Beastro, a crunchy-cozy deck builder, comes to PS5 spring 2026

This is Lindsey, game director at Timberline Studio. Today, I’d like to tell you more about how the concept of flavor is integral to how we built our cooking and gameplay systems in Beastro, our upcoming crunchy-cozy deck builder, coming to PS5 in Spring 2026.

We know that’s a lot to unpack up there, so let’s get into it.

Beastro, a crunchy-cozy deck builder, comes to PS5 spring 2026

Flavor as biomes

In the world of Beastro, our regions are broken up by flavor types: bitter, salty, sour, sweet, and umami. Each of these flavors has its own culture, creatures, and color palettes. And depending on where a character hails from, it will define their palate and what they want their food to taste like!

Over the course of our four chapters, you’ll venture into these various flavor biomes to fight off the monsters that have invaded from another realm. It’s up to you to fight them off and protect the flavor spirits in these lands.

You’ll first find yourself in The Marshlands, the nearest region of the Umami Wilds. The Umami lands, and its denizens are signified by their depth of life and heartier ingredients. Mushrooms are the foundation of this region and the mossy, mishmash of land they thrive in. This biome is full of deep greens and browns. We wanted it to feel dense, enveloping, and comforting at the same time. I often think of Umami as a big bowl of stew, and we seek to hit that energy in the characters and environment.

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Our heroes, the Caretakers

Word spreads quickly that ravenous monsters have arrived and that they are wreaking havoc on the flavor wilds. Heroes from the flavor factions, the Caretakers, are sent to protect everyone and quell the tide of the invasion; however, none of them are capable of battling on an empty stomach.

Soon, these Caretakers arrive in our quaint little town of Palo Pori in search of a meal, but they get more than a full stomach. The food our chef, Panko, prepares with the help of the fire god, Flambé, unlocks the power of the flavor spirits from within the ingredients, granting magical abilities to the Caretakers, allowing them to engage in unique card battles with the monsters.

Each Caretaker has their own motivation that’s driving them to defeat the monsters. As champions for their people, they all seek to leave their mark on the world and show they can save the world on their own.  

The Umamis seek to bring everyone together, particularly the friendly creatures in the wilds who lack the skills to fight off the monsters. Oyshi, our Umami Caretaker, is always happy to offer a safe home to a small creature in need.

And our third playable Caretaker, Kalan, hails from the land of Bitter. The Bitters are known as the protectors of this world, entrusted with the responsibility to ensure the survival of all flavors… and they take this responsibility very seriously.

Kalan is very single-minded, looking to reinforce the Bitter’s role as the protectors. Kalan has less stamina than the other Caretakers, but his palate leads him toward the healing properties of many Bitter ingredients. It’s important to eat your leafy greens. Because of their devotion to a flavor many others would choose to avoid, they feel they’re just a little bit better than everyone else, and Kalan’s more than willing to remind you of that. They prefer their coffee black, as why would you ruin a lovely bitter thing with another flavor?

Unlocking the magic of flavor

While the first Caretaker may have arrived due to hunger, Oyshi soon helps recruit the others to Palo Pori to unlock flavor magic of their own. As the chef, it’s up to you to balance their desired flavors and the magic you think they’ll need to be successful in the wilds.

Palo Pori and the restaurant in Beastro are built around a concept of: from town to table. Many of the ingredients you use are grown, gathered, or fished out of the sea to cook up the meals for the Caretakers. As you sauté, chop, boil, roast, and assemble your meals through the various mini games, you’ll find yourself developing a nice flavor profile for your caretaker as you balance and enhance the flavors of your meal.

This is all done through “mise en place,” where you place your ingredients and determine how to create the best well-rounded meal for your visitor and one that unlocks the magic and effects they’ll need to defeat the monsters, because not only does each ingredient have a flavor, it has a power level… and many of them have effects too!

You’ll have to discover, learn, and experiment with how different ingredients combine to unlock new powers that will make each caretaker stronger and allow them to battle more ferocious foes with every round.

We can’t wait to tell you more about our game, but for now, we’ll leave you with a new Gameplay Trailer that shares a bit more about the mechanics we mentioned above.

Time for me to get a snack! Thanks for taking the time to learn about Beastro!

PlayStation Plus Game Catalog for December: Assassin’s Creed Mirage, Wo Long: Fallen Dynasty, Skate Story and more

This month, stalk the streets of ancient Baghdad in Assassin’s Creed Mirage, cut down demons across a fallen empire in Wo Long: Fallen Dynasty, shred through hell’s underworld in Skate Story, or soar among the clouds in Granblue Fantasy: Relink. All these titles and more are available in December’s PlayStation Plus Game Catalog lineup*. Meanwhile, Soulcalibur III brings arcade action to PlayStation Plus Premium. All of these will be available to play December 16, aside from Skate Story, which released into the service December 8.

 *Digital PS5 games available to stream from your library will vary over time, region, and country.

PlayStation Plus Extra and Premium | Game Catalog 

Assassin’s Creed Mirage | PS5, PS4 

Play as a cunning young street thief seeking answers in this majestic Middle Eastern open world. Experience the home of the original Assassins in this exciting narrative-driven, open world adventure. In this smaller scale, back to basics Assassin’s caper, you play Basim, a young street thief seeking answers. Roam the richly-detailed, reactive and vibrant streets of 9th century Baghdad, uncovering the mysteries of the past as you fight to secure your future. Stalk the shadows and become the ultimate assassin. Enjoy 6 hours of extra gameplay with Valley of Memory, the major update that expands Basim’s story and introduces the breathtaking new region of AlUla, with gameplay improvements across the full game.

