Square Enix shared a special PV video on YouTube that ended with the phrase “NieR: Automata to be continued.” This suggests we could see a new NieR: Automata project, though the vagueness means it is uncertain if it could be related to the anime adaptation, a game, or book. Additional statements also confirmed current sales figures for that game and NieR Replicant.
First, here’s the “NieR: Automata to be continued” announcement video suggesting a new project like a game or other form of media is in the works. It’s specifically designed to honor the fact that this game passed 10 million units sold physically and digitally worldwide. That applies to the Switch, PS4, Xbox One, and PC versions of the game. At the 5:48 mark of the PV, the screen scrambles and the ominous text suggesting more is in development shows up.
https://www.youtube.com/watch?v=Wyn1b_5bw-M
Square Enix also shared new key art on social media honoring the sales milestone. That features 2B at the forefront, with 9S right behind her and A2 at the back.
Image via Square Enix
As for the new sales figure update for NieR Replicant ver.1.22474487139, that wasn’t accompanied by a special video. Square Enix just took to social media to share the update. It’s now at two million copies sold worldwide digitally and physically. That takes into account the PS4, Xbox One, and PC copies.
There is a piece of art shared to commemorate that, however.
Image via Square Enix
NieR: Automata is available on the Switch, PS4, Xbox One, and PC, the anime is on Crunchyroll, and Square Enix’s books division handled a number of spin-off books worldwide.
Circan’s November 2025 video game sales report has easily been one of the most anticipated. For one, November is always one of the most lucrative for the games industry, but this year in particular has seen several major hits - including new entries in two rival series.
Square Enix announced that the Final Fantasy XIV Online Store is now selling a replica of the costume Garnet, aka Dagger, wears in FFIX for FFXIV avatars called Humble Attire. You will need to pay real cash to get it, and it costs $12. It is available for any player character regardless of species or gender.
The Humble Attire bundle gives a player three pieces of clothing to use in-game. The Humble Overalls is a one-piece outfit with orange overalls over a white top. There are also red Humble Gloves and Humble Boots. These items can be dyed, and the official screenshots show how it looks in three different colors on a male Viera, female Lalafell, and female Miqote. As there is no hat or hood included, there are no issues with species races with large ears or manes like the Viera or Hrothgar.
Here’s how the Humble Attire set looks in-game.
Images via Square Enix
This comes after Toshiyuki Itahana said the costumes that Sphene wears in the FFXIV Dawntrail expansion are based on the outfits Garnet wears in FFIX. The artist noted the two the character wears are both based on the Dagger “white mage” style outfit and her standard look.
It isn't uncommon for costumes based on other Final Fantasy games to show up in the FFXIV Online Store for Warriors of Light. In the past, ones based on FFXand FFXIII leads showed up. Fantasian crossover costumes most recently appeared.
Final Fantasy XIV and Dawntrail are available for the PS4, PS5, Xbox Series X, and PC, and the FFIX Humble Attire Garnet costume is in the FFXIV Online Store now.
Square Enix has announced that it will hold a live stream to celebrate the 9th anniversary of NieR: Automata on Friday, February 20, 2026, at 7:30 PM JST (5:30 AM ET). The stream will be available in Japanese worldwide via YouTube, as well as the Japan-exclusive Niconico platform.
This stream will feature four of the game's key staff members: Producer Yosuke Saito, Creative Director Yoko Taro, Composer Keiichi Okabe, and Senior Game Designer Takahisa Taura. The four will hold a lighthearted talk show for around two hours. Square Enix will afterward hold an after-talk session exclusively available to Niconico Premium members. The company has also put up a fine print stating that there will be no new major reveals related to the game series on either stream.
Niconico is also holding a public lottery that give Japanese residents the chance to watch the talk show physically in Tokyo. After closing applications on January 18, 2026, it will inform the winners on January 31, 2026. They must then purchase a ticket for 999 yen (~$6.35) by February 7, 2026, to confirm their attendance.
The 9th anniversary of NieR: Automata will formally fall on February 23, 2026. Square Enix first released the game for PlayStation 4 in Japan on February 23, 2017. NieR: Automata has also since been made available for PC, Xbox One, and Nintendo Switch. It is also playable on PlayStation 5, Xbox Series X, and Nintendo Switch 2 via backward compatibility.
