Killing Floor 3 Hands-On Preview: Stylishly Brutal Zombie Shooter

Over 70 years have passed since the events of Killing Floor 2, and the Horzine Corporation continues finding new ways to make our lives miserable. Few things are worse than the relentless pursuit of Zeds, especially now they’ve been augmented into something worse, yet Killing Floor 3 refines the existing formula to deliver a significant leap over its predecessor. What’s here so far feels flashier, stylish, and it’s shaping up to be a bloody good time.

Going hands-on before next week’s closed beta test, I was joined by fellow critics and Tripwire’s staff for some intense co-op matches. The Stronghold leaves a good first impression as your new base, letting you access facilities while exploring. It’s a more immersive approach that doesn’t place everything behind menus, though that remains an option for quick convenience. Once you’re ready, choose your location and prepare to head out.

Survival remains your main goal, and the six specialists provide an appealing range of play styles to suit different tastes. Blasting through Zeds with a shotgun as the Engineer feels great, as does slicing them into finer pieces as the Ninja. I personally prefer giving Zeds a quick cremation with Firebug, each character has compelling perks and versatile loadouts at the start.

Blasting through Zeds with a shotgun as the Engineer feels great, as does slicing them into finer pieces as the Ninja.

Killing Floor 3 offers great evolutionary changes over Killing Floor 2, though it doesn’t change the fact that defeating zombie waves is an idea done to the absolute death. You’re still clearing through waves as they appear across a series of well-designed expansive maps, while stocking up on goods between missions from trading stations feels cleaner and more streamlined. The core idea remains intact while boasting significantly improved visuals, boosted further by welcome user interface changes.

Tripwire’s brought back the Massive Evisceration and Trauma system, or M.E.A.T., for added visual flair to these enjoyably brutal kills. Special abilities are useful in a pinch when Zeds suddenly surround you, though a lengthy cooldown means you can’t rely on this too heavily. Dismembering heads and limbs alike soon becomes utter carnage with the suitably excessive blood splatter as you tear down these well varied enemies. Grotesque acid spewing Bloats still haunt these maps, Sirens are terrifying screamers, and who on earth thinks to give these cursed creatures a chainsaw?

I’m also enjoying how Killing Floor 3 implements its light narrative through assignment challenges, something Tripwire aims to use for an evolving story. You can safely ignore these if all you want is plow through more hordes, yet giving you optional criteria to hit during a mission provides that little extra for those who’d like it. Granted, the endless hordes can become relatively irritating as you try searching for particular parts, though it’s a welcome inclusion regardless.

I’m also pleased by the horde balancing depending on your team size; playing with a group of four or playing solo all feels adequately scaled. My big concern is that the action will become stale during longer sessions, so I’m pleased Tripwire’s introduced gameplay modifiers that kick in across rounds.Changing criteria like ensuring only crawlers try to attack you ensures these threats remain sufficiently varied.

There’s a lot I’ve yet to see, so I’m hesitant to make any definitive calls yet on Killing Floor 3. The launch game features seven maps, three difficulty modes, six specialists and different levels for customizing your character, and Tripwire plans post-launch similar to Killing Floor 2. So far, I’ve only tried three maps and half the specialists, while the store didn’t include finalized item pricing.

Still, it’s a promising start. Plowing through Zed hordes is nothing particularly new, yet Killing Floor 3 feels like it’s doing enough to compellingly refresh this familiar format. Whether it can maintain that momentum long-term is another matter, but I’m ready for more when Killing Floor 3 launches on March 25 for PC, Xbox Series X/S, and PS5. The closed beta kicks off next week from February 20 to February 24.

Being an Absolute Arse in Kingdom Come: Deliverance 2 Unlocks a Dire Secret Ending

Kingdom Come: Deliverance 2 lets players act how they like in the medieval open world but not without consequences, and it turns out being an absolute arse all the time unlocks a secret, utterly dire ending.

Warning! Spoilers for Kingdom Come: Deliverance 2 follow:

GamesRadar spotted an X/Twitter post from @NikTekOfficial that shows what happens when you “commit multiple crimes” in Kingdom Come: Deliverance 2. “This is impressive,” they said of the scene that sees protagonist Henry executed.

