfolding.AdvertisementWashington is now poised to pass a second Trump tax bill — one packed with more obscure provisions, more delayed impacts, more quiet redistribution. And it comes as analysts are only just beginning to understand the real-world effects of the last round.The Section 174 change “significantly increased the tax burden on companies investing in innovation, potentially stifling economic growth and reducing the United States’ competitiveness on the global stage,” according to the tax consulting firm KBKG. Whether the U.S. will reverse course — or simply adapt to a new normal — remains to be seen. #hidden #time #bomb #tax #code
    QZ.COM
    The hidden time bomb in the tax code that's fueling mass tech layoffs: A decades-old tax rule helped build America's tech economy. A quiet change under Trump helped dismantle it
    For the past two years, it’s been a ghost in the machine of American tech. Between 2022 and today, a little-noticed tweak to the U.S. tax code has quietly rewired the financial logic of how American companies invest in research and development. Outside of CFO and accounting circles, almost no one knew it existed. “I work on these tax write-offs and still hadn’t heard about this,” a chief operating officer at a private-equity-backed tech company told Quartz. “It’s just been so weirdly silent.”AdvertisementStill, the delayed change to a decades-old tax provision — buried deep in the 2017 tax law — has contributed to the loss of hundreds of thousands of high-paying, white-collar jobs. That’s the picture that emerges from a review of corporate filings, public financial data, analysis of timelines, and interviews with industry insiders. One accountant, working in-house at a tech company, described it as a “niche issue with broad impact,” echoing sentiments from venture capital investors also interviewed for this article. Some spoke on condition of anonymity to discuss sensitive political matters.Since the start of 2023, more than half-a-million tech workers have been laid off, according to industry tallies. Headlines have blamed over-hiring during the pandemic and, more recently, AI. But beneath the surface was a hidden accelerant: a change to what’s known as Section 174 that helped gut in-house software and product development teams everywhere from tech giants such as Microsoft (MSFT) and Meta (META) to much smaller, private, direct-to-consumer and other internet-first companies.Now, as a bipartisan effort to repeal the Section 174 change moves through Congress, bigger questions are surfacing: How did a single line in the tax code help trigger a tsunami of mass layoffs? And why did no one see it coming? For almost 70 years, American companies could deduct 100% of qualified research and development spending in the year they incurred the costs. Salaries, software, contractor payments — if it contributed to creating or improving a product, it came off the top of a firm’s taxable income.AdvertisementThe deduction was guaranteed by Section 174 of the IRS Code of 1954, and under the provision, R&D flourished in the U.S.Microsoft was founded in 1975. Apple (AAPL) launched its first computer in 1976. Google (GOOGL) incorporated in 1998. Facebook opened to the general public in 2006. All these companies, now among the most valuable in the world, developed their earliest products — programming tools, hardware, search engines — under a tax system that rewarded building now, not later.The subsequent rise of smartphones, cloud computing, and mobile apps also happened in an America where companies could immediately write off their investments in engineering, infrastructure, and experimentation. It was a baseline assumption — innovation and risk-taking subsidized by the tax code — that shaped how founders operated and how investors made decisions.In turn, tech companies largely built their products in the U.S. AdvertisementMicrosoft’s operating systems were coded in Washington state. Apple’s early hardware and software teams were in California. Google’s search engine was born at Stanford and scaled from Mountain View. Facebook’s entire social architecture was developed in Menlo Park. The deduction directly incentivized keeping R&D close to home, rewarding companies for investing in American workers, engineers, and infrastructure.That’s what makes the politics of Section 174 so revealing. For all the rhetoric about bringing jobs back and making things in America, the first Trump administration’s major tax bill arguably helped accomplish the opposite.When Congress passed the Tax Cuts and Jobs Act (TCJA), the signature legislative achievement of President Donald Trump’s first term, it slashed the corporate tax rate from 35% to 21% — a massive revenue loss on paper for the federal government.To make the 2017 bill comply with Senate budget rules, lawmakers needed to offset the cost. So they added future tax hikes that wouldn’t kick in right away, wouldn’t provoke immediate backlash from businesses, and could, in theory, be quietly repealed later.AdvertisementThe delayed change to Section 174 — from immediate expensing of R&D to mandatory amortization, meaning that companies must spread the deduction out in smaller chunks over five or even 15-year periods — was that kind of provision. It didn’t start affecting the budget until 2022, but it helped the TCJA appear “deficit neutral” over the 10-year window used for legislative scoring.The delay wasn’t a technical necessity. It was a political tactic. Such moves are common in tax legislation. Phase-ins and delayed provisions let lawmakers game how the Congressional Budget Office (CBO) — Congress’ nonpartisan analyst of how bills impact budgets and deficits — scores legislation, pushing costs or revenue losses outside official forecasting windows.And so, on schedule in 2022, the change to Section 174 went into effect. Companies filed their 2022 tax returns under the new rules in early 2023. And suddenly, R&D wasn’t a full, immediate write-off anymore. The tax benefits of salaries for engineers, product and project managers, data scientists, and even some user experience and marketing staff — all of which had previously reduced taxable income in year one — now had to be spread out over five- or 15-year periods. To understand the impact, imagine a personal tax code change that allowed you to deduct 100% of your biggest source of expenses, and that becoming a 20% deduction. For cash-strapped companies, especially those not yet profitable, the result was a painful tax bill just as venture funding dried up and interest rates soared.AdvertisementSalesforce office buildings in San Francisco.Photo: Jason Henry/Bloomberg (Getty Images)It’s no coincidence that Meta announced its “Year of Efficiency” immediately after the Section 174 change took effect. Ditto Microsoft laying off 10,000 employees in January 2023 despite strong earnings, or Google parent Alphabet cutting 12,000 jobs around the same time.Amazon (AMZN) also laid off almost 30,000 people, with cuts focused not just on logistics but on Alexa and internal cloud tools — precisely the kinds of projects that would have once qualified as immediately deductible R&D. Salesforce (CRM) eliminated 10% of its staff, or 8,000 people, including entire product teams.In public, companies blamed bloat and AI. But inside boardrooms, spreadsheets were telling a quieter story. And MD&A notes — management’s notes on the numbers — buried deep in 10-K filings recorded the change, too. R&D had become more expensive to carry. Headcount, the leading R&D expense across the tech industry, was the easiest thing to cut.AdvertisementIn its 2023 annual report, Meta described salaries as its single biggest R&D expense. Between the first and second years that the Section 174 change began affecting tax returns, Meta cut its total workforce by almost 25%. Over the same period, Microsoft reduced its global headcount by about 7%, with cuts concentrated in product-facing, engineering-heavy roles.Smaller companies without the fortress-like balance sheets of Big Tech have arguably been hit even harder. Twilio (TWLO) slashed 22% of its workforce in 2023 alone. Shopify (SHOP) (headquartered in Canada but with much of its R&D teams in the U.S.) cut almost 30% of staff in 2022 and 2023. Coinbase (COIN) reduced headcount by 36% across a pair of brutal restructuring waves.Since going into effect, the provision has hit at the very heart of America’s economic growth engine: the tech sector.By market cap, tech giants dominate the S&P 500, with the “Magnificent 7” alone accounting for more than a third of the index’s total value. Workforce numbers tell a similar story, with tech employing millions of Americans directly and supporting the employment of tens of millions more. As measured by GDP, capital-T tech contributes about 10% of national output.AdvertisementIt’s not just that tech layoffs were large, it’s that they were massively disproportionate. Across the broader U.S. economy, job cuts hovered around in low single digits across most sectors. But in tech, entire divisions vanished, with a whopping 60% jump in layoffs between 2022 and 2023. Some cuts reflected real inefficiencies — a response to over-hiring during the zero-interest rate boom. At the same time, many of the roles eliminated were in R&D, product, and engineering, precisely the kind of functions that had once benefitted from generous tax treatment under Section 174.Throughout the 2010s, a broad swath of startups, direct-to-consumer brands, and internet-first firms — basically every company you recognize from Instagram or Facebook ads — built their growth models around a kind of engineered break-even.The tax code allowed them to spend aggressively on product and engineering, then write it all off as R&D, keeping their taxable income close to zero by design. It worked because taxable income and actual cash flow were often notGAAP accounting practices. Basically, as long as spending counted as R&D, companies could report losses to investors while owing almost nothing to the IRS.But the Section 174 change broke that model. Once those same expenses had to be spread out, or amortized, over multiple years, the tax shield vanished. Companies that were still burning cash suddenly looked profitable on paper, triggering real tax bills on imaginary gains.AdvertisementThe logic that once fueled a generation of digital-first growth collapsed overnight.So it wasn’t just tech experiencing effects. From 1954 until 2022, the U.S. tax code had encouraged businesses of all stripes to behave like tech companies. From retail to logistics, healthcare to media, if firms built internal tools, customized a software stack, or invested in business intelligence and data-driven product development, they could expense those costs. The write-off incentivized in-house builds and fast growth well outside the capital-T tech sector. This lines up with OECD research showing that immediate deductions foster innovation more than spread-out ones.And American companies ran with that logic. According to government data, U.S. businesses reported about $500 billion in R&D expenditures in 2019 alone, and almost half of that came from industries outside traditional tech. The Bureau of Economic Analysis estimates that this sector, the broader digital economy, accounts for another 10% of GDP.Add that to core tech’s contribution, and the Section 174 shift has likely touched at least 20% of the U.S. economy.AdvertisementThe result? A tax policy aimed at raising short-term revenue effectively hid a time bomb inside the growth engines of thousands of companies. And when it detonated, it kneecapped the incentive for hiring American engineers or investing in American-made tech and digital products.It made building tech companies in America look irrational on a spreadsheet.A bipartisan group of lawmakers is pushing to repeal the Section 174 change, with business groups, CFOs, crypto executives, and venture capitalists lobbying hard for retroactive relief. But the politics are messy. Fixing 174 would mean handing a tax break to the same companies many voters in both parties see as symbols of corporate excess. Any repeal would also come too late for the hundreds of thousands of workers already laid off.And of course, the losses don’t stop at Meta’s or Google’s campus gates. They ripple out. When high-paid tech workers disappear, so do the lunch orders. The house tours. The contract gigs. The spending habits that sustain entire urban economies and thousands of other jobs. Sandwich artists. Rideshare drivers. Realtors. Personal trainers. House cleaners. In tech-heavy cities, the fallout runs deep — and it’s still unfolding.AdvertisementWashington is now poised to pass a second Trump tax bill — one packed with more obscure provisions, more delayed impacts, more quiet redistribution. And it comes as analysts are only just beginning to understand the real-world effects of the last round.The Section 174 change “significantly increased the tax burden on companies investing in innovation, potentially stifling economic growth and reducing the United States’ competitiveness on the global stage,” according to the tax consulting firm KBKG. Whether the U.S. will reverse course — or simply adapt to a new normal — remains to be seen.
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  • How much does your road weigh?

    The ways roads are used, with ever larger and heavier vehicles, have dramatic consequences on the environment – and electric cars are not the answer
    Today, there is an average of 37 tonnes of road per inhabitant of the planet. The weight of the road network alone accounts for a third of all construction worldwide, and has grown exponentially in the 20th century. There is 10 times more bitumen, in mass, than there are living animals. Yet growth in the mass of roads does not automatically correspond to population growth, or translate into increased length of road networks. In wealthier countries, the number of metres of road per inhabitant has actually fallen over the last century. In the United States, for instance, between 1905 and 2015 the length of the network increased by a factor of 1.75 and the population by a factor of 3.8, compared with 21 for the mass of roads. Roads have become wider and, above all, much thicker. To understand the evolution of these parameters, and their environmental impact, it is helpful to trace the different stages in the life of the motorway. 
    Until the early 20th century, roads were used for various modes of transport, including horses, bicycles, pedestrians and trams; as a result of the construction of railways, road traffic even declined in some European countries in the 19th century. The main novelty brought by the motorway was that they would be reserved for motorised traffic. In several languages, the word itself – autostrada, autobahn, autoroute or motorway – speaks of this exclusivity. 
    Roman roads varied from simple corduroy roads, made by placing logs perpendicular to the direction of the road over a low or swampy area, to paved roads, as this engraving from Jean Rondelet’s 19th‑century Traité Théorique et Pratique de l’Art de Bâtir shows. Using deep roadbeds of tamped rubble as an underlying layer to ensure that they kept dry, major roads were often stone-paved, metalled, cambered for drainage and flanked by footpaths, bridleways and drainage ditches

