Fans have recently been pondering over a mysterious X/Twitter account that seemingly directly references Super Mario’s upcoming 40th anniversary.
As reported by The Gamer, X account @supermario40th has been causing a bit of a kerfuffle, with some suspecting that it might be legit, thus indicating that Nintendo will indeed celebrate the plumber’s anniversary with a number of key announcements. At the moment, it’s completely blank bar the handle, the ‘aaaaaaaaa’ name, and a single follow for Nintendo’s Japanese account.
How Borderlands 4 is Being Built for Co-op from the Ground Up
Anthony Nicholson, Senior Project Producer at Gearbox Entertainment
Summary
Multiplayer has always been a core strength of the Borderlands series, whether online or split-screen, which is why Borderlands 4 is designed for co-op from the ground up.
Dynamic level scaling ensures that everyone can contribute, so you can always play together regardless of differences between your Vault Hunters’ levels or gear loadouts.
We’re just a few weeks away from Borderlands 4‘s launch on September 12, 2025 for Xbox Series X|S — it won’t be long until you’re wreaking havoc across Kairos as a badass Vault Hunter and breaking free from the Timekeeper’s control! Today, I’m thrilled to reveal more details about something incredibly special to me: two-player, split-screen multiplayer in Borderlands 4.
For many of us on the development team, some of our fondest and most formative Borderlands memories are the hours we spent playing in split-screen couch co-op. The looter shooter gameplay of the Borderlands games has always been a blast while playing solo, but it feels like the fun increases exponentially when you’re playing alongside a friend or loved one. So many of us have bonded over the shared experiences that define two-player split-screen, from finally taking down a difficult boss, to getting an awesome Legendary loot drop, or even just cracking up at something one of our Vault Hunters said during a firefight.
Multiplayer has always been a core strength of the Borderlands series, whether online or split-screen—which is why Borderlands 4 is designed for co-op from the ground up. We’re incredibly excited to have full crossplay support at launch so you can play with friends wherever they are, with drop-in/drop-out action for up to four players online (requires SHiFT Account*). That includes the ability to play split-screen locally while you join up with two other players online—you can even get two split-screen duos linked up to form a full party of four!
We’ve also made it easier than ever to jump into some co-op looter shooter action, from the streamlined lobby system down to the game mechanics themselves. Dynamic level scaling ensures that everyone can contribute to the carnage, so you can always play together regardless of differences between your Vault Hunters’ levels or gear loadouts. That same philosophy applies to the individual difficulty settings. You and your buddies can each tune the encounters to feel as tough or forgiving as you personally like.
You’ll also have the option to fast travel directly to other players, which can be extremely helpful when navigating Borderlands 4‘s huge, seamless world. The regions of the dangerous new planet Kairos interconnect to create the biggest expanse we’ve ever had in a Borderlands game, and you might end up exploring in a totally different direction than your co-op party. The fact that you can cruise around on your personalized Digirunner vehicle at any time, along with the new layer of verticality in the environments, makes it so that you might inadvertently put a lot of distance between you and your squad. With party-based fast travel, you can almost instantly join back up after a joyride in the opposite direction or a flubbed jump off the side of a cliff (not that I’ve ever done that, of course).
Borderlands 4 also makes for an awesome hangout game no matter how much time you have for a given play session. You’re free to explore as you see fit, and Kairos has engaging Points of Interest to discover in all directions. Shorter co-op sessions are great for claiming Points of Interest in the name of the Crimson Resistance, including safe houses that unlock new fast travel spots or silos with decommissioned Order communications balloons that let you take to the sky, scope out your next target, and aid your search for elusive Vault Key Fragments. Or, if you’re in it for the long haul, you and your party can endeavor to take back entire regions from the Timekeeper’s oppressive grip, clearing out anyone (or anything) foolish enough to get in your way.
I also want to give a quick shoutout to all the amazing Vault Hunter customization options you can unlock, because part of the co-op fun is showing off your sense of style to fellow Vault Hunters. I’ve spent hours tinkering with my combination of Vault Hunter Heads and Skins to impress my co-op pals, and it’s just as fun to see what new outfits they’ve cooked up for our latest play session.
The entire Gearbox team is beyond excited for the debut of Borderlands 4, and we can’t wait for you (and your co-op squad!) to set foot on Kairos. You can pre-order Borderlands 4 Standard Edition,Deluxe Edition, andSuper Deluxe Edition now on the Xbox Store, with the latter two including post-launch content. See you on Kairos, Vault Hunter!
*Online play requires Internet connection, and cross-play requires SHiFT Account. Console online play requires separate paid subscription. Terms apply.
Pre-order Borderlands 4 and receive the Gilded Glory Pack featuring a Vault Hunter Skin, a Weapon Skin, and an ECHO-4 Drone Skin!*
Explore all-new regions of Kairos with two additional Vault Hunters with the post-launch content of Borderlands 4 Super Deluxe Edition. Experience all new story and side missions, and take on new challenges and fearsome foes! Super Deluxe Edition includes all the content of Deluxe Edition with tons more heaped on top.
