The Rogue Prince of Persia Early Access Review

Being a traditionally parkour-heavy series with a main character who often has a complicated relationship with death, a roguelike Prince of Persia game feels like a concept that was simply waiting for an execution. The Rogue Prince of Persia makes heavy use of the Prince’s favorite modern tool, walls, and designs an entire 2D sidescroller around it by allowing him to run and jump off of most surfaces in the plane behind him. This allows a lot of creative freedom with switching between vertical paths in the level design with skilled platforming, but also forces the Prince to adapt when those walls suddenly become windows. Of course, it’s currently in Early Access, so there’s a strong argument that it is still worth waiting for the developers at Evil Empire to build more content atop this strong but barebones foundation before wall-jumping in.

As a series, The Prince of Persia has ridden the winds of popular sentiment in recent months with not one, but two 2D side-scrolling revivals. The first, Prince of Persia: The Lost Crown, was roundly praised for its inventive platforming this past January, which leaves The Rogue Prince of Persia to justify its bonafides through its developer (known for bringing renowned roguelite platformer Dead Cells to life) and how it lives up to the Prince of Persia name that’s been hung around its neck. The initial and easiest comparisons would be to assume it is either The Lost Crown with roguelite elements or Dead Cells with an emphasis on parkour movement, and yet neither of those descriptions wholly encompasses how it actually plays.

Without losing its roguelite concept, this new go-round for the Prince puts more of an emphasis on his fighting capabilities across myriad weapons. Enemies come in many shapes and forms, with both shielded and unshielded varieties, and require every technique at your disposal to get through each fight unscathed. Every charge attack, drop attack, or vault over an enemy helps keep your health bar pristine until an inevitable boss fight.

One of the most important lessons I learned is that discretion is the better part of valor. While it is tempting – and often rewarding – to fight every enemy in the way, preserving your health matters far more than anything else. You cannot skip every enemy, but it defeats the purpose to engage every large warrior who swings a spear in omnidirectional strike zones unless you are entirely sure you can emerge unscathed. Combat is so involved that it can end up feeling overwhelming at times, so it is simply not worth it to take down a group of five enemies if it means dying to a saw blade in the wall a few steps farther into the level.

An unlucky fall into a group of enemies can be devastating.

This being a roguelite with randomly arranged levels, though, avoiding danger is the greatest – and sometimes the most frustrating – challenge. An unlucky fall into a group of enemies can be devastating to your life total, and even a good plan to destroy enemy shields can fall apart when there are too many grouped up to discern which one an attack will hit. It can be a bit of a bummer when taking two or three hits could completely decimate a run, as it occasionally makes me too wary of danger to really engage with the combat.

That’s a shame, because The Prince has various weapons available to unlock and wield, each using a different fighting style. The Royal Sword ended up being my favorite due to its good balance of speed and reach, while the Whirling Spear’s long wind-up times frustrated my hit-and-run style of play. With nine currently available, there is definitely enough weapon variety to make runs feel different, but not enough that I was routinely feeling over the moon at having found another one I clicked with.

Those weapons are crafted and upgraded using the not-particularly-expansive system of bringing the single resource you gather on runs to an iron forge back at your base. That can get expensive when you’re handing it over in often double-digit numbers and an average run only nets you around 30, though those new weapons and improvements are then permanently unlocked for future runs. And this, right here, is the source of one of my largest annoyances with The Rogue Prince of Persia in its current incarnation: I would sometimes forge items from the list, but they would not be marked off as unlocked in my collection despite disappearing from the forge. This can only be a glitch, but it is an annoying one, because I do not know if something has been forged and I have not organically found it again or if it just never got unlocked and is lost to the sands of time.

Another wrinkle is the charm system – essentially buffs and modifiers added to your combat skills that commingle to effectively level you up between runs. A fully-kitted out character with accordant powers like oil slicks and fire will be taking enemies out before they know what hit them, but relying on a few level-ones without a proper build will barely improve your capabilities. The handful of charms available now largely do not seem to make a huge difference to your runs on their own, but a Prince with leveled-up charms will certainly have an easier time dealing with the unexpected than one barely scraping by on an early run. The process of unlocking them always left me fearing that a similar glitch to what I experienced at the forge would present itself, leaving me with fewer glimmers and no charms to show for it, but so far that’s worked as expected.

When The Rogue Prince of Persia flows, it flows extremely well.

