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As Bungie plots a future for more Destiny, head of product Josh Deane has clarified that players don't need to "buy Marathon as a donation" just to support the studio's plans. It's a clarification that arrived after Deane posted a community message for Destiny fans yesterday. The message, featured as part of a lengthy Q&A blog post, outlined the unvaulting process for Destiny 2 content that was previously promised last month, but one segment left players confused – and concerned – about the future and extraction shooter Marathon's role in the big picture. Mainly hoping we can accomplish our goals in both lanes with a stronger relationship with our entire community!" I may have worded this clumsily but this is the true heart of what I was trying to say Truly care about community healing and believe that it will help our studio bridge into the future in the most healthy way possible ❤️ Play and share what you are passionate about, whatever that is The Destiny plan moves forward no matter what When one player suggested they feared they were being encouraged to purchase but never download Marathon just to support Bungie, Deane said, "Oh, don't buy Marathon as a donation or offer anything else." "It's our job to show up for you," he added.
For the quickest way to join, simply enter your email below and get access. Valve feels like one of the only companies left actually trying to harness this technology for the benefit of gamers, but due to the RAM and storage crisis, it's had to price it above $1,000/£800. The Quest 3 now sits at $599, but the Steam Frame's most affordable configuration costs $1,049 / £889. If you opt for the 1TB model, you're talking $1,089 / £1,299, and although you get Half-Life: Alyx included in all of those costs, it's a dramatically more substantial price tag than the mainstream option that's been on the shelves for three years.
"It was a pretty harrowing three months" – Undead Labs head Philip Holt on what happened after Xbox cut the studio loose The CEO explains what the new employee-owned structure looks like, why State of Decay 3 has taken so long, and how the studio is embracing co-development Back in July, Xbox announced plans to divest five studios. Among them was State of Decay maker Undead Labs, which Microsoft had acquired back in 2018. But yeah, I think it's highly unlikely that we spend as much time on the next game as we did on State of Decay 3." Undead Labs currently has around 8,000 players testing out State of Decay 3, and is working on a post-launch roadmap. State of Decay 3 is being birthed into an uncertain world where $1,000+ consoles look set to be the new normal, and Holt is aware that many players will stick with older, less-powerful consoles and PCs, so the studio is ensuring that "our minimum spec is as broad as we can make it".
According to the publication’s Microsoft insiders, the next Xbox is projected to cost between $1,200 and $1,800 when it arrives in 2028. The next-gen Xbox won’t cost you $1,800. Microsoft CEO Satya Nadella echoed that idea on the Hard Fork podcast: “No one can accuse Microsoft of not having invested for the last 25 years, and now we have to turn this into a sustainable business.” It isn’t just new management that’s hinting at no more subsidies: Bond primed the pump for a $1,000 box when she called Helix “a very premium, very high-end curated experience” late last year, comparing it to gaming PCs like the $1,000 Xbox Ally X handheld. Microsoft knows the same is true of some Xbox buyers, because it helped ship an unfinished $1,000 Xbox Ally X handheld even before the RAM crisis, and the $1,300 Xbox Ally X20 follow-up is already sold out.
Clive Barker’s Hellraiser: Revival has been a smash hit, says Saber Interactive CEO Matthew Karch in a post on LinkedIn, and it’s the first of a “series” of releases from the studio that will improve how it makes games in the future. Hellraiser: Revival has proven to be a smashing success, in spite of — or, perhaps because of — its super-spicy content. The game doesn’t skirt around the sex, blood, and gore that defined the source material, causing some content creators to get permanently banned despite taking pains to censor their playthroughs. In an October 19 LinkedIn post, Saber Interactive CEO Matthew Karch praised the Hellraiser development team, revealing the title has been performing “extremely well on PC and console” since its October 8 release.
When EA was acquired by Saudi Arabia's Public Investment Fund, many expected major changes at the gaming company, including layoffs and game cancellations, among other shakeups. Now, those have begun, with EA on October 21 confirming a series of significant changes impacting the people and teams that worked on many storied franchises. As for Apex Legends, EA said it will continue to "invest heavily" in the franchise by adding new gameplay modes and "other new experiences." Iron Man and Star Wars Jedi While EA may have canceled its Black Panther game already, the company's other big Marvel game, Iron Man, remains in development. The biggest leveraged buyout of all time The PIF, along with Silver Lake and Affinity Partners, took EA private in a $55 billion sale that was constructed as a leveraged buyout, or LBO.