Wo Long: Fallen Dynasty | PS5, PS4

184 AD, Later Han Dynasty China. The land is overcome by chaos and destruction. The imperial dynasty that prospered for many years is now about to collapse. Wo Long: Fallen Dynasty is a dramatic, action-packed story of a nameless militia soldier fighting for survival in a dark fantasy version of the Later Han Dynasty where demons plague the Three Kingdoms. Fight off deadly creatures and enemy soldiers using swordplay based on the Chinese martial arts, attempting to overcome the odds by awakening the true power from within.

Skate Story | PS5

You are a demon in the Underworld, made out of glass and pain. The Devil has given you a skateboard with a simple deal: Skate to the Moon and swallow it — and you shall be freed. Ollie, kickflip, and grind your way through the ash and smoke of The Emptylands as you take on a seemingly impossible quest. Learn to master your weight and motion to conquer the weeping concrete. Savour the ritualistic beauty as you set your feet to pop a perfect kickflip. Skate fast to destroy vicious demons, help a forgetful frog, and save other tortured souls on your journey from fragile beginner to hardened skater. Push through hell and discover The Devil’s greatest weakness: humility, perseverance, and a disgustingly sweet backside tailslide. All you need is your skateboard.

Granblue Fantasy: Relink | PS5, PS4

Explore the Sky Realm, a floating archipelago set against a great blue expanse, and battle to decide its fate in this 3D action RPG. Become captain of a skyfaring crew as you sail with a colourful cast of crewmates on your quest to find Estalucia, a legendary island said to lie beyond the sky’s end. Visit the Zegagrande Skydom and unveil a web of intrigue that will embroil you in a battle for the fate of the entire Sky Realm. Create a party of four, each with unique weapons, skills and combat styles, and master a deep real-time combat system with team-based techniques including Link Attacks and Chain Bursts. Take on quests, battle enemies and score valuable loot solo, or party up with friends for up to four-player co-op.

Planet Coaster 2 | PS5

Reach new heights of creativity, management, and sharing as you construct the theme parks of your dreams combining epic water rides and coasters to delight and thrill your park guests. Balance thrilling your guests with managing your budget – populate your park with amazing efficiently powered attractions and the right amenities to boost your rating and become a theme park master. Enhanced and improved building and pathing tools let you create spectacular, true-to-life theme parks, complete with sprawling plazas. Dive into a world of creativity with nine distinct themes, from returning classics like Pirate and Western, to exciting new additions in Viking and Mythology. With thousands of themed customizable pieces at your fingertips, every creation will be truly unique.

Cat Quest III | PS5, PS4

Play as a swashbuckling privateer in this 2.5D open-world action RPG set in a fantastical pirate-themed world, the Purribean — an archipelago swarming with Pi-rats searching for the Northern Star. a long-lost mythical treasure. Alongside your trusty spirit companion, set sail through the Purribean in your very own ship! But beware, the seas are dangerous, and a mutiny is nigh as the hordes of Pi-rats under the order of the Pirate King hunt you down… Cat Quest III is playable either solo or in local co-op.

Lego Horizon Adventures | PS5

Journey to a distant future, where the land is made of Lego bricks and lush nature has reclaimed the Earth. Join hunter Aloy as she battles to save Earth from an ancient digital demon, and a gang of sunworshippers who want to live in a world without shade so they can soak up the rays while everything burns. Hunt machines on your own as Aloy, or unlock colourful heroes Varl, Teersa, and Erend, and use their unique skills to defeat enemies and overcome challenges. Share the fun with another player online, or via innovative couch co-op on a single screen, so you’re always in the same world together.

Paw Patrol: Grand Prix | PS5, PS4

No track is too big, no racer too small! Race around Adventure Bay with all your favorite Paw Patrol pups and up to 4 players at once – but look out for the obstacles left by mischievous Mayor Humdinger! The Paw Patrol are on their fastest mission yet, to win the Pup Cup! Drive around iconic locations including Adventure Bay, Jake’s Snowboarding Resort and The Jungle to find out who will be crowned the winner. Play with friends in this multiplayer championship, where you can pick any of your favorite pups including Chase, Skye or Marshall. But watch out, because sneaky Mayor Humdinger could be just around the corner to turn your race into a crazy catastrophe!

Paw Patrol World | PS5, PS4

Explore the world of Paw Patrol like never before, in a 3D action adventure where anything is possible. Play as your favorite pups, drive their vehicles and save the day by taking on fun rescues and missions. Freely roam Adventure Bay, Jake’s Mountain, the Jungle and Barkingburg, in missions designed for pre-school players. Enjoy a brand-new story and play flashback missions inspired by classic Paw Patrol episodes, either in single-player or with a friend in split-screen co-op mode. And customize your game with countless collectibles, like emotes, pup tags, postcard stamps, costumes, vehicle stickers, and artworks for the Chickaletta Exhibition.