Final Fantasy XI Director and Producer Yoji Fujito shared details about the 2025 December Version Update, and it will add Ultima and Omega-inspired Limbus Monsters and a Gobbie Mystery Box Festival Dial during the FFXI Starlight Celebration. Both additions will become regular fixtures, though the dial will only show up during events.
Only initial details about how the Gobbie Mystery Box Festival Dial will work in FFXI appeared, as well as the confirmation that the Starlight Celebration will mark its first appearance. As we go through the MMORPG, we’ll be able to get #FES Dial Key items. Those can then be taken to a Goblin just like other Dial Keys. When redeemed, you can get various rewards in return. Fujito also noted that all Dial Keys will will be traded in at once, rather than one at a time, as a new quality of life feature in the update.
With Limbus, there are going to be the Ultima and Omega-inspired encounters and new items as a result in FFXI. The exact names weren’t mentioned, and we don’t know how they will differ from the existing opponents. They will show up in December 2025. The new equipment can be made with the treasure chest rewards from facing them.
The full update also went over some addition additions. Dynamis - Divergence will change based on player feedback. AOE damage will be rebalanced, specifically when it comes to opponents surrounding the main target. There will be safer starting locations after the first wave. Boss HP will be more clear. Also, in January 2026 EXP loss in shared areas will be removed. The December 2025 Ambuscade will also get Soulflayers in Volume 1 and Flans in Volume 2.
Final Fantasy XI is available for PCs, and the December 2025 update will arrive soon. The Jeuno, Back in the Spotlight Kam'lanaut event is also live until December 9, 2025.
Taito and Square Enix announced the next piece of merchandise heading to Japanese arcades, and it will be a The Great White Tsuchinoko plush based on the FFXIV Heavensturn New Year’s event. This will show up at the end of December 2025, perhaps just ahead of New Year’s Eve and day. Only one store that ships worldwide is taking orders, and that is Aitai Kuji. It is selling it for ¥4,500 (~$29).
The Great White Tsuchinoko appeared as a minion reward in the 2025 FFXIV Heavensturn celebration. It is designed to resemble both The Great Serpent of Ronka and Japanese New Year kagami mochi rice cakes with an orange on top. This plush will be almost 10 inches tall (25cm). It will be posed with the character sitting up, so the pose will look even more like kagami mochi. The preview image for it also shows someone pulling at the surface, to highlight it will be stretchy like mochi.
Here’s the first photo of it:
Image via Square Enix and Taito
This is the second recent item from the game to appear in arcades. Taito revealed a piggy bank that resembles a Fat Cat in November 2025.
Final Fantasy XIV is available for the PS4, PS5, Xbox Series X, and PC, and the FFXIV Great White Tsuchinoko plush will show up in arcades in Japan at the end of December 2025.
A highlight of the Octopath Traveler games is getting really close to characters as we watch their individuals stories play out and we get to build each person we’ve come to care about with jobs we feel suit them best. While Octopath Traveler 0 feels satisfying to play and includes some gameplay elements that can be captivating, it’s unfortunately weakest in both of those areas. While Producer Hirohito Suzuki said in an official Square Enix interview that a self-insertion situation with a “central protagonist” was to “allow you to immerse yourself completely in the story,” in my experience I felt this entry had the exact opposite effect.
Octopath Traveler 0 begins with our avatar growing up in the town of Wishvale. Their father was head of the Watch and we were following in his footsteps, just as childhood friend Stia trained to be a carpenter like her father. However, on the day of the yearly Enkindling festival, the Master of Power Tytos, Master of Wealth Herminia, and Master of Fame Auguste all came together to raze the town in search of a legendary ring. Determined, our character decides to bring all three down in the name of justice and rebuild the village. This amounts to basically four initial campaign quests, with more opening up as those are cleared. Given this is an adaptation of Octopath Traveler: Champions of the Continent, the narrative in Octopath Traveler 0 ends up feeling very familiar if you're coming from the mobile game.
