Megabonk – Quick Review

Megabonk is a 3D survivors-like with a very specific sense of humor that has been getting a lot of buzz lately. I’ve played about 15 hours as of writing this, so while this quick look is more meant to share my early impressions across that time rather than being a full, scored review, I’ve already done plenty worth talking about. There is still a fair bit I haven’t seen, but I got a little more than half the achievements and unlockables in that time, and I have been enjoying myself a lot. Adding an extra axis of movement does a lot to set it apart, and it’s more than competent at all the usual conventions of the genre already.

If you’ve played these kinds of games before, the basics are pretty much the same. You run around and fight endlessly-spawning waves of enemies that get harder and harder as the time ticks down. It’ll start with little goblins, and then you’ll get goblins with swords, and eventually build up to some more dangerous stuff like ogres or giant scorpions. Every once in a while a miniboss will pop up and those add some variety and a nice little spike of challenge.

There are also shrines that let you summon powerful elite packs and even more bosses with the promise of greater rewards, and I always appreciate that kind of thing where I’m not going into a menu and turning the difficulty up, but I can kind of tweak the difficulty as I go based on the decisions I make in the run. I prefer that, honestly.

As is common for these kinds of games, all of your weapons do their things automatically, whether that’s a sword or a rocket launcher. The only controls you’re worried about are movement-related. I like the variety and the bombastic attitude of the weapons. There are no two that feel overly similar, and they’re all pretty fun to use in different situations. Getting the revolver and the missiles and stacking bonuses to the number of projectiles I can spawn is great.

But of course the most obvious and I think the coolest difference here is that Megabonk is built with fully 3D levels and 3D movement. You can jump, and even get power-ups that give you better jumps or double, triple, quadruple jumps which is a ton of fun. There’s an item that makes all your weapons do more damage while you’re airborne, which can be quite powerful. One of the characters, Monke, can actually climb walls, which gives him some big advantages.

There’s a frantic but tactical loop of going fast while planning out your path carefully.

And this exploration and planning routes across steep cliffs, up and down ramps, is a big part of Megabonk, which makes every run feel interesting and challenging in some ways a lot of survivors-style games aren’t. First off, to finish a level, you have to locate the boss gate so you can summon the final boss before the timer runs out and you’re eventually overwhelmed by endless waves of ghosts. So there’s that added need to get out and comb the map, unless you get lucky and spawn right by the boss gate which sometimes happens, and I like that.

Then the second part is that the map is littered with breakable containers, shrines, and chests, and your power level is going to be directly related to how many of these you can hit within the time limit before you move on to the next level. So there’s this frantic but also very tactical loop where you want to go fast while planning out your path carefully to avoid backtracking and tag as many points of interest as possible. Chests also, at least most of them, cost gold to open, and that price goes up every time you open one, so sometimes you have to know when to pass one up because it’s not worth waiting around to farm coins when you’re not going to be able to afford to open every single chest anyway. The number of considerations I have to weigh in my head to put together a really good run feels satisfying and like I can usually overcome at least a lot of the capricious force of randomness by playing smart.

Now I do have to talk about the humor, because it’s one of the first things I noticed. The entire theme of Megabonk seems to be Millennial and Gen Z internet brain rot. And it’s honestly hard to tell if – at the rist of sounding a bit mean or snotty – this supposed to genuinely make me laugh in a surface-level way. Like is this the straightforward sense of humor the developers were aiming for? Or are they doing a Tim and Eric cringe comedy thing, like the real joke is that it’s kind of stupid on purpose? How many layers of irony deep are we? In the former case, it doesn’t work that well. But if it’s the latter, it kind of does.
Yeah, in 2025, I’m totally still sending my friends all the latest GigaChads. Remember him? There’s an item that spawns “borgars.” Dang, did John Hammond show up to pop your champagne after you dug that one up? (The irony is not lost on me that I’m using a reference from a 1993 movie to criticize how old this meme is, but it’s a classic, okay?) There’s a surprisingly safe for work boss called “Scorpionussy.” There’s a power-up that “claps cheeks.” Practically everything you pick up is some kind of reference to years- or decades-old meme culture. It never got in the way of the gameplay for me, but there were a few times I thought my eyes were going to roll so hard I might sever my optic nerves.

