Card-Based RPG Sultan’s Game Releases New Update and DLCs

The card-based, narrative-driven RPG Sultan’s Game just dropped its latest update alongside new DLC. There’s new story content, a downloadable soundtrack, new cards, and the base game is on sale for 15% as part of the Steam Summer Sale right now.

For those who aren’t familiar with Sultan’s Game, the story begins with a tyrannical sultan who has experienced every vice and pleasure life has to offer, and he’s grown bored. But then a mysterious sorceress arrives with a card game meant only for the realm’s most powerful people. Each round of the game assigns you a Sultan Card and tasks you with destroying it, but each card has different requirements to defeat it.

Cards come in four different types with four different tiers within those types. The four card types are Carnality, Bloodshed, Conquest, and Extravagance. You sate Carnality cards with nights of passion, feed the hunger of Bloodshed cards with living sacrifices, fulfill Conquest cards by capturing locations, and satisfy Extravagance cards with wealth and treasure.

Each card also comes in one of four tiers of increasing value: stone, bronze, silver, and gold. To defeat a Sultan Card, you must use a card of equal or higher value. So, for instance, if you need to destroy a silver Bloodshed card, then you must kill a character card that’s either silver or gold.

While the game is played with cards, in-world those cards represent real people, so sacrificing cards means killing actual subjects. As you might expect, this is just the kind of game a tyrannical ruler would love. But you don’t play as the sultan — at least, not after the tutorial. You are one of his courtiers who had the courage to call out the game for its cruelty and depravity. Your punishment? The sultan puts you in charge of playing the game and having to make life-or-death decisions to defeat each Sultan Card. If you fail, he’ll execute you.

The beginning of each round will see you draw a new Sultan Card, and you’ll have seven days to figure out how to destroy it. There are activities available each day, and you can choose which activities to send cards in your deck to do. But you’ll need to be strategic about which activities you do each day and which cards you assign to them. Seven days can go by quickly, and there are limited resources at your disposal.

Some of those activities require dice rolls to determine if your chosen cards are successful. When you end the day, text-based scenes will play out based on who did what, whether they were successful, and your rewards. The primary rewards are gold coins (which can be used to gain access to other activities) or information cards (which can be used for a variety of things), but as the game progresses, more events get added with more varied results.

Ultimately, the story will be shaped by how you decide to approach each task and how moral or immoral you choose to be. Will you willingly go along with the sultan or secretly plot behind his back? Will you stay loyal to your wife or spend your free time at the local brothel? How will you treat the strangers that cross your path?

No matter what decisions you make, butterfly effects will follow in their wake, some of which won’t show themselves until long after you’ve made the initial choice. Some decisions might seem innocuous at first, but the story branches they open can continue branching from there and end up with wildly different outcomes.

Many of these decisions will test your morality. That starts as soon as the game begins, when you choose the background of your main character and his wife. Are you kind and charming or strong and intimidating? Are you a slave owner (this is a sultan’s court, after all) or a more enlightened friend of the nobility? Your starting deck and stats will be determined by the choices you make during this setup, but the moral decisions only get more complicated from there.

We won’t give any spoilers here, but we will say that there are some truly dark and extreme choices you can make, and they can dramatically alter the course of the story and the things you experience in your playthrough. You’ll have to grapple with questions like, “Who am I willing to kill?” and “What makes one person’s life more valuable than another?” Some moments might elicit excitement, others fear, and others maybe even disgust. A single playthrough takes about 10 hours, but seeing every ending can easily run you to 150+ hours, so there are lots of different paths to take.

The story has an extensive script, and the latest update refined that script. It also added new Steam badges, community items, and 10 new cards crowdsourced from the community (pictured below). But the biggest new additions come in the form of two DLCs: a downloadable soundtrack and prequel story.

The OST features 15 original tracks by Zeta and international artists, and it’s a fusion of Uyghur Muqam, guzheng, and Western orchestration that’s meant to represent the cross-cultural atmosphere of the game.

The prequel DLC is a digital novella called A Game for the Sultan, which will let fans read the original story that inspired development of the game. Written by the game’s lead writer, it takes place in the sultan’s court, tells a standalone story, and delves into the origin of the dreaded Sultan Cards and how they first corrupted a sultan’s court.

Sultan’s Game and its DLCs are currently exclusive to PC and are available now on Steam. The base game sold more than 600,000 units within its first month of release and is now approaching 1 million sales during the Steam Summer Sale. It’s also reviewed well on Steam, currently sitting at “very positive” with more than 16,000 reviews and “overwhelmingly positive” with 1,600 recent reviews. You can stay up to date on the latest info by following developer Double Cross Studio on Twitter.

