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

The Tuesday gaming news:

SALES/PLAYER COUNTS & DEALS

Steam’s Top 10

(Click here for the Top 100)

GOG has two new promos:

Steam has new deals and one lonely sale:

Humble Bundle brings back the Monster Hunter Spring Collection 2026, with up to 11 items to get (games, DLCs and a coupon) during 17 days: https://www.humblebundle.com/games/monster-hunter-spring-hunting-collection-2026

Fanatical hasn’t put new Flash Deals, at least not yet, but it has a new bundle: the BYO Solstice Bundle, featuring 20 games for your 1+, 5+ or 10+ game bundles during 34 days: https://www.fanatical.com/en/pick-and-mix/build-your-own-solstice-bundle

SOFTWARE & DRIVERS

-Empty-

MODS, EMULATORS & FAN PROJECTS

New Crimson Desert Mod Greatly Improves Its Physics Effects
https://www.dsogaming.com/mods/new-crimson-desert-mod-greatly-improves-its-physics-effects/
Modder ‘VAXIStaa’ has released a cool new mod that aims to overhaul the physics effects of Crimson Desert. So, let’s take a closer look at it.
The first version of the VAXIS’s Simulation Physics Mod improved the hair physics for all horses. It revised the physics for all cloaks, and it added higher wind reaction. Not only that, but it added new physics to all of the game’s paper sheets. Plus, it improved the cloth physics of tents, as well as the rope physics.
The modder has released two major updates for this mod. Version 2.1 allowed the behaviour of weapons and lantern to be fully dynamic instead of a set spline behaviour. It added physics to pieces of paper on signposts, and it added additional physics to lower-body clothes. Moreover, it added better collision for the lantern.
Version 2.2 added physics for Kliff’s long beard, as well as higher wind reaction to Kliff’s long beard. Furthermore, it added better physics for Kliff’s hairstyles. Not only that, but it added new physics to Demains Long pony tail hair and higher reaction to wind, and it toned down wind reaction for the rope that became too stretchy.
All in all, this is a mod that a lot of Crimson Desert fans will find interesting. You can go ahead and download it from this link. At the end of the article, you can also find a showcase video. From what I know, it is compatible with the latest game version.

This Subnautica 2 mod lets you kill all the fish you want
https://www.pcgamer.com/games/survival-crafting/this-subnautica-2-mod-lets-you-kill-all-the-fish-you-want/
If you've had your eye on the Subnautica 2 discourse for the past few days, you already know it revolves around a single topic: to kill or not to kill?
Long story short, players want a way to fight back against hostile sea creatures like Nibbler Mangos and Hammerheads, pointing out that the original Subnautica had a survival knife you could use to stab mean fish and even leviathans to death.
Subnautica 2 devs, meanwhile, have responded by essentially saying: "How about no?" Okay, what they actually said was go play some other game if you want to kill stuff, because Subnautica 2 is "not a killing game." Fair enough: it's their game and if they don't want to add weapons, they obviously don't have to.
But now there's now an option if you like Subnautica 2 but still want to kill stuff: use a mod. The Killable Creatures mod by jibotron doesn't give you any weapons, but it weaponizes some of the tools you already have and lets you fight back against all those oceanic pests.
"Getting into Subnautica 2 for the first time and then realizing they took away the ability to kill made me angry," modder jibotron said. "Why take away a feature so simple especially when its a sandbox survival game? And after seeing the devs tell people it wont be coming back and it doesn't suit their vision for the game I thought why not make it myself having experience modding other games."
With the mod installed, swinging the survival multitool (it's a hammer) deals 20 damage to creatures and the sonic resonator deals 50. Do enough damage and you can kill just about any creature you see, after which they'll float upside down like an aquarium casualty.
>> The article has a gif/video showing the mod in action.

I just learnt I've been playing Metal Gear Solid 3 with a broken camera for 15 years
https://www.pcgamer.com/games/action/i-just-learnt-ive-been-playing-metal-gear-solid-3-with-a-broken-camera-for-15-years/
A confession: I've never played the original PS2 version of Metal Gear Solid 3. Though I had (and loved) MGS1 on PlayStation, I became an Xbox—and then PC—boy thereafter, which meant I only got access to the third game when it got a Bluepoint HD edition in 2011. That same Bluepoint HD edition would become the basis for the version in Konami's Metal Gear Solid Master Collection Volume 1 in 2023.
Which means I've been playing MGS3 wrong, it turns out.
Afevis Solmunko, head honcho of the Master Collection graphics fixpack MGSHDFix, recently announced a big tweak coming to MGS3's Master Collection version in the mod's upcoming 3.1.0 version: a fix for Bluepoint's misaligned cutscene camera that's has been in the game ever since its initial 2011 release, and which no one has since fixed.
"In both 2011 [HD Collection] & 2023 [Master Collection], the camera in ALL of MGS3's cutscenes is ~10% higher than PS2's framing, cutting off the bottom of screen," wrote Solmunko. "Now fully corrected/properly centered by MGSHDFix."
Solmunko's been on a tear recently. Just last week I wrote about him uncovering true third-person mode in MGS2, obscured by just a single variable in the game's code.
10% might not sound like much, but in example images compiled by Metal Gear augur Heitais, the difference is very noticeable. The camera being angled just that touch higher in the game's Bluepoint version cuts off a chunk of every scene's bottom part. Is it fatal? Well, clearly not, since I didn't even notice for the previous decade and a half, but it certainly isn't desirable in a game as deliberately concerned with its framing and general cinema-ness.
The issue is also present in MGS2, though Solmunko seems to still be toying with the idea of fixing it there. In a post on the Metal Gear Network Discord, he wrote that he "Mightttt recenter MGS2 as well—they aligned the bottom edge of the frame and added more headroom, which results in you being able to see things like Ocelot teleporting / characters loading in." Sounds good to me. Though this is Metal Gear: maybe it's not a bug and Ocelot can actually just teleport.
>> The article has some of the comparison images mentioned, and the mod is available from Github.

GAMING NEWS

Project Rabbit is a Souls-like reimagination of Alice in Wonderland
https://www.dsogaming.com/news/project-rabbit-is-a-souls-like-reimagination-of-alice-in-wonderland/
Novaflare has just announced Project Rabbit, a reimagination of Alice in Wonderland with a Dark Souls combat system. To celebrate this announcement, the team shared a trailer that you can find below. This trailer packs a few seconds of gameplay footage. So, be sure to watch it.

LEGO Batman: Legacy of the Dark Knight’s Denuvo Bypassed Before Release
https://www.dsogaming.com/news/lego-batman-legacy-of-the-dark-knights-denuvo-bypassed-before-release/
The Early Access for LEGO Batman: Legacy of the Dark Knight will begin in around 4 hours from now. However, it appears that a Hypervisor bypass for its Denuvo protection has already been released.



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.