It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. October players were hunting down the Yōtei Six and enemy soldiers as Ghost of Yōtei and Battlefield 6 dominated the US and EU PlayStation Store charts. Battlefield Redsec won the battle royale to claim the top spot on the free-to-play charts in both the US and EU.
Check out the full listings below. What titles are you playing this month?
PS5 Games
US/Canada
EU
Battlefield 6
Battlefield 6
Ghost of Yōtei
Ghost of Yōtei
NBA 2K26
EA Sports FC 26
EA Sports FC 26
Grand Theft Auto V
ARC Raiders
ARC Raiders
Dispatch
Minecraft
EA SPORTS Madden NFL 26
Jurassic World Evolution 3
Digimon Story Time Stranger
UFC 5
Little Nightmares III
Little Nightmares III
Grand Theft Auto V
Digimon Story Time Stranger
NASCAR 25
Dispatch
Minecraft
It Takes Two
Jurassic World Evolution 3
Dying Light: The Beast
Borderlands 4
Hogwarts Legacy
The Outer Worlds 2
Forza Horizon 5
Dying Light: The Beast
NBA 2K26
Ninja Gaiden 4
Gran Turismo 7
EA SPORTS College Football 26
PowerWash Simulator 2
UFC 5
Hollow Knight: Silksong
NHL 26
Among Us
*Naming of products may differ between regions *Upgrades not included
PS4 Games
US/Canada
EU
Red Dead Redemption 2
Red Dead Redemption 2
Batman: Arkham Knight
EA Sports FC 26
Call of Duty: Black Ops III
The Forest
Gang Beasts
Grand Theft Auto V
The Forest
A Way Out
theHunter: Call of the Wild
Batman: Arkham Knight
Grand Theft Auto V
Minecraft
God of War
Gang Beasts
Minecraft
God of War
Mortal Kombat X
Mafia: Trilogy
Hollow Knight Voidheart Edition
Hollow Knight: Voidheart Edition
A Way Out
Unravel Two
STAR WARS Battlefront II
Need for Speed Heat
Need for Speed Heat
Mortal Kombat X
Dying Light
Hogwarts Legacy
Destiny – The Collection
Call of Duty: Black Ops III
God of War III Remastered
Mafia: Definitive Edition
EA Sports FC 26
Kingdom Come: Deliverance
Middle-earth: Shadow of War
Dying Light
Mafia: Trilogy
Call of Duty: Modern Warfare
*Naming of products may differ between regions
PS VR2 Games*
US/Canada
EU
Max Mustard
Max Mustard
The Walking Dead: Saints & Sinners
Metro Awakening
Beat Saber
Beat Saber
Before Your Eyes
Creed: Rise to Glory – Championship Edition
Metro Awakening
Job Simulator
Arizona Sunshine Remake
The Walking Dead: Saints & Sinners
Job Simulator
Arizona Sunshine Remake
Among Us 3D: VR
Vampire: The Masquerade – Justice
Creed: Rise to Glory – Championship Edition
Among Us 3D: VR
Grand Rush VR Highway Car Traffic Racing Simulator
Pavlov
*PlayStation Store purchases only. Game upgrades or games bundled with hardware not included
Battlefield 6 developer BF Studios has announced a “major” overhaul of Challenges and Assignments, with “substantial” adjustments across the board.
BF Studios said that these changes, outlined in patch notes below, build on the recent updates that increased the XP earned in official matches and reduced the XP needed for the first 20 attachment ranks.
“This update makes significant reductions to challenge requirements, cutting down on time investment while maintaining a focus on skill-driven progression that rewards consistent play,” BF Studios explained. “Challenges and Assignments are tuned around defined playtime targets, and these changes bring their requirements in line with those goals to make them more achievable within a reasonable session length.”
BF Studios continued: “Assignments will continue to range from goals you can complete through regular play to a few that reward true mastery, particularly those tied to cosmetic items. Some of the original criteria did not fully reflect that intent, and we have updated them to make their difficulty and purpose clearer.”
The first set of changes went live today, November 5, through a server-side update and are available immediately. Any progress you’ve already made will automatically be applied when you enter a match, unlocking any challenges or assignments you now meet based on the updated criteria.
BF Studios said the scale of its plans for Challenges and Assignments is “large and will take place over multiple server-side and client-side updates,” so players can expect additional updates in the future.
Community Update – Challenge & Assignment Changes patch notes:
In this first set of changes we made a total of 90+ adjustments to Challenges and Assignments. Below we’ve highlighted a few examples.
Class Challenges
Assault, Engineer, Support, and Recon challenges now complete much faster.
Assault 2: Have Squadmates deploy on your Spawn Beacon.
