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This open-world pirate adventure has over a million wishlists already—and is probably causing a big old headache for Ubisoft execs

A character in Windrose holding a musket.

Windrose, an open-world co-op pirate action-adventure game, has accrued over one million wishlists so far, even though it doesn't even have a set release date. Its comprehensive demo seems to have captivated such a broad audience that folks just can't get enough, and having tried it out myself, I kind of see why.

Windrose's demo came out on Feb. 17. Since then, droves of players have hopped on to check what it's all about, discovering an incredibly fun and deep survival crafting experience set during the Golden Age of Piracy, i.e., sometime during the early 18th century. At its core, Windrose is very reminiscent of Valheim. Hell, it'd be difficult to determine if they were made by different people.

You're stranded in a strange land, have to craft and build to sustain yourself, and then eventually expand and start sailing the high seas in search of new fortunes. It's a simple gameplay loop, one that Valheim popularized and almost perfected. But where Windrose stands out is its setting, as Valheim's celestial Nordic backdrop (while amazing) seems to have been a poor choice for such a game compared to the West Indies.

Naval combat in Windrose.
Windrose has it all: survival, crafting, exploration, and cannons blasting over the open sea. Image via Windrose Crew

Taking on the role of a crestfallen captain stranded alone on an island and having to build yourself back up is a more interesting pipeline than Vikings ending up in some form of the afterlife, at least to me. On top of that, Windrose refines the combat and gathering mechanics, utilizing the power of the Unreal Engine to combine stunning visuals with grounded movement and fighting. I know a lot of people are averse to hearing those two words, and I'm wholeheartedly with you.

However, the devs here knew what they were doing, and instead of slapping on a generic photorealistic graphical style and calling it a day, they actually decided to pursue a unique art direction, which has ultimately paid off.

With over one million wishlists total so far, and the demo having been out for just five days as of this article, I have a feeling that we're yet again looking at a potential indie smash hit that is to blow AAA competition out of the water. In fact, I think Ubisoft is particularly feeling the weight of Windrose's success, given the abject failure that was Skull and Bones.

That game purports to do much of the same as Windrose, but generally fails on all accounts, even though it has the incredible Assassin's Creed Black Flag piracy system serving as its basis.

An indie in the West Indies is probably going to be crowned king of pirate games, and certainly of survival crafting titles, seeing as that genre has a particular knack at totally overwhelming the gaming sphere (just remember how well Palworld did back when it first launched).

The post This open-world pirate adventure has over a million wishlists already—and is probably causing a big old headache for Ubisoft execs appeared first on Destructoid.

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This open-world pirate adventure has over a million wishlists already—and is probably causing a big old headache for Ubisoft execs

A character in Windrose holding a musket.

Windrose, an open-world co-op pirate action-adventure game, has accrued over one million wishlists so far, even though it doesn't even have a set release date. Its comprehensive demo seems to have captivated such a broad audience that folks just can't get enough, and having tried it out myself, I kind of see why.

Windrose's demo came out on Feb. 17. Since then, droves of players have hopped on to check what it's all about, discovering an incredibly fun and deep survival crafting experience set during the Golden Age of Piracy, i.e., sometime during the early 18th century. At its core, Windrose is very reminiscent of Valheim. Hell, it'd be difficult to determine if they were made by different people.

You're stranded in a strange land, have to craft and build to sustain yourself, and then eventually expand and start sailing the high seas in search of new fortunes. It's a simple gameplay loop, one that Valheim popularized and almost perfected. But where Windrose stands out is its setting, as Valheim's celestial Nordic backdrop (while amazing) seems to have been a poor choice for such a game compared to the West Indies.

Naval combat in Windrose.
Windrose has it all: survival, crafting, exploration, and cannons blasting over the open sea. Image via Windrose Crew

Taking on the role of a crestfallen captain stranded alone on an island and having to build yourself back up is a more interesting pipeline than Vikings ending up in some form of the afterlife, at least to me. On top of that, Windrose refines the combat and gathering mechanics, utilizing the power of the Unreal Engine to combine stunning visuals with grounded movement and fighting. I know a lot of people are averse to hearing those two words, and I'm wholeheartedly with you.

However, the devs here knew what they were doing, and instead of slapping on a generic photorealistic graphical style and calling it a day, they actually decided to pursue a unique art direction, which has ultimately paid off.