Guards will accost Henry if he commits too many crimes, presenting him with an option to pay off his sins or continue the chaos by fighting his way free. The amount set is seemingly always too high, however, as Henry can only say he can’t afford the price and is instead thrown in prison.

A near two minute cutscene then shows Henry — who can exist as a hero of the realm beloved by all in other playthroughs — sitting in a cell awaiting a march to the gallows. He’s then taken away and jeered at by a crowd as he’s escorted to the hangman’s noose. Looking sad all the while, Henry’s life ends as the wood is kicked from under him and the game over screen appears . “You have been executed for your crimes,” it says.

Kingdom Come: Deliverance 2 arrived February 4 as a story driven RPG that looks to emulate the atmosphere of 15th century Europe. It’s proved incredibly popular so far, having almost immediately sold one million copies, and it also earned high praise from critics.

In our 9/10 review, IGN said: “Armed with excellent melee combat and an exceptional story, Kingdom Come: Deliverance 2 is one part sequel and one part coronation, bringing a lot of the original’s ideas to fruition.”

Getting started in Kingdom Come Deliverance 2? Check out our advice on Things to Do First and How to Make Money Fast Early to get you started, or head to our Walkthrough hub for a step-by-step guide to the main quest. We’ve also got guides for the myriad Activities and Tasks, Side Quests, and even Cheat Codes and Console Commands.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Alan Wake 2 Tops 2 million Sales and Finally Starts Turning a Profit

Alan Wake 2 has exceeded 2 million sales worldwide.

That’s up from the 1.3 million copies sold between October 2023 and March 2024, when developer Remedy hailed the horror sequel as its fastest-selling game ever.

In its latest financial report to investors, Remedy said the milestone — coupled with the release of The Lake House expansion and Alan Wake 2 Deluxe Edition — now means the game has “started to accrue royalties” after recouping its development and marketing costs.

Looking ahead, the studio also teased that Control 2, which is being developed in partnership with Annapurna, “has been finalizing the production readiness stage” and will enter full production at the end of February 2025, along with Max Payne 1&2 Remake, which is also “making steady progress in full production.”

Similarly, FBC: Firebreak, Remedy’s multiplayer Control spin-off, continues in full production following a “successful” closed technical test in December, which saw external players test matchmaking and back-end services. While no firm release date was confirmed, FBC: Firebreak will be self-published by Remedy later in 2025.

“We are in a great place to begin our strategy period and have set targets we are confident in reaching,” CEO Tero Virtala said.

In IGN’s Alan Wake 2 review, we awarded the sequel an impressive 9/10, calling it a “superb survival horror sequel that makes the cult classic original seem like little more than a rough first draft by comparison.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Kingdom Come: Deliverance 2 Interactive Maps Are Now Available

IGN’s Kingdom Come: Deliverance 2 maps are here! Our interactive maps track essential locations across Trosky and Kuttenberg, including Main Quests and Side Quests for those wanting to complete every quest. They also show collectibles like treasure chests and recipes, so you know exactly where to go to find every piece of loot.

Kingdom Come: Deliverance 2 Interactive Maps

The available map filters for our Trosky and Kuttenberg Kingdom Come: Deliverance II interactive maps include:

Kingdom Come: Deliverance II Guides

While you’re adventuring across the land of KCD2, make sure to check out IGN’s Kingdom Come: Deliverance 2 game help. We have a variety of guides to help you, including:

Meg Koepp is a Guides Editor on the IGN Guides team, with a focus on trends. When she’s not working, you can find her playing an RPG or making miniatures.

IGN’s Great Civilizations Giveaway!

Are you ready to step into history? To celebrate the upcoming launch of Civilization VII, we’re giving one lucky winner the ultimate adventure! While Civilization VII immerses players in the complexities of global domination and cultural greatness, IGN is taking it one step further by sending a fan to a featured Civilization from CIV VII with a rich history to explore!

One lucky winner and their guest can win an all inclusive trip to Rome, Italy for a chance to dive into its rich culture. The winner will also receive a private tour of the Colosseum, 7-day accommodations, and airfare / transportation covered! Ten runner ups will receive a game prize pack so they can jump into Civilization VII at launch.