Borderlands 4 Super Deluxe Edition includes:
• Full base game
• Pre-Order Bonus: Gilded Glory Pack*
– 1 Vault Hunter Skin
– 1 Weapon Skin
– 1 ECHO-4 Drone Skin
• Firehawk’s Fury Weapon Skin
• Bounty Pack Bundle**
– 4 unique areas, featuring new missions and unique bosses
– 4 Vault Cards with unique challenges and rewards
– New gear and weapons
– New Vault Hunter cosmetics
– 4 New vehicles with new cosmetics
• Ornate Order Pack
– 4 Vault Hunter Skins
– 4 Vault Hunter Heads
– 4 Vault Hunter Bodies
• Vault Hunter Pack***
– 2 new playable Vault Hunters
– 2 new Story Packs, featuring all new story and side missions
– 2 new map regions
– New gear and weapons
– New Vault Hunter cosmetics
– New ECHO-4 cosmetics
Borderlands 4 brings intense action, badass Vault Hunters, and billions of wild and deadly weapons to an all-new planet ruled by a ruthless tyrant.
Crash into Kairos as one of four new Vault Hunters seeking wealth and glory. Wield powerful Action Skills, customize your build with deep skill trees, and dominate enemies with dynamic movement abilities.
Break free from the oppressive Timekeeper, a ruthless dictator who dominates the masses from on high. Now a world-altering catastrophe threatens his perfect Order, unleashing Mayhem across the planet.
BE A BADASS
Become an unstoppable force of battle, blasting through enemies with an all-new arsenal of outrageous weaponry. Move across the Borderlands like never before—double jumping, gliding, dodging, grappling, and more—dealing death from every direction. Explode each encounter with devastating Action Skills that unleash your Vault Hunter’s unique abilities. Craft your perfect build with branching skill trees and a deep, rewarding loot chase full of explosive weapons and powerful gear.
FIGHT SOLO OR CO-OP
Wreaking havoc across Kairos is awesome alone and even better with friends in 2-player splitscreen or up to 4-player online co-op.**** Borderlands 4 is designed for co-op from the ground up, supporting however you want to play. Whether you’re hunting for loot, tackling missions, or wandering freely, level scaling and individual difficulty keeps the party together and having fun.
LESS BORDERS, MORE LANDS
Freely explore a vast and dangerous world rife with warring factions. Hop on your hover bike and ride through lush fields, towering peaks, and deadly deserts full of fearsome enemies, dynamic events, and engaging quests with unforgettable characters. Unite the people of Kairos and ignite a revolution, tackling this adventure however you see fit in a seamless Borderlands experience.
*Pre-order offer available until launch, after which the Gilded Glory Pack will be available for separate purchase (base game required). Internet connection required to redeem bonus content. Items will be automatically entitled in-game at launch. Terms apply.
**Borderlands 4 Bounty Pack Bundle consists of 4 separate post-launch DLC packs. The Bounty Pack Bundle is included with the Deluxe and Super Deluxe Editions of Borderlands 4. The Bounty Pack Bundle, and the individual DLC packs that make up the bundle, will also be available for separate purchase at launch (base game required). Exact release timings of each DLC pack to be announced at a later date and will be subject to change. Terms apply.
***Borderlands 4 Vault Hunter Pack consists of 2 separate post-launch DLC packs. The Vault Hunter Pack is included with Borderlands 4 Super Deluxe Edition. The Vault Hunter Pack, and the individual DLC packs that make up the bundle, will also be available for separate purchase at launch (base game required). Exact release timings of each DLC pack to be announced at a later date and will be subject to change. Terms apply.
****Online play requires Internet connection, and cross-play requires SHiFT Account. Console online play requires separate paid subscription. Terms apply.
Purchase grants a license to the digital product subject to the Terms of Service (“ToS”) and Privacy Policy in game and at www.take2games.com/legal and www.take2games.com/privacy. Access to special/bonus/online features, content, services, or functions (“Special Features”), may require single-use serial code, additional fee, and/or online account registration (minimum age varies). Special Features may require internet connection, may not be available to all users or at all times, and may be terminated, modified, or offered under different terms in accordance with the ToS. See https://bit.ly/2K-Online-Services-Status for availability of certain Special Features. Violation of the ToS may result in restriction or termination of access to game or online account.
Pre-order Borderlands 4 and receive the Gilded Glory Pack featuring a Vault Hunter Skin, a Weapon Skin, and an ECHO-4 Drone Skin!*
Take on new areas with unique missions and bosses, earn more rewards with Vault Cards, and collect all kinds of additional loot with the Borderlands 4 Deluxe Edition!
Borderlands 4 Deluxe Edition includes:
• Full base game
• Pre-Order Bonus: Gilded Glory Pack*
– 1 Vault Hunter Skin
– 1 Weapon Skin
– 1 ECHO-4 Drone Skin
• Firehawk’s Fury Weapon Skin
• Bounty Pack Bundle**
– 4 unique areas, featuring new missions and unique bosses
– 4 Vault Cards with unique challenges and rewards
– New gear and weapons
– New Vault Hunter cosmetics
– 4 New vehicles with new cosmetics
Borderlands 4 brings intense action, badass Vault Hunters, and billions of wild and deadly weapons to an all-new planet ruled by a ruthless tyrant.
Crash into Kairos as one of four new Vault Hunters seeking wealth and glory. Wield powerful Action Skills, customize your build with deep skill trees, and dominate enemies with dynamic movement abilities.
Break free from the oppressive Timekeeper, a ruthless dictator who dominates the masses from on high. Now a world-altering catastrophe threatens his perfect Order, unleashing Mayhem across the planet.