With over one million wishlists total so far, and the demo having been out for just five days as of this article, I have a feeling that we're yet again looking at a potential indie smash hit that is to blow AAA competition out of the water. In fact, I think Ubisoft is particularly feeling the weight of Windrose's success, given the abject failure that was Skull and Bones.

That game purports to do much of the same as Windrose, but generally fails on all accounts, even though it has the incredible Assassin's Creed Black Flag piracy system serving as its basis.

An indie in the West Indies is probably going to be crowned king of pirate games, and certainly of survival crafting titles, seeing as that genre has a particular knack at totally overwhelming the gaming sphere (just remember how well Palworld did back when it first launched).

The post This open-world pirate adventure has over a million wishlists already—and is probably causing a big old headache for Ubisoft execs appeared first on Destructoid.

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All items in Super Battle Golf and how they work

Player using the Air Horn in Super Battle Golf

Super Battle Golf has several items you'll find along the golf course, and they will help you to raise your chances of victory.

In Super Battle Golf, trying to send the ball into the hole is just one part of the task. You'll also have to stop your opponents from reaching the same ball. Similarly, your opponents will try to do the same. To do so, you (and your opponents) will rely on random items.

Let's look at all the items that you can find inside the game and how they work.

All items in Super Battle Golf

There are 10 items available in the current build of the game. All of them have unique functions, and some of them are extremely useful.

Player activating the shield in Super Battle Golf
Image via Oro Interactive
ItemHow it Works
Air HornAllows you to distract a player as they're about to take a shot. The distraction results in the player overshooting the ball by a fair distance.
CoffeeProvides an immediate speed boost for 10 seconds and allows you to move/shoot quicker.
Dueling PistolA pistol with a single shot that allows you to stun an enemy. It has a decent range, but missing the shot can be costly.
Elephant GunA double-barreled rifle that deals a massive stun to the opponent. However, it also inflicts a knockback on the player who shoots the gun.
ElectromagnetCreates a shield that lasts between five and seven seconds. The shield blocks all incoming damage and attacks.
Golf CartAllows you to move faster on the course, and hitting opponents with the car will stun them. It can hold up to eight players, so you can travel with your co-op buddy.
LandminePlant three explosives at strategic locations on the pitch. Players stepping on them will get stunned and unable to move for a temporary period.
Orbital LaserAllows you to target a specific area with a laser and stun players who're unfortunate enough to get caught.
Rocket LauncherAn auto-targeting rocket launcher whose missiles lock onto a target and stun them upon impact.
Spring BootsAllows you to jump forward and cover great distances in quick time.

How to get items in Super Battle Golf

You'll find different purple-colored briefcases lying all around the golf course. Pick them up, and you'll find an item. The item you get will be completely random. You also have a fixed number of slots, so you can't keep stacking an unlimited number of items. Using the items will allow you to stop your opponents and gain an advantage over them.

The post All items in Super Battle Golf and how they work appeared first on Destructoid.

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Super Battle Golf Items tier list

Player activating the shield in Super Battle Golf

Super Battle Golf isn't your usual calm golfing experience by any stretch of imagination, since the key to victory is often hidden behind taking out others.

While the ultimate aim is to score a hole in as less number of shots as possible, things aren't so simple. Your opponents will try to use different items that can be found inside the game. They will try to disrupt your attempts, and some items are simply more effective than others.

Complete Super Battle Golf Items tier list

First, it's important to understand that every item in Super Battle Golf has a perfect use-case scenario. A lower-tier item might do a better job if you're correctly timing its use in a round. That said, some items are just better at either how they work or how often you can use them. I have also considered how easy or difficult it is to use a specific item.

To separate the items, I have used three tiers.

  • S-tier items are overpowered choices in the current build version.
  • A-tier items are pretty strong, but they're slightly weaker compared to the S-tier choices. Some of them also have less optimal use-cases.
  • B-tier items are extremely niche choices that might also be pretty hard to use.
Riding the golf cart in Super Battle Golf
Image via Oro

S-tier

  • Rocket Launcher: The Rocket Launcher fires a homing missile that locks onto a target and stuns them upon impact. It's a very easy item to use that is amazing against a single opponent. The stun lasts for a while, opening a window where you can take your shot in peace. The rocket also auto-aims and reduces the chance for you to miss your shot.
  • Spring Boots: This item allows you to jump forward and cover a lot of ground in quick time. This is my favorite tool when it comes to mobility. While it can't disrupt opponents like the Golf Cart, you put more efforts in your movement and reach the ball quicker.
  • Dueling Pistol: A single-shot pistol that stuns opponents. A simple and fun item that does what it says. It's pretty easy to find as well, but you need to be good with your aim. I advise going close to your opponent before firing the bullet.
  • Electromagnet: For most parts of the game, the Electromagnet will remain a low-tier item. The item provides a shield that lasts for a short duration. This shield blocks all projectiles and item attacks. It's the only defensive item in the game, and you need to save them for the final moment when you're one shot away from a win. Once active, even the Orbital Laser can't stun you.

