The wait is over! 🪄
We’re excited to announce that the Trial Version of Wizard’s Gambit is officially live on Steam!
🔥 What’s New:
Play as one of four magical factions: Solari ☀️, Noctura 🌙, Aetheris 🌪️, or Terranova 🌿
Experience the unique strategy-based card and tile mechanics
Engage in early multiplayer matches and test your combos
Explore the Mystic Academy board — where every move is magic
💬 We’d love your feedback!
Share your thoughts on gameplay, visuals, and mechanics so we can shape the full version together.
🧙♂️ Ready to test your power?
👉 React out at rbjorn.designs@gmail.com for more information.
The biggest Halo event of the year returns to Seattle for the Halo World Championship 2025! Join fans from around the globe to witness electrifying plays, a thunderous crowd, and a celebration of Halo like no other.

Whether you're into watching dev panels at the Halo Community Stage, playing in side tournaments, checking out cosplay, or just soaking in the atmosphere, there’s something here for everyone! Don’t miss your chance to watch live as the best players in the world compete for their share of $1,000,000.
The Halo World Championship is the ultimate battleground, and the stakes have never been higher!
This is the $1,000,000 Halo Infinite 4v4 Grand Finale, serving as both the epic conclusion to the 2025 season and the final official HCS Halo Infinite tournament. History will be made as one team cements their legacy as the last-ever Halo Infinite World Champions.

But that’s not all - fans can jump into the action too! The $25,000 Halo Infinite FFA returns as the biggest solo showdown of the season, and it will be open to all attendees. And throughout the weekend, Side Tournaments featuring various Halo titles give players of all skill levels a chance to throw down for cash and glory!
This is Halo Infinite at its absolute peak.
Witness the epic finale of the 2025 HCS Season. With everything on the line, only one team will rise above the rest, etching their name in history as Halo World Champions.
The HaloWC 2025 4v4 tournament format will feature:
16-Team Pool Play (4th in Pools are eliminated)
12-Team Champ Bracket (Double-elimination, Best-of-5, Grand Finals Best-of-7)
1st: $400,000
2nd: $220,000
3rd: $110,000
4th: $70,000
5-6: $45,000
7-8: $25,000
9-12: $10,000
13-16: $5,000

Think you’ve got what it takes? The $25,000 Halo Infinite Free-for-All is open to all attendees - so whether you're a rising star or a hometown hero, this is your chance to shine. Sign up, battle through the gauntlet, and prove you're the best Spartan in the building. Glory (and cash) awaits!
Registration will take place on site and will be first come, first served.
1st: $10,000
2nd: $6,000
3rd: $4,000
4th: $2,125
5th: $1,000
6th: $750
7th: $625
8th: $500
Grab your squad and jump into the fight!
Side Tournaments let you throw down with friends in a variety of Halo titles - classic and current. It’s all about fun, bragging rights, and getting in on the action while you’re at the HaloWC.
This is more than a tournament - it’s a celebration of all things Halo.
Whether you’re a hardcore competitor or just here for the vibes, the Halo World Championship has something for everyone! Aside from the intense competition, you can check out the amazing cosplay, and enjoy dev panels, games, merch booths, and more. You’ll even find Free Play stations to dive into the action yourself!
Over the years the Community Stage has played a critical role in giving a home for non-esports Halo fans and helping fulfil our vision of having HaloWC be a “Halo Fest” of sorts.
We're excited to share that the Community Stage will once again return with many familiar panels, as well as some new ones. As usual, the Community Stage will be live on Friday and Saturday of the event for a full 8-hours of programming each day. We’ll be sharing the specific panels and details later but you can expect more developer panels, more cosplay, and more fun games that you’ll get to participate in.
No matter why you love Halo, we want the HaloWC to feel like it has something for everyone, and the Community Stage will continue to be a space where you can connect, share, and celebrate what you love!
This year we’re excited to welcome back Steve Downes and Jen Taylor, the voices of the Master Chief and Cortana. Halo events are always more special with these two in attendance and we’re very thankful to have them joining us once again for HaloWC.