    Like any major piece of infrastructure, motorways became the subject of ideological discourse, long before any shovel hit the ground; politicians underlined their role in the service of the nation, how they would contribute to progress, development, the economy, modernity and even civilisation. The inauguration ceremony for the construction of the first autostrada took place in March 1923, presided over by Italy’s prime minister Benito Mussolini. The second major motorway programme was announced by the Nazi government in 1933, with a national network planned to be around 7,000 kilometres long. In his 2017 book Driving Modernity: Technology, Experts, Politics, and Fascist Motorways, 1922–1943, historian Massimo Moraglio shows how both programmes were used as propaganda tools by the regimes, most notably at the international road congresses in Milan in 1926 and Munich in 1934. In the European postwar era, the notion of the ‘civilising’ effect of roads persevered. In 1962, Valéry Giscard d’Estaing, then‑secretary of state for finances and later president of France, argued that expanded motorways would bring ‘progress, activity and life’.
    This discourse soon butted up against the realities of how motorways affected individuals and communities. In his 2011 book Fighting Traffic: The Dawn of the Motor Age in the American City, Peter D Norton explores the history of resistance to the imposition of motorised traffic in North American cities. Until the 1920s, there was a perception that cars were dangerous newcomers, and that other street and road uses – especially walking – were more legitimate. Cars were associated with speed and danger; restrictions on motorists, especially speed limits, were routine. 
    Built between 1962 and 1970, the Westway was London’s first urban motorway, elevated above the city to use less land. Construction workers are seen stressing the longitudinal soffit cables inside the box section of the deck units to achieve the bearing capacity necessary to carry the weight of traffic
    Credit: Heritage Image Partnership Ltd / Alamy
    To gain domination over cities, motor vehicles had to win priority over other street uses. Rather than restricting the flow of vehicles to minimise the risk of road accidents, a specific infrastructure was dedicated to them: both inner‑city roads and motorways. Cutting through the landscape, the motorway had, by definition, to be inaccessible by any other means of transport than motorised vehicle. To guarantee the fluidity of traffic, the construction of imposing bridges, tunnels and interchanges is necessary, particularly at junctions with other roads, railways or canals. This prioritisation of one type of user inevitably impacts journeys for others; as space is fragmented, short journeys are lengthened for those trying to navigate space by foot or bicycle. 
    Enabling cars to drive at around 110–140km/h on motorways, as modern motorways do, directly impacts their design, with major environmental effects: the gradient has to be gentle, the curves longand the lanes wide, to allow vehicles to overtake each other safely. As much terrain around the world is not naturally suited to these requirements, the earthworks are considerable: in France, the construction of a metre of highway requires moving some 100m3 of earth, and when the soil is soft, full of clay or peat, it is made firmer with hydraulic lime and cement before the highway’s first sub‑layers are laid. This material cost reinforces the criticisms levelled in the 1960s, by the likes of Jane Jacobs and Lewis Mumford, at urban planning that prioritised the personal motor vehicle.
    When roads are widened to accommodate more traffic, buildings are sliced and demolished, as happened in Dhaka’s Bhasantek Road in 2021
    Credit: Dhaka Tribune
    Once built, the motorway is never inert. Motorway projects today generally anticipate future expansion, and include a large median strip of 12m between the lanes, with a view to adding new ones. Increases in speed and vehicle sizes have also translated into wider lanes, from 2.5m in 1945 to 3.5m today. The average contemporary motorway footprint is therefore 100 square metres per linear metre. Indeed, although the construction of a road is supposed to reduce congestion, it also generates new traffic and, therefore, new congestion. This is the principle of ‘induced traffic’: the provision of extra road capacity results in a greater volume of traffic.
    The Katy Freeway in Texas famously illustrates this dynamic. Built as a regular six‑lane highway in the 1960s, it was called the second worst bottleneck in the nation by 2004, wasting 25 million hours a year of commuter time. In 2011, the state of Texas invested USbillion to fix this problem, widening the road to a staggering total of 26 lanes. By 2014, the morning and afternoon traffic had both increased again. The vicious circle based on the induced traffic has been empirically demonstrated in most countries: traffic has continued to increase and congestion remains unresolved, leading to ever-increasing emissions. In the EU, transport is the only sector where greenhouse gas emissions have increased in the past three decades, rising 33.5 per cent between 1990 and 2019. Transport accounts for around a fifth of global CO₂ emissions today, with three quarters of this figure linked to road transport.
    Houston’s Katy Freeway is one of the world’s widest motorways, with 26 lanes. Its last expansion, in 2008, was initially hailed as a success, but within five years, peak travel times were longer than before the expansion – a direct illustration of the principle of induced traffic
    Credit: Smiley N Pool / Houston Chronicle / Getty
    Like other large transport infrastructures such as ports and airports, motorways are designed for the largest and heaviest vehicles. Engineers, road administrations and politicians have known since the 1950s that one truck represents millions of cars: the impact of a vehicle on the roadway is exponential to its weight – an online ‘road damage calculator’ allows you to compare the damage done by different types of vehicles to the road. Over the years, heavier and heavier trucks have been authorised to operate on roads: from 8‑tonne trucks in 1945 to 44 tonnes nowadays. The European Parliament adopted a revised directive on 12 March 2024 authorising mega‑trucks to travel on European roads; they can measure up to 25 metres and weigh up to 60 tonnes, compared with the previous limits of 18.75 metres and 44 tonnes. This is a political and economic choice with considerable material effects: thickness, rigidity of sub‑bases and consolidation of soil and subsoil with lime and cement. Altogether, motorways are 10 times thicker than large roads from the late 19th century. In France, it takes an average of 30 tonnes of sand and aggregate to build one linear metre of motorway, 100 times more than cement and bitumen. 
    The material history of road networks is a history of quarrying and environmental damage. The traces of roads can also be seen in rivers emptied of their sediment, the notches of quarries in the hills and the furrows of dredgers extracting sand from the seabed. This material extraction, arguably the most significant in human history, has dramatic ecological consequences for rivers, groundwater tables, the rise of sea levels and saltwater in farmlands, as well as biodiversity. As sand is ubiquitous and very cheap, the history of roads is also the history of a local extractivism and environmental conflicts around the world. 
    Shoving and rutting is the bulging and rippling of the pavement surface. Once built, roads require extensive maintenance – the heavier the vehicles, the quicker the damage. From pothole repair to the full resurfacing of a road, maintenance contributes to keeping road users safe
    Credit: Yakov Oskanov / Alamy
    Once roads are built and extended, they need to be maintained to support the circulation of lorries and, by extension, commodities. This stage is becoming increasingly important as rail freight, which used to be important in countries such as France and the UK, is declining, accounting for no more than 10 per cent of the transport of commodities. Engineers might judge that a motorway is destined to last 20 years or so, but this prognosis will be significantly reduced with heavy traffic. The same applies to the thousands of motorway bridges: in the UK, nearly half of the 9,000 highway bridges are in poor condition; in France, 7 per cent of the 12,000 bridges are in danger of collapsing, as did Genoa’s Morandi bridge in 2018. If only light vehicles drove on it, this infrastructure would last much longer.
    This puts into perspective governments’ insistence on ‘greening’ the transport sector by targeting CO2 emissions alone, typically by promoting the use of electric vehicles. Public policies prioritising EVs do nothing to change the mass of roads or the issue of their maintenance – even if lorries were to run on clean air, massive quarrying would still be necessary. A similar argument plays out with regard to canals and ports, which have been constantly widened and deepened for decades to accommodate ever-larger oil tankers or container ships. The simple operation of these infrastructures, dimensioned for the circulation of commodities and not humans, requires permanent dredging of large volumes. The environmental problem of large transport infrastructure goes beyond the type of energy used: it is, at its root, free and globalised trade.
    ‘The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing’
    As both a material and ideological object, the motorway fixes certain political choices in the landscape. Millions of kilometres of road continue to be asphalted, widened and thickened around the world to favour cars and lorries. In France, more than 80 per cent of today’s sand and aggregate extraction is used for civil engineering works – the rest goes to buildings. Even if no more buildings, roads or other infrastructures were to be built, phenomenal quantities of sand and aggregates would still need to be extracted in order to maintain existing road networks. The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing, adding new structures such as wildlife crossings, more maintaining. 
    Rising traffic levels are always deemed positive by governments for a country’s economy and development. As Christopher Wells shows in his 2014 book Car Country: An Environmental History, car use becomes necessary in an environment where everything has been planned for the car, from the location of public services and supermarkets to residential and office areas. Similarly, when an entire economy is based on globalised trade and just‑in‑time logistics, the lorry and the container ship become vital. 
    The final stage in the life of a piece of motorway infrastructure is dismantling. Like the other stages, this one is not a natural outcome but the fruit of political choices – which should be democratic – regarding how we wish to use existing roads. Dismantling, which is essential if we are to put an end to the global extractivism of sand and aggregates, does not mean destruction: if bicycles and pedestrians were to use them instead, maintenance would be minimal. This final stage requires a paradigm shift away from the eternal adaptation to increasing traffic. Replacing cars and lorries with public transport and rail freight would be a first step. But above all, a different political and spatial organisation of economic activities is necessary, and ultimately, an end to globalised, just-in-time trade and logistics.
    In 1978, a row of cars parked at a shopping centre in Connecticut was buried under a thick layer of gooey asphalt. The Ghost Parking Lot, one of the first projects by James Wines’ practice SITE, became a playground for skateboarders until it was removed in 2003. Images of this lumpy landscape serve as allegories of the damage caused by reliance on the automobile
    Credit: Project by SITE

    Lead image: Some road damage is beyond repair, as when a landslide caused a large chunk of the Gothenburg–Oslo motorway to collapse in 2023. Such dramatic events remind us of both the fragility of these seemingly robust infrastructures, and the damage that extensive construction does to the planet. Credit: Hanna Brunlöf Windell / TT / Shutterstock

