Capcom has revealed our first look at Resident Evil Requiem gameplay in brief snippets shown during a livestream.
During the Capcom Spotlight event, Capcom showed a small portion of first-person gameplay, heavy on the horror and featuring new protagonist FBI Agent Grace Ashcroft. We see the character slowly move around creepy corridors with just a lighter for company. At one point, we see Ashcroft turn around to see a hulking humanoid creature close in on her from the shadows.
In another clip of first-person gameplay we see Ashcroft explore a grand hallway, this time holding a handgun (as an FBI agent Ashcroft is handy with guns). She’s also able to “act with calm, deductive reasoning,” and we see her inspect a toolbox in the classic Resident Evil up close style to demonstrate.
And finally, we get a very brief look at third-person Resident Evil Requiem gameplay where Ashcroft is, once again, exploring creepy corridors and poorly lit rooms. We see that horrible creature again, casually stomping in the shadows.
During the video, Capcom developers explain how the first-person perspective makes for “tense, realistic gameplay,” whereas playing in third-person via the over-the-shoulder camera lets you see “more of the action.” The third-person persepctive is “great for people who enjoy action-heavy gameplay,” Capcom added.
Resident Evil Requiem lets players switch between first- and third-person through the Options menu at any point during the campaign. Check out IGN’s Resident Evil Requiem hands-on preview for more information.
Elsewhere, Capcom confirmed Resident Evil Requiem takes place 30 years after the missile strike on Raccoon City that occurs at the end of Resident Evil 3, which explains the enormous crater we saw in the announcement trailer. Indeed, the name “Requiem” was chosen because, as Capcom explains it: “This game is a requiem, a eulogy to those who came before.”
There was no big Leon Kennedy reveal, as some fans had hoped for — and even expected. If the Resident Evil veteran is playable in the game, perhaps that reveal will come later.
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.
As promised, Capcom kicked off its latest digital presentation just moments ago, leaving fans eager to see everything it has in store for the near future. With some titles recently showing off updateselsewhere, many are expecting today’s Capcom Spotlight to offer a deeper dive into some of the Mega-Man and Devil May Cry publisher’s most exciting upcoming titles.
We know today’s showcase is around 40 minutes long, so expect a closer look at some of the company’s biggest games. We’ll be collecting all of the announcements you need to know about right here, so be sure to stick around to see all of the biggest Capcom Spotlight news.
Developing…
Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Bottling the kinetic energy of a first person shooter video game and successfully transferring it to the tabletop is a herculean task. Publisher Glass Cannon Unplugged is up to the challenge, presenting Apex Legends: The Board Game in the form of an overstuffed box that spills cardboard and plastic onto the table like a body lit up by a VK-47 Flatline. This analog translation defies the odds, legitimately capturing some of the visceral action of its namesake with unique and clever design work.
Apex Legends the video game is a hero shooter battle royale. It has a full lineup of protagonists with their own suite of abilities and playstyles. This identity is likewise the heart of the board game adaptation, forming the basis for its team-based skirmish action. Characters such as Bangalore, Mirage, and Bloodhound all make an appearance, with each of their roles expertly captured and adapted to the turn-based setting. Everything is powerful and awe inspiring, and it feels extraordinarily faithful to the property.
The standard format is either two-versus-two, or three-versus-three, with each player fielding a single character. While there are a bevy of miniatures skirmish games on the market, including popular titles such as Kill Team, Infinity, and Star Wars: Shatterpoint, none offer this particular style of team-based small-unit approach. Distinctly, this is not a game of armies or squads – it’s one of personalities and legends. The result is an altogether different tone, one charged with dynamic abilities that form the centerpiece of a violent gunfight on a fully rendered board.
The board is quite the looker. Verticality is a core tenet of gameplay, as players are able to scale and fight from 3D cardstock buildings. Other elements pop off the map, including cardboard trees and boulders, loot containers, and even fully operational ziplines. The environment is active and responsive. It feels every bit a playground, albeit one with shrapnel and taunts whizzing by your dome.
