Ahead of Yakuza Kiwami 3 & Dark Ties‘ release on February 11th, devs RGG Studio have announced plans to put out a day one patch to fix visual issues spotted the remade beat-em-up’s demo. Specifically, there’s a section of the game’s version of downtown Okinawa by a river which players have pointed out to be garishly oversaturated compared to the original Yakuza 3 and its previous remaster.
One aspect of Pokémon Legends: Z-A we thought was “excellent” was the music. With this in mind, it’s been announced the game’s soundtrack will be getting a physical release in Japan on 17th April 2026.
Sega and Ryu Ga Gotoku Studio recently released a demo for Yakuza Kiwami 3 & Dark Ties on the Switch 2 and multiple other platforms. As much as fans appreciated this early play test, it’s also drawn some criticism.
Some players had been highlighting “graphical issues” and other problems and in response to this, RGG has now shared an official message on social media, mentioning how the “graphical quality” and other issues in the demo are not representative of the “final experience”, with a patch to be made available at launch. Here’s the message in full:
The first set of the year is Lorwyn Eclipsed, and it’s pretty darn great, actually. It’s also causing some big changes to card value as players rush to upgrade its precons, particularly the Blight Curse one. Thanks to our friends at TCGplayer, we’ve got a rundown of the movers and shakers kicking off the latest set.
Climbers
We’ll get to the Blight Curse deck in a moment, but this Spider-Man Land is seeing some play since it works with the Dance of the Elements precon.
As Multiversal Passage enters, it can become any basic land you need it to be, entering tapped or being ready to go at the cost of two life. It’s wobbling at around $10 right now, but was half that just weeks ago.
OK, it’s Auntie Ool’s time to shine. The Commander behind Blight Curse deck is all about putting -1/-1 counters on cards, and that makes Nest of Scarabs a great pick since it turns those counters into 1/1 insect creature tokens, too.
It’s reached almost $10 seemingly overnight, and is a nice, obvious inclusion for the precon upgrade package.
Generous Patron is anything but obvious, though. It puts +1/+1 counters on creatures, which at first glance feels like the opposite of what Auntie Ool’s deck will have you doing. Still, the text below reads “Whenever you put one or more counters on a creature you don’t control, draw a card.”
Since that part doesn’t specify which counters trigger card draw, enjoy drawing more cards! It’s reached $12, again almost overnight.
Faeries were popular in Lorwyn’s first go-round, and Bitterbloom Bearer is one that’s particularly sought-after. One variant has appeared in our list of the priciest cards already, and the basic one is going for around $26 right now.
Finally, Pandemonium has spiked to around $14. It’s from the Exodus set, and lets a creature deal damage as it enters play. Almost tempted to put it in my Lord of Pain deck…
Crashers
Gah, so close. I’ve been waiting for Icetill Explorer from Edge of Eternities to drop a little further, and while it’s cheaper than it was a fortnight ago, it’s still around $20.
A perfect inclusion for Landfall decks, it lets you play an additional land each turn and play lands from your graveyard, too.
Lorwyn Eclipsed only has one vampire card, but it got me thinking: How much is Edgar Markov going for these days?
The answer is around $25, but given his power for Vampire decks, he still feels like a must-buy for anyone looking to play a fanged deck.
Remember when everyone went wild for Ragost, Deft Gastronaut? This Lobster makes your Artifacts into Foods, and despite seeing a spike in recent weeks, it is still under $1.
I’ve been tooling up an Eldrazi deck recently, and picked up Sire of Seven Deaths. Its value jumps around a fair bit, but for $19 you can get a 7/7 with (deep breath) First Strike, Vigilance, Menace, Trample, Reach, Lifelink, and Ward – 7 Life. Savage.
Finally, talking of keyword soup, I picked up Atraxa, Grand Unifier. No idea where I’ll play it, admittedly, but it’s sitting around $11 right now, which is much lower than in recent months.
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.
