• It's infuriating to see the same tired marketing tactics trotted out for Amazon Prime Day. "Best 10 Prime Day Kitchen Deals"? Seriously? We're bombarded with flashy ads for overpriced gimmicks like Breville espresso machines and Ooni pizza ovens, while the average consumer is left in the dust, drowning in debt. These so-called "deals" are just a way for big corporations to squeeze every last penny from unsuspecting shoppers. Do we really need another air fryer or a low-cost grinder? It's time to wake up and stop falling for the hype. We're not here to line the pockets of these greedy companies; we deserve better than this sham of a sale!

    #AmazonPrimeDay #ConsumerAwareness #KitchenDeals #StopThe
    It's infuriating to see the same tired marketing tactics trotted out for Amazon Prime Day. "Best 10 Prime Day Kitchen Deals"? Seriously? We're bombarded with flashy ads for overpriced gimmicks like Breville espresso machines and Ooni pizza ovens, while the average consumer is left in the dust, drowning in debt. These so-called "deals" are just a way for big corporations to squeeze every last penny from unsuspecting shoppers. Do we really need another air fryer or a low-cost grinder? It's time to wake up and stop falling for the hype. We're not here to line the pockets of these greedy companies; we deserve better than this sham of a sale! #AmazonPrimeDay #ConsumerAwareness #KitchenDeals #StopThe
    Best 10 Prime Day Kitchen Deals (2025): Breville, Ooni, Oxo
    Treat yourself to good taste this summer with Amazon Prime Day deals on WIRED's favorite espresso machine, air fryer, low-cost grinder, and more.
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  • Nintendo is about to alter the price of the original Switch in Canada, and honestly, it’s infuriating! Why on earth would they try to squeeze more money from loyal fans while the Switch 2 is on the horizon? This reeks of corporate greed! Are they really so out of touch with their community that they think raising prices is a good move? It’s like they’re punishing us for our loyalty instead of rewarding it. The Switch has been a beloved console, but this price hike is a slap in the face. Nintendo, wake up! Fans deserve better than this blatant cash grab!

    #Nintendo #SwitchPriceHike #GamerCommunity #ConsumerRights #GamingIndustry
    Nintendo is about to alter the price of the original Switch in Canada, and honestly, it’s infuriating! Why on earth would they try to squeeze more money from loyal fans while the Switch 2 is on the horizon? This reeks of corporate greed! Are they really so out of touch with their community that they think raising prices is a good move? It’s like they’re punishing us for our loyalty instead of rewarding it. The Switch has been a beloved console, but this price hike is a slap in the face. Nintendo, wake up! Fans deserve better than this blatant cash grab! #Nintendo #SwitchPriceHike #GamerCommunity #ConsumerRights #GamingIndustry
    Nintendo is about to alter the price of the original Switch in Canada
    The Switch 2 won't be impacted by the impending changes.
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  • Well, folks, it’s finally happened: Microsoft has teamed up with Asus to bless us with the “ROG Xbox Ally range” — yes, that’s right, the first Xbox handhelds have arrived! Because clearly, we were all just waiting for the day when we could play Halo on a device that fits in our pockets. Who needs a console at home when you can have a mini Xbox that can barely fit alongside your keys and loose change?

    Let’s take a moment to appreciate the sheer brilliance of this innovation. After years of gaming on a screen that’s bigger than your average coffee table, now you can squint at a miniature version of the Xbox screen while sitting on the bus. Who needs comfort and relaxation when you can sacrifice your eyesight for the sake of portability? Forget about the stress of lugging around your gaming setup; now you can just carry a glorified remote control!

    And how about that collaboration with Asus? Because when I think of epic gaming experiences, I definitely think of a partnership that sounds like it was cooked up in a boardroom over a cold cup of coffee. “What if we took the weight of a console and squeezed it into a device that feels like a brick?” Genius! The name “ROG Xbox Ally” even sounds like it was generated by an AI trying too hard to sound cool. “ROG” is obviously for “Really Over-the-Top Gaming,” and “Ally” is just the polite way of saying, “We’re in this mess together.”

    Let’s not overlook the fact that the last thing we needed in our lives was another device to charge. Who doesn’t love the thrill of realizing you forgot to plug in your handheld Xbox after a long day at work? Nothing screams “gaming freedom” quite like being tethered to a wall outlet while your friends are enjoying epic multiplayer sessions. Who wouldn’t want to take their gaming experience to the next level of inconvenience?

    Speaking of multiplayer, you can bet that those intense gaming sessions will be even more fun when you’re all huddled together, squinting at these tiny screens, trying to figure out how to communicate when half your friends can’t even see the action happening. It’s a whole new level of bonding, folks! “Did I just shoot you, or was that the guy on my left? Let’s argue about it while we all strain our necks to see the screen.”

    In conclusion, as we welcome the ROG Xbox Ally range into our lives, let’s take a moment to appreciate the madness of this handheld revolution. If you’ve ever dreamed of playing your favorite Xbox games on a device that feels like a high-tech paperweight, then congratulations! The future is here, and it’s as absurd as it sounds. Remember, gaming isn’t just about playing; it’s about how creatively we can inconvenience ourselves while doing so.

    #ROGXboxAlly #XboxHandheld #GamingInnovation #PortableGaming #TechHumor
    Well, folks, it’s finally happened: Microsoft has teamed up with Asus to bless us with the “ROG Xbox Ally range” — yes, that’s right, the first Xbox handhelds have arrived! Because clearly, we were all just waiting for the day when we could play Halo on a device that fits in our pockets. Who needs a console at home when you can have a mini Xbox that can barely fit alongside your keys and loose change? Let’s take a moment to appreciate the sheer brilliance of this innovation. After years of gaming on a screen that’s bigger than your average coffee table, now you can squint at a miniature version of the Xbox screen while sitting on the bus. Who needs comfort and relaxation when you can sacrifice your eyesight for the sake of portability? Forget about the stress of lugging around your gaming setup; now you can just carry a glorified remote control! And how about that collaboration with Asus? Because when I think of epic gaming experiences, I definitely think of a partnership that sounds like it was cooked up in a boardroom over a cold cup of coffee. “What if we took the weight of a console and squeezed it into a device that feels like a brick?” Genius! The name “ROG Xbox Ally” even sounds like it was generated by an AI trying too hard to sound cool. “ROG” is obviously for “Really Over-the-Top Gaming,” and “Ally” is just the polite way of saying, “We’re in this mess together.” Let’s not overlook the fact that the last thing we needed in our lives was another device to charge. Who doesn’t love the thrill of realizing you forgot to plug in your handheld Xbox after a long day at work? Nothing screams “gaming freedom” quite like being tethered to a wall outlet while your friends are enjoying epic multiplayer sessions. Who wouldn’t want to take their gaming experience to the next level of inconvenience? Speaking of multiplayer, you can bet that those intense gaming sessions will be even more fun when you’re all huddled together, squinting at these tiny screens, trying to figure out how to communicate when half your friends can’t even see the action happening. It’s a whole new level of bonding, folks! “Did I just shoot you, or was that the guy on my left? Let’s argue about it while we all strain our necks to see the screen.” In conclusion, as we welcome the ROG Xbox Ally range into our lives, let’s take a moment to appreciate the madness of this handheld revolution. If you’ve ever dreamed of playing your favorite Xbox games on a device that feels like a high-tech paperweight, then congratulations! The future is here, and it’s as absurd as it sounds. Remember, gaming isn’t just about playing; it’s about how creatively we can inconvenience ourselves while doing so. #ROGXboxAlly #XboxHandheld #GamingInnovation #PortableGaming #TechHumor
    The first Xbox handhelds have finally arrived
    The ROG Xbox Ally range has been developed by Microsoft in collaboration with Asus.
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  • Four science-based rules that will make your conversations flow

    One of the four pillars of good conversation is levity. You needn’t be a comedian, you can but have some funTetra Images, LLC/Alamy
    Conversation lies at the heart of our relationships – yet many of us find it surprisingly hard to talk to others. We may feel anxious at the thought of making small talk with strangers and struggle to connect with the people who are closest to us. If that sounds familiar, Alison Wood Brooks hopes to help. She is a professor at Harvard Business School, where she teaches an oversubscribed course called “TALK: How to talk gooder in business and life”, and the author of a new book, Talk: The science of conversation and the art of being ourselves. Both offer four key principles for more meaningful exchanges. Conversations are inherently unpredictable, says Wood Brooks, but they follow certain rules – and knowing their architecture makes us more comfortable with what is outside of our control. New Scientist asked her about the best ways to apply this research to our own chats.
    David Robson: Talking about talking feels quite meta. Do you ever find yourself critiquing your own performance?
    Alison Wood Brooks: There are so many levels of “meta-ness”. I have often felt like I’m floating over the room, watching conversations unfold, even as I’m involved in them myself. I teach a course at Harvard, andall get to experience this feeling as well. There can be an uncomfortable period of hypervigilance, but I hope that dissipates over time as they develop better habits. There is a famous quote from Charlie Parker, who was a jazz saxophonist. He said something like, “Practise, practise, practise, and then when you get on stage, let it all go and just wail.” I think that’s my approach to conversation. Even when you’re hyper-aware of conversation dynamics, you have to remember the true delight of being with another human mind, and never lose the magic of being together. Think ahead, but once you’re talking, let it all go and just wail.

    Reading your book, I learned that a good way to enliven a conversation is to ask someone why they are passionate about what they do. So, where does your passion for conversation come from?
    I have two answers to this question. One is professional. Early in my professorship at Harvard, I had been studying emotions by exploring how people talk about their feelings and the balance between what we feel inside and how we express that to others. And I realised I just had this deep, profound interest in figuring out how people talk to each other about everything, not just their feelings. We now have scientific tools that allow us to capture conversations and analyse them at large scale. Natural language processing, machine learning, the advent of AI – all this allows us to take huge swathes of transcript data and process it much more efficiently.

    Receive a weekly dose of discovery in your inbox.

