Tiny Lands Deluxe Edition from Beginning to End

Tiny Lands Deluxe Edition from Beginning to End

Tiny Lands key art

A long, long time ago, in a faraway land, a group of indie developers from El Salvador landed in Spain with great excitement in their luggage. After making connections and overcoming hardships, they finally managed to settle in Barcelona and begin their adventure to Turn nostalgic games into beautiful experiences!”

With this in mind, HyperThreeStudio team formed by brothers Isaac and Abraham got to work. Their condition as twins became the inspiration for the main theme of their game, where the player will have to “spot the differences” between two almost identical 3D dioramas.

With the theme decided, the team could start working, although there were still many critical points to settle first, such as the game’s core gameplay, the style to use, the type of rewards for the player, and countless other details they gradually worked their way through.

The process of creating new levels is slow and requires a great deal of attention, as all the models used in the different 3D dioramas are unique and are manually created by Abraham, the main person responsible for bringing the models to life.

  • Tiny lands screenshot
  • Tiny lands screenshot

With the game taking shape and the “No Penalty” concept in mind, they were certain that the game’s mechanics and levels had to be pleasant and relaxing. With BigRicePiano’s talent at the melody, combined with the beautiful 3D dioramas, the team achieved the calming atmosphere they were aiming for. From there, it was just a matter of continuing to create more models and levels featuring tiny people, tuned controls for both gamepad and mouse, adding snow and wind particle effects, ambient sounds of seagulls, many other small but cozy details so the player only has to sit back and enjoy.

Tiny lands screenshot

The team wanted to offer a complete game, packed with levels and differences, with a personal charm and also affordable for everyone and guess what? Their formula was a success! Tiny Lands was released on Steam in January 2021 and boasts 92% “Very Positive” reviews, which led the team to fully commit to creating more levels and DLCs for their community.

In this way, over the following years, HyperThreeStudio kept creating and adding levels to the game, which already had 100 levels in its base version. After releasing the DLCs Expansion Pack 1, Expansion Pack 2, Expansion Pack 3, and The Final Challenge, the game reached a total of 200 levels, every single one handcrafted and with no repeated models!

Tiny lands screenshot

And that’s how we arrive at the release of Tiny Lands: Deluxe Edition on Xbox, offering the entire collection of levels in a single product, with no additional purchases or annoying installations. Just relaxation, peace, and plenty of differences! Will you be able to find them all?

The HyperThreeStudio team is currently working on the game’s sequel, applying all the feedback and experience gained from the first version. Stay tuned in their socials for more information, and pick up Tiny Lands Deluxe Edition on Xbox today!

Tiny Lands – Deluxe Edition

Hidden Trap

Tiny Lands – Deluxe Edition is a relaxing 3D game about finding the differences between two handcrafted dioramas. If you are looking for a game that allows you to just sit back and play Tiny Lands is for you!

Tiny Lands – Deluxe Edition includes all DLC worlds:
– Desert mysteries
– City lifestyle
– Warmy christmas
– Traditional food
– Cozy interiors
– Fairy tales
– Fish tanks
– Amusement park
– Pirates

This also includes the “Final Challenge” special world for those who are ready for the ultimate Tiny Lands experience.

Over 100 additional handcrafted dioramas are waiting for you!

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City-Building in Your Hands: Adapting Frostpunk 2’s Depth to a Gamepad

City-Building in Your Hands: Adapting Frostpunk 2’s Depth to a Gamepad

Frostpunk 2 key art

Summary

  • Out now and available day one with Xbox Game Pass.
  • Fully reworked control scheme and interface tailored for gamepads.
  • Complex strategy gameplay translated into an intuitive console experience.

With many intuitive solutions carried over from the original Frostpunk’s console UI and control scheme, one might assume that porting its sequel to Xbox Series X|S would be a simpler task. After all, the groundwork was already there – a society survival city-builder adapted for gamepad and big-screen play instead of traditional mouse and keyboard.

But Frostpunk 2 is a significantly different game. Leaning further into grand strategy, with more interconnected systems demanding player attention, it quickly became clear that the control scheme needed to evolve into something more robust. Many of the core UI structures – including the radial menu system – still served as a reliable foundation. Circles are practically sacred in Frostpunk’s design language. In the original game, the city was built in rings around the Generator, nestled within a crater, with survival radiating outward from its warmth.

Frostpunk 2 screenshot

But “settlement” may no longer be the right word. In Frostpunk 2, set 30 years after the Great Storm that concluded the first game’s story, players guide the fate of a growing city – one less focused on day-to-day survival and more on shaping the ideological future of humanity. With nature somewhat constrained, human nature becomes the greater threat. Political conflict, ideological division, and competing visions for the future define the challenge ahead.

A new UI feature – the Command Radial – serves as the top layer of interaction. Activated by pressing the left trigger, it presents a three-option wheel for navigating the Idea Tree, Frostland Exploration, and the Council.

  • The Idea Tree lets players choose which faction to support and which research to invest in, pushing the city toward a specific ideological path.
  • Exploration remains somewhat familiar to returning players – you send Scouts into the frozen wilds – but with a twist: you can now found outposts and colonies, connected to New London by rail.
  • The Council is an all-new feature. With the Captain from the original game dead, New London takes a tentative step toward democracy. Laws are passed via voting, but political maneuvering is far from straightforward. Some factions refuse to compromise.