BE A BADASS
Become an unstoppable force of battle, blasting through enemies with an all-new arsenal of outrageous weaponry. Move across the Borderlands like never before—double jumping, gliding, dodging, grappling, and more—dealing death from every direction. Explode each encounter with devastating Action Skills that unleash your Vault Hunter’s unique abilities. Craft your perfect build with branching skill trees and a deep, rewarding loot chase full of explosive weapons and powerful gear.
FIGHT SOLO OR CO-OP
Wreaking havoc across Kairos is awesome alone and even better with friends in 2-player splitscreen or up to 4-player online co-op.*** Borderlands 4 is designed for co-op from the ground up, supporting however you want to play. Whether you’re hunting for loot, tackling missions, or wandering freely, level scaling and individual difficulty keeps the party together and having fun.
LESS BORDERS, MORE LANDS
Freely explore a vast and dangerous world rife with warring factions. Hop on your hover bike and ride through lush fields, towering peaks, and deadly deserts full of fearsome enemies, dynamic events, and engaging quests with unforgettable characters. Unite the people of Kairos and ignite a revolution, tackling this adventure however you see fit in a seamless Borderlands experience.
*Pre-order offer available until launch, after which the Gilded Glory Pack will be available for separate purchase (base game required). Internet connection required to redeem bonus content. Items will be automatically entitled in-game at launch. Terms apply.
**Borderlands 4 Bounty Pack Bundle consists of 4 separate post-launch DLC packs. The Bounty Pack Bundle is included with the Deluxe and Super Deluxe Editions of Borderlands 4. The Bounty Pack Bundle, and the individual DLC packs that make up the bundle, will also be available for separate purchase at launch (base game required). Exact release timings of each DLC pack to be announced at a later date and will be subject to change. Terms apply.
***Online play requires Internet connection, and cross-play requires SHiFT Account. Console online play requires separate paid subscription. Terms apply.
Purchase grants a license to the digital product subject to the Terms of Service (“ToS”) and Privacy Policy in game and at www.take2games.com/legal and www.take2games.com/privacy. Access to special/bonus/online features, content, services, or functions (“Special Features”), may require single-use serial code, additional fee, and/or online account registration (minimum age varies). Special Features may require internet connection, may not be available to all users or at all times, and may be terminated, modified, or offered under different terms in accordance with the ToS. See https://bit.ly/2K-Online-Services-Status for availability of certain Special Features. Violation of the ToS may result in restriction or termination of access to game or online account.
Borderlands 4 brings intense action, badass Vault Hunters, and billions of wild and deadly weapons to an all-new planet ruled by a ruthless tyrant.
Crash into Kairos as one of four new Vault Hunters seeking wealth and glory. Wield powerful Action Skills, customize your build with deep skill trees, and dominate enemies with dynamic movement abilities.
Break free from the oppressive Timekeeper, a ruthless dictator who dominates the masses from on high. Now a world-altering catastrophe threatens his perfect Order, unleashing Mayhem across the planet.
BE A BADASS
Become an unstoppable force of battle, blasting through enemies with an all-new arsenal of outrageous weaponry. Move across the Borderlands like never before—double jumping, gliding, dodging, grappling, and more—dealing death from every direction. Explode each encounter with devastating Action Skills that unleash your Vault Hunter’s unique abilities. Craft your perfect build with branching skill trees and a deep, rewarding loot chase full of wild weapons and powerful gear.
FIGHT SOLO OR CO-OP
Wreaking havoc across Kairos is awesome alone and even better with friends in 2-player splitscreen or up to 4-player online co-op.** Borderlands 4 is designed for co-op from the ground up; whether you’re hunting for loot, tackling missions, or wandering freely, level scaling and individual difficulty keeps the party together and having fun.
LESS BORDERS, MORE LANDS
Freely explore a vast and dangerous world rife with warring factions. Hop on your hover bike and ride through lush fields, towering peaks, and deadly deserts full of fearsome enemies, dynamic events, and engaging quests with unforgettable characters. Unite the people of Kairos and ignite a revolution, tackling this adventure however you see fit in a seamless Borderlands experience.
**Online play requires Internet connection, and cross-play requires SHiFT Account. Console online play requires separate paid subscription. Terms apply.
Purchase grants a license to the digital product subject to the Terms of Service (“ToS”) and Privacy Policy in game and at www.take2games.com/legal and www.take2games.com/privacy. Access to special/bonus/online features, content, services, or functions (“Special Features”), may require single-use serial code, additional fee, and/or online account registration (minimum age varies). Special Features may require internet connection, may not be available to all users or at all times, and may be terminated, modified, or offered under different terms in accordance with the ToS. See https://bit.ly/2K-Online-Services-Status for availability of certain Special Features. Violation of the ToS may result in restriction or termination of access to game or online account.
Fans of Star Wars: Unlimited have reason to celebrate this week as Amazon rolls out a series of discounts across multiple sets in the fast-growing trading card game. Not every expansion has boosters or bundles that have gotten the price-cut treatment, but for those looking to stock up on boosters or grab a starter kit, there are some standout Star Wars deals worth jumping on before they vanish.
For example, the Twilight of the Republic Booster Display Box, featuring 24 packs steeped in Clone Wars-era drama, has seen one of the biggest drops, plunging 52% down to just $57.98 (was $119.76). Each pack contains 16 cards, including guaranteed rares, a leader, and a base/token card, making it a prime choice for competitive deck builders or collectors chasing those foil highlights.
