This new patch brings all of the tweaks and additions made to other versions of the game (which we reckon is really very good, actually) to Switch 1 and 2, so there’s total parity across all versions.
Norbert Litwiński, Marketing Manager at Windup Games
Summary
Cozy co-op adventure in a magical world inspired by northern Sweden.
Innovative Shade System lets solo players tackle puzzles and traversal challenges designed for multiple characters
Launching in 2026 on Xbox Series X|S.
Hela is a cozy co-op adventure where you play as a tiny mouse on a heartfelt mission to help a kind witch and the land she cares for. Explore freely, solve creative puzzles, and use teamwork—or the clever Shade System—to find the small wonders tucked throughout the world.
Welcome to the World of Hela
Somewhere in the far north of Sweden, beyond the fjords, lies the tranquil world of Hela, a place inspired by the untamed beauty of Norrland. Here, you’ll wander through lush woodlands, flower-dotted meadows, and quiet wetlands, all watched over by an old and kind witch who has long cared for every living thing—plants, animals, and people alike.
But even witches grow weary. After so many years of caring for others, her strength has begun to fade. To continue looking after the land and its tiny (and not-so-tiny) inhabitants, she now turns to her most loyal helpers: brave, curious field mice, each carrying a small, magical frog-shaped backpack gifted by the witch herself.
These little familiars are full of heart and wonder, eager to lend a paw to anyone in need.
A Big World for a Small Hero
In Hela, you’ll play as one of these tiny familiars — a small hero in a big, enchanting world. You’ll explore far and wide, from the forest floor to treetop canopies and underground burrows, listening to the needs of the local folk and helping them in small but meaningful ways.
As the witch’s trusted emissary, you’ll learn to brew potions in her cozy cottage, following each recipe step by step to bring the magic to life.
Throughout your journey, you’ll have access to a range of abilities — some fittingly mouse-like, such as running and climbing, and others tied to your magical backpack: gliding, swinging, plunging, pulling, and even creating Shades.
The world of Hela is designed as a giant playground filled with interactive objects just waiting for you to experiment with and explore. You can enjoy the full adventure on your own or team up with friends through two-player split-screen co-op or online multiplayer for up to four players.
The Shade System: Solo, But Never Alone
While many puzzles and challenges in Hela are built for teamwork, solo players will never have to face challenges by themselves. Thanks to the unique Shade System, you can create up to three spectral copies of your character, each one repeating the exact action you were performing when it was created.
If you’re playing solo, you can summon three Shades. If you’re playing with one friend, you can create two more — always up to a total of four characters.
These Shades aren’t AI companions. They act as extensions of yourself, repeating the action you imprinted onto them. You can switch between all characters freely, allowing you to tackle puzzles and traversal challenges designed for multiple players, even when playing alone.
Let’s Work Together
When playing solo, you can summon up to three Shades to assist you with multipart puzzles or platforming challenges. They’ll stay where you placed them for as long as you need, allowing you to orchestrate complex interactions that would otherwise require multiple players.
Building Bridges
Use your lasso to connect to a Shade just like you would to another player, and create a bridge you can walk or bounce across. Perfect for reaching high ledges and hidden paths.
I’ll Be Your Anchor
If a Shade is positioned higher up, it can serve as an anchor. Grab onto its lasso to pull yourself upward, or swing from it to reach new areas.
Let Me Hold That for You
Need to move an item onto a ledge or branch? Place one Shade, so the item hangs from their lasso, then grab it from another angle to guide it around obstacles.
Go Even Further
Your magical backpack lets you glide through the air. Mid-flight, you can create a Shade that continues gliding forward — then latch onto them to carry your journey even farther. It’s a clever trick for reaching hidden corners of the world and uncovering new discoveries.
A Helping Paw
Shades can also serve as makeshift checkpoints. If you fall or miss a jump, simply switch to a Shade you left behind and keep going, no restart required.
Tools of the Forest
Across the forests and farms of Hela, you’ll find tools meant for teamwork — like catapults. Typically, one player sits in the scoop while another pulls the rope and launches them into the air. With Shades, you can run the entire sequence yourself: place a Shade in the scoop, pull the rope, release, then quickly switch control and enjoy the flight yourself.