And when The Rogue Prince of Persia flows, it flows extremely well. 2D action game aficionados and sickos alike will enjoy bouncing along walls and bopping enemies with different weapons as an act of fun in and of itself. After the latest patch, the battle system really does stand up on its own as both smoother than Dead Cells and far beyond the fighting in Prince of Persia games before it. At some point, you will be startled by how much you are improving at fighting enemies and how kinetic it can be to dispose of them quickly while moving.

The story, as of its Early Access launch, is an intriguing setup that has the Prince rushing out to save his kingdom from supernatural invaders, only to be continually yanked back in time by a magic bola, but beyond that initial concept it’s edging on non-existent. He is forever stuck in a loop where he may never truly have enough time to make it to his destination, which could be a great launching pad for more characters to be introduced and steal the show, but there’s too little to grab onto currently.

It is especially lacking during boss fights when compared to, say, Supergiant’s Hades series. Exchanging the same two or so lines with the boss gets old long before the Prince breaks the cycle and remarks he already knows what a boss is going to say, and even then they both keep repeating that same line forever. That makes the dialogue that’s supposed to poke fun at the repetition repetitive in and of itself. I have to imagine more lines will be added later, but later is not now.

A cast of characters supports the Prince along the way, but at this point, they have no variety and no depth. Azadeh, the leader of the village you set out from, feels vaguely nonsensical at the moment; she’s clearly waiting until she can either be reworked or given more lines to make what she currently has to say make sense in context. Other characters move to the Prince’s camp, which protects those individuals from losing their memory while rewinding time, but very little is made of or by this convenient contrivance. There is plenty of time and opportunity to expand all of this in future updates, but it is a bit of a bummer to start the adventure and feel very little motivation to do right by this merry troupe of one-dimensional misfits.

At this juncture, there is no voice acting to speak of for any of The Rogue Prince of Persia’s characters, including the Prince himself. This does not feel like a huge loss right now given how little there would be to say, but it doesn’t help the already flat characters feel any less paper-thin, and makes it that much easier to run past them without caring what they have to say.

There is very little motivation to do right by this troupe of misfits.

At least The Rogue Prince of Persia is lovely to look at, styled like a Sasanian-era painting come to life. Smooth animations and bright colors meld into a satisfying aesthetic, even if things look best while in motion and a little awkward when standing still. The environments not only look pleasant, but read well with necessary immediacy as you sprint and fight, which is important considering not every background surface lets you run on it to your heart’s content. I am somewhat puzzled as to why every character has purple skin, but I assume that is more of a stylistic choice rather than a malicious one, given the historical weight that depiction can sometimes carry.

Level variety is on point, with each new area looking substantially different in color scheme and tone from the previous one. If only the enemy visual design was as bold as the environmental art, then areas would feel a lot more fresh. Instead, the theming grates a little when seeing an enemy from a previous area in a new one along with several similar-looking, mask-wearing mooks.

The music is often somewhat relaxed and in the background, never really taking focus away from the action. At other times, there is some dynamism in the soundtrack that had me tapping my toes along with the beat, but something about it feels ill-fitting with the action on the screen. The music seems tuned for someone who wants to run forward without stopping, which is not going to fit every playstyle an action roguelite can support. The opening theme is also incredible, but does evoke a similar alien feeling when considered as part of the whole.

However, all of the good and bad of specifics like that are largely a wash under the criticism that there is simply not enough at The Rogue Prince of Persia’s Early Access version to hold my attention very long. It does not take more than about five hours of crafting and leveling up gear to get strong enough to surmount the first major boss, and the encounters after that follow suit. There’s a little bit more to see, such as how the Prince can discover new information that can lead to unseen levels, though I’d have thought the story connection between what is discovered and what is unlocked would be a lot stronger. I genuinely had a fun time getting through the areas and fights that are currently available, but right now it’s hard to recommend for anyone who does not care about watching it take shape in real time. An update that came out during this review period did add a new level already, which is encouraging, but there’s a long road ahead.

Dragon Quest III HD-2D Remake: Here’s What Comes in Each Edition

Dragon Quest III HD-2D Remake is set to launch for PS5, Nintendo Switch, Xbox Series X|S, and PC on November 14. Using a stylish combination of pixel art and modern graphical effects, it brings the classic 1988 NES RPG to modern systems. The game is now available to preorder at a variety of retailers. Read on for the details.

