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Last Flag Promises To Be A “Not Too Sweaty” Capture The Flag Game Show

23. Únor 2026 v 17:00
Last Flag Promises To Be A "Not Too Sweaty" Capture The Flag Game Show

Night Street Games announced today that its latest game, Last Flag, will officially release on April 14.

Last Flag is described as an “over-the-top” 5v5 capture-the-flag shooter, originally conceived by Night Street Games founders Dan Reynolds and Mac Reynolds. The duo felt that other titles in the capture-the-flag genre failed to recapture the experience they had as kids, where hiding and finding the flag was the most exciting part of the game.

Players in Last Flag compete for fame and fortune in a 1970s-style game show setting. Matches are designed to last around 20 minutes, creating an experience the developers did not want to feel “too sweaty.”

Last Flag Promises To Be A "Not Too Sweaty" Capture The Flag Game Show

“Working on Last Flag has been a dream for all of us at the studio. It is not often you get to build a game exactly how you want,” said Mac Reynolds, CEO and co-founder of Night Street Games. “Our PC launch is a huge milestone, but we are just getting started. New maps, new contestants and some unexpected twists are coming later this year. We cannot wait to share it all.”

If this sounds appealing, you will be glad to know Night Street Games is running an open demo from now until March 2. Participants can earn exclusive cosmetic rewards, such as the Lunar Gold-themed skin set, which will carry over to the full game when it launches in April.

Last Flag Promises To Be A "Not Too Sweaty" Capture The Flag Game Show

As previously mentioned, Night Street Games was founded by two brothers. What makes that particularly interesting is that Mac Reynolds manages the band Imagine Dragons, while Dan Reynolds serves as its lead singer. The pair say they launched Night Street Games in an effort to create multiplayer experiences built with heart.

For now, Last Flag will be available only on PC via Steam or the Epic Games Store. However, the developers have confirmed console versions are in development and expected to launch later this year. Be sure to check out Last Flag when it releases on April 14.

Massively Overthinking: If you could delete one class or skill from your favorite MMORPG…

20. Únor 2026 v 01:00
This week’s Massively Overthinking is inspired by a tweet I saw from SMITE, of all games, where the Hi-Rez devs asked players to propose one god to delete from the game. Obviously, this is not a serious proposition, but in the aggregate, the answers can kinda show a trend in what people are tired of, […]

Deadlock dev teases the community over its favorite hero that was briefly tested and removed: 'We made delicious stock out of his bones and meats'

10. Leden 2026 v 20:49

You might remember Slork. He featured in a PC Gamer article with the headline "Slork," and the strapline, "Slork." Everyone had a good time slorkin' it back then, and the unfinished hero quickly turned heads with his ridiculous name and experimental, stealthy playstyle. That being said, I have bad news, #SlorkNation: Valve has melted Slork's wet, slippery body into Sunday dinner.

Let me back up. Slork was a hero concept first accessible via console commands in Deadlock's private test. He was later added to the hero labs, a feature where characters with placeholder art could be used to queue up for normal games during scheduled hours, assuming you had a certain number of games under your belt. At this point, Slork had been renamed to the decidedly less hilarious Fathom.

Deadlock has spent the last year shifting forms like the MOBA version of an Animorph, and the hero labs mode was removed as the game became increasingly polished and all play was subsumed into a single ranked queue. Four of the eight hero labs characters were added to Deadlock's core roster permanently. The others, including Fathom, were simply removed.

That brings us to now, a moment wherein the Deadlock community is in a stir over the next major update. Various leaks and rumors have surfaced all over social media about the next several heroes, but Slork fans have noticed Slork's absence from these rumors.

When asked about Slork's status on the Deadlock discord, developer Duncan "Hopoo" Drummond(yes, the same Hopoo of Risk of Rain fame, he works on Deadlock now) gave a grisly reply: "We made a delicious stock out of his bones and meats." The reply was shared in a Reddit thread from user ginger6616 titled, "They’re laughing… they murdered my boy and they’re laughing."

When Hopoo was informed he was being cruel, he doubled down: "7 hours," came the cooking instruction for Slork's now-extinct bones and meats. He quickly added that this was not a release window for the patch, just a cold acknowledgment that Slork was stewed for the better part of a day.

Suffice it to say, if you've been waiting to see Slork (or Fathom) make it into Deadlock proper, it's never been more over for you. He's gone; you have my condolences.

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

Valve spent 2025 ripping apart Deadlock and putting it back together, and it delivered better live service than most live service games

9. Leden 2026 v 23:17

League of Legends looks unrecognizable in 2025 when compared to its cartoonier, humbler 2009 incarnation. And yet, while Summoner's Rift has been dotted with all sorts of new jungle monsters, balance tweaks, and visual overhauls, the actual map has changed only slightly.