This dedication to elevation fuels the aggressive FPS-style play, but it also is the root of Apex Legends: The Board Game’s primary challenge. I’ve mentioned the game’s bloated componentry, which contributes to a lengthy setup time, but all of these options and details add up to a relatively complex system. The central turn-to-turn action sequence is surprisingly simple and direct. One team activates all of their characters with each committing to two actions.
This board game defies the odds, capturing the visceral action of its namesake with unique and clever design work.
But that streamlined activity fragments into many intricate pieces. Line of sight is a strong example. Measuring from center square to center square and assessing any blockages is standard for this style of game. But when you consider elevation, all of a sudden there are three pages of lengthy examples displaying potential situations. Thankfully, the rulebook’s diagrams do a good job of illustrating what you need to consider, but the downside is that line of sight can be difficult to assess on the fly and it can slow down the pace of play.
It’s also tough to remember the difference between some of the keywords, such as “adjacent” versus “neighboring.” Terrain items and cards use a similar library of tags that must be referenced. There are specific timing windows for reactions and a sub-system for handling abilities and cooldowns. None of these are overly burdensome on their own, but taken together they can become tricky to navigate. It’s important to understand that this is not a board game for beginners. Instead of going for wide appeal with a similar approach to Mass Effect: The Board Game, Apex Legends aims to satisfy hobbyist gamers familiar with sophisticated systems. If a 40-page rulebook scares you, then you’re not going to hack it on this battlefield.
The most interesting element of Apex Legends: The Board Game is also the most convoluted. Instead of a sophisticated physics engine handling the shooting mechanism, this game opts to zoom in on the firefight and simulate multiple factors, including recoil, stability, and rate of fire. Most games opt for a handful of dice and some quick arithmetic, but Apex Legends uses a sideboard and a dedicated set of cards to resolve gunshots.
It’s actually a pretty stellar system. Different guns have various rates of fire. They list a number of cards that are drawn from the shooting deck and placed alongside a track. Each card is placed in a slot representing an individual shot. Cards drawn later in the sequence have more recoil affecting their ballistics, which results in an escalation of penalties. The penalty is applied to the strength of the randomly drawn card, and then compared to the necessary hit value on the weapon.
That’s the quick and dirty explanation. In reality, it’s more nuanced as each drawn card also has a possible icon which can inflict headshots, bonus hits, or cause an automatic miss if the target is behind cover. Weapons that hit exceedingly hard with slower rates of fire – such as a shotgun or sniper rifle – may draw multiple cards to a single shot slot, thus avoiding the recoil penalties the system tries to emulate.
This can be a wonky process to resolve – it’s certainly slow going with new players. Until you get used to it, this is another part of the game that stunts the tempo of action. Obviously this is a cost of modeling the video game with a high level of detail, but it can be an outright turnoff as it highlights the shortcomings of board games and their inability to obfuscate and resolve math.
But this level of detail isn’t all bad. What you sacrifice in momentum, you gain in realism. This system acutely captures the unique qualities of various firearms. Sub-machine guns spray several weak shots. Battle rifles fire tighter groupings and hit with power. Light machine guns spray all over the place but can level a building. Weapon attachments are mixed in with the loot, allowing you to alter a firearm’s properties mid-game. This includes optics, barrels, magazines, and stocks. It’s exceedingly cool and really juices up the impact of scavenging for supplies in the battle royale mode.
The end result is a weapon system that actually boasts gunplay. No other board or miniatures game I’ve played has so meticulously modeled this key feature of first person shooters. It’s a fantastic accomplishment and absolutely the standout feature.
Beyond this wonderful feat, Apex Legends: The Board Game offers several other killer features. Characters are expertly modeled. They have asymmetric tactical abilities and ultimates that affect the battlefield in various ways. You can pop smoke, call in airstrikes, and deploy drones. Each character is also paired with a unique deck of cards that can be played to tweak actions and react to opponents’ maneuvers. This creates a nifty fog of war, although again, at the cost of possibly slowing down the pace of play.
Another crowd pleaser is the variety of modes on offer. The battle royale option is the key offering, including a distillation of the final moments of the video game’s finale. This includes a barrier that closes on the battlefield, forcing combatants into tighter and tighter area. But there are also deathmatch, VIP, and capture the flag options. Each of these is fully realized and not at all an afterthought.
