Retention – это приключенческая игра, в которой игроку предстоит помочь главному герою восстановить утраченные воспоминания после несчастного случая. Очнувшись на холодной земле, придавленный велосипедом, персонаж оказывается в ловушке собственных мыслей и обрывков прошлого. Ключевая механика игры – ограничение по времени, выраженное в 630 ударах сердца, отпущенных на восстановление памяти. Игроку необходимо исследовать окружающий мир, взаимодействовать с предметами и решать головоломки, чтобы собрать воедино фрагменты воспоминаний и понять, что произошло. Каждое действие отнимает драгоценные удары сердца, поэтому игроку нужно принимать взвешенные решения, чтобы успеть восстановить прошлое и помочь герою выжить.
Xbox Game Pass is "extremely poorly managed" and Doom should never have been part of it, says former producer
Roblox creators will soon be able to publish games on multiple platforms as standalone apps Roblox Everywhere initiative "will start with a select set of gaming developers and storefronts to test" Roblox will enable creators to publish their games on mobile, PC, and console through the Roblox Everywhere initiative. Announced at this year's Roblox Developers Conference, the company said creators will be able to make their games available as standalone apps on multiple platforms, with Roblox "powering the technology and services underneath." It's not yet confirmed if standalone apps will be available on third-party storefronts. A Roblox representative told PC Gamer that it "will start with a select set of gaming developers and storefronts to test, and will share more details soon." By the end of 2026, players will be able to join games directly in-browser from the Experience Details page, without needing an app or installation. Roblox will also produce a physical card in 2027 for creators "to spend their available balance directly, anywhere it's accepted." In its latest financial results, Roblox reported a 36% increase in revenue to $1.5 billion.
While tons of new updates are coming to Diablo, including a new Netflix series, Diablo 4 Season 15, a Switch 2 port, and more, the biggest reveal for the franchise at BlizzCon 2026 was the announcement of Diablo V, coming in 2029. IGN sat down exclusively with the team behind the upcoming game, including Game Director Joe Shely, Narrative Director Jennifer Helper, and Production Director Tiffany Wat, who gave us tons of new details about Diablo 5, including how it’s already past early development. The Reason Diablo 5 is Set 100 Years After Diablo 4 IGN: Diablo 4 still has some life in it. We were just announcing earlier today, coming to Diablo 4, the Amazon, the Season of Hell's legacy, Diablo 4 is coming to Switch 2, and there will continue to be ongoing support for Diablo 4.
Nvidia acquires open-source AI platform Hugging Face for $12.9bn Firm to pay approximately $11.9 billion to Hugging Face investors, could offer up to $1 billion in stock-based retention incentives Nvidia has acquired the artificial intelligence platform Hugging Face for $12.9 billion. As BBC News reports, Nvidia will pay about $11.9 billion to Hugging Face investors and may offer up to $1 billion in stock-based incentives. Amazon, AMD, and Intel are also investors in the open-source AI platform. "Nvidia's infrastructure, engineering and global reach can help improve platform reliability, safety, model evaluation, inference and deployment capabilities, while preserving the open ecosystem that made Hugging Face foundational." Hugging Face was founded in 2016 in New York City by French entrepreneurs Clément Delangue, Julien Chaumond, and Thomas Wolf.
Rovio closes Copenhagen studio following shut down of Sonic Blitz "We're still very proud of the game, very proud of what the team achieved, but it didn't work," says Rovio CEO and Sega West COO Rovio has closed its Copenhagen studio after cancelling its mobile title Sonic Blitz. However, approximately 20 employees were working on Sonic Blitz. Sega acquired Rovio for $776 million in 2023. Earlier this year, Sega reported a $200 million impairment on the acquisition cost after profitability "fell below the initial forecast." Sega reported challenges integrating Rovio's Beacon technology with its own mobile titles.
Maria Redin of mobile giant MTG on rebranding, buying Raid: Shadow Legends, and plans to double the company's size The president and CEO on plans for growth – and why new games remain important even as evergreen mobile titles dominate In February last year, the Swedish mobile giant MTG (Modern Times Group) acquired Plarium, maker of the hugely successful hero collecting game Raid: Shadow Legends, for a cool $620 million. A fresh look MTG was already home to numerous mobile studios before the Plarium purchase, including InnoGames (maker of Forge of Empires), Snowprint (Warhammer 40,000: Tacticus), Hutch (F1 Clash), Ninja Kiwi (Bloons TD 6), and Futureplay (Merge Gardens). Supercell head Ilkka Paananen has warned that the western mobile industry is "coasting", with only two of the 22 new mobile titles that have made over $1 billion since 2020 coming from the west. And if you want to grow above and beyond that, you need to continue to invest in your strong evergreen IPs, but then you also need to be able to bring new games to the market." Read this next - Double Fine Productions regains ownership of IP and publishing rights following independence from Xbox - Take-Two Interactive files subpoenas against Microsoft, Discord, and X amid ongoing GTA 6 leaks - Compulsion Games officially separates from Xbox – "The team told me we would rather eat rocks and drink gasoline than be split up"
Riot Games to end LoL fighting game 2XK0's development and issue refunds, less than a year since launch 0HNO. Active development on 2XKO - the free-to-play fighting game from Riot Games - will end in December. This comes not even a year after the game's full release in January, as the company doesn't see "a path toward sustainability". You'll still be able to buy a big bundle containing almost all cosmetic items in the game for $39.99 / £33.99 / €39.99.