The Command Radial is designed to be fast and responsive. It temporarily hides most HUD elements with a blurred background, focusing the player’s attention. It also displays progress indicators for active research, council recesses, and ongoing exploration missions.

Frostpunk 2 screenshot

But Frostpunk 2 demanded more than one radial. The team introduced a Quick Radial, accessed with the right trigger, for contextual interactions. Hover over frozen terrain, and you’ll see the Frostbreaking option. Highlight a buildable area, and you can go directly to the District menu. Trigger it on an existing district, and you’ll see options related to Special Buildings or Hubs. While active, the Quick Radial also color-codes districts, aiding orientation and quick decision-making.

  • Frostpunk 2 screenshot
  • Frostpunk 2 screenshot

Both radial menus pause time automatically. Players can also pause or adjust game speed using the D-pad. The Extended City View (accessed with X) also freezes time, and allows players to scroll through HUD icons using the up/down buttons, giving deeper insight into the city’s condition.

From a visual standpoint, the UI was crafted to match Frostpunk 2’s aesthetic. The art team leaned into industrial textures: thick-lined, mechanical wheels, worn-out surfaces, and some use of gold – a color from the game’s original visual pitch that stands in contrast to the grimness of oil, a new and thematically vital resource in the sequel.

Frostpunk 2 is out now on Xbox Series X|S, and available with Xbox Game Pass.

Frostpunk 2

11 bit studios


3

PC Game Pass

Frostpunk 2 will be available on Xbox Series X|S on September 18.

Frostpunk 2 elevates the city-survival genre to a new level. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future.

The city grows
The world is overtaken by an ever present winter, which makes expansion of the city the only way for the survival of mankind. In order to grow, the metropolis needs resources like coal and oil, just like its citizens require food and warmth. In Frostpunk 2, it’s your job to tackle this never ending circle of supply and demand.

City districts
Your city is divided into zones serving different purposes, such as housing or extraction. It’s up to you to build new ones and make sure that those already existing work in perfect unison.

Special buildings
In time, you will have to build places like City Hall or Research Institute. Inside these buildings, you will put forth laws and projects to ensure that your city develops in the proper direction.

Colonies
To ensure that your city growth will not falter, you have to venture into the frostland. There, you can build extensive colonies that will provide all the necessary resources.

Perlis of human nature
The number of your citizens steadily grows, making the task of governing them and satisfying their demands all the more challenging. As the Steward you will have to maneuver carefully across the interests of many groups inhabiting the city.

New Londoners
Your citizens can form communities and factions, each with different ideas for the city’s future. In the Council Hall you’ll put forth laws and negotiate them with the faction’s delegates.

Council Hall
Support of every faction inside the Council Hall costs dearly, as one’s faction ascension breeds discontent among others. That means you have to carefully think through every alliance.

Towards progress
The Research Institute is where you forge the city’s future. Each new project must be entrusted to a faction, forcing you to maneuver and form strategic alliances.

Factions
People of your city want to have a voice in how you run things. Each faction has its own ideology and ideas for the future, yet they also have one thing in common – insatiable thirst for power. Choose your allies in the Council Hall wisely.

Story Mode and Utopia Builder
The story of Frostpunk 2 introduces a multi-chapter saga set in the frozen wastes. Spanning across the life of the Steward this campaign lets you feel the burden of leadership as you take the responsibility for thousands of lives. At the same time, the sandbox mode called Utopia Builder with infinite play time leaves you room for boundless social and infrastructural experiments.

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Jump Space Blasts Onto Xbox Game Preview Tomorrow, Mixing FPS and Space Combat to Wild Effect

Jump Space Blasts Onto Xbox Game Preview Tomorrow, Mixing FPS and Space Combat to Wild Effect

Jump Space Hero Image

Summary

  • Jump Space comes to Xbox Series X|S and Xbox One as an Xbox Game Preview title tomorrow, September 19.
  • Previously called Jump Ship, this four-player co-op PvE game blends FPS, space combat, manic management, and a roguelike structure.
  • We played it at gamescom – find out more below.

There’s a unique kind of excitement you get from a really good early access game – it’s not just “this is fun”, it’s also, “imagine how much more fun this could get.” Jump Space meets the criteria.

Drawing from a melting pot of influences as wide as Sea of Thieves, Left 4 Dead, Helldivers 2, FTL, and even a touch of Resident Evil inventory management, Jump Space emerges as a game all its own – a rolling series of action-packed missions that ask you and your friends to cope with constantly shifting objectives and needs.

For each round, you’ll assemble a crew at a hub (using the party leader’s personal spaceship), gear up, and choose a mission together – but the key here is that your core objective is an endgoal, not the be-all-and-end-all. Each mission will generate what amounts to a roguelike map of stops along the way. That title, Jump Space, is the clue: you’re taking your ship on a series of faster-than-light trips across the galaxy to reach your mission.

Each stop might feature enemies to fight, resources to collect, or secrets to uncover – your goal is to get as strong (and take as little damage) as possible before you reach your final destination.