Megabonk currently only has two levels, a spooky forest and a deadlier desert, at least unless there are some secret ones I’m not aware of. But they do each have three different tiers of increasing difficulty. The first is just a single stage, while each subsequent tier adds one additional stage with a new boss that lets you carry over all your power-ups from the previous one. I do find the lack of changing scenery a bit disappointing. Those two biomes are definitely starting to feel repetitive, and I couldn’t find anything like a roadmap that said the devs plan to add more. It’s not labeled as Early Access either. But the three tiers definitely provide a good challenge and give me more room to push myself.

Meta-progression isn’t super deep, but it is meaningful and rewarding. Everything outside of a run costs a separate currency called silver that you can pick up on runs. Getting permission to buy new characters, items, and power-ups requires you to first complete an objective or achievement thematically tied to each one, which is kind of neat. Then you have the more straightforward buffs to level up like getting more rerolls or more weapon slots. I appreciated that you only have to pay for the ability to toggle unlocked items on or off once and then you can use it as much as you want, since I really like to optimize my loot pool going into a run in these types of games.

The characters are mostly pretty simple in their design but enjoyable to use. I think my favorite is CL4NK who is a robot cowboy gunslinger that starts with the revolver and gets increased critical chance every level. But you’ve also got a skeleton on a skateboard who does more damage the faster he moves, and the ninja is also a lot of fun because he automatically kills any enemy who misses him with an attack.

As far as survivors-likes go, this is a pretty strong one. Especially with the added consideration of the jump button and the whole vertical axis, and the emphasis on route-planning and exploration, I found it had that crucial ability to make me want to start a new run as soon as I finished the last until it was suddenly several hours later. I’m regularly groaning at some of the uninspired image board humor, but I feel like I can sometimes appreciate it in an ironic way, and otherwise just ignore it. I’d say it’s worth a look if you have an appetite for another one of these that isn’t basically just a Vampire Survivors reskin. I just wish there was a little more level variety.

Mina the Hollower catches a delay nebulously beyond its previously seasonally appropriate release date

Mina the Hollower is quite clearly a Halloween game. The thing about Halloween is that there should always be a little bit silliness amongst the horrific and the scary, and Yacht Club Games’ next retro throwback seemed quite well fitted for the season. It was so appropriate that it was even planned to be released on October 31st! All of this to say, yes, Mina the Hollower is delayed, and it doesn’t have a new release date either.

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Marathon shows signs of life with a closed network test scheduled for later this month

Marathon lives! Well, of course it does, it would be quite shocking if PlayStation were to cancel it before it even got a chance to become Concord 2, but that’s neither here nor there. What is here, and soon to be there, is another playtest, of which sign-ups are now available. It is being dubbed a “closed technical test,” and plans to run for just a few days, between October 22nd and October 28th, but there are a few differences to be found compared to when we last saw it.

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This Final Fantasy MTG Commander Deck Is Half Price at Amazon Today

Magic: The Gathering may be a few months removed from June’s Final Fantasy, but it’s still popular when it comes to booster packs.

Over on the Commander Deck side of things, we’ve started to see prices drop, but now one of the decks has reached half price at Amazon, which has Revival Trance for just $34.99.

This MTG Final Fantasy Deck Is Half Price

The Final Fantasy 6 deck is down 50% from its $70 MSRP, marking the lowest price yet since it arrived.

We will concede that the deck has been steadily discounted for some, but a new low is always worthy of celebration. The deck is, arguably, the worst of the four, though, with a graveyard recursion theme that never really gets off the ground, but if you’re looking to get started playing with friends, it’s worth it at this price.

We ranked the decks already, and the one that ended up top was the Final Fantasy X deck, Counter Blitz. Why do I mention that? Because ahead of Prime Day, it’s discounted again.

Amazon has a 30% discount on the deck, bringing it down to $48.99. The deck is really fun to use, if a little complex, and involves manipulating counters (including Lore ones) to get extra value out of your Summon creatures.

For more deals on Magic: The Gathering Commander Decks, be sure to check out our rundown of the Fallout precon bundle that’s on sale right now as well.