PlayStation Plus Premium

Soulcalibur III | PS5, PS4

Chosen by history, a man becomes a warrior. Engraved into history, a warrior becomes a hero. Enjoy this timeless tale of swords and souls, transcending history and worlds, destined to be told forever. Experience Soulcalibur III, originally released on PlayStation 2, enhanced with up-rendering, rewind, quick save, and custom video filters. The Soulcalibur series is a weapon-based fighting series of games where players put their mastery of their character’s weapon to the test. The game features the Chronicles of the Sword mode that fuses real-time simulation with versus fighting-style action. In Soul Arena, choose between Quick Play for relentless battles against CPU opponents and Mission mode for fights set under special conditions.

*PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups may differ by region. Please check PlayStation Store on release day.


Sony Pictures Core Movie Credit Promo | December 11 – January 12**

Purchase any 12-month PlayStation Plus membership and get movie credit(s) to spend on the Sony Pictures Core app. Dive into epic blockbusters like Venom The Last Dance, 28 years later, Karate Kid Legends, Anaconda, and more***—your next movie marathon starts here****!


**Offer valid between December 11, 2025 to January 12, 2026. Offer available only where no other discount applies. Cannot combine or stack offers. Number of movie credits varies based on plan and membership status. Offer only available when purchased on PS5, Web browser and Mobile (PS App). PS Plus is subject to a recurring subscription fee taken automatically until cancellation. Terms apply: play.st/psplus-usageterms. Separate download of the Sony Pictures Core App is required to redeem Movie Credits. Must be 18+ to register for a Sony Pictures Core account. Movie Credits must be claimed and redeemed in App by January 12, 2026. Sony Pictures Core terms apply: https://www.sonypicturescore.com/termsofservice
***Titles and availability vary by market. 
****Regions: Australia, New Zealand, Austria, Belgium, Denmark, Finland, France, Germany, Ireland, Italy, Luxembourg, Netherlands, Norway, Poland, Portugal, Spain, Sweden, Switzerland, United Kingdom, Mexico, Canada, United States.

PlayStation 2025 Wrap-Up launches starting today – explore your personalized gaming recap for 2025

Each year brings unforgettable memories for our PlayStation community across the globe, and 2025 was no different with the launch of memorable games like Ghost of Yōtei, Death Stranding 2: On the Beach, Blue Prince, and Clair Obscur: Expedition 33. To reflect on another momentous year in gaming, we’re launching PlayStation 2025 Wrap-Up starting today.

From today through January 8, 2026, PS5 and PS4 players can access their PlayStation 2025 Wrap-Up experience* to view their gaming achievements for the year, including most played games and genres, total hours played across single-player and multiplayer titles, a personalized PlayStation Plus playlist, and trophy milestones. There’s also insights around gameplay with accessories like PlayStation VR2, PlayStation Portal remote player, as well as your most used DualSense wireless controller design.

The 2025 Wrap-Up experience will continue to update through the end of the year, so be sure to check back again before January 8 for your full 2025 summary. Players who complete the experience can redeem a unique glass-themed avatar as well as access their summary card – check out my 2025 summary below:

Explore your PlayStation 2025 Wrap-Up at https://wrapup.playstation.com – and share your favorite gaming moments from 2025 in the comments below.

*Users need to have a PlayStation account in their region, be of adult age or over and, have played games on a PS4 or PS5 console for at least 10 hours between January 1, 2025 and December 31, 2025.

Users who have not consented to the collection of “Full Data” from their PlayStation 5 system settings in 2025, will be unable to participate in the Wrap-Up campaign. Users located in Europe, the Middle East, Africa, Australasia, India, and Russia, who have not consented to the collection of “Additional Data” from their PlayStation 4 system settings in 2025, will be unable to participate in the Wrap-Up campaign.

Microsoft Flight Simulator 2024 introduces Netflix’s Stranger Things expansion

Two iconic franchises have come together to combine the authenticity and realism of Microsoft Flight Simulator 2024 with the exciting, mysterious world of Stranger Things.

An adrenaline-packed journey into the universe of the cult series awaits fans and simmers alike, led by Murray Bauman, from the original cast, and his team! Enter the world of Netflix’s Stranger Things to help Hawkins, a town under lockdown, heavy patrols, and supernatural threats. 

Think you have what it takes to fly a Bell UH-1H Huey and help the residents of Hawkins in their latest encounters with the dangers that destroyed their hometown? Try your hand at five exhilarating missions, shady supply ops, close-call chases, and high-stakes rescues… all of it pulling you deeper into the city’s worst fears. No spoilers, but “Yeah, it gets intense!” as Murray would say.

And, if you’re ready to visit Hawkins, Indiana, even after the credits roll on the crew’s last strange adventure, you will be able to explore a highly detailed map and re-creation of the town with more than 40 iconic locations made famous by the show.

Starcourt Mall

Hawkins Middle School

Hawkins National Laboratory

Hawkins Junkyard

The legacy of Hawkins will live on, long past the airing of the final episode. Come see for yourself in Microsoft Flight Simulator 2024: Stranger Things expansion available December 9 and watch Stranger Things Season 5 only on Netflix.

The sky is calling!

Official PlayStation Podcast Episode 529: Sumptuous Victuals

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, y’all! Sid, Tim, Brett, and Kristen are back this week after the Thanksgiving holiday, and diving right into Arc Raiders and Ghost of Yōtei NG+.