For those after something a little more beginner-friendly, the Twilight of the Republic Two-Player Starter Set has dipped to $27.54 (was $34.99), complete with two fully built decks, playmats, counters, and a quickstart rulebook.
If the Outer Rim calls louder than Coruscant, the Shadows of the Galaxy Two-Player Starter Set (headlined by The Mandalorian and Moff Gideon) is now $25.36 (down from $34.99), offering the same ready-to-play convenience with exclusive cards you won’t find in boosters. Single Shadows of the Galaxy booster packs are also available for $8.95 (was $10.99), perfect for topping off a deck with Mandalorian-era firepower.
The deals don’t stop there because the Legends of the Force set, only released last month and packed with Jedi, Sith, and iconic Force-users from across the saga, has had its own 24-pack display box dropped down to $88.00, a 27% cut from its original $119.76 price tag.
Spark of Rebellion is on sale, too, though the 24-pack display box is still sitting at over $105 (although better than its original $119.76 price). Altogether, though, the current markdowns on Twilight of the Republic, Shadows of the Galaxy, and Legends of the Force make for a good case to anyone looking to expand their collection without paying full retail.
Since this sale’s dropped, some other items in the Star Wars: Unlimited range have sold out already, so it seems to be only a matter of time before stock sells out and any replenishments are put back at their original MSRP. If you’ve been holding off on building your next Star Wars: Unlimited deck, this looks to be the perfect time to drop some Galactic Credits.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
We’ve covered a few deals on the RTX 5070 from various manufacturers in recent days, but today we’ve spotted its big brother, the RTX 5080, up for almost 20% off.
2025 has already been a productive year for Phasmophobia maker Kinetic Games, not least because though it’s only August, we’ve already seen a major overhaul of the in-game journal, the release of the (terrifying) reworked Bleasedale Farmhouse, and now a revamp for the fan-favorite Grafton Farmhouse map has just gone live.
As we dive into the final half of the year — and get ever closer to spooky season — we sat down for a chat with art director Corey J. Dixon to talk about what’s new, when Phasmophobia will finally feel finished, the possibility of Phasmophobia 2, and what it’s like working with Blumhouse Films on a movie adaptation.
IGN: Tell us about the reworked maps. Why rework them at all?
Corey J. Dixon: [Creator] Dan [Knight] wanted Phas[mophobia] to be the best thing it could be. And with the amount of asset packs that he had to use to create the game, there was a feeling of it not being his own thing. The design and the game and everything else inside of it was his baby — and it was successful because of that — but anyone could recreate Tanglewood. They just needed to buy the asset. So Dan was like: ‘I want to make this the best puzzle horror game I can. Let’s rework the maps.’
I joined Kinetic Games about nine months after Phas came out, so it’s just over four years now. Back then, there were only three of us. It was me, Dan, Ben [Lavender], and I was doing all the art myself. My first job was slowly replacing all the art assets, [and] we’re still going four years later. But there’s a lot more people now.
IGN: Why was Grafton next on the list to get a revamp?
Corey J. Dixon: We do what we feel is best for players. Asylum was the most repetitive map. It was absolutely huge before. I’d had chats with Dan where he’s like, ‘Oh yeah, it took me so long, like I was just copy-pasting rooms because I’d made it so big,’ and it just wasn’t that enjoyable to make. That was the first target — we felt that that was the most repetitive, and could have the biggest uplift.
So we did that one first, and then the farmhouses. There are two farmhouse maps, but they were almost identical. We had so many players who couldn’t even tell the difference between Bleasdale and Grafton because they were the same asset pack. So we had the conversation, and I suggested that we should really spread them apart. Let’s make one of them this kind of ornate, mansion-y, bigger map, and then take the other one in the opposite direction. Let’s ruin it, destroy loads of it — give it that abandoned ghosthunting experience that a lot of people do in real life. I think it’s worked — they feel completely different now.
IGN: Do you have plans to rework anything else?
Corey J. Dixon: Earlier this year, we announced we would be doing Tanglewood, and that’s a fan-favorite map. Everyone absolutely loves Tanglewood. So we’ll have to make sure we maintain a balance of, you know, giving it a fresh coat of paint, but not changing too much, because we know how much players absolutely adore it. But I’m pretty sure we’ll find that balance.
IGN: How do you manage demand from players who want smaller maps with those who want much bigger ones?
Corey J. Dixon: It’s a combination of things, the first mainly being the community. We’ve got statistics on what maps people play. We know that people play small maps, and we hear people talk about small maps all the time. That’s a massive factor. We want to update and add things that players want to play. We understand there is a community of players that do like the larger maps, but the bigger the map, the longer it takes to make or redo. So, for us, if we’re going to do, for example, three maps in a year, and if we [chose] a large map, that might mean we only get to do one or maybe two a year. So players are missing out because we’re doing something that takes much longer.
It’s kind of weighing up what the benefit is for the community versus how long it takes. We would like to rework all of the base game maps eventually — it’s just how long that takes, and in what order.
IGN: Have you ever considered expanding beyond four-player co-op?
Corey J. Dixon: A lot of the community have asked for that, especially on the big maps! Yeah, more players means you’ll find the ghost and identify it quicker. But it’s not really something we’re looking into. The whole game is locked in around four players. And it’s a 10-year project. Now, for Dan, he’s [already] worked on the game that long, and the code base is kind of locked in, there’s a lot of linking, intertwining systems, and it all kind of works together. So even if we wanted to do that, it would be an absolutely huge project.