Steve and Jen will only be in attendance Friday and Saturday of the event where they’ll be participating in fun panels on the Community Stage, signing sessions for all fans, as well as VIP-exclusive photo opportunities. We'll be sharing their detailed schedule closer to the event date.
Thank you once again Steve and Jen, we can’t wait to see you here in Seattle!

Speaking of cosplay – We're also excited to confirm that the Cosplay Contest is returning with yet another $5,000 prize pool!
We were absolutely in awe of the amazing craftsmanship and creativity that went into all of the beautiful builds last year, and we cannot wait to see what you’ve all be cooking up this year. Whether you decide to participate in the contest or not, we welcome all cosplayers to join us at the event for a good time. And as usual, we will have dedicated repair and changing rooms for cosplayers to use on site.

Related, but totally new to this year’s HaloWC, is a Halo Maker’s Contest.
In the community we see not only a lot of fans building armors to wear, but also weapons and other gadgets from the Halo universe and lore whether they’re human, Covenant, Forerunner or something else. We wanted to officially recognize this craft at the event and look forward to welcoming all participants. With a prize pool of $2,500, we’re hoping to see the finest handcrafted or printed items that the Halo community is able to offer.
NOTE: All Entries must be fabricated by the maker. The use of Laser cutters, 3d printers, C&C machines are all allowed but the design must be created and owned by the maker!
We just wanted to get the word out so the community out there can start thinking about what they’d like to build. We’ll have the full rules of these competitions in the coming months!
Swing by Halo and HCS Partner Booths to grab exclusive event merch, meet your favorite pros, and score some epic giveaways. From collectibles to your next favorite hoodie, the HaloWC is your one-stop-shop to rep Halo in style.

The Free Play Area is open to all attendees and offers a relaxed space to experience Halo at your own pace. Whether you're warming up or trying out new content, it's the perfect spot to play your way!
It's all happening this weekend!
Fellas! It's me, Roane Vaydich. I made this fuckass game. 💯
I considered not making this post for a while, but it's been kind of nagging me. I'm not sure how many people (if any) are aware of the thing that's been bothering me, but I digress...
There's no easy way to say this... please don't make R34 of me and my friends! These are real people! Not just characters! And children at that!
I've only seen two cases of this so far, and unfortunately, one of the drawings came from someone relatively close to development (In that they've made artwork for a few small parts of this game.)
I've spoken with this person, and they've taken the post down off the websites they posted it to. So there's that! For the time being, I've also removed the small pieces of art they made, which includes the image for the "GG EZ" achievement. There will be a replacement soon! :D
I'm not sure if I should be taking this more or less seriously. Obviously I've never dealt with something like this before... although it's definitely pretty weird, I'm not incredibly bothered by it. However, the other person featured in the artwork feels very strongly about the situation. So, with their (and my) feelings in mind, I'd appreciate it if this didn't happen again!
So yeah. I'm sure most of you guys weren't planning on doing anything like this, but if you were, don't! Please! Would appreciate that brah 🙏
Also, FNaR 3 is still well underway in terms of development! I plan on releasing a demo soon! :D
Greetings, medievalists!
We’ve teased drawbridges a couple of times. You can’t have castles without them (you totally can, but… you know…) and nothing screams ‘medieval’ like a nice drawbridge.

It took us a bit of time to figure out how to approach the design. Conceptually, it would function similar to gates with the option to keep them locked and unlocked, or in this case - raised or lowered. But how and where to place and trigger lowering mechanics? In most castles, bridges would be raised or lowered using ropes or chains attached to a windlass in a chamber in the gatehouse above the gate-passage. Such construction in our game, albeit realistic, would introduce unnecessary complexity and require a lot of space to be placed.