Sign up for your chance to win below here: https://ign.com/special/civilization-vii-au-giveaway

Whether you’re a lifelong Civ fan or just love history, this is your chance to experience one of the world’s greatest civilizations firsthand!

Hurry – the contest ends March 4th @ 10:00 AM AEST, and a winner will be announced shortly after. Don’t miss your chance to turn your Civilization VII dreams into reality. Rome awaits!

_________

Entry is open to users who: (i) are legally residents of Australia, (ii) are eighteen (18) years of age or older at the time of entry and (iii) have a valid email address. Entrants who are eligible to enter the Competition pursuant to these Terms and Conditions are referred to as “Eligible Entrants.” To enter, participants must: (i) Visit ign.com/civilisation-7-ancient-wonders-giveaway); (ii) Complete the entry form, which will provide Promoter with an entrant’s full name, phone or mobile number, email and mailing address); (iii) Tell us in [25] words or less what is your favourite moment in the history of the Civilization franchise); and (iv) have an existing 2K account. Only one (1) entry per person will be accepted. Subsequent attempts made by the same individual to submit multiple entries by using multiple accounts or otherwise may result in disqualification of the entrant.

#CivilizationVII #IGNsGreatCivilizationGiveaway #AUS

Board Game Sale at Amazon: Buy 1, Get 1 Half Off

Amazon is running a terrific “Buy 1, Get 1 Half Off” sale on popular items like books, movies, and games. (Please ignore Amazon’s confusing language that makes it sound like you have to buy two items at regular price – that’s not the case). The sale includes all three of the Fourth Wing books, but it also has a bunch of excellent board games in it, many of which are already on sale. You can shop the whole sale here, or read on for some of the standout board games in the sale.

Board Games for Adults

Tons of the best board games are eligible for the sale, including recent(ish) classics like Azul, Catan, Carcassonne, Pandemic and the like. Plus there are tons of bigger, longer, deeper selections on sale, like Twilight Imperium, Sherlock Holmes Consulting Detective, and the Lord of the Rings, as well as many more strategy board game.

Classic and Family Board Games

If your shelf could use some more timeless classic board games or family board games to entertain your guests, you’ll find plenty of those in the sale as well. We’re talking board games for kids like Mouse Trap and Guess Who, as well as Monopoly Junior, which makes that interminable old standby mercifully short in play time. And if you want to commune with the spirits of the dead, there’s that old family classic Ouija, which is only kind of a board game, but I’m including it anyway.

There are a lot more games on sale as well, plus expansions for many of the games listed above. There’s a lot to sift through, and that’s before you even start thinking about the movies and books you can mix and match to get the discount. So feel free to peruse the sale at your leisure and pick out whichever items you want.

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Bluesky @chrislreed.com.

South of Midnight: The Final Preview

I was smitten with Compulsion’s South of Midnight well before I got to play a little more than an hour of it recently. From the first enigmatic trailers hinting at this Southern gothic, dark fantasy, magical realist stop-motion game set in the Deep South, to IGN’s own first look, to the bigger gameplay overview at the recent Xbox Developer Direct – South of Midnight struck me as a deeply moving, highly stylized game that would almost definitely make me cry. When I told the Art Director, Whitney Clayton, that I had immediately thought of that decade-plus-old movie Beasts of the Southern Wild, she confirmed that was one of their early major inspirations for its “Mythical Bayou-type location, folklore creatures, and this really heartwarming protagonist.” That, along with the “darkness and folktale fantasy” of Pan’s Labyrinth from Guillermo del Toro. Huge yes to all of that.

In the section that I got hands-on time with, I absolutely got the sense that all of the intrigue and hype-building was no bluff, and yet a couple elements of the gameplay still needed more time in the metaphorical oven before it’s ready to ship out. Even with those minor blemishes – which are slightly concerning because we’re just a couple months away from its April 8 release date – I left still enamored with the setting and bubbling with curiosity about the bigger story about ghosts and environmental catastrophe driving South of Midnight.