Preorder Dragon Quest III HD-2D Remake

PS5

Nintendo Switch

Xbox Series X|S

PC

The standard edition comes with the game, along with the preorder bonus (detailed below), which includes a handful of in-game upgrades for your team of heroes. Don’t worry if you don’t see your store of choice in the list above. We’ll add new retailers as the listings become available.

Dragon Quest III HD-2D Remake Collector’s Edition

The Square Enix Store-exclusive collector’s edition costs $199.99. It comes with the game itself, plus the following extras:

  • Collectible Game Case Storage Box
  • Character & Monster Acrylic Blocks Complete Set
  • Adventurous Accessory Kit (In-game Items)
  • x2 Exclusive Digital Wallpapers (PC Desktop)

Adventurous Accessory Kit includes:

  • Strength Ring x1
  • Dragon Scale x1
  • Words of Wisdom x1
  • Cat Suit x1

Dragon Quest III HD-2D Remake Preorder Bonus

Preorder the game from any retailer, and you’ll receive the following in-game items:

  • Elevating Shoes x1
  • Seed of Agility x3
  • Seed of Magic x3
  • Seed of Defense x3
  • Seed of Strength x3
  • Seed of Life x3

What is Dragon Quest III HD-2D Remake?

Dragon Quest III HD-2D Remake is a brand-new version of a classic RPG that first released for the Nintendo Entertainment System in 1988. It’s a faithful remake that, despite the significant graphical revamp and refined narrative elements, doesn’t stray too far from the source material.

The first three Dragon Quest games represent the Erdrick Trilogy. This third installment was actually a prequel, so it tells the beginning of the adventure. Basically, you play as the 16-year-old child of a hero named Ortega, who was sent to defeat the villainous Baramos. Ortega failed, so the king sends you and a group of companions to finish the job. In addition to this game, Dragon Quest 1 and 2 HD-2D upgrades are set to release in 2025.

Other Preorder Guides

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Threads.

Save 31% Off the TSA-Approved Anker Prime 27650mAh Power Bank

Today, Amazon is offering the powerful and high capacity Anker Prime 27,650mAh USB Power Bank for only $124.99, a hefty 31% price drop from its original $180 MSRP. This is the successor to the Anker 737 that we deemed the best Steam Deck and ASUS ROG Ally charger. Note only does it carry a significant battery capacity, it also boasts an absolutely massive 250W of USB power delivery to charge even the most power hungry MacBooks, iPhones, and handheld gaming consoles (simultaneously, in most cases).

Anker Prime 27,650mAh Power Bank for $124.99

with 250W of USB Type-C Power Delivery

The Anker Prime is a hefy power bank, measuring 6.4″x2″x2.2″ and weighing in at 1.5 pounds. This is a heavier duty power bank designed to charge more power hungry devices like laptops, (multiple) portable gaming systems, and (multiple) phones. It has two USB Type-C ports and one USB Type-A port. Each USB Type C port supports up to 140W of Power Delivery, which is the max charging rate of a new 2024 MacBook Pro 16″ laptop. If you want to use both USB Type-C ports simultaneously, one will charge at 140W and the other at 100W. The USB Type-A port also boasts up to 65W of charging, although that drops to 18W if you’re using both USB Type-C ports at the same time.

The 27,650mAh battery capacity is more than you’ll ever need on your itinerary. It can charge a Nintendo Switch OLED about 6 times, iPhone 15 Pro Max about 6 times, Steam Deck about 5 times, and an ASUS ROG Ally about 10 times. What also makes the Anker Prime unique compared to most other power banks is the LCD digital readout. It displays a lot of useful real-time information like remaining battery capacity, power input, and power output from each port.

Regarding bringing the Anker Prime on airplanes, this power bank outputs 99.54Wh, which meets the TSA requirements for carry-on baggage. Power banks need to be under 100Wh, which means this is the absolutely highest capacity you can bring on board without needing special clearance.

The Anker Prime is an excellent Steam Deck / ASUS ROG Ally charger

Both the ROG Ally and Steam Deck suffer from a short battery life when gaming on the go. For instance, when playing most games at 60 FPS, you’re likely looking at four hours of battery life for the Steam Deck and maybe half that on the ASUS ROG Ally, which is equipped with a measly 2600mAh battery. During our Steam Deck review, we even found games like God of War or Spider-Man could potentially tap out in under 2 hours. At the end of the day, you’ll never get the full potential out of your Steam Deck or ROG Ally if you’re not equipped with a decent portable charger.