Stuff We Talked About

  • Next week’s releases:
    • Skate Story| PS5
    • Microsoft Flight Simulator 2024 | PS5
    • Terminator 2D: No Fate | PS5
  • PS Blog 2025 Game of the Year Polls — The polls are now open! Make your voice heard by casting your vote in 19 categories before Monday, December 8
  • DualSense Wireless Controller – Genshin Impact Limited Edition – Pre-orders begin December 11, with launch starting from January 2026.
  • What we’ve been playing:
    • Clair Obscur: Expedition 33
    • Ghost of Yōtei New Game+
    • Ball x Pit
    • Arc Raiders
    • System Shock remake

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Tim Turi – Content Communications Manager, SIE

Brett Elston – Manager, Content Communications, SIE

Kristen Zitani –  Globlal Content Content Communications Manager, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Share of the Week: Snowy

Last week, we asked you to share snow-filled views from the game of your choice using #PSshare #PSBlog. Here’s this week’s snowy highlights:

SheikhSadi80 shares Atsu riding out to a shrine on a snowy hill in Ghost of Yōtei

rorottino shares Sam snowboarding on a carrier in Death Stranding 2: On The Beach.

RhodWulfLeon shares Kratos on the ice with a wolf in God of War Ragnarök.

secondcapture shares a student riding a Hippogriff over snowy grounds in Hogwarts Legacy.

treeblazah shares Aloy overlooking a snowy vista in Horizon Forbidden West.

discophotomode shares a glamorous snow-themed outfit from Infinity Nikki.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Zoomed Out
SUBMIT BY: 11:59 PM PT on December 10, 2025 

Next week, zoom all the way out and share panoramic shots using #PSshare #PSBlog for a chance to be featured.

Cairn: the climb of a lifetime starts January 29 2026

Hi, this is Emeric Thoa, creative director at The Game Bakers, and I’m joined by Art Director and Writer Mathieu Bablet. Today, we’d like to tell you a bit about the story of Cairn and its main character, Aava.

Cairn: the climb of a lifetime starts January 29 2026

So far, we’ve been highlighting the ultra-realistic climbing simulation in Cairn — a completely new climbing system that’s easy to pick up but creates surprising tension when you venture onto the walls of Kami, the mountain no one has ever reached the summit of.

But Cairn is more than just a climbing game. As you climb Kami, you’ll also have to survive in the mountain — finding food, water, and places to rest. It’s also a human adventure: the story of a determined alpinist, and perhaps more than that — a reflection on mountaineering itself, on what drives people to push themselves beyond their limits to climb mountains.

Cairn tells the story of Aava, an experienced mountaineer determined to do the impossible: reach the summit of Kami, alone.

Emeric: How would you describe Aava — her personality, her motivations?

Mathieu: Aava is a climber with a mind of steel, forged through years of climbing that have demanded a lot from her as she kept breaking records. She’s demanding, perfectionist, and can’t stand failure. And when she conquers a difficult route, when she pauses for a moment on a ledge with a breathtaking view, she feels free. It’s for moments like these that she climbs — that’s her main drive.

Emeric: What I love about Aava is feeling her determination — even though it sometimes makes her a bit tough. Was it intentional to make her somewhat solitary?

Mathieu: After watching a lot of documentaries about climbers and mountaineers, one clear pattern emerged: this discipline, as liberating as it is, comes with its share of sacrifices and trade-offs. You have to harden your body, harden your mind, and sometimes set your emotions aside. Such individual feats often leave marks on the people around these athletes.

Emeric: That said, not all climbers are the same. In Cairn, Aava crosses paths with a certain Marco — who is he?

Mathieu: Marco is also a climber, younger than Aava. In fact, he’s a bit like Aava before she became the accomplished mountaineer she is in the game. He’s carefree, someone who climbs purely for the joy of it, not for the pride of reaching the top. Through him, Aava rediscovers a bit of the simple pleasure of climbing.

Emeric: And there are other characters and encounters Aava will have along her ascent?

Mathieu: Cairn is a true adventure game, with an emotional and meaningful story. Even though it’s a solo ascent, Aava will meet people on the mountain and reveal more of her personal story. This happens through exchanges with those she’s left behind — Naomi, who regularly checks in on her, and her agent Chris, who’s constantly chasing after her! But also through encounters with other climbers on the mountain — those alive like Marco, and those who never made it back down. And then there’s the troglodyte civilization, or what remains of it — incredible climbers and rock carvers who lived in seclusion high in the mountains. Cairn is the story of Aava and her passion for the mountains, told through these encounters and places to discover — showing what drives humans to go beyond their limits to reach new heights.

Emeric: We could have made Cairn just a climbing simulation, but for the whole Game Bakers team it was important to go further — to tell a story that moves us. Mathieu, for you, what’s the most important part of this story?

Mathieu: For me, Cairn is about Aava’s obsession — a kind of relentless drive that keeps her from thinking about anything but the ascent of Kami. That feeling of determination is what I want players to experience throughout the game, along with all the consequences that come with such a quest for the absolute.

Emeric: That’s also what made me want to create a game like Cairn. I was fascinated by that very tangible sense of determination you find in mountaineering stories (like in Taniguchi’s manga The Summit of the Gods). It made me wonder — what would I be willing to give everything for? What’s my summit? And what’s yours?

Get ready for the climbing thrill when Cairn hits PS5 on January 29!