IGN: You’ve also recently revealed that the next new map coming to Phasmo is Nell’s Diner. Tell us about it.
Corey J. Dixon: We planned for a new, small map this year and, again, looked at the community. People suggest things all the time. We have a massive list that has all of the things the community has suggested, so we reference that and see what we think, what we think would work or not.
We need to make sure that small maps make sense, because the way that the game plays, you’re restricted in what kind of maps you can do. A lot of people have suggested a theater or an amusement park, and while those would be absolutely amazing art tasks — they’d be so fun to make, gameplay-wise — they’d be really difficult. Massive open spaces mean you don’t have ghost rooms, and you need to have things on the floor or things for the ghost to interact with. So a diner just kind of made sense. You can split it up into these nice little chunks — you’ve got the dining area, the counter, the kitchen, the staff areas at the back, and then some toilets. It’s a perfect little, small map.
It’s also a familiar thing. People love the house maps because they play Phas in a familiar environment, which is just a house that doesn’t look creepy or abandoned. They stop playing [for the night] and walk around their house at night and go, ‘Oh my God. This is so similar. This is my house, and I’m scared of looking around at night.’ And a diner is very familiar for a lot of people.
The theming is super unique. We’ve never done a retro American style or really embraced the culture of it all. Shout out to the art team!
IGN: Is that because you have a bigger team now? One of the criticisms we see is about the pace of development, which has felt sluggish at times.
Corey J. Dixon: Oh, yeah. Definitely. If you compare our updates this year to last year — I think last year was just the console update, and then we did [new map] Point Hope. This year, we’ve already done the Bleasdale update. Grafton. The Chronicle update — which was a huge shake-up of the gameplay — came out a couple of months ago, and we’re still on track with our roadmap. We did Easter, we’ve got the Halloween holiday, and then Nell’s Diner as well.
IGN: You recently said the diner was a chance to use a little environmental storytelling, too?
Corey J. Dixon: We’re trying to push that as much as possible. Phas doesn’t have a story, per se, but even back when I did the asylum map, I tried to add a bit of storytelling there about, like, maybe there’s an origin story there for one of the ghosts, or maybe it’s just a crazed lunatic.
We’re trying to let players think about what happened here without being too hand-holding. We’ve dropped these little bits and pieces around, and people absolutely love it. We did some stuff in Bleasdale that even referenced Grafton. [Our community] absolutely loves it. So we’re just trying to push that Phas is not just a ghost-hunting game with these environments that look pretty but don’t mean anything. It’s a living, breathing world. We’ve got a lore update coming at some point that’s just going to push the storytelling in the game as far as we can.
IGN: Does this mean we’re closer to a 1.0 release? Phasmophobia’s been in early access since its 2020 debut.
Corey J. Dixon: We definitely have plans for 1.0, probably in line with our Horror 2.0 update [slated for 2026] is where we feel the game is feature-complete. It doesn’t mean we’ll stop working on it — we still want map reworks and new maps and stuff in the future, so there’ll be more stuff for the game. But I think once the Horror 2.0 has been redone, which is the next thing we work on after the [2025’s] Player Update, the game will feel finished. Once that’s in, I think it will be in a good spot.
It’s really difficult to know [when it may be finished]. Our community is constantly putting out, ‘Oh, it should have this!’ so we can look at that and just keep doing it! We’d love to work on it until we’re really happy with it. We haven’t set a date or an update that’s like: we’re done. I think we’ll just know: there’ll be that company-wide feeling that this project is done now, we’ve made it the best it can be, which is what Dan wanted Day One. I think we’ll know when we hit that milestone — I don’t think we can plan for that.
IGN: How do you keep the horror sequences fresh (and scary) for veteran players while keeping the gameplay loop simple enough for new ghosthunters?
Corey J. Dixon: We just try and maintain a balance. Like with the Chronicle update, we wanted to make it make sense. Before, something would be dropped on the floor, and you take a photo and go to the person you’re selling them to, and say: ‘I promised the ghost threw this! It wasn’t me!’ So that was the main goal of the update: let’s make the evidence system make sense, right?
People come up with crazy ideas, and some of them are great. Going back to the first anniversary, and we did a mini update where we redid the journal, because that was a big pain point for players. And people were posting designs on Reddit. It meant that when we came to do it, we had tons of reference, and we knew what players wanted feature-wise, and we just had to make it kind of look pretty, and we haven’t touched it since. The community’s great, it’s almost like you don’t need anyone [on the development team] with a brain now. We could just be developers that don’t have any thought, and we just follow the Reddit thread and just churn out stuff, because there’s so many good ideas on there!
When we got to the gameplay design of the Chronicle Update, it was just about maintaining that interest for new players, but having it complicated enough so that experienced players would enjoy it as well. With the unique and duplicate system, you can go in and take whatever photos, videos, and sounds you want, and not worry about the unique and duplicates, and you’ll still get a pretty good payout.
But veteran players with thousands of hours [in the game] — they know every nook and cranny. They can kind of curate their own really difficult game mode in custom difficulty, and they can go for a perfect investigation, and they can make each game the hardest they want it to be, and then end up with these huge payouts. The custom update is kind of ‘play your way.’ We noticed so many people were making their own little challenges, and we were like, let’s just put it in the game. Let’s just spend the time and put it in. We did a few updates to get the rewards right, but now it’s super solid. It’s rewarding when it needs to be, and it’s less rewarding when it doesn’t. I’m really happy with how that turned out.
