Following the release of the Elves 2 Pro, accessory manufacturer Gulikit is back with the, uh, Elves 2. Yes, this is a cheaper model ($29.99 / £29.99) of the Saturn-inspired wireless pad for the Switch and Switch 2; one that shirks some of the more advanced customisation options of its slightly elder sibling while adding in one rather enticing new feature.
If you happen to own a Switch 2 and are eagerly awaiting a third-party controller that includes wake-up support for Nintendo’s new hardware, the wait is over. The Elves 2 is officially the first to include the feature, and I’m happy to confirm that it works exactly as you’d expect.
Exciting New Features of The First Descendant ‘Breakthrough’ Update – Available August 7
Beom-jun Lee, Producer, The First Descendant
We’re just days away from The First DescendantBreakthrough update, launching August 7 – and I want to thank all of you who’ve been eagerly awaiting this major content drop. Your continued support means the world to us.
Today, I’m excited to share an overview of the new season’s key features with our Xbox community. It’s a pleasure to connect with you directly and give you a closer look at what’s coming.
TheStory of Breakthrough
In Breakthrough, the main villain, Karel, Commander of the Vulgus, finally steps into the spotlight. With the activation of “Iron Heart,” chaos spreads across the entirety of Ingris, and dimensional anomalies are even detected at Axion Plains near Albion. While Descendants investigate these strange phenomena, grotesque Legion of Breach and Mutants emerge, and to make matters worse, a Dimensional Wall opens—summoning Colossus. Following Karel’s invasion, humanity faces a crisis greater than ever before. But why does Karel refuse to halt his invasion? What is he trying to achieve through the Iron Heart? His hidden motives will finally be revealed in Breakthrough.
Massive Field, Axion Plains
Axion Plains is a massive field that will serve as a key feature in Breakthrough. True to its vast scale, it is home to a variety of new monsters whose formidable attacks will make your combat experience even more thrilling.
Among Axion Plains’ most distinctive threats is the Legion of Breach—monsters that adapt to the elements used against them. This adaptive ability stems from their origin: the Breach Swarm Sac, which analyzes the elemental traits of Descendants and adjusts newly spawned Breach Creatures accordingly. This evolving threat can be reset by destroying Breach Swarm Sac or Swarm Tunnels, each affecting enemy adaptations differently. Alongside them, Assault Ships rain down enemies onto the battlefield and this can only be destroyed with specific skills or pickup weapons, adding a new layer of strategy and urgency to each encounter.
New Ride, Hover Bike
Hover Bike was created to help players travel quickly and smoothly across the wide Axion Fields, making exploration faster and more fun. We focused on making the riding experience feel natural, so you can get on and off while moving and even link it smoothly with actions like using the grappling hook. There are three types to choose from—Basic, Speed, and Balance—each upgradeable for better performance. You can also customize your Hover Bikes with different skins and, in the future, special attachments, so your ride can match your own style.
8 Player Co-op Colossus Raid, Wall Crasher
One of the most spectacular features in the Axion Plains is the colossus Wall Crasher. This massive enemy is summoned at set intervals by a central Colossus Guided Device located in the heart of the battlefield. When the time comes, warning signs spread across the field and then, the Wall Crasher appears.
Wall Crasher encounters take place in a special eight-player instance, offering a large-scale co-op battle. Towering over the battlefield, the Wall Crasher unleashes massive area attacks that demand constant movement and awareness. Despite its slow but heavy movements, players can read its patterns and react accordingly. Defensive Descendants like Ajax are especially helpful, using their skills to block key attacks and give teammates the space they need to focus on dealing damage.
New Descendant, Nell
The Breakthrough update also introduces a brand-new Descendant: Nell. Once known as the executive officer who stood by Alpha’s side in Albion Headquarters, Nell has now awakened as a full-fledged Descendant, with a completely new look and combat abilities. Living up to the excitement of players who have long awaited her playable debut, Nell features a bold and dynamic combat style that feels powerful and engaging.
