World of Warcraft’s Next Expansion Is Seemingly About to Kill the Game’s Biggest Mods

With World of Warcraft: Midnight, Blizzard is getting ready to make good on a major change to the game teased earlier this year: making some of the numerous mods, or add-ons, players love to use to enhance their play obsolete. But Blizzard isn’t just adding features to make the game’s combat add-ons redundant — it’s also preparing to remove the functionality of those add-ons altogether, and players are none too happy.

The conversation around WoW’s add-on problem began back in April, when we spoke to game director Ion Hazzikostas about a new “one-button rotation” feature coming to the game that would allow players to automatically use the optimal next combat ability with the push of a single button. This, along with some other quality-of-life features at the time, were the first steps in what Hazzikostas described as an effort to “rein in” some of the functionality of add-ons around “real time in combat problem solving, specifically where like automating, coordination, communication, in ways that are always going to be better than anything the UI could natively provide you, as long as they remain possible.

What Hazzikostas means here is a long history in World of Warcraft of players using add-ons in combat for all sorts of things: tracking buffs, debuffs, ability procs, and cooldowns, keeping track of damage numbers, boss timers, warnings when bosses are about to do something, even hyper-customized add-ons that offer automatic, quick, plotted out solutions to raid positioning during challenging boss mechanics. Some of those add-ons are harmless by any definition – it’s hard to argue that there’s anything wrong with knowing how much damage everyone did in a given encounter, or having better visibility on when your abilities are off cooldown. But Hazzikostas and other WoW developers have been expressing more and more lately a desire to reduce the amount of work add-ons are doing to actually solve in-combat problems for players, such as positioning or reaction to a boss mechanics. They want to remove that, they say, and replace it with better combat design that doesn’t require such methods in the first place.

Which leads us to now. World of Warcraft’s next expansion, Midnight, is currently in an alpha with a number of media and creators getting the opportunity to test it out, including us. As a part of that, Blizzard has come right out and explained what’s happening to add-ons in Midnight: it’s disabling the ability to use any add-ons related to real-time combat data. That means extremely popular tools such as BigWigs and Deadly Boss Mods simply won’t work anymore starting in Midnight.

What’s more, a good chunk of the functionality of popular add-on WeakAuras is also disappearing. WeakAuras is one of World of Warcraft’s most popular add-ons, and is a powerful tool that lets players essentially display all sorts of custom graphics and information in their game based on a variety of factors. While it’s used for a ton of different things, many players use it for combat data, either for tracking their own abilities in some way or to help direct them in boss encounters. I personally use it as an elemental shaman to track which of my abilities are active or procced at a given time, and in the current raid, there are several encounters (Fractillus especially) that people have made custom WeakAura strings for that anyone can copy into their game and use to make the mechanics a bit easier.

With Midnight, all of that disappears. In an interview with Wowhead, Hazzikostas emphasized that the goal isn’t to “kill WeakAuras”. “That is not what we are doing,” he said. However, just today, the developers behind WeakAuras announced they would no longer be developing the add-on into the Midnight expansion:

The restrictions are so severe that core functionality, such as Conditions or Actions, or having multiple triggers in one aura or a cloning trigger, would become impossible. Producing a stripped-down version of WeakAuras without these features would require several months of refactoring. The result would be a barely recognizable version. Given that, we have made the difficult decision not to create a WeakAuras version for Midnight.

All this is leaving a number of players frustrated, nervous, and even angry. While Blizzard has said it’s going to be implementing its own in-house tools in Midnight to fill some of the gaps left by DBM and WeakAuras, most of those new features aren’t yet available for testing in Midnight. As such, there’s no way for anyone to tell if they’ll be an adequate substitute yet. Blizzard has also tried to reassure that it’s started Midnight with the most extreme version of cuts to combat data functionality with add-ons, and intends to pare back based on player feedback. That may be true, but at first blush, the changes are extreme. Many players are lamenting the loss of tools they’ve used to play WoW for years and gotten used to. Blizzard argues it’s “leveling the playing field” so players don’t need to spend hours configuring WeakAuras just to play the game competitively with others, but it’s difficult to swallow that pill without immediate evidence that the game will remain playable for all those people to begin with.

And sure, you could argue that players should be able to play World of Warcraft without them, but recall that add-ons have been a fact of life for WoW players for decades now. It’s almost assumed that everyone has and uses them, especially some of the most popular ones. It’s natural to be alarmed to think that suddenly a huge chunk of what makes your UI look the way you want it to, and your combat rotation understandable to you, might vanish overnight.

Speaking with Hazzikostas and UX designer Crash Reed, I asked the pair what was up with what felt like such a sudden blow: why drop this news without giving everyone time to mess around with the actual, in-house Blizzard updates first, so they could figure out what worked and what didn’t? Here’s Hazzikostas’ response:

I mean, I would argue that the next few months are that opportunity to mess around with all of these things. We are in week one of our alpha test, with several weeks of alpha to follow and then beta. This is a change that I think needs to happen with an expansion rollout. It’s not something we could ever do mid-expansion. I think it’s important that we are able to build an entire tier of dungeons and raids, all of that in this world. That we’re able to design our classes for this world rather than changing expectations out from under people while they’re in the, accustomed to doing existing content.

I think we’ve tried to be as transparent as possible about what some of the upcoming UI improvements were. We’ve had many of them rolled out during War Within to begin getting feedback that we could already incorporate as players are seeing in the Midnight alpha today. And we’re going to be paying very close attention in the weeks and months to come to make sure that we land this in a way that’s really satisfying to players.