I played through Chapter 3, far along enough to have some magical combat tricks as a Weaver going up against spooky figures called Haints – which is exactly where I began. (Though the question of “What exactly is a Weaver?” is yet to be explained.) Diving pretty much headfirst into a fight was expectedly disorienting, but I was reassured that all of the mapped techniques – push, pull, and what’s basically a stun move – are introduced at a pace that’s much easier to get acquainted to naturally. Part of the struggle was the autolock feature being a little loosey-goosey at times; because of the volume of Haints and where they appear in the combat area, the camera spun around the main character, Hazel, in a way that made me a tiny bit woozy.

South of Midnight’s charm is, well, basically everything else besides combat.

I eventually got the hang of the Weaving moves, plus the timing of dodging for its magic recoil against nearby Haints, and found it challenging enough but not necessarily revolutionary. But I hardly think it needs to be: South of Midnight’s charm is, well, basically everything else. As long as it’s fun (it was) and not horribly repetitive (it wasn’t), then it can, in fact, run almost purely on vibes. From each encounter with the Haints, I felt a sense of eerie dread from the lighting and fog, the blaring drums-and-horns score, the general spore-like creepiness of the Haints and their corruption. And when I finally beat their spooky asses, it culminated in a cathartic cleansing of the land, both physically and spiritually, that had been choking on its past. Hazel wasn’t just clearing out the wreckage of environmental disaster from a devastating hurricane where she lost her mother, setting her on this very journey. She was healing the ghosts of history that were haunting the land, too.

That’s kind of how the beats of the chapter went: platform around a swampy area with double jumps, glides, and magic skills to find what I’ll call “Haint holes,” clear ‘em out, and pick up little pieces of a bigger story that all point back to a Mythical Creature – this one in particular at the behest of a giant talking magical Catfish who is both narrator and seemingly Hazel’s mode of transportation around different areas. Chapter 3 didn’t end with a boss battle against one of the giants highlighted in earlier videos; instead I climbed up a giant man-shaped tree to clear the Stigma of its Wound. I swear, the game explains why it exists at all through the collected ghost stories, and houses and spaces are littered with ephemera that help fill out more of the character-building picture. But even so, the ultimate answer still felt like a cliffhanger: Who were these people and how were they connected to the bigger tapestry of South of Midnight? I gotta know!

This storybook narrative meshed peachily – pun intentional – with the luxuriously textured elements of its habitat. Clayton told me the basis of these details was rooted in making the animation feel tactile: “What would this look like if it were actually handcrafted in real life?” she said. “What kind of materials would they have been made out of to look like the thing that they’re supposed to be made out of?”

Speaking of stop-motion: The team knows that not everyone is going to love the style, Clayton said, and that’s fine: “Anytime you do something a bit bold, you’re gonna get polarizing feelings.” (For what it’s worth, if it’s that distracting, you’ll be able to turn it off outside of cutscenes in South of Midnight’s settings.) I will say, I did catch a couple of moments with frame rate issues that haven’t been fully ironed out yet, but Compulsion is aiming for 60fps on Series X by launch. And when everything is running smoothly as it ought to, South of Midnight should be a uniquely beautiful game that might even make you cry a little bit, too.

The Witcher’s Doug Cockle on Becoming Netflix’s Latest Geralt

While Henry Cavill may be the most famous actor to have played Geralt of Rivia, he’s not the first name many will think of when discussing The Witcher. Certainly amongst the gaming community, Doug Cockle — the voice of Geralt in CD Projekt Red’s series of critically acclaimed RPGs — is considered the original and ultimate white wolf. But the paths of Cavill and Cockle’s Geralts have now merged, with Cockle bringing his unmistakable voice to Netflix’s interpretation of the character in the new animated movie, The Witcher: Sirens of the Deep.

While he’s not playing the same version of Geralt who appears in the games, Cockle was not asked to alter his performance to sound more like or include the mannerisms of Henry Cavill or Liam Hemsworth, who replaces Cavill as Geralt in the next season of the live-action show. This creative decision meant Cockle was able to draw upon the same method and approach that created the unmistakably gravelly tones of his Geralt of Rivia. And so you’ll still hear the same voice you’ve known and loved for nearly 20 years.

Cockle formulated that voice back in 2005 when recording dialogue for the first Witcher video game. “The thing I found most challenging about recording Witcher 1 was actually the voice itself,” Cockle recalls. “When I first started recording the game, (Geralt’s) voice was very, very far down in my register. It was something I had to push towards.”

