The Corps of Discovery Board Game Is a Challenging Trek Through the American Wilderness

“Here be monsters,” says the legend on so many antique maps, firing the imagination with thoughts of kraken, chimeras, or worse. But what if it were true? What if Lewis and Clarke, setting out on their expedition across the American interior, encountered buffalo-headed minotaurs and man-eating plants.

That’s the premise of the Corps of Discovery comic and now of this board game adaptation. The game comes from the same designers as the superb Mind MGMT, although, save for the comic book connection, this is a very different kind of game.

What’s in the Box

Most box-openings start with a board, and Corps of Discovery is no exception, but the nature of the board itself is rather surprising. Instead of the usual fold-out affair, you get a cardboard sandwich: two layers of card stuck together, with room in between to slip in a sheet of paper. The top layer is punctuated by a regular grid of circular holes, and the box contains an equally unusual supply of thick cardboard sun tokens with wide “pegs” that fit loosely into the grid’s holes.

There are two folders of paper maps that slide into the sandwich, one for each of the two scenarios included in the game. There’s also a second board which is used for tracking the current game state, with spaces for three challenge cards, backpack items and water: this doubles as a handy reminder of the flow of each game day. There are tokens for the various resources that go in your backpack and for your water supply. There are also several card decks, not only the challenge cards that’ll outline the obstacles you must overcome each day, but also characters to play, items for them to use and so on.

As a scenario-based game, there are also additional cards and tokens applicable to particular scenarios. One thing to note is that, as a game based on a comic book series, all the components are furnished with excellent art from the original comics. While it might not be to everyone’s tastes, it does a fantastic job of bringing the game’s dangerous world to life, especially if you’re familiar with the source material.

Rules and How It Plays

Understanding how the game is set up is, unusually, an integral part of understanding how it plays. First, your group chooses one of the two scenarios to play (plus a training mission), and one of the 10 map sheets included for that scenario, covering it with a blank sheet so you can’t see what’s on it. You slip this, cover and all, into the cardboard-sandwich board then cover all the holes with the sun tokens. Then you slip out the blank sheet. The result is a game map that you know nothing about, ripe for exploration and discovery.

This is a cooperative game where you’re working together to map the wilderness and survive. On your individual turn, you simply remove a sun token, revealing an icon underneath, and take a matching resource to add to your collective backpack. There’s no piece to mark where you are on the map. Instead, movement is abstracted away under the presumption that it’s easy to move through already explored territory. The next player just removes a sun token next to any already-revealed space, although there are some mountainous areas on each map that you can’t traverse.

Exploration, however, is far from a random walk in the park. Each scenario has a set of rules about where and how the various different icons are laid out. In the Fauna scenario, for example, there’s always one wood icon per row and column, and there will always be a water icon orthogonally adjacent to each wood. Each mud icon will be next to a water and a stone, while forts always form an L-shape series with a water and a skull. There are more rules – and icons – but you get the idea.

This allows you to make predictions and deductions about what you’re going to encounter on the map. Sometimes you can figure it out with complete certainty, but more often it’s a bit of a gamble, where you can narrow down the odds without being sure. Exploration is thus both a fun puzzle where you can aim for specific resources, and an exercise loaded with tension. The rules are complex enough to make it a good group discussion, ensuring there’s a dynamic sense of cooperation, and something you can master with practice.

The rules are complex enough to make it a good group discussion, ensuring there’s a dynamic sense of cooperation, and something you can master with practice.

Each time you remove a sun token from the board you place it on one of three challenge cards dealt at the start of the game day. These cards have a resource requirement that you must spend in order to pass the challenge and a consequence for passing or failing, the latter of which usually means losing even more, different resources. You have to face these consequences once the card accumulates a certain number of suns, often only two or three. Considering many challenges require more than two or three resources to pass, this immediately puts your game under massive pressure to find the right icons on every turn.

If you run out of water tokens, you die. If you end the day – timing out the three challenge cards for that die – without any food tokens, you die. Monsters generally don’t kill you outright but sap these precious, precious resource tokens until you die. Even when you’re on top of the resource-mapping system, most games will go down to the wire of you gaining your objective with a few measly drops of water left in your canteen. The last few turns ramp up the tension to crushing levels, until it almost feels like you’re struggling through a real wilderness, desperately following signs of water in the hope of surviving just one more day.