BioWare, the legendary studio behind RPGs like Mass Effect, Dragon Age, and Star Wars: Knights of the Old Republic, is shutting down, the company confirmed in a statement. Alongside the closure, Electronic Arts has chosen not to continue development on the next Mass Effect game that was in the works, according to an announcement sent to EA staff. The changes follow EA being taken private by an investor group led by Saudi Arabia’s Public Investment Fund, Silver Lake, and Affinity Partners in a $55 billion deal that closed in August. Other major gaming companies have made sweeping changes this year as well, including Xbox’s “reset” that will include 3,200 cuts, Bungie’s “significant” layoffs, and Fortnite maker Epic Games laying off over 1,000 staff.
The studio behind Life is Strange, Jusant, and Lost Records: Bloom & Rage is desperately struggling to stay afloat Don't Nod has begun "safeguard proceedings" to protect itself from creditors and says up to 85 employees are at risk of being let go under its new restructuring plan. Things seem to have gone from bad to worse for Don't Nod, the developer of the first two Life is Strange games as well as Jusant, Banishers: Ghosts of New Eden, Lost Records, and Aphelion. Don't Nod has been struggling since 2024, after both Jusant and Banishers: Ghosts of New Eden, despite being well-received by players and critics, sold "well below expectations." Work on two new games was put on hold and layoffs followed in 2025, but despite achieving "significant milestones" in its restructuring plan, the studio is still in trouble. intended to provide the necessary framework and time to build a sustainable solution, while continuing our operations and preserving the value of our assets, our projects and our expertise." Safeguard proceedings in France, where Don't Nod is based, are a bit like Chapter 11 bankruptcy in the US: Switzerland-based corporate finance advisory firm Hectelion describes it as "a preventive French insolvency procedure available to companies that are not yet in payment default but face difficulties they cannot overcome alone." The process is initiated by the debtor—in this case, Don't Nod—and "provides an observation period of 6–18 months during which creditor enforcement is suspended." During that period, a plan to reduce and reschedule the debt, over a period of up to 10 years, is worked out with creditors and ultimately approved by a court.
How Star Wars: Galactic Racer kept the core team small and sustainable through "distributed development" "When you shrink, there's a personal impact to people, but you also lose an incredible amount of knowledge, which I think is probably way more expensive to retrieve" Matt Webster, CEO of Fuse Games, is "thrilled" with the critical reception to Star Wars: Galactic Racer, which is currently sitting on a Metacritic score of 88 for the PS5 version. Speaking to GamesIndustry.biz at Game Republic New Horizons this week, he says it "felt like we had something good", but you "never really know" how a game will land. He cautions that it's "too early to tell" whether the game has met sales expectations – "I mean, we're only really through our first weekend" – but he's been pleased to see the audience is receptive to innovation. "If sports is the biggest entertainment medium on this planet, then surely the same would be true in a galaxy far, far away." "The intrigue and the excitement off track is as compelling as it is on track" He says that a big inspiration for Galactic Racer right from the start was the Netflix series Drive to Survive, which follows the trials and tribulations of Formula 1 drivers across a season of the F1 World Championship.
Assassin's Creed Black Flag Resynced was a big hit, and now it's time for big layoffs at the studio that made it Ubisoft has also decided to close Trials studio Ubisoft Redlynx entirely. Three months after the very successful launch of Assassin's Creed Black Flag Resynced, a game that sold two million copies in a single day (three million copies in a week!) and surpassed "annual expectations" in just two weeks, Ubisoft has laid off 70 people from developer Ubisoft Singapore. "Today, we informed our teams of a proposal to close RedLynx in Finland, subject to the local change negotiation process, which would affect up to 52 positions." Founded in 2000 and acquired by Ubisoft in 2011, Redlynx is best known for the Trials motorcycle racing games, the last of which—Trials Rising—came out in 2019. 2026 games: All the upcoming games Best PC games: Our all-time favorites Free PC games: Freebie fest Best FPS games: Finest gunplay Best RPGs: Grand adventures Best co-op games: Better together Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80.