We also have invited a bunch of our add-on authors to alpha alongside everyone else so that they can start giving us feedback on collateral damage that’s unintended, things that we can change in our implementation to make their lives easier, to make players’ lives easier, and just make sure that we’re getting all the feedback that we need ASAP.

Reed added:

Because to add to that, honestly, we want to keep this an open dialogue. This is something that we want to have players continue to keep giving that information. We’re already getting a flood of it now. I mean you’re seeing the changes we’re making to the cooldown manager based on that feedback. That was the whole reason to launch it early so that we could, this is what we think it should be. Obviously it didn’t have everything attached to it, but we had enough there just to get the dialogue going

We want to change the way that we’re engaging with this so that it’s very, very open and players are getting their hands on things very, very early so that we can react to that feedback and this gives us that time.

I followed up with the pair, asking what they had to say to players who weren’t in the alpha or beta and couldn’t see these updates in real-time, who were now afraid that the game was about to become unplayable for them for whatever reason. I described my own scenario: I play regularly, I raid, and I use WeakAuras to track cooldowns and abilities to improve my play, but don’t really want to use the “one-button rotation” or other easier methods because I still enjoy the challenge of mastering my rotation. I use DBM for audio cues to help me understand when I’m standing in fire on the ground, especially when that fire’s difficult to see. Sure, I can play the game without these things, but it’ll make a major aspect of it that I enjoy (raiding) much more difficult, maybe to the point where I don’t want to do it anymore.

Hazzikostas gave me a lengthy response, which I’m reprinting in full below:

Philosophically, and just to be clear, I know there are many, many players who share your exact perspective and use add-ons in the same way and have the same concerns. Ultimately, if you are standing in something that is lethal and is going to kill your character, and the only way that you are aware of that fact is because you have an air horn that’s playing from an add-on, we have dropped the ball as developers. And that should be on us to fix.

“Purple fire in a purple raid,” I interjected here, referencing the current raid, Manaforge Omega. It’s, uh, very purple.

Yeah, well, yes, and we should stop doing red on red and purple on purple, and that feedback has been very well noted. I mean we’ve also continued to make visual effects improvements as we rolled out during War Within, with much crisper edges on things like this isn’t just a UI effort, it’s not just an encounter design effort, it’s combat design. It’s our artists, it’s our sound team, it’s everyone.

To ultimately take away this crutch that we have been leaning on to some extent we’re players who haven’t been using these tools, have honestly been playing a game, a version of the game that was in some ways unfair. We want to level the playing field, and ensure that everyone has the information at their disposal as part of the base experience that they need to succeed. And from a philosophical perspective as we approach difficulty tuning, our goal is for difficulty to be the same as it used to be. If your guild is accustomed to taking, I don’t know, X weeks to get ahead of the curve, or to clear normal, or Mythic or whatever tier you’re doing, it should be roughly that same amount of time. You should spend the same number of hours or wipes to learn a boss.

Just, ideally the things that are being tested are going to be more a product of coordinating, collaborating with your teammates and understanding, solving the puzzle of the encounter in a way that is this unique MMO PVE gameplay, as opposed to forcing us to test Twitch reaction times because there are a few other things that we can do that add-ons won’t solve. Or forcing, or players, as many people grumble about spending a bunch of time configuring WeakAuras or figuring out who has theirs improperly set up so that the raid assignment thing works correctly.

That’s not what raiding should be about. Ideally it’s about the gameplay playing the mechanics, but at the end of the day, again, as I said, part of why we’re rolling this out with the new expansion, part of why we have our first raid encounter available for testing in the first week of alpha, is to make sure that we’re getting all the data we need to tune the experience appropriately.

If maybe people need a couple more seconds to react to something and get into position, or there shouldn’t be quite as many of this debuff or this mechanic going out at the same time for it to be reasonable from a cognitive load perspective for a group of humans who aren’t using assistance to help manage that load. But at the end of the day, our goal is just to create fun encounters that are challenging people the way they’re accustomed to being challenged that still feel really satisfying to overcome, and I think we’re confident that we have a path to get there.

Ultimately, it’s unclear how all this is going to shake out by the time Midnight actually, officially drops at some unknown date in early 2026. Maybe Blizzard’s tools will be so good and its encounter design will be so stellar we’ll never need anything else. Maybe they’ll totally drop the ball and a bunch of raiders will quit. Maybe they’ll back off, and WeakAuras won’t shut down after all. There are a lot of possibilities between here and now, but at this moment, the community of people who have been playing in this very specific way for decades now are pretty reasonably freaked out. It’s on Blizzard’s team, and its plans for Midnight, to cool those fears in the coming months.

For our impressions of all the bits of Midnight we’ve seen so far, sans add-ons, check out our preview of the new expansion.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Pokémon TCG: The 10 Best New Mega Evolution Cards That I Think Are Worth Chasing

Pokémon TCG’s latest expansion, Mega Evolution, has only just landed, yet it’s already reshaping collector wishlists and competitive deck-building alike. From glittering Special Illustration Rares to powerful Mega ex cards, the set has proven to be a goldmine for players and investors.

Even when the set first launched, there were already those that had been declared the most valuable cards in Mega Evolution. Days later, TCGPlayer’s best-seller charts have now revealed which cards are flying off digital shelves, and why fans are rushing to pick them up.