Well folks, the Tomodachi Life: Living the Dream Nintendo Direct has won over many hearts, with its bizarre humour, huge amount of freedom and flexibility with customisation, and even a a dramatic romantic storyline.
We fell in love with Hugh Morris, the clown-like character from the Nintendo of America presentation (who doesn’t want to talk about monster trucks, sadly). But when we announced our love for him, a lot of people were quick to ask, “wait, who? What about Bubbles?”
I Hate This Place is an isometric survival horror game that very intentionally uses a lot of comic book–infused design choices. With the launch of the game today on Xbox Series X|S, I’d love to take this moment to dive a little into the how and why this was done to help create I Hate This Place.
Living Alongside the Original “I Hate This Place” Comics
The first obvious reason for the comic aesthetic is that our game is set in the same world and universe as the award-nominated comic series “I Hate This Place” by Kyle Starks and Artyom Topilin. But since we were always going to be making a standalone story with our own characters, we decided that keeping that connection to the comic series alive was important, but it had to be in a way that wasn’t just parroting the original look.
Below are some examples comparing the game to the comics so you can see where and how we stayed true to the source while also allowing our team to make the art style and overall feel our own. Elements such as proportions, the vibe of the setting, sticking more to realism vs a totally cartoony approach, were all taken from the original comics. Where we chose to diverge was things like in the shading, line thickness, and the use of a wider color palette.
Bringing the 80s Back
Since the original series takes place in the 1980s, both the comics and the game lean heavily into that strong, stylized comic book aesthetic inspired by that decade. This is not a muted or realistic take on horror. Instead, it is loud, a bit graphic, and unapologetically over the top.
Visually, that again meant thick black outlines, bright and punchy colors, and heavy contrast and saturation throughout the world. Shadows are deep and deliberate, highlights pop, and there is, of course, plenty of VHS-style static.
Sound You Can See
While comic-inspired visuals are the most obvious choice, we also wanted the gameplay itself to have comic flair. One of the most distinctive design choices in I Hate This Place is how sound is communicated visually. Instead of relying purely on audio cues, the game translates sounds into comic book-style callouts that appear directly in the world.
For example, your footsteps are represented on screen as bold “thud” effects and are color-coded to communicate volume. Green footsteps mean you are quiet, crouched, moving slowly, and minimizing danger. Yellow footsteps signal normal movement and moderate noise. Red footsteps mean you are running or being loud, effectively becoming a beacon for nearby threats. This is especially important because many of the monsters in I Hate This Place also hunt by sound, not just sight.
Weapons follow the same philosophy. Guns don’t simply fire out an audio crack. Instead, they visually rattle across the screen with bold “bang!” and “ratatat!” effects. Creatures also announce themselves with jagged, unsettling visual screech callouts, reinforcing their presence just as they are about to attack. As a result, sound becomes something you read just as much as hear, much like in a comic panel.
Dialogue in Bubbles, Not Boxes
Another way we ramp up the comic book presentation is through character communication. Dialogue in I Hate This Place appears in speech bubbles above each characters’ heads rather than as traditional subtitles at the bottom of the screen. This keeps conversations grounded in the feeling that you are playing through a graphic novel rather than watching a cinematic overlay.
Available Today on Xbox Series X|S
At its core, I Hate This Place is about honoring the comic while finding ways to make its visual language interactive. The thick lines, vibrant colors, on-screen effects, and speech bubbles are not just stylistic flourishes. They are intentional design choices meant to shape how you read the world and make it feel like both a game and a comic book at the same time.
Thanks so much for reading. I Hate This Place is out today on Xbox Series X|S, and we really hope to see you out there on our twisted, haunted ranch!
I Hate This Place is an isometric craft-based survival horror game set in a cursed land filled with reality-bending nightmares and terrifying creatures that thrive in the dark. You’ll need to scavenge, build, sneak, and fight if you want to make it out alive.
Classic Craft-Based Survival Horror
Scavenge every corner of Rutherford Ranch to stay alive. From haunted forests, a derelict town, to infested bunkers. Explore a world teeming with danger as you gather vital resources, craft essential gear, upgrade your campsite, and rebuild outposts to have somewhere to hide.