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.

Broken Sword Continues To Reforge With ‘The Smoking Mirror’ On Switch

Coming 2026.

Revolution Software has unveiled Broken Sword – The Smoking Mirror: Reforged, an enhanced rerelease of the second game in the Broken Sword series. And it’s coming to Switch, alongside other platforms, in early 2026.

Originally teased much earlier this year, The Smoking Mirror appropriately follows on from the excellent 2024 enhanced release of Shadow of the Templars: Reforged and brings with it the same bells and whistles. Though it is getting a 4K release this time — perhaps a free patch for Switch 2 owners, then? We hope so…

Read the full article on nintendolife.com

Don’t Stop, Girlypop! is a glittery, Y2K heart attack of a boomer shooter, with a great demo you can try now

In the late ’90s, early 2000s, there were two distinct flavours of aesthetics: boomer shooters, and Y2K girlypop vibes (for the sake of this argument we will ignore every other aesthetic that existed at the time). Boomer shooters like Doom and Wolfenstein were bloody, gory, and had a real “video games are gritty and cool now kind of vibe.” Conversely, products aimed at young girls were often glittery, pink, featured leopard print, and were often about love and harmony. Don’t Stop, Girlypop! is a game that combines these two vibes, and it is very good (and stressful).

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Save on the Magic: The Gathering Fallout Bundle and Get Each Commander Deck for Under $40 at Amazon

Magic: The Gathering has offered Universes Beyond crossovers with other franchises for a few years now, and while some become full sets like Spider-Man and Final Fantasy, others are more squarely focused on Commander.

One of these is Fallout, which was particularly popular back in 2024 and offers a fantastic quartet of Commander decks to play, whether you’re an experienced player or just looking to get started. Better yet, a bundle of all four is discounted at Amazon right now.

Fallout Commander Decks: Under $40 Each With This Bundle Deal

Amazon has all four decks for $144.99, a reduction of 11% on the $162.99 list price. That might not sound like a huge amount, but consider what that value represents when the Mutant Menace deck is selling for $70 and upwards on its own.

As for the decks, the good news is that they’re all pretty great. Mutant Menace is one of the best, powering up its spooky Mothman Commander with counters as you deal radiation to everyone else at the table, while Hail Caesar is all about being aggressive and sacrificing cards to power up Caesar himself.

Science! offers something a little different since it leans into energy counters and powering up the board with artifacts, while Scrappy Survivors is definitely popular since it’s helmed by the adorable Dogmeat and has the series’ four-legged star rummaging through your graveyard for equipment and tokens.

As a reminder, each of these decks comes with a Collector Booster Sample Pack, too. They contain two cards each, but it’s better than getting irradiated, right?

If you already have any of these, Amazon has discounts on a couple of them, too. At the time of writing, you can pick up Scrappy Survivors for $44.99, a discount of 25%, while Hail Caesar undercuts it by literal cents: It’s $44.95. Finally, Amazon isn’t showing it as discounted, but $40 is a decent price for Science!

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.

Massive Skyrim mod Lordbound soft launches, with lots of choice-heavy questing in a war-torn valley bigger than Solstheim

I dunno about you, but I usually dig a big Skyrim mod that threatens to make my number of hours spent padding around Tamriel even more ludicrous. Lordbound is the latest danger to the free time of poor folks like me, having just soft launched after ten years of development spent creating a fresh region bigger than the Dragonborn DLC’s Solstheim and filling it with stuff to do.

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Assassin’s Creed Mirage’s Saudi-Backed Valley of Memory Expansion Looks a Generous Free Side-Quest — Though Not One Many Fans Would Have Asked For

Ask a fan if they want to see more of Assassin’s Creed Mirage hero Basim, and you’ll likely get a resounding yes in response. One of the most intriguing characters in the franchise’s recent history, Basim already ranks among the few of its hooded heroes to appear in multiple games — in 2020’s Valhalla as a central figure, and then in 2023’s Mirage which featured a younger version of the character as its star.