Active development on League of Legends fighting game spinoff 2XKO will be coming to an end at the end of the year The game will remain playable, say Riot Riot Games' fighting game take on the world of League of Legends, 2XKO, is winding down development. The developer shared word today that active development on the game is ending December this year, citing a lack of a strong enough adoption and retention rate for the fighting game. As the studio explained in a blog post, servers will stay live beyond 2026, though how long that is isn't clear just yet, and that the game will remain playable on all platforms (it does have an offline mode, meaning even if and when the servers go down there shouldn't be too much of a concern for local play). From the game's next patch, coming September 8th, you'll be able to play as Lux, a "shoto-inspired character with a simple kit, who harnesses the power of light to illuminate her enemies." A new bundle is being also being added alongside this patch that'll set you back $40/£33.99 which includes all skins, skin chromas, and taunts for every champion, and things like avatar items, certain base champion chromas, and stages will be unlockable with credits, a currency you can earn in-game.
2XKO , the free-to-play League of Legends-based fighting game, is going into statis. Riot games annnounced that, as of December 2026, the game will no longer be receiving content updates. https://twitter.com/Play2XKO/status/2090514358560579947?s=20 In an August 20 news post on the official 2XKO website titled "2XKO Active Development Will End in December 2026," Riot lays bare the reasoning for shutting down future development on the game. Although it boasted a development team filled with fighting game veterans, it took a long time to cook--after first being announced in 2019, the game didn't see release until 2025 (2026 on PS5 and Xbox Series), by which point titles like Street Fighter VI and Guilty Gear Strive were ruling the 2D fighting game roost.
Most fantasy sports leagues suffer the same problem: retention. Leagues play out over monthslong seasons, require regular attention, and can punish players severely for missing even a single week. I’ve started Fantasy Premier League (FPL) multiple times, but never finished a season. The women’s soccer league trying to fix fantasy sports The Women’s Super League’s first official fantasy app is rethinking the game from the ground up.
GYLD raises $1m to fund proprietary games research system that marked Clair Obscur as a potential hit Critical Compass has already supported over $100 million in funding and publishing outcomes across more than 45 projects Games publishing and investment agency GYLD has raised $1 million in funding to support its proprietary games research system Critical Compass. The tool, which the firm has been developing since 2020, delivers a deep analysis of a game's features and potential audience and has been used at "some of the largest publishers and platform holders in games," co-founder Lex Suurland tells GamesIndustry.biz. "The system kept improving because real money kept depending on it, and somewhere along the way we realised we'd built something the industry lacked." Critical Compass has subsequently been used by a range of companies "making games on budgets from $300,000 to over $60 million" says Surrland. Our Pre-Launch Viability Report starts from $5,000, delivered in days.
The seemingly unstoppable force that is Roblox might not be so unstoppable after all. The company share price has dropped by 70% following the publication of its second-quarter earnings, which show a decline in players and lower-than-expected monetisation. In an earnings call (via Games Industry) Roblox CFO Naveen Chopra said the company attributed the shortfall to a dearth of "vintage viral games", with players shifting attention to "new and evergreen experiences with lower hourly monetisation". Roblox codes: Cross-game freebies Dress to Impress codes: Get fast fashion Blue Lock Rivals codes: Gear for the pitch Blox Fruits codes: Double XP and free stats Fisch codes: Bring the best bait Arise Crossover codes: Beat 'em up gear Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Investors hate Roblox’ new direction – but a reversal may be impossible | Opinion It was valued like a tech firm, not a game maker – so it’s no surprise that Roblox shares tanked when it started weaning itself off some of the tech sector’s reckless strategies When Epic Games announced major layoffs back in March, it become clear that Fortnite – once regarded as holding a near-unassailable market position – was facing a serious slump, if not a lasting decline. One common response was to claim that the dream of the ever-evolving metaverse-like “forever game” had not died; it now rode on the shoulders of Roblox, whose meteoric growth with younger demographics likely explained much of Fortnite’s downturn. Roblox stock had a massive run-up from mid-2024, reaching a valuation in the $100 billion range around a year ago – making it one of, if not the, most valuable gaming businesses in the world. Read this next - US Senate to investigate Roblox following claims it "prioritises revenue and engagement" over child safety - UKIE-backed Digital Schoolhouse partners with Roblox to provide suite of tools for students to develop Roblox games in-class - Roblox shares fall 70% following lower-than-expected monetisation during Q2
Roblox shares fall 70% following lower-than-expected monetisation during Q2 "The bookings impact of [changes in our recommendation algorithm] on younger users was greater than we anticipated," says CFO Roblox shares have declined 70% after second quarter results showed monetisation was 2% below company guidance, which impacted overall bookings. The share decline followed lower-than-expected average bookings per daily active user among the under-13 group, due to a focus on long-term retention over short-term monetisation. "We attribute the unforeseen monetisation shortfall to a greater-than-expected shift of engagement from high monetising 2025 vintage viral games to a combination of new and evergreen experiences with lower hourly monetisation," said chief financial officer Naveen Chopra during an earnings call. And in Q2, the bookings impact of this trade-off on younger users was greater than we anticipated." Chopra told investors that while it expects to "mitigate the monetisation headwind" by improving its algorithms to serve better recommendations with age-check data, "monetisation weakness is likely to continue." Roblox forecasts third quarter bookings between $1.58 billion and $1.65 billion, representing a year-over-year decline of 14% to 18%.
