“It’s Make-Or-Break For Sure” – Shovel Knight Dev’s Fate Rests On Upcoming Zelda-Like

“If we sold, like, 100,000, that’s not so good”.

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”.

Read the full article on nintendolife.com

Fallout 76: Burning Springs Expansion Out Today, Adding New Locations, Quests, and The Ghoul

The post Fallout 76: Burning Springs Expansion Out Today, Adding New Locations, Quests, and The Ghoul appeared first on Xbox Wire.

Judas developers Ghost Story Games discuss the origins of its main character

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.

Horses, the Upsetting Horror Game Previously Banned on Steam, Gets Last Minute Ban From Epic Games Store Too

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.

Horses is now available on itch.io, GOG (which publicly expressed support for the game last week), and Humble (which Santa Ragione says confirmed to the studio it would be available).

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Embark almost put crafting timers in Arc Raiders when the game was F2P, but the model made it “hard to respect the player’s time”

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.

Read more

Helldivers 2 Dev Worked With Sony Studio Nixxes to Create a ‘Slim’ Version for PC That Reduces File Size From 154GB to 23GB

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.

The slim version arrives at the same time as Helldivers 2’s big 5.0.0 patch as well as its jungle-themed Python Commandos Warbond, which adds a number of fan-requested weapons including a minigun.

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.

Horses review

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.

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‘You Shouldn’t Ask That!’ — Yuji Horii Was Asked About a Chrono Trigger Remake and He Didn’t Deny It, Reigniting Hope in Japan

Rumors and hopes regarding a Chrono Trigger remake have been raised again over the past week, driven by recent comments from Dragon Quest creator Yuji Horii which do not deny nor confirm the existence of such a project.

This year marks the 30th anniversary of Chrono Trigger. As a result, Square Enix has launched various projects to celebrate the classic RPG. This includes a brand new album featuring piano arrangements of character themes, a character popularity poll (Frog took the top spot, as reported by Famitsu), and orchestral concerts to be held in Japan next January.

However, this sudden celebration of Chrono Trigger after very little fanfare about the cult classic has prompted speculation that Square Enix is leading up to a bigger reveal of a Chrono Trigger remake.

Hopes were reignited again among Japanese-speaking fans on November 30, when Yuji Horii was directly asked in a discussion program on YouTube if all the recent Chrono Trigger 30th Anniversary projects and events are hinting that a remake is in the works. Horii did not outright deny it, responding with “I can’t say,” “You shouldn’t ask that!” and “I’ll get told off!”

This and publishing executive Kazuhiko Torishima’s jokey follow-up cries of “There is! There is (a Chrono Trigger remake)!” have led to Japanese speaking fans hoping, once again, that a remake is in the works despite the fact Square Enix hasn’t made any announcement. “I wonder if it will be announced next year?” users wondered on X.

Chrono Trigger was originally released for the Super Famicom/SNES in 1995. With the involvement of Final Fantasy creator Hironobu Sakaguchi, Dragon Quest creator Yuji Horii, and Dragon Ball creator Akira Toriyama, the RPG is beloved by fans and is considered by many to be one of the greatest games of all time. Although an upgraded version is currently available to play through Steam and on smartphones, fans have been calling for Chrono Trigger to get the remake treatment for years.

The recent Dragon Quest HD-2D remakes have also got Chrono Trigger fans hopeful about seeing the SNES game recreated in the same style. “I want to play Chrono Trigger with beautiful graphics like these!” said a user on X. “Please, Square Enix!” Official posts by Square Enix accounts about Chrono Trigger anniversary merch have also attracted similar enthusiastic comments like, “If there’s a remake I’ll definitely, definitely buy it!” In November, Japanese game news site Dengeki Online did a poll of games readers most wanted to see get the HD-2D treatment, and Chrono Trigger topped the list.

The situation is similar to that of Final Fantasy IX, with the game’s 25th anniversary celebrations this year also stoking fans’ hopes that Zidane and Garnet’s adventures are in line for the remake treatment, although in IX’s case the rumors were backed up by the infamous 2021 Nvidia leak, which showed that a FFIX remake was possibly on Square Enix’s to-do list at one point. However, it seems that for both games, the anniversary celebrations were simply a chance to revisit these classic games through events and new merch. Until an official announcement is made, all fans of both games can do is continue to express their enthusiasm for these classic RPGs to Square Enix.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Metroid Prime 4: Beyond Credits Reveal A Plethora Of Assist Devs, Including Next Level Games

And Samus has a brand new voice.

When Metroid Prime 4: Beyond landed with Retro Studios back in 2019, we’re not sure anybody was truly shocked by this turn of events. Retro is, after all, the original developer of the Prime series, and while many of the veteran team members have since left, the sheer quality of the fourth entry on Switch 2 demonstrates that the studio is still one of the very best in the business.