But it’s in the thick of the action that Jump Space shows how far it could go. Even the most basic starter ship comes with multiple stations to deal with – your crew will need a pilot, a gunner, someone to run engineering (every system and upgrade on the ship is a physical object, and needs to be plugged into your power grids to function) and, often, someone to simply fight off intruders. Flitting between these roles is entirely seamless – sit in the pilot seat, and you’ll switch to a view of the ship – get out of it, and you’re back on the bridge.

Even more impressive is that you’re by no means stuck within your ship – you can head to an airlock (or, even more fun, an ejection tube) and enter deep space at any time. Perhaps you’ve had an alert that mines have been attached to your hull? Get out of the ship, magnetize your boots to the outside, and get clearing. Up against a vessel you simply can’t deal with in ship-to-ship combat? Park behind an asteroid and blast out, using your jetpacks to board and cripple it from within.

Inspired by Left 4 Dead, developer Keepsake Games have created an “AI Director” that will shift the parameters as you hit each mini-mission – if you’re doing poorly, it might ease up a little, and if you’re breezing past areas, it might send in an armada to put you to the test.

It means that even simple-sounding tasks can become wild action sequences – you stop in an asteroid field, using your ship scanner to locate resources (your in-game currency is used not just to buy things, but to craft items and perform repairs, meaning you constantly need to accrue it), but find that automated turrets are scattered throughout the area. Suddenly, you’re all simultaneously flying to find a safe space, trying to put out fires in your ventilation system, blasting out to collect the goods, and violently removing turrets from your path.

And this is before you reach the mission you came here to do. In my demo of the game, we’d been sent to provide support for an allied ship under attack. But it wasn’t just a case of fighting off other ships – instead, we needed to fend off a wave, head out of the ship to a series of factory installations, take down robots in tense FPS combat, deactivate their systems, then head back to our ship to tackle newly-arrived threats elsewhere. There’s simply no downtime, making each run an adrenaline-fuelled series of reactions to whatever new problem needs solving.

And when you do finally get a breather, completing your mission and blasting back home, your rewards can be used to unlock new upgrades, new weapons, new gadgets, and whole new ships – each one tempting you back into space to try them out.

Even in its earliest form, it’s a loop that begs you to have one more go – not to mention one that opens so many doors for Keepsake to add more ideas to the mix. I have a feeling I’ll be returning again and again to see what’s new.

Jump Space (Game Preview)

Keepsake Games

This game is a work in progress. It may or may not change over time or release as a final product. Purchase only if you are comfortable with the current state of the unfinished game.

Jump Space is a mission based co-op PvE for 1-4 players, where you are the crew of a spaceship. Transition seamlessly from crewing the ship to on-foot exploration and space walks. Explore, upgrade, and survive intense encounters in deep space together.

Full details on the latest status of the game, how you can give feedback and report issues can be found at https://jumpspacegame.com

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Chronicles: Alexander the Great for Age of Empires II: Definitive Edition – Pre-order Now

Chronicles: Alexander the Great for Age of Empires II: Definitive Edition – Pre-order Now

Age of Empires 2 DLC Hero Image

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Creating Creepy Redneck Dinosaur Mansion 3

Creating Creepy Redneck Dinosaur Mansion 3

Creepy RDM3 key art

“Freeze!” shouts our protagonist, J.J. Hardwell, who in exploring the titular creepy mansion finds himself in a green room which has the statement piece of “T-Rex Head in a giant jar of green liquid”. “You freeze! I’ve got a gun!” responds the tiny Dinosaur – named Dino Guard Wally – holding a pistol that is only slightly smaller than the dinosaur itself. “Oh my God you can talk.” responds J.J. and, naturally, we begin a match-3 puzzle battle between the two of them. Welcome to Creepy Redneck Dinosaur Mansion 3.

Creepy Redneck Dinosaur Mansion 3 is the world’s first “Matchroidvania”, by which we mean it is a match-3 game that also takes the “start again with new knowledge and abilities to unlock new parts of the map” element of a metroidvania. It’s also very much a comedy, which is inspired by classic survival horror games, and an RPG now I come to think about it. You know what, let’s watch the trailer together, it’s easier.

“But what about Creepy Redneck Dinosaur Mansion 1 or 2, did I miss those?” Well, no, until very recently neither existed – Creepy Redneck Dinosaur Mansion 1: Re-Raptored from Pedalboard Games is actually in development right now – so you’ve not missed anything. CRDM3, in the universe of the game, exists as an intriguing sequel to the critically acclaimed original Creepy Redneck Dinosaur Mansion, and the much more divisive big swing that was Creepy Redneck Dinosaur Mansion 2. Again, neither of these exist. I’m sort of getting ahead of myself though, because what you’re probably now asking is “Chris, mate, how did this game happen then? Come on now.” Well, don’t let me tell you, let’s ask the developers!

“We’ve had a few projects that come from my love of a specific mechanic, or angle on a mechanic.” says Studio Head Xalavier Nelson Jr. “And then there is a “bit” that I can’t let go of and over time I realize those two things can co-exist in the same space.” That angle on a mechanic was something Xalavier had loved about Puzzle Quest, the tantalizing idea that with a match-3 mechanic, you could really do anything.“You could negotiate with a guard via match-3, you could lock-pick a door!” It was taking this concept and just running as far as he could with it that unlocked Creepy Redneck Dinosaur Mansion 3.