Occasionally a different mode is introduced with a new map, but those rarely receive much support—League has been focused on refining a single map and mode of play for nearly two decades now. Dota gets a little sillier—okay, a lot sillier—and Heroes of the Storm prioritizes breadth over depth with all sorts of smaller maps, but the average MOBA feels familiar each time you return. Three lanes, kill creeps for gold, buy a consistent number of powerful items, try not to pass out from sheer anger when it all goes wrong.

Valve's Deadlock, on the other hand, has spent the last year rocking the boat frequently with no warning or restraint. Where other MOBAs are happy to get a new hero a few times a year with the very occasional dual release, Deadlock shows off six in one go and lets players tear each other apart over, er, voting for, which gets added first. The community went feral campaigning for their favorites. Just a few months earlier, a full rework of the shop added a shedload of new items and tweaked most of the existing ones.

All that pales in comparison to February's map rework, which changed the map from a four-lane layout to three. Not only did this mean solo laning—wherein one player had to go it alone in the early game, but received more income for their trouble—no longer existed, it meant ganking and rotating took a whole different form. Ultimately, the switch to three lanes felt much faster and centered more on big, climactic team fights; the fact that the same patch doubled the default sprint speed probably helped.

Fast and loose

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Deadlock, third-person MOBA

(Image credit: Valve)
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Deadlock, third-person MOBA

(Image credit: Valve)
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Deadlock, third-person MOBA

(Image credit: Valve)

These changes each felt like novel one-offs, but taken as a pattern, big swings defined Deadlock's 2025. The game became faster, more intense, and twitchier. As recently as November, lane creeps began dropping their income on the ground to be secured manually rather than passing it to nearby heroes automatically on death—a sizable change that encouraged more close-up scraps in lane.

I don't think Deadlock is capable of this rapid reinvention because it has something figured out that the other MOBAs haven't. Dota and League do a lot to stay fresh, and if Dota decided to fundamentally change how gold is collected or if League added a fourth lane after all these years, that could very well be a disaster. Deadlock can handle this sort of radical reinvention because it isn't done.

It's pretty obvious if you play it for very long. Different areas of the map meet vastly different standards for art quality, and certain heroes look more like prototypes than the real thing (the magician Sinclair is still just a flat, undetailed mannequin, and heroes like Bebop seem very much like holdovers from when the game was a sci-fi shooter called Neon Prime).

But even as someone who likes to wait until early access is over to try the latest survival games, Deadlock's crude, unfinished form has endeared me to it more than I think a carefully constructed roadmap would in a more stable game.

It's the same reason I think the majority of competitive games are at their most fun right when they release; nothing feels set in stone, and with such constant overhauls of the core experience, Deadlock feels new over and over again. In Dota, learning a new hero takes understanding its ideal income priority position, optimal lane, best matchups, and meta item builds. These interactions have fermented since the days of Warcraft 3, and are the reason you can play Dota for 2,000 hours and still suck at it.

Deadlock, third-person MOBA

(Image credit: Valve)

In Deadlock there's not so much as a draft phase. A given hero's best build seems to change with the wind; even how many item slots a hero has access to at a given time has changed from patch to patch. The game achieves a live service-esque freshness with each new patch because the already immature metagame is warped beyond recognition.

The dramatic updates keep the community in a perpetual stir. Right now, rumors swirl as to the release date of not one hero, but another six. Modders tinker with the game as eagerly as the developers, with entire fanmade maps and custom hero redesigns making the rounds on social media. And before the game has even had a chance to establish its own lore outside of in-game dialog, people have gleaned an astonishing amount about the Cursed Apple from the test build—perhaps because the associated lore is unignorably hilarious in some spots.

Rolling forward

Deadlock, third-person MOBA

(Image credit: Valve)

Deadlock isn't yet ready to settle into a normal update cadence, even considering how much the art and balance have improved in the last year. It's hard to say how far off from "release" we are, at which point I expect the game will probably feel more like Dota: Big swings, yes, but delivered more infrequently and precisely.

As excited as I am to see the finished Deadlock, I think I'll always have some affection for this primordial period where so much feels like it is in flux. The same way Dota players trade stories of abandoned hero ideas like the Gambler, I think Deadlock players will trade stories of the four-lane map and release Drifter, assuming the game stays aloft for as long as Dota has.

I don't recommend it just yet if you want a stable, consistent game to find your footing in. But the MOBA space has been dominated by two unfathomably huge games for as long as I have played the genre, and that Deadlock can stroll in and toy with the formula with such an anarchic spirit is more than a bit of fun: it's proof that my favorite style of competitive game still has the ability to surprise me all these years later.