As if this wasn’t enough, on top of surviving you also have a goal to complete. This depends on the scenario. In Fauna, for instance, you’ll meet those buffalo-headed minotaurs who’ll make it harder to traverse rows and columns until you find a fort, learn a recipe for killing one, and sacrifice the necessary resources, all of which you were probably hoping to save to pass a challenge card. These kinds of trade-offs are part of the game’s strategy: identifying times when failing a daily challenge can be a useful step in the wider goal of passing the winning objectives.

Other aspects of your decision-making come down to the characters in play and the gear you choose at the outset, all of which offer you special abilities to piece together and increase your chance of survival. You can plan ahead with these since you pick them yourself, look for combos, and build a strategy around them. But there are also destiny cards, random helpful bonuses that you can sometimes replenish by achieving in-game goals, and for these you’ll have to roll with whatever fate gives you, adjusting your tactics accordingly.

With practice and luck you will, eventually, manage to beat Fauna and, in time, the game’s second scenario, Flora, which involves a giant carnivorous plant. Corps of Discovery goes out of its way to make these scenarios replayable by offering such a huge range of map sheets – you can also download and print out more – that memorising the layouts is essentially impossible. Variety, however, cannot fully undermine human psychology: there’s an innate tendency to treat a mission as “done” once it’s been won. This is exacerbated by the game’s high difficulty level and lack of narrative detail. Although it does a great job of conjuring up the spectre of starving in the wilderness, the challenge cards feel pretty mechanical, so repeated tries at a scenario can feel a little same-y.

This isn’t quite the limiting factor it may sound like as it’ll take you repeated attempts to win both the scenarios, and there are expansions available which further the story and build considerably on the core mechanics – all four are included in the deluxe edition, which we used for the photos accompanying this review. But it still would have felt like a more complete experience if more of these elements had been included in the base game. As it stands, the game’s high toughness is the major motivation for a replay, and it’s almost enough by itself: winning against the odds, in a land where almost everything you encounter is out to kill you, is a hugely satisfying moment.

Where to Buy

Battlefield 6 Campaign Teaser Shows NATO Under Attack, and Includes the Return of the Series’ Classic Theme

Ahead of EA’s full Battlefield 6 reveal tomorrow, a brief teaser for the game’s campaign has been posted online, revealing a major conflict.

Set in the near future, Battlefield 6’s campaign will see NATO under attack. Its base in Georgia is hit, the British territory of Gibraltar is invaded, and NATO’s secretary general is assassinated inside the organisation’s Brussels headquarters. The perpetrator? An organisation named Pax Armata.

A number of countries, including France, are then confirmed to have left NATO to form a new coalition, as in-universe news headlines question whether NATO itself is now a “thing of the past”. Hmm…

The teaser then concludes with Battlefield’s trademark theme — you know the one, that ‘dun dun dun dun dun’ drumbeat — and a reminder that the game’s full reveal will take place tomorrow, July 24, at 8am Pacific / 4pm UK time.

Eagle-eyed viewers will spot the logo for “BF Studios” on the end of the teaser — this is the coalition of developers that EA has pulled together to work on the game, including franchise founder DICE, Los Angeles-based sister studio Ripple Effect, Montreal-based Dead Space Remake developer Motive, and British Need for Speed studio Criterion.

There’s also the note that “no weapon, military vehicle or gear manufacturer is affiliated with or has sponsored or endorsed this game.”

“Pax Armata rises as NATO cracks,” a message posted on Battlefield’s X / Twitter account reads. “Their motto? ‘Our protection, your peace.’ But who’s pulling the strings and to what end?” Presumably we’ll find out more tomorrow.

In recent months, footage of Battlefield 6 from various closed playtests has started leaking online, showing the game’s modern setting, various firefights, destructible environments, quality of life improvements, and the start of a battle royale match.

Battlefield 6 is currently slated to launch sometime during the current fiscal year, before March 2026. It seems likely we’ll see that window narrowed considerably when the game is fully unveiled.