A-tier

  • Air Horn: The Air Horn disrupts the concentration of a player when they're charging their shot, and causes them to overhit. While the Air Horn is the best tool to troll an opponent, you need to wait for them to take a shot. If they're not taking a shot, the Air Horn isn't very useful.
  • Golf Cart: I initially considered the Golf Cart to be B-tier. The item allows you to move faster and run into other players. It can hold up to eight people, so you and your co-op buddies can travel together. The item has two benefits: it allows you to travel more quickly, so you reach the ball faster. Second, you can use it to hit an opponent and disrupt their attempts. However, the second part can be avoided easily by your opponent unless they're not paying attention.
  • Coffee: The Coffee grants you a speed boost that lasts for 10 seconds. The boost feels nice and raises your chances of winning when used in a strategic fashion. However, the boost doesn't last very long (you can also waste it if someone stuns you when the boost is already active).

B-tier

  • Landmine: The Landmine places three explosives that stun players if they walk over the explosives. The stuns are great, but it's really easy to avoid them if someone is slightly careful. You have to place the Landmines in an extremely strategic fashion to make them count. However, your opponents can still avoid them by being careful.
  • Orbital Laser: This rare item calls down a massive laser in a marked spot. For starters, it's very hard to find Orbital Laser. Secondly, the laser shot gets wasted if your opponent moves out of the marked spot. They can do so accidentally as well, which reduces the usability of this tool.
  • Elephant Gun: While the rifle has two powerful shots that you can use to stun the enemy, I hate the knockback. The self-penalty reduces the item's usability in my books. If you have to use a gun, the Single Shot Pistol is a significantly better choice.

The post Super Battle Golf Items tier list appeared first on Destructoid.

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All endings in Paranormasight: The Mermaid’s Curse and how to unlock them

The Mermaid in Paranormasight

Paranormasight: The Mermaid's Curse offers different endings for you to unlock, and it can be a nightmare to reach them without knowing what to do.

The core gameplay of Paranormasight: The Mermaid's Curse is rather simple, as you read dialogs and make your choices. However, there are certain moments throughout the campaign where your decision-making will change the ending of the story.

How to unlock all endings in Paranormasight: The Mermaid's Curse

Before we can reach the true ending, you have to unlock five other outcomes. Some of the endings are tragic, but you have to unlock them to access the true ending.

Storyteller in Paranormasight
Image via Square Enix

Kameshima

This appears to be the standard outcome, albeit it being a sad one. Your focus will be on chapters featuring Sato and Yuza.

  • Complete Yuza's timeline until you reach Time to Meet Up.
  • During the Tomokazuki chapter, tell Azami about the clone.
  • Next, change to Sato and play her episodes until she reaches the lightout in The Tragedy of Kameshima.
  • Wait for the culprit being the curse echo to be revealed.
  • Make Sato surrender to Kikuko.
  • Yuza will die, and the villains will corner the survivors.

Arnav Barnum

Polar opposite to the first ending, the focus shifts towards Arnav.

  • Start Possessions, and refuse the hand mirror when you speak with Kikuho.
  • Throw away Ikoma's business card. This allows Arnav to steal the curse of Tomosighe.
  • Open Sato's Claim chapter, and fail to convince Arnav to hand over the Tamatebako.
  • First, pick Deny, and then pick I want to thank one.
  • Finally, complete An Exciting Ise-Shima Adventure.
  • While Arnav becomes an immortal legend, the island becomes a hell (well, not literally).

Arnav Barnun's downfall

This ending is pretty similar to the previous one, but there are some fine changes.

  • Begin with Arnav's Possessions chapter.
  • Refuse the hand mirror to Kikuko, but also keep Ikoma's business card. This makes Arnav murder Kikuko.
  • Switch to Sato's Claim chapter, and once again, pick Deny, and I want to take one.
  • Complete Arnav's chapter to reach the ending. While Arnav still becomes immortal, he disappears after being framed for a different curse murder.