For those sickos who can’t get enough, this game also will be arriving with expansion products for additional characters as well as a new board and environment. Most notably, there is a sophisticated solitaire / co-op addition that adds AI behavior trees to each of the core game’s protagonists. This mode works fairly well, producing mostly logical enemy actions that sometimes surprise and dazzle. Again, much like the rich base game ruleset, it can be a sluggish pace to familiarize yourself with this additional layer of rules, but it certainly settles down once you’ve become comfortable.
As a first-person shooter airdropping to your tabletop, Apex Legends: The Board Game is a solid effort and certainly a success. There are challenges involved and the tempo can really drag as players learn the systems and assess the wide swath of options on their turn. Once familiarity sets in and the game starts collapsing towards that 60-90 minute estimated playtime, the bliss of gunplay coupled with dynamic action and a multi-faceted loot system truly shine.
One of the best days of the year is finally here: the Steam Summer Sale has arrived at last. If you’re unfamiliar, the Steam Summer Sale is one of the two biggest sales available on the platform annually, with the other occurring around the holiday season in December. You can expect to save big on PC games both new and old, which makes the sale a perfect time to buy games in bulk.
This year’s Steam Summer sale is set to run through July 10. Some of the top-reviewed games of 2025 are included as part of this sale, in addition to newer PC ports from publishers like Square Enix or PlayStation. We’ve sorted through the sale and picked out some of the best deals you can find this year. Don’t miss your chance to save as much cash as possible on these PC games.
Steam Summer Sale – The Best Deals Today
One of the best deals I recommend checking out is Final Fantasy VII Rebirth for $41.99. With the main story and side content combined, there is easily over 100 hours of content in this RPG. This game just made its way to PC in late January, and it’s one of the best RPGs to release in the last five years. If you haven’t yet played Final Fantasy VII Remake, you can grab both games together in the Twin Pack for $59.99.
You can also save on three major 2025 indie games: R.E.P.O., Schedule I, and Blue Prince. The latter sits as one of the highest rated games of the year, offering a unique house of puzzles to solve. Schedule 1 puts you in the shoes of a drug dealer, and the game is still one of the most played Steam games of 2025. Finally, R.E.P.O. is a wonderful time with friends that is sure to cause both laughs and headaches. All of these smaller games are generally great to stream to your phone if you want a more mobile experience.
If you’re looking for deep discounts, I recommend Crash Bandicoot N. Sane Trilogy, Marvel’s Guardians of the Galaxy, and Star Wars Battlefront II. Each of these games is 90% off, and you can pick all three for a grand total of $14. Star Wars Battlefront II is an especially good deal, as there has been a major resurgence in online players as of late.
One of the smaller discounts available is for Clair Obscur: Expedition 33. While you’ll only save $5 during the Steam Summer Sale, this is the lowest we’ve seen this game yet. If you’ve been on the fence about picking this one up, it’s not likely to dip much further until late this year, especially since it is one of the highest-rated games of the year.
Amazon Prime Day Arrives at the End of the Steam Sale
While the Steam Summer Sale is ongoing right now, Amazon Prime Day is set to kick off on July 8. This year, Amazon has doubled the length on the sale, making it the longest Prime Day to date. Though PC games are not usually a focus of Prime Day, you can expect to have the opportunity to score a few deals on PC hardware, monitors, accessories, and more. If you’re looking to either enter the PC market for the first time or upgrade your existing setup, keep your eye on Prime Day. This is also when more of the console games will likely go on sale.
Amazon is also currently offering free PC games as part of an early Prime Day promotion. So if you are a Prime member already, it’s worth diving into that and picking up some freebies before they’re gone.
Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.
Elden Ring Nightreign is close to a month old now, and FromSoftware has been rolling out enhanced versions of its bosses. The first one, Gaping Jaw, was an absolute terror. But in the first 24 hours of players facing off with the second Everdark Sovereign, the Darkdrift Knight, they don’t seem quite so overwhelmed.
Fulghor, Champion of the Nightglow is the latest Everdark Sovereign fight. To take on the fight, you’ll have to beat the base-level Darkdrift Knight expedition. He’s available to battle until, presumably, the next Everdark Sovereign rotates in; the hefty centaur replaced the shadow-drop enhanced Gaping Jaw battle, which was no slouch.