The Anker Prime is an outstanding charger for the Steam Deck and ASUS ROG Ally portable gaming handhelds. The Steam Deck supports up to 38W, the ASUS ROG Ally up to 65W, and the Nintendo Switch up to 18W of power delivery, That means technically you could charge all three gaming consoles at the same time across all three ports. If you’re traveling with a family with multiple Nintendo Switches or Steam Decks, this option will be a lot more convenient than bringing multiple power banks.

Check out more of our favorite power banks of 2024. Unsurprisingly, Anker tops the list.

Ace Attorney Investigations Collection Revealed, Remasters Two Spin-offs – Nintendo Direct 2024

As part of the June 2024 Nintendo Direct, Capcom revealed Ace Attorney Investigations Collection which contains remasters of two spin-offs from the series. This includes both Ace Attorney Investigations: Miles Edgeworth and Ace Attorney Investigations 2, the latter of which never released outside of Japan. Both games have you controlling Miles Edgeworth and feature characters from throughout the mainline series.

Ace Attorney Investigations Collection will feature updated artwork for a more modern look, but you’ll be able to swap to the original pixel art at anytime. It’s set to release on Nintendo Switch on September 6 of this year.

For everything shown during the stream, be sure to check out our roundup of all the announcements from the June 2024 Nintendo Direct.

This story is developing.

Fantasian Switch Port Revealed, Previously Apple Exclusive From Final Fantasy Creator

As part of the June 2024 Nintendo Direct announcements, the previously Apple Arcade exclusive RPG Fantasian is coming to Nintendo Switch this holiday season. It is the latest game from developer Mistwalker, which is led by Final Fantasy series creator Hironobu Sakaguchi. Fantasian is a full-fledged story-driven RPG with turn-based combat and features music from longtime Final Fantasy composer Nobuo Uematsu.

For all the details, check out our roundup of everything announced during the Nintendo Direct.

This story is developing.

Paradox Shuts Down Tectonic After Canceling Life by You

Following the cancellation of The Sims-style life sim Life by You, Paradox has now shut down its developer.

Swedish games company Paradox, best known for Crusader Kings, Cities Skylines, and Stellaris, said it had “decided to cease further operations” in Berkeley, California-based Tectonic in a move that affects the studio’s 24 staff.

“This is difficult and drastic news for our colleagues at Tectonic, who’ve worked hard on Life by You’s Early Access release,” Fredrik Wester, CEO of Paradox Interactive, said.

“Sadly, with cancellation of their sole project we have to take the tough decision to close down the studio. We are deeply grateful for their hard work in trying to take Paradox into a new genre.”

Tectonic had worked on Life by You since 2019. It’s the latest in a string of recent failures from Paradox, which Wester has said will spark an evaluation of how the company manages its projects. “We have a very solid financial position and a strong core game portfolio, which keeps us confident about our future,” Wester insisted.

This is difficult and drastic news for our colleagues at Tectonic.

Last year’s disastrous release of Cities Skylines 2, which developer Colossal Order is still working to address, was just one title that hit Paradox’s bottom line as well as its reputation. In October 2023, Paradox called The Lamplighters League a “big disappointment” as it was forced to record a $22 million write-down. Paradox has also delayed jail sim Prison Architect 2 a number of times, the latest to this September after the discovery of “unexpected issues occurring too often.” The Paradox-published Vampire: The Masquerade – Bloodlines 2 has endured a troubled development too, although a release date now looks in sight.

The closure of Tectonic is the latest in a string of studio closures and layoffs that have hit the video game industry hard in recent years. Thousands of staff have been impacted by cuts right across the industry, with layoffs at the likes of Microsoft, Sony, and Embracer, to name a few. Just this week Embracer shut down Pieces Interactive after Alone in the Dark failed to meet sales expectations.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Elden Ring Director Hidetaka Miyazaki Won’t Allow Layoffs at FromSoftware as Long as He’s in Charge

Elden Ring creator and FromSoftware president Hidetaka Miyazaki has said he won’t allow the devastating video game industry layoffs to affect his studio as long as he’s in charge.