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

82% of Nintendo Switch 2 Owners in the U.S. Also Bought Mario Kart World

If you bought a Nintendo Switch 2 in June, the odds are good you also bought Mario Kart World. In fact, according to Circana, 82% of Nintendo Switch 2 purchasers also picked up Mario Kart World.

That comes from Circana’s June report, which shared that the Nintendo Switch 2 is officially the fastest-selling video game console in the U.S. In total, the Nintendo Switch sold 1.6 million units in the U.S. in June, beating out the PlayStation 4’s previous record of 1.1 million units in November of 2012.

Of those 1.6 million unit sales, 82% either purchased the Nintendo Switch 2 + Mario Kart World bundle, or bought the game standalone. This helped propel Mario Kart World to become the third best-selling game of the month in Circana’s rankings, though it’s possible it could have ranked even higher due to the exclusion of Nintendo’s digital data from the sales charts.

As a comparison point, when the Nintendo Switch 1 launched, over 100% of new console owners that month also purchased its launch game, The Legend of Zelda: Breath of the Wild, worldwide. Yes, the game sold more copies on Switch than Nintendo did Switch systems. “This may be attributed to people who purchased both a limited edition of the game to collect and a second version to play,” Nintendo suggested at the time. So Mario Kart World isn’t quite beating those numbers.

But it may also be doing even better in other countries. According to a report from Wccftech, attach rate for the game to system in France was over 95%.

Additionally, we learned from Circana this morning that 32% of Nintendo Switch 2 purchasers in June also bought a Nintendo Switch 2 Pro Controller, helping make it the best-selling accessory of the month in the U.S. by dollar sales.

Unshockingly, one of the reasons people are buying Mario Kart World is because it’s pretty dang good. We gave the game an 8/10, saying that it “may not make the most convincing case that going open-world was the boost the series needed, but excellent multiplayer racing, incredible polish, and the thrilling new Knockout Tour mode still more than live up to its legacy.”

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.

Julian LeFay, ‘Father of The Elder Scrolls,’ Has Died Aged 59, a Week After Stepping Back From Game Development Due to Cancer

Julian LeFay, Bethesda’s former chief engineer known among fans as the ‘Father of The Elder Scrolls’ series, has died aged 59.

It was announced last week that LeFay, now co-founder and technical producer at OnceLost Games, had stepped back from game development after a lengthy battle with cancer, in order to spend time with his family and loved ones.

A statement from OnceLost Games, published today, has now confirmed LeFay’s passing — “with profound sadness and heavy hearts”.

“Julian LeFay was not just a colleague — he was a visionary who fundamentally shaped the gaming industry as we know it today,” OnceLost Games’ statement reads. “Known as the ‘Father of The Elder Scrolls’, Julian directed the creation of legendary titles including Elder Scrolls 1 and 2: Arena, Daggerfall, and Battlespire.

“His pioneering work established the foundation for open-world RPGs and influenced countless developers and games that followed.”

Born in Denmark in 1965, LeFay began his career working on early Amiga and NES games, before becoming one of Bethesda’s earliest employees in 1987.

After working on a string of Elder Scrolls titles, his career next took him to Sega, and then ultimately to found OnceLost Games in 2019 to develop a new open-world RPG, Wayward Realms, that was successfully pitched on Kickstarter as a Daggerfall spiritual successor.

“Throughout his courageous battle with cancer, Julian never wavered in his passion for The Wayward Realms,” OnceLost Games’ statement continues. “Even during his illness, he continued to share his vision with our team, mentor our developers, and ensure that every aspect of the game reflected his commitment to creating something truly extraordinary. His strength, determination, and unwavering focus inspire us all.”

Development on The Wayward Realms will now continue under the guidance of fellow former Bethesda veteran and OnceLost Games co-founder Ted Peterson, the studio concluded, with its team “more committed than ever to bringing The Wayward Realms to life exactly as Julian envisioned it”.