Day Prepares You. Night Hunts You
A dynamic day-night cycle that changes the world. Use daylight wisely to explore, scavenge supplies, craft what you need, and prepare for what’s coming. When night falls, the real nightmares come out to play. More enemies appear, stronger and more aggressive than before. The landscape becomes harder to navigate with just your flashlight. Sometimes your best hope is to find shelter and hunker down till morning.
Deadly Silence Goes A Long Way
Stealth and combat go hand-in-hand here as many of the twisted creatures in Rutherford Ranch hunt and stalk you by sound alone. Brute force will often just land you in an early grave. Use sound to your advantage, luring creatures away from your path or cleverly leading them straight into deadly traps you laid.
80’s Vibes Meets Comic Book Flair
Inspired by the award-nominated comic book series created by Kyle Starks and Artyom Topilin, I Hate This Place comes to life with bold colors, a punchy retro comic book style, and a heavy dose of ’80s flair. A unique blend of horror, dark humor, and just the right touch of camp and gore where unsettling dread meets stylized charm.
Video game adaptation company Story Kitchen is cooking up a movie based on the popular Roblox experience, Steal a Brainrot.
As reported by Deadline, the movie studio has announced that it is officially in early development on a feature-length film based on the meme-collecting experience that launched just last May. It’s not exactly Sonic the Hedgehog, Tomb Raider, or any of the other games the studio is known for getting involved in, but it’s still something it’s (mostly) serious about.
“We’re thrilled to bring STEAL A BRAINROT to the big screen,” Story Kitchen co-founders Dmitri M. Johnson and Michael Lawrence Goldberg said in a statement. “Noobini Pizzanini 6-7.”
Deadline says the Steal a Brainrot movie will blend all of the “chaos, comedy, and competitive mischief” that has attracted the 56.6 billion visits the Roblox experience has achieved. Fans have turned up every day since May to buy “Brainrots,” which are essentially meme versions of collectible monsters not unlike Pokémon. Some Brainrots are rarer than others, with players able to generate money, sell Brainrots, and, of course, steal them from other players.
Around 400,000 users are active in Steal a Brainrot as of this piece’s publication, with the all-time peak it reached in October being a whopping 25.8 million concurrent players. Even if you’ve never played Roblox, there’s a decent chance you’ve heard about this particular experience, as multi-instrumentalist and Uptown Funk mastermind Bruno Mars helped put together an exclusive concert for Steal a Brainrot earlier this month.
Story Kitchen is bringing Steal a Brainrot to moviegoers at an unspecified point in the future. The project is in development alongside Do Big Studios and Spyder Games, and it’s led by Johnson, Goldberg, Timothy I. Stevenson, and Elena Sandoval. Think Influence, which represents the creators of the experience, is also involved in the production.
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Borderlands 4 is getting a major update today, including, among other things, the addition of the long-awaited Photo Mode that was announced prior to the game’s launch, but was allegedly held due to the need to prioritize polishing other elements.
The update was announced via the official Borderlands 4 website, and it isn’t just a Photo Mode being added. Harlowe’s Zero-Point Action skill is getting a rework, and Ultimate Vault Hunter Mode levels will now increase dedicated loot drop levels.
But Photo Mode is the crown jewel here, and it’s available now by restarting your game and downloading the update. Once the update is installed, you can find Photo Mode in the Pause menu while you’re playing. It’ll let you adjust the camera and apply a variety of visual effects including Field of View and Depth of Field adjustments, filters, changing the time of day, and even toggling visibility of elements such as characters or even damage numbers. Entering Photo Mode will also pause the game entirely in single-player mode (sorry multiplayer folks, just doesn’t work that way). There’s a full guide to how to use the Photo Mode and all its settings right here.