Taina No Tomosighe's Desire

Image via Square Enix

This ending revolves around the Tamatebako, with the starting point being the Possessions chapter.

  • Refuse the mirror, throw away Ikoma's business card, and switch to Sato's Claim chapter.
  • Convince Arnav to give the box to you, and choose the Admit, Please, I need it, and Tell the truth options.
  • Change to Yuza's To The Sanctuary chapter, and break the Raging Waves curse.
  • Ignore We Need a Plan, and switch to Sato's Real Name instead. Choose Obey Tomoshige.
  • This saves the island, but Sato will die alongside Tomoshige.

Curse of Sato

For this ending, the setup is identical to the previous one.

  • First, begin with Sato's Real Name chapter.
  • Confront Tomoshige and choose Refuse.
  • Next, begin the We Need a Plan chapter.
  • Pick Circe with Shikigami and Sodo with Feast of Shadows. This setup counters Ikoma.
  • Start the Conclusion chapter with Yuza.
  • When asked if there's a way to prevent Sato from dying, select the "..." option.
  • While you prevail in saving the island, Sato has just one day to be alive.

Paranormasight: The Mermaid's Curse Meta Puzzle (True Ending) solution

Once you've unlocked all five endings mentioned above, we can work towards unlocking the main one. To do so, you'll have to solve a sequence.

Yuza in Paranormasight
Image via Square Enix
  • In the Point of Contact chapter, look at the ground behind Sato. Pick up the Kameshimaru keychain, which marks Tsusaka as the contact person.
  • In the Main Menu load screen, scroll down to the bottom of your slots. You'll find a blurred file; load it to view the Mermaid's memory.
  • In Sato's Claim chapter, begin at the Minakuchi Residence. You'll find the scale at the Altar Shelf. Pick Put it in the Tamatebako option, and read the hidden rules from the chat log menu.
  • In the Main title screen, click four times on the Mermaid. There needs to be a gap of three seconds before each click. If done correctly, you'll get a prompt. Type Yuza when that happens.
  • In Yuza's Conclusion chapter, begin in the Bay Area. You'll be able to see and pick the Actually... option when asked if anything can be done.

Yes, the sequence isn't easy to reach, but hopefully, the guide will help you out.

The post All endings in Paranormasight: The Mermaid’s Curse and how to unlock them appeared first on Destructoid.

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How to create custom portraits in Horripilant

Attacking the enemy in Horripilant

Horripilant offers a variety of options you can use as a portrait, and you can also import your custom creations if you want.

While a portrait isn't going to have any game-breaking effect, it still feels cool. The default list isn't my favorite, but that's not a problem since you can opt for the custom choices. Let's look at how you can use custom portraits in the game.

How to use custom portraits in Horripilant

To use custom portraits, you'll need to own the Supporter Pack. It's an extra purchase that's available at an extremely affordable price. The Supporter Pack is available for $4.99, but it could be cheaper in your region based on Steam's system.

However, simply owning the pack isn't going to be enough since there are a few more steps to complete. The DLC also doesn't include anything that offers any in-game advantage. Let's now look at the additional steps required for importing your custom images.

  • Go to the Supporter folder inside the game's install folder. You can find it easily from the properties on Steam library.
  • Create a new folder with a different name inside the /portraits/folder section.
  • Insert all the images that you want to import.
  • Rename the picture you want to use as your normal portrait to "normal.png".
  • Rename the picture you want to use as your scared portrait as "scared.png".
  • Rename the thumbnail in the settings to "thumb.png".
  • Rename the background image to "bg.png". This part is optional and applies only if you want a background.

Once done, you can load Horripilant, and your custom images will show up. For the best results, use images with a 1:1 aspect ratio. The highest supported image size and resolution is 300x300. The selected image automatically scales up and down based on the default resolution.

As an option, you can also disable the dithering on the portrait by adding an empty text file named "no_dither.txt" in the same folder. This is purely optional, though, and it might not be applicable in some cases.

The post How to create custom portraits in Horripilant appeared first on Destructoid.

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All achievements in Super Battle Golf and how to get them

Players targeting one another in Super Battle Golf

Super Battle Golf puts you in contests against other players, and you'll complete plenty of achievements while trying to defeat them.