The folks over at Retro didn’t do it alone, though. As highlighted in the game’s credits sequence, many separate companies lent their talents to the development of Prime 4, including Next Level Games and Virtuos.

Read the full article on nintendolife.com

Coming to Xbox Game Pass: Mortal Kombat 1, Death Howl, Dome Keeper, Routine, and More

Coming to Xbox Game Pass: Mortal Kombat 1, Death Howl, Dome Keeper, Routine, and More

Game Pass December 2025 Hero Image

Happy December, friends! There have been so many incredible games this year, and to pass the time as you’re waiting to see who makes it to the stage to snag their award, check out our collection of The Game Award nominees! While this is our only “Coming Soon” Wire post for December, we’ll be back at it as usual in the new year with more games. For now, let’s get to what’s Coming Soon (and available today)!

Available Today

Lost Records: Bloom & Rage (Cloud, PC, and Xbox Series X|S)
Game Pass Ultimate, Game Pass Premium, PC Game Pass

Embark on a new narrative journey by the creators of Life is Strange. Film your summer of 1995 and create memories of a lifetime with your new friends. 27 years later, confront the dark secrets that made you all promise to never speak again after that fateful summer.

Coming Soon

Monster Train 2 (Cloud, PC, and Xbox Series X|S) – December 3
Now with Game Pass Premium

Powerful beings known as Titans have seized control of Heaven. A makeshift alliance is formed between former angels and demons, who must learn to work together against their common foe. Now, you must command these clans aboard newly forged trains, and embark on your journey through Hell, Heaven, and the Abyss, to defeat the Titans before they destroy this world.

Spray Paint Simulator (Cloud, Console, and PC) – December 3
Now with Game Pass Premium

A relaxing, satisfying game that invites you to build your own painting business from the ground up! Meet with quirky clients in Story Mode and take on each job right from the start. Paint everything: rooms, homes, cars, bridges, even giant robots! Unlock Free Spray mode and play alone or with a friend to make the entire town your canvas!

33 Immortals (Game Preview) (Cloud, Console, and PC) – December 4
Now with Game Pass Premium

A co-op action-roguelike for 33 players. Play as a damned soul and rebel against God’s final judgment. Dive straight into epic, 33-player co-op battles with instant “pick-up and raid” matchmaking. Cooperate with your allies to survive against hordes of monsters and massive, challenging bosses. Expand your arsenal and equip powerful new relics to permanently upgrade your soul.

Indiana Jones and the Great Circle (Cloud, PC, and Xbox Series X|S) – December 4
Now with Game Pass Premium

Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle, a first-person, single-player adventure set between the events of “Raiders of the Lost Ark” and “The Last Crusade”. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones.

Routine (Cloud, Console, Handheld, and PC) – December 4
Game Pass Ultimate, PC Game Pass

Available on day one with Xbox Game pass! A first-person sci-fi horror set on an abandoned lunar base designed around an 80s vision of the future. Explore and investigate your surroundings as you survive against unknown threats.

A Game About Digging A Hole (Cloud, Handheld, PC, and Xbox Series X|S) – December 9
Game Pass Ultimate, Game Pass Premium, PC Game Pass

A minimalist game about digging a hole in the garden of a newly purchased house. Collect resources, sell them, upgrade your equipment, and discover a mysterious secret.

Death Howl (Handheld & PC) – December 9
Game Pass Ultimate, PC Game Pass

Available on day one with Game Pass! Journey through the sorrowful spirit world in a soulslike deck builder. Craft cards and claim powerful totems to defeat the woeful spirits lurking in the mystical lands. Unravel the tale of a grieving mother in her desperate attempt to defy death and bring back her son.

Dome Keeper (Cloud, Console, Handheld, and PC) – December 9
Game Pass Ultimate, Game Pass Premium, PC Game Pass

Defend against waves of alien monsters in this unique roguelike action miner. Dig for resources, collect useful gadgets, and upgrade equipment to increase odds of survival – just hurry back before your dome is destroyed!

Mortal Kombat 1 (Cloud, PC, and Xbox Series X|S) – December 10
Game Pass Ultimate, Game Pass Premium, PC Game Pass

Discover a reborn Mortal Kombat universe created by the Fire God Liu Kang. Mortal Kombat 1 ushers in a new era of the iconic franchise with a new fighting system, game modes, and fatalities!

Bratz: Rhythm & Style (Cloud, Console, and PC) – December 11
Game Pass Ultimate, Game Pass Premium, PC Game Pass

Rule the runway and take the stage with the Bratz Pack! Customize fierce fashions, groove to songs from the Bratz Universe like ‘So Good’, and jet off to iconic cities. Outshine mean Burdine and the Tweevil Twins in epic fashion battles – solo or with friends.