Nell now fights with telekinetic powers, allowing her to control the battlefield with both style and precision. Her combat style feels straight out of a sci-fi action movie—powerful and sharp!
The First Descendant X NieR:Automata Crossover
We’re thrilled to announce our first-ever crossover, and it couldn’t be with a more perfect partner: NieR:Automata. Iconic characters 2B and A2 arrive as stunning playable skins in The First Descendant—along with beloved elements like Pod, Virtuous Contract, and Type-4O Sword as back attachments. To top it off, two special social emotes are included to bring the full NieR:Automata experience to life. As fans ourselves, we can’t wait for you to jump in, gear up, and experience this unique crossover in the world of The First Descendant.
We hope this article sparks even more excitement and interest among new and returning Descendants. See you on the battlefield on August 7!
(As of June 19 2025, The First Descendant is no longer supported on Xbox One. An Xbox Series X|S is required to play this game and add-on content.)
The First Descendant is a next-generation third-person co-op action RPG looter shooter featuring high-quality graphics created in Unreal Engine 5.
Players become a Descendant whose mission is to combat alien invaders – The Vulgus who crossed dimensions over 100 years ago and brought with them the devastating Colossi and destruction – for the survival of humanity and to protect Albion and the continent of Ingris. Players will encounter spectacular stories of forces fighting over the Iron Heart as they grow stronger through various missions and raids.
Encounter features that make The First Descendant’s gameplay unique: a variety of characters with unique concepts and combat styles, massive boss battles with up to four player co-op, free movement and coordinated action with grappling hooks, a variety of weapons and compelling customization options.
Jude Bellingham and Jamal Musiala may well have inherited the dreaded Madden curse as this year’s EA FC coverstars, having both made their way to operating theaters in recent weeks, but they can at least rest up by playing each other on FC 26. EA Sports FC 26 will be released on September 26th, 2025, or a week early on September 19th if you purchase early access. But what’s new this time around?
Well, fundamental tweaks have been made to gameplay, as well as the inevitable suite of new activities to get stuck into in Ultimate Team, Career Mode, and Clubs. So, without further ado, here are 74 changes that actually make a difference in EA FC 26.
Ultimate Team
1. Live events are a big new inclusion for Ultimate Team. These include the return of tournaments. These knockout competitions are comprised of up to four rounds, all the way up to a high-stakes final. Win it all and you’ll receive exclusive rewards. Once you win a tournament, however, you won’t be able to enter it again. Each tournament will have specific requirements and rules, such as all players being from a certain league or the first player to score two goals winning the match.
2. Another form of live event is gauntlets. Gauntlets will test the depth of your club, are different squads are required in each round, meaning the same players can’t play twice on one run. Unlike tournaments, these aren’t knockout competitions, but the more wins you get, the better your rewards will be.
3. And then we have Linked Events. These are special locked competitions that become available after completing specific objectives. For example, winning a qualifier tournament or reaching a certain division in Rivals might open these up for you to enter and earn more rewards.
4. Changes are coming to Rivals in FC 26. The first of those is bounties. Bounties are aiming to make each match feel less “win-centric”, meaning even if you’re 3-0 down, you have something to play for, such as scoring the last goal of a match and getting rivals points for doing so. Other bounties could include winning by a certain number of goals, scoring first, or keeping a clean sheet. Rewards range from card packs, coins, and progress points.
5. Rivals win streaks are being tweaked. When on a streak, you will now receive double reward points to get your weekly rewards faster. Plus, you’ll now see if the player you’re facing is on a win streak before playing them, putting a target on their back.
6. Rivals checkpointing is also changing. To prevent players from getting to a point where they’ve reached their skill ceiling and are mostly losing matches, but can’t be relegated to face opponents of more equal standing. New “breakable checkpoints” will be introduced to keep track of your losses and allow for relegation where appropriate.
7. Champions is also being tweaked. More reward tiers are being added, further increasing the importance of every match played and win gained.