Some of the achievements are easy to complete. Some might be quite challenging, and a few will require plenty of rounds and time. Let's look at all the achievements and what you have to do to complete them.

How to complete all achievements in Super Battle Golf

Super Battle Golf has 34 different achievements to complete, and the table below has all the required information.

AchievementHow to Complete
PacifistFinish a hole in a multiplayer match without scoring a single knockout
Green ThumbKnock out 5 opponents with burrowed landmines in matches
Failed SuccessfullyFinish a hole with a shot where the ball altered its course from contact with another ball, item, cart, explosion, or similar in a multiplayer match
Playing with FireKnock out an opponent and yourself with the same explosive item in a match
How is That Even PossibleSecret task. I will update it as soon as I have found it.
A Matter of HonorKnock out an opponent holding a Dueling Pistol with a Dueling Pistol in a match
Snail's PaceFinish a hole during overtime in a multiplayer match
Home RunKnock out an opponent with a ball or dropped item from 125 meters or more in a match
Ready for the Big LeaguesComplete the tutorial
Danger CloseBe within 10 meters of an Orbital Laser explosion without getting struck in a match
Living on the EdgeFinish a par 5 hole or higher without activating any respawn checkpoints in a multiplayer match
Best Served ColdGet 10 revenge knockouts in matches
Phone HomeCall in an Orbital Laser on yourself in a multiplayer match
Head in the CloudsGet to the top of the Golf Shop in the Driving Range
Frog LegsTravel 100 meters or more in a single leap in a multiplayer match
Lying in WaitScore a knockout while hiding in foliage in a match
A Cut AboveScore a hole-in-one in a match
Safety FirstDisarm an active landmine placed by an opponent in a match
CoolheadedFinish every hole in a match of at least 9 holes with a total stroke count on or below par
BullyDominate 3 opponents simultaneously in a match
Never Give UpFinish a hole despite being knocked out at least 10 times on that hole in a multiplayer match
Underwater ExpeditionDrive a golf cart with passengers into deep water in a match
Clowning AroundInterrupt 25 opponents with the Air Horn to cause them to unintentionally swing or use an item in matches
Early BirdFinish a hole with a Birdie or better 25 times in matches
Sweet MovesPerform a victory dance for 3 seconds on the green before anyone has finished the hole in a multiplayer match
Couch PotatoSpectate for the entire duration of a hole in a match
GunslingerKnock out 10 opponents from 50 meters or more with the Dueling Pistol in matches
Behind You!Knock out 250 opponents from behind in matches
Catlike ReflexesEvade 50 incoming homing shots in matches
GoalieKnock out 50 opponents with any club on the green in matches
HoarderPick up 1000 items in matches
Road RageKnock out 50 opponents with the golf cart in matches
Walk The PlankPush 25 opponents into deep water in matches
Grizzled VeteranFinish 500 holes in matches

Barring the How Is That Even Possible, all other achievements are available by default. I will duly update the hidden one once I have figured it out myself. As you'll find, almost all the tasks are relatively simple and straightforward. However, it's better to play with friends if you're looking to complete the achievements quicker.

The post All achievements in Super Battle Golf and how to get them appeared first on Destructoid.

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Dreadmyst Online class tier list

Players fighting in Dreadmyst

Dreadmyst Online is now live on Steam, and you can try out different classes for your adventure.

Picking your class is the first task when you create your character. The current build offers four classes, and you can pick any of your choosing. While all classes have their respective pros and cons, some feel slightly better than the rest.

This guide will give you a brief idea about which class you should pick.

Complete Dreadmyst Online class tier list

The four classes of Dreadmyst Online have different playstyles. They're Cleric, Mage, Paladin, and Ranger. I have used two tiers to separate the different classes.

  • S-tier classes are the best choices in the current meta due to their number of abilities, ease of play, and more.
  • A-tier classes are decent choices, but their in-game difficulty makes them a slightly weaker choice.
Players fighting in Dreadmyst
Image via dreadmyst.com

S-tier

  • Mage: The Mage class is the hardest class in the game. While you get a decent range, the Mage will take a lot of time to learn and master. However, its in-game abilities are powerful. Spells like Bind Spirit allow you to temporarily disable enemy targets, while Deep Freeze can trap them in a block of ice. Abilities like Inferno and Fireball will do direct damage, while Boon of Clairvoyance will raise the critical rating.
  • Paladin: The Paladin class might feel a bit 'boring' to master, but it's the best beginner-friendly choice. The Paladin has numerous abilities that either deal direct damage to enemies or provide heals. Hence, I like this class more than Cleric. While the Cleric heals better, the Paladin's balanced kit feels better to use in most situations. You can use the Paladin as a damage dealer, or you can play the role of a support with abilities like Blessing of Defense and Blessing of Champions.

