Mittwoch, 7. Oktober 2026

Games industry investors are "sitting on the sidelines waiting for obvious slam dunks", says Undead Labs boss, with labour costs a key worry

Last month, State of Decay developers Undead Labs bought their own independence from Microsoft, after a deal with unnamed buyers fell through. The staff created a new holding company, Full Measure, to facilitate the buyout. Layoffs followed. Now, studio boss Philip Holt has offered an inside look on the transition, together with thoughts on the wider landscape of videogame industry investment. Short version: he thinks there's still money washing around, but the fatter cats are very much looking for "obvious slam dunks".

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Dienstag, 6. Oktober 2026

ROTETRA is Tetris where the blocks fall from four different sides at once and lord almighty I don't have the brainspace to be good at it, but it sure is fun

Look, I'm pretty reasonable at Tetris. I'm not one of those grand masters or anything, but I can both have fun and get a score that would at least make my hypothetical nephew impressed (assuming he also wouldn't be in the Roblox mines). Sometimes, though, a take on the beautiful block game rocks up that makes me question any such skills I may have. Today, that is ROTERA, a block stacking game in which you must manage tetronimos falling from four directions at once.

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Cancelled MMO spin-off Borderlands Online is playable once again, and the team behind the unofficial project thankfully didn't use any genAI to get it running

Where there's a will (and some talented, incredibly passionate modders), there is always a way in the world of video games. Today said will has manifested in the form of Borderlands Online, an MMO spin-off that was planned to be released exclusively in China as a free-to-play game. A build of that game was found a year ago, and now, it is playable. Neat!

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Retro platformer series Dizzy is back for a new game from its original creators, who are really happy for you to know it's made with AI

For British people who were actively playing games in the late 80s and/or retro enthusiasts looking back at that period of the industry, the name Dizzy might ring a bell (it doesn’t for me, but what can I tell you, I’m 24). A prolific platformer series starring a bipedal egg, it spanned formats from the ZX Spectrum to the NES and Game Gear, and managed sixteen(!?) releases between 1987 and 1992 - before slowing significantly past the millenium. Still, that hasn’t stopped its creators, the Oliver Twins, from trying to bring it back in the current era, and so came the announcement of another new Dizzy game during their talk at last weekend’s Play Expo in Blackpool.

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After 12 years, Ultra Street Fighter IV gets not one, but two connection-stabilising rollback netcode mods aaaand they're both made using Claude

Street Fighter IV, the game that basically revived the fighting game genre back in 2009 and gave birth (not literally) to a new subset of players lovingly referred to as ‘09ers’, saw its final iteration in 2014’s Ultra Street Fighter IV. While it wasn’t the most perfectly balanced game, it’s remembered fondly by its players and is viewed by many as the last vestige of ‘honest Street Fighter’. It’s also burdened with being limited to delay-based netcode rather than the more modern and more stable rollback netcode, but this is something modders are attempting to fix. Using genAI. Sorry if I got your hopes up.

To quickly explain why the different netcode matters, delay-based netcode handles latency issues by variably delaying inputs to match unstable connection, while rollback netcode removes this delay by accepting inputs immediately and then reversing the game state (rolling back) if the connection instability causes inconsistency between players. All of this to say, rollback has become the industry standard for its stability since the mid 2010s, leaving delay-based to rot in input-eating hell.

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Montag, 5. Oktober 2026

"Coders will never forgive me for this level": Warhammer 40,000: Boltgun 2 has a rotatable "fleshmetal" puzzle map that drove its own development team crazy

In the grim darkness of the far future, there is something far worse than war. There is: a level that is basically a huge, spinning lock full of tentacles, with your Space Marine or Sister of Battle protagonist naturally serving as the key.

Auroch Digital's new FPS Warhammer 40,000: Boltgun 2 launches next week, and I've been chatting to the game's principal designer Matt Bone about some of the more "creative" environments in store. It's a sturdy rule of thumb that all the best ideas in gamedev are the ones that make your colleagues want to fill your trousers with sea urchins. Bone certainly appears to have achieved this with the map comfortingly known as Vicious Circles.

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This week in PC games: Star Wars: Galactic Racer, Hellraiser: Revival, and a throwback tycoon game about turning utopias into carparks

Happy this week, all! I regret to inform you that the videogame developers have been at it again. Sometimes, I find that the promising new releases distribute themselves evenly throughout the week, like butter perfectly spread over just the right amount of toast. And sometimes, as with this week's haul, they congregate weirdly on Thursday and Friday. It's as though they were trying to get away from me, like rats ambushed in the pantry, pawing frantically against the weekend's closed and bolted door. Haha! Hahahaaha! There is no escape, cheese-filching squeakmonsters! Down you go! Down you go into the Maw!

If you think characterising new videogames as a rodent infestation is unkind, I quite agree. Rats are sociable, adaptable, and admirable creatures who deserve better than to be compared to stupid videogames. In any case, I am only being macabre because this is the month of Halloween – hence the conspicuous abundance of horror in the list below.

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