Image credit: Shae Jensen/Julian LeFay

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

Nintendo Announces New Pokémon Legends Z-A Switch 2 Bundle After Pokémon Presents

Since the Nintendo Switch 2 launched in June, we’ve only had one first-party bundle available. We knew the Mario Kart World bundle would be a limited-time offer, but now we know that the next big console exclusive to get a bundle will be Pokémon: Legends Z-A.

The new bundle, announced right after the Pokémon Presents July 2025 livestream, will mirror its Mario Kart counterpart by offering the system with a digital download code for the game, and is already available for preorder at retailers like Target and Best Buy.

Notably, the new bundle is simply a standard Switch 2 with Pokémon: Legends Z-A packed in as a download code.

There isn’t anything to set it apart from the standard console just yet, such as the Pokémon Sword and Shield Switch Lite, or the various special edition OG Switch consoles we saw over its life cycle.

At the time of writing, Best Buy, Target, GameStop, and Nintendo have the latest console SKU up for preorder for $499.99 (the same as the Switch 2 + Mario Kart Bundle). It will release on October 16, 2025.

Still, if you already have the console, you can preorder the game from Amazon or Target, and each includes the Switch 1 version and the Switch 2 Upgrade Pack.

Yesterday’s Pokemon Presents event showcased more about the upcoming title, including the appearance of Mega Dragonite which makes its debut.

While the game will be available on the original Nintendo Switch, it’s getting “Improved performance with higher frame rate and resolution” according to the Switch 2 version’s store page.

If you’ve not been able to get hold of a Switch 2 just yet, but are looking to pick one up before the new Pokémon bundle, the console is not only back in stock at Target, but the retailer also has the Mario Kart World bundle, with both options being offered at MSRP and with delivery available for this week.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Call of Duty: Black Ops 7 Fans Think The Game’s Age Rating Suggests Premium Content Will Carry Forward From Black Ops 6

Call of Duty fans believe they’ve discovered proof that Call of Duty: Black Ops 7 will let players carry over their Black Ops 6 skins.

With the ESRB rating now confirming Black Ops 7 will be rated M 17+ and available on PC, PS5, Xbox Series, and last-gen consoles PS4 and Xbox One, a throwaway line in the rating summary reveals there’ll be weapons that feature “marijuana/joints/paraphernalia: players’ characters inhaling marijuana from a bong-like structure attached to a rifle; players’ characters smoking joints or inhaling through bongs as part of execution sequences.”

Many players are interpreting this as reference to the Dank Days Tracer Pack from Black Ops 6, a bundle that includes a number of skins, finishing moves, and perks like weapon charms and sprays associated with weed.

If fans are on the money, this would indirectly confirm that the premium content available in Black Ops 6 — yes, even the silly stuff — will carry over to Black Ops 7. And while some players are delighted that they get to keep their skins for the new Call of Duty instalment, not everyone’s happy about it.

“So all the stupid s**t is being carried over,” said one player, while another simply wrote: “Carry forward confirmed, huge L.”

Developed by Treyarch and Raven Software, Call of Duty: Black Ops 7 — which was announced at the Xbox Games Showcase 2025 last month — is the first ever consecutive release within the Black Ops sub-series. Matt Cox, General Manager of Call of Duty, insisted that “as a team, our vision from the start was to create a back-to-back series experience for our players that embraced the uniqueness of the Black Ops sub-franchise.” It’s set to star Milo Ventimiglia, Kiernan Shipka, and Michael Rooker, with Ventimiglia portraying David Mason, Shipka as new character Emma Kagen, and Rooker reprising his Black Ops 2 role of Mike Harper.

We know it’ll feature the Skirmish and Overload multiplayer modes as well a 20v20 wingsuit option as details of a developer-only Call of Duty: Black Ops 7 playtest were accidentally released to all fans on the Call of Duty app. Whoops.

Last month, Activision pulled controversial adverts placed inside Black Ops 6 and Warzone loadouts, insisting they were a “feature test” published “in error.” It’s worth remembering that Black Ops 6 is a premium, $70 game, and this year’s Black Ops 7 is expected to jump to $80 after Microsoft said that gamers will see Xbox charging $79.99 for new, first-party games around the holiday season.

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.