Creepy RDM3 screenshot

“I had also, for years, wanted to make a game called Creepy Redneck Dinosaur Mansion 3. When the lightbulb went off and I realised this game could be brought to life with this mechanic I really believed in? Suddenly it coalesced and something existed thanks to the talents of many people over the years.”

Here at Strange Scaffold we tend to make tightly scoped games which in turn means we can work with smaller budgets and shorter than usual development times. CRDM3 however, has a longer development history than other titles. “Like I Am Your Beast,” – Xalavier Nelson Jr, Studio Head – “this was a Strange Scaffold project that got cancelled like, two or three times.” Getting Creepy Redneck Dinosaur Mansion 3 up and running was not easy, with the team being told “nobody cares about match-3” during one pitch meeting. This, along with other projects like Bass Reeves Can’t Die being cancelled had left the game, and the studio itself, looking at a bit of a darker future.

Creepy RDM3 screenshot

The success of both El Paso, Elsewhere and I Am Your Beast, however, had begun to turn things around along with the support of publisher Frosty Pop. And what could make for a tightly scoped, shorter development cycle better than a game that had already had some work done on it? When Colin McInerney, CRDM3 Co-Lead, Content Designer and Writer, stepped into the project, “There was two years of development on three different versions of this game” so, to say there was a Task ahead of them would be an understatement.

“A bunch of that code ended up being weirdly load bearing” explained Dan Pearce, Lead Programmer and Designer, “it ended up being if I take these variables out that we’re not actually using, none of the stuff that has just been developed is going to work properly.”

Creepy RDM3 screenshot

Now, while at first this seemed like it could be like diving into a web, having Dan join the game after development on I Am Your Beast finished meant that you had someone who knew how everything worked! The dream of all game development! This in turn led to the rest of the team being able to navigate development at a greater speed.

The team was also incredibly fortunate that back in 2022 Background Artist Judith McCroary had already created a whole bunch of stunning artwork that was ready to populate the various rooms you can explore in the mansion. “Our inspirations then were more click-based games, in the early iterations it was more roguelite.” But they still had a solid visual identity in place, “we wanted to keep it painterly, because we already had the character artist Marianee Canales, and she had already established a lot of that look.” And when it came time to expand the idea of the Mansion as a “Resident Evil”-like exploratory space, again, Judith absolutely nailed the look everyone was imagining.

Creepy RDM3 screenshot

Creepy Redneck Dinosaur Mansion 3 was a labour of love, from a studio known for throwing a lot of passion and heart into their titles. Honestly, to tell you too much more about Creepy Redneck Dinosaur Mansion 3 would spoil it, so, I won’t! I will say this, however. Of all the Strange Scaffold games, Creepy Redneck Dinosaur Mansion 3 is my personal favourite.

We have put out some wonderful games, but none have encapsulated the weirdness, the humour, the confidence and the open heart that I see in the studio quite as much as CRDM3. It has the “okay, I’m gonna try one more run” addictiveness packed with laughs, a wonderful soundtrack and beautiful artwork. I doubt many would expect to feel very emotional at the end of a game called Creepy Redneck Dinosaur Mansion 3, but there I was on first completion – proud and overcome with emotion. I can’t think of a higher recommendation than that.

Xbox Play Anywhere

Creepy Redneck Dinosaur Mansion 3

Strange Scaffold


$19.99

$17.99

Creepy Redneck Dinosaur Mansion 3 is “committing to the bit” so hard that it hurts. It’s a sequel to a game series that doesn’t exist, complete with lore and a fictional development team. It’s a game where match-3 is used not just for combat, but for lockpicking doors, debating robots, and swallowing a bunch of diamonds in front of a notorious gem thief so that he can’t steal them first. It is, all genre elements considered, a match-3 survival horror comedy RPG metroidvania, and it’s rad as hell.

20 years ago, Creepy Redneck Dinosaur Mansion emerged as a smash-hit genre fusion, casting fan-favorite protagonist Jack Briar in a fast-paced puzzle adventure.

8 years ago, Creepy Redneck Dinosaur Mansion 3 was announced on the biggest stage in gaming.

This is what happened next.

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Xbox Game Camp Africa Returns for 2025

Xbox Game Camp Africa Returns for 2025

Xbox Game Camp Africa 2025 Hero Image

Summary

  • Now in its third year, Xbox Game Camp Africa returns on December 4 with a 12-week virtual learning program spanning the entire continent. 
  • From game ideation to building a prototype, participating teams will receive mentorship from members of Team Xbox. 
  • Over 1,900 new-to-industry game creators participated in the first two Xbox Game Camps in Africa. 

Xbox Game Camp is returning to Africa for its third year, continuing its mission to support and uplift game developers across the continent. In partnership with ID@Xbox’s Developer Acceleration Program (DAP), this year’s camp will offer a comprehensive, 12-week structured program designed for pre-selected professional game studios across the continent. 

During the three months of camp, participants will go from game ideation, to building their own working prototype or vertical slice alongside mentors from Team Xbox, and will even have the opportunity to pitch their game to members of the ID@Xbox Developer Acceleration Program.  