    2025-06-03
    Reuben J Brown

    Share
    #how #much #does #your #road
    How much does your road weigh?
    The ways roads are used, with ever larger and heavier vehicles, have dramatic consequences on the environment – and electric cars are not the answer Today, there is an average of 37 tonnes of road per inhabitant of the planet. The weight of the road network alone accounts for a third of all construction worldwide, and has grown exponentially in the 20th century. There is 10 times more bitumen, in mass, than there are living animals. Yet growth in the mass of roads does not automatically correspond to population growth, or translate into increased length of road networks. In wealthier countries, the number of metres of road per inhabitant has actually fallen over the last century. In the United States, for instance, between 1905 and 2015 the length of the network increased by a factor of 1.75 and the population by a factor of 3.8, compared with 21 for the mass of roads. Roads have become wider and, above all, much thicker. To understand the evolution of these parameters, and their environmental impact, it is helpful to trace the different stages in the life of the motorway.  Until the early 20th century, roads were used for various modes of transport, including horses, bicycles, pedestrians and trams; as a result of the construction of railways, road traffic even declined in some European countries in the 19th century. The main novelty brought by the motorway was that they would be reserved for motorised traffic. In several languages, the word itself – autostrada, autobahn, autoroute or motorway – speaks of this exclusivity.  Roman roads varied from simple corduroy roads, made by placing logs perpendicular to the direction of the road over a low or swampy area, to paved roads, as this engraving from Jean Rondelet’s 19th‑century Traité Théorique et Pratique de l’Art de Bâtir shows. Using deep roadbeds of tamped rubble as an underlying layer to ensure that they kept dry, major roads were often stone-paved, metalled, cambered for drainage and flanked by footpaths, bridleways and drainage ditches Like any major piece of infrastructure, motorways became the subject of ideological discourse, long before any shovel hit the ground; politicians underlined their role in the service of the nation, how they would contribute to progress, development, the economy, modernity and even civilisation. The inauguration ceremony for the construction of the first autostrada took place in March 1923, presided over by Italy’s prime minister Benito Mussolini. The second major motorway programme was announced by the Nazi government in 1933, with a national network planned to be around 7,000 kilometres long. In his 2017 book Driving Modernity: Technology, Experts, Politics, and Fascist Motorways, 1922–1943, historian Massimo Moraglio shows how both programmes were used as propaganda tools by the regimes, most notably at the international road congresses in Milan in 1926 and Munich in 1934. In the European postwar era, the notion of the ‘civilising’ effect of roads persevered. In 1962, Valéry Giscard d’Estaing, then‑secretary of state for finances and later president of France, argued that expanded motorways would bring ‘progress, activity and life’. This discourse soon butted up against the realities of how motorways affected individuals and communities. In his 2011 book Fighting Traffic: The Dawn of the Motor Age in the American City, Peter D Norton explores the history of resistance to the imposition of motorised traffic in North American cities. Until the 1920s, there was a perception that cars were dangerous newcomers, and that other street and road uses – especially walking – were more legitimate. Cars were associated with speed and danger; restrictions on motorists, especially speed limits, were routine.  Built between 1962 and 1970, the Westway was London’s first urban motorway, elevated above the city to use less land. Construction workers are seen stressing the longitudinal soffit cables inside the box section of the deck units to achieve the bearing capacity necessary to carry the weight of traffic Credit: Heritage Image Partnership Ltd / Alamy To gain domination over cities, motor vehicles had to win priority over other street uses. Rather than restricting the flow of vehicles to minimise the risk of road accidents, a specific infrastructure was dedicated to them: both inner‑city roads and motorways. Cutting through the landscape, the motorway had, by definition, to be inaccessible by any other means of transport than motorised vehicle. To guarantee the fluidity of traffic, the construction of imposing bridges, tunnels and interchanges is necessary, particularly at junctions with other roads, railways or canals. This prioritisation of one type of user inevitably impacts journeys for others; as space is fragmented, short journeys are lengthened for those trying to navigate space by foot or bicycle.  Enabling cars to drive at around 110–140km/h on motorways, as modern motorways do, directly impacts their design, with major environmental effects: the gradient has to be gentle, the curves longand the lanes wide, to allow vehicles to overtake each other safely. As much terrain around the world is not naturally suited to these requirements, the earthworks are considerable: in France, the construction of a metre of highway requires moving some 100m3 of earth, and when the soil is soft, full of clay or peat, it is made firmer with hydraulic lime and cement before the highway’s first sub‑layers are laid. This material cost reinforces the criticisms levelled in the 1960s, by the likes of Jane Jacobs and Lewis Mumford, at urban planning that prioritised the personal motor vehicle. When roads are widened to accommodate more traffic, buildings are sliced and demolished, as happened in Dhaka’s Bhasantek Road in 2021 Credit: Dhaka Tribune Once built, the motorway is never inert. Motorway projects today generally anticipate future expansion, and include a large median strip of 12m between the lanes, with a view to adding new ones. Increases in speed and vehicle sizes have also translated into wider lanes, from 2.5m in 1945 to 3.5m today. The average contemporary motorway footprint is therefore 100 square metres per linear metre. Indeed, although the construction of a road is supposed to reduce congestion, it also generates new traffic and, therefore, new congestion. This is the principle of ‘induced traffic’: the provision of extra road capacity results in a greater volume of traffic. The Katy Freeway in Texas famously illustrates this dynamic. Built as a regular six‑lane highway in the 1960s, it was called the second worst bottleneck in the nation by 2004, wasting 25 million hours a year of commuter time. In 2011, the state of Texas invested USbillion to fix this problem, widening the road to a staggering total of 26 lanes. By 2014, the morning and afternoon traffic had both increased again. The vicious circle based on the induced traffic has been empirically demonstrated in most countries: traffic has continued to increase and congestion remains unresolved, leading to ever-increasing emissions. In the EU, transport is the only sector where greenhouse gas emissions have increased in the past three decades, rising 33.5 per cent between 1990 and 2019. Transport accounts for around a fifth of global CO₂ emissions today, with three quarters of this figure linked to road transport. Houston’s Katy Freeway is one of the world’s widest motorways, with 26 lanes. Its last expansion, in 2008, was initially hailed as a success, but within five years, peak travel times were longer than before the expansion – a direct illustration of the principle of induced traffic Credit: Smiley N Pool / Houston Chronicle / Getty Like other large transport infrastructures such as ports and airports, motorways are designed for the largest and heaviest vehicles. Engineers, road administrations and politicians have known since the 1950s that one truck represents millions of cars: the impact of a vehicle on the roadway is exponential to its weight – an online ‘road damage calculator’ allows you to compare the damage done by different types of vehicles to the road. Over the years, heavier and heavier trucks have been authorised to operate on roads: from 8‑tonne trucks in 1945 to 44 tonnes nowadays. The European Parliament adopted a revised directive on 12 March 2024 authorising mega‑trucks to travel on European roads; they can measure up to 25 metres and weigh up to 60 tonnes, compared with the previous limits of 18.75 metres and 44 tonnes. This is a political and economic choice with considerable material effects: thickness, rigidity of sub‑bases and consolidation of soil and subsoil with lime and cement. Altogether, motorways are 10 times thicker than large roads from the late 19th century. In France, it takes an average of 30 tonnes of sand and aggregate to build one linear metre of motorway, 100 times more than cement and bitumen.  The material history of road networks is a history of quarrying and environmental damage. The traces of roads can also be seen in rivers emptied of their sediment, the notches of quarries in the hills and the furrows of dredgers extracting sand from the seabed. This material extraction, arguably the most significant in human history, has dramatic ecological consequences for rivers, groundwater tables, the rise of sea levels and saltwater in farmlands, as well as biodiversity. As sand is ubiquitous and very cheap, the history of roads is also the history of a local extractivism and environmental conflicts around the world.  Shoving and rutting is the bulging and rippling of the pavement surface. Once built, roads require extensive maintenance – the heavier the vehicles, the quicker the damage. From pothole repair to the full resurfacing of a road, maintenance contributes to keeping road users safe Credit: Yakov Oskanov / Alamy Once roads are built and extended, they need to be maintained to support the circulation of lorries and, by extension, commodities. This stage is becoming increasingly important as rail freight, which used to be important in countries such as France and the UK, is declining, accounting for no more than 10 per cent of the transport of commodities. Engineers might judge that a motorway is destined to last 20 years or so, but this prognosis will be significantly reduced with heavy traffic. The same applies to the thousands of motorway bridges: in the UK, nearly half of the 9,000 highway bridges are in poor condition; in France, 7 per cent of the 12,000 bridges are in danger of collapsing, as did Genoa’s Morandi bridge in 2018. If only light vehicles drove on it, this infrastructure would last much longer. This puts into perspective governments’ insistence on ‘greening’ the transport sector by targeting CO2 emissions alone, typically by promoting the use of electric vehicles. Public policies prioritising EVs do nothing to change the mass of roads or the issue of their maintenance – even if lorries were to run on clean air, massive quarrying would still be necessary. A similar argument plays out with regard to canals and ports, which have been constantly widened and deepened for decades to accommodate ever-larger oil tankers or container ships. The simple operation of these infrastructures, dimensioned for the circulation of commodities and not humans, requires permanent dredging of large volumes. The environmental problem of large transport infrastructure goes beyond the type of energy used: it is, at its root, free and globalised trade. ‘The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing’ As both a material and ideological object, the motorway fixes certain political choices in the landscape. Millions of kilometres of road continue to be asphalted, widened and thickened around the world to favour cars and lorries. In France, more than 80 per cent of today’s sand and aggregate extraction is used for civil engineering works – the rest goes to buildings. Even if no more buildings, roads or other infrastructures were to be built, phenomenal quantities of sand and aggregates would still need to be extracted in order to maintain existing road networks. The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing, adding new structures such as wildlife crossings, more maintaining.  Rising traffic levels are always deemed positive by governments for a country’s economy and development. As Christopher Wells shows in his 2014 book Car Country: An Environmental History, car use becomes necessary in an environment where everything has been planned for the car, from the location of public services and supermarkets to residential and office areas. Similarly, when an entire economy is based on globalised trade and just‑in‑time logistics, the lorry and the container ship become vital.  The final stage in the life of a piece of motorway infrastructure is dismantling. Like the other stages, this one is not a natural outcome but the fruit of political choices – which should be democratic – regarding how we wish to use existing roads. Dismantling, which is essential if we are to put an end to the global extractivism of sand and aggregates, does not mean destruction: if bicycles and pedestrians were to use them instead, maintenance would be minimal. This final stage requires a paradigm shift away from the eternal adaptation to increasing traffic. Replacing cars and lorries with public transport and rail freight would be a first step. But above all, a different political and spatial organisation of economic activities is necessary, and ultimately, an end to globalised, just-in-time trade and logistics. In 1978, a row of cars parked at a shopping centre in Connecticut was buried under a thick layer of gooey asphalt. The Ghost Parking Lot, one of the first projects by James Wines’ practice SITE, became a playground for skateboarders until it was removed in 2003. Images of this lumpy landscape serve as allegories of the damage caused by reliance on the automobile Credit: Project by SITE Lead image: Some road damage is beyond repair, as when a landslide caused a large chunk of the Gothenburg–Oslo motorway to collapse in 2023. Such dramatic events remind us of both the fragility of these seemingly robust infrastructures, and the damage that extensive construction does to the planet. Credit: Hanna Brunlöf Windell / TT / Shutterstock 2025-06-03 Reuben J Brown Share #how #much #does #your #road
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    How much does your road weigh?
    The ways roads are used, with ever larger and heavier vehicles, have dramatic consequences on the environment – and electric cars are not the answer Today, there is an average of 37 tonnes of road per inhabitant of the planet. The weight of the road network alone accounts for a third of all construction worldwide, and has grown exponentially in the 20th century. There is 10 times more bitumen, in mass, than there are living animals. Yet growth in the mass of roads does not automatically correspond to population growth, or translate into increased length of road networks. In wealthier countries, the number of metres of road per inhabitant has actually fallen over the last century. In the United States, for instance, between 1905 and 2015 the length of the network increased by a factor of 1.75 and the population by a factor of 3.8, compared with 21 for the mass of roads. Roads have become wider and, above all, much thicker. To understand the evolution of these parameters, and their environmental impact, it is helpful to trace the different stages in the life of the motorway.  Until the early 20th century, roads were used for various modes of transport, including horses, bicycles, pedestrians and trams; as a result of the construction of railways, road traffic even declined in some European countries in the 19th century. The main novelty brought by the motorway was that they would be reserved for motorised traffic. In several languages, the word itself – autostrada, autobahn, autoroute or motorway – speaks of this exclusivity.  Roman roads varied from simple corduroy roads, made by placing logs perpendicular to the direction of the road over a low or swampy area, to paved roads, as this engraving from Jean Rondelet’s 19th‑century Traité Théorique et Pratique de l’Art de Bâtir shows. Using deep roadbeds of tamped rubble as an underlying layer to ensure that they kept dry, major roads were often stone-paved, metalled, cambered for drainage and flanked by footpaths, bridleways and drainage ditches Like any major piece of infrastructure, motorways became the subject of ideological discourse, long before any shovel hit the ground; politicians underlined their role in the service of the nation, how they would contribute to progress, development, the economy, modernity and even civilisation. The inauguration ceremony for the construction of the first autostrada took place in March 1923, presided over by Italy’s prime minister Benito Mussolini. The second major motorway programme was announced by the Nazi government in 1933, with a national network planned to be around 7,000 kilometres long. In his 2017 book Driving Modernity: Technology, Experts, Politics, and Fascist Motorways, 1922–1943, historian Massimo Moraglio shows how both programmes were used as propaganda tools by the regimes, most notably at the international road congresses in Milan in 1926 and Munich in 1934. In the European postwar era, the notion of the ‘civilising’ effect of roads persevered. In 1962, Valéry Giscard d’Estaing, then‑secretary of state for finances and later president of France, argued that expanded motorways would bring ‘progress, activity and life’. This discourse soon butted up against the realities of how motorways affected individuals and communities. In his 2011 book Fighting Traffic: The Dawn of the Motor Age in the American City, Peter D Norton explores the history of resistance to the imposition of motorised traffic in North American cities. Until the 1920s, there was a perception that cars were dangerous newcomers, and that other street and road uses – especially walking – were more legitimate. Cars were associated with speed and danger; restrictions on motorists, especially speed limits, were routine.  Built between 1962 and 1970, the Westway was London’s first urban motorway, elevated above the city to use less land. Construction workers are seen stressing the longitudinal soffit cables inside the box section of the deck units to achieve the bearing capacity necessary to carry the weight of traffic Credit: Heritage Image Partnership Ltd / Alamy To gain domination over cities, motor vehicles had to win priority over other street uses. Rather than restricting the flow of vehicles to minimise the risk of road accidents, a specific infrastructure was dedicated to them: both inner‑city roads and motorways. Cutting through the landscape, the motorway had, by definition, to be inaccessible by any other means of transport than motorised vehicle. To guarantee the fluidity of traffic, the construction of imposing bridges, tunnels and interchanges is necessary, particularly at junctions with other roads, railways or canals. This prioritisation of one type of user inevitably impacts journeys for others; as space is fragmented, short journeys are lengthened for those trying to navigate space by foot or bicycle.  Enabling cars to drive at around 110–140km/h on motorways, as modern motorways do, directly impacts their design, with major environmental effects: the gradient has to be gentle (4 per cent), the curves long (1.5km in radius) and the lanes wide, to allow vehicles to overtake each other safely. As much terrain around the world is not naturally suited to these requirements, the earthworks are considerable: in France, the construction of a metre of highway requires moving some 100m3 of earth, and when the soil is soft, full of clay or peat, it is made firmer with hydraulic lime and cement before the highway’s first sub‑layers are laid. This material cost reinforces the criticisms levelled in the 1960s, by the likes of Jane Jacobs and Lewis Mumford, at urban planning that prioritised the personal motor vehicle. When roads are widened to accommodate more traffic, buildings are sliced and demolished, as happened in Dhaka’s Bhasantek Road in 2021 Credit: Dhaka Tribune Once built, the motorway is never inert. Motorway projects today generally anticipate future expansion (from 2×2 to 2×3 to 2×4 lanes), and include a large median strip of 12m between the lanes, with a view to adding new ones. Increases in speed and vehicle sizes have also translated into wider lanes, from 2.5m in 1945 to 3.5m today. The average contemporary motorway footprint is therefore 100 square metres per linear metre. Indeed, although the construction of a road is supposed to reduce congestion, it also generates new traffic and, therefore, new congestion. This is the principle of ‘induced traffic’: the provision of extra road capacity results in a greater volume of traffic. The Katy Freeway in Texas famously illustrates this dynamic. Built as a regular six‑lane highway in the 1960s, it was called the second worst bottleneck in the nation by 2004, wasting 25 million hours a year of commuter time. In 2011, the state of Texas invested US$2.8 billion to fix this problem, widening the road to a staggering total of 26 lanes. By 2014, the morning and afternoon traffic had both increased again. The vicious circle based on the induced traffic has been empirically demonstrated in most countries: traffic has continued to increase and congestion remains unresolved, leading to ever-increasing emissions. In the EU, transport is the only sector where greenhouse gas emissions have increased in the past three decades, rising 33.5 per cent between 1990 and 2019. Transport accounts for around a fifth of global CO₂ emissions today, with three quarters of this figure linked to road transport. Houston’s Katy Freeway is one of the world’s widest motorways, with 26 lanes. Its last expansion, in 2008, was initially hailed as a success, but within five years, peak travel times were longer than before the expansion – a direct illustration of the principle of induced traffic Credit: Smiley N Pool / Houston Chronicle / Getty Like other large transport infrastructures such as ports and airports, motorways are designed for the largest and heaviest vehicles. Engineers, road administrations and politicians have known since the 1950s that one truck represents millions of cars: the impact of a vehicle on the roadway is exponential to its weight – an online ‘road damage calculator’ allows you to compare the damage done by different types of vehicles to the road. Over the years, heavier and heavier trucks have been authorised to operate on roads: from 8‑tonne trucks in 1945 to 44 tonnes nowadays. The European Parliament adopted a revised directive on 12 March 2024 authorising mega‑trucks to travel on European roads; they can measure up to 25 metres and weigh up to 60 tonnes, compared with the previous limits of 18.75 metres and 44 tonnes. This is a political and economic choice with considerable material effects: thickness, rigidity of sub‑bases and consolidation of soil and subsoil with lime and cement. Altogether, motorways are 10 times thicker than large roads from the late 19th century. In France, it takes an average of 30 tonnes of sand and aggregate to build one linear metre of motorway, 100 times more than cement and bitumen.  The material history of road networks is a history of quarrying and environmental damage. The traces of roads can also be seen in rivers emptied of their sediment, the notches of quarries in the hills and the furrows of dredgers extracting sand from the seabed. This material extraction, arguably the most significant in human history, has dramatic ecological consequences for rivers, groundwater tables, the rise of sea levels and saltwater in farmlands, as well as biodiversity. As sand is ubiquitous and very cheap, the history of roads is also the history of a local extractivism and environmental conflicts around the world.  Shoving and rutting is the bulging and rippling of the pavement surface. Once built, roads require extensive maintenance – the heavier the vehicles, the quicker the damage. From pothole repair to the full resurfacing of a road, maintenance contributes to keeping road users safe Credit: Yakov Oskanov / Alamy Once roads are built and extended, they need to be maintained to support the circulation of lorries and, by extension, commodities. This stage is becoming increasingly important as rail freight, which used to be important in countries such as France and the UK, is declining, accounting for no more than 10 per cent of the transport of commodities. Engineers might judge that a motorway is destined to last 20 years or so, but this prognosis will be significantly reduced with heavy traffic. The same applies to the thousands of motorway bridges: in the UK, nearly half of the 9,000 highway bridges are in poor condition; in France, 7 per cent of the 12,000 bridges are in danger of collapsing, as did Genoa’s Morandi bridge in 2018. If only light vehicles drove on it, this infrastructure would last much longer. This puts into perspective governments’ insistence on ‘greening’ the transport sector by targeting CO2 emissions alone, typically by promoting the use of electric vehicles (EVs). Public policies prioritising EVs do nothing to change the mass of roads or the issue of their maintenance – even if lorries were to run on clean air, massive quarrying would still be necessary. A similar argument plays out with regard to canals and ports, which have been constantly widened and deepened for decades to accommodate ever-larger oil tankers or container ships. The simple operation of these infrastructures, dimensioned for the circulation of commodities and not humans, requires permanent dredging of large volumes. The environmental problem of large transport infrastructure goes beyond the type of energy used: it is, at its root, free and globalised trade. ‘The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing’ As both a material and ideological object, the motorway fixes certain political choices in the landscape. Millions of kilometres of road continue to be asphalted, widened and thickened around the world to favour cars and lorries. In France, more than 80 per cent of today’s sand and aggregate extraction is used for civil engineering works – the rest goes to buildings. Even if no more buildings, roads or other infrastructures were to be built, phenomenal quantities of sand and aggregates would still need to be extracted in order to maintain existing road networks. The material life cycle of motorways is relentless: constructing, maintaining, widening, thickening, repairing, adding new structures such as wildlife crossings, more maintaining.  Rising traffic levels are always deemed positive by governments for a country’s economy and development. As Christopher Wells shows in his 2014 book Car Country: An Environmental History, car use becomes necessary in an environment where everything has been planned for the car, from the location of public services and supermarkets to residential and office areas. Similarly, when an entire economy is based on globalised trade and just‑in‑time logistics (to the point that many service economies could not produce their own personal protective equipment in the midst of a pandemic), the lorry and the container ship become vital.  The final stage in the life of a piece of motorway infrastructure is dismantling. Like the other stages, this one is not a natural outcome but the fruit of political choices – which should be democratic – regarding how we wish to use existing roads. Dismantling, which is essential if we are to put an end to the global extractivism of sand and aggregates, does not mean destruction: if bicycles and pedestrians were to use them instead, maintenance would be minimal. This final stage requires a paradigm shift away from the eternal adaptation to increasing traffic. Replacing cars and lorries with public transport and rail freight would be a first step. But above all, a different political and spatial organisation of economic activities is necessary, and ultimately, an end to globalised, just-in-time trade and logistics. In 1978, a row of cars parked at a shopping centre in Connecticut was buried under a thick layer of gooey asphalt. The Ghost Parking Lot, one of the first projects by James Wines’ practice SITE, became a playground for skateboarders until it was removed in 2003. Images of this lumpy landscape serve as allegories of the damage caused by reliance on the automobile Credit: Project by SITE Lead image: Some road damage is beyond repair, as when a landslide caused a large chunk of the Gothenburg–Oslo motorway to collapse in 2023. Such dramatic events remind us of both the fragility of these seemingly robust infrastructures, and the damage that extensive construction does to the planet. Credit: Hanna Brunlöf Windell / TT / Shutterstock 2025-06-03 Reuben J Brown Share
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  • Five Tricks Insurance Companies Use to Deny Claims (and How to Avoid Them)