Made for Every Kind of Player
These moments are just a glimpse of how the Shade System opens up the world of Hela. Designed for creativity, flexibility, and teamwork, it gives every player the tools to explore and experiment freely.
Whether you’re navigating the forest in quiet solitude or teaming up with friends, Hela invites you to follow your curiosity, take things at your own pace, and enjoy the simple magic of helping others.
Hela is set to launch in 2026 as a multiplatform title, including Xbox Series X|S.
See the world through the eyes of a brave mouse in Hela, an enchanting 3D co-op adventure game. Explore breathtaking Scandinavian-inspired landscapes, solve puzzles, and be a force for good in a land where heartwarming storytelling and the beauty of nature intertwine.
When a kind witch falls ill, her familiars embark on a journey to save her life. Playing as a tiny, intrepid mouse, you must venture out, gather ingredients, and brew magical potions to restore her strength.
Journey Together
Hela encourages you to work hand-in-hand to overcome the challenges that lie ahead. Play solo or with friends through local split-screen multiplayer or online co-op as you delve into lush, vibrant vistas together, from rugged mountains trails, through magical forests, to tranquil lakes.
Explore & Craft Your Tale
Immerse yourself in this enchanting world as you glide through the air, collecting items, solve puzzles, and face the adversity of the natural world. The more you explore, the more story fragments you’ll discover. Weave your own story by performing acts of kindness, feeling your impact ripple through the world.
Game Features:
– Explore & Discover: Traverse an expansive, lovingly crafted region inspired by Scandinavia, full of magical forests, tranquil lakes, and rugged mountains.
– Magical Backpack: Use your trusty backpack to interact with the world, collect resources, and solve puzzles.
– Realistic Physics: Engage with objects that behave realistically, adding a layer of immersion to your magical excursions.
– Dynamic Environments: Adapt to a world that is constantly changing, and contend with the adversity of the natural world.
– Puzzle Solving: Challenge your mind with engaging puzzles that blend seamlessly with the story, enriching your journey with rewarding challenge.
– Heal the World: Influence the world of Hela through acts of kindness, witnessing their transformative effects on characters and yourself.
– Play Together: Experience the journey solo or together with friends through local split-screen or online modes.
We’ve made it, friends. The last month of the year has arrived, and it’s bringing a handful of new PS5, Xbox Series X|S, Nintendo Switch, Switch 2, and PC games to see us through until the new year. Most (but not all!) of the biggest games of 2025 have already arrived, but a few more are yet to come. This month we get games like Metroid Prime 4: Beyond, Octopath Traveler 0, and perhaps most importantly, Terminator 2D: No Fate. Read on to see release dates for all the biggest games and expansions coming out this month and beyond. Let’s have a look.
If you’re the preordering type, you can click the links for the platform of your choice to see the game at Amazon (if available).
We have been keeping an eye on Mina the Hollower for some years now. This is the GBC-looking Zelda-like from Yacht Club Games, the studio behind Shovel Knight, that launched on Kickstarter back in 2022, and only recently missed out on its initial release date thanks to a last-minute delay. It feels like it has been a long time coming, a fact that Yacht Club is reportedly painfully aware of.
In a new report from Bloomberg (paywalled), studio founder Sean Velasco described Mina as “make-or-break” for the future of Yacht Club Games. In the time since Shovel Knight, the studio has downsized, faced a global pandemic and divided its teams into two — later reforged into one — and delays don’t come cheap, either. “If we sold 500,000 copies, then we would be golden,” Velasco told Bloomberg, “If we sold even 200,000, that would be really, really great. If we sold, like, 100,000, that’s not so good”.
Hi everyone.It’s been a few months since our first dev log. We’re balancing time between working on the game and sharing our progress. Today, we wanted to give you a look at the creative process with some key members of the development team who have shaped the game.