Romancing SaGa creator discusses the fantasy RPG’s legacy, music, art, and more

The gods created man, and man created stories.

In the beginning there was Romancing SaGa, the first entry in a classic 16-bit RPG trilogy. The beloved adventure was later remade on PS2, titled Romancing SaGa -Minstrel Song-. On December 9, Red Art Games will release an enhanced version of the PS2 game on PS5 and PS4, titled Romancing SaGa -Minstrel Song- Remastered International.

This new International version is the most comprehensive, featuring new characters, tougher challenges, as well as numerous QoL improvements including French, Italian, German and Spanish localization, the ability to switch between English and Japanese voices and more, making it perfect for longtime fans and first-time SaGa players.

Before we head back into the world of Mardias, I was honored to have the opportunity to interview Akitoshi Kawazu, the original creator of the SaGa series and both producer and director of the 2005 version. Kawazu-san was kind enough to answer a few questions we had about the game, the SaGa series’ grand 36-year history, and his personal thoughts in the process.

Could you tell us how the idea of the first Romancing SaGa title came into being? 

I had always wanted to make a grand fantasy RPG in the style of The Lord of the Rings. With our previous experience and the new hardware available, I knew that now was the time to take on that challenge.

And then came Romancing SaGa -Minstrel Song-. What were the challenges associated with the development of the 2005 version for PlayStation 2 ?

The biggest challenge was figuring out the limits to which we could push the PS2’s expression capabilities. New team members wanted different expressions than those found in the original version, but if we strayed too far it wouldn’t be faithful to the original. Development was all about striking a balance.

In the PS2 version, the original 2D pixel art was completely remade into a full 3D game. In terms of battles, new systems such as BP management and combos were introduced, adding greater strategy and drama to each encounter. The music, composed by Kenji Ito, was also boldly rearranged, giving players a fresh and powerful listening experience even if they were familiar with the original. In addition, features such as the class system and proficiencies were added, reflecting the trends of the time and making the game more accessible and comfortable to play.

It must be something special to see the game brought back to life in the PS5 version. What was it like to be in the room when Square Enix was discussing remastering the game? What was at the forefront of your minds then?

Another full remake would be required to fully use the capabilities of the PS5, and that wasn’t the goal of this project. That said, we knew that we didn’t want to waste the potential of its high specs, so we tried various approaches to see what was possible. We also discussed what kinds of additional elements we wanted to include.

In the remastered version, several new elements and improvements have been introduced to further enhance the player experience. New playable characters have been added, along with high-difficulty bosses designed to challenge even veteran players. A newly written scenario by Akitoshi Kawazu expands the story and world of the original, while Kenji Ito’s music has been boldly rearranged, offering a fresh and dynamic listening experience. In addition, various quality-of-life features—such as improved UI, a battle speed-up option, and post-clear data carryover—make the game more accessible and enjoyable for both new and returning players.

Romancing SaGa has a long history. Over 30 years and counting! What makes the game such a reference in the JRPG genre that it even now remains so fun to revisit?

I think it’s because we highly prioritized giving the player a large degree of freedom. Games are enjoyable because they operate under a certain set of rules, but those rules aren’t fun if they’re there only to suit the designers’ whims. A big part of the game’s appeal is in getting the player to remember their playing experience long after they’ve finished.

How does Romancing SaGa -Minstrel Song- Remastered International’s story differ from the original Romancing SaGa’s?

The basic premise and story flow remain the same, but we added multiple elements reminiscent of short fantasy stories so that players would be able to enjoy the world’s lore a little more.

In this remastered version, numerous new events have been added that were not present in the original 1992 release. New storylines include the introduction of the Volunteer Brigade, which guides players through basic game systems and progression, as well as additional episodes that further develop certain characters — such as Marina and Flammar, who are now playable. There are also special events that can only be experienced on a second playthrough or later, offering players more depth and replay value.

Among the many protagonists of Minstrel Song, who’s your favorite? Can you explain why?

I think the most protagonist-like of them all is Albert, a young man battered about by the whims of fate.

One of the most striking elements of this title is its artistic direction by Tomomi Kobayashi. Could you tell us why you chose to feature her art in the game?

We went with Tomomi Kobayashi because her use of delicate lines and bright colors inspire the player to use their imagination. I would go so far to say as the development team—myself included—were even more stimulated than the players. The reason the characters come to life can be directly linked back to Kobayashi-san’s designs.

Regarding the “Minstrel” mentioned in the title. In the Romancing SaGa series, a Bard always appears in each installment. What would you say is the role of the Minstrel?

The minstrel is there to provide an objective view of the world. While he does empathize with the protagonists, he is someone who loves everything about the world, including the fiends that reside there. I don’t like it when a story overemphasizes the protagonists’ emotions to the exclusion of other aspects of the world, so I make a concerted effort to include characters who are able to provide a more universal outlook.

Regarding the music in this title — the remaster seems to have further enhanced its presence, elevating the overall gameplay experience. In the PlayStation 2 version of Romancing SaGa -Minstrel Song-, many tracks were boldly rearranged from the original Romancing SaGa, and new compositions were also created. Could you share any particular stories or memories about the process of arranging or composing these new pieces?

We rearranged the music in order to take better advantage of the PS2’s breadth of sound and music capabilities. Kenji Ito, who composed the original, did a lot of work on the overall project, with his fresh arrangements and new songs often bringing our sound engineers to tears.