Here are the most in-demand singles from Mega Evolution that are almost certainly worth chasing.

TL;DR: 10 Best-Selling Pokémon Cards from Mega Evolution

For those who want to jump right in, here are the top-selling Pokémon cards from the Mega Evolution set on TCGPlayer so far. The Mega Evolution expansion is already a collector’s dream, with Mega Lucario ex (Holo Rare) topping sales at a $1,299.99 market value & Mega Gardevoir ex close behind at $799.99.

Mega Venusaur ex ($499.99) and Marshadow ($199.99) round out the heavy hitters, while Lillie’s Determination and even Gumshoos are proving surprisingly popular. Below, however, check out the full rundown of the ten hottest cards fans are chasing right now.

10. Mega Latias ex – 181/132 (Special Illustration Rare)

At approximately $299.99, Mega Latias ex offers versatility in combat to go with its striking visuals, immediately showing why it’s one of the Pokémon TCG’s most in-demand cards from Mega Evolution.

Its Strafe attack enables clever switching plays, while Illusory Impulse deals a blistering 300 damage at the cost of discarding Energy.

Akira Egawa’s colourful, swirling art makes the Dragon-type legend look like it’s bursting straight out of the card. It’s as playable as it is collectable, and it earns its spot as the set’s tenth hottest seller.

9. Lillie’s Determination – 119/132 (Uncommon)

Currently trading around $8.99, this budget-friendly Supporter has nonetheless become a staple.

The effect, of Lillie’s Determination, refreshing your hand and potentially drawing up to eight cards if you’re at full Prizes, makes it both flexible and efficient.

Collectors also appreciate Atsushi Furusawa’s sunny artwork, which frames Lillie in a lovely pastoral scene, making even the lowest-rarity printing feel special.

8. Lillie’s Determination – 169/132 (Ultra Rare)

Jumping up in price, this version of Lillie’s Determination sits at about $38. While this variant of the card shares the same gameplay text, its foil treatment and alternate pose of Lillie in a breezy summer outfit elevate it for collectors.

Competitively useful and aesthetically pleasing, it hits that sweet spot of playability and visual charm for lovers of both the Mega Evolution set and the Pokémon Trading Card Game in general..

7. Mega Venusaur ex – 177/132 (Special Illustration Rare)

At roughly $220, Mega Venusaur ex shows why Grass decks are back in the conversation. Its Solar Transfer ability allows players to reposition Energy across the board, while Jungle Dump brings a hefty 240 damage and healing on top.

The bold, almost neon background complements Venusaur’s bulk, making it one of the most visually explosive cards of the set.

6. Gumshoos – 153/132 (Illustration Rare)

Surprisingly, Gumshoos is among the hottest sellers, shifting for around $59.99, above its current market price of $28. The card’s Evidence Gathering ability lets you effectively cycle a card from hand into your deck, smoothing consistency in unexpected ways.

Mina Nakai’s gritty alleyway artwork adds narrative noir flair, giving this otherwise humble Stage 1 the kind of character that turns heads.

5. Mega Lucario ex – 179/132 (Special Illustration Rare)

This Special Illustration Rare of Mega Lucario ex currently fetches about $280, and it’s easy to see why.

With Aura Jab accelerating Fighting Energy and Mega Brave hitting for a massive 270, Lucario slots perfectly into aggressive decks. The art, by 5ban Graphics, depicts Lucario mid-leap with fierce energy bursts against a Mega Venusaur, a dynamic visual that mirrors its high-impact playstyle.

4. Lillie’s Determination – 184/132 (Special Illustration Rare)

Another entry for Lillie’s Determination, and this one’s both the most valuable and in-demand, going for around $225. The floral backdrop and soft colour palette make this perhaps the most elegant version.

Beyond its art, the card remains a valuable draw engine in decks seeking early-game acceleration, ensuring it appeals to both sides of the player base.

3. Mega Lucario ex – 188/132 (Hyper Mega Rare)

The undisputed third best-seller, the golden Mega Lucario ex card is topping Pokemon TCG listings charts at a staggering $900 price against a $570 market price.

With Aura Jab enabling Energy recovery and Mega Brave delivering 270 damage like its other versions, this card exemplifies the high-risk, high-reward nature of Mega ex.

The gold finish, courtesy of 5ban Graphics, turns Lucario into a gleaming centrepiece. Competitive players want it, collectors covet it, and together they’ve pushed it to the very peak. If you have one of the cheaper versions of Mega Lucario ex, it’s better to keep this one safe in your binder rather than put in your deck.

2. Marshadow – 146/132 (Illustration Rare)

Marshadow has spiked dramatically since launch, with listings around $110 vs an $73 market price. The attack Shadowy Side Kick not only hits decently, but also protects Marshadow from retaliation if it takes a knockout.

Combined with Tomomi Ozaki’s moody, lantern-lit forest artwork, the card’s blend of tactical resilience and atmospheric presentation explains its meteoric rise.

1. Mega Gardevoir ex – 178/132 (Special Illustration Rare)

Both sitting as the one of the highest-priced cards in Mega Evolution, and being the most popular, it’s not difficult to understand why this Mega Gardevoir ex is the biggest chase card in the set.

Gardevoir’s Overflowing Wishes accelerates Psychic Energy across your bench, while Mega Symphonia scales into massive damage with enough Energy in play.