8. Changes are being made to the qualifying for Champions. Playoffs are being removed and replaced by a system based on which division of Rivals you’re in. The level hasn’t been decided on yet by EA, but it could mean having to be at around division five before being able to enter Champions.
9. But if you’re in a lower division, you’ll still get your own weekend league to play in. This will be called Challengers (think of it as the Europa League to Champions’ Champions League) and is a second-tier competition that runs in parallel. It will follow the same format, just with less prestigious rewards awaiting you. You can only play in one of either Champions or Challengers on the same weekend, though, to prevent smurfing.
10. A new competitive camera angle is being introduced purely for Ultimate Team stadiums that combines a tactical view of the pitch, while also letting players see more of the details of their chosen customisations.
11. You will now be able to evolve every player card in Ultimate Team, as well as repeat evolutions that will allow you to take different members of your squad through the same set of objectives. In addition, you will also now be able to stack card cosmetics.
12. Big changes are on the way to how Ultimate Team handles player disconnections. In FC 26, you’ll now get the win if your opponent quits in the second half, after a red card has been issued, or a penalty has been given at any point. Players who repeatedly quit Rush matches will now also get a matchmaking timeout.
Gameplay
13. Gameplay fundamentals are getting a healthy amount of attention this year. Dribbling is promised to be more consistent and responsive, with more frequent touches of the ball giving increased player control.
14. Changes to the locomotion and running ability of players will also be seen. They’ll feel more explosive thanks to faster acceleration and deceleration.
15. As well as speed, strength will also be a focus in FC 26. Shielding will now be consistent both on and off the ball, allowing players to jockey for possession with an increased physicality. This will, in theory, mean fewer defenders just being able to step in front of an attacker and stealing the ball when a long pass is sent to a target man.
16. This newfound focus of strength will also apply to dribbling, with beefier players being able to hold off defenders coming in for a challenge.
17. “Tackle backs” emerged as a huge point of frustration for FC 25 players — the all-too-often circumstance where you go in for a challenge, win the ball, but then it bounces straight back into your opponent’s path — but in 26, work has been done to stop this from happening regularly.
18. Similar changes are also being made to interceptions, meaning when darting in the path of an opponent’s pass, the ball is more likely to now stick to your boot as opposed to cannoning off to the other team. Both of these tweaks aim to create a cleaner game.
19. Goalkeepers have always been a tricky puzzle for EA to solve, but in FC 26, the developer is promising big improvements. Saves and deflections from keepers will now produce more varied results, meaning, in theory, the ball will fall into the path of a waiting attacker less often.
20. Keepers will also now take up smarter positions when faced one-on-one with an attacker, meaning fewer easy chances for forwards.
21. Fresh goalkeeper animations will provide a greater range of types of saves we’ll see from them, in theory increasing the number of ways they can be effective stop-stoppers.
22. Two different types of fundamental gameplay experiences will now be available: Competitive and Authentic. The former is designed for online players and is high-speed and super responsive. The latter is for offline and career mode players who may favour a speed more grounded in reality.
23. Competitive mode is not only faster, but also comes with its own mechanics, such as a revamped fatigue system, meaning that whenever your player gains possession of the ball online, they’ll feel as fresh to control in the final minute of a match as the first. This means fatigue now only affects AI-controlled players.
24. Authentic will focus more on the unpredictability of real sport, with players more likely to miscontrol or let the weather affect the game, with matches turning on the bounce of a ball.
25. Accessibility is a big focus for the development team this year. Among the biggest improvements being made so everyone can enjoy FC 26 are a simplified skills system that allows players to perform skill moves with the flick of the right stick, as well as a variety of high contrast modes to aid those with visual impairments. Everything from the colour of the kits and ball to the pitch and stadium shadows is customisable in order to meet as many needs as possible.