Previous Game Camps have already birthed brand new games. Kenyan studio Kunta Content have already made great progress with their debut title, Hiru. Members of the studio attended the first two Xbox Game Camps in Africa and after receiving mentorship from members of Team Xbox – including the head of Xbox Game Camp, Peter Zetterberg – Kunta Content has been able to reach new milestones at a pace and quality that matches their passion for storytelling.  

They’ve just recently given the world a glimpse at their progress by sharing a new trailer that showcases the game’s diverse environments, taking players on a breathtaking journey across Africa’s diverse landscapes: 

“We are beyond excited to finally share a glimpse of the world of Hiru,” said Dean Gichukie, CEO & Game Producer at Kunta Content, “and we are bringing the continent of Africa to life in a way that has never been seen before. This trailer is a testament to our team’s passion and the incredible support from Xbox, starting with Xbox Game Camp, allowing us to showcase the beauty of the Masai Mara, the mysteries of the Congo, and the starkness of the desert.” 

We can’t wait to see what other new games come about in the latest edition. 

The official kickoff of Xbox Game Camp Africa will arrive on December 4 in Cape Town, South Africa, in collaboration with Africa Games Week. To learn more about the program, and its history, please visit Microsoft Game Dev Blog

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Warhammer 40,000: Mechanicus II – A Sequel That Builds in All the Right Ways

Warhammer 40,000: Mechanicus II – A Sequel That Builds in All the Right Ways

It’s often tough to build on a formula that largely works as-is, but a short hands-off preview of Warhammer 40,000: Mechanicus II last week showed us that even small tweaks can feel monumental. Mechanicus II looks like an upgrade to its turned-based predecessor in all of the right ways, with some smart new additions that make its combat loop feel far more approachable to all kinds of players.

The game revolves around a single planetary conflict, a war between the Adeptus Mechanicus, a machine-worshipping cult, and the Necrons, a race of robotic skeletons that essentially woke up after millions of years and chose violence. Unlike the first Mechanicus, players can choose which faction they want to control and can switch at will between the two campaigns. The campaigns have the same core story arc, but the developer tells me there’ll be gameplay and narrative differences for each faction.

The sequel builds on Mechanicus, a meaty turn-based tactical affair where you play solely as the titular Adeptus Mechanicus faction. Here, you can take control of numerous factions, customize and upgrade their abilities, and make unique decisions that impact the outcome of the story. In Mechanicus II, the story’s conclusion also depends on player choice – the team is keeping the narrative under wraps, but does confirm that there is a canonical ending to the first game, which is the Videx ending, for those who’ve seen it.

The demo showcased a critical narrative siege seen from the perspective of both the Necrons and the Adeptus Mechanicus. Each faction has a roster of leaders, with the Mechanicus returning from the first game – but, this time around, they are all playable characters with their own unique skillsets. Their abilities can be tweaked to suit a particular playstyle – you can spec them out to deal massive damage on their own, or home in on more support-based actions that can buff your team as a whole, which looks great for supporting different approaches you may want to take.

There’s a faction spoiler coming up, so if want to go into Mechanicus II with as little information as possible, look away now!

Mechanicus II will also see other factions make an appearance in battle for the first time; our demo shows off some fiendishly powerful Space Marine allies, and we found out earlier this year that a relatively new Warhammer 40,000 faction – The Leagues of Votann – will also appear during the campaigns at some point. These groups are not playable, but they will perform smart, automatic actions in combat, either alongside you or against you.

One major change that Mechanicus II makes is within its Cognition system. Cognition points (or Dominion points, if you’re playing on the Necron side), are essentially a currency collected by your chosen faction that can be used to upgrade or unlock weapon actions or skills fire one-off attacks, or perform other useful actions in battle. Mechanicus II appears to offer much more flexibility in how you collect Cognition points – every individual unit can collect them by completing smaller objectives or taking certain actions. This change is small, but it allows for much less rigidity in how you approach a skirmish, and the units you use.

Everything looks so much nicer, too – unit models and their environments are crisp and vibrant, the maps are dynamic and can change throughout the course of the battle. There’s also a new cover system, which allows the Mechanicus units to protect themselves from oncoming fire, but these elements are destructible, which means their use is limited. It’s a nice touch that makes you consider your positioning differently to gain an edge, but it won’t last forever.

Mechanicus II looks like a promising iteration on the first title – bringing back its signature complex strategy gameplay, with thoughtful changes and additions that truly feel like the series is evolving with player choice at the forefront of its design. For new players, there’s a much more reasonable barrier to entry, and far more flexibility in how you choose to do battle. It’s an impressive direction, and one that Mechanicus fans – and Warhammer 40k enthusiasts in general – can look forward to.

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New Atomfall DLC is Available Today – Do You Dare to Face the Red Strain?

New Atomfall DLC is Available Today – Do You Dare to Face the Red Strain?

Atomfall - The Red Stain Asset

Summary

  • The Red Strain takes you to a new region in the Quarantine Zone – Scafell Crag.
  • A deadly virus has infected the region, and it is seeping out from a secret network of underground labs and bunkers.
  • There are new tools and weapons for you to discover, as well as additional skills to learn, which can transform the way you play every region of the Quarantine Zone.