Takuya’s art envelops the card in a symphony of pinks and whites, making it as enchanting as it is powerful in Psychic archetypes.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

The Two-Man Dev Team of Shrine’s Legacy Discusses Its Retro Inspirations, Gameplay, Narrative, and More

Shrine’s Legacy is a 16-bit action RPG that releases on PC on October 7. It tells the story of young heroes Rio and Reima as they try to banish an ancient evil and save the world.

Take one look at screenshots and you can tell the game’s aesthetic was inspired by the SNES era of RPGs. The whole game can be played solo or in two-person co-op, either through couch co-op or online via Remote Play or Parsec. If you play co-op, each of you controls either Rio (a melee fighter) or Reima (a ranged mage). If you play solo, you can swap between the two characters at any time, with AI taking over whichever one you’re not controlling.

The game was primarily made by the two-man dev team of longtime friends Alan Gabbard and Joseph Duke, with some help from other friends along the way. It’s the first release for their company Positive Concept Games, has been several years in the making, and was helped along by a successful Kickstarter campaign.

To celebrate the game’s impending release, we had a wide-ranging chat with Alan and Joseph. We touched on everything from their inspirations (which range from Chrono Trigger to Hollow Knight), to Shrine’s Legacy’s gameplay and story, to their plans for releasing on other platforms.

You two have been friends for a long time. At what point did you decide you wanted to create games together?

Joseph Duke: Funny enough, we’ve been working together on games almost as long as we’ve been friends.

Alan Gabbard: It was back in high school where I first met Joe in health class. I was a sophomore and Joe was a junior — for context, we are in our 30s now. One day, we began talking about our love for Super Nintendo games. Joseph had already dabbled a lot in RPG Maker and programming in general, and I had a passion for the writing and storytelling aspect in video games. Joe pitched me to come up with a storyline for a space shooter project he was working on, which sadly never came to fruition. However, I pitched the idea for what would eventually become Shrine’s Legacy and that’s when we got to work creating our first game.

It’s immediately clear that you were inspired by the SNES era. What games in particular were your favorites from that era, and what parts of Shrine’s Legacy did they inspire?

Alan: My favorite SNES games are Chrono Trigger, Terranigma, and Zelda: A Link to the Past. We got a lot of inspiration with our combat from Zelda and Terranigma, while Illusion of Gaia and Super Metroid inspired how we designed maps and level progression within dungeons. We take a lot of influence from Final Fantasy, Chrono Trigger, and the Soul Blazer games when it comes to storytelling, dialogue writing, and the general moment-to-moment gameplay feel.

Joseph: My favorite Super Nintendo games are Final Fantasy VI, Terranigma and the other Soul Blazer games, Chrono Trigger, a Link to the Past, and Super Metroid. And really even more, my list would be huge if I kept going. So many inspirations have gone into Shrine’s Legacy, and Alan explains them well. To add to what he said, many people would see Secret of Mana influence, and that is true, mostly in terms of the co-op multiplayer aspect.

Nostalgia is powerful, but gaming has advanced a lot in the last 30 years. How difficult was it to balance staying true to your retro inspirations while also modernizing gameplay?

Joseph: Balancing hasn’t been terribly difficult, but we did make an effort to include options that many people expect, including setting the screen scale, rebindable inputs, controller support in addition to keyboard, button styles based on your controller, etc.

Alan: We are trying our damnedest to keep some of that old-school SNES challenge in combat intact (players can look forward to a Hard Mode setting post-launch) but also acknowledge that dying and having to retry difficult sections of a modern game can be frustrating. We have a “Retry” option for bosses that prove especially finicky so players can skip all the cutscenes leading up to the boss fights. Dying in any other part of the game will also reload you back to the most recent save point. And while there are no auto-saves, players are fully healed at each save point. It’s a tricky balance between quality of life while retaining some challenge.

Games with a focus on couch co-op are few and far between these days. Was that always something baked into the DNA of Shrine’s Legacy? Or did you land on it during the course of development?

Alan: It was always our intention to have a co-op capability from the beginning.

Joseph: Yes, it was always planned.

The game can be played solo and you can switch characters on the fly, with AI controlling whichever protagonist you aren’t playing as. How difficult was that to implement, and why was it important to you that it be playable solo or in co-op?

Joseph: Because Alan and I really enjoyed playing games together. We wish more Final Fantasy games included co-op, I believe they even removed it from later re-releases of Final Fantasy IX! Implementing it has indeed led to some challenges. We opted to try and keep the functionality as simple as possible, but there are certain downsides to that strategy. The AI character stays close to Player 1 during combat, so that the better you dodge, the more likely the AI is to also dodge. Occasionally though, they still find themselves getting hit when you don’t. I don’t think it’ll harm the gameplay too much, but it might be something that gets some improvements over time as we update the game.

Alan: Since it was planned from the start of development, adding co-op hasn’t been the most daunting interference with the process of making Shrine’s Legacy. As two friends that love RPGs, we have always felt not enough RPG games have true co-op options. Secret of Mana showed us that you can make a SNES-style action RPG that can be played solo or with friends in cooperative gameplay. That’s why it was important for us to achieve what the Mana games were doing in terms of sharing the experience with loved ones on the couch…or at a computer monitor for this initial PC release.

Gameplay is obviously important, but a good RPG also needs a compelling story. How important to you were the world building, characters, and narrative of Shrine’s Legacy?