Speaking to PC Gamer, Miyazaki said he can’t 100% guarantee FromSoftware will be safe from job losses — which have so far seen thousands lose their jobs across the likes of Embracer Group, Microsoft, and Sony — but wouldn’t allow it “as long as this company is [his] responsibility.”

FromSoftware is owned by Japanese organization Kadokawa Corporation so the decision isn’t wholly in Miyazaki’s hands, however. Microsoft, for example, shut down Redfall developer Arkane Austin alongside Hi-Fi Rush and Ghostwire Tokyo developer Tango Gameworks in May 2024 despite posting a 17% increase in revenue and $21.9 billion in profit in its latest financial earnings report.

As long as this company is my responsibility, that’s something I would not let happen.

But Miyazaki appeared confident Kadokawa shares his opinion on layoffs. “Speaking to myself and this company, I want to say that this is not something I would wish on the staff at FromSoftware in a million years,” he said. “I’m pretty sure our parent company Kadokawa understands that and shares that view.”

He then referenced former Nintendo president Satoru Iwata, who famously took a pay cut himself when profits were down instead of resorting to layoffs. “I sincerely doubt employees who fear that they may be laid off will be able to develop software titles that could impress people around the world,” Iwata said at the time.

Miyazaki echoed this statement. “I think it was the old ex-president of Nintendo, Iwata, who said ‘people who are afraid of losing their jobs are afraid of making good things.’ I’m paraphrasing that, but I totally share this view,” he said.

“I think it’s true, and I think the people at Kadokawa, our parent company, understand that I hold this view very strongly. While we can’t say 100% — we can’t say with complete certainty what the future’s going to hold for From and Kadokawa — at least as long as this company is my responsibility, that’s something I would not let happen. So hopefully our players and our fans can take a little bit of assurance from that.”

Miyazaki’s comments come just as Embracer shut down Alone in the Dark developer Pieces Interactive after the game failed to meet expectations. Pieces Interactive joins Free Radical Design, Onoma, and Volition Games as studios closed by Embracer in the last year amid layoffs affecting thousands of employees.

Image credit: Daniel Boczarski / Contributor at Getty Images

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Todd Howard Rules Out Fallout 1 and 2 Remakes

Amid the increasing popularity of the Fallout franchise, some fans have called on Bethesda to remake the much-loved first two games in the series — but according to Bethesda Game Studios chief Todd Howard that’s not on the cards.

In an interview with YouTube channel MrMattyPlays, Howard said that some of the charm of Fallout 1 and 2 has to do with the fact they remain firmly rooted in the old-school PC role-playing game era of the mid-to-late 90s, so he’s happy to leave them where there while ensuring they run well.

“The main priority for us is to make sure they’re available and you can still play them,” Howard said. “So on the PC obviously they’re there for people to go and get and play, and making sure that they run okay. As far as beyond that, we’ve talked about it, but our priorities in terms of, hey let’s go do dev work and make certain things work, they haven’t been in those areas. So again, priority is, hey can people load it up and play it?

“We want it to load up and run well. The rest of it, I could argue some of the charm of games from that era and the original Fallouts is a little bit of that age. I would never want to paste over some of that with, well we changed how this works so it’s more modern. So as long as you can download it, as long as it loads up and runs, I’d like people to experience it the way it was.”

Led by Interplay producer Tim Cain, the original Fallout games enjoyed critical and commercial success on PC before the company collapsed. Elder Scrolls developer Bethesda later picked up the rights to the franchise and went on to release Fallout 3 in 2008, bringing the post-apocalyptic series into first-person and full 3D.

Despite their age and archaic design, Fallout 1 and 2 remain much-loved by fans of the series, and are often held up as two of the greatest role-playing games ever released. Indeed the recent franchise boost fueled by Amazon Prime’s breakout Fallout TV show affected the original games as well as the modern titles with increased player numbers across Steam.

Right now, if you ask me, the best way to play it is on a PC, mouse and keyboard, the way it was.

And so, the calls to modernize Fallout 1 and 2 are louder than ever, but clearly Howard has more pressing matters to attend to, including ongoing updates for Fallout 76 and, eventually, Fallout 5, which is set to come out after The Elder Scrolls 6.