26. Input delay has been an issue plaguing online play and Ultimate Team in particular in EA FC. Improvements have been promised in FC 26, however, with in-depth research done into what causes these issues, ranging from player setups to player animations causing delays. For more information on this subject, check out our full dedicated article on how the studio is addressing input delay.
27. With the aim of further improving responsiveness is the introduction of one-frame passes and shots — touches of the ball so quick they happen the moment your thumb presses the button.
28. Playstyles have been rebalanced, with some new ones being introduced. These include Precision Header, which has a focus on heading accuracy and winning aerial battles, and Fortress, its defensive counterpart that aims to dominate in the air at the back. Another new playstyle is Enforcer, which emphasises the physical hold-up play of attackers as mentioned earlier.
29. Trivelas (hitting the ball with the outside of the boot) are now locked being the new Game Changer playstyle.
30. Low-driven shots are also making their comeback. A quick double tap of the shoot button will fire a low strike towards the net, and will now also apply to all types of effort, including headers and volleys.
31. The reintroduction of low-driven shots means that the timed finishing mechanic has been removed from FC 26. The developers felt that it “didn’t add meaningful skill depth and proved very difficult to balance”.
32. Positions are less constrained by roles now, so, for example, a winger can cut in-field and temporarily act like an inside forward would if they see a big opening emerge in the penalty area.
33. New roles are being added to the tactics screen. These include ball-playing keepers, the modern inverted fullback, and box-crashing CDMs that attack from deep.
34. The negative impact of players being out of position has been reduced too, with launch players having more positions and roles available to avoid situations such as a right midfielder not being able to perform well in the right winger spot, as they don’t have it listed in their bio.
35. New set-piece assignment slots have been added, as well as new ones added to both attacking and defending corners.
36. You can now save tactics and copy and paste codes between modes, so if you have a setup you’re really happy with, which you’ve been messing around with in career mode, you can then transfer it to Ultimate Team.
37. AI attackers will now perform runs into space with greater regularity, with a lower reliance on trigger runs desired.
38. Playing as a goalkeeper has been overhauled thanks to a completely new control scheme.
39. Of course, new skill moves are making their way into FC 26. These include the explosive step over, among many others.
Career Mode
40. The new Manager Live Hub acts as your portal to everything Career Mode. Challenges, both long and short term, will appear here, as well as content tailored to your chosen preferred clubs.
41. A huge number of varied career challenges will be available with a vast number of variables. These range from transfer restrictions, not being able to simulate fixtures, and playing on certain difficulty levels.
42. Rewards for completing objectives include over 30 retro jerseys. Some revealed include classic Real Madrid, Germany, and Napoli shirts.
43. You’ll now be able to add both icons and heroes to your Career Mode squads by unlocking them throughout the season pass.
44. The pre-order icons that are available in FC 26 are Alex Morgan, Toni Kroos, and Zlatan Ibrahimovic.
45. The Manager Market is a new system where coaches from other clubs in your Career Mode save will take jobs at other teams, both domestic and international. Managers can be poached, fired, or even retire.
46. The Manager Market menu also lets you see which coaches’ positions are under threat and what jobs are currently open to apply for if you fancy a fresh challenge.
47. Manager stories will also weave in and out of your careers, with commentators even mentioning when one coach might be coming under fire and on the verge of the sack if they lose the match.
48. Live events will also take place in Career Mode, which can inflict unexpected consequences on your team with the aim of encouraging creative problem-solving. These can be positive, such as a sudden financial takeover granting you a healthy new transfer budget, or negative, such as a player getting injured on international duty or a rogue bout of food poisoning leaving you with numerous players unavailable for your next fixture.
49. For the stats heads, you can now select up to five other leagues and get a full statistical breakdown of which players are performing in that division, which can aid with knowing who to scout.
50. Youth tournaments will now actually have stadiums, and the size of those arenas will depend on the stature of the club.
51. You can now substitute youth players in youth tournaments.
52. Rival teams will rotate their squads more regularly, meaning a top Premier League club won’t go full strength in early Carabao Cup rounds, for example.