    Sign up to newsletter

    The personal answer is that I’m an identical twin, and I spent my whole life, from the moment I opened my newborn eyes, existing next to a person who’s an exact copy of myself. It was like observing myself at very close range, interacting with the world, interacting with other people. I could see when she said and did things well, and I could try to do that myself. And I saw when her jokes failed, or she stumbled over her words – I tried to avoid those mistakes. It was a very fortunate form of feedback that not a lot of people get. And then, as a twin, you’ve got this person sharing a bedroom, sharing all your clothes, going to all the same parties and playing on the same sports teams, so we were just constantly in conversation with each other. You reached this level of shared reality that is so incredible, and I’ve spent the rest of my life trying to help other people get there in their relationships, too.
    “TALK” cleverly captures your framework for better conversations: topics, asking, levity and kindness. Let’s start at the beginning. How should we decide what to talk about?
    My first piece of advice is to prepare. Some people do this naturally. They already think about the things that they should talk about with somebody before they see them. They should lean into this habit. Some of my students, however, think it’s crazy. They think preparation will make the conversation seem rigid and forced and overly scripted. But just because you’ve thought ahead about what you might talk about doesn’t mean you have to talk about those things once the conversation is underway. It does mean, however, that you always have an idea waiting for you when you’re not sure what to talk about next. Having just one topic in your back pocket can help you in those anxiety-ridden moments. It makes things more fluent, which is important for establishing a connection. Choosing a topic is not only important at the start of a conversation. We’re constantly making decisions about whether we should stay on one subject, drift to something else or totally shift gears and go somewhere wildly different.
    Sometimes the topic of conversation is obvious. Even then, knowing when to switch to a new one can be trickyMartin Parr/Magnum Photos
    What’s your advice when making these decisions?
    There are three very clear signs that suggest that it’s time to switch topics. The first is longer mutual pauses. The second is more uncomfortable laughter, which we use to fill the space that we would usually fill excitedly with good content. And the third sign is redundancy. Once you start repeating things that have already been said on the topic, it’s a sign that you should move to something else.
    After an average conversation, most people feel like they’ve covered the right number of topics. But if you ask people after conversations that didn’t go well, they’ll more often say that they didn’t talk about enough things, rather than that they talked about too many things. This suggests that a common mistake is lingering too long on a topic after you’ve squeezed all the juice out of it.
    The second element of TALK is asking questions. I think a lot of us have heard the advice to ask more questions, yet many people don’t apply it. Why do you think that is?
    Many years of research have shown that the human mind is remarkably egocentric. Often, we are so focused on our own perspective that we forget to even ask someone else to share what’s in their mind. Another reason is fear. You’re interested in the other person, and you know you should ask them questions, but you’re afraid of being too intrusive, or that you will reveal your own incompetence, because you feel you should know the answer already.

    What kinds of questions should we be asking – and avoiding?
    In the book, I talk about the power of follow-up questions that build on anything that your partner has just said. It shows that you heard them, that you care and that you want to know more. Even one follow-up question can springboard us away from shallow talk into something deeper and more meaningful.
    There are, however, some bad patterns of question asking, such as “boomerasking”. Michael Yeomansand I have a recent paper about this, and oh my gosh, it’s been such fun to study. It’s a play on the word boomerang: it comes back to the person who threw it. If I ask you what you had for breakfast, and you tell me you had Special K and banana, and then I say, “Well, let me tell you about my breakfast, because, boy, was it delicious” – that’s boomerasking. Sometimes it’s a thinly veiled way of bragging or complaining, but sometimes I think people are genuinely interested to hear from their partner, but then the partner’s answer reminds them so much of their own life that they can’t help but start sharing their perspective. In our research, we have found that this makes your partner feel like you weren’t interested in their perspective, so it seems very insincere. Sharing your own perspective is important. It’s okay at some point to bring the conversation back to yourself. But don’t do it so soon that it makes your partner feel like you didn’t hear their answer or care about it.
    Research by Alison Wood Brooks includes a recent study on “boomerasking”, a pitfall you should avoid to make conversations flowJanelle Bruno
    What are the benefits of levity?
    When we think of conversations that haven’t gone well, we often think of moments of hostility, anger or disagreement, but a quiet killer of conversation is boredom. Levity is the antidote. These small moments of sparkle or fizz can pull us back in and make us feel engaged with each other again.
    Our research has shown that we give status and respect to people who make us feel good, so much so that in a group of people, a person who can land even one appropriate joke is more likely to be voted as the leader. And the joke doesn’t even need to be very funny! It’s the fact that they were confident enough to try it and competent enough to read the room.
    Do you have any practical steps that people can apply to generate levity, even if they’re not a natural comedian?
    Levity is not just about being funny. In fact, aiming to be a comedian is not the right goal. When we watch stand-up on Netflix, comedians have rehearsed those jokes and honed them and practised them for a long time, and they’re delivering them in a monologue to an audience. It’s a completely different task from a live conversation. In real dialogue, what everybody is looking for is to feel engaged, and that doesn’t require particularly funny jokes or elaborate stories. When you see opportunities to make it fun or lighten the mood, that’s what you need to grab. It can come through a change to a new, fresh topic, or calling back to things that you talked about earlier in the conversation or earlier in your relationship. These callbacks – which sometimes do refer to something funny – are such a nice way of showing that you’ve listened and remembered. A levity move could also involve giving sincere compliments to other people. When you think nice things, when you admire someone, make sure you say it out loud.