As for Fulghor? Players don’t seem to be having as tough a time with the stomping warrior. That’s not to say he’s outright easy; bosses are still, broadly, challenging in Elden Ring Nightreign. But it seems like, compared to the first Everdark Sovereign fight, players aren’t struggling as much with this one.
While Adel, the Gaping Jaw fight, had some big flashy moves and surprise on its side, Fulghor is comparatively chill. He does start the fight with his Venom-like arm appendage out, and his mid-fight transition sees him ascend into the sky and gain a normal arm back, allowing him to unleash a bunch of explosive, shiny attacks.
Still, it’s a bit more subdued than the literal storm and lightning frenzy that Gaping Jaw could whip up. “I feel as though Fulghor is easier but it’s just more fun to do. Chasing a boss for 20 minutes to get a few hits in is boring,” one Reddit user said. “Feel as though Fulghor could have been harder or had flashier moves, but I’m having way more fun repeating runs against him than Adel.”
Conversely, some like the flashiness of Adel compared to the (again, relatively) subdued enhanced Fulghor. “I liked the specific attacks Adel had like the tornado where you have to jump stream into the eye or you take constant damage,” another user said. “This seemed well thought out. The new attacks of Fulgor are pretty easy to understand even the first time youre seeing them.”
A true foe, at least for some players, were the servers. Around the launch of Fulghor, players started reporting disconnect issues, and you can them in other posts and replies.
But unless you’re this player specifically, you might not have as much trouble with the enhanced Darkdrift Knight as you might think. Still, there are more enhanced fights to tackle either way. Per Bandai Namco’s announcement post, there’s still a Sentient Pest Everdark Sovereign on the way. Other bosses are also due to get their enhanced versions over time, too.
A Fortnite player who consistently cheated in competitive tournaments has been handed a huge fine and banned from the game “forever,” developer Epic Games has said.
Sebastian Araujo from Lomita, California, was sued by Epic after participating in 839 cash tournaments within just four months, while using a device designed to evade Fortnite’s anti-cheat detection.
According to Epic, which won its legal action against Araujo this week after he attempted to ignore the lawsuit, the player’s winnings amounted to “at least $6,850.” That’s no small amount, but his fine now is 25 times higher: an enormous $175,521.
How has Epic landed on such a figure? Court documentation shared with IGN shows the developer demanded the statutory minimum $200 fine for each violation of the game’s copyright for all 839 tournaments Araujo took part in — for a total of $167,800. The remainder of the fine is then mostly attorney fees and costs.
“While the Court notes the amount sought by Plaintiff exceedingly surpasses Defendant’s alleged actual gain, $6,850, Defendant took significant measures to conceal the true scope of his cheating activities by creating multiple fake accounts and employing a hardware spoofer to circumvent detections,” the court documentation reads.
Further examination shows Epic had pushed for an even higher fine — with an additional $100,000 penalty in statutory damages for copyright infringement — though it’s here that the judge decided this amount would have been “excessive” versus Araujo’s actual ill-gotten gains.
If it feels like Epic is making an example out of Araujo, then it wouldn’t be the first time. Back in February 2025, Epic humiliated another Fortnite tournament cheater by forcing them to post a public apology video acknowledging they had cheated, and were similarly now banned for life.
As with that case, the money Araujo must now pay will be donated by Epic to Child’s Play, a charity dedicated to improving the lives of children by providing access to toys and games.
Both cases follow a promise made back in November 2024, when Epic said it was “ramping up legal action against both players who cheat and cheat sellers,” as it sought to bolster “competitive integrity in tournaments.”
This latest public announcement, eye-watering fine and lifetime ban are all likely designed to act as deterrants for any other players with ideas of doing the same.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Warhammer 40,000: Darktide has seen a big boost in players after launching its first new class, but complaints over monetization have continued especially after developer Fatshark released a version of the Arbitrator’s default helmet with its visor up for $5.
This week’s Battle for Tertium update, which arrived alongside the new Adeptus Arbites class DLC, reworked the core player experience to provide a new, clearer narrative focus for the co-op first-person melee / shooter hybrid.
