By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Welcome to the Monday gaming news:

SALES/PLAYER COUNTS & DEALS

Forza Horizon 6 has hit a higher peak player count than Forza Horizon 5 and it's not even out yet
https://www.pcgamer.com/games/racing/forza-horizon-6-has-hit-a-higher-peak-player-count-than-forza-horizon-5-and-its-not-even-out-yet/
I guess we can call Forza Horizon 6 letting players go to Japan and race against a mech a success then. The incarnation of Forza Horizon with kei trucks and indestructible cherry blossom trees in it is available four days early for people who buy the premium edition, and they have turned up in droves. It hit a peak of 178,009 players on Steam alone according to SteamDB, which puts it well ahead of Forza Horizon 5, the previous entry peaking at 81,096 players on Steam four-and-a-half years ago.

Terraria devs reveal the game's average playtime on PC is over 100 hours as it passes 70 million copies sold
https://www.pcgamer.com/games/survival-crafting/terraria-devs-reveal-the-games-average-playtime-on-pc-is-over-100-hours-as-it-passes-70-million-copies-sold/
Whenever I remember I have 80 hours logged in Terraria, I'm a little shocked because it doesn't feel like I put nearly that much time into it. Turns out, those are rookie numbers anyway—in a blog post published yesterday, developer Re-Logic shared a bunch of stats and revealed that the average PC player's logged time was 101 hours and 18 minutes.
Given how many players don't complete the RPGs they buy, that's a pretty impressive stat for a 15-year-old survival game. It probably helps that it's pretty good—Luke Winkie called it "one of the best adventures out there" in his 83% re-review from 2018—and that it just can't seem to stop growing, with each new gargantuan update making former claims that it was finished seem increasingly absurd.
Another notable stat from the post is that the game has sold a whopping 70 million copies across various platforms, beating out mega hits like The Witcher 3. PC is unsurprisingly the most popular platform by far with 39.6 million copies sold (and 12.3 million tModLoader downloads on Steam). It's perhaps more evidence that there is virtue in being able to run on anything.

Steam has new deals and sales

The Humble Store presents the Square Enix Golden Week Sale, featuring up to 90% discounts during 27 days: https://www.humblebundle.com/store/promo/square-enix-golden-week

Fanatical has a few things worth sharing:

SOFTWARE & DRIVERS

-Empty-

MODS, EMULATORS & FAN PROJECTS

Fallout: New Vegas Mod Introduces Dynamic Combat Encounters
https://www.dsogaming.com/mods/fallout-new-vegas-mod-introduces-dynamic-combat-encounters/
Modder ‘StealthDick’ has released a pretty cool mod for Fallout New Vegas. This mod populates the Mojave with thoughtful, location-aware combat encounters. As such, world exploration will now get more interesting.
Going into more details, every time you step into a new exterior cell, the mod quietly runs an encounter check. If the stars align, right location, right timing, right faction relations, a group will spawn near you, outside your field of view, and will come looking for you.
The Mojave is divided into 179 hand-authored encounter zones built around real map markers. Each zone has its own spawn chance, priority tier, and a weighted list of encounter tables. When you enter a cell, the mod finds every zone that contains your position, picks the most relevant one (lowest priority wins), rolls the zone’s spawn chance, and fires the encounter if it connects.
Open highway stretches, and warzones run at 40–65% chance. Named locations and towns sit around 30%. Suppressed zones, towns with friendly NPCs, remain untouched.
Once a zone wins and the chance roll connects, the mod builds a weighted pool of eligible tables for that zone. It then filters out any table whose faction won’t actually attack you (based on reputation, vanilla enemy flags, recent crime victims, and nearby combatants). Afterward, it picks a group size from the table’s defined range, selects an anchor actor, spawns them outside your aim cone at a pathable location, and then groups the rest around them. Finally, it sets the whole group to search for the player.
It’s also worth noting that the mod makes a genuine attempt to respect where you are in the story. Based on TLD’s FPGE script, spawn tables are gated behind story state globals so the right factions show up in the right places at the right time.
>> There is no media about this mod.

Need for Speed: Underground 2 Unreal Engine 5 Fan Remake Gets New Gameplay Clip
https://www.dsogaming.com/videotrailer-news/need-for-speed-underground-2-unreal-engine-5-fan-remake-gets-new-gameplay-clip/
2Unreal5Underground has released a new gameplay clip for his upcoming fan remake of Need for Speed: Underground 2 in Unreal Engine 5. So, in case you’ve been wondering, no. This fan remake is not dead, and we might one day get our hands on it.
In this gameplay clip, we get our first glimpse at an Outrun Race. According to 2Unreal5Underground, AI still needs some polish as it is still doing weird things. Traffic cars can spawn around the player as well as open-world opponents that you can race in regular free run and during career mode.
It’s also worth noting that the cars have an entirely new suspension. This will give the player a much larger travel range, better bump stop, and much, much better control.
>> The clip is roughly 1 minute long.