    This brings us to the last element of TALK: kindness. Why do we so often fail to be as kind as we would like?
    Wobbles in kindness often come back to our egocentrism. Research shows that we underestimate how much other people’s perspectives differ from our own, and we forget that we have the tools to ask other people directly in conversation for their perspective. Being a kinder conversationalist is about trying to focus on your partner’s perspective and then figuring what they need and helping them to get it.
    Finally, what is your number one tip for readers to have a better conversation the next time they speak to someone?
    Every conversation is surprisingly tricky and complex. When things don’t go perfectly, give yourself and others more grace. There will be trips and stumbles and then a little grace can go very, very far.
    Topics:
    #four #sciencebased #rules #that #will
    Four science-based rules that will make your conversations flow
    One of the four pillars of good conversation is levity. You needn’t be a comedian, you can but have some funTetra Images, LLC/Alamy Conversation lies at the heart of our relationships – yet many of us find it surprisingly hard to talk to others. We may feel anxious at the thought of making small talk with strangers and struggle to connect with the people who are closest to us. If that sounds familiar, Alison Wood Brooks hopes to help. She is a professor at Harvard Business School, where she teaches an oversubscribed course called “TALK: How to talk gooder in business and life”, and the author of a new book, Talk: The science of conversation and the art of being ourselves. Both offer four key principles for more meaningful exchanges. Conversations are inherently unpredictable, says Wood Brooks, but they follow certain rules – and knowing their architecture makes us more comfortable with what is outside of our control. New Scientist asked her about the best ways to apply this research to our own chats. David Robson: Talking about talking feels quite meta. Do you ever find yourself critiquing your own performance? Alison Wood Brooks: There are so many levels of “meta-ness”. I have often felt like I’m floating over the room, watching conversations unfold, even as I’m involved in them myself. I teach a course at Harvard, andall get to experience this feeling as well. There can be an uncomfortable period of hypervigilance, but I hope that dissipates over time as they develop better habits. There is a famous quote from Charlie Parker, who was a jazz saxophonist. He said something like, “Practise, practise, practise, and then when you get on stage, let it all go and just wail.” I think that’s my approach to conversation. Even when you’re hyper-aware of conversation dynamics, you have to remember the true delight of being with another human mind, and never lose the magic of being together. Think ahead, but once you’re talking, let it all go and just wail. Reading your book, I learned that a good way to enliven a conversation is to ask someone why they are passionate about what they do. So, where does your passion for conversation come from? I have two answers to this question. One is professional. Early in my professorship at Harvard, I had been studying emotions by exploring how people talk about their feelings and the balance between what we feel inside and how we express that to others. And I realised I just had this deep, profound interest in figuring out how people talk to each other about everything, not just their feelings. We now have scientific tools that allow us to capture conversations and analyse them at large scale. Natural language processing, machine learning, the advent of AI – all this allows us to take huge swathes of transcript data and process it much more efficiently. Receive a weekly dose of discovery in your inbox. Sign up to newsletter The personal answer is that I’m an identical twin, and I spent my whole life, from the moment I opened my newborn eyes, existing next to a person who’s an exact copy of myself. It was like observing myself at very close range, interacting with the world, interacting with other people. I could see when she said and did things well, and I could try to do that myself. And I saw when her jokes failed, or she stumbled over her words – I tried to avoid those mistakes. It was a very fortunate form of feedback that not a lot of people get. And then, as a twin, you’ve got this person sharing a bedroom, sharing all your clothes, going to all the same parties and playing on the same sports teams, so we were just constantly in conversation with each other. You reached this level of shared reality that is so incredible, and I’ve spent the rest of my life trying to help other people get there in their relationships, too. “TALK” cleverly captures your framework for better conversations: topics, asking, levity and kindness. Let’s start at the beginning. How should we decide what to talk about? My first piece of advice is to prepare. Some people do this naturally. They already think about the things that they should talk about with somebody before they see them. They should lean into this habit. Some of my students, however, think it’s crazy. They think preparation will make the conversation seem rigid and forced and overly scripted. But just because you’ve thought ahead about what you might talk about doesn’t mean you have to talk about those things once the conversation is underway. It does mean, however, that you always have an idea waiting for you when you’re not sure what to talk about next. Having just one topic in your back pocket can help you in those anxiety-ridden moments. It makes things more fluent, which is important for establishing a connection. Choosing a topic is not only important at the start of a conversation. We’re constantly making decisions about whether we should stay on one subject, drift to something else or totally shift gears and go somewhere wildly different. Sometimes the topic of conversation is obvious. Even then, knowing when to switch to a new one can be trickyMartin Parr/Magnum Photos What’s your advice when making these decisions? There are three very clear signs that suggest that it’s time to switch topics. The first is longer mutual pauses. The second is more uncomfortable laughter, which we use to fill the space that we would usually fill excitedly with good content. And the third sign is redundancy. Once you start repeating things that have already been said on the topic, it’s a sign that you should move to something else. After an average conversation, most people feel like they’ve covered the right number of topics. But if you ask people after conversations that didn’t go well, they’ll more often say that they didn’t talk about enough things, rather than that they talked about too many things. This suggests that a common mistake is lingering too long on a topic after you’ve squeezed all the juice out of it. The second element of TALK is asking questions. I think a lot of us have heard the advice to ask more questions, yet many people don’t apply it. Why do you think that is? Many years of research have shown that the human mind is remarkably egocentric. Often, we are so focused on our own perspective that we forget to even ask someone else to share what’s in their mind. Another reason is fear. You’re interested in the other person, and you know you should ask them questions, but you’re afraid of being too intrusive, or that you will reveal your own incompetence, because you feel you should know the answer already. What kinds of questions should we be asking – and avoiding? In the book, I talk about the power of follow-up questions that build on anything that your partner has just said. It shows that you heard them, that you care and that you want to know more. Even one follow-up question can springboard us away from shallow talk into something deeper and more meaningful. There are, however, some bad patterns of question asking, such as “boomerasking”. Michael Yeomansand I have a recent paper about this, and oh my gosh, it’s been such fun to study. It’s a play on the word boomerang: it comes back to the person who threw it. If I ask you what you had for breakfast, and you tell me you had Special K and banana, and then I say, “Well, let me tell you about my breakfast, because, boy, was it delicious” – that’s boomerasking. Sometimes it’s a thinly veiled way of bragging or complaining, but sometimes I think people are genuinely interested to hear from their partner, but then the partner’s answer reminds them so much of their own life that they can’t help but start sharing their perspective. In our research, we have found that this makes your partner feel like you weren’t interested in their perspective, so it seems very insincere. Sharing your own perspective is important. It’s okay at some point to bring the conversation back to yourself. But don’t do it so soon that it makes your partner feel like you didn’t hear their answer or care about it. Research by Alison Wood Brooks includes a recent study on “boomerasking”, a pitfall you should avoid to make conversations flowJanelle Bruno What are the benefits of levity? When we think of conversations that haven’t gone well, we often think of moments of hostility, anger or disagreement, but a quiet killer of conversation is boredom. Levity is the antidote. These small moments of sparkle or fizz can pull us back in and make us feel engaged with each other again. Our research has shown that we give status and respect to people who make us feel good, so much so that in a group of people, a person who can land even one appropriate joke is more likely to be voted as the leader. And the joke doesn’t even need to be very funny! It’s the fact that they were confident enough to try it and competent enough to read the room. Do you have any practical steps that people can apply to generate levity, even if they’re not a natural comedian? Levity is not just about being funny. In fact, aiming to be a comedian is not the right goal. When we watch stand-up on Netflix, comedians have rehearsed those jokes and honed them and practised them for a long time, and they’re delivering them in a monologue to an audience. It’s a completely different task from a live conversation. In real dialogue, what everybody is looking for is to feel engaged, and that doesn’t require particularly funny jokes or elaborate stories. When you see opportunities to make it fun or lighten the mood, that’s what you need to grab. It can come through a change to a new, fresh topic, or calling back to things that you talked about earlier in the conversation or earlier in your relationship. These callbacks – which sometimes do refer to something funny – are such a nice way of showing that you’ve listened and remembered. A levity move could also involve giving sincere compliments to other people. When you think nice things, when you admire someone, make sure you say it out loud. This brings us to the last element of TALK: kindness. Why do we so often fail to be as kind as we would like? Wobbles in kindness often come back to our egocentrism. Research shows that we underestimate how much other people’s perspectives differ from our own, and we forget that we have the tools to ask other people directly in conversation for their perspective. Being a kinder conversationalist is about trying to focus on your partner’s perspective and then figuring what they need and helping them to get it. Finally, what is your number one tip for readers to have a better conversation the next time they speak to someone? Every conversation is surprisingly tricky and complex. When things don’t go perfectly, give yourself and others more grace. There will be trips and stumbles and then a little grace can go very, very far. Topics: #four #sciencebased #rules #that #will
    WWW.NEWSCIENTIST.COM
    Four science-based rules that will make your conversations flow
    One of the four pillars of good conversation is levity. You needn’t be a comedian, you can but have some funTetra Images, LLC/Alamy Conversation lies at the heart of our relationships – yet many of us find it surprisingly hard to talk to others. We may feel anxious at the thought of making small talk with strangers and struggle to connect with the people who are closest to us. If that sounds familiar, Alison Wood Brooks hopes to help. She is a professor at Harvard Business School, where she teaches an oversubscribed course called “TALK: How to talk gooder in business and life”, and the author of a new book, Talk: The science of conversation and the art of being ourselves. Both offer four key principles for more meaningful exchanges. Conversations are inherently unpredictable, says Wood Brooks, but they follow certain rules – and knowing their architecture makes us more comfortable with what is outside of our control. New Scientist asked her about the best ways to apply this research to our own chats. David Robson: Talking about talking feels quite meta. Do you ever find yourself critiquing your own performance? Alison Wood Brooks: There are so many levels of “meta-ness”. I have often felt like I’m floating over the room, watching conversations unfold, even as I’m involved in them myself. I teach a course at Harvard, and [my students] all get to experience this feeling as well. There can be an uncomfortable period of hypervigilance, but I hope that dissipates over time as they develop better habits. There is a famous quote from Charlie Parker, who was a jazz saxophonist. He said something like, “Practise, practise, practise, and then when you get on stage, let it all go and just wail.” I think that’s my approach to conversation. Even when you’re hyper-aware of conversation dynamics, you have to remember the true delight of being with another human mind, and never lose the magic of being together. Think ahead, but once you’re talking, let it all go and just wail. Reading your book, I learned that a good way to enliven a conversation is to ask someone why they are passionate about what they do. So, where does your passion for conversation come from? I have two answers to this question. One is professional. Early in my professorship at Harvard, I had been studying emotions by exploring how people talk about their feelings and the balance between what we feel inside and how we express that to others. And I realised I just had this deep, profound interest in figuring out how people talk to each other about everything, not just their feelings. We now have scientific tools that allow us to capture conversations and analyse them at large scale. Natural language processing, machine learning, the advent of AI – all this allows us to take huge swathes of transcript data and process it much more efficiently. Receive a weekly dose of discovery in your inbox. Sign up to newsletter The personal answer is that I’m an identical twin, and I spent my whole life, from the moment I opened my newborn eyes, existing next to a person who’s an exact copy of myself. It was like observing myself at very close range, interacting with the world, interacting with other people. I could see when she said and did things well, and I could try to do that myself. And I saw when her jokes failed, or she stumbled over her words – I tried to avoid those mistakes. It was a very fortunate form of feedback that not a lot of people get. And then, as a twin, you’ve got this person sharing a bedroom, sharing all your clothes, going to all the same parties and playing on the same sports teams, so we were just constantly in conversation with each other. You reached this level of shared reality that is so incredible, and I’ve spent the rest of my life trying to help other people get there in their relationships, too. “TALK” cleverly captures your framework for better conversations: topics, asking, levity and kindness. Let’s start at the beginning. How should we decide what to talk about? My first piece of advice is to prepare. Some people do this naturally. They already think about the things that they should talk about with somebody before they see them. They should lean into this habit. Some of my students, however, think it’s crazy. They think preparation will make the conversation seem rigid and forced and overly scripted. But just because you’ve thought ahead about what you might talk about doesn’t mean you have to talk about those things once the conversation is underway. It does mean, however, that you always have an idea waiting for you when you’re not sure what to talk about next. Having just one topic in your back pocket can help you in those anxiety-ridden moments. It makes things more fluent, which is important for establishing a connection. Choosing a topic is not only important at the start of a conversation. We’re constantly making decisions about whether we should stay on one subject, drift to something else or totally shift gears and go somewhere wildly different. Sometimes the topic of conversation is obvious. Even then, knowing when to switch to a new one can be trickyMartin Parr/Magnum Photos What’s your advice when making these decisions? There are three very clear signs that suggest that it’s time to switch topics. The first is longer mutual pauses. The second is more uncomfortable laughter, which we use to fill the space that we would usually fill excitedly with good content. And the third sign is redundancy. Once you start repeating things that have already been said on the topic, it’s a sign that you should move to something else. After an average conversation, most people feel like they’ve covered the right number of topics. But if you ask people after conversations that didn’t go well, they’ll more often say that they didn’t talk about enough things, rather than that they talked about too many things. This suggests that a common mistake is lingering too long on a topic after you’ve squeezed all the juice out of it. The second element of TALK is asking questions. I think a lot of us have heard the advice to ask more questions, yet many people don’t apply it. Why do you think that is? Many years of research have shown that the human mind is remarkably egocentric. Often, we are so focused on our own perspective that we forget to even ask someone else to share what’s in their mind. Another reason is fear. You’re interested in the other person, and you know you should ask them questions, but you’re afraid of being too intrusive, or that you will reveal your own incompetence, because you feel you should know the answer already. What kinds of questions should we be asking – and avoiding? In the book, I talk about the power of follow-up questions that build on anything that your partner has just said. It shows that you heard them, that you care and that you want to know more. Even one follow-up question can springboard us away from shallow talk into something deeper and more meaningful. There are, however, some bad patterns of question asking, such as “boomerasking”. Michael Yeomans [at Imperial College London] and I have a recent paper about this, and oh my gosh, it’s been such fun to study. It’s a play on the word boomerang: it comes back to the person who threw it. If I ask you what you had for breakfast, and you tell me you had Special K and banana, and then I say, “Well, let me tell you about my breakfast, because, boy, was it delicious” – that’s boomerasking. Sometimes it’s a thinly veiled way of bragging or complaining, but sometimes I think people are genuinely interested to hear from their partner, but then the partner’s answer reminds them so much of their own life that they can’t help but start sharing their perspective. In our research, we have found that this makes your partner feel like you weren’t interested in their perspective, so it seems very insincere. Sharing your own perspective is important. It’s okay at some point to bring the conversation back to yourself. But don’t do it so soon that it makes your partner feel like you didn’t hear their answer or care about it. Research by Alison Wood Brooks includes a recent study on “boomerasking”, a pitfall you should avoid to make conversations flowJanelle Bruno What are the benefits of levity? When we think of conversations that haven’t gone well, we often think of moments of hostility, anger or disagreement, but a quiet killer of conversation is boredom. Levity is the antidote. These small moments of sparkle or fizz can pull us back in and make us feel engaged with each other again. Our research has shown that we give status and respect to people who make us feel good, so much so that in a group of people, a person who can land even one appropriate joke is more likely to be voted as the leader. And the joke doesn’t even need to be very funny! It’s the fact that they were confident enough to try it and competent enough to read the room. Do you have any practical steps that people can apply to generate levity, even if they’re not a natural comedian? Levity is not just about being funny. In fact, aiming to be a comedian is not the right goal. When we watch stand-up on Netflix, comedians have rehearsed those jokes and honed them and practised them for a long time, and they’re delivering them in a monologue to an audience. It’s a completely different task from a live conversation. In real dialogue, what everybody is looking for is to feel engaged, and that doesn’t require particularly funny jokes or elaborate stories. When you see opportunities to make it fun or lighten the mood, that’s what you need to grab. It can come through a change to a new, fresh topic, or calling back to things that you talked about earlier in the conversation or earlier in your relationship. These callbacks – which sometimes do refer to something funny – are such a nice way of showing that you’ve listened and remembered. A levity move could also involve giving sincere compliments to other people. When you think nice things, when you admire someone, make sure you say it out loud. This brings us to the last element of TALK: kindness. Why do we so often fail to be as kind as we would like? Wobbles in kindness often come back to our egocentrism. Research shows that we underestimate how much other people’s perspectives differ from our own, and we forget that we have the tools to ask other people directly in conversation for their perspective. Being a kinder conversationalist is about trying to focus on your partner’s perspective and then figuring what they need and helping them to get it. Finally, what is your number one tip for readers to have a better conversation the next time they speak to someone? Every conversation is surprisingly tricky and complex. When things don’t go perfectly, give yourself and others more grace. There will be trips and stumbles and then a little grace can go very, very far. Topics:
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  • iPad Air vs reMarkable Paper Pro: Which tablet is best for note taking? [Updated]

    Over the past few months, I’ve had the pleasure of testing out the reMarkable Paper Pro. You can read my full review here, but in short, it gets everything right about the note taking experience.
    Despite being an e-ink tablet, it does get quite pricey. However, there are certainly some fantastic parts of the experience that make it worth comparing to an iPad Air, depending on what you’re looking for in a note taking device for school, work, or whatever else.