Grimoires Reborn Codes (July 2025)

Want codes for Grimoires Reborn? This is the follow-up to Grimoires Era, so if you’re looking for codes for that Roblox game, we’ve got everything you need to know. This page also explains how to redeem codes if you’re unsure of how it works!

Working Grimoires Reborn Codes (July 2025)

Here are all the current active codes you can redeem in Grimoires Reborn, as well as the rewards you’ll get from them:

  • RELEASE! – 5 Grimoire Spins (NEW)
  • FUNZY – 10 Aura Spins, 10 Race Spins (NEW)

Expired Grimoires Reborn Codes (July 2025)

Unfortunately, these codes have expired and will no longer work:

  • DUNGEONFIX!
  • SORRYFORCOMPASS

How to Redeem Grimoires Reborn Codes

Before you can redeem codes for Grimoires Reborn you’ll need to follow a few simple steps:

  1. Launch Grimoires Reborn on Roblox.
  2. Press the “Menu” button on the left side of your screen.
  3. Then, press the “Info” button on the left side of your screen. This will reveal a new window.
  4. Enter your code into the area to the left of the big blue “REDEEM” button and tap that button when you’re ready.

Why Isn’t My Grimoires Reborn Code Working?

There are two main reasons why a code usually doesn’t work in any Roblox game and the same goes for this experience:

  • The code is expired
  • The code has been entered incorrectly

If a code has been entered incorrectly or has expired, you’ll see a message that says, “Failed to redeem code” To stop this from happening, we recommend copying and pasting the code directly from this article. We check and test each code before we add them to our article. However, when copying them, you can sometimes accidentally include an extra space somewhere. This is why you should always double-check that there aren’t any additional spaces!

Where to Find More Grimoires Reborn Codes

We’ll update this article when new codes are added so you can always check back here and keep up-to-date with the latest codes. But, if you’d prefer to search for some Grimoires Reborn codes on your own, you can check the dedicated Discord server. If you’re already in the Discord for Grimoires Era, this is the same one.

What is Grimoires Reborn in Roblox?

Grimoires Reborn is a fantasy RPG inspired by the Black Clover anime. It’s a rework of the original Roblox game Grimoires Era with new systems and enhanced visuals. Hop back into the grind as you defeat bandits to complete quests and level up. You’ll want to take advantage of the codes in this guide so you can get the best grimoires for how you want to play. Whether that’s speeding through quests or battling other players in PvP.

Jeffrey Lerman is a freelance game journalist for IGN who has been covering games for over a decade. You can follow him on Bluesky.

Wuchang: Fallen Feathers Review

It’s a great time to be a fan of soulslikes. Between the fantastic The First Berserker: Khazan earlier in the year, the excellent Lies of P: Overture DLC last month, and the multiplayer/co-op focused Elden Ring: Nightreign, we have been eating well in 2025 – and you can add Wuchang: Fallen Feathers as yet another course in that meal. This debut game from developer Leenzee Games impressed me from the start with its exciting, fast-paced, and dynamic combat. It also has one of the best skill trees in the genre, along with intricate and interconnected level design that guides us through gorgeous vistas and grotesque sights in equal measure. That said, its difficulty is all over the place, with truly wild dips and spikes that go from a relative walk in the park, to “oh my god, when is it my turn to attack?!” levels of aggression in some of its later bosses. So while I’m left with a little whiplash after beating it, it’s still an easy strong recommendation for anybody who’s hungry for more.

In typical soulslike fashion, Wuchang expects you to do the heavy lifting when it comes to piecing together its story and lore – but it’s not handled quite as elegantly as a FromSoft game or something like Lies of P. I was actually on board for the intriguing opening, which shows our titular, mostly silent hero awaken in a cave to discover she has a disease that robs those afflicted of their memories and gradually turns them into hideous monsters. What starts as a personal journey to discover who she is and cure her affliction before she mutates into a nasty bird beast turns into a descent into dark fantasy as the mysteries of the disease, known as The Feathering, start to come to light and you do battle with those transfigured by its effects.

Lore fiends who enjoy digging into item descriptions might get more out of the story.