9 Minutes of Gameplay From the Resident Evil 3.5 Unreal Engine 5 Fan Remake
https://www.dsogaming.com/videotrailer-news/9-minutes-of-gameplay-from-resident-evil-3-5-unreal-engine-5-fan-remake/
YouTube’s ‘Luli Studio’ has shared a video, showcasing 9 minutes of gameplay footage from the fan remake of Resident Evil 3.5 in Unreal Engine 5. This project aims to recreate the Hookman Demo that Capcom showcased at E3 2003. So, if you were a fan of it, you should definitely check it out.
For those who did not know, the Resident Evil 3.5 “Hookman” demo is basically the E3 2003 demo of Resident Evil 4. In E3 2003, Capcom showcased a supernatural-focused version of RE4 featuring Leon S. Kennedy.
This was what Resident Evil 4 was originally meant to be. However, Capcom decided to cancel it and create the RE4 we all now know and love.
In the E3 2003 demo, Leon was exploring a haunted castle, suffering from hallucinations (blue-tinted scenes, living dolls), and fighting the near-invincible, teleporting Hook Man. The demo had an over-the-shoulder camera, red laser sights, and intense lighting/shadow effects.
This first gameplay video focuses on the overall atmosphere of it. The artist is currently working hard on programming the Hook Man AI and combat mechanics.
It’s also worth noting that the next video update for this project will feature early gameplay tests using classic Fixed Camera angles. This will definitely put a smile on the face of all RE fans.
What’s cool here is that Luli Studio plans to release a playable demo of this fan remake. As such, Resident Evil fans will be able to actually play it. There is currently no ETA for when this playable demo will come out. Naturally, though, I’ll be sure to keep you posted.

Nintendo 64 emulator just implemented rollback netcode for the entire library: 'It was honestly not that hard'
https://www.pcgamer.com/software/nintendo-64-emulator-just-implemented-rollback-netcode-for-the-entire-library-it-was-honestly-not-that-hard/
I've always loved the clean simplicity and disgusting combo game on offer in the original Super Smash Bros. but it's hard to actually get a game with other humans together in 2026. The same goes for anything that's most easily played on archaic hardware. While several emulators have netplay features, anything requiring twitch reactions tends to feel noticeably better in local multiplayer. But that might be changing—at least for the Nintendo 64.
RMG-K, a fork of the RMG Nintendo 64 emulator, received an update May 14 (via Kotaku) which implemented rollback netcode for the entire emulator, though developer CigNus has noted it's currently limited to two-player sessions. Bluesky user Grasluu00 posted a video of GoldenEye multiplayer using the new feature, saying "Input delay is greatly reduced and desyncs are far more uncommon. This morning we managed to play from Spain to Australia with 4 frames of delay! Before this we had to do 9!!!"
If you're not familiar with rollback netcode or why it causes crowds at fighting game tournaments to erupt into applause when its name is said, it's a miracle of online multiplayer tech that makes fast-paced multiplayer games playable even with rough connections.
>> The update is on Github and the article doesn’t have any media.

The Legend of Zelda: Twilight Princess PC Update 1.2.0 Released
https://www.dsogaming.com/patches/the-legend-of-zelda-twilight-princess-pc-update-1-2-0-released/
The team behind Dusklight, the unofficial PC port of The Legend of Zelda: Twilight Princess, has released a new update for it. So, let’s see what this new version brings to the table.
Dusklight required a GPU with support for either D3D12, Vulkan, or Metal. However, Dusklight V1.2.0 adds experimental support for DX11 and OpenGL. This means that Dusklight can now run on devices that don’t support Vulkan 1.1, D3D12, or Metal.
Version 1.2.0 also adds a Capped FPS option. Players can now set any framerate limit they want. The team has also added many fixes and improvements to framerate interpolation. Plus, they added a new “Area” output resampling option. This is said to be a smoother resampler for both upscaling and downscaling from the internal resolution.
And that’s not all. This new version of Dusklight adds an option to enable and disable texture replacements in-game. It also adds better achievement logic for Skybook characters. Furthermore, it adds a safety mechanic for autosaves. This means that the game will no longer autosave after loading a state or after a reset.
It’s also worth noting that this latest version comes with a number of bug fixes. For instance, it fixes a mipmap texture replacement regression that could occur in v1.1.1. It fixes a softlock that could occur on the title screen when resetting while saving. Moreover, the game should be more stable now on your device as the team has fixed various crashes on all platforms.
All in all, this is a must-have update for everyone who wants to play The Legend of Zelda: Twilight Princess on PC. You can go ahead and download it from this link. At the end of the article, you can also find its full patch notes.
>> The article also has an over 10 minutes video.

GAMING NEWS

-There are none. All the articles DsoG had for today are about mods.-



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.