    Insurance is a modern necessity—and it can often be a literal lifesaver. When any sort of disaster strikes, whether it’s to your property, your business, or your health, getting a payment on your claim can mean the difference between getting through the emergency in one piece and being buried under bills for years to come.While it might seem pretty straightforward, anyone who’s actually dealt with insurance companies knows that their least favorite thing to do in this world is pay out on claims. In fact, studies have found that 17% of claims made to HealthCare.gov insurers and 18% of claims made to private insurers are denied—with some insurance companies rejecting nearly 50% of all claims.In fact, some insurers employ several legal but underhanded tricks to avoid paying out on claims. Here are five common tricks insurance companies will use against you.Moving as slowly as possibleThe simplest trick an insurance company can play is to drag their feet on your claim—there’s a reason the phrase “deny and delay” has become linked to the insurance industry as a whole. This tactic works because your insurer knows you’re desperate for a settlement on your claim; that’s the whole point of insurance. The longer they make you wait, the more likely you’ll accept whatever they offer you, even if you know it’s much less than you’re entitled to.Delay tactics vary, but can include:Documentation overload. Insurance companies sometimes request huge amounts ofdocumentation that takes a lot of time to procure and organize.Personnel swaps. Insurers may change the adjuster and other employees on your case, with each new person requiring some time to review the claim and get up to speed.Claiming no response. Your insurer asked for something, and you provided it. Weeks later they claim they never received it, and ask that you submit it again.The best way to counter these tactics is meticulous record-keeping. If you feel that your insurer is asking for unnecessary documentation, ask them to explain why they need the documents—this sometimes makes document requests magically vanish. Send all written communications via certified mail and turn on read receipts for emails and other electronic communications.Love bombingInsurers are often extremely nice to you when you initially start dealing with them. They express sympathy, use the words “I’m sorry” in the context of your injuries or loss, and generally sound warm and friendly. That’s nice, and may even be genuine. But it’s also a tactic they use to delay or eventually find reasons to deny your claim.Studies have found that apologies can be weaponized, and that people will tolerate delays and settle for less if they think the other party is taking responsibility or expressing empathy. Being excessively nice to you can fool you into thinking you can rely on the insurer to handle things on your behalf. This lets the company delay as much as possible, stringing you along. Love bombing like this can also get you to say things you shouldn’t say—as we’ll see in the next entry.Twisting your wordsAnother reason an insurance adjuster or other employee might apologize to you? Because it can gently goad you into expressing regrets of your own which can then be used against you. Any expression of apology or regret could be interpreted as an admittance of fault. And establishing a friendly, sympathetic rapport with you could be a tactic to get you to say more than you should by speculating on causes or your responsibility in a claim.For example, while speaking with a friendly adjuster about a car accident you were involved with, you might tell them you wish you’d noticed the other car driving erratically—if you had, you might have avoided the accident. This might seem like a simple observation, but it could be twisted into an admittance that you weren’t paying attention—and thus your claim is denied.Insurers will also sometimes demand that you submit a recorded statement, often very quickly after the incident covered by the claim. They will sometimes state that this is best for you, as it will get the claim moving more quickly. But a rushed recorded statement can also lead to a denied claim—if you’re wrong or inaccurate about anything in your statement, this could be used as a basis for denial.To avoid the tactics listed above, follow a few simple rules for dealing with insurers:Lawyer up. Hiring a lawyer to help you deal with insurance claims might seem like overkill, but you should always have a lawyer with you when speaking with insurers. An experienced attorney can ensure you don’t say anything that could hurt your claim.Never record. You’re typically not required to submit recorded statements, so don’t do it. Insist that all communications be done in person or over the phone, with your attorney present.Be suspicious. If an adjuster or other representative of the insurance company is overly friendly, don’t fall for it. Their sympathy might be genuine, but it can still get you into trouble if you let your guard down.RushingIronically, an effective tactic to delay and deny claims is to rush things. You file your claim, and before you can get organized, hire a lawyer, and recover from whatever happened, the insurer is on the phone, offering a settlement. This is often combined with pressure—like sending you a letter stating that you have two weeks to accept the settlement offer, or the company will “close the file.”This is usually designed to reduce the payout—that easy, fast settlement is probably for a lot less than the amount you’re actually entitled to—and to force errors on your part. By rushing to pull together information, you’ll probably make mistakes that can then be used to deny the claim.You can defend against this in two simple ways:Slow down. Ignore pressure to respond immediately or by arbitrary deadlines. Take your time, gather information, and respond when you’re ready. An attorney can help by acting as a buffer between you and the company.Know the statute. If your insurer tells you it will close your claim file, let it happen. It’s a meaningless administrative action. Your state’s laws will have a defined Statute of Limitations on your claim—a period of time when you’re legally allowed to pursue the claim. As long as you’re within that time period, you can force the insurer to re-open the claim.LowballingIf your insurer doesn’t think it can totally deny your claim, it may offer you a lowball settlement. You shouldn’t accept an insurance company’s calculations as gospel. In fact, the most important piece of information you can have about the claims process is that you are allowed to hire your own insurance adjuster. A public insurance adjuster works for you, not the insurance company, and will often arrive at a much higher figure for your claim.Hiring your own adjuster also insulates you from internal delays, as you won’t have to wait on your insurer’s processes or play phone tag with their adjuster. In addition to an experienced lawyer, a public adjuster can also ensure that you have all the support and knowledge you need to navigate the often murky world of insurance claims.
    #five #tricks #insurance #companies #use
    Five Tricks Insurance Companies Use to Deny Claims (and How to Avoid Them)
    Insurance is a modern necessity—and it can often be a literal lifesaver. When any sort of disaster strikes, whether it’s to your property, your business, or your health, getting a payment on your claim can mean the difference between getting through the emergency in one piece and being buried under bills for years to come.While it might seem pretty straightforward, anyone who’s actually dealt with insurance companies knows that their least favorite thing to do in this world is pay out on claims. In fact, studies have found that 17% of claims made to HealthCare.gov insurers and 18% of claims made to private insurers are denied—with some insurance companies rejecting nearly 50% of all claims.In fact, some insurers employ several legal but underhanded tricks to avoid paying out on claims. Here are five common tricks insurance companies will use against you.Moving as slowly as possibleThe simplest trick an insurance company can play is to drag their feet on your claim—there’s a reason the phrase “deny and delay” has become linked to the insurance industry as a whole. This tactic works because your insurer knows you’re desperate for a settlement on your claim; that’s the whole point of insurance. The longer they make you wait, the more likely you’ll accept whatever they offer you, even if you know it’s much less than you’re entitled to.Delay tactics vary, but can include:Documentation overload. Insurance companies sometimes request huge amounts ofdocumentation that takes a lot of time to procure and organize.Personnel swaps. Insurers may change the adjuster and other employees on your case, with each new person requiring some time to review the claim and get up to speed.Claiming no response. Your insurer asked for something, and you provided it. Weeks later they claim they never received it, and ask that you submit it again.The best way to counter these tactics is meticulous record-keeping. If you feel that your insurer is asking for unnecessary documentation, ask them to explain why they need the documents—this sometimes makes document requests magically vanish. Send all written communications via certified mail and turn on read receipts for emails and other electronic communications.Love bombingInsurers are often extremely nice to you when you initially start dealing with them. They express sympathy, use the words “I’m sorry” in the context of your injuries or loss, and generally sound warm and friendly. That’s nice, and may even be genuine. But it’s also a tactic they use to delay or eventually find reasons to deny your claim.Studies have found that apologies can be weaponized, and that people will tolerate delays and settle for less if they think the other party is taking responsibility or expressing empathy. Being excessively nice to you can fool you into thinking you can rely on the insurer to handle things on your behalf. This lets the company delay as much as possible, stringing you along. Love bombing like this can also get you to say things you shouldn’t say—as we’ll see in the next entry.Twisting your wordsAnother reason an insurance adjuster or other employee might apologize to you? Because it can gently goad you into expressing regrets of your own which can then be used against you. Any expression of apology or regret could be interpreted as an admittance of fault. And establishing a friendly, sympathetic rapport with you could be a tactic to get you to say more than you should by speculating on causes or your responsibility in a claim.For example, while speaking with a friendly adjuster about a car accident you were involved with, you might tell them you wish you’d noticed the other car driving erratically—if you had, you might have avoided the accident. This might seem like a simple observation, but it could be twisted into an admittance that you weren’t paying attention—and thus your claim is denied.Insurers will also sometimes demand that you submit a recorded statement, often very quickly after the incident covered by the claim. They will sometimes state that this is best for you, as it will get the claim moving more quickly. But a rushed recorded statement can also lead to a denied claim—if you’re wrong or inaccurate about anything in your statement, this could be used as a basis for denial.To avoid the tactics listed above, follow a few simple rules for dealing with insurers:Lawyer up. Hiring a lawyer to help you deal with insurance claims might seem like overkill, but you should always have a lawyer with you when speaking with insurers. An experienced attorney can ensure you don’t say anything that could hurt your claim.Never record. You’re typically not required to submit recorded statements, so don’t do it. Insist that all communications be done in person or over the phone, with your attorney present.Be suspicious. If an adjuster or other representative of the insurance company is overly friendly, don’t fall for it. Their sympathy might be genuine, but it can still get you into trouble if you let your guard down.RushingIronically, an effective tactic to delay and deny claims is to rush things. You file your claim, and before you can get organized, hire a lawyer, and recover from whatever happened, the insurer is on the phone, offering a settlement. This is often combined with pressure—like sending you a letter stating that you have two weeks to accept the settlement offer, or the company will “close the file.”This is usually designed to reduce the payout—that easy, fast settlement is probably for a lot less than the amount you’re actually entitled to—and to force errors on your part. By rushing to pull together information, you’ll probably make mistakes that can then be used to deny the claim.You can defend against this in two simple ways:Slow down. Ignore pressure to respond immediately or by arbitrary deadlines. Take your time, gather information, and respond when you’re ready. An attorney can help by acting as a buffer between you and the company.Know the statute. If your insurer tells you it will close your claim file, let it happen. It’s a meaningless administrative action. Your state’s laws will have a defined Statute of Limitations on your claim—a period of time when you’re legally allowed to pursue the claim. As long as you’re within that time period, you can force the insurer to re-open the claim.LowballingIf your insurer doesn’t think it can totally deny your claim, it may offer you a lowball settlement. You shouldn’t accept an insurance company’s calculations as gospel. In fact, the most important piece of information you can have about the claims process is that you are allowed to hire your own insurance adjuster. A public insurance adjuster works for you, not the insurance company, and will often arrive at a much higher figure for your claim.Hiring your own adjuster also insulates you from internal delays, as you won’t have to wait on your insurer’s processes or play phone tag with their adjuster. In addition to an experienced lawyer, a public adjuster can also ensure that you have all the support and knowledge you need to navigate the often murky world of insurance claims. #five #tricks #insurance #companies #use
    LIFEHACKER.COM
    Five Tricks Insurance Companies Use to Deny Claims (and How to Avoid Them)
    Insurance is a modern necessity—and it can often be a literal lifesaver. When any sort of disaster strikes, whether it’s to your property, your business, or your health, getting a payment on your claim can mean the difference between getting through the emergency in one piece and being buried under bills for years to come.While it might seem pretty straightforward, anyone who’s actually dealt with insurance companies knows that their least favorite thing to do in this world is pay out on claims. In fact, studies have found that 17% of claims made to HealthCare.gov insurers and 18% of claims made to private insurers are denied—with some insurance companies rejecting nearly 50% of all claims.In fact, some insurers employ several legal but underhanded tricks to avoid paying out on claims. Here are five common tricks insurance companies will use against you.Moving as slowly as possibleThe simplest trick an insurance company can play is to drag their feet on your claim—there’s a reason the phrase “deny and delay” has become linked to the insurance industry as a whole. This tactic works because your insurer knows you’re desperate for a settlement on your claim; that’s the whole point of insurance. The longer they make you wait, the more likely you’ll accept whatever they offer you, even if you know it’s much less than you’re entitled to.Delay tactics vary, but can include:Documentation overload. Insurance companies sometimes request huge amounts of (sometimes unnecessary) documentation that takes a lot of time to procure and organize.Personnel swaps. Insurers may change the adjuster and other employees on your case, with each new person requiring some time to review the claim and get up to speed.Claiming no response. Your insurer asked for something, and you provided it. Weeks later they claim they never received it, and ask that you submit it again.The best way to counter these tactics is meticulous record-keeping. If you feel that your insurer is asking for unnecessary documentation, ask them to explain why they need the documents—this sometimes makes document requests magically vanish. Send all written communications via certified mail and turn on read receipts for emails and other electronic communications.Love bombingInsurers are often extremely nice to you when you initially start dealing with them. They express sympathy, use the words “I’m sorry” in the context of your injuries or loss, and generally sound warm and friendly. That’s nice, and may even be genuine. But it’s also a tactic they use to delay or eventually find reasons to deny your claim.Studies have found that apologies can be weaponized, and that people will tolerate delays and settle for less if they think the other party is taking responsibility or expressing empathy. Being excessively nice to you can fool you into thinking you can rely on the insurer to handle things on your behalf. This lets the company delay as much as possible, stringing you along. Love bombing like this can also get you to say things you shouldn’t say—as we’ll see in the next entry.Twisting your wordsAnother reason an insurance adjuster or other employee might apologize to you? Because it can gently goad you into expressing regrets of your own which can then be used against you. Any expression of apology or regret could be interpreted as an admittance of fault. And establishing a friendly, sympathetic rapport with you could be a tactic to get you to say more than you should by speculating on causes or your responsibility in a claim.For example, while speaking with a friendly adjuster about a car accident you were involved with, you might tell them you wish you’d noticed the other car driving erratically—if you had, you might have avoided the accident. This might seem like a simple observation, but it could be twisted into an admittance that you weren’t paying attention—and thus your claim is denied.Insurers will also sometimes demand that you submit a recorded statement, often very quickly after the incident covered by the claim. They will sometimes state that this is best for you, as it will get the claim moving more quickly. But a rushed recorded statement can also lead to a denied claim—if you’re wrong or inaccurate about anything in your statement, this could be used as a basis for denial.To avoid the tactics listed above, follow a few simple rules for dealing with insurers:Lawyer up. Hiring a lawyer to help you deal with insurance claims might seem like overkill, but you should always have a lawyer with you when speaking with insurers. An experienced attorney can ensure you don’t say anything that could hurt your claim.Never record. You’re typically not required to submit recorded statements, so don’t do it. Insist that all communications be done in person or over the phone, with your attorney present.Be suspicious. If an adjuster or other representative of the insurance company is overly friendly, don’t fall for it. Their sympathy might be genuine, but it can still get you into trouble if you let your guard down.RushingIronically, an effective tactic to delay and deny claims is to rush things. You file your claim, and before you can get organized, hire a lawyer, and recover from whatever happened, the insurer is on the phone, offering a settlement. This is often combined with pressure—like sending you a letter stating that you have two weeks to accept the settlement offer, or the company will “close the file.”This is usually designed to reduce the payout—that easy, fast settlement is probably for a lot less than the amount you’re actually entitled to—and to force errors on your part. By rushing to pull together information, you’ll probably make mistakes that can then be used to deny the claim.You can defend against this in two simple ways:Slow down. Ignore pressure to respond immediately or by arbitrary deadlines. Take your time, gather information, and respond when you’re ready. An attorney can help by acting as a buffer between you and the company.Know the statute. If your insurer tells you it will close your claim file, let it happen. It’s a meaningless administrative action. Your state’s laws will have a defined Statute of Limitations on your claim—a period of time when you’re legally allowed to pursue the claim. As long as you’re within that time period, you can force the insurer to re-open the claim.LowballingIf your insurer doesn’t think it can totally deny your claim, it may offer you a lowball settlement. You shouldn’t accept an insurance company’s calculations as gospel. In fact, the most important piece of information you can have about the claims process is that you are allowed to hire your own insurance adjuster. A public insurance adjuster works for you, not the insurance company, and will often arrive at a much higher figure for your claim.Hiring your own adjuster also insulates you from internal delays, as you won’t have to wait on your insurer’s processes or play phone tag with their adjuster. In addition to an experienced lawyer, a public adjuster can also ensure that you have all the support and knowledge you need to navigate the often murky world of insurance claims.
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  • Colorado’s landfills generate as much pollution as driving 1 million cars for a year