For a long time, the Romancing SaGa series has mainly been developed with Japanese players in mind. How do you feel about Red Art Games’ overseas release of Romancing SaGa -Minstrel Song- Remastered International, which now includes additional localizations in four European languages?

My decisions at the time meant that the original didn’t make it overseas for a very long time. I am incredibly pleased that this work can now be enjoyed in the land where the fantasy genre got its origins in the  languages of the people who live there.

​​

How would you like to see the SaGa series develop in the future? Are there any new directions or challenges you would like to explore?

I would like to continue bringing fantasy RPGs with a modern flair to audiences, including by remaking previous titles.

Thank you so much for your time, Mr. Kawazu!

And thank you, dear reader, for coming this far! The game will be available December 9 on PlayStation Store for PS4 and PS5.

Gran Turismo 7 Spec III & Power Pack DLC available December 4

The free Spec III Update 1.65* brings an exciting mix of high-performance machines, classic icons, and cutting-edge technology to Gran Turismo. From Ferrari’s latest track-bred GT3 to Polestar’s electric powerhouse, plus new circuits, events, and features, there’s something for every racing enthusiast.**

The new paid Power Pack DLC for GT7 on PS5 brings 50 new races across 20 themed categories, including 24-hour races, six unique cars specially tuned by Gran Turismo, tail-to-nose battles with Gran Turismo Sophy 3.0, and bundled with 5,000,000 in-game Credits for $29.99 USD through PlayStation Store.***

Spec III Update and the Power Pack Add-on for Gran Turismo 7 is available Thursday, December 4 at 00:00 local time. *2:00am BST / 4:00pm JST.

More information and details on Spec III Update and Power Pack Add-on available at the Gran Turismo website.

Gran Turismo 7 Spec III & Power Pack DLC available December 4

Spec III Update 1.65

8 new cars**

Ferrari 296 GT3 ’23

(Can be purchased from Brand Central) 

A pure racing evolution of the 296 GTB, the GT3 drops the hybrid system for a 600 hp 3.0L twin-turbo V6. Built by Oreca, it debuted at the 2022 Spa 24 Hours and raced at Daytona in 2023. An Evo version arrives in 2026.

Ferrari 296 GTB ’22

(Can be purchased from Brand Central) 

Ferrari’s first V6 twin-turbo road car in decades, paired with a PHEV system for 830 hp. It accelerates 0–62 mph in 2.9s and tops 205 mph. Compact design echoes the 250 LM, blending tradition with innovation.

FIAT Panda 30 CL ’85

(Can be purchased from Used Cars) 

Giugiaro’s minimalist masterpiece, the Panda was a practical FWD hatchback with flat panels and hammock seats. Engines ranged from 652 cc to 903 cc, and a pioneering 4×4 model appeared in 1983.

Gran Turismo F3500-B

(Can be purchased from Brand Central) 

A tribute to ’90s F1, this formula car swaps the V12 for a high-revving V8 producing 700+ hp. It’s lightweight, responsive, and fitted with adjustable front wings.

Mine’s BNR34 GT-R N1 base

(Can be purchased from Brand Central) 

Mine’s tuned R34 GT-R blends street style with track prowess, clocking sub-1-min laps at Tsukuba. Restored in 2021, it remains a legend among enthusiasts.

Mitsubishi FTO GP Version R ’97

(Can be purchased from Used Cars) 

A stylish FF coupé with up to 197 hp via MIVEC tech and advanced INVECS-II transmission. 

Polestar 5 Performance ’26

(Can be purchased from Brand Central) 

A 5m electric GT with 872 hp, 1,015 Nm torque, and 416-mile range. It features a bonded aluminum frame, with the performance edition sporting magnetorheological fluid dampers, and 350 kW fast charging.

Renault Espace F1 ’95

(Can be purchased from Legend Cars) 

Europe’s first minivan, with a 3.5L V10 F1 engine producing 788 hp. Built by Matra, it hits 196 mph and accelerates to 62 mph in 2.8s—a true motorsport oddity.

Tracks

The following two new tracks have been added.

Yas Marina Circuit 

(Length: 5,281m / Elevation Change: 11m / No. of Corners: 16 / Longest Straight: 1233m) 

Located in Abu Dhabi, the capital of the United Arab Emirates, the Yas Marina Circuit stretches across Yas Island on the Persian Gulf and is one of the most modern circuits in the world, sitting next to a marina, luxury hotels and theme parks.   This challenging layout features a carefully constructed mix of long straights and low speed technical sections and has already played home to a number of famous racing moments. It is also known for being one of the only tracks to hold twilight races which run through the evening.

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Circuit Gilles-Villeneuve 

(Length: 4,361m / Elevation Change: 5m / No. of Corners: 14 / Longest Straight: 1173m) 

Named to celebrate the life and achievements of late Canadian F1 driver Gilles Villeneuve, the historic Circuit Gilles-Villeneuve was opened in the city of Montreal in Quebec, Canada in 1979. The layout features many consecutive corners twisting left and right where drivers will need to choose the correct line and get into a rhythm. The final chicane is an infamously difficult section that exits at the Wall of Champions, so called as 3 champions crashed into the wall at the 1999 F1 Canadian Grand Prix.