53. You can now loan out a player immediately after buying them
Clubs
54. Archetypes are a new way to build your player in Clubs, effectively acting as classes. There are 13 in total, with each representing a unique playing style and modeled on real-life professionals.
55. Within each archetype are three different specialisations — effectively subclasses in RPG terms. As you progress, branching paths will appear as you select the specalisation for you. For example, the Finisher archetype leads to the Finisher Plus, Presser, and Hunter specialisations, each containing their own traits and perks.
56. Picking a certain archetype doesn’t lock you into only playing that position on the pitch.
57. You can re-spec your clubs player at any time using in-game currency, but can’t save builds to easily switch between.
58. The old skill tree upgrade system is gone and has been replaced with a more traditional menu where you can put points into individual attributes, granting you more direct control over your pro’s progression.
59. Your archetype card is displayed at the beginning of every match, Ultimate Team style, and can be customised as more cosmetics are unlocked.
60. New playstyle slots will be added over the course of FC 26’s lifetime, and the level caps for pros will increase season on season, meaning players will be able to reach overall ratings not previously seen before in Clubs.
61. Live events and tournaments will encourage players to experiment with a variety of different archetypes and playstyles.
62. Limited-time multi-round knockout tournaments are coming to Clubs, but only in Rush.
63. Players can now join multiple clubs simultaneously, so you can play with up to three different friend groups easily.
64. Long-term fatigue is being removed in clubs, but short-term fatigue still remains.
65. AI facilities can be unlocked to target and train specific positional groups of CPU-controlled players in your Clubs squads.
66. Your match rating is now measured against what’s expected from your chosen role, rather than a general metric of how well you played.
67. Quick chat has been expanded from four to sixteen different messages.
Presentation
68. Bayern Munich’s Allianz Arena makes its return in FC 26.
69. 13 new real-life mascots are joining this year after their introduction in FC 25.
70. New Premier League broadcast intros harness the power of Google Earth as the camera zooms in on stadiums from high up in the sky.
71. Mix and match commentary is being introduced for the English broadcast teams, meaning you can pair up commentators Derek Rae and Guy Mowbray with whatever pairing of analysts Stewart Robson and Sue Smith you desire.
72. Derek Rae has also been added as a possible Rush commentator to further add to the variety.
73. To try and achieve a more realistic colour palette during matches, the saturation has been dialed back, with extra fog and air density added.
74. You can now customize what information is shown on the player name cards at the bottom of the screen, such as what their strongest foot is or how many stars in regards to skills moves they have.
And those are the 74 biggest things coming to EA FC 26. What are you most excited about? Let us know in the comments below.
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Helldivers 2‘s warp pack sounded like great fun as soon as it was announced as part of last month’s Control Group warbond, and it’s warped its way into many players’ hearts. This is thanks in part to some cool tricks and glitches you can use it to pull off, with the game’s latest patch having seen Arrowhead opt to outlaw the cheekiest of these.
You see, for the uninitiated, each mission in the shooter kicks off with you descending onto a planet and therefore ends with you being extracted via shuttle back up to your ship. It’s the circle of Helldiver life and it moves us all. Well aside from folks who’d taken to using a well-timed warp to escape their ride home as it took off.
After almost 20 years of the MCU’s dominance—where characters like Gamora and Groot have miraculously become household names and command the careers of A-list actors—we’ve suddenly found ourselves in a period of nostalgia for Marvel’s ramshackle 1990s era. This was first felt with the warm reception that found Disney+’s hugely charming X-Men ’97 series, a show that was completely disconnected from any overarching multiversal storylines whatsoever. And the same principles apply to Marvel Cosmic Invasion, which is a throwback in every conceivable way. The retro-themed arcade-style spiritual successor to X-Men: The Arcade Game intends to be a back-to-basics brawler, teleporting everyone behind the controller to a simpler time—a dilapidated arcade, deep in the bowels of a suburban mall, right after school lets out for the summer.