Players now experience a linear campaign with new mission debriefs and embedded cinematics. It’s designed to “ease in new players and gradually unlock features that were previously gated by character level,” Fatshark has said.
But the big draw for veteran players was the release of the Adeptus Arbites class, and it appears to have done the trick. This $11.99 DLC looks like it’s sparked the interest of players who have stuck with the game since its troubled launch, as well as convinced lapsed players to dip back in.
Following the launch, Darktide hit a peak concurrent player count of just over 43,000 on Steam, the highest it’s been on Valve’s platform for over two years. And this doesn’t even paint the whole picture of the game’s success, given it’s also out on console.
In a statement provided to IGN, Product Marketing Manager Rodrigue Delrue said Fatshark had noticed the uptick, but failed to say exactly how many were playing Darktide across PC and console.
“We’ve seen a high level of engagement across all platforms, even if we don’t have exact numbers to share at this time,” Delrue said. “What’s important is that the community remains active and passionate, and we’re incredibly thankful for that.”
However, there is one sticking point: monetization. Darktide’s Adeptus Arbites DLC launched alongside a fresh round of premium cosmetics, bought with the in-game currency called Aquilas (the Aquila is the ancient symbol of the Imperium of Man in the Warhammer 40,000 universe). And within that monetization debate, one item in particular has set the community off: a helmet with its visor up.
This helmet, specifically for the Arbitrator, is identical to the default visor-down helmet you get with the new class. So, you’re paying 900 Aquilas (approx. $5) just to lift your visor up.
As you’d imagine, this hasn’t gone down well with some Darktide players. “We’ve reached the current peak of Fatshark greed,” reads one thread on the Darktide subreddit, upvoted 3,000 times.
“Yeah, it’s bulls**t that this wasn’t just included alongside the otherwise identical default visor-down helmet,” said one player. “Just give me a button push that lets me do this,” suggested another. “I’m just glad the visor up isn’t default and they make you pay for down,” joked one fan. “You mean I have to pay extra to actually see my character’s ugly face? I was buying skins to cover it up.”
IGN put the complaints about this cosmetic and Darktide’s monetization generally to Fatshark, and Delrue explained the studio needs to sell items in order to continue working on the game, but took the feedback on board.
“Cosmetic pricing is always a balancing act,” Delrue said. “As a live service game we want to be able to keep working on the game while respecting what players feel is fair value. We appreciate when these topics are brought up, these conversations help us better understand what the community values and helps inform how we approach cosmetics going forward.”
The question now is, how much longer will Fatshark continue to work on adding new content to Darktide, which is approaching its third birthday? Delrue pointed to the studio’s continued support of the even older Warhammer game, Vermintide, as evidence of its commitment to its players, and even confirmed more new classes are on the way.
“Since launch, we’ve continuously supported Darktide with free updates — and that commitment isn’t changing,” Delrue said. “As we’ve shown with Vermintide, we’re in this for the long haul. Players can naturally expect ongoing support, including new classes and additional free content as the game continues to evolve.”
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.
“The PvE area has been adjusted to encompass the entire southern half of the Deep Desert map,” Funcom confirmed in its latest patch notes, below. “This means that players who have no interest in PvP should be able to find what they want without engaging in PvP. Imperial Testing Stations, caves, and so forth found in this area are thus now PvE.”
“Rest assured that we will continue to listen to your feedback and make adjustments in the future,” the team said.
“We want PvE players to be able to play the endgame and have access to the content of the endgame,” said creative director Joel Bylos. “Our goal is not to force PvE players to interact with a PvP system that they may have no interest in.
“We still believe in the core concept of the Deep Desert — an endlessly renewing location that resets every week and creates an activity loop for great rewards. The tension of heading out there, head on a swivel, eyes peeled for foes as you enter the most dangerous part of the most dangerous planet in the universe. Our wish was that players would embrace this loop, forming guilds to work together to overcome the bleakness of the Deep Desert.”