A-tier

  • Ranger: If you like keeping a distance from your enemies but don't want to go through the complexities of the Mage class, the Ranger is a good alternate. In terms of attacking potential, I rate the Mage class higher. However, the Ranger is easier to learn and master. Its abilities are relatively more straightforward to understand. Your main job is to deal damage and clear as many enemies as you can. Most of the spells, like Aimed Shot, Arrow Flurry, Blindside, etc., either deal direct damage or debuff the enemies. You also get several moves that trigger elemental damage as a bonus.
  • Cleric: This class' usage potential goes up every time you're playing a group. Unless you're playing as a Paladin, you're going to need heals against harder enemies. Having a Cleric makes everyone's life easier as they can sustainably heal you when your health is low.

The post Dreadmyst Online class tier list appeared first on Destructoid.

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Quarantine Zone The Last Check release countdown: Exact date and time

Scanning a player in Quarantine Zone

Quarantine Zone: The Last Check is expected to go live in the second full week of January, and it could be an interesting title to grab if you're into the undead.

Published by Devolver Digital, the game will put you in charge of a failing city on the brink of collapse.

Quarantine Zone: The Last Check release countdown

Quarantine Zone: The Last Check will go live globally on Monday, Jan. 12. There's no console release as it will be a PC exclusive, as confirmed by Devolver. The following countdown will expire once the game goes live.

[hurrytimer id="1164047"]

The countdown is based on the following timings.

  • 10am PT
  • 12pm CT
  • 1pm ET
  • 6pm UTC
  • 7pm CET

The timings are based on the information available on SteamDB, which was last updated on Jan. 10. This is the schedule I am expecting Devolver to follow for launch. If there are any changes, I will update the guide duly to reflect the new information.

What to expect from Quarantine Zone: The Last Check

Quarantine Zone: The Last Check puts you in charge of your own check post, which is arguably humanity's last hope. Your key job is to take in survivors and help them live past the horrors of the undead. However, the most challenging task is to segregate the infected from the innocent. One outbreak can potentially become an unfathomable disaster.

However, you can also use the freshly turned undead to harvest their parts and unlock different rewards. The survivor population will consistently grow, so you'll have to manage the available resources. A demo is already available on Steam for free if you're interested in checking out the core gameplay.

The post Quarantine Zone The Last Check release countdown: Exact date and time appeared first on Destructoid.

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Phasmophobia promises that 2026 will be one of its best years—but here I am just hoping the voices in the dark will finally talk back

Deja vu equipment Phasmophobia.

Spooky season is way past us, and the jollymaxxing hasn't ended yet (at least not in my very archaic Orthodox part of the world), but Phasmophobia never sleeps, and neither do its ghosts. The devs have now announced 2026 will be one of the game's biggest years yet, with the 1.0 release fast approaching.

As announced by the game's developers on X, Phasmophobia will finally launch in full in 2026, bringing its years-long early access program to a satisfying closure. Millions have already played the game, tested it, and helped develop it through their feedback, but more is coming ahead of the official 1.0 release.

This year will have many focuses, but key highlights are increased immersion, modernization, and better graphics. The game desperately needs the latter, and as you could tell from the outdated models, this was probably left for last. The atmosphere of each map and run is already top-notch, and these new finishes will just make the experience even better.

https://twitter.com/PlayPhasmo/status/2009629764706009411

One of the most iconic maps, 6 Tanglewood Drive, is going to be reworked and brought in line with other reworked maps. A much-needed update will be given to the player models, which are frankly immersion-breaking at the moment. The new models will be significantly more realistic and pleasant to look at, which is always a plus.

Animations for both player characters and the first-person camera will be polished, updated, and refined to create a more immersive, grounded experience.

Though it wasn't mentioned in the plans, I sincerely hope some more attention is given to the ghosts and their AI. A lot of the game revolves around communicating with forces unseen, and I've been ghosted (pun intended) way too many times, making me dread a return to a game that doesn't respond. Demonologist drew me away because of that, even if it doesn't have as good a vibe and depth as Phasmophobia. It's just way more reactive, and I pray to see that improved by the time 1.0 comes around.