IGN: Given how much Phasmophobia has changed since its launch half a decade ago, have you ever considered starting from scratch with a sequel?
Corey J. Dixon: I wouldn’t write it off. It would be a fun challenge to see if we could do another one. There are a lot of things that I know we would change as a company if we went into Phas fresh. There’s definitely things we would all probably say, ‘Oh, let’s not do that!’ Or ‘that would be awesome. We should do that instead.’ So, yeah, you never know. It’s definitely not off the cards.
IGN: What about a Nintendo Switch 2 version?
Corey J. Dixon: We want what’s best for the game, and if the opportunity arises, we’d love to. But there’s no news or anything I can share.
IGN: Before we go — the Blumhouse movie adaptation. How can Phasmophobia’s genre-defining gameplay translate to a movie?
Corey J. Dixon: We’ve got a really good partnership with Blumhouse. It’s brilliant. It will be a Phasmophobia film, it won’t just be a ghost hunting film — we’re going to make sure it’s a film that fans want to watch, and we’re going to work with them really closely. They’re really willing to work with us, and, obviously, we want to work with them. So yeah, we’ve got a really good partnership, and I think fans are going to love it when it comes.
Phasmophobia’s Grafton Farmhouse reworked map is now live across all platforms, including PC via Steam, PS5, PS VR2, and Xbox Series X and S.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Monster Hunter Wilds’ crucial update 1.021 goes live tomorrow, August 13, and ahead of that Capcom has released early patch notes alongside a message to the community apologizing for the state of the game.
Director Yuya Tokuda confirmed update 1.021 expands the endgame, adds 9★ Monsters and Talismans, and makes improvements to weapon balance, quality of life changes, and optimizations.
Of particular interest to PC players will be Capcom’s effort to improve “stability.” Monster Hunter Wilds has a ‘mixed’ user review rating on Steam for all reviews, but recent reviews are ‘mostly negative.’
Despite reviewing well initially, Monster Hunter Wilds’ endgame content is sorely lacking compared to past games, so the many fans who play Monster Hunter over time, with friends, are struggling. It’s also suffering from severe performance issues on PC that have yet to be fully resolved. Despite new content and seasons, fans remain unsatisfied with the state of the game, to the point where some are taking things too far and apparently harassing and threatening individual Capcom team members over it.
Tokuda began his message to the community by apologizing for the time it’s taking to make improvements to the game, but insisted Capcom is committed to the cause. To that end, Title Update 3 is scheduled for release at the end of September, and Title Update 4 is due out this winter. “For our fourth title update this winter, on top of new monsters, we are also considering additional weapon-related end-game features,” Capcom said.
Monster Hunter Wilds update 1.021 patch notes:
Expanded End-game Content
Originally planned for implementation in the third title update scheduled for the end of September, we’ve moved up the implementation of expanded end-game content to the Ver. 1.021 update.
We will be adding a new set of high-difficulty quests, and as rewards for completing them, you can obtain talismans with randomly assigned bonuses, including weapon skills.
1. As a new set of high-difficulty quests, 9★ monsters will start appearing when you are HR 100 or higher.
Starting with Ver. 1.021, Tempered Monsters (9★) of nine monster species will begin appearing in locales. Following that, our third title update in late September will see additional 9★ monsters appear in event quests.
For veteran players who have experienced end-game content in previous Monster Hunter titles, we understand that the difficulty of Tempered Monsters at launch may have felt lacking. Therefore, starting with Title Update 2, we’ve introduced a system for more detailed monster parameter customization, as well as other adjustments to ensure a challenging and rewarding experience.
2. We’re adding the Glowing Stone appraisal item as a quest reward for quests with 9★ monsters.
Upon quest completion, the Glowing Stone appraisal item — a quest reward for quests with 9★ monsters — will transform into an Appraised Talisman with randomly assigned skills. Unlike other talismans which can be crafted and upgraded at the Smithy, Appraised Talismans cannot be upgraded. However, they can be randomly granted not only armor skills but weapon skills and decoration slots (both weapon skill and armor skill decoration slots), allowing for more customization and experimentation with builds. We hope this leads to more engaging gameplay and encourages hunters to try different weapons and armor based on the talismans they obtain.
Additionally, we recognized that end-game content early after the game’s release was slightly skewed around Arkveld. This, combined with the fact that Arkveld is relatively resistant to elements, resulted in limited opportunities to try out diverse builds. In response, we have adjusted the difficulty, average hunting time, and rewards for each of the 9★ monsters being added in an effort to ensure that all monsters offer balanced rewards fitting with the effort spent hunting them. We encourage you to select your hunts based on your own individual skill, equipment, or needs, and enjoy each challenge.
9★ Monster Adjustments
In light of the addition of 9★ monsters, we’ve lengthened the duration of meal effects so that they’re less likely to expire if the hunts go on a little long. We also raised the upgrade limit for armor of rarity 5 or above, so that players can squeeze in a little more defense before they go up against these challenging new monsters. Additionally, from HR 100 and higher, Rey Dau and Nu Udra will now appear in the Wounded Hollow, and each region’s apex predator will be more likely to appear even with that region is not experiencing an inclemency.