The new story expansion pack for Atomfall is available from today. Called The Red Strain, it contains a wealth of new content including a top-secret location, interesting characters, powerful enemies, new skills which change the way you play, and leads which reveal new endings to the Atomfall story.

For those of you who are new to Atomfall, it is a post-apocalyptic survival-action game set in the UK. It is inspired by the real life Windscale nuclear incident which occurred in northern England in the 1950s. You embark an on adventure set in a fictionalised Quarantine Zone where you will meet a cast of eccentric characters – some trustworthy, some not. You are trying to uncover the mystery of what really happened at Windscale, decide who to trust, and earn your escape.

Can You Stop the Red Strain?

The Red Strain takes you to a new region in the Quarantine Zone – Scafell Crag. Here you will find Test Site Moriah, a secret research site built by B.A.R.D on an old missile testing facility. Nestled in the hills away from prying eyes, it has been shrouded in mystery ever since it became operational.

A deadly virus has infected the region, and it is seeping out from a secret network of underground labs and bunkers. It’s up to you to explore the sprawling area and unravel the mystery of what really happened at Test Site Moriah – and try to find a way to eliminate the Red Strain.

While investigating the site you will uncover new leads that intertwine with the Atomfall narrative and may ultimately unlock new endings. New characters will help to guide you through the mystery, while a variety of infected and mechanical enemies could bring your adventure to an untimely end.

There are also new tools and weapons for you to discover, as well as additional skills to learn along the way, which can transform the way you play every region of the Quarantine Zone.

How to Get Started in The Red Strain

Firstly, you need to find Scafell Crag… The route there can be found by exploring the Slate Mine Cave, where you will find an old B.A.R.D. lift. You may well have found this location while playing the main game through access points in both Slatten Dale and Skethermoor. The cave is home to trader, Reg Stansfield.

We don’t want to spoil too much – but when you arrive in the new area you will find yourself at an abandoned train station where a mysterious voice will speak to you over the speaker system, giving you your first Lead and directing you to Test Site Moriah. Between the station and Moriah, you will find a nearby abandoned village to explore, complete with the ruins of shops and a pub – and the surrounding area is crawling with infected soldiers, villagers, and even worse, so you need to keep your wits about you.

Your first major challenge is going to be getting access to the site from the village. The gate is heavily guarded by B.A.R.D hardware, so be sure to pack your Rewiring Tool!

Once inside you will find several top-secret research facilities to explore, each giving you an insight into what happened at the test site, and what secretive project got out of control. From here the story of the Red Strain and the mission codenamed ‘High Albion’ begin to unfold.

Be prepared to face a barrage of new threats and enemies, including an upgraded robot, complete with an induction launcher which deals incredible damage once they lock on. However, by finding (or crafting!) training stimulants you will be able to unlock vital new skills, including the ability to equip the heavy weaponry wielded by the robots found throughout the Quarantine Zone, turning their awesome firepower against your enemies.

There is far more for you to discover as you explore Test Site Moriah in search of answers and a way to escape the Quarantine Zone – but we don’t want to spoil the fun by revealing too much!

Atomfall is playable today with Xbox Game Pass, PC Game Pass, and available for purchase through the Xbox Store. The new Red Strain expansion pack is also available to buy now.

To keep up to date with all the latest news from our studio be sure to follow Atomfall on our social channels: Twitter, Facebook, Instagram, and YouTube.


Atomfall Story Expansion Pack: The Red Strain

Rebellion

$19.99

Continue the adventure of Atomfall with “The Red Strain” Story Expansion Pack, introducing a new location, enemies, quests, characters, items, weapons, and more.
Nestled in the hills, away from the prying eyes of the locals, lies Test Site Moriah. A secret research station built on the site of an old missile testing facility, it has been shrouded in mystery ever since it opened. But something changed when the quarantine came into effect and the facility has fallen into more nefarious hands who are keen to keep its secrets for themselves. Now a route back into the facility has been located, and with it the opportunity to finally get some answers.
Investigate Test Site Moriah
Before the Windscale Disaster, the research site was home to top-secret government projects, so classified that even those at the top of B.A.R.D were unaware of their existence. Now the facility lies forgotten, deliberately sealed away from the rest of the Quarantine Zone. What secrets rest behind the locked doors? Only you can find out.
A new story in its own right, The Red Strain offers original leads that interlink with Atomfall’s core narrative, expanding the story and unlocking new endings to your adventure.
Enhance your Arsenal
Enhance your experience with a variety of new skills and equipment. Strike from the shadows with new suppressed firearms or unlock the ability to equip the heavy weaponry from disabled robots and unleash devastating attacks on your enemies.
Fight for Survival
A terrifying new threat, never encountered before enemies and challenging obstacles await you, offering an immense challenge. You will need to have your wits about you if you are to have any chance of making it out alive.