Photo Mode was promised for Borderlands 4 way back in June of 2025, with creative director Graeme Timmins saying on social media that while it was planned, the team was prioritizing polishing other core elements, and Photo Mode thus wouldn’t be around at launch.
I had us prioritize polishing some other elements, more core to the moment-to-moment experience. We’ve always planned for it, and had it tasked up, we just needed to spend a bit more time on things that would directly impact QoL of playing the game.
Below we’ve pasted the full patch notes, including all the other updates to Harlowe and Ultimate Vault Hunter Mode:
Progression and Rewards
Contract Missions:
Patrol: Order troops: Now progresses when killing enemies
Trace: Scrap Core: The scrap core object is able to be interacted with consistently and the contract from Dominion can now be completed
Convinced the Intrusive Thoughts Vile Ripper, Deep State Phalanx, and Breaux Chambeaux Phalanx bounties to show up when a player has taken their contracts
Vault Card Challenges:
“Loot or Purchase 10/15 legendaries” Vault Card weekly challenge will no longer reset with a save/load
“Loot or Purchase Ordnance” will now increase when conditions are met
“Kill enemies with Torgue guns and gear” will now progress when using Torgue legendary grenade Firepot
“Kill X enemies with Maliwan guns and gears” and the Maliwan Challenge “Last Wan Standing” will now progress as intended
Challenges:
Legendary Forsaken Chaos and Legendary Midnight Defiance have been removed from the Collect All Phosphene Challenge
Updated Maliwan status effects to better identify what triggered the status effects, leading to better tracking on challenges
Progression and rewards
Addressed a reported issue that was causing travel to Dominion to be locked by a player leaving a transition area in multiplayer
“Potty Mouth” Mission: Objectives are no longer blocked when exiting to the main menu
Addressed an issue causing unlocked DLC content to be unavailable while offline
True Mode is now able to be consistently enabled for newly created level 30 UVHM characters
Added a tutorial for True Mode when the campaign is completed
Players creating a new character in multiplayer will now receive all intended rewards
Addressed a reported issue causing all equipment to be lost when quitting to the main menu during a countdown in multiplayer when switching to solo play
Addressed issues with the “Gourd Your Loins” cosmetic reward not being awarded with SHiFT code
If you were impacted by this issue the first time around, or you missed these gourd-geous heads during the Horrors of Kairos event, this SHiFT code will redeem your missing cosmetic! This code will not reward anything to those that successfully received their cosmetic rewards the first time.
Redeem the SHiFT code below (check out our SHiFT User Guide if you don’t already know how) to get the “Gourd Your Loins” Vault Hunter Head and the “Hex Appeal” Weapon Skin!*
THFB3-R9XKK-CFBJW-T33BB-9R3CC
*Requires a copy of Borderlands 4, SHiFT Account, and Internet connection. Must redeem by December 31, 2030. One redemption per SHiFT Account. Terms apply.
Vault Hunters
Addressed reported issues where critical hit damage sometimes wasn’t being applied to critical hits
Specializations
Daredevil: Action Skill Cooldown rate has been adjusted to .5% and a multiplicative Action Skill Damage bonus has been added
Runner: Melee Damage bonus is now a multiplicative instead of additive
Harlowe the Gravitar Skill Rework
Dev Note: We’re making several changes to Zero-Point as another step towards making this skill tree feel more satisfying and better balanced relative to Harlowe’s other trees. Because we’re changing the fundamental behavior of Zero-Point to include the old Inertia Augment behavior in the base skill, we want to see how these changes balance out before doing more work in the rest of the tree.
We have our eye on a few other passives that may be candidates for some buffs, but between the recent passive buffs that were implemented several weeks ago, combined with today’s changes, we’ll revisit those in the future once we’ve gathered adequate feedback on the current changes.
Long term, we want to ensure that each Vault Hunter has plenty of build diversity, with each Action Skill having its own pros and cons. If and when we see one falling behind, we’ll continue to explore changes like today’s.
