The second part of the news:
After a delay in 2025 and two delays this year (plus two more short delays this morning) mech fortress-builder Sand has finally launched
https://www.pcgamer.com/games/fps/after-a-delay-in-2025-and-two-delays-this-year-plus-two-more-short-delays-this-morning-mech-fortress-builder-sand-has-finally-launched/
Picture a huge metal beast lumbering through the sand dunes. As it lifts its mechanical legs and places its heavy metal feet down, you probably wouldn't be surprised if it stumbled, lurched, or even got stuck here and there for a bit.
That's what's been happening with Sand: Raiders of Sophie, a PvPvE extraction shooter where you build and pilot giant walking mechanical bases, stomp around in the desert on an alien planet, and battle both other players and their own walking bases. It's taken quite a few missteps on the long, sandy path to launch.
(...)
But here we are on June 22, and Sand: Raiders of Sophie is finally out in early access! That doesn't mean there weren't still a few more little stumbles at the starting line: as eager fans in the official Discord witnessed today, "a couple of wires got crossed that we need Valves help us uncross," the development team said, which delayed today's launch "an hour or two."
I usually skip soulslikes not made by FromSoftware, but one Steam demo just won me over
https://www.pcgamer.com/games/action/i-usually-skip-souslikes-not-made-by-fromsoftware-but-one-steam-demo-just-won-me-over/
I'm a FromSoft fiend, but there are hardly any other soulslikes I can stand. I can dig something a bit more removed like the first-person Lunacid or 2D Mina the Hollower, but there's an uncanny valley effect for me with stuff like Lies of P or Nioh: It's so close to being the thing I love, but doesn't quite bring it home.
Enter Prison of Husks, whose demo is live on Steam: It carries the same risk of comparison to the champaign of Souls with its camera, controls, and vibes, but manages to be different enough to really get my goat. The first thing that won me over was its commitment to a retro PS1 rendering style, boasting little touches that come off as genuine retro expression rather than hopping on an indie trend.
'Our game isn't gore porn' says director of game whose trailer features a zombie baby's skull being crushed and someone's eye getting scooped out with a knife
https://www.pcgamer.com/games/horror/our-game-isnt-gore-porn-says-director-of-game-whose-trailer-features-a-zombie-babys-skull-being-crushed-and-someones-eye-getting-scooped-out-with-a-knife/
A story trailer for the gross-out horror game Ill dropped earlier this month, although frankly I didn't notice much in the way of story: I was too busy looking at, as cataloged by our Australian goremaster Shaun Prescott, the eye-scoopings, skull stompings, zombie baby punchings, and other such goings-on to really hone in on the narrative angle of the whole thing. Still, Max Verehin, CEO of developer Team Clout, assured me during a recent chat that there is indeed a story going on in there, and that those over-the-top visuals are actually inspired in part by one of the best-loved horror sequences in videogame history: Half-Life 2's We Don't Go to Ravenholm.
I played that $1,000 Steam game. I regret it
https://www.pcgamer.com/games/i-played-that-usd1-000-steam-game-i-regret-it/
A recent Steam release has been making the social media rounds of late. Congratulations On Your Purchase is a, I hesitate to say 'game,' but a product, released at the end of May, that costs $1,000 / £748. "You paid for this. Not accidentally. Not on impulse. You saw the price. You read the description. And then you bought it anyway. Welcome" reads the description. Kind of. There's actually a bunch of broken HTML in there I can't copy over without confusing our CMS.
It's a status symbol, in essence: a 2026 replay of that I Am Rich iPhone app from 2008. The intention is that Steam users with more money than sense see it, purchase it, and flaunt it as a testament to their fantastic wealth, while also conveniently signing themselves up for the guillotine come the October Revolution 2.
Games Workshop never detailed how the Skitarii's most iconic weapon reloads, so Fatshark helped model it after a gaming classic
https://www.pcgamer.com/games/fps/games-workshop-never-detailed-how-the-skitariis-most-iconic-weapon-reloads-so-fatshark-helped-model-it-after-a-gaming-classic/
What weapon comes to mind when you think of a Skitarii in Warhammer 40k? A Shock Maul? An Arc Rifle? Or even the cool Transonic Blades that the Sicarian Ruststalkers use? For me, and a lot of others, it's their iconic longarm, the Galvanic Rifle. Visually, it resembles a flintlock with a glowing blue cylinder mounted on its undercarriage, a cool combination of old and new. But it's never been entirely clear how it reloads—does it take a clip? Or is it a revolver rifle?
Well, when creating the Skitarii class for Warhammer 40k: Darktide, it's a problem the developer Fatshark had to tackle.
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.