Creating a “Judas Simulator”
People often think our games start with the story, but we pretty much always start with a core design element. In BioShock, it was the Big Daddy and Little Sister bond. In Infinite, it was the companion character, Elizabeth. In Judas, it’s the dynamic narrative. We asked ourselves, “How do we tell a fully realized story where the characters can respond in real time to even the smallest choices the player makes?” Figuring out how to do that on a systemic level took many years. Eventually, the pieces formed around our main character, Judas.
“The project began with us wanting to tell stories that are less linear, that react to the player and unfold in ways that no one’s ever seen in one of Ken’s games. That told us a lot up front about what we’d need: namely, characters with strong, competing objectives, who each had a stake in everything the player did. Starting with that framework, we spent a lot of time thinking about those characters, their conflicts, the right setting to force them all together, and the systems underpinning it all. For a long time, there wasn’t even a set protagonist — just sort of a cipher, a blank slate.
Eventually, the story and world started to coalesce into something specific, and we needed to figure out who the player character should be. As a rule, you want to put your heroes in the last place they ever want to find themselves. So, what kind of person would really struggle to deal with all these relationships and warring interests? And I remember that was the point where Ken came up with this monologue that kicked everything off.”
– Drew Mitchell, Lead Narrative Designer
“I often come up with ideas when I’m out on runs, and one day I thought of this speech that would define this character that we were trying to figure out. This speech popped my in my head as I was struggling through the third mile.
I only eat at vending machines, because I don’t like interacting with waiters. Restaurants are more complicated: there are greetings and “hellos” and “Is this table okay?” And I’m thinking, “Why should I care what you recommend? You’re not me!” But I’m not supposed to say that, so I just have to count the seconds until the interaction can end, devise socially acceptable ways of saying “Go f*** yourself.” Because for me, conversation is a prelude to failure. Vending machines never ask me a question that I don’t know the answer to. The exchange is reduced to the transaction: money in, product out. Why can’t people be more like that?”
– Ken Levine, Studio President & Creative Director
Caption: Judas Concept Art
This stream of consciousness became the touchstone we kept coming back to for the character and ultimately the entire game. “Judas,” as she came to be known, understands machines in a way she can never understand people. That became her greatest strength… and greatest weakness. We put her in a science fiction world, a colony ship filled with robots — a futuristic setting that makes someone like her extremely powerful. But it’s also a world where personal success hinges on how well you can conform to the rules, because dissent would lead to the failure of the mission. That makes her an outlaw, a pariah — a Judas. That tension at the heart of the character came to inform everything about the game, which we stopped thinking of as an FPS and started calling a “Judas Simulator.” Everything comes back to that core idea of you interacting with the world as Judas.
“Where I think Judas differs the most from BioShock or BioShock Infinite is right there in the name. The game is named after her. Booker and Jack were strangers in a strange land, just like the player. Judas is a native of the Mayflower. In fact, she’s at the center of the events that set the story in motion. She’s got history with this world and the people in it — most of it very, very bad. Her story is about so much more than getting off a sinking ship, and it gives the player so many ways to determine how her journey plays out.
It’s always a risk to hand the player a really defined, really vocal character to control. You always worry about creating dissonance between them. So, it’s been great to see testers stop and ask themselves, “What would Judas do here? How would she react?” It shows they’re in conversation with the character and taking her and the journey seriously.”
– Drew Mitchell, Lead Narrative Designer
The Mayflower
We want to communicate this world as best we can, not only through lore, but visually. A unique challenge in creating our colony ship setting, is that it’s a much older space to craft for player exploration. Rapture and Columbia existed as they were from their foundings. But the Mayflower is decades into its voyage, and it’s changed immensely since its departure.
“At the beginning of its journey, it was a more practical, conventional, modular starship. But over the course of its mission, due to conflict between factions of people and ideals, it’s changed into what you see now. And we’re working on communicating this through the environment. Like with any city with significant history, if you start digging up the street, you would find layers of the city’s past. Older eras of street long buried, forgotten, and built over by the roads upon which you now walk. With the Mayflower as a generational starship, we want to imbue this world with the same sense of time, history, and credibility; this is a civilization that went through eras of conflict and rebirth. And having the characters and the architecture of the world reflect those layers of the onion is a powerful mechanism for visual storytelling.