    Updated June 15th to reflect reMarkable’s new post-tariff pricing.
    Overview
    Since the reMarkable Paper Pro comes in at with the reMarkable Marker Plus included, it likely makes most sense to compare this against Apple’s iPad Air 11-inch. That comes in at without an Apple Pencil, and adding in the Apple Pencil Pro will run you an additional The equivalent iPad setup will run you more than the reMarkable Paper Pro.
    Given the fact that iPad Air‘s regularly go on sale, it’d be fair to say they’re roughly on the same playing field. So, for a reMarkable Paper Pro setup, versus for a comparable iPad Air setup. Which is better for you?
    Obviously, the iPad Air has one key advantage: It runs iOS, has millions of apps available, can browse the web, play games, stream TV shows/movies, and much more. To some, that might end the comparison and make the iPad a clear winner, but I disagree.
    Yes, if you want your tablet to do all of those things for you, the iPad Air is a no brainer. At the end of the day, the iPad Air is a general purpose tablet that’ll do a lot more for you.
    However, if you also have a laptop to accompany your tablet, I’d argue that the iPad Air may fall into a category of slight redundance. Most things you’d want to do on the iPad can be done on a laptop, excluding any sort of touchscreen/stylus reliant features.
    iPads are great, and if you want that – you should pick that. However, I have an alternative argument to offer…
    The reMarkable Paper Pro does one thing really well: note taking. At first thought, you might think: why would I pay so much for a device that only does one thing?
    Well, that’s because it does that one thing really well. There’s also a second side to this argument: focus.
    It’s much easier to focus on what you’re doing when the device isn’t capable of anything else. If you’re taking notes while studying, you could easily see a notification or have the temptation to check notification center. Or, if you’re reading an e-book, you could easily choose to swipe up and get into another app.
    The best thing about the reMarkable Paper Pro is that you can’t easily get lost in the world of modern technology, while still having important technological features like cloud backup of your notes. Plus, you don’t have to worry about carrying around physical paper.
    One last thing – the reMarkable Paper Pro also has rubber feet on the back, so if you place it down flat on a table caseless, you don’t have to worry about scratching it up.
    Spec comparison
    Here’s a quick rundown of all of the key specs between the two devices. reMarkable Paper Pro‘s strengths definitely lie in battery, form factor, and stylus. iPad has some rather neat features with the Apple Pencil Pro, and also clears in the display category. Both devices also offer keyboards for typed notes, though only the iPad offers a trackpad.
    Display– 10.9-inch LCD display– Glossy glass– 2360 × 1640 at 264 ppi– 11.8-inch Color e-ink display– Paper-feeling textured glass– 2160 × 1620 at 229 ppiHardware– 6.1mm thin– Anodized aluminum coating– Weighs 461g w/o Pencil Pro– 5.1mm thin– Textured aluminum edges– Weighs 360g w/ Marker attachedStylus– Magnetically charges from device– Supports tilt/pressure sensitivity– Low latency– Matte plastic build– Squeeze features, double tap gestures– Magnetically charges from device– Supports tilt/pressure sensitivity– Ultra-low latency– Premium textured aluminum build– Built in eraser on the bottomBattery life– Up to 10 hours of web browsing– Recharges to 100% in 2-3 hrs– Up to 14 days of typical usage– Fast charges to 90% in 90 minsPrice–for iPad Air–for Pencil Pro– bundled with Marker Plus
    Wrap up
    All in all, I’m not going to try to convince anyone that wanted to buy an iPad that they should buy a reMarkable Paper Pro. You can’t beat the fact that the iPad Air will do a lot more, for roughly the same cost.
    But, if you’re not buying this to be a primary computing device, I’d argue that the reMarkable Paper Pro is a worthy alternative, especially if you really just want something you can zone in on. The reMarkable Paper Pro feels a lot nicer to write on, has substantially longer battery life, and really masters a minimalist form of digital note taking.
    Buy M3 iPad Air on Amazon:
    Buy reMarkable Paper Pro on Amazon:
    What do you think of these two tablets? Let us know in the comments.

    My favorite Apple accessory recommendations:
    Follow Michael: X/Twitter, Bluesky, Instagram

    Add 9to5Mac to your Google News feed. 

    FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
    #ipad #air #remarkable #paper #pro
    iPad Air vs reMarkable Paper Pro: Which tablet is best for note taking? [Updated]
    Over the past few months, I’ve had the pleasure of testing out the reMarkable Paper Pro. You can read my full review here, but in short, it gets everything right about the note taking experience. Despite being an e-ink tablet, it does get quite pricey. However, there are certainly some fantastic parts of the experience that make it worth comparing to an iPad Air, depending on what you’re looking for in a note taking device for school, work, or whatever else. Updated June 15th to reflect reMarkable’s new post-tariff pricing. Overview Since the reMarkable Paper Pro comes in at with the reMarkable Marker Plus included, it likely makes most sense to compare this against Apple’s iPad Air 11-inch. That comes in at without an Apple Pencil, and adding in the Apple Pencil Pro will run you an additional The equivalent iPad setup will run you more than the reMarkable Paper Pro. Given the fact that iPad Air‘s regularly go on sale, it’d be fair to say they’re roughly on the same playing field. So, for a reMarkable Paper Pro setup, versus for a comparable iPad Air setup. Which is better for you? Obviously, the iPad Air has one key advantage: It runs iOS, has millions of apps available, can browse the web, play games, stream TV shows/movies, and much more. To some, that might end the comparison and make the iPad a clear winner, but I disagree. Yes, if you want your tablet to do all of those things for you, the iPad Air is a no brainer. At the end of the day, the iPad Air is a general purpose tablet that’ll do a lot more for you. However, if you also have a laptop to accompany your tablet, I’d argue that the iPad Air may fall into a category of slight redundance. Most things you’d want to do on the iPad can be done on a laptop, excluding any sort of touchscreen/stylus reliant features. iPads are great, and if you want that – you should pick that. However, I have an alternative argument to offer… The reMarkable Paper Pro does one thing really well: note taking. At first thought, you might think: why would I pay so much for a device that only does one thing? Well, that’s because it does that one thing really well. There’s also a second side to this argument: focus. It’s much easier to focus on what you’re doing when the device isn’t capable of anything else. If you’re taking notes while studying, you could easily see a notification or have the temptation to check notification center. Or, if you’re reading an e-book, you could easily choose to swipe up and get into another app. The best thing about the reMarkable Paper Pro is that you can’t easily get lost in the world of modern technology, while still having important technological features like cloud backup of your notes. Plus, you don’t have to worry about carrying around physical paper. One last thing – the reMarkable Paper Pro also has rubber feet on the back, so if you place it down flat on a table caseless, you don’t have to worry about scratching it up. Spec comparison Here’s a quick rundown of all of the key specs between the two devices. reMarkable Paper Pro‘s strengths definitely lie in battery, form factor, and stylus. iPad has some rather neat features with the Apple Pencil Pro, and also clears in the display category. Both devices also offer keyboards for typed notes, though only the iPad offers a trackpad. Display– 10.9-inch LCD display– Glossy glass– 2360 × 1640 at 264 ppi– 11.8-inch Color e-ink display– Paper-feeling textured glass– 2160 × 1620 at 229 ppiHardware– 6.1mm thin– Anodized aluminum coating– Weighs 461g w/o Pencil Pro– 5.1mm thin– Textured aluminum edges– Weighs 360g w/ Marker attachedStylus– Magnetically charges from device– Supports tilt/pressure sensitivity– Low latency– Matte plastic build– Squeeze features, double tap gestures– Magnetically charges from device– Supports tilt/pressure sensitivity– Ultra-low latency– Premium textured aluminum build– Built in eraser on the bottomBattery life– Up to 10 hours of web browsing– Recharges to 100% in 2-3 hrs– Up to 14 days of typical usage– Fast charges to 90% in 90 minsPrice–for iPad Air–for Pencil Pro– bundled with Marker Plus Wrap up All in all, I’m not going to try to convince anyone that wanted to buy an iPad that they should buy a reMarkable Paper Pro. You can’t beat the fact that the iPad Air will do a lot more, for roughly the same cost. But, if you’re not buying this to be a primary computing device, I’d argue that the reMarkable Paper Pro is a worthy alternative, especially if you really just want something you can zone in on. The reMarkable Paper Pro feels a lot nicer to write on, has substantially longer battery life, and really masters a minimalist form of digital note taking. Buy M3 iPad Air on Amazon: Buy reMarkable Paper Pro on Amazon: What do you think of these two tablets? Let us know in the comments. My favorite Apple accessory recommendations: Follow Michael: X/Twitter, Bluesky, Instagram Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel #ipad #air #remarkable #paper #pro
    9TO5MAC.COM
    iPad Air vs reMarkable Paper Pro: Which tablet is best for note taking? [Updated]
    Over the past few months, I’ve had the pleasure of testing out the reMarkable Paper Pro. You can read my full review here, but in short, it gets everything right about the note taking experience. Despite being an e-ink tablet, it does get quite pricey. However, there are certainly some fantastic parts of the experience that make it worth comparing to an iPad Air, depending on what you’re looking for in a note taking device for school, work, or whatever else. Updated June 15th to reflect reMarkable’s new post-tariff pricing. Overview Since the reMarkable Paper Pro comes in at $679 with the reMarkable Marker Plus included, it likely makes most sense to compare this against Apple’s iPad Air 11-inch. That comes in at $599 without an Apple Pencil, and adding in the Apple Pencil Pro will run you an additional $129. The equivalent iPad setup will run you $50 more than the reMarkable Paper Pro. Given the fact that iPad Air‘s regularly go on sale, it’d be fair to say they’re roughly on the same playing field. So, $679 for a reMarkable Paper Pro setup, versus $728 for a comparable iPad Air setup. Which is better for you? Obviously, the iPad Air has one key advantage: It runs iOS, has millions of apps available, can browse the web, play games, stream TV shows/movies, and much more. To some, that might end the comparison and make the iPad a clear winner, but I disagree. Yes, if you want your tablet to do all of those things for you, the iPad Air is a no brainer. At the end of the day, the iPad Air is a general purpose tablet that’ll do a lot more for you. However, if you also have a laptop to accompany your tablet, I’d argue that the iPad Air may fall into a category of slight redundance. Most things you’d want to do on the iPad can be done on a laptop, excluding any sort of touchscreen/stylus reliant features. iPads are great, and if you want that – you should pick that. However, I have an alternative argument to offer… The reMarkable Paper Pro does one thing really well: note taking. At first thought, you might think: why would I pay so much for a device that only does one thing? Well, that’s because it does that one thing really well. There’s also a second side to this argument: focus. It’s much easier to focus on what you’re doing when the device isn’t capable of anything else. If you’re taking notes while studying, you could easily see a notification or have the temptation to check notification center. Or, if you’re reading an e-book, you could easily choose to swipe up and get into another app. The best thing about the reMarkable Paper Pro is that you can’t easily get lost in the world of modern technology, while still having important technological features like cloud backup of your notes. Plus, you don’t have to worry about carrying around physical paper. One last thing – the reMarkable Paper Pro also has rubber feet on the back, so if you place it down flat on a table caseless, you don’t have to worry about scratching it up. Spec comparison Here’s a quick rundown of all of the key specs between the two devices. reMarkable Paper Pro‘s strengths definitely lie in battery, form factor, and stylus. iPad has some rather neat features with the Apple Pencil Pro, and also clears in the display category. Both devices also offer keyboards for typed notes, though only the iPad offers a trackpad. Display– 10.9-inch LCD display– Glossy glass– 2360 × 1640 at 264 ppi– 11.8-inch Color e-ink display– Paper-feeling textured glass– 2160 × 1620 at 229 ppiHardware– 6.1mm thin– Anodized aluminum coating– Weighs 461g w/o Pencil Pro– 5.1mm thin– Textured aluminum edges– Weighs 360g w/ Marker attachedStylus– Magnetically charges from device– Supports tilt/pressure sensitivity– Low latency (number unspecified)– Matte plastic build– Squeeze features, double tap gestures– Magnetically charges from device– Supports tilt/pressure sensitivity– Ultra-low latency (12ms)– Premium textured aluminum build– Built in eraser on the bottomBattery life– Up to 10 hours of web browsing– Recharges to 100% in 2-3 hrs– Up to 14 days of typical usage– Fast charges to 90% in 90 minsPrice– $599 ($529 on sale) for iPad Air– $129 ($99 on sale) for Pencil Pro– $679 bundled with Marker Plus Wrap up All in all, I’m not going to try to convince anyone that wanted to buy an iPad that they should buy a reMarkable Paper Pro. You can’t beat the fact that the iPad Air will do a lot more, for roughly the same cost. But, if you’re not buying this to be a primary computing device, I’d argue that the reMarkable Paper Pro is a worthy alternative, especially if you really just want something you can zone in on. The reMarkable Paper Pro feels a lot nicer to write on, has substantially longer battery life, and really masters a minimalist form of digital note taking. Buy M3 iPad Air on Amazon: Buy reMarkable Paper Pro on Amazon: What do you think of these two tablets? Let us know in the comments. My favorite Apple accessory recommendations: Follow Michael: X/Twitter, Bluesky, Instagram Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
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  • I just experienced super-smooth Cyberpunk 2077 at Ultra settings on a Mac, but the developers say there’s more to ‘squeeze out’ of Apple Silicon