Cosmic Invasion is developed by Tribute Games, the Canadian studio best known for their work on the 2022 revival, Teenage Mutant Ninja Turtles: Shredder’s Revenge. The two projects clearly share the same DNA. Like Tribute’s turn with the Turtles, Cosmic Invasion is gorgeously rendered in beautified pixel art, with all the sprites popping off the screen with vibrant primary colors. There is hardly any story to speak of, at least in the demo I played. (The intergalactic villain Annihlus has unleashed a universe-spanning conquest, and we’re here to fend him off.) It’s a plot that could fit on the back of a cereal box, and I think that’s the point. Cosmic Invasion is not a grimdark, Synder-fied vision of Marvel. Our superheroes have been brought to life exactly as they were found in the comics three decades ago. Captain America looks resplendent in his red white and blue, Wolverine wears a spiky black cowl, while She-Hulk—as she ought to be—is lime green. Too many Robert Downey Jr. monologues have detracted from the fact that these characters are cartoons, at the end of the day. And in that sense, Cosmic Invasion attempts to correct the record.
Cosmic Invasion won’t take anyone by surprise with its gameplay. If you are a veteran of quarter-gobbling brawlers—Streets of Rage, Armored Warriors, or my personal favorite, The Simpsons—you know what you’re getting into here. A stream of baddies enter from the right side of the screen, and all of them are quickly dispatched with a cocktail of punches, kicks, and grapples until they blink out of existence for good. Once they’re clear, you’ll move onto the next battleground and rinse and repeat. Eventually you’ll encounter a boss at the level’s conclusion, which is usually dispatched by standing outside of whatever screen-filling ability they unleash every 20 seconds or so. Like Shredder’s Revenge, the controls are simple enough that pretty much everyone can pick up a gamepad and become a useful member of a winning team. (Beat-em-ups are historically amenable to button-mashing younger siblings, and this one is no different.)
Cosmic Invasion does seem eager to provide a few more opportunities for strategy compared to its forebearers.
But with the expanded roster of 15 unique superheroes at launch, Cosmic Invasion does seem eager to provide a few more opportunities for strategy compared to its forebearers. Our Marvel superstars here have loosely defined roles, corresponding to RPG-esque arrangements. Captain America and his vibranium shield functions like a tank, while Rocket Raccoon—and his arsenal of grenades and laser pistols—excels at taking down enemies from farther away. Across the board, everyone has what you could call an “ultimate” that can only be dispatched when an energy bar ticks full. Yes, Cosmic Invasion is a retro experience, but it has taken a few important cues from the previous decade of game design.
For what it’s worth, I was most drawn to She-Hulk. Tribute just announced that she would be joining the roster, and I found her powerhouse offense exactly what I was looking for. The tight acrobatics of Spider-Man and eldritch deep-space assaults of the Silver Surfer are all fine and good. But, sometimes, all I want to do is grab an enemy by the throat and drive them into the ground, snuffing out any chance of a comeback. I imagine Cosmic Invasion will inspire that same feeling in a lot of players. This is a game where it’s possible to claim a “main.” Don’t be fooled by its featherweight exterior. It is very much possible to master all the nuances of your preferred character, and carry the rest of the team.
So it’s no surprise Cosmic Invasion seems designed to be a co-op experience first and foremost. That is where the genre historically tends to shine—four buddies on a couch, burning off a Saturday night by fighting through the Negative Zone. But Tribute Games has smartly introduced a mechanic that makes the adventure surprisingly adaptable to a solo campaign. Players select two superheroes at the character select screen, and they can swap them out at will during the levels—like a tag-team from Marvel vs. Capcom. Time the swap correctly, and you’ll be able to chain together some truly flashy combos that look like a triumphant splash panel. I like the idea of being able to mess around with my own builds, and construct some devastating synergies, without necessarily having someone join me on our quest to crush Annihilus. It may offer Cosmic Invasion more staying power than the delightful but transient Shredder’s Revenge.