That was a good start, but by the end of its 45-hour campaign, I’d lost track of the many characters who pop up, say a few lines of dialogue, and then disappear for 10 or so hours until they pop up again in a completely new location. People kept referencing names that I’d never heard of before, making it impossible for me to follow the conversation. Lore fiends who enjoy digging into weapon and item descriptions for clues might get more out of the story than I did, but playing through it the same way I have many other games meant its big revelations largely fell flat.

A Game of Skills

Combat, though, had the flexibility and depth to carry me through to the end in style, with a ton of different offensive and defensive options at my disposal at all times. Where Wuchang sets itself apart from others that use the familiar stamina-fueled light and heavy attacks to get you from checkpoint to checkpoint is its huge focus on combining the skills and abilities that are tied to your weapons with Discipline skills you unlock on the absolutely massive skill tree. For instance, equipping the sword parry Discipline skill while using the Flamebringer Longsword weapon will let you build up the burn status ailment with its Infernal Firebrand Weapon Skill while also giving you a defensive counter option on top of that. Or you could pair that same weapon with something like Crescent Moon, which still gives you that same burn build ability, but also allows you to get in and then get out to avoid counter attacks all together while still being able to build Skybound Might with it’s built in evade. On top of that, you can swap between two weapons mid-fight, even mid-combo, which doubles your options.

It’s good that you have these extra options, too, because this is not a game where you can get by with just the basics, especially when it comes to the tougher fights. Powering your skills and spells hinges on generating a resource known as Skyborn Might, which is gained mostly by perfectly dodging enemy attacks at the last instant, but can also be gained in certain weapon-specific ways, such as landing the fourth hit of a light combo string with the Axe, the second hit of a light combo string with the Longsword, clashing weapons with the dual blades, or automatically over time simply by having the one-handed sword equipped.

I felt like I usually had more interesting decisions to make with each level up than I do in most soulslikes.

I had a blast discovering ways to incorporate both Weapon and Discipline skills into combat to get around limitations like stamina, since using a Skyborn Might charge often gives you a powerful attack that doesn’t deplete your meter, or lets you blow through an enemy’s strong defense with a poise break-afflicting mist and take huge chunks out of their health in seconds. I felt like I usually had more interesting decisions to make with each level up than I do in most soulslikes when it came to defining my build.

A big part of that is how instead of just boosting your preferred stat and making numbers go up each time you get enough currency to level, Wuchang uses a progression system that resembles the Sphere Grid from Final Fantasy X and Salt and Sanctuary. It has six paths to go down and unlock progressively more powerful skills, with five being devoted to stat and weapon upgrades enhancing each of the different types of armaments, and the last one focusing more on more universal boons, like extra healing charges, general buffs for executing certain techniques, etc. The grid is absolutely gigantic, and even 20 or 30 hours into the 45-hour campaign I was still unlocking brand-new branches with new Discipline skills and tons more upgrades to choose from. That’s a lot, but thankfully respecs are free, allowing you the freedom to change up your entire build with zero cost or penalty, whether to simply try out a new weapon or alter your game plan against a challenging boss. It’s an excellent system that encourages experimentation while also rewarding you for having a clear idea of what kind of build you want to make.

There’s a fairly impressive amount of different types of enemies as well, with each area you visit packing plenty of new twisted creatures with a brand-new set of attacks and skills that you’ll need to learn how to adjust your build and your tactics to deal with. Everything in this game can be threatening: from the small hunchbacked dudes that go down in just one or two hits, but can sneak up on you with a hugely damaging grab, to the towering fiends that are almost like minibosses unto themselves. This variety kept the action fresh throughout the whole adventure and kept me tense whenever I would venture in a new area, since I never knew what to expect around the corner.

Bumpy Roads

For the first 10 or so hours, though, I didn’t have to do a ton of build tweaking to breeze through most of these fights. That wasn’t to say that it was a walk in the park, but I’ve played a lot of soulslikes in my day, and once I got the hang of dodging through the last hit of an enemy combo and charging up a heavy attack to instantly stagger them, I initially felt like I had figured Wuchang out.

The deaths that I did experience mostly came from an abundance of some cheap-feeling “gotcha” moments like: Pots that aren’t really pots, trees that aren’t really trees, and shrines that aren’t really shrines.