Zero-Point (Base Skill): Now includes the benefits of the previous “Inertia” Augment. Killing an enemy in Stasis now resets the duration, searches for a new target, and makes the duration decrease faster
Inertia Augment (Changed): Updated to increase Harlowe’s Slam Damage. Whenever she slams an enemy, create Mini Unstable Energy Pocket projectiles that randomly deal Cryo or Radiation damage. Additionally, she also gains increased Status Effect Damage and Status Effect Chance. This effect stacks.
Amon the Forgeknight
Amon now consistently deals bonus Cryo Damage when equipping Cryonic Thrum Augment in multiplayer
Prevented unintended increases in the number of segments in the Vault Hunter bar when Amon activates his Action Skill
Dragon’s Breath now applies properly to Ripper Heavy Weapons with beams
Firewall Forgeskill will now block Moon-Maddened Callis projectile attacks
Vex the Siren
Addressed the cooldown for Prismatic Ichors sometimes resetting when applying a status effect
Phase Pocket Passive no longer resets the Taser underbarrel magazine when using a Vladof Enhancement
Healing numbers now present correctly when Specters are using Ripper Legendary Sniper Rifle Tankbuster
Addressed Incarnate Action Skill behavior so that it continues to work while using the Vibe Check Capstone with the Legendary Class Mod Technomancer
General Gameplay:
Bloomreaper Boss Fight:
Falling into the fog will now consistently kill players instead of having them fall out of the map
The purple rift will now only appear after the boss is defeated
Addressed an instance of Bloomreaper keeping the Invincible health bar in the second phase
Addressed an exploit that would allow UVHM time trial rewards to be obtained while not in UVHM
Addressed an issue that would cause the chest for Platinum rewards to be empty after fulfilling the requirements
Disc-shooting heavy weapons will now damage Bloomreaper’s crystals
Vile Creeps should no longer get stuck in the air
World Events and Bosses:
Increased the spawn rate of world bosses in the Punitive Manufactorium area
Rewards will now reliably spawn when completing the Airship or The Goredello world events
Minister Screw is no longer able to be frozen
Toy Pinheads are now affected by singularity grenades
Idolator Sol now takes damage from Elemental Hazards created by skills while Bio Armor is broken
Vile Lictor’s limbs will now continue to respawn after freezing them
Gennifer will now remain inside the refugee even if the player is dying near the area
Lowered the amount of Badass enemies spawning in one spot by Electi Safe Collectable
Ensured that boss fights consistently reset when all players have died
Restored the ability to interact with Fortresses if travel was canceled by leaving a transition area in multiplayer
Loot and Stations:
UVH levels now increase dedicated loot drop levels. The higher the level, the higher the chance of dedicated loot dropping!
Changed the Respawn Station outside of Umbral Foundry to a Fast Travel station to allow for easier travel to the entrance
Prevented loot items from dropping into unintended areas after defeating The Oppressor or killing all enemies in Ripper Drill Site Saw’s Clench
Red Chest in Coastal Bonescape will only unlock when all enemies are killed
Mission, Enemy and ECHO Location Updates:
Guns Blazing: Arjay will now consistently engage in combat against enemies
The Power Ballad of Rodd Vomit: Addressed enemy pathing to reach the player
Missions will no longer progress unexpectedly in multiplayer when switching from splitscreen to solo play
Radioactive Rail Liner will now attack if players are close to it
ECHO Location guidance improvements
Rift Champion icon removed from the Compass, with cleaned-up functionality for those icons in the Map
Guns & Gear
Enhancement:
Adjusted the Underdog enhancement to only apply to Vladof underbarrel weapons as intended. This will remove an unintended damage bonus that was happening when some guns switched their ammo or element types. We also updated Wombo Combo rockets so they now correctly count as underbarrel damage and receive this boost
Tediore:
Tediore Legendary Assault Rifle Chuck now throws properly when the player has over 120% gun reload speed
Addressed a behavior that prevented homing on the third gun spawned by Tediore reloads when specific conditions were met