This allows players to act as a sort of historian and architect as they explore the Mayflower. Through uncovering more, you’ll make increasingly informed decisions with the story and characters on your journey.”
– Nathan Phail-Liff, Studio Art Director
Another factor in creating this setting is that the world itself is dynamic, not just the story and characters. Just like with the dynamic narrative, we had to train the system on what makes good environments by using sophisticated tagging and rulesets to populate the world with believable design elements.
“We basically identify the puzzle pieces and buckets of content that we want to make up the setting of the Mayflower. One example is living quarters. We don’t just have one type of space — we have different categories: VIP Pilgrim Quarters, Regular Pilgrim Dorms, all the way down to Violator Quarters. The art team creates the set pieces and materials for each of these quarters and the design team does deep dives on how all those pieces can fit together in a variety of layouts that feel grounded for the theme and support gameplay. When assembling the layouts in game, the system has to understand the various buckets of puzzle pieces and the hierarchy of the content so it can stitch it together in a meaningful way that supports the storytelling. More exclusive and fancier places can have high ceilings, giant windows, and grand lobbies. But the Violator space is in the lower, grungy, underbelly of the ship and you have to take what we call the “Stairway to Hell” to get to them — separating these spaces both visually and physically.”
– Karen Segars, Lead Artist
In our previous games we would do all of this by hand, but that doesn’t allow for the dynamism we are chasing. So, we took on this challenge of teaching the system how to be a storyteller and an interior decorator, creating a ruleset that we trust so it can populate the world in believable, compelling ways that allow for reactivity in a way you’ve never seen in our previous games.
Would you kindly?
We would love to know what you would like to read more about in future Dev Logs. So please, let us know on our socials or through email what you’re most interested in about Judas and how we’re creating it.
Last week, we reported that disturbing horror game Horses had been banned from Steam, with developer Santa Ragione claiming that Valve refused to provide a clear reason for the ban or discuss it further with the studio. Now, at the last possible minute before the game was set to release widely across other PC store fronts, Epic Games Store has also banned Horses.
This news was shared with us by Santa Ragione, who passed on a press release stating that Epic informed them 24 hours before the game’s release that it would not be distributing Horses, despite the studio’s build being approved for release weeks earlier. Per the developer, no specifics on what content was at issue were provided, “only broad and demonstrably incorrect claims that it violated their content guidelines.” When Santa Ragione appealed, the studio says it was denied 12 hours later “without further explanation.”
As Santa Ragione explains it:
Epic’s decision comes after the overwhelming support Santa Ragione received last week upon the disclosure of Steam’s ban, including the public announcement by Epic’s and Steam’s competitor GOG that they would promote and support the game. We do not know what triggered Epic’s sudden decision. Following the announcement of Steam’s ban, Horses became highly visible online, with strong support and a small but vocal opposition. It is difficult not to wonder whether this visibility played a greater role in Epic’s choice than any newly discovered issue with the game itself.
IGN has asked Epic Games for comment and will update when and if we hear back. At the time of this article’s publication, Horses is still listed as “Coming Soon” on the Epic Games Store.
Horses was previously revealed several years ago, and has made appearances in showcases like The Indie Horror Showcase and Day of the Devs. It’s gained some attention for its deeply unsettling premise: a young man travels to a remote horse farm to work for several weeks over the summer, only to find the farmer’s “horses” are actually enslaved, naked humans with horse masks affixed to their heads. Horses, says Santa Ragione, is meant to be upsetting: it’s at least partly a commentary on what sorts of morally horrifying things people will accept or even participate in without pushback, a subject we found was executed artfully, if upsettingly, in our 7/10 review of the game.
And yet, the game has been banned from now both Steam and Epic. Last week, we reported that developer Santa Ragione said it was rejected from Steam after the team submitted an unfinished but playable build of the game in order to create a store page, an unusual request that Valve said was necessary. Valve then rejected Horses, generally citing its Steam Onboarding Documentation, as well as the sentence, “Regardless of a developer’s intentions with their product, we will not distribute content that appears, in our judgment, to depict sexual conduct involving a minor.”