For those wondering, yes, Control Points and Shipwrecks will continue to be PvP “throughout the entire map,” which means you will find “localized pockets of PvP within the PvE section still. Similar to how Shipwrecks are PvP in Hagga Basin.” Work has also begun on changing the Ornithopters; equipping a rocket launcher module will now decrease the top speed of your Scout Orni by 20%, and Assault Ornis by 10%.
After the patch has been applied, players will also be able to report other players’ messages from the text chat or report them by using the Inspect menu.
Dune: Awakening Patch Notes 1.1.0.17
Deep Desert
As outlined in A message from the Creative Director on PvE and PVP » Dune: Awakening, this hotfix will see the first iteration of the changes to the balance between PvE and PvP in the Deep Desert. Rest assured that we will continue to listen to your feedback and make adjustments in the future.
The PvE area has been adjusted to encompass the entire southern half of the Deep Desert map.
This means that players who have no interest in PvP should be able to find what they want without engaging in PvP. Imperial Testing Stations, caves, and so forth found in this area are thus now PvE.
Control Points and Shipwrecks will, however, continue to be PvP throughout the entire map, which means you will find localized pockets of PvP within the PvE section still. Similar to how Shipwrecks are PvP in Hagga Basin.
To retain the Risk vs Reward setup for the Deep Desert:
The density of resources increases the further north you go. This includes high-density clusters of valuable resources.
The largest spice fields will also spawn in the north.
The majority of Control Points will exist in the northern part.
As part of these changes, we have made some balancing adjustments in the Deep Desert:
The lower half of the Deep Desert now offers PvE loot that is balanced toward shared loot and PvE activities. You may find better loot in the more dangerous PvP area located further north on the map. In the PvE area, for example, each player gets their own loot and can expect to receive one schematic. In the PvP area, loot is distributed on a “first come, first served” basis, with higher quantities of everything. Players can expect to find 2–6 schematics there, which are among the rarest.
Plasteel plates can only be found in PvP zones.
The amount of active medium spice fields has been reduced from 8 to 5.
The number of active small spice fields has increased from 20 to 22.
The spawn rate of Titanium and Stravidium has been reduced in the PvE areas so that large quantities only spawn in the far-out PvP areas.
The number of nodes in resource hotspots in the PvE part of the map has been reduced.
The respawn time of Titanium and Stravidium has increased from 30 to 45 minutes.
Some Imperial Testing Stations are still in the PvP region, and players who want all schematics available each week will want to visit both the PvP and PvE Imperial Testing Stations. Keep in mind the loot in them rotates each week, so even if you’re not interested in PvP, you could obtain it at a later date if you’re not able to trade for it or buy it off the Exchange.
Vehicles
We have begun work on the outlined changes to the Scout Ornithopters.
Equipping a Rocket Launcher Module will now decrease the top speed of your Ornithopter.
For Scout Ornithopters, the reduction is 20%.
For Assault Ornithopters, the reduction is 10%.
Infocards for the modules now reflect this change.
Exiting ornithopters mid-air will now cause them to drop straight down instead of gliding away. This should decrease the chance that you lose your ornithopter upon disconnecting from the game or exiting by accident your ornithopter mid-air (yes, we have seen the videos).
Known issue: There is an edge case that if your vehicle ends up in the quicksand you might not be able to interact with it if you are in the quicksand. The workaround is to try to get on top of the vehicle to interact with it. This will be fixed in the very next patch.
Visiting
We removed the restrictions when visiting other sietches. Before this change, players had their “home” sietches, and could visit other sietches in their world but couldn’t claim land. Now, any player can go to any sietch in their world and claim land wherever they want.
Technical and stability
Increased game stability.
The latest NVIDIA driver was added to the GPU driver check at the game launch.
Other
We have introduced Player Reporting, allowing players to now report other players’ messages from the text chat or report players from the Inspect menu on players.
FIXES
Technical and stability
As a continuous effort, we have closed several exploit vulnerabilities.
Fixed an issue where a specific type of network issue would cause players to be stuck in an infinite loading screen.
Fixed an issue where some players could experience a client freeze when traveling between Deep Desert servers.
Combat
Fixed an issue where players performing a melee attack could get obstructed by corpses lying on the ground.
User Interface
Fixed an issue where the guild faction alignment was not localized on the Guild Overview tab.