At the time there was little guidance as to how long voice actors should spend recording in a single session, and so Cockle was spending eight or nine hours per day delivering that gravelly voice. “I was going back to my hotel just going, ‘Wow, my throat is ripped’,” he recalls. The struggle continued into the recording of The Witcher 2 a few years later, but Cockle’s vocal chords eventually strengthened and began attuned to what was required of them — a process he sheepishly likens to an athlete’s muscles getting into shape.

As soon as The Last Wish came out in English, I tore through it.

Cockle’s vocal chords adapting to better support Geralt’s voice wasn’t the only major change that happened during the development of the second game, though. “The books started to come out in English while I was recording Witcher 2,” he explains. “Before that, it was the developers from CD Projekt Red who taught me everything I needed to know about Geralt. So as soon as The Last Wish came out in English, I was down at the bookstore buying it, and I tore through it. And I understood things about Geralt just from reading just that one book that I didn’t understand at all before.

“The developers kept saying, ‘He’s emotionless’,” Cockle says. “And I was like, ‘Okay, I get it, I get it, but I’m an actor. I want to play with emotions.’ But I better understood [when reading] the book why they were pushing for as flat as possible of an emotional life for him.”

Cockle immediately fell in love with the books, noting that author Andrzej Sapkowski “is such a wonderful writer.” Having grown up on Tolkien’s The Lord of the Rings, Cockle quickly forged a connection with this new fantasy universe. Of all Sapkowski’s novels, he most fondly remembers Season of Storms. It’s a story he’d love to be a part of, should Netflix ever need a voice for Geralt again.

“It’s one of those stories that when I read it, I was like, ‘Oh, this is horrible. This is awful.’ [But] it’s thrilling at the same time,” he says. “There’s some really graphic fight scenes that Sapkowski gives to us, and I think that would be a really fun story to turn into an anime or a TV episode.”

I enjoy the gravitas of Geralt when he’s all serious and mopey and whatever, but I do also like those moments when he’s trying to be light.

Maybe we’ll see that story in the future, but right now Doug’s Geralt can be seen and heard in Sirens of the Deep, Netflix’s latest animated Witcher adventure. Based on the short story A Little Sacrifice from the Sword of Destiny collection, it’s a dark and twisted interpretation of Hans Christian Andersen’s The Little Mermaid. After a mermaid and a human prince fall in love, Geralt finds himself caught up in a conflict between two very different kingdoms. But while there’s plenty of blood-splattering action and serious political drama, it’s the story’s lighter moments that interest Cockle the most. He notes a humorous conversation between Geralt and Jaskier, where both are sitting around a campfire after a long day, as a good example of that lightness. The scene demonstrates Geralt’s softer side, which is often overlooked as an important part of the monster hunter’s personality.

“Part of liking acting is liking all those different aspects of a character’s personality and the different choices that could be made and how they might approach those choices,” Cockle explains. “I enjoy the gravitas of Geralt when he’s all serious and mopey and whatever, but I do also like those moments when he’s trying to be light. When he’s trying to crack a joke and it just doesn’t go very well for him most of the time because he’s just not funny.”

While much of Cockle’s work on Sirens of the Deep simply required him to use a voice that’s become second nature, the anime did pose a unique challenge: learning how to speak mermaid. Yes, for the first time in his career, Cockle had to perform in a fictional language.

“I found doing this really difficult,” he confesses. “I got phonetic spellings of the words and things so I could get familiar with it and hopefully be okay on the day. And then I got in front of the mic and… it wasn’t like performance anxiety or anything like that, it’s just that it was a lot harder than I thought it was going to be.”

Things should be much easier when Cockle returns to the world of video games in The Witcher 4, which was revealed with an exciting trailer at The Game Awards last year. Returning to his original version of Geralt should be like putting on an old pair of favourite slippers. Even easier, actually, because he won’t have to record anywhere near the amount of dialogue that he did for the previous three games. This time around Geralt is set to be a supporting character in a story that puts Ciri, his adoptive daughter, in the protagonist role.

Naturally, Cockle has little to say about The Witcher 4. He claims to only know as much about it as we do. But he’s eager to see what happens in CDPR’s next chapter of The Witcher story, and thinks it’s already headed in the right direction.