Title Update 3 As mentioned previously, Title Update 3 will see the gradual introduction of 9★ monsters in Event Quests as well. We are also adjusting the strength of support hunters in line with the addition of 9★ monsters. We apologize that the timing of these adjustments are in stages and come after the implementation of the monsters themselves, but we hope you understand that this is a result of expediting the monster implementation. In order to diversify the lineup of quests, we are working to make it possible for Lagiacrus to appear in the Wounded Hollow, as well as other additions such as more hunts targeting packs of monsters. We are also implementing adjustments to improve gameplay convenience, such as preventing monsters from spontaneously destroying pop-up camps and resetting the cooldown for mantles upon beginning a quest.
Finally, we can also assure you that any new monsters added in Title Update 3 will also feature 9★ difficulty quests. We hope you look forward to the new contents for Title Update 3, and that in the meantime you can enjoy the new additions from Ver. 1.021 to strengthen your equipment and collect Appraised Talismans in preparation for the challenging hunts ahead.
Weapon Balance Changes
As previously announced, we had been planning balance adjustments for 5 weapon types. However, in the end we have expanded the scope and will be implementing adjustments (upward adjustments) for 11 total weapon types.
Affected Weapon Types: Great Sword, Long Sword, Sword & Shield, Dual Blades, Hunting Horn, Lance, Switch Axe, Charge Blade, Insect Glaive, Light Bowgun, Heavy Bowgun
Bug Fixes Only: Gunlance, Bow
Overall Direction
In previous updates, we aimed for greater diversity in hunting styles and equipment builds, including equipment with elemental properties. We performed balance adjustments, including some downward adjustments, to ensure no single strategy was overly effective against monsters introduced later on. However, this resulted in some hunting styles becoming less viable and certain weapon types experiencing lower-than-intended viability. We apologize for the results and that we did not communicate our balancing intentions clearly enough.
This update will mitigate the excessive downward adjustments made in Title Update 2, and will focus on enhancing each weapon type’s individuality while strengthening their ability to face high-difficulty monsters planned in the future. We will be implementing upward adjustments for 11 weapon types.
Revisiting Downward Adjustments
For sword & shield, charge blade, light bowgun, and heavy bowgun, we will be revisiting the downward adjustments made in Title Update 2.
Sword & Shield In Wilds, we’ve been particularly focused on making the weapon easy to handle even for beginners, making adjustments to its moveset so that a certain level of damage can be dealt with any action. Among these, the damage output of some actions was found to be too high in relation to their ease of use when compared to other weapon types. Therefore, we made some downward adjustments in Title Update 2. Among those adjustments, we found that the downward adjustment to Guard Slash reduced the usage frequency of Counter Slash, so we’re applying a slight power increase to Guard Slash to compensate.
Charge Blade In Title Update 2, we aimed to balance Amped Element Discharge so that it could offer another reliable source of damage beyond multi-hit attacks in Axe Mode. However, the adjustment resulted in less power than intended, and also failed to expand player options. To address this, we revisited these adjustments and made it so that increased damage via enhanced phials is reflected while in Power Axe Mode, making it easier to maintain high damage output while keeping Power Axe Mode active.
Light Bowgun & Heavy Bowgun In the Ver. 1.011 update, we introduced downwards adjustments to elemental and pierce ammo to prevent them from being overpowered against future high-difficulty monsters, like the recently-introduced Arch-tempered Uth Duna, and to ensure that a variety of weapon types were viable. However, we’re reviewing this change and will be slightly increasing the power of elemental ammo for light bowguns. We will also relax the downward adjustment to the amount of rapid fire and ignition gauge recovery when using pierce ammo. Finally, we’ll increase the amount of gauge recovery for various ammo types and improve the handling and power of special ammo in order to expand viable ammo selections for more situations.
Other Weapons
We will perform some upward adjustments for weapons like the great sword and insect glaive as well, which previously have not been the subject of balance changes.
For dual blades, we focused on improving usability, such as making Demon Boost Mode easier to maintain and making Focus Strikes easier to use. In particular, based on player feedback, we added a Focus Strike action (which can be chained into others) that provides another option for continuing attacks without changing your position.
We have implemented upwards adjustments for each weapon type, focusing on expanding playstyle options. We encourage hunters to try each of the weapons out again after the update is live. Details on the adjustments made for each weapon type will be included in Guild Reports on our official social media accounts, so please check the reports for more information that we weren’t able to share here.
We also plan to adjust some series skills that were previously difficult to use, with the overall goal of increasing equipment build options.
Efforts to Improve Game Stability
We’d also like to touch on our efforts to improve game stability, particularly for the Steam version, in response to numerous player comments.
Bug Fixes
We are currently aware of an issue across all platforms where the game may crash when a player gesture, such as the Water Gun gesture, hits another player at the same time that a specific type of communication error has occurred.
We plan to fix this issue in the Ver. 1.021 update. We sincerely apologize for the inconvenience and ask that you please wait a little longer for the fix.
We are strengthening our checking system to prevent game crashes caused by issues on the application side. In the event that a bug is found, we will investigate and fix it promptly.
CPU Usage Optimization (Steam Version)
In Title Update 2, we fixed bugs related to shader compilation and reduced the impact of anti-cheat measures on processing load by about 90%. In addition, as an option to reduce CPU load while improving frame rate, we implemented support for the latest super-resolution technologies, DLSS4 and FSR4.