Dunlop Tires

Originally founded in the UK and now operating from Japan, Dunlop Tires have been added. After the update, tires featured in the Tuning Shop and default tires on special cars will feature Dunlop designs. (Excluding certain vehicles)

World Map / ‘Power Pack’ Pavilion

The Power Pack pavilion has been added to the World Map. The sailboat icon will appear at the bottom right of the map after completing Menu Book No. 9: Championship: Tokyo Highway Parade. The Power Pack is a paid DLC for PS5 only that aims to deliver a realistic racing experience, featuring 50 races across 20 categories all presented as full track sessions with practice, qualifying and the race.

Collector Level

The Collector Level cap has been raised from 50 to 70. For levels gained above 50, players will be rewarded with unlimited invitations for use in Brand Central.

World Circuits

The following new events have been added to World Circuits:

  • European Sunday Cup 400: Goodwood Motor Circuit
  • Japanese FF Challenge: Blue Moon Bay Speedway – Infield A
  • Nissan GT-R Cup: Circuit Gilles – Villeneuve
  • Ferrari Circuit Challenge: Yas Marina Circuit
  • World Touring Car 800: Yas Marina Circuit
  • Super Formula: Circuit Gilles-Villeneuve
  • Gr.1 Prototype Series: Yas Marina Circuit

Weekly Challenges

Mission Challenge and Time Trial events have been added to the Weekly Challenges that unlock after viewing the ending. Alongside Special Race, these events will be available for limited time period.

Data Logger

The new Data Logger feature has been added. This feature is available in non-racing modes like Time Trial, Licenses and Circuit Experience. Players will be able to load data from the previous attempt or from replays to view and compare data such as racing lines, throttle and brake inputs, speed, and engine RPM all in real-time.

Café / Seasonal Menu

The Seasonal Menu has been added to the Café as new post-ending content. Collect different cars each season to unlock extra rewards.

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Café / Extra Menus

The following new menus have been added to Extra Menus. 

  • Extra Menu No. 48: Alfa Romeo Legends(Collector Level 70)
  • Extra Menu No. 49: Legendary Road Racers(Collector Level 66 and above)
  • Extra Menu No. 50: Audi TT(Collector Level 52 and above)
  • Extra Menu No. 51: Mazda(Collector Level 57 and above)

Scapes

The following locations have been added as featured Curations in Scapes.

  • Yas Marina Circuit
  • Circuit Gilles-Villeneuve
  • Tuning Shop
  • Additional Light Location

In Additional Light Location, extra lighting has been added to create brighter, more beautiful photos in situations where the car can appear too dark, like with strong backlighting.

Gran Turismo 7 Spec III & Power Pack DLC available December 4

New paid Power Pack DLC

On December 4, the highly anticipated Gran Turismo Power Pack DLC arrives on PlayStation 5 version of Gran Turismo 7 as a paid Add-On ($29.99 USD), delivering a brand-new game mode based around the theme of real racing and comes bundled with 5,000,000 in-game Credits.***

The Power Pack represents a new challenge in Gran Turismo, offering a new format in pursuit of the true racing experience.

The new game mode offers a variety of motorsports challenges, including full racing weekend formats FROM practice to qualifying to the main race, as well as 50 new events across 20 themed categories, including the 24-hour races, all inspired by global automotive and motorsport traditions. AI Agent Gran Turismo Sophy 3.0 is used exclusively throughout all the races for more realistic tail-to-nose racing action.

Upon completing the Menu Book No.9 Championship: Tokyo Highway Parade, a sailing boat will appear at the bottom left of the World Map. Clicking on this Pavillion will take you to a screen where the Power Pack can be purchased from the PS Store.  

Intense, tail-to-nose battles with Gran Turismo Sophy 3.0

The Power Pack exclusively features the latest version of Gran Turismo Sophy 3.0 for the most realistic and intensive AI challenge in GT to date.

50 events over 20 categories including 24-hour races

Travel the world of racing, participating in One-Make series to full scale race days featuring Gr.1 and Gr.3 cars in 24-hour endurance challenges and unique races.

Receive special cars available in the Power Pack

Completing a race earns you Stars according to your finishing position. Collecting these Stars enables you to purchase various bonuses, including six unique cars specifically tuned by Gran Turismo. The more stars you earn, the more cars you can add to your collection.

*Internet connection required for update.   
**Credits (paid or via game progression) required to purchase vehicles. 
*** Update 1.65 required. Menu Book No.9 is required to access Power Pack features.

Judas developers Ghost Story Games discuss the origins of its main character

Hi everyone. It’s been a few months since our first dev log. We’re balancing time between working on the game and sharing our progress. Today, we wanted to give you a look at the creative process with some key members of the development team who have shaped the game.

Creating a “Judas Simulator” 

People often think our games start with the story, but we pretty much always start with a core design element. In BioShock, it was the Big Daddy and Little Sister bond. In Infinite, it was the companion character, Elizabeth. In Judas, it’s the dynamic narrative. We asked ourselves, “How do we tell a fully realized story where the characters can respond in real time to even the smallest choices the player makes?” Figuring out how to do that on a systemic level took many years. Eventually, the pieces formed around our main character, Judas. 