    How CD Projekt RED turned a MacBook Pro into a gaming laptop for Cyberpunk 2077
    #just #experienced #supersmooth #cyberpunk #ultra
    I just experienced super-smooth Cyberpunk 2077 at Ultra settings on a Mac, but the developers say there’s more to ‘squeeze out’ of Apple Silicon
    How CD Projekt RED turned a MacBook Pro into a gaming laptop for Cyberpunk 2077 #just #experienced #supersmooth #cyberpunk #ultra
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  • Earth’s mantle may have hidden plumes venting heat from its core

    Al Hajar Mountains in OmanL_B_Photography/Shutters​tock
    A section of Earth’s mantle beneath Oman appears to be unusually warm, in what researchers say may be the first known “ghost plume” – a column of hot rock emanating from the lower mantle without apparent volcanic activity on the surface.
    Mantle plumes are mysterious upwellings of molten rock believed to transmit heat from the core-mantle boundary to the Earth’s surface, far from the edges of tectonic plates. There are a dozen or so examples thought to occur underneath the middle of continental plates – for instance, beneath Yellowstone and the East African rift. “But these are all cases where you do have surface volcanism,” says Simone Pilia at the King Fahd University of Petroleum and Minerals in Saudi Arabia. Oman has no such volcanic clues.
    Pilia first came to suspect there was a plume beneath Oman “serendipitously” after he began analysing new seismic data from the region. He observed the velocity of waves generated by distant earthquakes slowed down in a cylindrical area beneath eastern Oman, indicating the rocks there were less rigid than the surrounding material due to high temperatures.
    Other independent seismic measurements showed key boundaries where minerals deep in the Earth change phases in a way consistent with a hot plume. These measurements suggest the plume extends more than 660 kilometres below the surface.
    The presence of a plume could also explain why the region has continued to rise in elevation long after tectonic compression – a geological process where the Earth’s crust is squeezed together – stopped. It also fits with models of what could have caused a shift in the movement of the Indian tectonic plate.
    “The more we gathered evidence, the more we were convinced that it is a plume,” says Pilia, who named the geologic feature the “Dani plume” after his son.

    Unmissable news about our planet delivered straight to your inbox every month.

    Sign up to newsletter

    “It’s plausible” that a plume indeed exists there, says Saskia Goes at Imperial College London, adding the study is “thorough”. However, she points out narrow plumes are notoriously difficult to detect.
    If it does exist, however, the presence of a “ghost plume” contained within the mantle by the relatively thick rocky layer beneath Oman would suggest there are others, says Pilia. “We’re convinced that the Dani plume is not alone.”
    If there are many other hidden plumes, it could mean more heat from the core is flowing directly through the mantle via plumes, rather than through slower convection, says Goes. “It has implications, potentially, for the evolution of the Earth if we get a different estimate of how much heat comes out of the mantle.”
    Journal referenceEarth and Planetary Science Letters DOI: 10.1016/j.epsl.2025.119467
    Topics:
    #earths #mantle #have #hidden #plumes
    Earth’s mantle may have hidden plumes venting heat from its core
    Al Hajar Mountains in OmanL_B_Photography/Shutters​tock A section of Earth’s mantle beneath Oman appears to be unusually warm, in what researchers say may be the first known “ghost plume” – a column of hot rock emanating from the lower mantle without apparent volcanic activity on the surface. Mantle plumes are mysterious upwellings of molten rock believed to transmit heat from the core-mantle boundary to the Earth’s surface, far from the edges of tectonic plates. There are a dozen or so examples thought to occur underneath the middle of continental plates – for instance, beneath Yellowstone and the East African rift. “But these are all cases where you do have surface volcanism,” says Simone Pilia at the King Fahd University of Petroleum and Minerals in Saudi Arabia. Oman has no such volcanic clues. Pilia first came to suspect there was a plume beneath Oman “serendipitously” after he began analysing new seismic data from the region. He observed the velocity of waves generated by distant earthquakes slowed down in a cylindrical area beneath eastern Oman, indicating the rocks there were less rigid than the surrounding material due to high temperatures. Other independent seismic measurements showed key boundaries where minerals deep in the Earth change phases in a way consistent with a hot plume. These measurements suggest the plume extends more than 660 kilometres below the surface. The presence of a plume could also explain why the region has continued to rise in elevation long after tectonic compression – a geological process where the Earth’s crust is squeezed together – stopped. It also fits with models of what could have caused a shift in the movement of the Indian tectonic plate. “The more we gathered evidence, the more we were convinced that it is a plume,” says Pilia, who named the geologic feature the “Dani plume” after his son. Unmissable news about our planet delivered straight to your inbox every month. Sign up to newsletter “It’s plausible” that a plume indeed exists there, says Saskia Goes at Imperial College London, adding the study is “thorough”. However, she points out narrow plumes are notoriously difficult to detect. If it does exist, however, the presence of a “ghost plume” contained within the mantle by the relatively thick rocky layer beneath Oman would suggest there are others, says Pilia. “We’re convinced that the Dani plume is not alone.” If there are many other hidden plumes, it could mean more heat from the core is flowing directly through the mantle via plumes, rather than through slower convection, says Goes. “It has implications, potentially, for the evolution of the Earth if we get a different estimate of how much heat comes out of the mantle.” Journal referenceEarth and Planetary Science Letters DOI: 10.1016/j.epsl.2025.119467 Topics: #earths #mantle #have #hidden #plumes
    WWW.NEWSCIENTIST.COM
    Earth’s mantle may have hidden plumes venting heat from its core
    Al Hajar Mountains in OmanL_B_Photography/Shutters​tock A section of Earth’s mantle beneath Oman appears to be unusually warm, in what researchers say may be the first known “ghost plume” – a column of hot rock emanating from the lower mantle without apparent volcanic activity on the surface. Mantle plumes are mysterious upwellings of molten rock believed to transmit heat from the core-mantle boundary to the Earth’s surface, far from the edges of tectonic plates. There are a dozen or so examples thought to occur underneath the middle of continental plates – for instance, beneath Yellowstone and the East African rift. “But these are all cases where you do have surface volcanism,” says Simone Pilia at the King Fahd University of Petroleum and Minerals in Saudi Arabia. Oman has no such volcanic clues. Pilia first came to suspect there was a plume beneath Oman “serendipitously” after he began analysing new seismic data from the region. He observed the velocity of waves generated by distant earthquakes slowed down in a cylindrical area beneath eastern Oman, indicating the rocks there were less rigid than the surrounding material due to high temperatures. Other independent seismic measurements showed key boundaries where minerals deep in the Earth change phases in a way consistent with a hot plume. These measurements suggest the plume extends more than 660 kilometres below the surface. The presence of a plume could also explain why the region has continued to rise in elevation long after tectonic compression – a geological process where the Earth’s crust is squeezed together – stopped. It also fits with models of what could have caused a shift in the movement of the Indian tectonic plate. “The more we gathered evidence, the more we were convinced that it is a plume,” says Pilia, who named the geologic feature the “Dani plume” after his son. Unmissable news about our planet delivered straight to your inbox every month. Sign up to newsletter “It’s plausible” that a plume indeed exists there, says Saskia Goes at Imperial College London, adding the study is “thorough”. However, she points out narrow plumes are notoriously difficult to detect. If it does exist, however, the presence of a “ghost plume” contained within the mantle by the relatively thick rocky layer beneath Oman would suggest there are others, says Pilia. “We’re convinced that the Dani plume is not alone.” If there are many other hidden plumes, it could mean more heat from the core is flowing directly through the mantle via plumes, rather than through slower convection, says Goes. “It has implications, potentially, for the evolution of the Earth if we get a different estimate of how much heat comes out of the mantle.” Journal referenceEarth and Planetary Science Letters DOI: 10.1016/j.epsl.2025.119467 Topics:
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  • I had a claustrophobic meltdown after getting stuck in a glitch