Removed extra gun from Tediore shotguns with Ripper magazines
Maliwan:
Maliwan Legendary SMG Ohm I Got will no longer consume Energy Shield when Overshield is active
Only active element Status Effects will spread when killing an enemy with a Maliwan-licensed part with Maliwan Enhancement and Transfuser Core
Singularities now spawn correctly on Maliwan Sniper Rifles with Singularity Grenade Launcher underbarrels
Jakobs:
Addressed Jakobs ricochet damage to apply the intended amount of damage on Jakobs weapons
Torgue:
Torgue Legendary Pistol Hardpoint will fire as intended with Tediore licensed-part “Shooting”
Order Legendary Sniper Rifle Rooker needle projectiles will consistently home in on enemies at a distance with the Callous augment. It will also no longer spawn unintended underbarrel projectiles with Jakobs licensed parts and a Jakob enhancement with Leaper and Bounce Pass
Ripper:
Ripper Legendary Shield Watts 4 Dinner will now consistently give the overshield in multiplayer from Overshield drops
CoV:
Weapons with CoV magazines now continue to fire when using Bullets to Spare firmware level 3 with the Ventilator enhancement
Daedalus:
Daedalus SMGs with the Overcharge attachment and a Ripper Magazine will now inherit the Ripper magazine charge-up time
Atlas:
Atlas Sure Shot perk is no longer triggered by Rafa Peacebreaker Cannons Action Skill while equipping a weapon with Atlas licensed parts and the Sure Shot enhancement
Updated Tracker Antenna and Trauma Bond to no longer incorrectly apply to gear without Atlas-licensed parts
Ordnance
Heavy Weapons now cause damage to BoomBoom Drones during the Callis boss fight
Firmware:
Skillcraft will now receive the proper amount of stacks when dealing skill damage to enemies
Deadeye 2-piece now functions as intended with intended projectiles
High Caliber 3-piece now functions as intended with Atlas Tracker Grenade
Get Throwin’ now properly increases Heavy Weapon Ordnance damage
Visual, Audio, and Animation updates to Guns and Gear:
Restored prefixes to Tediore Legendary Grenade UAV
Order Legendary Pistol Bully with Hyperion Shield enhancement now display with all parts on the item card
Repkit will no longer disappear when trying to heal after climbing
Corrected animations for Daedalus SMGs with Atlas Underbarrel attachments when switching
Corrected audio on the Daedalus Legendary Shotgun Missilaser
Maliwan Legendary Shotgun Mantra now shows the Amara Phase Fist when fired
Adjusted effects on Maliwan Legendary SMG Ohm I Got and Daedalus Legendary Shotgun Missilaser to be consistent throughout gameplay
Adjusted animation on Tediore Shotguns to prevent shell cases from appearing when using secondary fire
Tediore weapons no longer explode when thrown if they overlap with water
Tediore Assault Rifles and Pistols have consistent laser sights on gear
Effects for Vladof Legendary Assault Rifle Whiskey Foxtrot will now expire as intended
Adjusted reload animation for Ripper Shotguns with CoV magazines
Adjusted Ripper effects when shooting Ripper guns with Maliwan-licensed underbarrel parts
Ripper Grenade Transmitter effects have been restored when they are despawning
Adjusted missing effects of needles when using the Order Legendary Sniper Rifle Rooker
Audio & Visuals
Vault Hunter voices now return to normal after unequipping the Kittycopter head customization
Marcus now talks at the proper time
The second round of the Goredello will now announce the enemy type
Updated various sound effects to play while fighting Bloomreaper
Updates to various incorrect or missing VO lines
Damage numbers have been removed when continuing to shoot Arjay when the fight has ended
Corrected ECHO-4 appearance when using the ECHO-IVIV frame and Nurple paintjob customization
Ensured Vex the Siren’s tattoos glow as intended with all skins
Melee animations for Rafa the Exo-Soldier will now play correctly in multiplayer
Characters can now climb after double jumping at the Abandoned Post Safehouse in the Coastal Bonescape
Resolved climbing animations not syncing in multiplayer
Using the grapple point by the propaganda speaker in The Howl will now take the player to the roof of the house
Adjusted Idolator Sol animations when buying Boss replay in multiplayer
Reduced the brightness of Seeker Witness’ laser effects
Ripsaw’s rotating blade effect will now disappear after death