https://www.youtube.com/watch?v=-xSyjJSAkWw
Multiple storylines in Octopath Traveler games are typical, and 0 even tones things down a bit by reducing the initial scope. Instead of offering one campaign right away for eight protagonists, we get four we can swap between. (Though the Wishvale one is designed to be played between the other quests, unfortunately.) The thing is that most of the time I felt like I was more of a silent observer of the main companion for each storyline, instead of the main character, even though there is a "chosen one" element at play for our avatar. The rebuilding Wishvale storyline? The lead felt like Stia and, to a lesser degree, Phenn. The Herminia and storyline? Bargello is the driving force. The one with Auguste as an antagonist? It felt like Schwartz’s story. Tytos’ tale? Velnorte. It felt constant. While I could define my identity in the initial character creator and a questline might ask if I wanted to join or follow someone on a quest I’d obviously agree to further, I often felt more like an onlooker than the star and as if those choices carried no weight. Even in Party Chats, aside from making a selection that could mean siding with one ally or the other, I felt like it was more about seeing my companions talk amongst themselves. Side quests? It's about the NPCs. Part of this is due to our character being a silent protagonist and everyone else so talkative. Some people might enjoy this approach, but I suspect those who are big fans of the first two games might feel the same way I do about the design decision.
Again, since Octopath Traveler 0 is building off of Octopath Traveler: Champions of the Continent, it can often feel more like it than the other games in the series. Battles still rely upon striking with weapons or elements opponents are weak against to “break” their shield. Completely bringing that number to zero leaves them unable to act and reduces their defenses. Like the mobile game, there are eight characters in battle at once, with four in the front row and four behind them in back. The four in front are active and can attack or use skills. The ones in back are in reserve and heal each round. You can swap between them on the front character’s turn, taking advantage of someone who has different movesets or stored up enough actions to hit up to four times or use a stronger strike. It’s a strong system and quite effective given the reliance on targeting weaknesses, since you can always pull in someone else who could have the right weapons or elemental magic. I adored the combat system, as always, and would love to see an Octopath Traveler 3 use it.
Images via Square Enix
However, as a result of having the 30 possible party members, we lose a hallmark of character builds from the first two Octopath Traveler games. The only person we truly get to customize is our avatar. They can swap jobs, but everyone else is set in their ways. It isn’t like other titles where we pick a job and secondary job. Instead, there are set skills from jobs learned with JP. If you go to the Training Ground in Wishvale, find certain treasure chests, or fight certain folks, you get Action Skills and can equip a set number to each person. Honestly? I’d take the secondary job system over this one any day, but I get the feeling Square Enix and DokiDoki Groove Works were trying to push a diversified party with perhaps one character from each class around instead. As is, it felt like I had less control and less reason to really play around with developing allies, which was one of the things I loved most about the previous two console games.
Likewise, I feel I preferred the more limited scope of characters from the previous mainline Octopath Traveler games, as 0 offers so many that it can prove difficult to really connect with them. Their introductory recruitment quests are quite brief! Even the Party Chats didn’t seem to help me really care about them in the way I did people from the first and second games. Even after spending hours with the game, ones I didn’t get to know as a result of campaign quests sometimes just felt like “the person I bring in when I need a mage” or “I actually learned Macy’s name because she’s the only healer I recruited after playing about 15 hours.”
Images via Square Enix
Especially since we aren’t relying on extra allies for Path Actions. Our avatar basically can do it all, and all Path Action options are available immediately. Our success with them varies upon fame, power, wealth, and our overall level, from what I can see. It is handy to be able to do it all at once! Convenient too, since nothing is walled off from us early on due to only wandering around with Stia initially. I do think Octopath Traveler 2 handled it best, with its combination of daytime and nighttime Path Actions, and would hope another game in the series would return to that design choice.
The thing I loved most about Octopath Traveler 0 is the town restoration and Wishvale reconstruction storyline accompanying it. While that does still feel more like Stia and Phenn’s story, I did feel more involved and connected to it than the other parts of the narrative. A downside is, it isn’t like the other campaigns we unlock. We can’t just focus on that storyline. The nature of some of its quests mean we’re forced to go away and go through other missions to make “time pass” and get to it. While it get it and do appreciate that it makes it feel like progress is gradually being made on this big and monumental project while we get revenge, I also wanted to spend all of my time rebuilding, reorganizing, collecting possible villagers, and making that place my own. However, I do wish that some of the NPCs who moved to our town had more of an identity or at least an actual name.