    The nightmare was real, the situation was not.Revenge of the Savage Planet, an adventure spread across a number of distant — and quite savage! — planets, invites nonlinear exploration. To complete its missions and discover all of its secrets, you must leap into an unknown where the otherworldly flora, fauna, and even the inorganic material are primed to kill you. So, shortly after assembling an underwater scooter that allowed my robot sidekick to whisk me through the depths of alien oceans, I descended into a series of caverns under the Zenithian Rift to see what was going on down there. The specters of death I encountered below weren’t even designed to haunt me.In Raccoon Logic’s sequel to Journey to the Savage Planet, players are tasked with scanning every object in every nook and cranny to assemble an exhaustive log of materials located on each planet. At first, the task is a walk in thepark: find a tree, scan a tree. Find a slobbering beastie, scan a slobbering beastie. But a counter on the map charting your scannables becomes the most daunting subtask — can I really find every single micro scannable? I found myself longing after completing the core missions. To really 100% this, there was even more reason to venture into the most uninviting spaces, including a dark underwater cave on Zenithian Rift that absolutely did not look like it contained any scannable items. But I couldn’t not go in there.It took about two seconds for me to realize… I had made a horrible mistake. While the cave was easily accessible from the water, there were no enemy or collectible breadcrumbs to suggest this was a place the folks at Raccoon Logic intended for me to. I was lured in by curiosity, but the joy of discovery in Revenge of the Savage Planet got the best of me. Now I was stuck. I had stumbled into a graphical anomaly, an in-game black hole that had an entrance but no apparent exit. In Revenge of the Savage Planet, you can’t beam back to starting locations on the fly or off yourself in order to respawn from your last save. In a clever but likely divisive design choice, the game forces you to navigate to transporters spread across the worlds in order to beam off to your next desired location, which forces traversal and new encounters. But it meant that while bumbling around in the dark, hoping to find a way out of my watery grave, I couldn’t simply die and move on. I was actually trapped, and in a scenario I haven’t experienced in quite some time, feeling IRL like I was actually trapped.I already don’t do well with underwater levels out of an intense fear of drowning. Luckily for me, most games will throw me the lifeline of a visual countdown to illustrate oxygen levels, ensuringI surface in time andI don’t hyperventilate over the stress of surfacing in time. Revenge of the Savage Planet doesn’t need that because there’s no punishment for enjoying the waters; you’re already in a spacesuit and the challenges you encounter via underwater scooter require a bunch of time-intensive back and forth. Doing it all on limited air would simply not be fun. But that meant, stuck in this tight underwater cave, I would never die. I was in limbo. Or maybe I was in hell.I spent far too long searching for a route out. Streaks of light bled in from a theoretical escape that I could never reach — any time I thought I was close, I bumped into a new rock and found myself jetting in the opposite direction. Not since I watched The Rescue, the riveting-yet-terrifying documentary about the team of divers who squeezed through cave passageways to free 12 trapped Thai soccer players, had my apparent claustrophobia had its way with my nerves. I can’t quite explain why I pushed myself over the edge to find an in-game solution to this unintentional challenge, except to say that I really wanted to do a good job at Revenge of the Savage Planet.Most glitches are considered errors by programmers, annoyances by players, and occasionally shortcuts for the speedrunner crowd. Revenge of the Savage Planet’s death cave might fall into the first two categories, but it’s a harrowing experience I ultimately appreciated, a unique screw up that could only happen in a game. I have never felt truly trapped in a film, despite the best efforts of 3D stereoscopic effects and 4DX rumble seats. After finally rebooting Revenge of the Savage Planet, I had to give myself a few minutes to let my heart rate die down before I grabbed the controller. But I got right back to it. Sure, this was a glitch, but in a game where exploration is everything, leaping into a true unknown — one that the creators of the game clearly didn’t intend me to find — was its own form of success.Revenge of the Savage Planet is currently available for PC, Playstation, and Xbox, and it’s currently on Game Pass.See More:
    #had #claustrophobic #meltdown #after #getting
    I had a claustrophobic meltdown after getting stuck in a glitch
    The nightmare was real, the situation was not.Revenge of the Savage Planet, an adventure spread across a number of distant — and quite savage! — planets, invites nonlinear exploration. To complete its missions and discover all of its secrets, you must leap into an unknown where the otherworldly flora, fauna, and even the inorganic material are primed to kill you. So, shortly after assembling an underwater scooter that allowed my robot sidekick to whisk me through the depths of alien oceans, I descended into a series of caverns under the Zenithian Rift to see what was going on down there. The specters of death I encountered below weren’t even designed to haunt me.In Raccoon Logic’s sequel to Journey to the Savage Planet, players are tasked with scanning every object in every nook and cranny to assemble an exhaustive log of materials located on each planet. At first, the task is a walk in thepark: find a tree, scan a tree. Find a slobbering beastie, scan a slobbering beastie. But a counter on the map charting your scannables becomes the most daunting subtask — can I really find every single micro scannable? I found myself longing after completing the core missions. To really 100% this, there was even more reason to venture into the most uninviting spaces, including a dark underwater cave on Zenithian Rift that absolutely did not look like it contained any scannable items. But I couldn’t not go in there.It took about two seconds for me to realize… I had made a horrible mistake. While the cave was easily accessible from the water, there were no enemy or collectible breadcrumbs to suggest this was a place the folks at Raccoon Logic intended for me to. I was lured in by curiosity, but the joy of discovery in Revenge of the Savage Planet got the best of me. Now I was stuck. I had stumbled into a graphical anomaly, an in-game black hole that had an entrance but no apparent exit. In Revenge of the Savage Planet, you can’t beam back to starting locations on the fly or off yourself in order to respawn from your last save. In a clever but likely divisive design choice, the game forces you to navigate to transporters spread across the worlds in order to beam off to your next desired location, which forces traversal and new encounters. But it meant that while bumbling around in the dark, hoping to find a way out of my watery grave, I couldn’t simply die and move on. I was actually trapped, and in a scenario I haven’t experienced in quite some time, feeling IRL like I was actually trapped.I already don’t do well with underwater levels out of an intense fear of drowning. Luckily for me, most games will throw me the lifeline of a visual countdown to illustrate oxygen levels, ensuringI surface in time andI don’t hyperventilate over the stress of surfacing in time. Revenge of the Savage Planet doesn’t need that because there’s no punishment for enjoying the waters; you’re already in a spacesuit and the challenges you encounter via underwater scooter require a bunch of time-intensive back and forth. Doing it all on limited air would simply not be fun. But that meant, stuck in this tight underwater cave, I would never die. I was in limbo. Or maybe I was in hell.I spent far too long searching for a route out. Streaks of light bled in from a theoretical escape that I could never reach — any time I thought I was close, I bumped into a new rock and found myself jetting in the opposite direction. Not since I watched The Rescue, the riveting-yet-terrifying documentary about the team of divers who squeezed through cave passageways to free 12 trapped Thai soccer players, had my apparent claustrophobia had its way with my nerves. I can’t quite explain why I pushed myself over the edge to find an in-game solution to this unintentional challenge, except to say that I really wanted to do a good job at Revenge of the Savage Planet.Most glitches are considered errors by programmers, annoyances by players, and occasionally shortcuts for the speedrunner crowd. Revenge of the Savage Planet’s death cave might fall into the first two categories, but it’s a harrowing experience I ultimately appreciated, a unique screw up that could only happen in a game. I have never felt truly trapped in a film, despite the best efforts of 3D stereoscopic effects and 4DX rumble seats. After finally rebooting Revenge of the Savage Planet, I had to give myself a few minutes to let my heart rate die down before I grabbed the controller. But I got right back to it. Sure, this was a glitch, but in a game where exploration is everything, leaping into a true unknown — one that the creators of the game clearly didn’t intend me to find — was its own form of success.Revenge of the Savage Planet is currently available for PC, Playstation, and Xbox, and it’s currently on Game Pass.See More: #had #claustrophobic #meltdown #after #getting
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    I had a claustrophobic meltdown after getting stuck in a glitch
    The nightmare was real, the situation was not.Revenge of the Savage Planet, an adventure spread across a number of distant — and quite savage! — planets, invites nonlinear exploration. To complete its missions and discover all of its secrets, you must leap into an unknown where the otherworldly flora, fauna, and even the inorganic material are primed to kill you. So, shortly after assembling an underwater scooter that allowed my robot sidekick to whisk me through the depths of alien oceans, I descended into a series of caverns under the Zenithian Rift to see what was going on down there. The specters of death I encountered below weren’t even designed to haunt me.In Raccoon Logic’s sequel to Journey to the Savage Planet, players are tasked with scanning every object in every nook and cranny to assemble an exhaustive log of materials located on each planet. At first, the task is a walk in the (overgrown killer) park: find a tree, scan a tree. Find a slobbering beastie, scan a slobbering beastie. But a counter on the map charting your scannables becomes the most daunting subtask — can I really find every single micro scannable? I found myself longing after completing the core missions. To really 100% this, there was even more reason to venture into the most uninviting spaces, including a dark underwater cave on Zenithian Rift that absolutely did not look like it contained any scannable items. But I couldn’t not go in there.It took about two seconds for me to realize… I had made a horrible mistake. While the cave was easily accessible from the water, there were no enemy or collectible breadcrumbs to suggest this was a place the folks at Raccoon Logic intended for me to. I was lured in by curiosity, but the joy of discovery in Revenge of the Savage Planet got the best of me. Now I was stuck. I had stumbled into a graphical anomaly, an in-game black hole that had an entrance but no apparent exit. In Revenge of the Savage Planet, you can’t beam back to starting locations on the fly or off yourself in order to respawn from your last save. In a clever but likely divisive design choice, the game forces you to navigate to transporters spread across the worlds in order to beam off to your next desired location, which forces traversal and new encounters. But it meant that while bumbling around in the dark, hoping to find a way out of my watery grave, I couldn’t simply die and move on. I was actually trapped, and in a scenario I haven’t experienced in quite some time, feeling IRL like I was actually trapped.I already don’t do well with underwater levels out of an intense fear of drowning. Luckily for me, most games will throw me the lifeline of a visual countdown to illustrate oxygen levels, ensuring (1) I surface in time and (2) I don’t hyperventilate over the stress of surfacing in time. Revenge of the Savage Planet doesn’t need that because there’s no punishment for enjoying the waters; you’re already in a spacesuit and the challenges you encounter via underwater scooter require a bunch of time-intensive back and forth. Doing it all on limited air would simply not be fun. But that meant, stuck in this tight underwater cave, I would never die. I was in limbo. Or maybe I was in hell.I spent far too long searching for a route out. Streaks of light bled in from a theoretical escape that I could never reach — any time I thought I was close, I bumped into a new rock and found myself jetting in the opposite direction. Not since I watched The Rescue, the riveting-yet-terrifying documentary about the team of divers who squeezed through cave passageways to free 12 trapped Thai soccer players, had my apparent claustrophobia had its way with my nerves. I can’t quite explain why I pushed myself over the edge to find an in-game solution to this unintentional challenge, except to say that I really wanted to do a good job at Revenge of the Savage Planet.Most glitches are considered errors by programmers, annoyances by players, and occasionally shortcuts for the speedrunner crowd. Revenge of the Savage Planet’s death cave might fall into the first two categories, but it’s a harrowing experience I ultimately appreciated, a unique screw up that could only happen in a game. I have never felt truly trapped in a film, despite the best efforts of 3D stereoscopic effects and 4DX rumble seats. After finally rebooting Revenge of the Savage Planet, I had to give myself a few minutes to let my heart rate die down before I grabbed the controller. But I got right back to it. Sure, this was a glitch, but in a game where exploration is everything, leaping into a true unknown — one that the creators of the game clearly didn’t intend me to find — was its own form of success.Revenge of the Savage Planet is currently available for PC, Playstation, and Xbox, and it’s currently on Game Pass.See More:
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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, 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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  • “Strategy is not a threat” – what strategists want designers to know