I only saw two levels of Cosmic Invasion. I carved up the streets of Midtown Manhattan—in front of Spider-verse locales like the Daily Bugle, and billboards for the in-universe soap opera Secret Hospital. (If there’s one thing Tribute Games truly excels at, it’s populating their licensed products with the sort of references that only superfans will get.) Later we explored a helicarrier that seemed to exist primarily so that I could toss hapless soldiers off the edge and to their death. (It also was the site of an elevator battle, which remains one of the great beat-em-up traditions.) It remains to be seen if Cosmic Invasion will be able to sustain its magic across a full campaign. Will tearing apart the legion of evildoers be as joyful during hour six as it is during this glorious prelude? It’s tough to say for sure. But if nothing else, Cosmic Invasion makes an indelible first impression.
A stickfellow in a top hat’s just burst through a twentieth story window, taking a fatal tumble down the corporate ladder, and all because I lobbed a parcel at him. This kind of thing happens all the time in Stick It to the Stickman, the roguelitebeat ’em up that Anger Foot devs Free Lives are set to release in early access form later this month.
It’s glorious enough to forgive any frustration you might have been left with when publishers Devolver Digital announced late last year that the corporate slapfest had been delayed into 2025.
Phasmophobia developer Kinetic has finally lifted the veil on its next small map — and it’s a diner.
Nell’s Diner is described as a run-down, retro restaurant complete with a “classic diner counter, comfy booths, and a kitchen preparing some less-than-savoury encounters.” Apparently, every meal at Nell’s “is an (un)happy meal.”
While we don’t have a release as yet — yep, I’m sad about it, too — Phasmo’s 14th map has been confirmed as a “small” venue “with its size akin to the game’s houses. This’ll be excellent news for smaller teams who struggle to get much done on big maps like Brownstone High School or the Sunny Meadows Mental Institution.
That’s not all, of course; the long-awaited rework of Grafton Farmhouse is also set to launch, and we even have a release date for that: August 12.
“Set in an isolated farmland surrounded by fields of corn, Grafton’s design has been totally overhauled to create a dilapidated home that’s best not entered alone,” the team teased. “Faulty electrics, caved-in ceilings and layers of dust await players bold enough to explore the building and its newly themed rooms – from an eerie attic, to the harrowing seamstress room.”
“Nell’s Diner, alongside the Farmhouse reworks, are all so central to our efforts in amplifying the horror in Phasmophobia, and I can’t wait for our community to experience it for themselves,” said Daniel “Dknighter” Knight, director of Kinetic Games and lead developer of Phasmophobia. “Our incredible art team have worked tirelessly on the upcoming content, and the Diner map in particular is one of the most unique maps we’ve added yet. We don’t want to spoil anything, but just know there are plenty of surprises to look forward to.”
It follows a similar reworking of Bleasedale Farmhouse earlier this year, and the release of the Point Hope lighthouse map this time last year.
Phasmophobia is a four-player online co-op psychological horror where you and your team of paranormal investigators enter haunted locations filled with spooky activity and gather as much evidence of the paranormal as you can. Since it launched in early access in 2020, spawning a new genre of ghost hunting games, it’s passed 23 million sales thanks to its blend of co-op horror and investigative gameplay. It made IGN’s 25 best horror games ever made list… but do you agree with our placement?
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.
I’d love to say that Bloodgrounds plunged me into a crimson mist, but in practice, this arena tactics RPG with town-building feels as cosy as a pair of soft leather socci on a frosty Saturnalia. The setup: you are a gladiator from a Roman-themed fantasy world, who has recently won his freedom in the arena. How is he celebrating his freedom? By becoming a gladiator manager himself, as he continues his quest for vengeance upon the Emperor who slaughtered his father.
Now, and as reported by Eurogamer, the Big N is back at it, with a fresh survey for those interested to get busy filling in. Indeed, you can click right here to go do just that.