Hammer of the gods comes down on the weapons of Hades 2 in the roguelike’s latest patch, but in a good way

Witchy roguelike Hades 2 got a fresh update yesterday that sees a bunch of weapons getting stompier, thumpier, and, yes, whompier. It’s like the hammer of Hephaestus himself was put to work on the entire armory. The Moonstone Axe’s heavier attacks now channel faster, for one thing, which could make the most sluggish of the weapons a little more viable. I haven’t had a go at the re-jigged bashing yet myself but I trust from these patch notes it will be subtly noticeable.

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Bungie reveal fixes for Destiny 2 The Final Shape DLC connection bugs, as players battle weirdly scented error codes

I’ve set aside some time this evening for Destiny 2‘s latest expansion The Final Shape, which launched last night. My pal Liam suggested we play this evening because Bungie’s servers would inevitably go up in flames the moment it launched. And what do you know? The right decision was made. Are we smug about it? Yes. Anyway, the good news is that Bungie have put out a few of those fires, though there are still a few bugs to fix.

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Just Cause creators Avalanche lay off 50 people and close their Montreal and New York studios

Just Cause creators, Mad Max developers and Rage 2 co-developers Avalanche Studios have announced that they will lay off 50 developers – nine per cent of their global workforce – and close their New York, USA and Montreal, Canada studios in order to “ensure a stable and sustainable future for the company”.

The announcement post doesn’t go into much detail about either the reasons for the layoffs or how exactly Avalanche will be supporting the departing staff, adding only that “our focus is now on supporting all Avalanchers through this challenging time” and that “we’re grateful for the invaluable contributions of those leaving and remain committed to creating incredible gaming experiences for our players.”

Avalanche’s Montreal studio had been open for all of eight months. The studio was founded in October 2023 after Avalanche acquired and integrated Monster Closet, who were themselves founded in 2021 by former developers of such headliners as Halo, Prince of Persia and Assassin’s Creed. Avalanche’s New York studio, meanwhile, dates back to 2011.

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Phantom Spark is a hover racer of impeccable chill and wistful fantasy worldbuilding

I was a diehard WipeOut player as a kid. Seriously, me and the boys used to roam the streets of Bradford looking for F-Zero players to bully, at least till the RollCagers rocked up and stole our lunch money. Mind you, I think I was probably less interested in WipeoUt’s racing than its trackside landscapes, which remain exquisite decades on – all those sweeping album-cover facades with their animate fixtures that thickened and solidified into full-blown peripheral cities as the series progressed.

I am similarly hooked by the worlds of Ghosts Ehf’s Phantom Spark, which are a million lightyears from WiPeout in terms of their influences and atmosphere, much as the underlying hover-jockeying is a million lightyears away from WipeouT in terms of its gentleness and lack of combative elements. But these spaces are just as mesmerising to fly through and think about when not focussed on finding the perfect line through the next corner, or avoiding a patch of grass. Small wonder, given that the game’s art director is Joost Eggermont, whose streaking astral contraptions and “small interactive moments” I’ve long admired, but never managed to write about until now.

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Jacking in to Stellaris as a fanatical cyberpunk corporate cult in The Machine Age

From the moment I understood the weakness of my flesh, I thought: no bother, like. Everyone has different skills. Then, I realised that some other people might be less enlightened than me about the whole ‘having limits’ things, and that there was a lot of money to be made hawking implants. Enter space strategy story-spewer Stellaris, specifically, it’s spost specent spee-LC The Machine Age. It adds many options for your space civs, most of which I’m too rusty with the ever-yawpening sandbox’s myriad nuances to appreciate. But what’s this? A new origin that lets you play as techno-religious corpo-cult obsessed with transcending the limits of their meat prisons through cybernetic augmentations? I recognise that from toys! Let’s do some clicking.

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How Elden Ring Shadow Of The Erdtree’s new levelling system makes life easier for newcomers… or harder for veterans

Yes, I’ve played a portion of Elden Ring’s expansion Shadow Of The Erdtree and I think it’s brilliant. But there’s one thing I didn’t flesh out in the preview and that’s the DLC’s standalone levelling system, brought to our attention a month or so ago. Well, here I am to flesh it out! Be warned, though, the role of the system is a jarring thing to condense into words.

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Mech Engineer’s demo is for people who love hateful interface design

If you heard loud swearing last night in the Watford area it may have been one of two things: 1) me cussing out my (borrowed) Steam Deck while stealthily accessing the wifi from outside a closed public library, as I don’t currently have broadband at home, or 2) me subsequently trying to make head or tail of Mech Engineer, in which you take charge of a mobile undersea metropolis and send squads of painstakingly assembled robosoldiers to semi-auto-battle squidgy alien fauna.

Engineering a mech is a Herculean labour whose completion eludes today’s puny scientists, and Mech Engineer doesn’t aim to make life easier, whatever its putative status as a “means of fun”. Mech Engineer is a game with an attitude problem, frankly. I realised this on in-game day two, when the interface coughed up a bunch of damage reports presented as pieces of paper, which I then had to crumple up and toss away individually.

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How Deep Rock Galactic Season 5 drills back down to basics

Dwarven co-op caper Deep Rock Galactic has spent years raising the stakes. Where its offworld mining concern once dealt merely with steep drops and irate bugs, it’s since had to face down the robotic army of a rival mineral corp and an omnicidal alien plague. If the subsequent question is “It used to be about the rocks, y’know?” then DRG’s imminent Season 5 update, Drilling Deeper, is the answer.

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Tactical Breach Wizards is refreshingly unlike XCOM despite wearing the same tactical underwear

We’ll never know exactly what sort of fiction Tom Clancy would have written if he was less interested in the calibre of specific bullets and their effiency at dismantling burgeoning socialist governments, and more so in the specific sigils required to blast a riot cop through a third story window. While charity shops across the land mourn this devasting loss to their paperback shelves to this very day, we do at least have a glimpse into what such a literary venture may have looked like. Oh, did you like that door? Was it your favourite door? Soz, pal. Strategy game Tactical Breach Wizards just hexed right through it with a new demo as part of Steam Next Fest. I’ve played it, and it’s very exciting stuff, not least for how differently it plays than what I’d expected.

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Helldivers 2 Major Order turns planet into black hole as rumours of returning Illuminate faction intensify

Honestly, I turn my back on shooter-of-note Helldivers 2 for (checks calendar)… one, maybe two weeks, and you all go and transform a planet into a black hole. “You” being the players who completed the metagame’s last Major Order and successfully pumped the Terminid supercolony of Meridia full of an experimental “Dark Fluid” – which Super-Earth, incidentally, pinched from the Illuminate faction during the First Galactic War, aka Helldivers 1.

Now, Meridia has imploded and become a radiant, wailing, purple-fringed disc of pure nothingness, with triumphant players rudely ejected from orbit via emergency hyperspace jump, but subsequently allowed to return and gaze into the dark heart of their victory. Great work, Inferno-plungers. I’m sure the consequences of this will be neither cosmic nor horrible.

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