To be fair, lots of soulslikes have moments like these, but in Wuchang it happens with such frequency that it felt like I was getting constantly pranked by the developers – and at a certain point that joke gets old.

Other than that, it was mostly smooth sailing until I came across a boss called Commander Honglan. She wasn’t so much a difficulty spike, because that implies at least some degree of an incline or ramp up, as she was like running into a brick wall. She took me about two hours to beat, and while I still came out on the other side of it having mostly enjoyed the intensity of the fight, Honglan serves as a non-spoilery encapsulation of what I don’t like about several of Wuchang’s later boss fights.

Honglan wasn’t so much a difficulty spike, because that implies at least some degree of an incline or ramp up.

The biggest issue is that the punishment window for correctly and precisely dodging most of their attacks is super tight, which takes away from the satisfaction of actually being able to dodge a huge sequence of swings. Compare that to games like Sekiro or Khazan, where you’re damaging the boss’s posture bar every time you precisely block an attack, getting closer to being able to do a damaging critical hit once you completely drain it. There’s no such satisfying mid-fight progress here, because perfect dodges just give you Skyborn Might charges, which you still need to find an opening to be able to use. Wuchang does have a posture meter on enemies, but it only increases when you land hits and decreases after a time if you don’t, which makes it extremely difficult to get that reward for nuanced aggression when your opportunities to deal damage are so minimal and so fleeting. Not every boss fight after Honglan is like this, but the ones that are feel very drawn out to a degree that diminishes their fun.

The Dark Descent

The world all of these ups and downs take place in is rich with secrets to discover, interconnected paths that satisfyingly link entire sections of the map together, and tough optional challenges with appropriate rewards. I loved the gradual descent into dark fantasy – you begin in a very colorful and beautiful Chinese village that is just showing subtle signs of the terrible illness sweeping through its population, and then as you progress deeper underground and through areas that have been absolutely ravaged by The Feathering it starts to feel more and more like a horror game.

There are also some really cleverly put together sequences that create tension and chaos even without combat being involved. One example is a section where you start on a straightaway with an enemy at the end who builds up an instant-killing status affliction called Despair just by looking at you. To evade his gaze and get through, I had to make a mad dash past a bunch of enemies, climb up a ramp while avoiding poisonous drops from the ceiling, and navigate around constantly spawning tough monsters that were created by another out-of-reach foe. It’s a great example of strong enemy design meshing with clever level design to create an absolutely intense sprint through a dangerous environment.

Rogueblox Codes (July 2025)

Need active Rogueblox codes? We’ve got all the working codes for this Roblox experience, so you don’t have to search for them. Redeem each one for rewards like Soulbound Life Crystals to get extra lives!

Working Rogueblox Codes (July 2025)

Here are all the current active codes you can redeem in Rogueblox as well as the rewards you’ll get from them:

  • SS2When – Rewards. May expire on July 22. (NEW)
  • ty410kCole – Rewards. May expire on July 24. (NEW)
  • TYSMFORTHEFOLLOWERS – Rewards. May expire on July 24. (NEW)
  • AntiWitchDocAgenda – Rewards. May expire on July 24. (NEW)
  • onlybuilder – Rewards. May expire on July 24. (NEW)
  • theqcode – Rewards. May expire on July 24. (NEW)
  • thecodeformini – Rewards. May expire on July 24. (NEW)

Expired Rogueblox Codes (July 2025)

The below codes have unfortunately expired and will no longer work. We’ve included them here so you know not to bother trying to redeem them:

  • ISurvivedTheNuke
  • UnseenAid

How to Redeem Rogueblox Codes

Redeeming codes in Rogueblox can be both a little annoying and difficult to find if you don’t know where to look. Follow these steps to start redeeming codes:

  1. Launch Rogueblox on Roblox.
  2. Pick your character and join a server or create a character if you haven’t yet.
  3. After joining a server or creating a character, you’ll see the spinning Rogueblox screen where it says “Press any key to continue”. Do not press a key on this screen.
  4. You’ll need to press the tiny black box near the bottom left corner with a white arrow inside it. This will open a small window for redeeming codes.
  5. Type your code into the box and then click the green “Redeem” button to get your rewards. If you’re redeeming a code for extra lives, make sure to check for an item in your inventory that you need to use.