In addition, in Title Update 2 we improved our texture loading process, reducing instances where low-quality textures are displayed when monsters suddenly enter the player’s field of view. Title Update 3 will see similar improvements for NPCs and Seikret mounts.
Future Plans In general, increasing the native frame rate will also increase CPU usage. If the frame rate limit is set to unlimited or a high value in the options, CPU performance will be maximized(*) in the attempt to increase the frame rate, which may result in a very high CPU usage. Please adjust your graphics options to limit the frame rate in accordance with your hardware’s specifications.
*In cases where GPU performance is bottlenecked, CPU performance may not be fully utilized.
We are aware that some players may be concerned about the potential strain on their PCs, particularly those using CPUs known to have stability issues (as reported by various manufacturers), due to prolonged high CPU usage during extended play sessions. On the other hand, as making changes to CPU processing could affect the game’s overall performance, we plan to proceed with caution.
In regards to CPU load reduction, we plan to address this issue in the fourth title update scheduled for this winter. Once the initial implementation is complete, we will proceed with a second stage of further mitigation measures. We will also address GPU load reduction in a similar manner.
We will continue to work on improving the game’s stability so that more players can enjoy the game on PC with peace of mind. Thank you for your understanding.
Looking Ahead!
We would like to express our sincere gratitude to all of you who have provided us with valuable feedback and requests.
We will continue to share the development team’s progress on these through our Guild Reports. For detailed information on adjustments, including those we were unable to cover in this update, please refer to our official social media accounts and website.
Note: Information will be published on our social media accounts first, and later posted on our official website as well. For the absolute latest, please check social media.
We will continue to make various fixes and adjustments through future updates, as well as implement additional exciting new content. We also plan to address improvements that were not included in the Ver. 1.021 update in future title updates.
Please also look forward to more details we’ll be announcing soon about Title Update 3, scheduled for release at the end of September. For our fourth title update this winter, on top of new monsters, we are also considering additional weapon-related end-game features.
We’ll continue to work hard to make Monster Hunter Wilds as enjoyable as possible for hunters throughout the world. Thank you for your continued support.
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.
Right, stop eating your mate for a minute. Peak‘s had a big update from developers Aggro Crab and Landfall Games, and it adds a new Monument Valley-esque location for you to scale the cliffs of.
Before you can go mountaineering among the sandy cacti and roaring tornadoes, though, you’ll want to put on some suncream. Yes, I know you now do the cannibalism thanks to co-op climber’s most recent patch, but you’ve still got to take your skincare seriously. Come on, at least take a parasol.
Developer Pocketpair is still very much in the midst of a lawsuit from Nintendo over its smash-hit title Palworld, but it may have another issue on its hands.
As covered by The Gamer, a new title by the name of Palland is now available via the Switch eShop, and everything from its basic description to its screenshots indicate that it’s a blatant rip-off of Palworld. Does that also make it a rip-off of Pokémon..? Well, Nintendo would probably say so, yes. We’re not so sure about Pocketpair.
Developer Remedy believes the release of its first self-published game and Control spin-off, FBC: Firebreak, “succeeded technically,” but acknowledged it “underperformed” on Steam, admitting that “commercially, we were unsatisfied.”
In a statement to investors, the studio reiterated Firebreak topped 1 million players. However, the majority of those players were on console — via PS Plus and Xbox Game Pass subscription — even though PC was “planned as the primary consumer sales channel.”
“The game’s initial onboarding experience and mission structure resulted in high early player drop-offs and an influx of negative reviews,” the financial statement said. “As players spent more time in the game and we released updates improving the game, sentiment in reviews turned more positive.
“Commercially, we were unsatisfied with the launch-phase consumer sales of FBC: Firebreak. Thus far, FBC: Firebreak’s commercial performance has largely been driven by the Xbox and PlayStation subscription service agreements. A considerable portion of the revenues from these agreements will still be recognized throughout the contract period.”
The studio did, however, note that FBC: Firebreak was designed to evolves over time, and believes it’s a solid game “despite the rocky launch.” A larger “Major Update” scheduled for late September will be the next key step for FBC: Firebreak, which Remedy “expects to drive interest in the title.” It said it remains “committed to continuing to work on FBC: Firebreak, engaging with the community, and expanding the game.”
In its financial results for the first half of 2025 and the second quarter, Remedy reported a revenue boost during both periods, following increases in game sales and royalties. The quarter once again operated at a loss — although at $580,000, this was not as sharp as last year’s $3.7 million loss — and across the first six months of the year, revenue was up 43.4% to $35.1 million.
As for other games? The studio confirmed Control 2′s development is “on track” and meeting milestones as the focus is now on “gameplay, environments, and missions.” The Max Payne 1 & 2 remake project remains in full production as “collaboration with Rockstar Games remains close and productive.”
“FBC: Firebreak is a compelling co-op shooter that, despite its good looks, doesn’t have the depth to keep things interesting long-term,” we wrote in IGN’s FBC: Firebreak review, awarding it 6/10.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
While admitting that FBC: Firebreak‘s launch on Steam “underperformed”, developers Remedy have re-iterated their commitment to the co-op shooter in their latest financial report, saying that it remains “a solid game to build on” and confirming that a previously announced major update will arrive in late September.
The report also gives quick mini-updates on the development of Control 2 and the combined Max Payne 1 & 2 remake, both of which remain on course.