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. Roblox value tanks 72% as viral hits dry up and execs try to ditch "clickbait-y, or kind of cash grabby-type games" for babies and pursue an older crowd Roblox has been suffering in the days since the company issued its Q2 earnings report to shareholders and revealed its monetization efforts are stumbling. Baszucki explains, "The 18 and over market is 80% of the $200 billion global gaming market, and we believe we're uniquely poised to expand play in this 18 and over market in the same way we have for under 18." "I do think the youth of today are changing," Baszucki muses.
Roblox has admitted that a lack of breakout hit games contributed to a disappointing quarter, as the company has now lost around $70 billion in market value over the last year following a 70% drop in its share price. The gaming platform released its latest earnings results on July 31, revealing that user growth has continued to slow after years of rapid expansion. The results come as Roblox shares have fallen roughly 70% over the previous 12 months, wiping tens of billions of dollars from the company’s valuation. Roblox blames lack of viral games for slowing player growth According to Roblox, daily active users fell to 123 million during the second quarter, down from a peak of 152 million in the third quarter of 2025.
Secret Mode opens new Sheffield studio to support internal titles Indie publisher opens new division to in reduce spend on external development; will build on established relationships with local universities Indie publisher Secret Mode has set up a new internal development studio in Sheffield to support the label's line-up of games, starting with recent hit Escape the Backrooms and Chained Together, which Secret Mode took over in June. At launch the venture is just three people strong, but over the next twelve months it's planned to expand to around 20 people. The Sheffield office came about following the arrival of Dan Secker as VP of technology and operations in November 2025. Read this next - Compulsion Games officially separates from Xbox – "The team told me we would rather eat rocks and drink gasoline than be split up" - Rover's Tale developer Observer Interactive parts ways with Team17 as it moves to self-publishing - Report: Live-service removed from Horizon Hunters Gathering following negative player feedback
Ustwo Games was pushed out of mobile by the rise of free-to-play – but the mobile way of doing things is coming to PC More mobile-first firms are heading to PC, but for very different reasons Ustwo Games has always been synonymous with tactile mobile game experiences, chiefly their breakout hit Monument Valley and subsequent releases Assemble With Care and Desta: The Memories Between. Earlier this year it announced plans to change that, and shift to a PC-first strategy. Back in 2023 mobile giant FunPlus unveiled a cross-platform strategy, bringing titles like Aniimo to PC and console, while Outfit7, the firm behind the Talking Tom mobile franchise (which has more than 26 billion downloads under its belt), now has its sights set on PC. Read this next - Compulsion Games officially separates from Xbox – "The team told me we would rather eat rocks and drink gasoline than be split up" - Rover's Tale developer Observer Interactive parts ways with Team17 as it moves to self-publishing - Report: Live-service removed from Horizon Hunters Gathering following negative player feedback
Gamesight: Creators are best predictor for a game's success, not viewership "The number of distinct creators continually picking up the game is a better signal of whether a community is actually forming" The number of active creators and streamers after launch is the clearest predictor of success for player-versus-player first-person shooter games, rather than the total hours watched, according to new data. Analysis from marketing platform Gamesight shows that the number of creators producing content by day three of a game's launch reliably predicts its long-term success on Twitch. Gamesight analyzed 25 launches, including established franchises and new releases, and found that PvP FPS games have the highest retention among shooter subgenres. Gamesight grouped launches such as Counter-Strike 2, Valorant, Overwatch 2, Concord, and Highguard into three categories: high retention (sustained long-term creator interest), stable retention (a small, consistent base), and low retention (sunset or shutdown announced within 24 hours of launch).
After laying off Battlefield 6 devs, EA boss Andrew Wilson's bonus rose $8m to $38m last year, thanks to the game's success across "all milestones" Skating by. Electronic Arts CEO Andrew Wilson took home a $38.7m bonus for the 2026 financial year, as the company's games such as Battlefield 6 performed well, met "all milestones", and a new AI strategy was executed. On page 21 of this report, it is shown that Wilson received a total of $38,694,984 in stock awards and bonus payments. Chief financial officer Stuart Canfield got around $11.3m, president of EA Laura Miele got $13.7m, chief people officer Mala Singh got $8.3m, and chief legal officer Jacob Schatz took home $8.4m.