Reduced from 50 deploys to 5.
Support 2: Revive teammates as Support.
Reduced from 200 revives to 60.
Weapon Assignments
All weapon-type assignments (ARs, SMGs, LMGs, Shotguns, DMRs, Snipers, Carbines) have been significantly simplified.
Rapid Fire 1/Assault Rifle: Inflict damage with Assault Rifles.
Reduced from requiring 10000 inflicted damage to 3000.
Mode & Unit Assignments
The majority of our mode-specific assignments (Conquest, Rush, Breakthrough, Domination, and others) have been standardized to require two wins per tier. This change makes it easier to pursue these challenges with clear intent.
Conquest 2: Wins in Conquest.
Reduced from 5 wins to 2.
Conquest 3: Objective kills in a round of Conquest.
Reduced from 30 objective kills in a round to 10.
Gameplay & Mastery
General “Expert” and “Master” assignments that require multi-kills, headshots, kill streaks, or revives have been adjusted to better match the natural rhythm of gameplay. For example, multi-kill and streak goals now align with average round performance rather than rare, outlier achievements.
Explosives Expert 2: Get Multi Kills (2+ Kills Onwards) with explosives.
Reduced from 20 Multi Kills to 5.
Adaptable 2: Repair damaged Vehicles in a life.
Reduced from requiring 3000 damage to 500.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Like an asteroid touching down in a freshly shaken martini, Europa Universalis 5 is now available on Steam, and some players have been having trouble playing it. I don’t mean the people who don’t understand inflation or why they can’t make friends with Greenland. I mean the people who can’t even get the new 4X strategy game to launch, because their PCs are too pitifully puny for this behemoth of history. Don’t fret, those people. The hardware Popes at Paradox are blessing your meagre graphics cards with a sneaky workaround.
Today, November 5, marks 10 years to the day Battlestate Games unveiled its extraction shooter, Escape from Tarkov. And now, 10 days from its 1.0 release, the developer has revealed preorder and beta rewards.
Escape from Tarkov is a hardcore MMO mixture of first-person shooter / third-person shooter and role-playing gameplay. Players need to find a way out of the isolated Russian city of Tarkov, survive deadly hazards, and unearth the mysteries of the city. It’s been playable in early access form since making its debut in 2016, and it’s finally coming to Steam as part of the 1.0 launch on November 15.
For anyone thinking of preordering the shooter ahead of its November 15 release — or those who’ve already preordered it — players can get following awards:
Clothing set: USEC Legionnaire Olive
Clothing set: Bear Sumrak Reverse
PMC Dogtag: Immortal
Prayer Armband: Head, Eyes
Hideout Style: Echo of Battle
Shooting Target: Hatchling
Mannequin: poses
While those will be available to all who preorder, there’s also a handful of additional goodies for players who have the Unheard and Edge of Darkness (EOD) editions:
Gamma Container: Battle-worn
Hideout Style: Forgotten
Prayer Armband: Loot
Shooting Target: Ace of Spades
Unheard Edition owners also get:
Prayer Armband: SEBU KOMAR
PMC Dogtag: Acolyte
Information about the special PMC dogtag, unique armband, and customization for owners of the Edge of Darkness edition “will be announced later.”
“Today marks 10 years since the release of the very first Escape from Tarkov trailer. As the beta test comes to an end, we want to thank you for your support and for the opportunity to create a universe that has united players all over the world,” the team said. “Countless updates, TarkovTV episodes, and in-game events — none of this would have been possible without you, our players.
“On November 15, we will turn a new page together with you. In the meantime, we invite you to check out the rewards that will be available for preordering and participating in the beta test.”
It’ll be interesting to see how Escape from Tarkov measures up against the current extraction shooter darling, Arc Raiders. It has a peak concurrent player count of 354,836 on Steam, making it one of the biggest extraction shooters ever on Valve’s platform. Another key competitor could be Bungie’s upcoming Marathon.
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.
Awooga, awooga, the bomb’s about to be dropped. Well, the anniversary edition update for Fallout 4‘s about to arrive at any rate. As with its next-gen predecessor, the question is how it might affect whatever established mod load order you’ve got in place. Helpfully, Bethesda have now specified any mods which change the game’s home screen as ones you’ll certainly want to disable ahead of the update’s arrival.
That’s right, time to kiss farewell to the image of Paladin Danse in a risque pose you’ve had lurking behind the start new game button. At least temporarily.
Admission continues via randomly selected drawings.
The Nintendo Museum has been open to the public for roughly a year at this point and, thanks to the ongoing lottery system for prospective visitors, the venue has already played host to quite a few people.