Howard even ruled out bringing Fallout 1 and 2 to console. “Anything is possible, but that’s going to be a longer dev throw,” he replied when asked if such a port were even possible. “And you have to ask yourself, is that where we want to put our time right now? Or is it best played the way it was on a PC? Right now, if you ask me, the best way to play it is on a PC, mouse and keyboard, the way it was.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Spear Mains Rejoice as Helldivers 2 Patch 1.000.402 Issues Tons of Fixes

Helldivers 2 developer Arrowhead has followed up last week’s release of the game’s big balance update and premium warbond with a new patch that applies a long list of fixes.

The highlight is a fix for the Spear support stratagem, which has suffered all sorts of problems since the PC and PlayStation 5 co-op shooter launched earlier this year. What should be a reliable monster of a weapon has for so long been fickle, with its anti-tank homing missile failing to properly track locked-on targets.

According to the update 1.000.402 patch notes, there’s a fix for the Spear not targeting several entities (spawners, compound objects, etc). This should encourage more players to bring the Spear onto the battlefield.

And here’s another helpful fix: Hellbombs now get called down facing the player, rather than away from the player. Players have got used to Hellbombs facing away from them, so there will be a bit of unlearning to do with this one.

Arrowhead updated the known issues list, too, outlining what the studio is working on fixing with upcoming patches. Of note: the Bile Titan sometimes does not take damage to the head, and the Charger’s butt does not take damage from explosions. What an arse!

Last week was a big one for Helldivers 2 and Arrowhead, which recently revealed it was in the process of setting the studio up so it could “make more and better stuff” in the long-term. In an introductory post on reddit, new CEO Shams Jorjani, who recently replaced previous Arrowhead CEO and now current Chief Creative Officer Johan Pilestedt, said the studio has had to adjust to the enormous success Helldivers 2 has brought to the company.

Helldivers 2 is the fastest-selling PlayStation game of all time, having shifted an incredible 12 million copies in just 12 weeks since going on sale earlier this year. Amid the huge revenue Helldivers 2 has generated, Arrowhead itself has suffered a number of crises, including launch server problems and, most recently, a battle with Sony itself over the console maker’s controversial attempt to force Steam players to account link to PlayStation Network.

Helldivers 2 update 1.000.402 patch notes:

Overview

For this patch, we have made improvements and changes to the following areas:

  • Quality of life improvements
  • Crash fixes
  • General bug fixes

Fixes

Crashes

  • Fixed various crashes that would sometimes occur when changing settings.
  • Fixed potential crash or corrupted font texture when changing the language
  • Fixed a crash that might occur after exiting a mission.
  • Fixed a crash that occurs when opening the social menu with more than 100 friends. As a result we have also limited the friends list visibility to 100. You will remain friends with anyone over 100, but you may not be able to see them if they are offline.
  • Fixed crash when opening social menu and having many blocked players and/or friend requests.
  • Fixed a crash when minimizing after changing fullscreen mode.
  • Fixed rare crash which could occur when picking up equipment.
  • Fix a crash when a client interacts with a terminal in a waiting state after host migration.
  • Fix a crash related to minefields.

Misc Fixes

  • Fix issues with dodge and prone.
  • Fix not being able to stand up when wielding the ballistic shield.
  • Fixed the Recoilless reload speed.
  • Fixed issue where users couldn’t write a description on console when reporting a player.
  • Fixes vehicle preview not despawning in Warbonds when quickly scrolling through the catalog.
  • Fix Spear not targeting several entities (spawners, compound objects, etc).
  • Sentries have a higher destruction value so most explosions do not instantly destroy them regardless of the damage amount.
  • Fixed bug where operation progress would be lost when kicked due to inactivity,
  • The “Remove Friend” and “Block Player” buttons are now hold-to-confirm instead of a single click.
  • Fix bug where dying would try to enter ADS.
  • Fix a soft lock if you receive an interact emote while holding a grenade.
  • Fix projectile to crosshair inaccuracies in ADS when the player is in different stances
  • Fixed broken player model in career tab when on someone else’s ship.
  • Adjudicator: fixed incorrect recoil values.
  • Fixed armory terminals losing their functionality if the last client player who interacted with them leaves the host’s ship.
  • Fix missing localization for flying patrols operation modifiers.
  • Fix issue where throwing knives could be left floating in the air.
  • Support for non-latin fonts in the game’s install folder path.
  • Vehicle skins are now applied to all vehicle variations when equipping directly from Warbonds.
  • Fixes flag objectives not properly tracking Helldiver’s position while on a Combat Walker.
  • PH-202 Twigsnapper helmet: fixed missing description.
  • Fixed the issue where the shuttle would clip through Bile Titans and terrain during landing sequences.
  • Improved performance on PS5 when CPU bound
  • Fixes FX remaining when destroying Spore Spewer
  • Ensure stim vfx remains on screen for the entire duration of the stim effect when med-kit bonus is present.
  • Fix for emote receiver players being able to use their weapons during emote animation
  • Hellbombs now get called down facing the player, rather than away from the player.