    The relationship between strategists and designers is key to creating effective work that meets clients’ needs. But strategists can feel misunderstood, and even undervalued, in their attempts to set a project’s direction through clear and meaningful thinking.
    We spoke with a range of in-house and independent strategists about what they wish designers knew about their work.
    Is the role of strategists changing, like so many design industry roles right now? If so, how?
    “The lightning speed turnaround” of creative work is creating new pressures, says Gardiner Richardson’s associate director and strategic lead, Matt Forster.
    Partly this is down to the rise of AI, which is front-of-mind according to independent strategist Manfred Abraham, who has held senior roles at Interbrand and Wolff Olins.
    The two big shifts, he says, are AI’s potential to bring efficiency to the process – using information gathering and analytics to inform insights – and the dramatic changes that AI will bring to the consumer landscape.
    “Imagine a world where your personal AI agent makes your life much easier,” he says. “What are consumers going to do with their extra time? Strategists will have to work in close collaboration with creatives to be able to imagine the future for our clients.”
    Beyond AI, consumers’ withering attention spans, coupled with the proliferating demands on their time, creates a big challenge.
    “Brands are looking for strategists to show them high interest areas of culture where they have a credible role to play, making it easier for them to reach their audience,” says Matt Boffey, chief strategy officer, UK & Europe, at Design Bridge and Partners.
    As the world becomes more complex, there is a renewed appetite for clarity, says Polly Clark, a strategy consultant for agencies like Buddy Creative in Cornwall.
    “I’m seeing that simplicity is even more important than ever,” she says. “Overly complex or convoluted thinking isn’t helpful for anyone, and just slows everything down.”
    And some strategists have noticed a bit of mission creep. “Increasingly, clients are expecting strategists to contribute at a broader business level not purely brand strategy, design or comms,” says Louise Kennedy, who recently joined Into The Light as head of strategy.
    What don’t designers understand about your role?
    “Strategy is not a threat or a limit to designers’ creativity,” says Gardiner Richardson’s Matt Forster. “It’s a springboard to a controlled creative leap.”
    Into the Light’s Louise Kennedy points out that “designers, on the whole, are visual and often want to get to the ‘creative ask’ very quickly so they can start doing what they do best.
    “But many of us strategists enjoy taking people on the journey of how we got there by unpacking context and patterns. What designers might see as wordy, we see as fascinating storytelling, but perhaps we tell them more than they need to know, to protect our own egos.”
    There seems to be a recurring tension between the idea of strategists as left brain thinkers – rigorous, analytical, and logical – against designers as right-brain thinkers – more creative and emotional.
    But Manfred Abraham points out this is a false – if persistent – way of looking at strategy. “Some designers have missed that there might be a strong right brain there as well!” he says.
    What don’t clients understand about your role?
    “Unless clients have experienced it before, they aren’t immediately going to understand the value of strategy,” Gardiner Richardson’s Matt Forster says. “They may have worked with agencies who underpin their creative approaches on little substance.
    “Once we’ve explained our strategic process, why we follow it and the value it will create for all their creative communications and wider business, it’s a no brainer.”
    Nor does every client understand the commercial power of great design. “In the brand consulting and growth space specifically, clients often think that strategy is communication strategy,” says Manfred Abraham. “The strategies we develop go much further than that – communications is a part of it.”
    And adding all this value takes time – more than some clients realise.
    “I think for clients, it is understanding the need to protect the time and space to do a proper job at this stage and the benefit that will bring,” says Into The Light’s Louise Kennedy. “We might even need to commission new insight work if we feel there are big gaps in knowledge,” she adds.
    How do you balance multiple client meetings with getting the deep thinking done?
    This, most strategists agree, is a precarious juggling act.
    “It sometimes feels like ‘manager time’ has won out over ‘maker time,’” says Design Bridge and Partners’ Matt Boffey. “Days are apportioned into slots, from 30 minutes to an hour, which is perfect for meetings but inadequate for building momentum on substantial projects.
    The goal, he insists, isn’t to eliminate meetings. “Collaboration remains essential. Rather, it’s to create conditions where both discussion and deep work can thrive. We must be careful that ‘talking’ doesn’t completely squeeze out ‘doing’.”
    He encourages his team to block time between meetings to mentally stretch, as you might after a gym session.
    “And I’m a strong advocate for reserving longer periods, either half days or full days, for the ‘deep work’ required when writing a discovery debrief or developing brand strategy.”
    Although Louise Kennedy blocks out time in this way, she finds it doesn’t always work for her. “Often in those moments I can get brainfreeze as I feel under pressure to produce something smart,” she says.
    “So I like to read everything on a project then leave it for at least a day so my brain can digest it fully and start working behind the scenes.”
    External consultants can work the schedule that suits them. On most days, Manfred Abraham gets up at 5.30am because that’s when his brain is at its best. It’s also a time of day free of client meetings, “so it’s great thinking time,” he says.
    Polly Clark, on the other hand, embraces this juggling act. “It’s always something I’ve needed to do, and actually helps sharpen my thinking. Switching focus means I can come back to things fresher, and stops me getting caught up in the weeds.”
    What’s the worst thing a designer can say to a strategist?
    Matt Forster – “That they still don’t get it – which means I haven’t involved them enough, explained it well enough or done a good enough job.”
    Louise Kennedy – “’I’m confused’ or worse, ‘I’m confused and bored’.”
    Matt Boffey – ‘“Great, the client’s bought the strategy, now we can really start the work.”
    “This sounds like strategy has become a hurdle to clear before creativity begins, where it should be the foundation that makes creativity powerful and purposeful. The best work happens when strategists and designers see their contributions as interconnected parts of a unified process, rather than unrelated elements.”
    Polly Clark – “In the past I’ve heard designers question what strategy brings. That’s been when the strategy hasn’t made sense of the challenge, or is overly convoluted – which is sure to make everyone switch off.”
    Manfred Abraham – “That great design doesn’t need strategic thinking. It’s simply not true. We are great individually but we are brilliant together.”
    #strategy #not #threat #what #strategists
    “Strategy is not a threat” – what strategists want designers to know
    The relationship between strategists and designers is key to creating effective work that meets clients’ needs. But strategists can feel misunderstood, and even undervalued, in their attempts to set a project’s direction through clear and meaningful thinking. We spoke with a range of in-house and independent strategists about what they wish designers knew about their work. Is the role of strategists changing, like so many design industry roles right now? If so, how? “The lightning speed turnaround” of creative work is creating new pressures, says Gardiner Richardson’s associate director and strategic lead, Matt Forster. Partly this is down to the rise of AI, which is front-of-mind according to independent strategist Manfred Abraham, who has held senior roles at Interbrand and Wolff Olins. The two big shifts, he says, are AI’s potential to bring efficiency to the process – using information gathering and analytics to inform insights – and the dramatic changes that AI will bring to the consumer landscape. “Imagine a world where your personal AI agent makes your life much easier,” he says. “What are consumers going to do with their extra time? Strategists will have to work in close collaboration with creatives to be able to imagine the future for our clients.” Beyond AI, consumers’ withering attention spans, coupled with the proliferating demands on their time, creates a big challenge. “Brands are looking for strategists to show them high interest areas of culture where they have a credible role to play, making it easier for them to reach their audience,” says Matt Boffey, chief strategy officer, UK & Europe, at Design Bridge and Partners. As the world becomes more complex, there is a renewed appetite for clarity, says Polly Clark, a strategy consultant for agencies like Buddy Creative in Cornwall. “I’m seeing that simplicity is even more important than ever,” she says. “Overly complex or convoluted thinking isn’t helpful for anyone, and just slows everything down.” And some strategists have noticed a bit of mission creep. “Increasingly, clients are expecting strategists to contribute at a broader business level not purely brand strategy, design or comms,” says Louise Kennedy, who recently joined Into The Light as head of strategy. What don’t designers understand about your role? “Strategy is not a threat or a limit to designers’ creativity,” says Gardiner Richardson’s Matt Forster. “It’s a springboard to a controlled creative leap.” Into the Light’s Louise Kennedy points out that “designers, on the whole, are visual and often want to get to the ‘creative ask’ very quickly so they can start doing what they do best. “But many of us strategists enjoy taking people on the journey of how we got there by unpacking context and patterns. What designers might see as wordy, we see as fascinating storytelling, but perhaps we tell them more than they need to know, to protect our own egos.” There seems to be a recurring tension between the idea of strategists as left brain thinkers – rigorous, analytical, and logical – against designers as right-brain thinkers – more creative and emotional. But Manfred Abraham points out this is a false – if persistent – way of looking at strategy. “Some designers have missed that there might be a strong right brain there as well!” he says. What don’t clients understand about your role? “Unless clients have experienced it before, they aren’t immediately going to understand the value of strategy,” Gardiner Richardson’s Matt Forster says. “They may have worked with agencies who underpin their creative approaches on little