Announced via Nintendo’s latest financial briefing, the company states that the “cumulative number of visitors surpassed half a million as of the end of September”, and that it will continue to implement randomly selected drawings going forward. This is simply due to the large number of numbers, and Nintendo has apologised for any inconvenience this might cause.
Valor Mortis, the first-person action game set in an alt-history version of the Napoleonic wars, was announced earlier this year at Gamescom Opening Night Live. In its announcement and subsequent marketing, the developers have been clear about one big element of Valor Mortis: it’s a soulslike.
Sure, it’s a first-person game, which automatically makes it look radically different from any FromSoftware game or even the 2D soulslikes such as Hollow Knight, Nine Sols, and Blasphemous. But speaking to me at the Game Industry Conference in Poznań, Wielkopolska, game director Radosław Ratusznik was hyperaware of the expectations that such a bold declaration would immediately attach to Valor Mortis. And he’s determined to do right by players while remaining committed to the perspective shift.
Valor Mortis is being developed by One More Level, the studio behind 2020’s Ghostrunner. Ratusznik tells me that the studio is largely made up of Souls game fans who badly wanted to tackle the genre, but knew they needed more development experience as a group first. This, he says, is what led to Ghostrunner, which is a first-person action game that, at least by our own estimation, was pretty great.
With one success under their belt, One More Level turned to Valor Mortis. Ratusznik says that the idea for gameplay came before the game’s setting – the team wanted something that would let them mix melee combat and firearms with the more magical mutant abilities. It just so happened that the game’s lead concept artist was also an historian with a lot of knowledge on Napoleonic Europe.
Which is how Valor Mortis ended up set during the Napoleonic Wars, featuring a monstrous Napoleon raising an army of undead mutants to rampage across Europe.
“I think, for many players, the Napoleonic era sounds really to be like… I don’t want to say unattractive, but with this silly uniform, something like that, they’re not treating it like something that is maybe attractive for them, and we wanted to change that a little bit,” Ratusznik says. “We think that this is a significant part of our history here in Europe, Napoleon as the emperor, and we want to tell the story, our own version about it. It’s not historically accurate. So we don’t want to educate players, of course, about the history, but we think that it’s something unique, something new for the players to play, to explore.”
You play as William, a British soldier who initially joined Napoleon’s army wooed by promises of a free Europe, but who is gradually coming to the realization that war is far from rosy. Unlike his fellow soldiers, William can control the nephtoglobin, the substance that prompts the undead mutation, and is able to retain his sanity while making use of its powers and fighting his way through the gruesome, warped battlefields left in Napoleon’s wake.
“The theme of horror is very important for us,” Ratusznik explains. “So it’s not even just these monsters that you are fighting. We are also telling the story about the war and how there are no winners, no true winners at war. That we are in the middle of this conflict, we will learn about each side of the conflict. So this is a story about the foreign soldier in the foreign army, in the foreign land, because we are exploring the eastern parts of Europe. We are not telling if it’s Poland or is it some other country. So it’s more like a universal story about soldiers in the war.”
Having played quite a bit of Valor Mortis at GIC, I can confirm that despite how silly the premise seemed to me initially, One More Level has indeed made something pretty unsettling. An image permanently burned into my memory is of a soldier in uniform, on all fours, leaping out at me like a dog from behind a pile of bodies. But instead of looking at me with his face, his head was contorted downward to put his large, ridiculous, fuzzy wig-hat out front, which had opened down the middle into a mouth full of teeth and was snarling at me as it attacked. Weird, startling, and very effective.
But whatever you think of the setting, the gameplay is fundamentally very souls. There’s a stamina meter to manage, poise meters on enemies to break with attacks and well-timed parries. When you die, you of course drop all the currency you’ve collected from enemies as you go and have to fetch it back, or lose it forever. And there are bonfires (in this case, lanterns) that serve as safe spots and checkpoints to restart from with each death. Valor Mortis is also quite difficult. I won’t pretend to be the best Souls player around (I’m decidedly middling) but I spent a good long while running up against the game’s first (I think) boss, which had two phases, summoned smaller enemies, and had an enormous attack radius. I died. A lot.
And yet, Ratusznik is on the defensive about whether his game qualifies as a Soulslike or not, in part because of the first-person perspective, but also because of the high expectations put on any game that purports to hail from that tradition by its many fans.