Ubisoft closing Trials developer RedLynx and cutting jobs in Singapore studio Latest round of cuts proposes the loss of 52 roles in Finland and 70 in Singapore Ubisoft has proposed the closure of Finnish studio RedLynx, creator of the Trial franchise, and major job losses at Ubisoft Singapore, lead developer of the ill-fated Skull and Bones. The cuts are the latest in the firm's ongoing restructuring, as it seeks to dramatically reduce costs and reform into a new Creative Houses structure. Both studios had been placed into the Creative Network in that organization, providing central support to other teams. In September, it announced that Creative House 2 would henceforth be known as Massive Entertainment, adopting the name of the Swedish studio that lead development of the Tom Clancy's The Division.franchise.
Strange Scaffold announces Gods With Badges, a tactics game where you decide when to switch off your bodycam Unbadgelievable. Strange Scaffold, the studio behind I Am Your Beast and El Paso, Elsewhere, has announced Gods With Badges, a narrative tactics game about the power police hold over life and death. It was unveiled during the Triple-I Initiative showcase on 8th October and is due out on Steam for PC in 2027. You can check out a trailer below: You play as Harrow McClellan, a disgraced police officer transferred back to her original post after the scandal that drove her out has become law enforcement legend.
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news. "If we can make those smaller scale games and have an idea that what we're building to is that kind of template, I think a lot of the costs associated with game development will start to, if not decrease, at least stop increasing." Sign up to the GamesRadar+ Newsletter Weekly digests, tales from the communities you love, and more Estimates place the costs of Battlefield 6, Hideo Kojima's Physint, GTA 6, and many more well into hundreds of millions. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more.
Avalanche Studio Group to globally publish, market, and distribute titles from Supermassive Games Nordisk Game subsidiaries will remain "fully creatively independent" and retain ownership of individual portfolio and development plans Nordisk Games has announced a publishing agreement between its subsidiaries Avalanche Studios Group and Supermassive Games. Avalanche will globally publish, market, and distribute Supermassive titles, beginning with Directive 8020, which launched earlier this year. By providing the publishing and operational backing, we look forward to supporting their ongoing journey and bringing their games to even more players worldwide." Nordisk Games acquired a 30% stake in Supermassive Games in 2021. Nordisk acquired Avalanche Studios in 2018, its largest acquisition at the time, after becoming a minority shareholder in 2017 with an investment of over $10 million.
GamesIndustry.biz to host panel at Game Republic's Investment Summit at MCM Comic Con October 2026 Summit includes five talks games funding, development, building sustainable studios, and creating long-term value with original IP GamesIndustry.biz will host a panel during Game Republic's Investment Summit at MCM Comic Con later this month. The Investment Summit will be held from 12:30 to 5:30pm in Capital Suite Room 1 at ExCeL London. From 4 to 4.45pm, GamesIndustry.biz editorial director Jon Hicks will host an Investment Panel with guests including Lirui Ding (Transcend Fund), Nick Cavander (Creative UK), Ash Habib (Steel City Interactive), and Cassia Curran (Curran Games Agency). Talks at the Investment Summit also include: - From 1pm to 1.45pm, The Game Business' Chris Dring will chat to id Software co-founder and programmer John Romero and BAFTA award-winning designer Brenda Romero - Nicholas Lovell of Split Milk Studios will present 'Find Your Goblins: How to use community and Kickstart to survive and thrive' from 2pm to 2.30pm, discussing the challenges in securing funding and building a sustainable business - From 2.35 to 2.50pm, Chris Filip, Anna Mansi, and Jordan Allwood from BFI will provide an update on the UK Global Screen Fund, Video Game Release Funding, and the BFI cultural test for tax relief through VGEC - A fireside chat with Eloise Singer, founder and CEO of Singer Studios, will be hosted by Helen Johnson of UKIE from 3 to 3.30pm, focusing on how to "unlock capital, protect ownership, and build long-term franchise value" MeetToMatch meetings will run from October 23 to 24 from 10am to 5.30pm in Capital Room 6.