substance. “Once we’ve explained our strategic process, why we follow it and the value it will create for all their creative communications and wider business, it’s a no brainer.” Nor does every client understand the commercial power of great design. “In the brand consulting and growth space specifically, clients often think that strategy is communication strategy,” says Manfred Abraham. “The strategies we develop go much further than that – communications is a part of it.” And adding all this value takes time – more than some clients realise. “I think for clients, it is understanding the need to protect the time and space to do a proper job at this stage and the benefit that will bring,” says Into The Light’s Louise Kennedy. “We might even need to commission new insight work if we feel there are big gaps in knowledge,” she adds. How do you balance multiple client meetings with getting the deep thinking done? This, most strategists agree, is a precarious juggling act. “It sometimes feels like ‘manager time’ has won out over ‘maker time,’” says Design Bridge and Partners’ Matt Boffey. “Days are apportioned into slots, from 30 minutes to an hour, which is perfect for meetings but inadequate for building momentum on substantial projects. The goal, he insists, isn’t to eliminate meetings. “Collaboration remains essential. Rather, it’s to create conditions where both discussion and deep work can thrive. We must be careful that ‘talking’ doesn’t completely squeeze out ‘doing’.” He encourages his team to block time between meetings to mentally stretch, as you might after a gym session. “And I’m a strong advocate for reserving longer periods, either half days or full days, for the ‘deep work’ required when writing a discovery debrief or developing brand strategy.” Although Louise Kennedy blocks out time in this way, she finds it doesn’t always work for her. “Often in those moments I can get brainfreeze as I feel under pressure to produce something smart,” she says. “So I like to read everything on a project then leave it for at least a day so my brain can digest it fully and start working behind the scenes.” External consultants can work the schedule that suits them. On most days, Manfred Abraham gets up at 5.30am because that’s when his brain is at its best. It’s also a time of day free of client meetings, “so it’s great thinking time,” he says. Polly Clark, on the other hand, embraces this juggling act. “It’s always something I’ve needed to do, and actually helps sharpen my thinking. Switching focus means I can come back to things fresher, and stops me getting caught up in the weeds.” What’s the worst thing a designer can say to a strategist? Matt Forster – “That they still don’t get it – which means I haven’t involved them enough, explained it well enough or done a good enough job.” Louise Kennedy – “’I’m confused’ or worse, ‘I’m confused and bored’.” Matt Boffey – ‘“Great, the client’s bought the strategy, now we can really start the work.” “This sounds like strategy has become a hurdle to clear before creativity begins, where it should be the foundation that makes creativity powerful and purposeful. The best work happens when strategists and designers see their contributions as interconnected parts of a unified process, rather than unrelated elements.” Polly Clark – “In the past I’ve heard designers question what strategy brings. That’s been when the strategy hasn’t made sense of the challenge, or is overly convoluted – which is sure to make everyone switch off.” Manfred Abraham – “That great design doesn’t need strategic thinking. It’s simply not true. We are great individually but we are brilliant together.” #strategy #not #threat #what #strategists
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    “Strategy is not a threat” – what strategists want designers to know
    The relationship between strategists and designers is key to creating effective work that meets clients’ needs. But strategists can feel misunderstood, and even undervalued, in their attempts to set a project’s direction through clear and meaningful thinking. We spoke with a range of in-house and independent strategists about what they wish designers knew about their work. Is the role of strategists changing, like so many design industry roles right now? If so, how? “The lightning speed turnaround” of creative work is creating new pressures, says Gardiner Richardson’s associate director and strategic lead, Matt Forster. Partly this is down to the rise of AI, which is front-of-mind according to independent strategist Manfred Abraham, who has held senior roles at Interbrand and Wolff Olins. The two big shifts, he says, are AI’s potential to bring efficiency to the process – using information gathering and analytics to inform insights – and the dramatic changes that AI will bring to the consumer landscape. “Imagine a world where your personal AI agent makes your life much easier,” he says. “What are consumers going to do with their extra time? Strategists will have to work in close collaboration with creatives to be able to imagine the future for our clients.” Beyond AI, consumers’ withering attention spans, coupled with the proliferating demands on their time, creates a big challenge. “Brands are looking for strategists to show them high interest areas of culture where they have a credible role to play, making it easier for them to reach their audience,” says Matt Boffey, chief strategy officer, UK & Europe, at Design Bridge and Partners. As the world becomes more complex, there is a renewed appetite for clarity, says Polly Clark, a strategy consultant for agencies like Buddy Creative in Cornwall. “I’m seeing that simplicity is even more important than ever,” she says. “Overly complex or convoluted thinking isn’t helpful for anyone, and just slows everything down.” And some strategists have noticed a bit of mission creep. “Increasingly, clients are expecting strategists to contribute at a broader business level not purely brand strategy, design or comms,” says Louise Kennedy, who recently joined Into The Light as head of strategy. What don’t designers understand about your role? “Strategy is not a threat or a limit to designers’ creativity,” says Gardiner Richardson’s Matt Forster. “It’s a springboard to a controlled creative leap.” Into the Light’s Louise Kennedy points out that “designers, on the whole, are visual and often want to get to the ‘creative ask’ very quickly so they can start doing what they do best. “But many of us strategists enjoy taking people on the journey of how we got there by unpacking context and patterns. What designers might see as wordy, we see as fascinating storytelling, but perhaps we tell them more than they need to know, to protect our own egos.” There seems to be a recurring tension between the idea of strategists as left brain thinkers – rigorous, analytical, and logical – against designers as right-brain thinkers – more creative and emotional. But Manfred Abraham points out this is a false – if persistent – way of looking at strategy. “Some designers have missed that there might be a strong right brain there as well!” he says. What don’t clients understand about your role? “Unless clients have experienced it before, they aren’t immediately going to understand the value of strategy,” Gardiner Richardson’s Matt Forster says. “They may have worked with agencies who underpin their creative approaches on little substance. “Once we’ve explained our strategic process, why we follow it and the value it will create for all their creative communications and wider business, it’s a no brainer.” Nor does every client understand the commercial power of great design. “In the brand consulting and growth space specifically, clients often think that strategy is communication strategy,” says Manfred Abraham. “The strategies we develop go much further than that – communications is a part of it.” And adding all this value takes time – more than some clients realise. “I think for clients, it is understanding the need to protect the time and space to do a proper job at this stage and the benefit that will bring,” says Into The Light’s Louise Kennedy. “We might even need to commission new insight work if we feel there are big gaps in knowledge,” she adds. How do you balance multiple client meetings with getting the deep thinking done? This, most strategists agree, is a precarious juggling act. “It sometimes feels like ‘manager time’ has won out over ‘maker time,’” says Design Bridge and Partners’ Matt Boffey. “Days are apportioned into slots, from 30 minutes to an hour, which is perfect for meetings but inadequate for building momentum on substantial projects. The goal, he insists, isn’t to eliminate meetings. “Collaboration remains essential. Rather, it’s to create conditions where both discussion and deep work can thrive. We must be careful that ‘talking’ doesn’t completely squeeze out ‘doing’.” He encourages his team to block time between meetings to mentally stretch, as you might after a gym session. “And I’m a strong advocate for reserving longer periods, either half days or full days, for the ‘deep work’ required when writing a discovery debrief or developing brand strategy.” Although Louise Kennedy blocks out time in this way, she finds it doesn’t always work for her. “Often in those moments I can get brainfreeze as I feel under pressure to produce something smart,” she says. “So I like to read everything on a project then leave it for at least a day so my brain can digest it fully and start working behind the scenes.” External consultants can work the schedule that suits them. On most days, Manfred Abraham gets up at 5.30am because that’s when his brain is at its best. It’s also a time of day free of client meetings, “so it’s great thinking time,” he says. Polly Clark, on the other hand, embraces this juggling act. “It’s always something I’ve needed to do, and actually helps sharpen my thinking. Switching focus means I can come back to things fresher, and stops me getting caught up in the weeds.” What’s the worst thing a designer can say to a strategist? Matt Forster – “That they still don’t get it – which means I haven’t involved them enough, explained it well enough or done a good enough job.” Louise Kennedy – “’I’m confused’ or worse, ‘I’m confused and bored’.” Matt Boffey – ‘“Great, the client’s bought the strategy, now we can really start the work.” “This sounds like strategy has become a hurdle to clear before creativity begins, where it should be the foundation that makes creativity powerful and purposeful. The best work happens when strategists and designers see their contributions as interconnected parts of a unified process, rather than unrelated elements.” Polly Clark – “In the past I’ve heard designers question what strategy brings. That’s been when the strategy hasn’t made sense of the challenge, or is overly convoluted – which is sure to make everyone switch off.” Manfred Abraham – “That great design doesn’t need strategic thinking. It’s simply not true. We are great individually but we are brilliant together.”
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