“I think that the genre is such a demanding thing that if you want to create a good thing for this demanding community, you need to be very well prepared,” Ratusznik says. “And we wanted to communicate it this way. We are telling people, ‘We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it’s Soulslike.’ And we are perfectly fine with that. And we know that players after the playtest, after showing the game at Gamescom, at TGS, we were also on PAX in Seattle, and all the players who are playing, they are telling us, ‘I was doubtful about it that you can manage to make a Soulslike in first-person, but after playing it, I believe you. It’s true. It’s a Soulslike in first-person.’ So that’s what’s very cool for me. I mean, personally, as a fan of the genre, that we managed to deliver the game in the genre, it’s something amazing.”
We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it’s Soulslike.
So I ask Ratusznik, what does it mean to be a Soulslike? What are the defining characteristics, to him, that Valor Mortis just had to embody?
“Well there is always a debate, how many features from the FromSoft games should game have to be a Soulslike?” he says. “So in our example is, of course, a stamina-based combat system. So that’s the first thing. Then we have the checkpoints that are kind of similar to the bonfires in Soulslike. In our game this is a lantern. So you have to reach the lantern to save, make your checkpoints. When you die, you will start from this place. You can then rest, the enemies will come back to life. So this kind of thing is present. But also the exploration is very important, I think, for the Soulslike in this kind of Metroidvania approach in the level structure.
“In our game we even push it further. So we also have these elements of Metroidvania, such as abilities that you are gathering that you can use on previously visited levels to unlock some alternative paths. Also the shortcuts are very important, so you need to explore to find the shortcuts to get faster to the safe point, to these checkpoints or something. So there is a lot of that. And also, the boss fights as the true challenges, very demanding. So I think, yeah, I mean these elements are there for sure, but it’s not like we are taking all of it blindly. We are thinking about each of this and how it’ll fit our vision for this game and also the first-person perspective, which is kind of tricky.”
The perspective switch really is a difference maker for Valor Mortis, as it transforms how combat plays out, how parries and dodges and swings need to be timed and directed, and how boss mechanics can be tuned for challenge. But given the popularity of the Soulslike genre, I’m surprised that there aren’t more first-person Souls games out there – most people just follow in either the Dark Souls tradition or the Hollow Knight one. Why is that?
“I think it’s not easy to make it happen, to be honest,” Ratusznik says. “I mean we did Ghostrunner, so we learned how to make first-person melee combat. And even for us, it was not easy to make the melee combat in first-person satisfying and not confusing. But in Poland we can do it because we have Dying Light, Cyberpunk is also with first-person combat. And we have our games, so Ghostrunner and now Valor Mortis. So it’s a bit tricky.
“You need to make at least a few tricks to somehow help players to get better feedback from each of the actions that they are taking. So for example, when we attack the enemies, we have some kind of a system that is in the action fighting games where you are snapped to the enemy, pulled to the enemy somehow. So we are attacking and the system is assisting you in getting closer to the enemies. Because it’s hard to tell the distance. Both the collider of your weapon is a little bit bigger than you expect just to feel that you hit it. So we need to set it up properly. There are a lot of small things that you have to add to make this combat feel juicy but also satisfying for the players. Of course on top of that there are proper animations, proper animation of the enemies, of the reactions of the enemies. Sound design is very important. Also…there needs to be some additional assets, like some arrows, some indicators that are telling you that if someone is behind you, these kinds of things.”
When we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game.
Valor Mortis is planned for a 2026 release on PC, PS5, and Xbox. I ask Ratusznik how it’s been developing for consoles this generation, and he gives me a rather surprising take: he really likes the Xbox Series S.
“Each generation is easier, the certification process is easier and also the knowledge of the hardware is bigger among the developers,” he says. “So I think also the fact that you have to optimize for all consoles is beneficial for all the players, right? So when we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game, right?
“I know a lot of players who really love, for example, one genre or one type of game. They are only playing, I don’t know, Call Duty or Gears of War, so they don’t have to buy the newest stuff to play their games. So they have the Series S. And if you try to make a PC for the same cost, for example, it won’t be possible, right? So if we manage to optimize the game for the S, I know that a lot of developers are struggling with it, but I think it’s more like a challenge that you should handle to make the game optimized for players.”
But there is one console conspicuously missing from the lineup. Where’s the Nintendo Switch 2?
“I mean I would love that one day,” Ratusznik says. “So we are considering it. It’s not like that we are announcing anything, but personally I would love to bring this game to Switch 2. I think that it would be nice to see this type of game on this console.”
We also spoke to Ratusznik at GIC about Soulslike difficulty, and why the game might have an easy mode, but won’t have a bunch of other difficulty settings. You can read our conversation right here.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
In ‘Yeahhh, probably should have had that already’ news, the Steam Deck and Steam Deck OLED are getting a new low-power mode that will let the handheld PCs continue any active downloads with the display switched off. It’s part of a SteamOS update that’s available right now on the Beta and Preview channels, at last closing a longstanding feature gap that’s had us all downloading games to our Decks with the screens chewing up precious battery life. Like savages.