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

  • Sending friend requests via friend code in game currently does not work.
  • Players may be unable to be joined or invited to the game.
  • Players added to the ‘Recent Players’ list will appear in the middle of the list.
  • Players may experience delays in Medals and Super Credits payouts.
  • Available Operations are generated again after reconnecting after getting AFK kicked.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Most weapons shoot below the crosshair when aiming down the sights.
  • Plasma Punisher is unable to shoot out of the shield generators.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • “Hand Carts” ship module does not reduce Shield Generator Pack’s cooldown.
  • Bile Titan sometimes does not take damage to the head.
  • Charger’s butt does not take damage from explosions.
  • Players may become stuck in the Loadout when joining a game in progress.
  • Reinforcement may not be available for players who join a game in progress.
  • Planet liberation reaches 100% at the end of every Defend mission.
  • “Raise Flag of Super Earth” objective does not show a progress bar.
  • Mission count in the Career tab is being reset to zero after every game restart.
  • Some weapons’ descriptions are out-of-date and don’t reflect their current design.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Paradox Officially Cancels Its Long-Delayed The Sims Competitor Life by You

Paradox Interactive announced that its long-delayed The Sims-style life sim Life by You is officially canceled in a post on their website today.

Life by You was initially announced in May of 2023. At the time, an early access release was planned for September of that year. It was initially delayed to May of 2024, then in February, Paradox announced an additional delay, pushing Life by You’s Early Access release to June 4th. Two weeks before the June 4 release, it was delayed again, this time without a release date, because, in the words of Paradox Deputy CEO Mattias Lilja, “additional time [was] needed.”

Paradox Interactive released a statement from CEO Fredrik Wester explaining the decision on its website. The full statement is as follows:

Paradox Interactive (Paradox) has today decided to cancel the release of the game Life by You. This means that the second quarter of 2024 will be impacted negatively by MSEK 208 from the write-down of the game’s total capitalized development costs.

For a long time, we’ve held hopes for Life by You and the potential we saw in it, but it is now clear that the game will not be able to meet our expectations. A version that we’d be satisfied with is too far away, and therefore we are taking the difficult decision to cancel the release. Moving forward, we should perform at a much higher level, and it’s obvious that we have work ahead of us, said Fredrik Wester, CEO of Paradox Interactive.

We’ve performed poorly in recent releases, continued Wester. Even though we now start new projects in a different manner, it is clear that we must make further changes so that quality is more consistent and the promises we make to our players are met. We have to evaluate how we manage projects and how we organize, for we will and must get better. We have a very solid financial position and a strong core game portfolio, which keeps us confident about our future.

This disclosure contains information that Paradox Interactive AB is obliged to make public pursuant to the EU Market Abuse Regulation (EU nr 596/2014). The information was submitted for publication, through the agency of the contact person, on 17-06-2024 21:45 CET.

Life by You’s cancelation marks the latest in what has been, by Paradox’s own admission, a years-long rough patch that has affected their last few games and development process. Cities Skylines 2 had a disasterous launch that Paradox is still trying to sort out more than eight months after release, and Steam reviews for the city builder remain mixed.

Jail sim Prison Architect 2 has also been the victim of numerous delays, the most recent of which pushed the release date back to September due to “unexpected issues occurring too often.” The Paradox-published Vampire: The Masquerade – Bloodlines 2 has also endured a troubled development that has seen several years of delays, the depature or firing of several senior staff, and, ultimately, a change in developers. Thankfully, it seems to be back on track after new gameplay footage was revealed in January.

The publisher’s most recent release, the Ironclad Games-developed Sins of a Solar Empire 2, dropped it’s Early Access label earlier this year ahead of its planned August Steam release. In our review, we said “Sins of a Solar Empire 2 is a faithful follow-up to a beloved strategy game, but it is still in a buggy and clearly unfinished state despite its stealth launch out of early access.”

Will Borger is an IGN freelancer. You can find him on Twitter @bywillborger.