Joseph: Very important. One thing we didn’t figure out until some ways in was how important humor and levity is in an otherwise mostly dramatic story. Luckily, we had plenty of time to sprinkle those things in. The story script actually went through several drafts over years before it was final. This was mostly from us leveling up our design game over time as we learned more. It’s still a fairly simple story, but we were determined to make the characters shine in particular.

Alan: I mentioned before that Final Fantasy and the Soul Blazer trilogy were instrumental to the narrative and dialogue. I approached the story as though we were telling something akin to a classic Final Fantasy tale, think Final Fantasy IV or Final Fantasy V. It was important to have a strong sense of balance between dramatic storytelling and levity like so many great JRPGs of the past had. The characters drive this story and the worldbuilding supplements that. Of course, outside mediums influenced how I wrote the story and characters. Avatar: The Last Airbender is one of my biggest influences in that regard.

How would you describe the tone of the story?

Alan: Shrine’s Legacy is largely a fun fantasy adventure romp like so many classic JRPGs that are beloved. However, the tone shifts to a more dramatic feel where appropriate, especially in the latter half of the game.

Can you tell us about the exploration and dungeons? Is exploration linear or are there secret areas to unlock?

Joseph: The world of Shrine’s Legacy is quite large and dense, especially for an indie game. There are tons of secrets and hidden spots, even a few completely optional areas and dungeons you could easily miss out on if you rush through the game. It’s mostly linear in progression order, but there are points where the story opens up and gives you options of what to tackle next.

Alan: JRPGs of the old days had a tendency to disguise their linearity quite well and would sometimes let you tackle certain story beats out of order. I’m happy to say Shrine’s Legacy does the same thing! It’s not completely linear, but it has enough linearity to tell a focused story. There are plenty of secrets to find and a few dungeons can be completed out of the intended order!

Do all dungeons include boss fights? How varied are they, and what would you say is the difficulty level of those fights?

Alan: Not all dungeons have a boss battle, but most do. Every boss fight is very different, many requiring use of some puzzle knowledge to defeat. The difficulty is meant to amp up the further you progress in the game. We’ll be adding a few miniboss battles after the game launches, plus the hardest boss battles in the game, which unfortunately had to be cut due to time. More importantly, we’d like to adjust boss and enemy AI for our planned Hard Mode. We are even considering an eventual boss rush mode…

Joseph: I believe there are two mini-dungeons that don’t have a true boss fight, but every single other dungeon does. There are only a couple reskin bosses, but even they look and act different than their original counterpart. Every other boss is completely unique and a lot of effort went into designing them. As for difficulty, this is no Hollow Knight or Silksong. While the game tries to deliver a challenge, it gives you many ways to become stronger i.e. by exploring for treasure, grinding levels, making potions that can heal or buff you during the battle if you are struggling.

But you might be surprised to learn that Hollow Knight did encourage a lot of the design philosophy for how the bosses themselves function. We tried to approach boss design in a “each battle is a dance” kind of way where you must respect the patterns of the boss and react accordingly. And like Alan mentions, we’d love to make a truly Hard Mode whenever we can. Not a simple numbers buff, but a true rework of how you have to play the game that makes every boss a truly fearsome foe.

How about puzzles? Are there lots of them, and are they required to progress or are they optional to find gear and items?

Alan: There are a lot of puzzles in the game. You use magic spells in combat, but they also have practical uses on the field for traversal and solving puzzles. Think of it like Link’s toolkit in Zelda games. Which, if I’m being honest, about 50% of Shrine’s Legacy’s DNA is a Zelda-like. We’re still an action RPG at heart, but I’m confident Zelda-like fans would enjoy our game if they don’t mind a little more story and dialogue than normal!

Joseph: There are lots of both required and optional puzzles, though we try to keep the puzzle difficulty and length on the lower end to keep the pace of the game strong.

How long would you estimate it will take a new player to complete a playthrough?

Joseph: I would say anywhere from 12–28 hours depending on your pace and level of completion. Probably around 18 hours on average.

Alan: Anywhere from 16–20 hours on a casual playthrough. Doing everything will take about 25–30 hours for a first-timer without a guide.

We know about the game’s release on Steam. Are there plans to bring it to other platforms in the future?

Alan: We are also releasing on GOG and Epic on October 7! We plan to bring Shrine’s Legacy to Nintendo Switch as soon as humanly possible after launching on PC. PlayStation and Xbox depends on how well sales go.

Joseph: I’ll only add that the goal is to try and get the Switch port out by early next year. The whole process will be a learning process though, as it’s not something we’ve ever done before and I don’t know how much effort it’ll be yet. I guess what I’m saying is please be patient with us!

Is there anything else you’d like to say to players eager to get their hands on Shrine’s Legacy?

Joseph: Shrine’s Legacy has been a labor of love and years and years of hard work. It won’t be perfect on launch, no game is, but we are going to keep supporting it for some time. We want this game to be as incredible as it can be. But more than anything, I hope it brings you back to the good old times when games were weird, fun, and bold in their design decisions.

Alan: More than anything, I hope we’ve delivered on the promises we made with our Kickstarter campaign. Some of those promises will have to be fulfilled after launch (like getting to wear a Postcat hat). We’ve spent the better part of a decade creating this first commercial game, so we hope the wait was worthwhile to everyone excited. Be sure to tell your friends and loved ones to join in on a co-op session with you! Because, really, getting to see strangers play our baby in co-op will be rewarding in and of itself. Hopefully, this is only the beginning of our game dev careers and we attain enough success to keep making more art through video games. We love and appreciate all of our supporters throughout all these years. Thank you, and enjoy!