This update, aimed to release in the first quarter of this year, is a major step toward 1.0. The latter will also include the "reworked Horror update" once it arrives, bringing an end to what's been one of the most popular, fun, and interesting early access programs in the history of indie games.

After 1.0, a lot more could be on the way, given that the devs will have made the game feature-complete and ready for further expansion based on a solid gameplay foundation.

The post Phasmophobia promises that 2026 will be one of its best years—but here I am just hoping the voices in the dark will finally talk back appeared first on Destructoid.

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Indie publisher Hooded Horse issues total ban on AI in its games because it’s a ‘cancerous’ technology

Hooded Horse publisher logo and Manor Lords in the background.

In the midst of increasing AI usage across the board, one publisher is taking a firm stance against the technology, labeling it "cancerous." It has therefore issued a total ban on the use of AI in the games it publishes.

The publisher in question is Hooded Horse, known for supporting countless indie games, some of which are immensely popular and successful. Some of its most notable published games include Manor Lords, Against the Storm, Cataclismo, Endless Legend 2, and Darkwood 2, among others. It's certainly one of the most prominent indie publishers on the market, and it's now using its position to fight against what it perceives as a harmful technology.

In an interview with Kotaku, chief executive Tim Bender said the only thing AI ever did was "[make] our lives more difficult."

"I fucking hate Gen AI art," Bender said, adding that Hooded Horse's publishing contracts include a clause for "no fucking AI assets."

Key art of a stylized battle where the player character attacks a monster.
Clair Obscur: Expedition 33 was recently disqualified from the Indie Game Awards due to its use of AI. Image via Kepler Interactive

Bender went on to say that the publisher "got to the point" where it communicates to its potential partners that no AI should be used, even as placeholders, because there is always a chance it would "slip through" into the final build.

"Because of that, we’re constantly having to watch and deal with it and try to prevent it from slipping in, because it’s cancerous," he said.

Bender concluded by saying that it'd be a "betrayal" of all the people in the company's marketing team who produce all sorts of promotional art if they were to be forced into working with something that relies on generative AI. "I wouldn’t be able to face them if we had that," he said, indicating that this is more of an ethical stance than a PR-related one.

Enforcing these rules is difficult, but I for one believe it's the right course of action. Sure, some of these devs will use AI and mask it well, especially as the technology gets better, but it's important to have rules in place that openly stand in defiance of this worldwide corporate push toward a reality where things are purely artificial, built on the foundations of millennia of human work and effort just so some CEO somewhere could rake in even more cash than he does now.

At least before that selfsame CEO had to produce something of value, something original and striking enough for people to want to experience, so he could rake in the cash. Now, it's a machine doing everything, regurgitating borderline stolen art into pure slop for the enjoyment of absolutely no one and in the service of exclusively a small portion of people who never cared about art in the first place.

The post Indie publisher Hooded Horse issues total ban on AI in its games because it’s a ‘cancerous’ technology appeared first on Destructoid.

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Phasmophobia promises that 2026 will be one of its best years—but here I am just hoping the voices in the dark will finally talk back

Deja vu equipment Phasmophobia.

Spooky season is way past us, and the jollymaxxing hasn't ended yet (at least not in my very archaic Orthodox part of the world), but Phasmophobia never sleeps, and neither do its ghosts. The devs have now announced 2026 will be one of the game's biggest years yet, with the 1.0 release fast approaching.

As announced by the game's developers on X, Phasmophobia will finally launch in full in 2026, bringing its years-long early access program to a satisfying closure. Millions have already played the game, tested it, and helped develop it through their feedback, but more is coming ahead of the official 1.0 release.

This year will have many focuses, but key highlights are increased immersion, modernization, and better graphics. The game desperately needs the latter, and as you could tell from the outdated models, this was probably left for last. The atmosphere of each map and run is already top-notch, and these new finishes will just make the experience even better.

https://twitter.com/PlayPhasmo/status/2009629764706009411

One of the most iconic maps, 6 Tanglewood Drive, is going to be reworked and brought in line with other reworked maps. A much-needed update will be given to the player models, which are frankly immersion-breaking at the moment. The new models will be significantly more realistic and pleasant to look at, which is always a plus.

Animations for both player characters and the first-person camera will be polished, updated, and refined to create a more immersive, grounded experience.