    Remember the banana peels, apple cores, and leftover pizza you recently threw in the garbage? Today, your food waste—and your neighbors’—is emitting climate-warming greenhouse gases as it decomposes in a nearby municipal landfill.

    Buried food scraps and yard waste at 51 dumps across Colorado generate an amount of methane equivalent to driving 1 million gasoline-powered cars for a year. About 80 times as potent as carbon dioxide as a greenhouse gas over a period of 20 years, methane accounts for 11% of global emissions that scientists say are warming the atmosphere and contributing to more intense and severe weather, wildfires, and drought.

    Landfills are the third-largest source of methane pollution in Colorado, after agriculture and fossil fuel extraction. Draft methane rules released last month by the state’s Department of Public Health and Environment would, for the first time, require some dump operators to measure and quantify methane releases and to fix leaks. The proposal mandates that waste managers install a gas collection system if their dump generates a certain amount of the climate-warming gas. 

    It also addresses loopholes in federal law that allow waste to sit for five years before such systems are required—even though science has shown that half of all food waste decays within about three and a half years. The draft rule surpasses U.S. Environmental Protection Agency standards in the amount of landfill area operators must monitor for emissions. It’s set to be heard by the state’s Air Quality Control Commission in August.

    Proposed regulations require the elimination of open gas flares—burning emissions directly into the atmosphere—and urge the use of biocovers and biofilters, which rely on bacteria to break down gases. The 70-page draft also calls for more routine and thorough monitoring of a dump surface with advanced technologies like satellites, which recently recorded large plumes of methane escaping from a Denver-area landfill.

    “We’ve had our eyes opened thanks to technology that has made the invisible, visible—now we know the extent of the problem, which is much greater than what estimates have portrayed,” said Katherine Blauvelt, circular economy director at Industrious Labs, a nonprofit working to decarbonize industry. 

    “When landfill operators fail to control leaks, we know harmful pollutants are coming along for the ride.”

    Cancer-causing volatile organic compounds, such as benzene and toluene, escape with methane leaching from landfills. These chemicals also contribute to the formation of lung-damaging ozone pollution, an increasing problem for the 3.6 million people who live in the greater Denver metropolitan area.

    Indeed, the region along the eastern slope of the Rocky Mountains ranked sixth in the nation for the most polluted air—with unhealthy ozone levels reported on one out of every 10 days, on average, according to the American Lung Association’s 2025 “State of the Air” report. The state is also woefully behind in its compliance with federal air quality standards.

    State officials and environmental advocates agree that reducing methane emissions from landfills, which are easier to mitigate than cow burps, for example, is one of the quickest and most efficient ways to slow warming in the short term.

    “Waste deposited in landfills continues producing methane for decades as it breaks down—and it’s one sector where Colorado has yet to directly take action to reduce these greenhouse gases,” said Tim Taylor, a supervisor in the state’s air pollution control division, in an online hearing last February on the proposed landfill methane rules.

    Colorado’s draft regulations are similar to those in California, Oregon, Maryland, and Washington, he added. More than 10 landfills in the state are already required under federal rules to have gas collection and control systems. Yet even with such technology in place, disposal facilities routinely exceed federal methane emissions caps.

    The state’s health department has also identified a dozen municipal solid waste landfills, based on a preliminary analysis, that would be required to put such systems in place under the proposed rules, Zachary Aedo, an agency spokesman, said in an email to Capital & Main.

    Many of these facilities are operated by counties, some of which expressed concerns about their ability to pay for such systems.

    “We are a small rural county, and a multimillion-dollar containment system is going to be more than we can build,” testified Delta County Commissioner Craig Fuller at the February hearing. “The financial equation of this whole thing is absolutely mind-boggling—we are struggling as it is to provide health and human services.”

    Other county officials embraced the proposed tightening of rules.

    “Landfills across Colorado, including in Eagle County, are leading sources of methane pollution,” said Eagle County Commissioner Matt Scherr in a March 6 statement. “As a local elected official I support a robust rule that embraces advanced technologies to cut pollution, protect public health and help the methane mitigation industry thrive.”

    For larger landfill companies, like Waste Management, which operates 283 active disposal sites nationwide, figuring out which technology works to best monitor emissions from a dump’s surface is proving a complex challenge. The company is testing technologies at facilities with different topographies and climate fluctuations to understand what causes emissions releases, said Amy Banister, Waste Management senior director of air programs.

    “Landfills are complicated, emissions vary over time, and we have emissions 24/7,” said Banister at an online meeting last September of a technical group created by Colorado health department officials. “Drones produced a lot of false positives—and we need more work understanding how fixed sensors can be applied in a landfill environment.”

    State health officials suggested municipalities could offset the costs of installing gas collection systems at disposal sites by converting methane into energy. Several landfill operations in Colorado currently have such waste-to-energy systems—which send power they generate to the state’s power grid.

    “We are mindful of the costs of complying with this rule and how tipping fees may be impacted,” said Taylor, an air quality supervisor, at the February hearing. “Analyses conducted in other states of their landfill methane rules found there wasn’t an increase in tipping fees as a result of regulations over time.”

    Tipping fees are paid by those who dispose of waste in a landfill. If operators passed on compliance costs to households, a state analysis found, the yearly average annual fee would increase per household.

    Colorado’s push comes as the EPA issued an enforcement alert in September that found “recurring Clean Air Act compliance issues” at municipal solid waste landfills that led to the “significant release of methane,” based on 100 inspections conducted over three years. 

    Such violations included improper design and installation of gas collection and control systems, failure to maintain adequate “cover integrity,” and improper monitoring of facilities for emissions.

    To address gaps in federal regulations, which require operators to measure emissions four times a year by walking in a grid pattern across the face of the landfill with a handheld sensor, Colorado’s draft rules require third-party monitoring. Such measurements must be conducted offsite by an entity approved by the state’s air pollution control division that uses a satellite, aircraft or mobile monitoring platform.

    The infrequency of such grid walks—which skip spots that operators deem dangerous—contributes to the undercounting of methane emissions from landfills, according to a satellite-based analysis. An international team of scientists estimated potent greenhouse gas emissions from landfills are 50% higher than EPA estimates. Satellites like one operated by nonprofit Carbon Mapper found large methane plumes outside the quarterly monitoring periods over the Tower Landfill in Commerce City, northeast of Denver.

    The satellite allowed scientists to see parts of the landfill not accessible with traditional monitoring—measurements that found that such landfills are underreporting their methane emissions to state regulators, said Tia Scarpelli, a research scientist and waste sector lead at Carbon Mapper.

    “Landfill emissions tend to be quite persistent—if a landfill is emitting when it’s first observed, it’s likely to be emitting later on,” she added. Scarpelli cautioned that it’s important for regulators to investigate with operators what was happening on the landfill surface at the time the leak was measured.

    Tower Landfill’s operator, Allied Waste Systems of Colorado, provided reasons for such large methane releases in a January 2024 report to the state’s health department, including equipment malfunctions. The fix for about 22 emissions events over the federal methane limits detected in August 2023 by surface monitoring: “Soil added as cover maintenance.”

    Like many dumps across Colorado and the nation, the Tower Landfill is located near a community that’s already disproportionately impacted by emissions from industrial activities.

    “These landfills are not only driving climate change, they are also driving a public health crisis in our community,” said Guadalupe Solis, director of environmental justice programs at Cultivando, a nonprofit led by Latina and Indigenous women in northern Denver. “The Tower Landfill is near nursing homes, clinics, near schools with majority Hispanic students.”

    Physicians in the state warned that those who live the closest to dumps suffer the worst health effects from pollutants like benzene and hydrogen sulfide, which are linked to cancer, heart, and other health conditions.

    “People living near landfills, like myself, my family and my patients, experience higher exposure to air pollution,” testified Dr. Nikita Habermehl, a specialist in pediatric emergency medicine who lives near a landfill in Larimer County, at the February 26 public hearing, “leading to increased rates of respiratory issues and headaches and asthma worsened by poor air quality.”