Pokémon TCG Mega Evolution Is Finally Up for Preorder in the UK After Significant Delays

Good news, Pokémon fans in the UK, Mega Evolution is finally up for preorder at Amazon (see here). With their reliable invite system, it’s your best chance of securing the brand new TCG expansion at its intended retailer price.

By our current predictions, we expect invites to start going out at least within the next few days, and then in several waves as we get closer to release day.

While the new set is already available in the US (releasing on September 26), for EMEA regions (including Europe, the Middle East, and Africa), the official release was pushed back to October 10 due to “challenges impacting product delivery dates,” according to The Pokémon Company.

Now, with Amazon launching preorders and keeping the scalpers at bay with their handy invite system, trainers have been presented with a great opportunity to pick up the new expansion.

Right now, you can request invites to buy the Elite Trainer Boxes for £44.99, both Lucario and Gardevoir versions, alongside the Booster Bundle with 6 packs for £23.94, Booster Displays for £71.82, and finall the triple packs featuring Psyduck and Goldduck, alongside three boosters for just £12.99.

Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

99 Nights in the Forest Codes (October 2025)

99 Nights in the Forest is a survival horror Roblox experience that will see you scavenging for supplies by day and protecting your camp at night. While the main aim is to explore the forest and rescue four missing children, it’s not quite as simple as it seems. Entities will stalk you at night, and there’s the addition of cultists that will periodically visit your camp and attack.

Updates often bring new enemies to contend with and new ways to enhance your base. One of the earliest updates that the popular experience launched was the Classes Update. There are now over 20 classes in 99 Nights, all with their own perks. To buy new classes, you need Diamonds, and that’s where the 99 Nights in the Forest codes come in handy!

Working 99 Nights in the Forest Codes (October 2025)

These are the currently working codes for 99 Nights in the Forest:

  • afterparty – 15x Gems

Expired 99 Nights in the Forest Codes (October 2025)

There are currently no expired 99 Nights in the Forest codes.

How to Redeem 99 Nights in the Forest Codes

When you launch into 99 Nights in the Forest, these are the steps you need to follow to redeem codes:

  1. Locate the Diamond icon next to the green plus in the bottom left corner
  2. When the Diamond menu opens up, find the blue codes button on the right
  3. Click codes
  4. Copy and paste the code from this article
  5. Hit submit

Why Isn’t My 99 Nights in the Forest Code Working?

Codes for Roblox experiences are usually case-sensitive, so the best way to ensure you’ve got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they’re working. Just double check that you haven’t copied over an extra space!

When is the Next 99 Nights in the Forest Update?

The next update scheduled for 99 Nights in the Forest is on Saturday October 4th. This will be the Taming Update, that will allow you to keep a tamed animal as a pet and have it protect you.

Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.

‘We’re Taking Your Concerns Very Seriously but There Are No Easy Solutions’ — Arrowhead Explains Why the Helldivers 2 Installation Size Is So Big on PC

Helldivers 2 developer Arrowhead Studios still doesn’t have a solution for the shooter’s groaning installation size on PC — but it is working on it.

In an update posted to Steam earlier today, Arrowhead’s deputy technical director, Brendan Armstrong, penned the first in a series of posts in which the engineering team talks about the “technical health” of the game, as well as the “technical challenges we’re working through.”

Admitting that the installation size “seems to be a hot topic right now” — at 150GB, Helldivers 2 takes up three times the space on PC than it does on console — the developer revealed that one of the reasons the PC size is so much bigger is because of data duplication and mechanical hard drives.

“The main issue with a mechanical HDD is seek time,” Armstrong explained. “An HDD stores data on a spinning platter, and a physical arm with a read head has to move across the platter to find and retrieve data. The time it takes for this arm to ‘seek’ or move to the correct location is a significant performance bottleneck.

“Imagine a large game level with various objects — trees, rocks, buildings, props. If the data for these objects is scattered all over the hard drive, the read head has to physically jump around the disk, which adds a lot of time to the loading process.”

This, the director added, is why Arrowhead deliberately duplicates certain data files like a common tree texture or a sound effect and “place copies of them in physically close proximity to where they would be needed in the game.”

“Much of the data in the PC version of Helldivers 2 is duplicated. The practice of duplicating data to reduce loading times is a game development technique that is primarily used to optimize games for older storage media, particularly mechanical HDDs and optical discs like DVDs,” the director explained. “This practice is largely unnecessary for games deployed on Solid State Drives (SSDs) which is why the console versions of Helldivers 2 do not do this.”

That said, the post admits that with the advent of SSDs — which store data on flash memory chips that have no moving parts — seek time is virtually nonexistent, but as long as mechanical HDDs are part of the minimum spec PC requirements, it has to be included. Steam user surveys are “unable to give us data on mechanical HDD use in the overall gamer population,” but Arrowhead’s “best estimates” put it at around 12% of all PC gamers.

“Until we can more accurately determine the number of mechanical HDDs that Helldivers 2 is installed on, it is difficult to know how many players will be impacted by reducing the amount of data duplication,” the post said. “Even if that number is small, keep in mind that the load time for each player dropping into a mission is determined by the slowest member of the squad.”