Minister Screw’s triangle effects now disappear after death
Ensured Bruce’s head consistently disappeared in multiplayer during Angry Mob mission
Addressed reported instances of NPCs performing their animations early or in the wrong locations
Adjusted effects on power cores during the “Powerdrop” Mission
Carried items will no longer become attached to a weapon after firing and reloading quickly
Adjusted fading distance in the intro
Addressed hitching with Vault Hunter saves in the main menu
Reduced the number of unused materials throughout the game
Prevented Shield Boosters from blocking the screen
Trees inside buildings no longer blow in the wind
Missing animations when destroying the grate near the Vault Fragment in Tonnage Peel have been restored
Unintended transition effects will no longer appear on players outside of Vile Lictor boss arena
Fire no longer starts popping when getting closer to Dominion
Prevented flickering after opening an Electi Safe
Haybales in The Howl no longer show glass VFX when hit
House now displays properly during Breeding Daisies
The lights on the Candlelight Catastrophe skin now flash consistently
Ensured the launch pad in Cuspid Climb is consistent with other launch pad areas
The Black Market Vending Machine will no longer have an obstructed view if spawned in Tonnage Peel
Lowered several floating items
Addressed multiple cases of lootables not being able to be opened
Updated various cinematics for consistency
Addressed clipping, missing collision, out-of-bounds access, stuck spots, and visual errors in various areas of the game
UI, Text, Localization
Sorting in the Customization Menu now defaults to show Unlocked Customizations first
Corrected an issue causing the Backpack to appear empty after filtering
Repkits now appear as intended in Inventory
Addressed a reported issue causing Vault Cards to not update or progress in multiplayer
Addressed a reported issue causing Vault Card progress to reset or disappear after a disconnect
Vault Cards will no longer carry over progress if the same challenge reappears after the daily reset
Updates to Vault Card UI
Various optimization updates to UI
Addressed various reported issues with scroll bar, sorting, and menu UI
Updated localization, various text descriptions, subtitle timings, icon visibility, and alignment across the game
Material thumbnails in the Customization menu now appear correctly
Updated Credits
Splitscreen
“Flip Card” functionality has been restored after level transitions
Corrected various scrolling issues in the Vault Cards Menu during splitscreen
Corrected a case of a persistent “Logging in” message when a secondary player joins splitscreen
The Golden Chest will no longer get stuck with the “Transaction in Progress” message when the secondary player leaves after opening
Both splitscreen players will now see all mission items during “Breeding Daisies” mission
Resolved an issue with Recent Friends not functioning as intended when a player is added to splitscreen during gameplay
Adjusted Vault Card UI to prevent overlapping or not displaying the entire Item Card
Vehicle FOV will now change for both players
Adjusted nameplate text sizes to scale correctly in splitscreen
Updated various UI elements for correct placement and to prevent overlapping
Player Experience
[Console Only] Several instances of incorrect gear meshes have been corrected on consoles
[PC Only] Adjusted default mouse sensitivity and added a setting option to disable mouse smoothing
Blended facial animations for better optimization
Visual optimizations for Jakobs Legendary Shotgun Rainbow Vomit
Optimizations to Mission Menu
Various improvements to stability and optimization
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
An in-universe set that’s seeing positive buzz already, thanks to being a return to a fan-favorite plane and the fact that there’s no City Pigeon or Hot Dog Cart in sight, it launched on January 23 but is getting a discount already.
Some quick math will show you that with this discount, you’re paying $4.63 per card. That’s a drop of almost a dollar per pack, going by the per-pack pricing of $5.49.
That’s a lot of cards, and it might even be worthwhile splitting a Play Booster Box with a friend at this price.
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.