    —By Jennifer Oldham, Capital & Main

    This piece was originally published by Capital & Main, which reports from California on economic, political, and social issues.
    #colorados #landfills #generate #much #pollution
    Colorado’s landfills generate as much pollution as driving 1 million cars for a year
    Remember the banana peels, apple cores, and leftover pizza you recently threw in the garbage? Today, your food waste—and your neighbors’—is emitting climate-warming greenhouse gases as it decomposes in a nearby municipal landfill. Buried food scraps and yard waste at 51 dumps across Colorado generate an amount of methane equivalent to driving 1 million gasoline-powered cars for a year. About 80 times as potent as carbon dioxide as a greenhouse gas over a period of 20 years, methane accounts for 11% of global emissions that scientists say are warming the atmosphere and contributing to more intense and severe weather, wildfires, and drought. Landfills are the third-largest source of methane pollution in Colorado, after agriculture and fossil fuel extraction. Draft methane rules released last month by the state’s Department of Public Health and Environment would, for the first time, require some dump operators to measure and quantify methane releases and to fix leaks. The proposal mandates that waste managers install a gas collection system if their dump generates a certain amount of the climate-warming gas.  It also addresses loopholes in federal law that allow waste to sit for five years before such systems are required—even though science has shown that half of all food waste decays within about three and a half years. The draft rule surpasses U.S. Environmental Protection Agency standards in the amount of landfill area operators must monitor for emissions. It’s set to be heard by the state’s Air Quality Control Commission in August. Proposed regulations require the elimination of open gas flares—burning emissions directly into the atmosphere—and urge the use of biocovers and biofilters, which rely on bacteria to break down gases. The 70-page draft also calls for more routine and thorough monitoring of a dump surface with advanced technologies like satellites, which recently recorded large plumes of methane escaping from a Denver-area landfill. “We’ve had our eyes opened thanks to technology that has made the invisible, visible—now we know the extent of the problem, which is much greater than what estimates have portrayed,” said Katherine Blauvelt, circular economy director at Industrious Labs, a nonprofit working to decarbonize industry.  “When landfill operators fail to control leaks, we know harmful pollutants are coming along for the ride.” Cancer-causing volatile organic compounds, such as benzene and toluene, escape with methane leaching from landfills. These chemicals also contribute to the formation of lung-damaging ozone pollution, an increasing problem for the 3.6 million people who live in the greater Denver metropolitan area. Indeed, the region along the eastern slope of the Rocky Mountains ranked sixth in the nation for the most polluted air—with unhealthy ozone levels reported on one out of every 10 days, on average, according to the American Lung Association’s 2025 “State of the Air” report. The state is also woefully behind in its compliance with federal air quality standards. State officials and environmental advocates agree that reducing methane emissions from landfills, which are easier to mitigate than cow burps, for example, is one of the quickest and most efficient ways to slow warming in the short term. “Waste deposited in landfills continues producing methane for decades as it breaks down—and it’s one sector where Colorado has yet to directly take action to reduce these greenhouse gases,” said Tim Taylor, a supervisor in the state’s air pollution control division, in an online hearing last February on the proposed landfill methane rules. Colorado’s draft regulations are similar to those in California, Oregon, Maryland, and Washington, he added. More than 10 landfills in the state are already required under federal rules to have gas collection and control systems. Yet even with such technology in place, disposal facilities routinely exceed federal methane emissions caps. The state’s health department has also identified a dozen municipal solid waste landfills, based on a preliminary analysis, that would be required to put such systems in place under the proposed rules, Zachary Aedo, an agency spokesman, said in an email to Capital & Main. Many of these facilities are operated by counties, some of which expressed concerns about their ability to pay for such systems. “We are a small rural county, and a multimillion-dollar containment system is going to be more than we can build,” testified Delta County Commissioner Craig Fuller at the February hearing. “The financial equation of this whole thing is absolutely mind-boggling—we are struggling as it is to provide health and human services.” Other county officials embraced the proposed tightening of rules. “Landfills across Colorado, including in Eagle County, are leading sources of methane pollution,” said Eagle County Commissioner Matt Scherr in a March 6 statement. “As a local elected official I support a robust rule that embraces advanced technologies to cut pollution, protect public health and help the methane mitigation industry thrive.” For larger landfill companies, like Waste Management, which operates 283 active disposal sites nationwide, figuring out which technology works to best monitor emissions from a dump’s surface is proving a complex challenge. The company is testing technologies at facilities with different topographies and climate fluctuations to understand what causes emissions releases, said Amy Banister, Waste Management senior director of air programs. “Landfills are complicated, emissions vary over time, and we have emissions 24/7,” said Banister at an online meeting last September of a technical group created by Colorado health department officials. “Drones produced a lot of false positives—and we need more work understanding how fixed sensors can be applied in a landfill environment.” State health officials suggested municipalities could offset the costs of installing gas collection systems at disposal sites by converting methane into energy. Several landfill operations in Colorado currently have such waste-to-energy systems—which send power they generate to the state’s power grid. “We are mindful of the costs of complying with this rule and how tipping fees may be impacted,” said Taylor, an air quality supervisor, at the February hearing. “Analyses conducted in other states of their landfill methane rules found there wasn’t an increase in tipping fees as a result of regulations over time.” Tipping fees are paid by those who dispose of waste in a landfill. If operators passed on compliance costs to households, a state analysis found, the yearly average annual fee would increase per household. Colorado’s push comes as the EPA issued an enforcement alert in September that found “recurring Clean Air Act compliance issues” at municipal solid waste landfills that led to the “significant release of methane,” based on 100 inspections conducted over three years.  Such violations included improper design and installation of gas collection and control systems, failure to maintain adequate “cover integrity,” and improper monitoring of facilities for emissions. To address gaps in federal regulations, which require operators to measure emissions four times a year by walking in a grid pattern across the face of the landfill with a handheld sensor, Colorado’s draft rules require third-party monitoring. Such measurements must be conducted offsite by an entity approved by the state’s air pollution control division that uses a satellite, aircraft or mobile monitoring platform. The infrequency of such grid walks—which skip spots that operators deem dangerous—contributes to the undercounting of methane emissions from landfills, according to a satellite-based analysis. An international team of scientists estimated potent greenhouse gas emissions from landfills are 50% higher than EPA estimates. Satellites like one operated by nonprofit Carbon Mapper found large methane plumes outside the quarterly monitoring periods over the Tower Landfill in Commerce City, northeast of Denver. The satellite allowed scientists to see parts of the landfill not accessible with traditional monitoring—measurements that found that such landfills are underreporting their methane emissions to state regulators, said Tia Scarpelli, a research scientist and waste sector lead at Carbon Mapper. “Landfill emissions tend to be quite persistent—if a landfill is emitting when it’s first observed, it’s likely to be emitting later on,” she added. Scarpelli cautioned that it’s important for regulators to investigate with operators what was happening on the landfill surface at the time the leak was measured. Tower Landfill’s operator, Allied Waste Systems of Colorado, provided reasons for such large methane releases in a January 2024 report to the state’s health department, including equipment malfunctions. The fix for about 22 emissions events over the federal methane limits detected in August 2023 by surface monitoring: “Soil added as cover maintenance.” Like many dumps across Colorado and the nation, the Tower Landfill is located near a community that’s already disproportionately impacted by emissions from industrial activities. “These landfills are not only driving climate change, they are also driving a public health crisis in our community,” said Guadalupe Solis, director of environmental justice programs at Cultivando, a nonprofit led by Latina and Indigenous women in northern Denver. “The Tower Landfill is near nursing homes, clinics, near schools with majority Hispanic students.” Physicians in the state warned that those who live the closest to dumps suffer the worst health effects from pollutants like benzene and hydrogen sulfide, which are linked to cancer, heart, and other health conditions. “People living near landfills, like myself, my family and my patients, experience higher exposure to air pollution,” testified Dr. Nikita Habermehl, a specialist in pediatric emergency medicine who lives near a landfill in Larimer County, at the February 26 public hearing, “leading to increased rates of respiratory issues and headaches and asthma worsened by poor air quality.” —By Jennifer Oldham, Capital & Main This piece was originally published by Capital & Main, which reports from California on economic, political, and social issues. #colorados #landfills #generate #much #pollution
    WWW.FASTCOMPANY.COM
    Colorado’s landfills generate as much pollution as driving 1 million cars for a year
    Remember the banana peels, apple cores, and leftover pizza you recently threw in the garbage? Today, your food waste—and your neighbors’—is emitting climate-warming greenhouse gases as it decomposes in a nearby municipal landfill. Buried food scraps and yard waste at 51 dumps across Colorado generate an amount of methane equivalent to driving 1 million gasoline-powered cars for a year. About 80 times as potent as carbon dioxide as a greenhouse gas over a period of 20 years, methane accounts for 11% of global emissions that scientists say are warming the atmosphere and contributing to more intense and severe weather, wildfires, and drought. Landfills are the third-largest source of methane pollution in Colorado, after agriculture and fossil fuel extraction. Draft methane rules released last month by the state’s Department of Public Health and Environment would, for the first time, require some dump operators to measure and quantify methane releases and to fix leaks. The proposal mandates that waste managers install a gas collection system if their dump generates a certain amount of the climate-warming gas.  It also addresses loopholes in federal law that allow waste to sit for five years before such systems are required—even though science has shown that half of all food waste decays within about three and a half years. The draft rule surpasses U.S. Environmental Protection Agency standards in the amount of landfill area operators must monitor for emissions. It’s set to be heard by the state’s Air Quality Control Commission in August. Proposed regulations require the elimination of open gas flares—burning emissions directly into the atmosphere—and urge the use of biocovers and biofilters, which rely on bacteria to break down gases. The 70-page draft also calls for more routine and thorough monitoring of a dump surface with advanced technologies like satellites, which recently recorded large plumes of methane escaping from a Denver-area landfill. “We’ve had our eyes opened thanks to technology that has made the invisible, visible—now we know the extent of the problem, which is much greater than what estimates have portrayed,” said Katherine Blauvelt, circular economy director at Industrious Labs, a nonprofit working to decarbonize industry.  “When landfill operators fail to control leaks, we know harmful pollutants are coming along for the ride.” Cancer-causing volatile organic compounds, such as benzene and toluene, escape with methane leaching from landfills. These chemicals also contribute to the formation of lung-damaging ozone pollution, an increasing problem for the 3.6 million people who live in the greater Denver metropolitan area. Indeed, the region along the eastern slope of the Rocky Mountains ranked sixth in the nation for the most polluted air—with unhealthy ozone levels reported on one out of every 10 days, on average, according to the American Lung Association’s 2025 “State of the Air” report. The state is also woefully behind in its compliance with federal air quality standards. State officials and environmental advocates agree that reducing methane emissions from landfills, which are easier to mitigate than cow burps, for example, is one of the quickest and most efficient ways to slow warming in the short term. “Waste deposited in landfills continues producing methane for decades as it breaks down—and it’s one sector where Colorado has yet to directly take action to reduce these greenhouse gases,” said Tim Taylor, a supervisor in the state’s air pollution control division, in an online hearing last February on the proposed landfill methane rules. Colorado’s draft regulations are similar to those in California, Oregon, Maryland, and Washington, he added. More than 10 landfills in the state are already required under federal rules to have gas collection and control systems. Yet even with such technology in place, disposal facilities routinely exceed federal methane emissions caps. The state’s health department has also identified a dozen municipal solid waste landfills, based on a preliminary analysis, that would be required to put such systems in place under the proposed rules, Zachary Aedo, an agency spokesman, said in an email to Capital & Main. Many of these facilities are operated by counties, some of which expressed concerns about their ability to pay for such systems. “We are a small rural county, and a multimillion-dollar containment system is going to be more than we can build,” testified Delta County Commissioner Craig Fuller at the February hearing. “The financial equation of this whole thing is absolutely mind-boggling—we are struggling as it is to provide health and human services.” Other county officials embraced the proposed tightening of rules. “Landfills across Colorado, including in Eagle County, are leading sources of methane pollution,” said Eagle County Commissioner Matt Scherr in a March 6 statement. “As a local elected official I support a robust rule that embraces advanced technologies to cut pollution, protect public health and help the methane mitigation industry thrive.” For larger landfill companies, like Waste Management, which operates 283 active disposal sites nationwide, figuring out which technology works to best monitor emissions from a dump’s surface is proving a complex challenge. The company is testing technologies at facilities with different topographies and climate fluctuations to understand what causes emissions releases, said Amy Banister, Waste Management senior director of air programs. “Landfills are complicated, emissions vary over time, and we have emissions 24/7,” said Banister at an online meeting last September of a technical group created by Colorado health department officials. “Drones produced a lot of false positives—and we need more work understanding how fixed sensors can be applied in a landfill environment.” State health officials suggested municipalities could offset the costs of installing gas collection systems at disposal sites by converting methane into energy. Several landfill operations in Colorado currently have such waste-to-energy systems—which send power they generate to the state’s power grid. “We are mindful of the costs of complying with this rule and how tipping fees may be impacted,” said Taylor, an air quality supervisor, at the February hearing. “Analyses conducted in other states of their landfill methane rules found there wasn’t an increase in tipping fees as a result of regulations over time.” Tipping fees are paid by those who dispose of waste in a landfill. If operators passed on compliance costs to households, a state analysis found, the yearly average annual fee would increase $22.90 per household. Colorado’s push comes as the EPA issued an enforcement alert in September that found “recurring Clean Air Act compliance issues” at municipal solid waste landfills that led to the “significant release of methane,” based on 100 inspections conducted over three years.  Such violations included improper design and installation of gas collection and control systems, failure to maintain adequate “cover integrity,” and improper monitoring of facilities for emissions. To address gaps in federal regulations, which require operators to measure emissions four times a year by walking in a grid pattern across the face of the landfill with a handheld sensor, Colorado’s draft rules require third-party monitoring. Such measurements must be conducted offsite by an entity approved by the state’s air pollution control division that uses a satellite, aircraft or mobile monitoring platform. The infrequency of such grid walks—which skip spots that operators deem dangerous—contributes to the undercounting of methane emissions from landfills, according to a satellite-based analysis. An international team of scientists estimated potent greenhouse gas emissions from landfills are 50% higher than EPA estimates. Satellites like one operated by nonprofit Carbon Mapper found large methane plumes outside the quarterly monitoring periods over the Tower Landfill in Commerce City, northeast of Denver. The satellite allowed scientists to see parts of the landfill not accessible with traditional monitoring—measurements that found that such landfills are underreporting their methane emissions to state regulators, said Tia Scarpelli, a research scientist and waste sector lead at Carbon Mapper. “Landfill emissions tend to be quite persistent—if a landfill is emitting when it’s first observed, it’s likely to be emitting later on,” she added. Scarpelli cautioned that it’s important for regulators to investigate with operators what was happening on the landfill surface at the time the leak was measured. Tower Landfill’s operator, Allied Waste Systems of Colorado, provided reasons for such large methane releases in a January 2024 report to the state’s health department, including equipment malfunctions. The fix for about 22 emissions events over the federal methane limits detected in August 2023 by surface monitoring: “Soil added as cover maintenance.” Like many dumps across Colorado and the nation, the Tower Landfill is located near a community that’s already disproportionately impacted by emissions from industrial activities. “These landfills are not only driving climate change, they are also driving a public health crisis in our community,” said Guadalupe Solis, director of environmental justice programs at Cultivando, a nonprofit led by Latina and Indigenous women in northern Denver. “The Tower Landfill is near nursing homes, clinics, near schools with majority Hispanic students.” Physicians in the state warned that those who live the closest to dumps suffer the worst health effects from pollutants like benzene and hydrogen sulfide, which are linked to cancer, heart, and other health conditions. “People living near landfills, like myself, my family and my patients, experience higher exposure to air pollution,” testified Dr. Nikita Habermehl, a specialist in pediatric emergency medicine who lives near a landfill in Larimer County, at the February 26 public hearing, “leading to increased rates of respiratory issues and headaches and asthma worsened by poor air quality.” —By Jennifer Oldham, Capital & Main This piece was originally published by Capital & Main, which reports from California on economic, political, and social issues.
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  • How microwave tech can help reclaim critical materials from e-waste

    When the computer or phone you’re using right now blinks its last blink and you drop it off for recycling, do you know what happens?

    At the recycling center, powerful magnets will pull out steel. Spinning drums will toss aluminum into bins. Copper wires will get neatly bundled up for resale. But as the conveyor belt keeps rolling, tiny specks of valuable, lesser-known materials such as gallium, indium, and tantalum will be left behind.

    Those tiny specks are critical materials. They’re essential for building new technology, and they’re in short supply in the U.S. They could be reused, but there’s a problem: Current recycling methods make recovering critical minerals from e-waste too costly or hazardous, so many recyclers simply skip them.

    Sadly, most of these hard-to-recycle materials end up buried in landfills or get mixed into products like cement. But it doesn’t have to be this way. New technology is starting to make a difference.

    As demand for these critical materials keeps growing, discarded electronics can become valuable resources. My colleagues and I at West Virginia University are developing a new technology to change how we recycle. Instead of using toxic chemicals, our approach uses electricity, making it safer, cleaner, and more affordable to recover critical materials from electronics.

    How much e-waste are we talking about?

    Americans generated about 2.7 million tons of electronic waste in 2018, according to the latest federal data. Including uncounted electronics, the U.S. recycles only about 15% of its total e-waste, suggests a survey by the United Nations.

    Even worse, nearly half the electronics that people in Northern America sent to recycling centers end up shipped overseas. They often land in scrapyards, where workers may use dangerous methods like burning or leaching with harsh chemicals to pull out valuable metals. These practices can harm both the environment and workers’ health. That’s why the Environmental Protection Agency restricts these methods in the U.S.

    The tiny specks matter

    Critical minerals are in most of the technology around you. Every phone screen has a super-thin layer of a material called indium tin oxide. LEDs glow because of a metal called gallium. Tantalum stores energy in tiny electronic parts called capacitors.

    All of these materials are flagged as “high risk” on the U.S. Department of Energy’s critical materials list. That means the U.S. relies heavily on these materials for important technologies, but their supply could easily be disrupted by conflicts, trade disputes, or shortages.

    Right now, just a few countries, including China, control most of the mining, processing, and recovery of these materials, making the U.S. vulnerable if those countries decide to limit exports or raise prices.

    These materials aren’t cheap, either. For example, the U.S. Geological Survey reports that gallium was priced between to per kilogram in 2024. That’s 50 times more expensive than common metals like copper, at per kilogram in 2024.

    Revolutionizing recycling with microwaves

    At West Virginia University’s Department of Mechanical, Materials, and Aerospace Engineering, I and materials scientist Edward Sabolsky asked a simple question: Could we find a way to heat only specific parts of electronic waste to recover these valuable materials?

    If we could focus the heat on just the tiny specks of critical minerals, we might be able to recycle them easily and efficiently.

    The solution we found: microwaves.

    This equipment isn’t very different from the microwave ovens you use to heat food at home, just bigger and more powerful. The basic science is the same: Electromagnetic waves cause electrons to oscillate, creating heat.

    In our approach, though, we’re not heating water molecules like you do when cooking. Instead, we heat carbon, the black residue that collects around a candle flame or car tailpipe. Carbon heats up much faster in a microwave than water does. But don’t try this at home; your kitchen microwave wasn’t designed for such high temperatures.

    In our recycling method, we first shred the electronic waste, mix it with materials called fluxes that trap impurities, and then heat the mixture with microwaves. The microwaves rapidly heat the carbon that comes from the plastics and adhesives in the e-waste. This causes the carbon to react with the tiny specks of critical materials. The result: a tiny piece of pure, sponge-like metal about the size of a grain of rice.