Atomfall Deluxe Edition

Rebellion


503


$79.99

$63.99

Deluxe Edition includes:
• The entire Atomfall game
• Story Expansion Pack: Wicked Isle
• “Basic Supply Bundle” Pack
• “Enhanced Supply Bundle” Pack

• The Atomfall story continues with a thrilling game expansion, introducing a new location to explore, gameplay features, enemies, quests, characters, items, weapons, and more!
• “Basic Supply Bundle” – Supplies are scarce in the quarantine zone. Improve your chances for survival with additional items to find, including an exclusive melee weapon to help you in those brutal close-quarters engagements.
• Exclusive Melee Weapon Variant
• Additional Loot Caches
• Item Recipe
• “Enhanced Supply Bundle” – Nothing is given to you inside these walls, but this pack will help you find more great gear for yourself. You’ll be able to uncover an exclusive firearm, unearth hidden treasures with a custom skin for the metal detector, and unlock additional items and upgrades to help you survive.
• Exclusive Pistol Variant
• Metal Detector Skin
• Extra ‘Skill Manual’ for quicker character upgrades

A survival-action game inspired by real-life events, Atomfall is set five years after the Windscale nuclear disaster in Northern England.
Explore the fictional quarantine zone, scavenge, craft, barter, fight and talk your way through a British countryside setting filled with bizarre characters, mysticism, cults, and rogue government agencies.
From Rebellion, the studio behind Sniper Elite and Zombie Army, Atomfall will challenge you to solve the dark mystery of what really happened.
Player Driven Mystery: Unravel a tapestry of interwoven narratives through exploration, conversation, investigation, and combat, where every choice you make has consequences.
Explore this Green and Unpleasant Land: The picturesque British countryside, with rolling green hills, lush valleys, and rural villages belie the dangers that await you.
Search, Scavage, Survive: You’ll need to scavenge for supplies, craft weapons and items, and fight desperately to make it out alive!


Xbox Play Anywhere

Atomfall

Rebellion


492


$59.99

$47.99
PC Game Pass
Xbox Game Pass

A survival-action game inspired by real-life events, Atomfall is set five years after the Windscale nuclear disaster in Northern England.
Explore the fictional quarantine zone, scavenge, craft, barter, fight and talk your way through a British countryside setting filled with bizarre characters, mysticism, cults, and rogue government agencies.
From Rebellion, the studio behind Sniper Elite and Zombie Army, Atomfall will challenge you to solve the dark mystery of what really happened.
Player Driven Mystery: Unravel a tapestry of interwoven narratives through exploration, conversation, investigation, and combat, where every choice you make has consequences.

Search, Scavage, Survive: You’ll need to scavenge for supplies, craft weapons and items, and fight desperately to make it out alive!

Desperate Combat: With weapons and ammunition scarce, each frenetic engagement will see you blend marksmanship with vicious hand-to-hand combat. Manage your heart rate to hold a steady aim and ensure you have the energy you need to reach for your cricket bat and land the killer blow.

Green and Unpleasant Land: The picturesque British countryside, with rolling green hills, lush valleys, and rural villages belie the dangers that await you. Navigate cult-controlled ruins, natural caves, nuclear bunkers and more as you explore this dense, foreboding world.

Reimagining Windscale: A fictional reimagining of a real-world event, Atomfall draws from science fiction, folk horror, and Cold War influences to create a world that is eerily familiar yet completely alien.


The post New Atomfall DLC is Available Today – Do You Dare to Face the Red Strain? appeared first on Xbox Wire.

Seamlessly Access Your Gaming Library, Apps, and Play History in One Place with Xbox on Windows PCs and Handheld

Seamlessly Access Your Gaming Library, Apps, and Play History in One Place with Xbox on Windows PCs and Handheld

Aggregated Gaming Library Asset

Summary

  • Xbox is bringing your gaming library, select third-party apps, and PC storefronts together in one convenient place.
  • Everyone now has access to the new aggregated gaming library.
  • Coming soon, everyone will be able to access their cloud-playable titles and play history across all devices.

Starting today, we’re excited to share that new updates are rolling out for Xbox on PC and handheld that make it easier to launch and manage your games and apps – all in one place.

In response to feedback we’ve heard from Xbox Insiders and our community, we’ve introduced several new features to enhance your gaming experience on Windows PCs and handhelds. The aggregated gaming library, cross-device play history, and updated app functionality give you more control over how and where you play, helping you quickly jump back into the games you love.

Aggregated Gaming Library to Launch Your Games

Bring your game collection together with the new aggregated gaming library that shows your installed games from multiple PC storefronts, including your Xbox library, Xbox Game Pass, Battle.net and other leading PC storefronts, making it easier than ever to access your games in one place, whether you’re on a Windows PC or handheld device.

When you install a game from a supported PC storefront, it automatically appears in “My Library” within the Xbox PC app, as well as the “Most Recent” list of titles in the sidebar, so you can jump back into your favorite games with just a click.

Control What You See in Your Library

Games installed from supported PC storefronts will automatically appear in My Library and in the Most Recent section of the Xbox PC app.

Prefer a more simplified view?

  • Select your profile picture
  • Head to Settings
  • Go to Library & Extensions
  • Find the storefronts listed
  • Toggle any listings you’d prefer not to see

Once disabled, those titles will no longer appear in your library, giving you full control over how your library looks and feels.

Get to other PC Storefronts Faster with My Apps

This new tab in my library brings third-party apps and storefronts together in one convenient place, supporting the aggregated gaming library so you can find, download, and launch games from multiple locations, without switching between apps or your desktop.