How to describe Sorath’s Hyper Demon, other than by labelling it an arena score-attacking FPS from the developer of Devil Daggers? Well, imagine you’re a caveman, the descendant of a forgotten tribe miraculously preserved in the remote wilds. You accidentally eat some fermented berries one day and stumble upon a billionaire’s wilderness Halloween fancy dress party.
Delirious and appalled by the teeming lights and faces, you trip and wedge your head inside the giant, Cirque-du-Soleil-supplied crystal ball the guests are using to predict each other’s net worth fluctuations over the next year. Then you’re chased into the middle of a firework show by flunkeys dressed as vintage heavy metal album covers, while the jet setters throw jewelry and bioluminescent canapes. There you go, this is approximately the experience of playing Hyper Demon. If you don’t believe me, there’s now a free 1v1 multiplayer version of the game on Steam.
Fallout 4 Anniversary Edition — designed to coincide with the post-apocalyptic role-playing game’s 10th anniversary — contains the six official add-ons and over 150 pieces of Creation Club content. Creations (user created content) arrive in Fallout 4 via a brand new in-game Creations menu, which will make it easy for players to find and download the new content on PC and console.
Now, Bethesda has detailed Fallout 4’s Creation Menu update, due out on November 10 alongside the release of the Anniversary Edition, and it includes more than expected. However, Bethesda issued a warning to mod users. Fallout 4 mods will undergo maintenance November 6-10, and during this time, Fallout 4 mods and Creation Club will be offline. This means you won’t be able to download or upload any new content (you’ll still have access to change your mod load order and play the game).
Bethesda asked players to disable any mods that change the main menu before the November 10 update (which requires changes to the main menu screen). If you don’t, the mods may break with the patch.
“Thank you for your patience as we work to roll these changes out and lay the groundwork for things like additional storage for Creations,” Bethesda said in a post on Steam.
Meanwhile, the Fallout 4 patch notes reveal some surprising but welcome gameplay and performance improvements. VATS Accuracy should now be fixed so hit chances are consistent across platforms and no longer drop to 0% or show incorrect values (this has been a problem for some time). Targeting enemies through walls without the Penetrator perk is no longer possible, too. There’s also improved Ultrawide and Super Ultrawide Support, and Resolution Detection (Autodetect now sets supported display resolutions, preventing crashes on launch).
Fallout 4 Anniversary Edition Creation Club content includes unique weapons, power armor, Pip Boy paint jobs, and more. During Fallout Day, Bethesda teased some of the Creations in the works, including one that will bring a “slice of the Mojave Desert” to the Commonwealth, an escape room experience, and even a mind’s eye version of your spouse voiced by the original actors you can interact with. The six official expansions included are the Far Harbor, Automatron, and Nuka-World story add-ons, and the Contraptions, Vault-Tec, and Wasteland Workshop add-ons.
Fallout 4 Anniversary Edition will be available on Xbox Series X and S, Xbox One, PlayStation 5, PlayStation 4, Steam and PC. It’s coming to Nintendo Switch 2 at some point in 2026, marking the first time Fallout 4 will be available on a Nintendo console. Patch notes are below.
Fallout 4 – Creations Menu Update November 10 patch notes:
Creations Menu: A new in-game Creations menu has been added, making it easier than ever to discover, download and enjoy content from professional developers and passionate enthusiasts alike.
Gameplay & Performance
VATS Accuracy: VATS hit chances are now consistent across platforms and no longer drop to 0% or show incorrect values. Targeting enemies through walls without the Penetrator perk is no longer possible.
NPC Visual Creations: Fixed stuttering and hitching caused by Creations that edit NPC visuals. Performance is improved when using such Creations.
Stability & Crashes
BNET Connectivity: Better handling when there is a Bethesda.net outage
Crafting Station Crash: Interacting with crafting stations or the workshop on ultrawide monitors no longer causes crashes.
Ultrawide & Super Ultrawide Support
UI & HUD Scaling: UI elements, HUD backgrounds, and item previews now scale correctly for 21:9 and 32:9 aspect ratios. Menus, quest updates, tutorials, workshops, and inspected objects are no longer stretched or squished.
Pip-Boy Map: Players can now place markers, fast travel, and pan the map to the right side in the Pip-Boy when using ultrawide resolutions.
Save Preview Images: Save preview images are now letterboxed to avoid looking squished on ultrawide monitors.
Miscellaneous
Resolution Detection: Autodetect now sets supported display resolutions, preventing crashes on launch.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.