    This metal can then be easily separated from leftover waste using filters.

    So far, in our laboratory tests, we have successfully recovered about 80% of the gallium, indium, and tantalum from e-waste, at purities between 95% and 97%. We have also demonstrated how it can be integrated with existing recycling processes.

    Why the Department of Defense is interested

    Our recycling technology got its start with help from a program funded by the Defense Department’s Advanced Research Projects Agency, or DARPA.

    Many important technologies, from radar systems to nuclear reactors, depend on these special materials. While the Department of Defense uses less of them than the commercial market, they are a national security concern.

    We’re planning to launch larger pilot projects next to test the method on smartphone circuit boards, LED lighting parts, and server cards from data centers. These tests will help us fine-tune the design for a bigger system that can recycle tons of e-waste per hour instead of just a few pounds. That could mean producing up to 50 pounds of these critical minerals per hour from every ton of e-waste processed.

    If the technology works as expected, we believe this approach could help meet the nation’s demand for critical materials.

    How to make e-waste recycling common

    One way e-waste recycling could become more common is if Congress held electronics companies responsible for recycling their products and recovering the critical materials inside. Closing loopholes that allow companies to ship e-waste overseas, instead of processing it safely in the U.S., could also help build a reserve of recovered critical minerals.

    But the biggest change may come from simple economics. Once technology becomes available to recover these tiny but valuable specks of critical materials quickly and affordably, the U.S. can transform domestic recycling and take a big step toward solving its shortage of critical materials.

    Terence Musho is an associate professor of engineering at West Virginia University.

    This article is republished from The Conversation under a Creative Commons license. Read the original article.
    #how #microwave #tech #can #help
    How microwave tech can help reclaim critical materials from e-waste
    When the computer or phone you’re using right now blinks its last blink and you drop it off for recycling, do you know what happens? At the recycling center, powerful magnets will pull out steel. Spinning drums will toss aluminum into bins. Copper wires will get neatly bundled up for resale. But as the conveyor belt keeps rolling, tiny specks of valuable, lesser-known materials such as gallium, indium, and tantalum will be left behind. Those tiny specks are critical materials. They’re essential for building new technology, and they’re in short supply in the U.S. They could be reused, but there’s a problem: Current recycling methods make recovering critical minerals from e-waste too costly or hazardous, so many recyclers simply skip them. Sadly, most of these hard-to-recycle materials end up buried in landfills or get mixed into products like cement. But it doesn’t have to be this way. New technology is starting to make a difference. As demand for these critical materials keeps growing, discarded electronics can become valuable resources. My colleagues and I at West Virginia University are developing a new technology to change how we recycle. Instead of using toxic chemicals, our approach uses electricity, making it safer, cleaner, and more affordable to recover critical materials from electronics. How much e-waste are we talking about? Americans generated about 2.7 million tons of electronic waste in 2018, according to the latest federal data. Including uncounted electronics, the U.S. recycles only about 15% of its total e-waste, suggests a survey by the United Nations. Even worse, nearly half the electronics that people in Northern America sent to recycling centers end up shipped overseas. They often land in scrapyards, where workers may use dangerous methods like burning or leaching with harsh chemicals to pull out valuable metals. These practices can harm both the environment and workers’ health. That’s why the Environmental Protection Agency restricts these methods in the U.S. The tiny specks matter Critical minerals are in most of the technology around you. Every phone screen has a super-thin layer of a material called indium tin oxide. LEDs glow because of a metal called gallium. Tantalum stores energy in tiny electronic parts called capacitors. All of these materials are flagged as “high risk” on the U.S. Department of Energy’s critical materials list. That means the U.S. relies heavily on these materials for important technologies, but their supply could easily be disrupted by conflicts, trade disputes, or shortages. Right now, just a few countries, including China, control most of the mining, processing, and recovery of these materials, making the U.S. vulnerable if those countries decide to limit exports or raise prices. These materials aren’t cheap, either. For example, the U.S. Geological Survey reports that gallium was priced between to per kilogram in 2024. That’s 50 times more expensive than common metals like copper, at per kilogram in 2024. Revolutionizing recycling with microwaves At West Virginia University’s Department of Mechanical, Materials, and Aerospace Engineering, I and materials scientist Edward Sabolsky asked a simple question: Could we find a way to heat only specific parts of electronic waste to recover these valuable materials? If we could focus the heat on just the tiny specks of critical minerals, we might be able to recycle them easily and efficiently. The solution we found: microwaves. This equipment isn’t very different from the microwave ovens you use to heat food at home, just bigger and more powerful. The basic science is the same: Electromagnetic waves cause electrons to oscillate, creating heat. In our approach, though, we’re not heating water molecules like you do when cooking. Instead, we heat carbon, the black residue that collects around a candle flame or car tailpipe. Carbon heats up much faster in a microwave than water does. But don’t try this at home; your kitchen microwave wasn’t designed for such high temperatures. In our recycling method, we first shred the electronic waste, mix it with materials called fluxes that trap impurities, and then heat the mixture with microwaves. The microwaves rapidly heat the carbon that comes from the plastics and adhesives in the e-waste. This causes the carbon to react with the tiny specks of critical materials. The result: a tiny piece of pure, sponge-like metal about the size of a grain of rice. This metal can then be easily separated from leftover waste using filters. So far, in our laboratory tests, we have successfully recovered about 80% of the gallium, indium, and tantalum from e-waste, at purities between 95% and 97%. We have also demonstrated how it can be integrated with existing recycling processes. Why the Department of Defense is interested Our recycling technology got its start with help from a program funded by the Defense Department’s Advanced Research Projects Agency, or DARPA. Many important technologies, from radar systems to nuclear reactors, depend on these special materials. While the Department of Defense uses less of them than the commercial market, they are a national security concern. We’re planning to launch larger pilot projects next to test the method on smartphone circuit boards, LED lighting parts, and server cards from data centers. These tests will help us fine-tune the design for a bigger system that can recycle tons of e-waste per hour instead of just a few pounds. That could mean producing up to 50 pounds of these critical minerals per hour from every ton of e-waste processed. If the technology works as expected, we believe this approach could help meet the nation’s demand for critical materials. How to make e-waste recycling common One way e-waste recycling could become more common is if Congress held electronics companies responsible for recycling their products and recovering the critical materials inside. Closing loopholes that allow companies to ship e-waste overseas, instead of processing it safely in the U.S., could also help build a reserve of recovered critical minerals. But the biggest change may come from simple economics. Once technology becomes available to recover these tiny but valuable specks of critical materials quickly and affordably, the U.S. can transform domestic recycling and take a big step toward solving its shortage of critical materials. Terence Musho is an associate professor of engineering at West Virginia University. This article is republished from The Conversation under a Creative Commons license. Read the original article. #how #microwave #tech #can #help
    WWW.FASTCOMPANY.COM
    How microwave tech can help reclaim critical materials from e-waste
    When the computer or phone you’re using right now blinks its last blink and you drop it off for recycling, do you know what happens? At the recycling center, powerful magnets will pull out steel. Spinning drums will toss aluminum into bins. Copper wires will get neatly bundled up for resale. But as the conveyor belt keeps rolling, tiny specks of valuable, lesser-known materials such as gallium, indium, and tantalum will be left behind. Those tiny specks are critical materials. They’re essential for building new technology, and they’re in short supply in the U.S. They could be reused, but there’s a problem: Current recycling methods make recovering critical minerals from e-waste too costly or hazardous, so many recyclers simply skip them. Sadly, most of these hard-to-recycle materials end up buried in landfills or get mixed into products like cement. But it doesn’t have to be this way. New technology is starting to make a difference. As demand for these critical materials keeps growing, discarded electronics can become valuable resources. My colleagues and I at West Virginia University are developing a new technology to change how we recycle. Instead of using toxic chemicals, our approach uses electricity, making it safer, cleaner, and more affordable to recover critical materials from electronics. How much e-waste are we talking about? Americans generated about 2.7 million tons of electronic waste in 2018, according to the latest federal data. Including uncounted electronics, the U.S. recycles only about 15% of its total e-waste, suggests a survey by the United Nations. Even worse, nearly half the electronics that people in Northern America sent to recycling centers end up shipped overseas. They often land in scrapyards, where workers may use dangerous methods like burning or leaching with harsh chemicals to pull out valuable metals. These practices can harm both the environment and workers’ health. That’s why the Environmental Protection Agency restricts these methods in the U.S. The tiny specks matter Critical minerals are in most of the technology around you. Every phone screen has a super-thin layer of a material called indium tin oxide. LEDs glow because of a metal called gallium. Tantalum stores energy in tiny electronic parts called capacitors. All of these materials are flagged as “high risk” on the U.S. Department of Energy’s critical materials list. That means the U.S. relies heavily on these materials for important technologies, but their supply could easily be disrupted by conflicts, trade disputes, or shortages. Right now, just a few countries, including China, control most of the mining, processing, and recovery of these materials, making the U.S. vulnerable if those countries decide to limit exports or raise prices. These materials aren’t cheap, either. For example, the U.S. Geological Survey reports that gallium was priced between $220 to $500 per kilogram in 2024. That’s 50 times more expensive than common metals like copper, at $9.48 per kilogram in 2024. Revolutionizing recycling with microwaves At West Virginia University’s Department of Mechanical, Materials, and Aerospace Engineering, I and materials scientist Edward Sabolsky asked a simple question: Could we find a way to heat only specific parts of electronic waste to recover these valuable materials? If we could focus the heat on just the tiny specks of critical minerals, we might be able to recycle them easily and efficiently. The solution we found: microwaves. This equipment isn’t very different from the microwave ovens you use to heat food at home, just bigger and more powerful. The basic science is the same: Electromagnetic waves cause electrons to oscillate, creating heat. In our approach, though, we’re not heating water molecules like you do when cooking. Instead, we heat carbon, the black residue that collects around a candle flame or car tailpipe. Carbon heats up much faster in a microwave than water does. But don’t try this at home; your kitchen microwave wasn’t designed for such high temperatures. In our recycling method, we first shred the electronic waste, mix it with materials called fluxes that trap impurities, and then heat the mixture with microwaves. The microwaves rapidly heat the carbon that comes from the plastics and adhesives in the e-waste. This causes the carbon to react with the tiny specks of critical materials. The result: a tiny piece of pure, sponge-like metal about the size of a grain of rice. This metal can then be easily separated from leftover waste using filters. So far, in our laboratory tests, we have successfully recovered about 80% of the gallium, indium, and tantalum from e-waste, at purities between 95% and 97%. We have also demonstrated how it can be integrated with existing recycling processes. Why the Department of Defense is interested Our recycling technology got its start with help from a program funded by the Defense Department’s Advanced Research Projects Agency, or DARPA. Many important technologies, from radar systems to nuclear reactors, depend on these special materials. While the Department of Defense uses less of them than the commercial market, they are a national security concern. We’re planning to launch larger pilot projects next to test the method on smartphone circuit boards, LED lighting parts, and server cards from data centers. These tests will help us fine-tune the design for a bigger system that can recycle tons of e-waste per hour instead of just a few pounds. That could mean producing up to 50 pounds of these critical minerals per hour from every ton of e-waste processed. If the technology works as expected, we believe this approach could help meet the nation’s demand for critical materials. How to make e-waste recycling common One way e-waste recycling could become more common is if Congress held electronics companies responsible for recycling their products and recovering the critical materials inside. Closing loopholes that allow companies to ship e-waste overseas, instead of processing it safely in the U.S., could also help build a reserve of recovered critical minerals. But the biggest change may come from simple economics. Once technology becomes available to recover these tiny but valuable specks of critical materials quickly and affordably, the U.S. can transform domestic recycling and take a big step toward solving its shortage of critical materials. Terence Musho is an associate professor of engineering at West Virginia University. This article is republished from The Conversation under a Creative Commons license. Read the original article.
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  • Augmented World Expo 2025 will draw 400 speakers, 6K attendees and 300 global exhibitors