Just Pick Up and Play

Coming later in September your cloud-playable games and game play history will follow you across all your devices.

To find out which games are cloud playable, select the “cloud playable” filter in “My games” to view your catalog of supported titles.

Once this feature is released, look for the “Jump back in” list on the Home screen of your console, PC, or handheld to find your recent play history and pick up where you left off.

Help Shape the Future of Xbox

Stay tuned to Xbox Wire for future updates and the latest and greatest Xbox news. For support related to Xbox updates, visit the official Xbox Support site.

The post Seamlessly Access Your Gaming Library, Apps, and Play History in One Place with Xbox on Windows PCs and Handheld appeared first on Xbox Wire.

Tumble, Build and Discover Together in Lego Voyagers, Out Today

Tumble, Build and Discover Together in Lego Voyagers, Out Today

What happens when a couple of Legobricks decide to chase their dreams of exploring space? You’ll find the answer in Lego Voyagers, the next brick-based adventure from the talented team at Light Brick Studio.

Light Brick has always been inspired by the Lego brick and the limitless ways it connects us – through storytelling, creativity, and the simple joy of building. Their debut title, Lego Builder’s Journey, invited players to create with bricks. With Lego Voyagers, they’re taking things one step further: this time, you don’t just build with the bricks, you become one.

Two Bricks are Better than One

In Lego Voyagers, you’ll tumble, jump and snap together as you explore a playful universe – and because bricks are always stronger when connected, the entire experience has been designed as a cooperative adventure. Whether online or side by side in couch co-op, you and a friend will solve challenging puzzles together, combining diverse thinking and the magic of teamwork to progress.

Because Lego Voyagers is fully cooperative, the team strived to make it as easy as possible to share. That’s why the game includes a Friend’s Pass – allowing you to invite a friend for free. For Light Brick, it’s a simple extension of their belief that play is best experienced together.

A Living, Buildable Universe

The world of Lego Voyagers is built from the same selection of Lego bricks you’d find in real life (1,694,756 to be exact – the devs counted) – meaning every structure you see could, in theory, be recreated with actual physical Lego bricks. This brick-built universe encourages curiosity and creativity with every tumble and snap. There’s rarely just one solution to a puzzle, instead players are encouraged to think outside of the box, experiment with different approaches, and discover surprising new outcomes. Rather than finding one straight answer, it’s more about enjoying the kind of open-ended play that the world of the Lego brand naturally inspires.

Storytelling Without Words

One of the most unique aspects of Lego Voyagers is how it communicates. The game tells its story entirely without dialogue (human dialogue, that is). Instead, the story relies heavily on visual cues, evocative music and environmental storytelling to guide players. In Lego Voyagers, Light Brick makes a point of visually establishing ideas before they’re needed, so that when players encounter a puzzle or narrative beat, it feels familiar and fair. This careful layering keeps the experience understandable without words while still leaving plenty of room for interpretation.

Composer Henrik Lindstrand – who also scored the critically acclaimed Lego Builder’s Journey – returns once again with a handcrafted soundtrack. This time, he expands his instruments to include his childhood Casio keyboard, giving the music a nostalgic coming-of-age feel. In Lego Voyagers, Lindstand works with recurring themes or leitmotifs that follow the characters and events, giving players a sense of familiarity and helps them connect emotionally with the story.

Lego Voyagers invites players to reflect, experiment, and form their own understanding of the story. The game asks open questions about friendship, connection, and how we navigate challenges together. Light Brick hopes these comments spark conversations long after the controller is set down. What does it mean to stay connected? How do we support each other when the path ahead isn’t always clear? The team doesn’t want to dictate the answers – and the game encourages players to find their own.

Looking Ahead

Lego Voyagers is playful, heartfelt, and true to the Lego brand. It’s a game about friendship, creativity and most of all – connection – built on a brand that has been inspiring players for generations. Lego Voyagers is out now! We can’t wait for players on the Xbox Series X|S and Xbox One to set out on this journey together. Grab a friend, bring your curiosity and see what happens when a couple of bricks reach for the stars.

LEGO® Voyagers

Annapurna Interactive

From the makers of LEGO® Builder’s Journey comes a new 2-player co-op adventure about friendship and play. When two friends make it their mission to rescue an abandoned spaceship, they embark on a journey beyond their wildest dreams, ultimately learning the value of being connected.

● Experience what it feels like to be a LEGO brick. Tumble, jump, snap together, and build your way through rich brick worlds.
● Unravel a poetic, non verbal narrative, set in beautiful brick built environments, supported by an atmospheric soundtrack.
● Cooperatively solve the game’s many challenges and discover how two bricks are better than one. Play locally on the same screen, or online.
● Invite a friend to join your adventure for free with the Friend’s Pass. As long as one of you owns LEGO Voyagers, you can both play the full co-op experience together.

LEGO Voyagers asks open questions about building friendships, sharing dreams, and giving space.

It reminds us that while playing and being creative is for all shapes and sizes, it’s always better when you share it with a friend.

The post Tumble, Build and Discover Together in Lego Voyagers, Out Today appeared first on Xbox Wire.