“The project began with us wanting to tell stories that are less linear, that react to the player and unfold in ways that no one’s ever seen in one of Ken’s games. That told us a lot up front about what we’d need: namely, characters with strong, competing objectives, who each had a stake in everything the player did. Starting with that framework, we spent a lot of time thinking about those characters, their conflicts, the right setting to force them all together, and the systems underpinning it all. For a long time, there wasn’t even a set protagonist — just sort of a cipher, a blank slate.

Eventually, the story and world started to coalesce into something specific, and we needed to figure out who the player character should be. As a rule, you want to put your heroes in the last place they ever want to find themselves. So, what kind of person would really struggle to deal with all these relationships and warring interests? And I remember that was the point where Ken came up with this monologue that kicked everything off.”

– Drew Mitchell, Lead Narrative Designer


“I often come up with ideas when I’m out on runs, and one day I thought of this speech that would define this character that we were trying to figure out. This speech popped my in my head as I was struggling through the third mile.

I only eat at vending machines, because I don’t like interacting with waiters. Restaurants are more complicated: there are greetings and “hellos” and “Is this table okay?” And I’m thinking, “Why should I care what you recommend? You’re not me!” But I’m not supposed to say that, so I just have to count the seconds until the interaction can end, devise socially acceptable ways of saying “Go f*** yourself.” Because for me, conversation is a prelude to failure. Vending machines never ask me a question that I don’t know the answer to. The exchange is reduced to the transaction: money in, product out. Why can’t people be more like that?”

– Ken Levine, Studio President & Creative Director


Caption: Judas Concept Art

This stream of consciousness became the touchstone we kept coming back to for the character and ultimately the entire game. “Judas,” as she came to be known, understands machines in a way she can never understand people. That became her greatest strength… and greatest weakness. We put her in a science fiction world, a colony ship filled with robots — a futuristic setting that makes someone like her extremely powerful. But it’s also a world where personal success hinges on how well you can conform to the rules, because dissent would lead to the failure of the mission. That makes her an outlaw, a pariah — a Judas. That tension at the heart of the character came to inform everything about the game, which we stopped thinking of as an FPS and started calling a “Judas Simulator.” Everything comes back to that core idea of you interacting with the world as Judas.


“Where I think Judas differs the most from BioShock or BioShock Infinite is right there in the name. The game is named after her. Booker and Jack were strangers in a strange land, just like the player. Judas is a native of the Mayflower. In fact, she’s at the center of the events that set the story in motion. She’s got history with this world and the people in it — most of it very, very bad. Her story is about so much more than getting off a sinking ship, and it gives the player so many ways to determine how her journey plays out.

It’s always a risk to hand the player a really defined, really vocal character to control. You always worry about creating dissonance between them. So, it’s been great to see testers stop and ask themselves, “What would Judas do here? How would she react?” It shows they’re in conversation with the character and taking her and the journey seriously.”

– Drew Mitchell, Lead Narrative Designer


The Mayflower

We want to communicate this world as best we can, not only through lore, but visually. A unique challenge in creating our colony ship setting, is that it’s a much older space to craft for player exploration. Rapture and Columbia existed as they were from their foundings. But the Mayflower is decades into its voyage, and it’s changed immensely since its departure. 


“At the beginning of its journey, it was a more practical, conventional, modular starship. But over the course of its mission, due to conflict between factions of people and ideals, it’s changed into what you see now. And we’re working on communicating this through the environment. Like with any city with significant history, if you start digging up the street, you would find layers of the city’s past. Older eras of street long buried, forgotten, and built over by the roads upon which you now walk. With the Mayflower as a generational starship, we want to imbue this world with the same sense of time, history, and credibility; this is a civilization that went through eras of conflict and rebirth. And having the characters and the architecture of the world reflect those layers of the onion is a powerful mechanism for visual storytelling.

This allows players to act as a sort of historian and architect as they explore the Mayflower. Through uncovering more, you’ll make increasingly informed decisions with the story and characters on your journey.”

– Nathan Phail-Liff, Studio Art Director


Another factor in creating this setting is that the world itself is dynamic, not just the story and characters. Just like with the dynamic narrative, we had to train the system on what makes good environments by using sophisticated tagging and rulesets to populate the world with believable design elements. 


“We basically identify the puzzle pieces and buckets of content that we want to make up the setting of the Mayflower. One example is living quarters. We don’t just have one type of space — we have different categories: VIP Pilgrim Quarters, Regular Pilgrim Dorms, all the way down to Violator Quarters. The art team creates the set pieces and materials for each of these quarters and the design team does deep dives on how all those pieces can fit together in a variety of layouts that feel grounded for the theme and support gameplay. When assembling the layouts in game, the system has to understand the various buckets of puzzle pieces and the hierarchy of the content so it can stitch it together in a meaningful way that supports the storytelling. More exclusive and fancier places can have high ceilings, giant windows, and grand lobbies. But the Violator space is in the lower, grungy, underbelly of the ship and you have to take what we call the “Stairway to Hell” to get to them — separating these spaces both visually and physically.”

– Karen Segars, Lead Artist


In our previous games we would do all of this by hand, but that doesn’t allow for the dynamism we are chasing. So, we took on this challenge of teaching the system how to be a storyteller and an interior decorator, creating a ruleset that we trust so it can populate the world in believable, compelling ways that allow for reactivity in a way you’ve never seen in our previous games. 

Would you kindly?

We would love to know what you would like to read more about in future Dev Logs. So please, let us know on our socials or through email what you’re most interested in about Judas and how we’re creating it.