I don't know what Deadlock will look like when it finally hits 1.0, and that's exactly why it's been so thrilling; not knowing where we're going makes the road getting there all the more tantalizing.

Quantic Dream's Spellcasters Chronicles plays better than I thought, but is still an oddly passive MOBA

One of 2025’s unlikeliest game announcements was Spellcasters Chronicles, a 3v3 MOBA in development at erstwhile singleplayer specialists Quantic Dream. It’s a three-lane magic-slinger starring a selection of flying mages, with an emphasis on summoning creatures to do your structure demolition work for you, and I’ve now played a couple of games ahead of its closed beta on December 4th-8th.

I wasn’t overly enthusiastic about Spellcasters based on the original reveal. And after two games of mostly bodyguarding other, bigger, cooler magical beings, I’m still not convinced. That said, it wasn’t as bad as I’d feared: it makes bold, maybe even brave departures from wizard fight genre conventions, some of which pay off rather nicely.

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A 'small update' just shook up Deadlock's basic mechanics and tweaked nearly every hero

22. Listopad 2025 v 20:37

Deadlock's not-so-secret invite-only beta has been a blast if you don't mind your favorite MOBA getting fundamentally altered every few months. The game has switched up how many lanes it has, dropped half a dozen new heroes in one go, and now, majorly overhauled lane creep mechanics in what Valve calls a "small update."

Troopers, Deadlock's version of the lane creep you'd find in any given MOBA, grant souls on death which players exchange for items. In the past, you immediately got half the souls (split with nearby allies) when a trooper died and had to shoot the other half out of the air as it floated from the corpse. Now, the first half of the income also has to be manually secured—it will fall to the ground, and you'll have to walk within a short radius of the souls to claim them.

Unlike the souls which have to be shot, these can't be denied by the enemy team and will appear translucent to them. Still, it will certainly lead to more fights breaking out in the laning phase; heroes that prefer to stay back and farm from afar will have to get closer to the action so they can snag those precious souls.

Another significant trooper change is that the healing trooper will no longer, well, heal. Instead, it will drop a medic pack when killed by the enemy team, which will restore 10% of nearby players' missing health. Both of these changes remind me of Blizzard's MOBA, Heroes of the Storm, where minions drop EXP as small orbs on the ground and every wave drops a "healing globe," though in Heroes they are claimable by either team. If you're going to take, may as well take from the best.

The biggest takeaways as I see them are twofold: players will have to be more aggressive in lane to secure all their income and keep their health topped off, and it will be easier to keep a steady income in the late game, since you can arrive to a lane after all the troopers have died and still get their souls. But knowing Valve's definition of a "small update," that's not all.

Nearly every hero has also seen a balance pass. Most of these are minor number tweaks, but other heroes have gotten substantial changes; Mirage's ultimate can now take him to friendly objectives, for example. You can find the full list of patch notes here.

2025 games: This year's upcoming releases
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

Skygard Arena Mini-Review: A Smart, Strategic Twist on MOBAs

3. Listopad 2025 v 17:50

MOBAs are a blast… so long as you don’t mind a brutally steep learning curve and the inevitable barrage of messages from players with thousands of hours in the game you just decided to try. Still, the core mechanics make progress deeply satisfying, and Skygard Arena excels at adapting those systems into a turn-based format that offers a more relaxed pace and a surprisingly strong single-player mode.

Skygard Arena on PC

Success depends on mastering your squad of champions—not just controlling them, but learning when and where to use their abilities, finding your favourite synergies, and strengthening them over time. Each champion has unique skills and traits, meaning there’s a lot of experimentation involved in crafting the perfect team composition. You’ll need to balance offence and defence, plan around cooldowns, and anticipate enemy strategies. The game rewards thoughtful decision-making, and the depth ensures that every mission feels fresh, while online matches challenge you to adapt your approach against unpredictable human opponents.

The campaign mode lets you hone your skills before diving into multiplayer, giving you room to explore different strategies and discover your own style at your own pace. Along the way, you’ll unlock new champions, gear, and upgrades that can completely change how you approach battles. By the time you’re ready to face other players, you’ll have a solid understanding of the mechanics and a squad built around your preferred tactics, making competitive play far less intimidating and far more rewarding.

It doesn’t hurt that the game looks and sounds fantastic. Skygard Arena is a clever, welcoming twist on a genre known for its harshness toward newcomers – and it might just be the perfect gateway for players hoping to ease into the more competitive classics. If you’ve been waiting for a smart, strategic experience, this is probably it.

The post Skygard Arena Mini-Review: A Smart, Strategic Twist on MOBAs appeared first on Green Man Gaming Blog.

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