How to Watch the 2025 Naraka Fest Direct

Naraka: Bladepoint is approaching its fourth anniversary, and it’s celebrating with another Naraka Fest Direct. There will be news, reveals, updates, and details about upcoming in-game events and new content, and IGN will host a livestream of the show. We have all the info you need to watch the show live, as well as some ideas of what to expect to be shown.

Naraka Fest Direct Date, Time, and How to Watch

If you’re in the United States, this will be a nighttime show. It’ll begin on Tuesday, July 1 at 9 p.m. Pacific, which means it’ll be at midnight that night in the Eastern time zone. You can watch it live on any of these IGN channels:

IGN.com (our homepage)

IGN’s Facebook

IGN’s Twitter

IGN’s Twitch

IGN’s YouTube

If you can’t stay up late to watch it live, that’s okay. We’ll save the show in its entirety on our YouTube page, same as we did for last year’s Naraka Fest. So it’ll be waiting for you the next morning.

What to Expect from the Naraka Fest Direct

Before last year’s show, we already knew about the new map, Perdoria, that was being added. So we knew a deep dive into its details was approaching. This time around, we’ve gotten trailers letting us know big changes are coming. Naraka’s very world is breaking apart and a shift is rewriting every reality. In the midst of all that chaos, we can see a lightning-like figure traversing different timelines. Is that a hint about a new hero being introduced? We’ll have to wait and see.

Could those big, world-shaking changes also mean a new mode is on the horizon? Naraka: Bladepoint has kept its players engaged through its four-year run by consistently introducing new modes, like the recently added PvP mode Blessed Brutality. Could there be another new mode coming? What about collabs? There have been a bunch of collaborations to this point, ranging from other games (like The Witcher 3) to real-life figures (like fighter Buakaw Banchamek). Maybe there’s another one on the way. You can also bet on there being in-game events and rewards to celebrate the game’s fourth anniversary, but you’ll have to tune in on July 1 to see what they are.

Capcom finally put a bullet in Resident Evil: RE:Verse but haven’t entirely given up on Resident Evil online

I had totally forgotten that Resident Evil Village was in development alongside a new Resident Evil multiplayer game, which (at the risk of yet again inflating my own importance) is perhaps why Capcom have just shut the latter down. As promised earlier this year, Resident Evil RE:Verse is no more. Capcom have burned down the game’s storefront listing, taken a shovel to its DLC pages, and now put a pitchfork through the servers. Run tell the peasantfolk that the beast is finally dead.

Read more

Gallery: My Goodness, Superdeluxe’s Castlevania Anniversary Collection Is Proper Lush

Deluxe indeed!

When Japanese physical publisher Superdeluxe Games announced it was giving Castlevania Anniversary Collection the physical release treatment earlier this year, I immediately sat up and took notice.

Having already seen how excellent the company’s other physical editions can be, I couldn’t wait to see what Superdeluxe had in store for this one, as Castlevania is without a doubt my favourite game series.

Read the full article on nintendolife.com

Learn More About Legends of Trivia, Coming to Xbox in The Jackbox Party Pack 11

Learn More About Legends of Trivia, Coming to Xbox in The Jackbox Party Pack 11

Jackbox Key art

The Jackbox Party Pack 11 is dropping on Xbox this fall, and we can’t wait for everyone to get to see what we’ve been working on! We have five, all-new games in this pack including a joke-writing game, a cozy drawing game, a sound effects game, a social deduction game, and a trivia role playing game, called Legends of Trivia!

Legends of Trivia is Jackbox’s newest trivia game, with a fantasy twist! In this new title coming to Party Pack 11, work cooperatively with your team to defeat monsters and villains by answering trivia questions correctly while trying to avoid the baddies hitting back!

We recently spoke to a few of the developers from the Legends of Trivia team, including Game Director, Warren Arnold, Lead Artist, Hector Padilla, and Audio Lead, Nate Sandberg.

Jadkbox screenshot

How does Legends of Trivia work and how does working on it differ from past Jackbox games you’ve contributed to?

Warren Arnold : Players are given a trivia question which, when answered correctly, does damage to a monster. However, incorrect answers allow the monster to attack the players. Players work as a team to face increasingly difficult monsters and rack up as many points as they can in order to be considered “Legendary.”