Why Isn’t My Rogueblox Code Working?

If you’re having trouble redeeming a code, there are two common reasons why it may not be working:

  • The code is expired
  • The code has been entered incorrectly

If a code has been entered incorrectly or has expired, you’ll see a message that says, “Invalid code.” In order to avoid this, we recommend copying and pasting the code directly from this article. As long as you don’t accidentally get an extra space in there when copying it, it should work if it’s active. We make sure to check and test every Rogueblox code before we add them to this article.

Where to Find More Rogueblox Codes

We always recommend checking our article here for up to date codes since you can rely on us to verify which ones are working. But, if you’d prefer to try and find some Rogueblox codes on your own, you can check the dedicated Discord server.

What is Rogueblox in Roblox?

Rogueblox is a difficult RPG with a combination of PvE and PvP content. That means you’ll need to be prepared to fight anything from slimes and zombies to players out for blood. The world of Terra is fractured leaving a mess behind but also plenty to explore for quests to complete.

Players familiar with other difficult games like Rogue Lineage and Deepwoken will have an idea of what to expect going into Rogueblox. This RPG also has a permanent death system that can make it quite punishing for new players to learn. Fortunately, some codes can give you extra lives.

Jeffrey Lerman is a freelance game journalist for IGN who has been covering games for over a decade. You can follow him on Bluesky.

Mugen Codes (July 2025)

Need Mugen codes? We’ve got all the latest active codes for this Roblox experience, so you don’t have to get them yourself. Redeem these codes to get Lucky Spins so you can get the abilities you want to fight with.

Working Mugen Codes (July 2025)

Here are all the current active codes you can redeem in Mugen, as well as the rewards you’ll get from them:

  • MUGENSBACK – 10 Lucky Spins (NEW)
  • RELEASE – 5 Lucky Spins
  • PATCHMEUP – 3 Lucky Spins, 5 Normal Spins
  • THUNDER – 4 Lucky Spins
  • TESTING – 5 Lucky Spins, 10 Normal Spins
  • THANKS100K – 5 Lucky Spins, 5 Normal Spins

Expired Mugen Codes (July 2025)

The below codes have unfortunately expired and will no longer work. We’ve included them here so you don’t try to redeem them:

  • PLAYTEST

How to Redeem Mugen Codes

Learning how to redeem codes in Mugen is important if you want to take advantage of those rewards. Follow these quick steps to find out how to get them:

  1. Launch Mugen on Roblox
  2. Press the Codes button on the left side of your screen, in the Main Menu.
  3. Then, type your code into the “Enter Code” box and press the Redeem button next to it when ready.

Why Isn’t My Mugen Code Working?

If you’re having trouble redeeming a code, there are two common reasons why it may not be working:

  • The code is expired
  • The code has been entered incorrectly

If a code has been entered incorrectly, you’ll see a message that says it doesn’t exist. Or if it’s a code that has expired, it’ll instead say that it has expired. In order to avoid either situation, we recommend copying and pasting the code directly from our working codes section. As long as you don’t accidentally get an extra space in there when copying it, it should work if it’s active. We make sure to check and test every Mugen code before we add them to this article.

Where to Find More Mugen Codes

One of the best ways to find more codes is by bookmarking our page here so you can check back for when new codes are added. However, if you want to search for codes yourself, you can check the Mugen dedicated Discord server.

What is Mugen in Roblox?

Mugen is a fantasy fighting game where you can get a variety of fighting styles each with their own unique abilities. Many of these styles revolve around elements like Flame, Thunder, Water, and more. Each one has a few abilities and an ultimate one. You’ll need to master your fighting style to survive against other players.

But it isn’t that simple since you’ll also have to learn the basics like dodging, blocking, and parrying at the perfect time. This is what makes every fast-paced fight a chaotic one where even the buildings around you can collapse.

Jeffrey Lerman is a freelance game journalist for IGN who has been covering games for over a decade. You can follow him on Bluesky.