Santa Ragione has since guessed this was in relation to a scene in the game at the time that depicted a fully clothed child “riding” one of the horses on their shoulders. However, the studio says it has since changed that scene to involve an adult instead of a child, and that all characters in the game are clearly adults in their 20s and up, a fact that has remained true in the final version of the game that IGN reviewed, ironically, on the Epic Games Store. Santa Ragione says it was not given the opportunity to resubmit a build to be reconsidered by Valve, and remains unsure if this scene was even what triggered the ban in the first place.
In response, Valve issued a statement claiming it “gave the developer feedback about why we couldn’t ship the game on Steam, consistent with our onboarding rules and guidelines” and that its internal content review team discussed a re-review “extensively” but decided against it.
Arc Raiders developers Embark have shed a bit of light on how their looter-shooter changed after shifting away from the free-to-play business model. Apparently, it made Arc “drastically easier” to design, in the sense that the Swedish studio felt less pressure to turn players into whales.
Helldivers 2 developer Arrowhead has created a “slim” version of its explosive co-op third-person shooter that massively reduces its file size on PC.
For some time now PC gamers have complained about Helldivers 2’s bloated installation size on PC, and Arrowhead recently outlined plans to bring it closer to the size of the console version. In a post on Steam, Arrowhead said it had worked with Sony-owned PC port specialist Nixxes to reach its goal sooner than expected, reducing the PC installation size from 154GB to 23GB for a total saving of 131GB (85%).
Arrowhead has now rolled out this slim version of Helldivers 2 as part of a public technical beta, which PC players are free to opt into. “Our testing shows that for the small percentage of players still using mechanical hard disk drives, mission loading times have only increased by a few seconds in the worst cases,” Arrowhead explained.
The studio had warned that changing the file size of Helldivers 2 might have increased load times by a factor of 10 — indeed that’s why it duplicates data with update releases. But it turns out that its worst case projections did not come to pass.
“These loading time projections were based on industry data — comparing the loading times between SSD and HDD users where data duplication was and was not used,” Arrowhead explained. “In the worst cases, a 5x difference was reported between instances that used duplication and those that did not. We were being very conservative and doubled that projection again to account for unknown unknowns.
“Now things are different. We have real measurements specific to our game instead of industry data. We now know that the true number of players actively playing HD2 on a mechanical HDD was around 11% during the last week (seems our estimates were not so bad after all). We now know that, contrary to most games, the majority of the loading time in Helldivers 2 is due to level-generation rather than asset loading. This level generation happens in parallel with loading assets from the disk and so is the main determining factor of the loading time. We now know that this is true even for users with mechanical HDDs.”
Once the beta confirms no issues, Arrowhead will roll out the slim version of Helldivers 2 to all players and make it the default version for everyone. Assuming all goes smoothly, the legacy version will be discontinued some time next year.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
One of the first “moving pictures” ever created is a moving picture of a horse. In the late 1870s, the photographer Eadweard Muybridge produced a series of “chronophotographs” of horses and riders, including the famous 12-frame sequence Sallie Gardner at a Gallop. I know about Muybridge’s work thanks to Jordan Peele’s film Nope, which considers the historical erasure of Sallie Gardner’s Black jockey, whose identity is disputed. Another thing that easily gets overlooked when considering these images is their contribution to the practice of horse-breeding.
Muybridge – who, incidentally, murdered his wife’s lover, which doesn’t seem wholly irrelevant here – captured the images after many years of tinkering with shutters, triggers and emulsions, but they were commissioned by the industrialist Leland Stanford, founder of the university of the same name. Stanford kept racehorses, and wanted a more precise understanding of their movements, with the obvious wider motive of being able to raise more champions; nowadays, gait analysis by means of video capture is commonplace among breeders. Muybridge’s breakthrough in terms of photographic reproduction is thus an important development in control of equine reproduction. To stretch that point a little, you could argue that the moving picture has always been a way of disciplining sex – and one animal may seem much like another, once reduced to a quantity of frames.