Legends of Trivia is definitely one of the bigger games we’ve made, due to the fact that there’s a lot of action, animation, and balancing that are necessary to make this game come to life.

How did the team make decisions about the world this game exists in?

Hector Padilla: I actually pitched the first iteration of the game about five or six years ago! It was my first prototype. I was really happy with how it turned out, and it made it pretty far in the pitching process. People seemed to like it! Ultimately, we decided to put the idea on ice because there were still a lot of unanswered questions about the design.

Then recently, Nate (Sandberg, Jackbox Audio Lead) randomly asked me to send him all of the notes and designs I had accumulated during that pitch process and he made a small pitch team that successfully got the green light to make the trivia-RPG game that we’re working on now! A lot of years in the making!

Jackbox color pallete

What are some inspirations for the art and audio? What has been easy or challenging about designing Legends of Trivia’s  art and audio?

Nate Sandberg: The 8 bit music in the Final Fantasy franchise, written by Nobuo Uematsu, imprinted on me hard. The arpeggiated analog synths, ear worm melodies, and driving bass lines in that soundtrack define fantasy and RPG music for me. I tried to bring some of that sound to Legends of Trivia. I mixed analog sounds with more traditional fantasy genre instruments like lute, bodhran, Irish whistle, cello, and trombone (the main instrument I actually play).

I had a clear idea of how the music should sound in this game, but it was a lot more serious and, at times, intense, than a lot of other Jackbox games. So one challenge has been trying to offset that intensity by bringing humor into the sound design for the game. I’ve ended up using some classic cartoon sound effects for monsters and characters to make things more funny and Jackboxy. And I threw in some jaw harp and contrabassoon for fun.

Hector: Yeah, I was a Final Fantasy fan like Nate, too. More than anything, I am a student (or a graduate?) from the school of Ken Sugimori, who was the primary visual designer of the Pokémon franchise since its beginning. His art was always a huge influence of mine. Character design is something that comes more naturally to me, but UI and layouts are always a struggle.

Jackbox colored concept art

Do you have a favorite character you’ve created for this game, and why?

Hector: I grew to love Azura, The Princess Mage a lot because I worked on a lot of her animations. I really had to get in touch with the magical girl inside my heart. Also, Bingo, The Rogue Jester! People need to stop being afraid of clowns!

Jackbox concept art

Do you have a favorite audio moment in the game? Why is it your favorite?

Nate: I think my favorite audio moment is the sound design for the ogre boss monster. Hector created this massive ogre riding a tiny donkey. I had so much fun creating sounds for those animations. I used cartoon inspired xylophones and squeaky toys for the donkey, which makes for a hilarious contrast with the big, bassy ogre sounds.

What do you hope to inspire players to experience or feel based on the game’s art and audio?

Hector: I hope that players really feel immersed in the game. I want them to feel like the choices that they make matter, where the moves they make really hit or the avatar they choose really fits the character they want to roleplay for 20 minutes.

Nate: I hope the music and sound design inspires a sense of story and nostalgia. And I hope some of the melodies stick with players like those classic RPG melodies did with me. Legends of Trivia, along with five other all-new games, are coming to The Jackbox Party Pack 11 this fall on Xbox! Follow Jackbox Games on Instagram and TikTok to keep up with our games as they get announced.

The post Learn More About Legends of Trivia, Coming to Xbox in The Jackbox Party Pack 11 appeared first on Xbox Wire.

Former Nintendo Devs Reminisce About ‘Amazing’ Colleagues Who Were So Good At Making Games, They Seemed Like ‘Celestial Beings’

Takaya Imamura — a video game designer and manga artist perhaps best known for his work on F-Zero, Star Fox, and The Legend of Zelda — has said that despite his lofty credits, there were “so many amazing people” in Nintendo, he felt “inferior” enough that it was a relief to eventually leave the company.

“There were so many incredible people at Nintendo,” Imamura wrote on X, as spotted and translated by Automaton, “and I remember constantly wondering how I could demonstrate my own worth in such an environment,” adding there was always “a sense of inferiority lingering somewhere.”

“When I left the company, it’s true that I felt a sense of freedom, as if I had been released from the inferiority complex I’d carried for years,” Imamura added. “But at the same time, there was also a loneliness in thinking, ‘I won’t be able to work with these people anymore…’ That said, with only a few years left until retirement anyway, and since game development often takes many years, I felt a stronger desire to move forward at my own pace, doing more freely creative things.”