So we chose the simplest approach - the mechanism will be close to the bridge and settlers would activate it by approaching it. But the other part of the issue was enemy AI. The old AI logic wouldn’t work with this mechanic where you would simply turn off/on the pathway as you see fit. So we had to improve that first before we made drawbridges functional. Now we are good to go!
As used in castles or defensive structures, drawbridges provide access across defensive structures when lowered, but can quickly be raised from within to deny entry to an enemy force. Items will not spawn on lowered drawbridges, but if something is beneath the bridge during the lowering process, those things will take damage. Behold:
We’re still playtesting it and trying out various scenarios but the system is almost functional. Should be on the experimental branch in the upcoming weeks (we'll let you know). How do you like it? Let us know in the comments. Until next time…
Stay medieval!

- Fixed several engine-related crashes and rendering issues.
- Fixed frequent crashes occurring near boss fights.
- Fixed possible crash related to body instances.
- Fixed rare crash in the Volumetric Cloud component during initialization.
- Fixed potential crash in the Minimap component.
- Updated and stabilized several PSO management and shader compilation systems.
- Fixed an issue where Daimon orbs could not be recovered from destroyed weapons.
- Fixed a problem where NPC conversion could block combat or mission progress in certain encounters (Door Boss, Hermit, Challenge the General).
- Fixed boss immortality issues.
- Fixed Alchemy not working properly on boss maps.
- Fixed Necromantic Control converting NPCs on normal death instead of only during Wrath.
- Fixed Hermit FX and Door Boss FX display issues.
- Fixed explosive NPC sound not stopping in some cases.
- Fixed player cocoon sound not stopping after being freed.
- Fixed Jian F skin (First Person View) arm materials.
- Fixed Saif F pre-order DLC skin (nose).
- Fixed Giant Sword power attack.
- Fixed volumetric fog rendering in lava levels.
- Improved music system overlap handling (temporary FMOD fix to prevent theme overlaps – some known issues remain and will be addressed soon).
- Updated Hermit boss VFX and SFX, improving sync between shockwave and sword fall sequences.
- Updated Gatekeeper, Door, and Hermit arenas to better control ambient ritual door sounds.
- Fixed various particle display issues and added extra safety checks to avoid FX-related crashes.
- Added better synchronization between music and combat phases.
- Shrine Chest UI: improved widget layout and text wrapping for item descriptions.
- Optimized player skin vertex normals.
- Optimized player cloth simulation performance.
- General FX and lighting optimization across boss arenas.
Hello Atomic Age Community,
we did a very cozy game play stream last Thursday. If you want to re-watch the show here is the recording. We didn't capture the last 10 Minutes because of technical issues 😅
We hope you will enjoy the recap: (Please excuse my bad English 😊)
Who was participating:
Jill Peeters NL (Creative Director)
Cameron Guile (Voice Actor / Edward)
Matthias Huber (Producer / Developer)
Website:We currently working improving our website, in the next week we will add a lot of work there :)
Demo:
We got a ton of feedback from your side, thank you so much that you trust in the project and that you played our game ❤️ We removed the Demo for now and will complete it with a lot more playtime, riddles and scenes.
Stay tuned,
Your AA Team (Jill, Cameron and Matthias)
Thank you for all the hours played throughout an amazing launch week!
For those of you encountering performance concerns or unexpected gameplay quirks, we want to provide details on the best ways to help us solve them and get you into the game.
For technical support, direct troubleshooting guides, and keeping on top of reported issues, visit the Battlefield 6 Help Center, Battlefield 6 FAQs, and Known Issues.
Share your feedback in our Battlefield Steam Discussion Boards or engage in a topic on our Battlefield 6 EA Forums. The discussions happening here and our other community spaces help us understand what players are seeing across different setups and experiences, and also provide a great way to connect with other Battlefield fans.
To make your post as helpful as possible for others, consider these tips:
If you’re experiencing the same issue as someone else who posted, add a comment to that thread instead of starting your own. This lets us know how many players in the community are having the same problem. If you’re not sure, you can also start your own discussion.
Make your Topic Title as specific as possible. For example, instead of “Can’t play at all” try “Battlefield 6 won’t launch from Steam on Windows 11”
Description of when you experienced an issue, any patterns, steps to reproduce, or workarounds you’ve noticed.
Your platform or specs.
Your discussions help keep the dev team informed on what matters most to you, but we also hope that you can connect with other players, learn from each other, and celebrate the moments that make Battlefield what it is.
We look forward to delivering the best experience possible. Thanks for bringing your passion and perspective to the fight!
Here’s the first overview of everything that’s currently in development or still needs to be done before release.
Yes, it’s quite a lot — but with God’s help, we’ll get there! 🙏
Assets for Chapter 3
Reworking Chapter 3 maps with new assets
Text rework for Chapter 1
Bug fixing
General polishing
Assets for Chapter 4
Assets for skills
Character designs
Text rework for Chapters 2, 3, and 4
English translation
Theological review
Credits
Song for the credits
(Linux & Mac versions — let’s get Windows right first!)
Let me know what you think! 😊