Fixed an issue where players could encounter a black screen if they skipped the cinematic at “The Wreck of the Hephaestus”.
Fixed an issue where several Sandbike research schematics failed to mention the Imperial Testing Stations as the primary source.
Travel
Fixed an issue where players could use an ornithopter pilot service to fly from the cities to Hagga Basin if they had arrived in a city with their ornithopter.
Miscellaneous
You will no longer lose learned emotes when respec’ing your skill tree.
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.
S.T.A.L.K.E.R. 2: Heart of Chornobyl‘s 1.5 Patch is here, introducing various tweaks and fixes, but it’s the first phase of GSC Game World’s modding tool that’s dominating our interest… and our hard drives.
“Shape the Zone in Your Way with the Stalker 2 Zone Kit,” GSC Game World said. “Modify existing content or create new experiences — animations, weapons, mechanics, and even wonders of the Zone.”
Sounds great, right? Which it is, if you happen to have 700GB of space free… on top of the 160GB you need to run the base game itself.
The reason, GSC said, is because as part of its partnership with the modding community, the team is sharing a slew of uncompressed files so modders are using original assets in the development of their mods, which is better for everyone, of course.
“The size of the mod kit is a result of the in-game assets being uncompressed for the mod makers,” GSC told PC Gamer. “It’s a big game, and the assets are many, resulting in a considerable size of the download. The Zone Kit is currently in phase one, so we’ll explore the opportunities to optimize its size (if possible) in the future.”
“Yeah, we launched the Zone Kit as Phase 1, because we want to develop it together with Mod Makers,” a community representative explained on Reddit. “It already has a lot of features, but still this is Phase 1. On Phase 2 there will be even more things to do with the Zone via the Zone Kit.”
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.
If you’re looking for P5X codes, IGN’s got you covered! In this article, you’ll find a list of all the active and working Persona 5: The Phantom X codes in June 2025 that you can redeem for free rewards and bonuses in P5X on PC, iOS, and Android.
Active Persona 5: The Phantom X Codes (June 2025)
There are currently no active Persona 5: The Phantom X codes. Seeing as the game has just released in the West, it’s likely we’ll see at least one new code in the coming days. Stay tuned as we’ll update this page as soon as new codes are released.
Note that there are some active codes for the Chinese version of P5X, but these cannot be redeemed in the global version.
All Expired P5X Codes
There are currently no expired Persona 5: The Phantom X codes as of June 2025.
How to Redeem P5X Codes
To redeem P5X codes in Persona 5: The Phantom X, follow the steps below:
Complete the Prologue: Discover a Secret World. This takes around 15 minutes after starting the game for the first time.
Open the main menu.
Click on “Exchange Code.”
Input your code into the box.
Click on “Confirm.”
If your code is valid, you’ll obtain your free rewards.
Why Isn’t My P5X Code Working?
If the code you’re trying to redeem in Persona 5: The Phantom X isn’t working, it’s likely because of one of two reasons:
The P5X code is expired
There’s a spelling mistake in the code
The code is region-locked
When inputting a P5X code, ensure it’s spelled correctly (for example, a zero isn’t a capital O, a lowercase L isn’t a capital I, etc.) and that there are no spaces before or after the code.
If your P5X code still isn’t working after checking for typos, it’s more than likely expired and can no longer be redeemed in Persona 5: The Phantom X.
Sometimes, the developer releases codes that can only be redeemed in specific regions, so if you find a code online that you can’t redeem in your game, this could also be why.
How to Get More P5X Codes
To find more Persona 5: The Phantom X codes, the best way is to join the game’s official Discord server. Codes may also be posted on the P5X X account, so we’d recommend turning notifications on for that so you can be notified every time there’s a new post in case they’re posted there.
Of course, you can bookmark this page too, as we check for new P5X codes regularly and update it each time there’s a new code.
What is Persona 5: The Phantom X?
Persona 5: The Phantom X is a gacha spinoff of the popular ATLUS RPG, Persona 5. Like in Persona 5, you attend school and answer classroom questions, forge bonds with characters, and explore various dungeons. You pull for new characters and weapons via gacha banners, which can then be used in combat.
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 cuddling her corgi.