While reading that may come as a surprise, it seems that sentiment is shared by many former Nintendo employees. One former Nintendo designer, Shinji Watanabe, who now heads up Epsilon Software, followed up to liken his former colleagues to “celestial beings,” whilst Ken Watanabe, who worked at Nintendo for 10 years before branching out an an indie creator, concurred, said: “There really is nothing but amazing people [at Nintendo]. Trying to find a way to stand out among them was both draining and fulfilling.”

On the subject of Nintendo… did you know Super Mario Strikers — or Mario Smash Football, as it’s known in Europe — is joining Nintendo Switch 2‘s Nintendo Switch Online GameCube library next week? It’s the first game to have been added to the library since Switch 2 launched earlier this month. And don’t forget, an extremely cool replica GameCube controller is also available for maximum nostalgia…

Nintendo Switch 2 is off to a strong start, with 3.5 million consoles sold, but an analysis on the console’s launch week sales paints a mixed picture of how well games not made by Nintendo are now selling.

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.

Assassin’s Creed Shadows Is My Comfort Game, and It’s Just $49.99 at Amazon Today

Assassin’s Creed Shadows is the most exciting the series has felt in years, and it’s now down to just $49.99 on Amazon for PS5 and Xbox.

It’s the first big discount the game has had since its release earlier this year, and comes courtesy of Amazon’s early Prime Day sales.

Dropping from $70, that’s a sizable $20 off the list price, and an increasingly more appealing price point for anyone previously unsure of Ubisoft’s latest open-world RPG.

I will defend this game till my dying breath. I’ve spent so much time just chilling and exploring the open-world landscape, and it’s honestly become a comfort game since I cracked it open.

If you’re after something meaty, with a seriously satisfying gameplay loop and some proper stealth challenge, especially with the new Nightmare difficulties, Assassin’s Creed Shadows absolutely delivers.

There are still some rough edges, but none of it takes away from how immersive and enjoyable it is overall. It’s a beautiful, ambitious Assassin’s Creed game that doesn’t try to please everyone, and I respect it more because of that.

IGN’s Jarrett Green review gave it an 8 out of 10, calling Yasuke and Naoe “the strongest Assassin duo in years,” and they’re right. The way Shadows handles combat, story, and seasonal changes across its open world makes it feel more alive than most open-world games manage.

At $50, it’s an easy recommendation. And honestly, I’d defend this one even if it weren’t on sale. The fact that it’s cheaper just makes it easier for others to see what I already know: this game is worth your time.

In other AC news, Ubisoft’s next big patch for Assassin’s Creed Shadows recently rolled out on June 25, 2025, and even included the game’s next story pack, which introduces a new Ally character for Naoe and Yasuke played by Critical Role’s Robbie Daymond.

Robert Anderson is a deals expert and Senior Commerce Editor, for IGN. You can follow him @robertliam21 on Twitter/X or Bluesky.

Monster Hunter Wilds title update two aims to defeat the biggest beasts of all: shader compilation and VRAM issues

Capcom have a tough fight on their hands at the moment. No, Arkveld hasn’t escaped from its lair to terrorise the non-OP masses. Monster Hunter Wilds has been suffering from some pretty nasty performance issues on PC.

While they don’t look to have the action game running as well as some kind of crash and stuffer-free Usain Bolt quite yet, the release of Wilds’ second title update has seen the studio try to curb some shader compilation and VRAM-related problems.

Read more

Clone-generating game The Alters may have used AI to generate some writing, despite the lack of a Steam disclosure

The Alters is a sci-fi management game in which you remix your character’s life history in a “Quantum Computer” to generate a workforce of deeply disturbed, borderline non-functional clones. In a twist so on-the-nose I can feel its fingers plucking at my olfactory bulb, developers 11 Bit Studios may have used generative AI to spawn or auto-translate parts of the in-game lore – despite the absence of a generative AI disclosure on Steam.

Read more

Mini Review: Until Then (Switch) – A Relatable Yet Ethereal Narrative Adventure

Glitch in the Matrix.

Until Then is a visual novel that tells the story of Mark Borja, a high school student who grapples with the usual day-to-day of teenage life while trying to figure out why he’s experiencing weird cases of déjà vu. It’s a slow burn; one that relishes in the quieter, mundane aspects of life that many TV shows and movies would rather you believe didn’t exist.

With beautiful pixel art visuals at its heart, Until Then feels a lot more ‘alive’ than a lot of visual novels, with dialogue and actions taking place entirely within the scene; so in other words, no ‘talking head’ sequences where static characters are nattering to one another from across the screen.

Read the full article on nintendolife.com