“I think it’s a really good move,” he says of switching the story’s perspective from Geralt to Ciri. “I mean, I always thought that continuing the saga, but shifting to Ciri would be a really, really interesting move for all kinds of reasons, but mostly because of things that happen in the books, which I don’t want to give away because people, I want people to go read. So yeah, I think it’s really exciting. I can’t wait. I can’t wait to see what they’ve done.”

To learn more about what CD Projekt Red is planning, take a look at our in-depth interview with the creators of The Witcher 4. And to see more of Doug Cockle, be sure to watch The Witcher: Sirens of the Deep on Netflix, or find him on Instagram, Cameo, and X.

Matt Purslow is IGN’s Senior Features Editor.

Sony Turned Down The Order: 1886 Sequel Due to Critical Reception, Dev Says

Sony allegedly turned down a sequel to PlayStation 4 game The Order: 1886 due to its poor critical reception, the co-founder of developer Ready at Dawn has said.

Andrea Pessino told MinnMax that Ready at Dawn pitched an “incredible” sequel and would’ve “signed [its] life away” to make it purely for the sake of players. The Order: 1886 arrived in 2015 as an action game about werewolves in Victorian London but, despite being among the best looking games of the generation, it received middling reviews from critics.

“It would have been an incredible sequel, I can tell you that for a fact,” Pessino said, though admitted he couldn’t say much because he doesn’t own the franchise rights. “We pitched the sequel to Sony regardless of [the critical reception] and, in a way, it’s better that they passed because if we thought we were going to be screwed before, man, with the sequel, we would have signed our life away.”

Pessino said Ready at Dawn had a difficult relationship with Sony while making the original game and ultimately had to cut myriad elements in order to hit deadlines and eventually released The Order: 1886 before it was ready.

The graphical fidelity of the game’s initial pitches and reveal led Sony to expect the same quality of builds to be submitted at certain milestones in its development, Pessino said, but payments were withheld when Ready at Dawn had to prioritize other things and temporarily couldn’t hit the same graphical standards.

While Pessino said this is industry standard for third party publishers, it led to a frustrating relationship between Ready at Dawn and Sony. The team was ready to sign up for a worse situation to make a The Order: 1886 sequel regardless.

“We were going to do it just because we wanted to deliver it to the players but we would have been… Terrible budget, budget would be small, we would have been completely at the mercy of any decisions and things because we had no leverage whatsoever,” Pessino said.

“We were not in a position to negotiate a reasonable contract; they could have done whatever. But we would’ve taken it because we wanted a chance to redeem the franchise. All of the groundwork was really, really good, I can tell you that for a fact. There was so much there that just needed to be built on.”

The Order: 1866 was also left on a blatant cliffhanger so fans were desperate for a sequel to come. Ten years on and those hopes are dashed, of course, with Ready at Dawn being shut down by owner Meta in 2024.

In our 6/10 review, IGN said: “Though a stylish adventure, The Order: 1886 emphasizes its cinematic polish at the crippling cost of gameplay freedom.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Civilization 7 Patch 1.0.1 Addresses Some of the Negative Feedback From Advanced Access

Civilization 7 developer Firaxis has released patch 1.0.1 just in time for the strategy game’s full launch following an advanced access period that was met with a ‘mixed’ user review rating on Steam.

Firaxis is working on addressing various community complaints, most of which revolve around the user interface, a lack of map variety, and a feeling that the game has launched without a number of key features fans have come to expect.

In an interview with IGN ahead of the release of its third quarter financial results, Take-Two CEO Strauss Zelnick acknowledged that Civilization 7 had received some negative reviews from press and players, but insisted that the “legacy Civ audience” will come around the more they play, and called Civilization 7’s early performance “very encouraging.”

Now Civilization 7 is available to all and not just those willing to pay more for advanced access, Firaxis has released Patch 2, which is only for PC/Mac/Linux/Steam Deck. In a post on Steam, Firaxis said it is “the first in a series of upcoming patches” intended to address feedback from advanced access. The patch notes in full are below.