    Augmented World Expo 2025 will draw more than 6,000 attendees, 400 speakers and 300 global exhibitors to its event June 10 to June 12 in Long Beach, California.
    The speaker lineup includes Snap CEO Evan Spiegel, Atari cofounder Nolan Bushnell and Oculus/Anduril founder Palmer Luckey. If the show is any indication, the XR industry isn’t doing so bad. A variety of market researchers are forecasting fast growth for the industry through 2030. Ori Inbar, CEO of AWE, believes that the XR revolution is “ready to conquer the mainstream.” But to get there, he believes the industry still needs to create “head-turning content that must be experienced.”
    Of course, the red hot days of the “metaverse,” inspired by Neal Stephenson’s Snow Crash sci-fi novel in 1992, is no longer driving the industry forward. With less focus on sci-fi, the industry is focused on practical uses for mixed reality technology in the enterprise and consumer markets like gaming.
    But will XR and the metaverse be overrun by AI, or will it carry them to the mass market destination?
    Much is riding on how committed Mark Zuckerberg’s Meta will be even as it reprioritizes some resources away from XR to AI. Meta, which acquired Luckey’s Oculus back in 2014, has invested billions every quarter in the technology, with no profits so far. But, in a very unexpected turnaround, Zuckerberg and Luckey buried the hatchet on the past differences and set up an alliance between Meta and Anduril — the latter being Luckey’s AI/drone defense company.
    Zuckerberg has new competition from his own nemesis, Apple, which launched the Apple Vision Pro in February 2024. However, Apple has slowed down its development of the next-generation XR headset, while Zuckerberg has put more emphasis on AR/AI glasses.
    Spiegel, the CEO of Snap, has focused on augmented reality glasses. His Spectacles are now in their fifth generation, powered by the Snap OS and authoring tool Lens Studio.
    Nolan Bushnell, founder of Atari and Chuck E. Cheese, will deliver a one-of-a-kind talk on the main stage with five of his children, who are continuing his pioneering vision in gaming through XR. Brent Bushnell, Nolan’s eldest son, recently debuted DreamPark, a new XR startup that turns any park or playground into a mixed reality theme parks.
    Others speakers include Vicki Dobbs Beck – VP, Immersive Content Innovation, Lucasfilm & ILM Immersive; Ziad Asghar – SVP & GM XR, Qualcomm; Brian McClendon – Chief Technology Officer, Niantic Spatial, Inc.; Jason Rubin – VP, Metaverse Experiences, Meta; Hugo Swart, Senior Director of XR Ecosystem Strategy and Technology, Google; Jacqui Bransky – VP Web3 & Innovation, Warner Records; Chi Xu – CEO and Founder, XREAL; Helen Papagiannis – AR Pioneer and XR Hall of Famer; and Tom Furness – Grandfather of VR and Founder, Virtual World Society.
    AWE Builders Nexus will be a new program focused on startups this year. Startup founders, developers, designers, product managers, and business leaders alike will get the resources they need to build something extraordinary, get advice and funding, scale through partnerships, and win customers, Inbar said. The event will also feature the AWE Gaming Hub.
    I also interviewed some companies that are showcasing technology at the show. Here’s some snippets from what they are going to show.
    Pico VR
    Pico started out in Beijing, China, in 2015 and is now hitting its 10th anniversary. It is making the standalone Pico XR headsets, and it was acquired by ByteDance, the owner of TikTok, in 2021. In September 2024, the company launched the Pico 4 Ultra Enterprise headset, filling out the high end of its product line in addition to its G3 and Neo 3 legacy headsets.
    Pico also has its set of full-body motion trackers to its product offerings to allow for full-body and object tracking. That’s helping it with its focus on location-based entertainment in markets such as China. It’s focused on WiFi7, hand tracking and motion tracking.
    Leland Hedges, head of enterprise business at Pico, said that the LBE market in China has grown by 1,000% in the last six to nine months Pico has an app for PC streaming and another app for managing devices over a LAN. Pico can track play spaces with columns or cordoned-off areas. Hedges said the company will share 15 different user stories at AWE in public places such as zoos, museums, aquariums and planetariums.
    Convai
    Purnendu Mukherjee, CEO of Convai, showed me a bunch of demos at the Game Developers Conference where it has been able to create avatar-based demos of generative AI solutions with 3D animated people. These can be used to show off brands and greet people on web sites or as avatars in games.
    At AWE, Convai will also off learning and training scenarios for education and enterprises through a variety of simulations. Convai can render high fidelity avatars that are effectively coming from the cloud. At GDC, Convai scanned me and captured my voice so that it can create a lifelike avatar of me. These avatars can be created quickly and answer a variety of questions from website visitors. The idea is to enable non-technical people to create simulations without the need to code anything.
    In a demo, Convai’s avatar of me said, “I’ve been covering the games industry for many years now at games beat I’ve seen it evolve from the arcades to the massive global phenomenon it is today. I love digging into the business side of gaming, the technology, the culture, the whole shebang.” Convai will announce pricing for its self-serve platform as well as an enterprise subscription fee.
    Doublepoint
    Ohto Pentikäinen, CEO of Doublepoint, has a technology that detects the gesture you can make with your hand. It captures that movement via a smartwatch and allows you to control things on a TV interface or an XR device. With Android XR, Doublepoint is showing off demos where gesture control can unlock a more intuitive and comfortable augmented reality experience for those wearing AR glasses. Xreal is one of the glasses makers that is using the technology for controlling an AR user interface with gestures.
    “Our technology is able to fully control a XR system. A stat that we can update you on is that there’s 150,000 people who have downloaded the technology so far, and we have a developer community of over 2,000 people since January 2024,” Pentikäinen said.
    Now the company is starting its own Doublepoing developer program, and this adds layers on top of the enterprise client. So now the company can provide technology for indie developers or startups that are building augmented reality or AI hardware experiences.
    “We’re empowering developers in AR robotics and AI hardware, and we’re providing everything that we’re providing the enterprise clients, but for a much reduced price,” Pentikäinen said.
    #augmented #world #expo #will #draw
    Augmented World Expo 2025 will draw 400 speakers, 6K attendees and 300 global exhibitors
    Augmented World Expo 2025 will draw more than 6,000 attendees, 400 speakers and 300 global exhibitors to its event June 10 to June 12 in Long Beach, California. The speaker lineup includes Snap CEO Evan Spiegel, Atari cofounder Nolan Bushnell and Oculus/Anduril founder Palmer Luckey. If the show is any indication, the XR industry isn’t doing so bad. A variety of market researchers are forecasting fast growth for the industry through 2030. Ori Inbar, CEO of AWE, believes that the XR revolution is “ready to conquer the mainstream.” But to get there, he believes the industry still needs to create “head-turning content that must be experienced.” Of course, the red hot days of the “metaverse,” inspired by Neal Stephenson’s Snow Crash sci-fi novel in 1992, is no longer driving the industry forward. With less focus on sci-fi, the industry is focused on practical uses for mixed reality technology in the enterprise and consumer markets like gaming. But will XR and the metaverse be overrun by AI, or will it carry them to the mass market destination? Much is riding on how committed Mark Zuckerberg’s Meta will be even as it reprioritizes some resources away from XR to AI. Meta, which acquired Luckey’s Oculus back in 2014, has invested billions every quarter in the technology, with no profits so far. But, in a very unexpected turnaround, Zuckerberg and Luckey buried the hatchet on the past differences and set up an alliance between Meta and Anduril — the latter being Luckey’s AI/drone defense company. Zuckerberg has new competition from his own nemesis, Apple, which launched the Apple Vision Pro in February 2024. However, Apple has slowed down its development of the next-generation XR headset, while Zuckerberg has put more emphasis on AR/AI glasses. Spiegel, the CEO of Snap, has focused on augmented reality glasses. His Spectacles are now in their fifth generation, powered by the Snap OS and authoring tool Lens Studio. Nolan Bushnell, founder of Atari and Chuck E. Cheese, will deliver a one-of-a-kind talk on the main stage with five of his children, who are continuing his pioneering vision in gaming through XR. Brent Bushnell, Nolan’s eldest son, recently debuted DreamPark, a new XR startup that turns any park or playground into a mixed reality theme parks. Others speakers include Vicki Dobbs Beck – VP, Immersive Content Innovation, Lucasfilm & ILM Immersive; Ziad Asghar – SVP & GM XR, Qualcomm; Brian McClendon – Chief Technology Officer, Niantic Spatial, Inc.; Jason Rubin – VP, Metaverse Experiences, Meta; Hugo Swart, Senior Director of XR Ecosystem Strategy and Technology, Google; Jacqui Bransky – VP Web3 & Innovation, Warner Records; Chi Xu – CEO and Founder, XREAL; Helen Papagiannis – AR Pioneer and XR Hall of Famer; and Tom Furness – Grandfather of VR and Founder, Virtual World Society. AWE Builders Nexus will be a new program focused on startups this year. Startup founders, developers, designers, product managers, and business leaders alike will get the resources they need to build something extraordinary, get advice and funding, scale through partnerships, and win customers, Inbar said. The event will also feature the AWE Gaming Hub. I also interviewed some companies that are showcasing technology at the show. Here’s some snippets from what they are going to show. Pico VR Pico started out in Beijing, China, in 2015 and is now hitting its 10th anniversary. It is making the standalone Pico XR headsets, and it was acquired by ByteDance, the owner of TikTok, in 2021. In September 2024, the company launched the Pico 4 Ultra Enterprise headset, filling out the high end of its product line in addition to its G3 and Neo 3 legacy headsets. Pico also has its set of full-body motion trackers to its product offerings to allow for full-body and object tracking. That’s helping it with its focus on location-based entertainment in markets such as China. It’s focused on WiFi7, hand tracking and motion tracking. Leland Hedges, head of enterprise business at Pico, said that the LBE market in China has grown by 1,000% in the last six to nine months Pico has an app for PC streaming and another app for managing devices over a LAN. Pico can track play spaces with columns or cordoned-off areas. Hedges said the company will share 15 different user stories at AWE in public places such as zoos, museums, aquariums and planetariums. Convai Purnendu Mukherjee, CEO of Convai, showed me a bunch of demos at the Game Developers Conference where it has been able to create avatar-based demos of generative AI solutions with 3D animated people. These can be used to show off brands and greet people on web sites or as avatars in games. At AWE, Convai will also off learning and training scenarios for education and enterprises through a variety of simulations. Convai can render high fidelity avatars that are effectively coming from the cloud. At GDC, Convai scanned me and captured my voice so that it can create a lifelike avatar of me. These avatars can be created quickly and answer a variety of questions from website visitors. The idea is to enable non-technical people to create simulations without the need to code anything. In a demo, Convai’s avatar of me said, “I’ve been covering the games industry for many years now at games beat I’ve seen it evolve from the arcades to the massive global phenomenon it is today. I love digging into the business side of gaming, the technology, the culture, the whole shebang.” Convai will announce pricing for its self-serve platform as well as an enterprise subscription fee. Doublepoint Ohto Pentikäinen, CEO of Doublepoint, has a technology that detects the gesture you can make with your hand. It captures that movement via a smartwatch and allows you to control things on a TV interface or an XR device. With Android XR, Doublepoint is showing off demos where gesture control can unlock a more intuitive and comfortable augmented reality experience for those wearing AR glasses. Xreal is one of the glasses makers that is using the technology for controlling an AR user interface with gestures. “Our technology is able to fully control a XR system. A stat that we can update you on is that there’s 150,000 people who have downloaded the technology so far, and we have a developer community of over 2,000 people since January 2024,” Pentikäinen said. Now the company is starting its own Doublepoing developer program, and this adds layers on top of the enterprise client. So now the company can provide technology for indie developers or startups that are building augmented reality or AI hardware experiences. “We’re empowering developers in AR robotics and AI hardware, and we’re providing everything that we’re providing the enterprise clients, but for a much reduced price,” Pentikäinen said. #augmented #world #expo #will #draw
    VENTUREBEAT.COM
    Augmented World Expo 2025 will draw 400 speakers, 6K attendees and 300 global exhibitors
    Augmented World Expo 2025 will draw more than 6,000 attendees, 400 speakers and 300 global exhibitors to its event June 10 to June 12 in Long Beach, California. The speaker lineup includes Snap CEO Evan Spiegel, Atari cofounder Nolan Bushnell and Oculus/Anduril founder Palmer Luckey. If the show is any indication, the XR industry isn’t doing so bad. A variety of market researchers are forecasting fast growth for the industry through 2030. Ori Inbar, CEO of AWE, believes that the XR revolution is “ready to conquer the mainstream.” But to get there, he believes the industry still needs to create “head-turning content that must be experienced.” Of course, the red hot days of the “metaverse,” inspired by Neal Stephenson’s Snow Crash sci-fi novel in 1992, is no longer driving the industry forward. With less focus on sci-fi, the industry is focused on practical uses for mixed reality technology in the enterprise and consumer markets like gaming. But will XR and the metaverse be overrun by AI, or will it carry them to the mass market destination? Much is riding on how committed Mark Zuckerberg’s Meta will be even as it reprioritizes some resources away from XR to AI. Meta, which acquired Luckey’s Oculus back in 2014, has invested billions every quarter in the technology, with no profits so far. But, in a very unexpected turnaround, Zuckerberg and Luckey buried the hatchet on the past differences and set up an alliance between Meta and Anduril — the latter being Luckey’s AI/drone defense company. Zuckerberg has new competition from his own nemesis, Apple, which launched the Apple Vision Pro in February 2024. However, Apple has slowed down its development of the next-generation XR headset, while Zuckerberg has put more emphasis on AR/AI glasses. Spiegel, the CEO of Snap, has focused on augmented reality glasses. His Spectacles are now in their fifth generation, powered by the Snap OS and authoring tool Lens Studio. Nolan Bushnell, founder of Atari and Chuck E. Cheese, will deliver a one-of-a-kind talk on the main stage with five of his children, who are continuing his pioneering vision in gaming through XR. Brent Bushnell, Nolan’s eldest son, recently debuted DreamPark, a new XR startup that turns any park or playground into a mixed reality theme parks. Others speakers include Vicki Dobbs Beck – VP, Immersive Content Innovation, Lucasfilm & ILM Immersive; Ziad Asghar – SVP & GM XR, Qualcomm; Brian McClendon – Chief Technology Officer, Niantic Spatial, Inc.; Jason Rubin – VP, Metaverse Experiences, Meta; Hugo Swart, Senior Director of XR Ecosystem Strategy and Technology, Google; Jacqui Bransky – VP Web3 & Innovation, Warner Records; Chi Xu – CEO and Founder, XREAL; Helen Papagiannis – AR Pioneer and XR Hall of Famer; and Tom Furness – Grandfather of VR and Founder, Virtual World Society. AWE Builders Nexus will be a new program focused on startups this year. Startup founders, developers, designers, product managers, and business leaders alike will get the resources they need to build something extraordinary, get advice and funding, scale through partnerships, and win customers, Inbar said. The event will also feature the AWE Gaming Hub. I also interviewed some companies that are showcasing technology at the show. Here’s some snippets from what they are going to show. Pico VR Pico started out in Beijing, China, in 2015 and is now hitting its 10th anniversary. It is making the standalone Pico XR headsets, and it was acquired by ByteDance, the owner of TikTok, in 2021. In September 2024, the company launched the Pico 4 Ultra Enterprise headset, filling out the high end of its product line in addition to its G3 and Neo 3 legacy headsets. Pico also has its set of full-body motion trackers to its product offerings to allow for full-body and object tracking. That’s helping it with its focus on location-based entertainment in markets such as China. It’s focused on WiFi7, hand tracking and motion tracking. Leland Hedges, head of enterprise business at Pico, said that the LBE market in China has grown by 1,000% in the last six to nine months Pico has an app for PC streaming and another app for managing devices over a LAN. Pico can track play spaces with columns or cordoned-off areas. Hedges said the company will share 15 different user stories at AWE in public places such as zoos, museums, aquariums and planetariums. Convai Purnendu Mukherjee, CEO of Convai, showed me a bunch of demos at the Game Developers Conference where it has been able to create avatar-based demos of generative AI solutions with 3D animated people. These can be used to show off brands and greet people on web sites or as avatars in games. At AWE, Convai will also off learning and training scenarios for education and enterprises through a variety of simulations. Convai can render high fidelity avatars that are effectively coming from the cloud. At GDC, Convai scanned me and captured my voice so that it can create a lifelike avatar of me. These avatars can be created quickly and answer a variety of questions from website visitors. The idea is to enable non-technical people to create simulations without the need to code anything. In a demo, Convai’s avatar of me said, “I’ve been covering the games industry for many years now at games beat I’ve seen it evolve from the arcades to the massive global phenomenon it is today. I love digging into the business side of gaming, the technology, the culture, the whole shebang.” Convai will announce pricing for its self-serve platform as well as an enterprise subscription fee. Doublepoint Ohto Pentikäinen, CEO of Doublepoint, has a technology that detects the gesture you can make with your hand. It captures that movement via a smartwatch and allows you to control things on a TV interface or an XR device. With Android XR, Doublepoint is showing off demos where gesture control can unlock a more intuitive and comfortable augmented reality experience for those wearing AR glasses. Xreal is one of the glasses makers that is using the technology for controlling an AR user interface with gestures. “Our technology is able to fully control a XR system. A stat that we can update you on is that there’s 150,000 people who have downloaded the technology so far, and we have a developer community of over 2,000 people since January 2024,” Pentikäinen said. Now the company is starting its own Doublepoing developer program, and this adds layers on top of the enterprise client. So now the company can provide technology for indie developers or startups that are building augmented reality or AI hardware experiences. “We’re empowering developers in AR robotics and AI hardware, and we’re providing everything that we’re providing the enterprise clients, but for a much reduced price,” Pentikäinen said.
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