In Case You Missed It

CloverPit (Cloud, Console, Handheld, and PC)
Game Pass Ultimate, Game Pass Standard, PC Game Pass

A gripping rogue-lite that traps players in a hell of their own creation. Locked in a rusty cell with a slot machine and an ATM, you must pay off your debt or fall to ruin – literally! Turn the odds with various prizes and charms that trigger big combos. Bend the rules, break the game, and pay off your captor to earn a shot at freedom

Marvel Cosmic Invasion (Cloud, Console, Handheld, and PC) – December 1
Game Pass Ultimate, PC Game Pass

Available on day one with Game Pass! A cosmic battle awaits! Choose between 15 Marvel heroes in this frenetic action beat ‘em up to fight against the deadly Annihilation Wave threatening the galaxy. From New York City to the depths of the Negative Zone, the future of the Marvel Universe will be fought for across the stars!

Total Chaos (Cloud, PC, and Xbox Series X|S)
Game Pass Ultimate, PC Game Pass

Available on day one with Game Pass! Descend into terror with Total Chaos, a brutal survival horror experience from Apogee Entertainment. Accompanied by a terrifying soundtrack featuring new music by Silent Hill’s Akira Yamaoka, this nightmare unfolds in a decaying isle haunted by deranged prisoners, shifting reality, and unspeakable horrors. Fight for your life with whatever you can find… or rip from your enemies.

Young Suns (Game Preview) (Cloud, Console, and PC)
Game Pass Ultimate, PC Game Pass

Available on day one with Xbox Game Pass! Nobody fends for themselves in this multiplayer narrative life-sim set around Jupiter. In an optimistic alternate future, fly your ship through the Jovian System and help the friendly citizens rebuild after a revolution. Liberation takes work! Join the developers and their community as the game evolves in Game Preview.

More Games Coming with Game Pass Essential on December 3

Game Pass Essential subscribers can look forward to three more games coming to the library on December 3! Experience a grand inter-galactic strategy in Stellaris, fight against hordes of ravenous zombies in World War Z: Aftermath, and survive the harsh Middle Ages in Medieval Dynasty.

DLC / Game Updates

Sea of Thieves: Season 18 – December 11

Return to The Devil’s Roar in Sea of Thieves: Season 18 to face devious new enemies and plunder their hidden hoards. Then take a well-earned break as the Festival of Giving returns, bringing seasonal streams, Holiday Hauls, the Legends of Giving Community Event and more!

Dead by Daylight: Bone Chill Event – Starting December 9

Dead by Daylight’s Bone Chill Event is back, offering another seasonal dose of ice-cold terror to experience.  From December 9th 11 AM to January 6th to 11 AM ET, embrace the ice in your veins and fling those Snowskulls like your life depends on it. For all you know… it does.

Palworld: Home Sweet Home Update – December 17

Palworld’s “Home Sweet Home” update arrives on December 17! Dive into the Ultrakill collab and race through the Palpagos Islands as the blood-fueled V1 and V2! Unleash your inner artist! Recolor your building materials and take base customization to the next level!

In-Game Benefits

PUBG Battlegrounds: Exclusive Survivor Pack (Console) – Available Today
Prepare for battle with the PUBG – XBOX Game Pass Exclusive Survivor Pack! Expand your item collection with the Hunter’s Chests, Keys, and Contraband Coupons, provided free for Game Pass Ultimate members.

Delta Force: Craft Your Precision (Xbox Series X|S) – Available Today
Perks for the new season now arrives! Define the combat in style and craft the precision with multiple firearm appearances and more!

The Crew Motorfest: Toyota Supra LBWK Edition Pack (Cloud, Console, and PC) – Available Today
Master every driving challenge at Motorfest with this pack! Contains the Toyota GR Supra Special Edition, an avatar outfit pack (body and hat) and two customization vanities (underglow and tire).

Leaving Soon

The following games are leaving the Game Pass library in December. Check the dates below and be sure to check them out before they go. As always, you can save up to 20% off your purchase to keep them in your library and keep the fun going!

December 15

  • Mortal Kombat 11 (Cloud, Console, and PC)
  • Still Wakes the Deep (Cloud, Console, and PC)
  • Wildfrost (Cloud, Console, and PC)

December 31

  • Carrion (Cloud, Console, and PC)
  • Hell Let Loose (Cloud, Console, and PC)

We hope you have a chill rest of your December. May your batteries be always charged, your sessions always end in GG’s, and you always have the perfect game queued up next. We’ll be back to talk about what’s coming soon in early 2026! Cheers!

Note: Games with a ‘Handheld’ designation represent those that are optimized for handheld play.

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