While Arrowhead grapples with this issue and tries to get better data on how many of their players use mechanical HDDs, the team said it’s made “some small gains in the next update” by sweeping for unused assets and “obvious problems,” but admits we “will not likely notice them because the new stuff we’ve added will eat those gains.”

In the longer term, the team will make improvements to the engine to ensure the game doesn’t waste RAM loading common data that isn’t needed.

“Beyond that, the remaining work is a bigger, riskier, more speculative project where we apply some kind of compression to the game data and potentially replicate some of the de-duplication we do on consoles,” the post concludes. “We don’t yet know if the impacts to load-times could make these approaches infeasible.

“We’re taking your concerns very seriously but there are no easy solutions. Until we live in a world where we know that most of our PC players are using SSD drives, sacrificing some extra hard drive space is necessary to ensure we’re all able to load into missions in a reasonable amount of time. We’ve clearly reached the limits of how much duplicated data is acceptable so smarter solutions and compromises are now required. We are very carefully weighing up the costs and tradeoffs of the options we have, and we’ll be sure to find a better balance between loading times and installation size soon.”

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.

The God of War 20th Anniversary DualSense PS5 Controller Is Up for Preorder

Sony has been on a roll lately with custom designed PS5 DualSense controllers. We’ve seen limited-edition controllers with themes based on Ghost of Yotei, Astro Bot, Death Stranding 2, and more. The next one to release is now available to preorder at Amazon. It’s a God of War-themed PS5 controller that’s made to celebrate the series’ 20th anniversary. The God of War 20th Anniversary Limited Edition controller costs $84.99 and will release on October 23, 2025.

God of War 20th Anniversary DualSense PS5 Controller

The design itself is elegantly understated. It’s a white controller, with a jagged red stripe starting on the right trigger and going down the front of the device, past the face buttons and onto the grip. It’s an instantly recognizable design, as the stripe matches the Omega tattoo on Kratos’ face. The white body of the controller also echoes Kratos’ skin, which is white because the Oracle cursed him to wear the ashes of his dead family forever (fun times!).

The face buttons are white, with all-red symbols (circle, triangle, square, and cross), and the D-pad is white with tiny red arrows on each direction. The touchpad is also white. Unlike most other PS5 controller colors, the inside of the grips and the area around the thumbsticks is also white. On the back of it there’s a God of War 20th Anniversary logo.

The original God of War launched in 2005 for PlayStation 2. Since then, our boy Kratos has appeared in a whole lot of games across nearly every piece of PlayStation hardware released in the meantime. He’s killed gods on PS3, PS4, and PS5, as well as the handheld platforms PSP and PS Vita. He’s killed gods in Greek mythology and Norse mythology. No mythology is safe.

Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN’s board game and LEGO coverage. You can follow him on Bluesky.

The Voice Behind Mortal Kombat’s ‘Toasty!’ Is Leaving NetherRealm

Few games have given us as many iconic one-liners as NetherRealm’s fighting franchise, Mortal Kombat, but this week we’ve learned that the voice behind one of the most famous — “Toasty!” — is leaving the studio.

Audio director Dan Forden worked at Midway and its successor NetherRealm Studios since 1989, most famously on the Mortal Kombat franchise. It’s his voice we hear cry “Toasty!” in falsetto when we pull off an impressive uppercut. First appearing in 1993’s Mortal Kombat II, Toasty went on to become one of the most recognizable lines of dialogue in all video games.

Now, however, Forden is leaving NetherRealm, writing in a heartfelt message on social media that he was “really proud of what [the studio] accomplished.”

“Wednesday was my last day at NetherRealm. We made a lot of fun stuff over the years. I’m really proud of what we accomplished as well as how much fun we had making that stuff,” Forden wrote on Instagram. “There are so many smart, talented people there — look for more great things to emerge over the next several years. I love the little touches that people left around the studio like this little Toasty homage on the bathroom mirror.

“I wouldn’t have lasted 37 years in the industry if fans weren’t out there playing the games we made. Thanks to all of you for supporting what we’ve done. Live long and… Toasty!”

Asked in the comments why he was leaving now, Forden explained: “I figured I’d been around long enough. Want to reclaim that time for my own interests.”

Forden’s exit comes at an uncertain time for NetherRealm, which is owned by Warner Bros. In May, the studio confirmed what Mortal Kombat 1 fans feared after the launch of the Definitive Edition: no new DLC characters or story chapters would be released for the game.

In August, development chief Ed Boon said Mortal Kombat 1 had sold over 6.2 million copies. Its predecessor, Mortal Kombat 11, became the best-selling game in the franchise by passing Mortal Kombat X’s nearly 11 million units sold worldwide soon after launch. By 2022, Mortal Kombat 11 had sold more than 15 million copies worldwide. Clearly, Mortal Kombat 1 has underperformed compared to previous games in the series.

NetherRealm has said it shifted to “focus to the next project in order to make it as great as we possibly can,” but it has yet to say what it is. Current speculation points to Injustice 3, a continuation of NetherRealm’s DC fighting game series.

As for what else is happening in the Mortal Kombat world? Mortal Kombat: Legacy Kollection, developed by Digital Eclipse and published by Atari, launches at the end of October. Movie sequel Mortal Kombat II has been delayed from October 24, 2025, to May 15, 2026. It’s thought Warner Bros. and New Line Cinema believe the movie — which stars Karl Urban alongside Adeline Rudolph, Jessica McNamee, Josh Lawson, Ludi Lin, Mehcad Brooks, Tati Gabrielle, Lewis Tan, and more — will perform better at the summer box office given the wild fan response to the trailer.