The people behind Dungeons & Dragons and Magic: The Gathering are joining the United Wizards of the Coast union. The studios behind the most iconic fantasy TTRPG and beloved, long-running card game will unite to demand better wages and working conditions from their employers. Dungeons & Dragons and Studio X Joining United Wizards of the Coast In an official blog post, the United Wizards of the Coast union announced that the Dungeons & Dragons design team, which includes those who work on Dungeons & Dragons and the digital content platform D&D Beyond, and Studio X, the developers of Magic: The Gathering and Duel Masters, are uniting in solidarity with the Communications Workers of America (CWA) to form a union. According to the statement, the tabletop publisher Wizards of the Coast has until October 13 to recognize the union voluntarily.
Final Fantasy 7 Revelation director on its 'very extravagant' final Sephiroth fight and whether anyone will ever pull something like this trilogy off again Naoki Hamaguchi discusses the final chapter of Square Enix's elaborate remake project. Final Fantasy 7 Revelation director Naoki Hamaguchi must be one of the least guarded interviewees working for a major publisher. Before I speak to him, I find tons of details about the final game in the Remake trilogy spread across a dozen different sources—everything from granular titbits about why Vincent Valentine has a unique skydiving animation to defending the sheer volume of minigames that make the cut. In Revelation, which launches April 8, series villain Sephiroth has summoned the destructive cosmic spell Meteor towards the planet, intending to destroy it.
Kingdom Come: Deliverance 2 executive producer and Warhorse Studios co-founder Martin Klíma says that he doesn't get why GTA is so popular, but he's hoping GTA 6's success allows developers to raise the price of games across the board. For the longest time, the assumption around GTA 6 was that Rockstar would be able to charge whatever it wanted for it, as people would show up thanks to the long wait and massive hype. While some were predicting the game could end up at a base price of $100, Rockstar instead opted to match the $80 mark that Nintendo introduced with Mario Kart World at the launch of the Switch 2 – which is still more than the standard, but not unprecedented. Some developers, however, such as Wardogs lead Joe Brammer, argue that Rockstar should've been a trendsetter, because "games are too cheap." Speaking to PC Gamer, Klíma hopes "GTA will blaze the trail, and it will allow us to increase the cost." He adds that Rockstar is the only developer "who can afford, or who can dare, to increase the price of games, which I think is long overdue and also necessary for this business to survive." Latest Videos FromGamesRadar+ Despite that hope, Klíma admits that the GTA series "doesn't appeal to me at all" and that "the reason why it is so popular—it beats me.
2XKO would have needed an MAU base "in the high hundreds of thousands, if not millions" to succeed Riot Games CPO Marc Merrill says while 2XKO resonated with some players, its audience was "not nearly enough" to support a live service model Riot Games' 2XKO would have had to attract a base of monthly active users "in the high hundreds of thousands, if not millions" to be sustainable, according to CPO Marc Merrill. On The Lemonade Stand podcast (as spotted by IGN), Riot's co-founder and co-chairman stated that although the game resonated with some players, the audience was "not nearly enough" to support the game's intended live service model. 2XKO ended active development in August, as it cost "substantially more to operate than it [brought] in, and engagement stayed relatively flat despite larger updates." The game is still playable and free to download on PC, PlayStation 5, and Xbox Series X|S, with servers remaining online "beyond 2026." In addition to the need for a large player base, Merrill cited the release of Street Fighter 6 as a factor in 2XKO's unsuccessful launch. Let's see what happens." He added: "I think if we came out, ideally when we should've, years before Street Fighter, I think we would have made a really significant impact." Merrill also discussed Riot's 2016 acquisition of Radiant Entertainment, noting that its free-to-play title Rising Thunder, released in alpha in 2015, was a major inspiration for 2XKO.
In an extraordinarily turbulent time for the games industry as a whole, Xbox stands out as particularly volatile amid its big reset that'll see 3,200 people lose their jobs by the end of the current fiscal year. Meanwhile, entire studios have been shut down and their games canceled, while other teams under the Xbox Game Studios umbrella have been gutted and reduced to skeleton crews, as is reportedly the case with Halo Studios. Microsoft CEO Satya Nadella recently said the "streamlining" of Xbox is "great to see," fueling existing rumors of a potential divestiture from Microsoft. Another 250-or-so employees were let go in September amid cuts to Gears of War studio The Coalition and Age of Empires developer World's Edge.