It’s worth noting that Firaxis has temporarily disabled crossplay multiplayer “to expedite” updates to the PC version. This means the developer will sometimes deploy patches to PC at a different “cadence” than on consoles, and indeed that includes patch 1.0.1. This will have no impact on console players attempting cross-platform play with other console players, nor on PC-to-PC multiplayer, Firaxis clarified.

Looking for tips to help you take over the world? Check out our guide to completing every Civ 7 victory, our run down of the biggest Civ 7 changes for Civ 6 players, and the 14 crucial Civ 7 mistakes to avoid. We’ve also got explanations on all the Civ 7 map types and difficulty settings so you know what you’re getting into.

Civilization 7 1.0.1 Patch 2 – February 10, 2025
Gameplay
Windows PC/Mac/Linux/Steam Deck

  • Fixed an issue causing Ages in Epic and Marathon speed games to be shorter than intended.
  • City States will now turn into Friendly Independent Powers on Age Transition instead of disappearing completely. They will also now start with more units in Exploration and Modern Ages.
  • Fixed inconsistencies with Naval Combat.
  • Naval Units will use the correct Combat Strength values when attacking another Naval Unit in all instances.
  • Naval Units will properly take reciprocal damage after attacking another Naval Unit.
  • Naval Units will more consistently move into the attacked tile after defeating another Naval Unit.
  • Completing the final milestone of a Legacy Path no longer adds Age Progress in the Modern Age to ensure you have more time to complete a Victory.
  • Towns will now switch their focus back to Growing town automatically if they are no longer eligible for their chosen Focus (for example, if their population decreases) until they are eligible again.
  • Future Civic is now repeatable in all Ages. The cost of Future Tech and Future Civic will now increase more when repeated.
  • Fixed an issue after too many bonuses to Growth where Food needed for the next growth event became negative.
  • Improvements to Rail Networks aimed at increasing the reliability of Settlements connecting to the Rail Network over water by building Ports. This should apply as long as the Capital either has a Port or is connected by rail to a settlement with a Port.
  • Made improvements to the Loyalty Crisis in the Antiquity Age, including giving the ability to purchase Villas in towns during this crisis, giving another way to manage the happiness of your settlements.
  • A note about cross-play multiplayer: To expedite updates to the PC experience, we will sometimes deploy patches to PC at a different cadence than we do on consoles – including today’s Patch 1.0.1. As a result, cross-play between PC players and console players is temporarily disabled. This will have no impact on console players attempting cross-platform play with other console players, nor on PC-to-PC multiplayer.

AI
Windows PC/Mac/Linux/Steam Deck

  • AI will now offer high-value Cities less often during Peace Deals.
  • In Modern, AI will now declare war less often at the start of the age.
  • In Modern, AI will now consider Ideology more before Declaring War or offering Peace.
  • Other Leaders now have a decreased desire for war if neither party has an Ideology.
  • Other Leaders now have an increased desire for war with players of Opposing ideologies.
  • Other Leaders now have a decreased desire for Peace with players of opposing Ideologies.

Camera
Windows PC/Mac/Linux/Steam Deck

  • Fixed an issue on native-resolutions where the camera would focus on the lower end of the map when clicking on the minimap.

UI
Windows PC/Mac/Linux/Steam Deck

  • Replaced the Simplified Chinese font with the font used in Civilization VI while we work on additional improvements for future patches.
  • Fixed an issue where the Settlement menu fails to open when clicking on a non-player’s Settlement Banner in gameplay.
  • Fixed an issue where yield icons fail to populate on the now available buildings when converting a town to city.
  • Fixed an issue where some text was cut off on the Global Yields Breakdown screen.
  • Added a notification for completed Espionage actions, so that you can more easily check the results of their Espionage actions.
  • City projects no longer appear to be purchasable.
  • Your current religion is now displayed first in the belief picker tabs.
  • Fixed an issue where a District’s health bar would remain on-screen after being fully healed.
  • Fixed an issue where Leaders fail to have a portrait when the relationship has changed during gameplay.
  • Improved the alignment of leader names and portraits on the Age Summary, when viewing the Overview screen of the Victories Rankings.
  • Fixed an issue where the background color remains the default color when the user changes it in the Player Customize tab.
  • Improved the spacing between Civ descriptions, unique units and building icons on loading screen.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.