Image credit: Atari / YouTube.

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.

Rock Band 4 Is Being Delisted from Digital Stores This Weekend

Rock Band 4 is being delisted from both the Xbox and PlayStation digital stores this weekend due to expiring lusic licenses, developer Harmonix has confirmed.

The news was posted across the game’s official Discord channel and its subreddit. The warning has come with just days to act, and arrives on the eve of the game’s 10th anniversary.

“On Sunday, October 5, 2025, Rock Band 4 turns 10,” reads the team’s statement. “What a ride it’s been.”

“With this milestone comes one big change: the original licenses for the core soundtrack are expiring. Because of that, Rock Band 4 will be removed from the PlayStation and Xbox digital stores. If you already own the game, nothing changes — you’ll keep full access and still be able to download the game and songs to any new, compatible devices. The same applies to Downloadable Content (DLC): songs will come down as they hit the 10-year mark, but anything you’ve purchased will remain in your library.

“We’re so grateful for the passion this community has shown. From the team, it’s been a special experience to serve you with Rivals challenges, a super deep DLC library and a best in class band sim. If you’ve been meaning to grab a few last songs, now’s the time.”

As of Sunday, Rock Band 4 and the Rock Band 4 DLC songs that were specifically released on its launch day will no longer be available to purchase. It has been clarified on Discord that DLC tracks from prior Rock Band games (released before Rock Band 4) are not being delisted “yet”, but the team “will be figuring those out over the coming months.”

Rock Band’s unique approach to DLC has resulted in the ability for owners to carry their libraries of songs (plus exports of the tracklists of past Rock Band games) across three generations of console hardware. The approach has seen thousands of pieces of bespoke DLC released for the series since 2007, almost all of which can be played within Rock Band 4.

The last DLC of the Rock Band 4 era was released in January 2024, after eight years of weekly content. The news that the axe is now looming for all Rock Band content, however, marks a sad moment in the history of the 18-year-old series.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.

‘Pokémon Don’t Sue Me’: Sora 2 App Opens Floodgates to AI Videos of Pikachu, Mario and More

OpenAI’s Sora 2 generative video app has gone live, and immediately it’s been used to create countless videos featuring licensed characters, such as Mario, Pikachu and an array of other Pokémon.

While videos featuring Pikachu in Saving Private Ryan, or Mario in Star Wars, might look surprising, a statement from OpenAI earlier this week suggested the company knew exactly what people would be getting up to when Sora 2 arrived — and what the company’s own algorithms had apparently been trained on.

According to a Wall Street Journal report, OpenAI has already begun contacting movie studios and other intellectual property owners to discuss next steps — and offer them the chance to retroactively opt out of their fictional characters being available within Sora 2’s AI videos.

But, for now, it’s open season on Pikachu and his pals, as these initial results from Sora 2 demonstrate (thanks, Nintendo Life):

Ever wondered what Pikachu would sound like if he could actually chat away in human speech (and wasn’t secretly Ryan Reynolds)? Well, wonder no longer — though you may regret listening to this.

While characters are fair game, OpenAI has previously said that real-life people, whether that’s users of the app or the those seeking to use the likeness of celebrities, will need to have manually opted in to having their appearances generated. Of course, OpenAI boss Sam Altman has allowed for his likeness to be used — so here he is having a lightsaber battle with Pikachu:

Alongside Pokémon, Nintendo’s own Mario characters have been getting plenty of use. And then there’s the final clip below, which mashes together Valve’s Portal and Activision’s Tony Hawk’s Pro Skater (and also Twin Peaks).

Is any of this legal? “In short, we don’t have a definitive answer yet,” business lawyer and creator of the Virtual Legality podcast Richard Hoeg told IGN today. “There are indications in some quarters that training on protected materials is likely going to be deemed legal so long as the materials themselves were acquired for some lawful purpose (and not pirated). But on the output side, the Disney/Dreamworks lawsuit makes some good arguments for why/how the law should expect these platforms to police prompts for infringing requests, especially if they are already policing for something else (porn, bigotry, etc.). But all of those are still just arguments, not settled law..

Hoeg continued: “The law moves slowly, far slower than technology, which is why you see these tech companies racing ahead of it a bit. My best guess is that OpenAI is probably going to be okay long term on the training sets they used (assuming they weren’t pirated), and that the ‘opt out of training’ option therefore won’t do much of anything. Where they really need to concern themselves is on the output side and/or if they are marketing their software’s abilities with protected content themselves.”

IGN has contacted Nintendo and The Pokémon Company for comment.

Last week, the famously litigious The Pokémon Company formally responded to the use of Pokémon TV hero Ash Ketchum and the series’ theme tune by the Department of Homeland Security, as part of a video showing people being arrested and handcuffed by law enforcement agents. “Our company was not involved in the creation or distribution of this content,” a spokesperson told IGN, “and permission was not granted for the use of our intellectual property.”

But while The Pokémon Company may not begin legal action over that usage, the firm is still keenly battling on against Palworld developer Pocketpair in its claim that the game infringed upon multiple patents. Earlier this week, former Capcom designer Yoshiki Okamoto sparked a backlash in Japan after suggesting that Pokémon and Nintendo’s legal action against Palworld was justified, since Pocketpair’s game had “crossed a line that should not be crossed.”

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social