Images via Square Enix
While Octopath Traveler 0 scratches the JRPG itch in some satisfying ways, I found it often never feels as captivating as the first two games. Our protagonist doesn’t feel as connected to events as the companions for the campaign quests, even with what happened to Wishvale. The heroes from Octopath Traveler 1 and 2 get stronger stories. I miss being able to play around with character builds like I did in past games too. The town building element is fantastic, constant access to all Path Actions is handy, and the eight-character party in battles allows for some fun strategic options. But I do hope the next entry in the series is more like Octopath Traveler 1 and 2 than 0.
Octopath Traveler 0 will come to the Switch, Switch 2, PS4, PS5, Xbox Series X, and PC on December 4, 2025.
Taito announced its next Final Fantasy XIV item will be a bank based on the Fat Cat minion added in FFXIV 2.4. It will show up as a prize in Japanese arcades at the end of November 2025, with Dengeki Hobby Web stating it will arrive on November 28, 2025. The only store that ships worldwide showing it at the moment is Aitai Kuji, which has a listing up for ¥3,000 (~$19).
The FFXIV Fat Cat piggy bank is smaller than the traditional decoration, as it will only be just under five inches long (12cm). It looks exactly like the calico feline from the game, so it’s mostly white with some black and orange spots on the back and an orange tail. The product listing didn’t mention the materials it is made of or show a possible plug on the underside that can be removed to retrieve collected coins.
Here’s the first photo of the prize:
Image via Taito and Square Enix
Since its launch, the FFXIV Fat Cat has been turned into all kinds of merchandise. For example, there’s a cushion that looks like it available worldwide, as well as a plush tissue box. It also appeared in the LINE sticker set based on minions from the series.
Final Fantasy XIV is available for the PS4, PS5, Xbox Series X, and PC, and the Fat Cat bank based on the minion from this entry will appear in Japanese arcades on November 28, 2025.
An upcoming Bring Arts figure of Aerith will use her design from the original Final Fantasy VII game. This figure is also available for pre-order via the North American Square Enix site.
On the Japanese Square Enix store, the Final Fantasy VII Aerith Bring Arts figure costs 13,200 JPY. It’ll come out on March 28, 2026. Meanwhile, the North American version of the store lists it for $129.99, and it’ll come out in June 2026. Another version of the original Aerith Bring Arts figure already came out and is available for purchase on the store. This one costs cheaper at $119.99, but unlike the new one that Square Enix announced, she’s not wielding her Mythril Rod.
Images via Square Enix
Like the previous Final Fantasy VII Bring Arts figures, this one will come with two face plates and multiple hand parts. While it comes with the Mythril Rod, you don’t have to pose Aerith with it if you don’t want to, and it counts as yet another optional part. Since it’s fully-articulated, you can customize how Aerith is displayed based on your preferences or current set-up.
Final Fantasy VII Remake is available on the PS4, PS5, and Windows PC. Final Fantasy VII Rebirth is on the PS5. The original game came out on the PlayStation, but it’s also available on the PS4, Switch, Xbox One, Windows PC, and mobile devices.
Square Enix will release Kingdom Hearts necklaces in gold and silver, with the charms resembling common motifs and items from the series. These necklaces are available via the Japanese Square Enix store and although the North American store has necklaces for other series by the company, it does not, as of the time of writing, carry these particular necklaces.
Each necklace costs 41,800 JPY ($272.45), and pre-orders are open. Square Enix will ship these items out on April 18, 2026. The gold necklace has two charms: a heart and the Keyblade. The heart represents Kingdom Hearts, which appears as a heart-shaped moon in the game. A keyhole is on the back of the heart charm, too.
Images via Square Enix
As for the silver necklace, there’s a bit more room for customization. The main charm resembles a coat of arms. Keyblades act as the supporters, and you can choose a design to appear in the top right corner of the shield. There are six options to choose from: Sora, Riku, Kairi, Roxas, Axel, and a Thalassa Shell. A symbol represents each character. For instance, Sora’s symbol is the crown, Riku’s is the Heartless symbol, and Kairi’s is a Paopu fruit.
Both Kingdom Hearts necklaces are available to order from the Japanese Square Enix store. Other jewellery based on Kingdom Hearts that is coming out soon includes Keyblade-like earrings from Mayla.