The fate of Basim post-Valhalla remains a signficant hanging plot thread, while fans have also yearned to see more of the character between the events of the two games (such as his meeting with Valhalla character Sigurd in Constantinople, centuries before Ezio visited the city). But Ubisoft seems uninterested in entertaining either scenario while cooking up new Basim content, instead working on a new story chapter without any extra lore for the Hidden Ones, and anything that might impact the series’ modern day.

Five years on from his first introduction, Basim’s story will continue in Valley of Memory, a side-story set within the events of Mirage itself. Launching for free on November 18, the expansion will see Basim visit AlUla, now a UNESCO World Heritage site in modern day Saudi Arabia.

Why an excursion to what is now Saudi Arabia? And why for free? It’s hard to imagine any Assassin’s Creed fan reading this not drawing their own conclusions, following multiple reports which have discussed the expansion’s funding by Saudia Arabia’s controversial Public Investment Fund, which has invested in a growing array of video game companies, and last week formed part of the $55 billion deal that will see EA go private.

Publicly, Ubisoft has shied away from discussing the expansion’s funding, though previously told IGN that it had retained complete creative control over Valley of Memory’s content. Internally, however, Ubisoft has reportedly responded to concerns from developers by drawing a distinction between Saudia Arabia’s ruler Prince Mohammed bin Salman and the PIF itself, whose chair is also Prince Mohammed bin Salman.

To hear Ubisoft tell it, AlUla was simply a location Mirage’s team wanted to explore. “AlUla has always impressed us and was considered for the main game instead of Baghdad,” producer Vincent Maulandi-Rabbione said during a recent presentation to press, attended by IGN. “We had access to experts, resources, archeologists, while maintaining a complete creative freedom on how we would create the content.”

Certainly, AlUla seems to fit visually with the Assassin’s Creed series’ sense of exploration and parkour. The site features thousands of years worth of history for players to learn about, and geographically it’s only as distant from Baghdad as Mirage’s existing sequences set within the Assassin fortress of Alamut. But while the concept of AlUla may have existed on a whiteboard within Bordeaux during Mirage’s original development years ago, art director Florian Salomez told IGN that no actual work on the region began until Valley of Memory’s development began last year.

Discussing the content’s main concept, Salomez said the expansion’s narrative added “a new piece to Basim’s coming of age story, and why he chooses the path that ultimately define him.” (Oddly, it will also be Bordeaux’s second Assassin’s Creed add-on about a protagonist searching for a long-lost parent in as many months, following its work leading Assassin’s Creed Shadows expansion Claws of Awaji.)

“Before his final mission in Baghdad, and before the series of events that lead to the end of the game, Basim hears about his long-lost father Is’haq,” creative director Olivier Leonardi said. “[He] is mentioned in the game many times, and he’s even mentioned in Valhalla. We know he abandoned Basim as a child aged 7. Now, Basim hears Is’haq may still be alive in the wondrous valley of AlUla. It’s so important to him, that he goes on this long journey to get answers.”

Valley of Shadow sounds subtantial, which makes its addition for free all the more surprising. Ubisoft estimates it contains around six hours of new gameplay spread across a new in-game region with five districts. Familiar Mirage mission types are back, alongside new missions where you chase down stolen goods and gain opportunities to learn about AlUla itself.

Alongside all of that, the Valley of Memory update will add several improvements to the main Mirage experience, not least an impressive-looking challenge mode that lets you replay missions from both the new expansion and the main Mirage campaign with additional objectives, which feels a lot like the franchise’s classic ‘Full Sychronization’ rewards. There’s a reward track to unlock additional in-game items by testing your prowess here, and you’ll be aided by additional game-wide tool upgrades that allow, for example, smoke bombs to now dissolve bodies, or blow darts to pierce armor.

As a free gift to fans, Valley of Memory feels generous — even if its setting and choice of storyline are not something fans asked for.

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

Metal: Hellsinger studio The Outsiders has been shut down as part of Funcom’s recent layoffs

Oh boy. Unfortunately, it’s one of those days. You might remember that last week, Dune: Awakening developer Funcom laid off an unspecified number of staff. Yep, that same Dune: Awakening that appeared to be doing pretty well for itself. Go figure! Today, there’s more bad news, as it turns out that Metal: Hellsinger studio The Outsiders will be shutting down completely as part of said layoffs at parent company Funcom.

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