Thanks everyone for your continued support, feedback, bug-reporting and reviews! The team is hard at work on bugfixes as well as working on many new, highly-requested features and mechanics...

See our first patch and important development details here in case you missed it.
⚠ Important: Before launching, please ensure your PC meets the minimum system requirements and that your graphics drivers are fully updated!
For reference:
NVIDIA users: Make sure you have the ‘NVIDIA App’ installed and that the latest GeForce Game Ready Driver is updated under the drivers tab.
AMD users: Make sure you have the ‘AMD app’. It will automatically detect your hardware and guide you through updating to the latest driver version.
Please note: While our team is working to further optimise the game if your system does not meet the minimum requirements, your gameplay experience may not perform as expected.
AI balancing adjustments
Level fixes such as Agricultural collision fixes and hiding spaces
FOV slider has been added
Headbob option has been added
This is a work in progress feature with most work on the player locomotion and animations
For tips on how to avoid motion sickness, you can combine headbob intensity, motion blur slider, FOV slider and windowed mode options
Base Localisation for EFIGS (English, French, Italian, German and Spanish) has been added for the interface and subtitles, with more languages to come soon
This is a work in progress with improvements made over time. Let us know if you spot any missing/incorrect translations!
Any DLSS issues should now be fixed
FSR option has been added
XeSS option has been added
(Developer's Note: We’re currently working on additional settings, such as further localisation and added languages plus support for different resolutions and other user preferences)
Provided a potential fix for the regional lobby connection issue (where players are unable to see games in ANY and other regions). This should help to improve connectivity across different regions
If you’re still experiencing issues, we’d love your help gathering more information so we can track it down and push a further fix if needed. Please use this form to share any details you can with us
Please be aware that public lobbies are a work in progress
General Raptor pathfinding fixes
Various and minor bug fixes

Our killer launch discount of 15% off will only be around for another day or so. So, if your friends have been thinking of entering the Deathground with you, make sure they grab this discount before it goes extinct!
See FAQs and Discussions and we will do our best to get back to you!
Join our Discord and for Bug Reporting or search for teammates.

Thanks,

We have released a new patch for our cozy co-op adventure Rascal’s Escape!
In addition to fixing bugs, we have improved the dialogues, added a sprint function and changed the keyboard controls.
Patch notes - Version 1.2.0:
- improved dialogues
- updated keyboard controls: character switch is now using CapsLock, Sprinting uses Shift key
- sprint/running functionality for Bear and Squirrel including a toggle option and indicator
- small improvements in cities
- fixed bear shrinking
- fixed camera not going to split screen if multiplayer is entered during cutscene
- fixed blocking issue with music fountain quest in Budapest, Hungary.
- fixed an issue with buying clothes from raven
- fixed some graphic glitches
- fixed Squirrel and Bear animations while walking and talking
- Unity security issue patch
Additional notes regarding music fountain issue in Budapest, Hungary:
If you tried finishing the music fountain quest before this update, please switch off all three lights at the music fountain with bear. Then switch them on again to complete the quest.