Though it wasn't mentioned in the plans, I sincerely hope some more attention is given to the ghosts and their AI. A lot of the game revolves around communicating with forces unseen, and I've been ghosted (pun intended) way too many times, making me dread a return to a game that doesn't respond. Demonologist drew me away because of that, even if it doesn't have as good a vibe and depth as Phasmophobia. It's just way more reactive, and I pray to see that improved by the time 1.0 comes around.

This update, aimed to release in the first quarter of this year, is a major step toward 1.0. The latter will also include the "reworked Horror update" once it arrives, bringing an end to what's been one of the most popular, fun, and interesting early access programs in the history of indie games.

After 1.0, a lot more could be on the way, given that the devs will have made the game feature-complete and ready for further expansion based on a solid gameplay foundation.

The post Phasmophobia promises that 2026 will be one of its best years—but here I am just hoping the voices in the dark will finally talk back appeared first on Destructoid.

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Indie publisher Hooded Horse issues total ban on AI in its games because it’s a ‘cancerous’ technology

Hooded Horse publisher logo and Manor Lords in the background.

In the midst of increasing AI usage across the board, one publisher is taking a firm stance against the technology, labeling it "cancerous." It has therefore issued a total ban on the use of AI in the games it publishes.

The publisher in question is Hooded Horse, known for supporting countless indie games, some of which are immensely popular and successful. Some of its most notable published games include Manor Lords, Against the Storm, Cataclismo, Endless Legend 2, and Darkwood 2, among others. It's certainly one of the most prominent indie publishers on the market, and it's now using its position to fight against what it perceives as a harmful technology.

In an interview with Kotaku, chief executive Tim Bender said the only thing AI ever did was "[make] our lives more difficult."

"I fucking hate Gen AI art," Bender said, adding that Hooded Horse's publishing contracts include a clause for "no fucking AI assets."

Key art of a stylized battle where the player character attacks a monster.
Clair Obscur: Expedition 33 was recently disqualified from the Indie Game Awards due to its use of AI. Image via Kepler Interactive

Bender went on to say that the publisher "got to the point" where it communicates to its potential partners that no AI should be used, even as placeholders, because there is always a chance it would "slip through" into the final build.

"Because of that, we’re constantly having to watch and deal with it and try to prevent it from slipping in, because it’s cancerous," he said.

Bender concluded by saying that it'd be a "betrayal" of all the people in the company's marketing team who produce all sorts of promotional art if they were to be forced into working with something that relies on generative AI. "I wouldn’t be able to face them if we had that," he said, indicating that this is more of an ethical stance than a PR-related one.

Enforcing these rules is difficult, but I for one believe it's the right course of action. Sure, some of these devs will use AI and mask it well, especially as the technology gets better, but it's important to have rules in place that openly stand in defiance of this worldwide corporate push toward a reality where things are purely artificial, built on the foundations of millennia of human work and effort just so some CEO somewhere could rake in even more cash than he does now.

At least before that selfsame CEO had to produce something of value, something original and striking enough for people to want to experience, so he could rake in the cash. Now, it's a machine doing everything, regurgitating borderline stolen art into pure slop for the enjoyment of absolutely no one and in the service of exclusively a small portion of people who never cared about art in the first place.

The post Indie publisher Hooded Horse issues total ban on AI in its games because it’s a ‘cancerous’ technology appeared first on Destructoid.

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The Nameless City Switch Review

The Nameless City is a horror walking simulator, brought to you by the same publisher who brought you Caligo. You walk through an ugly brown city picking up glyphs which you use to solve puzzle ala Eternal Darkness. Unfortunately, I did not get very far because there are movies that run like crap on the Switch, one of them even crashed my game! Yes, I ended up at this screen and went to write this review:

Lovely!

It is unfortunate, The Nameless City was shaping up to be decent, with some serious puzzle potential later, but I’m not going to put with stutters up and crashing, on the Switch of all Machines. The game does draw directly from Lovecraftian Mythology, even name dropping Abdul Alhazred. There is voice acting. But that’s not enough to overcome poor performance. The Nameless City gets a four score and a not Recommended Verdict.

Overall: The Nameless City had some serious potential for Lovecraftian Horror, but poor performance sunk it.

Verdict: Not Recommended

Score: 4

Eshop Page

Release Date9/3/25
Cost$9.99
PublisherSometimes You
ESRB RatingT

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