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Xbox Console Supply Blamed as Hardware Sales Drop 14%

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Xbox console supply is now the official explanation for a weak hardware quarter, with Xbox chief Asha Sharma insisting that demand outstrips what Microsoft can put on shelves. The claim came alongside Microsoft’s latest earnings, which showed Xbox hardware sales down 14 percent year on year.

“Console sales remain constrained by supply, with more demand than consoles available,” Sharma wrote on X. She said Microsoft is working to get more consoles to players, including through an expanded refurbishment program, and added: “We’re making progress, with a lot more work ahead.”

What the quarter’s numbers show

For the three months ending September 30, Xbox revenue slipped 2 percent to roughly $5.38 billion, from about $5.51 billion a year earlier. That is a smaller decline than the 10 percent drop reported the previous quarter. Content and services revenue also dipped slightly. Microsoft’s finance chief attributed that to lower third-party content and Game Pass revenue, partly offset by growth in first-party content.

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Sharma’s own summary leaned on the positives: record performances for Minecraft and the World of Warcraft: Forever beta, double-digit growth in PC revenue, and what she called Call of Duty’s most acclaimed release in over a decade. Microsoft has not offered sales figures for the new Call of Duty, and it hasn’t published Series X/S unit numbers in years, so the scale of the hardware decline is hard to gauge.

Context matters here too. Microsoft’s Azure cloud business brought in $33.1 billion in the same quarter, about six times Xbox’s total. Gears of War: E-Day and Call of Duty: Modern Warfare 4 launched after the quarter closed, so they will show up in the next report, alongside World of Warcraft: Forever and Grand Theft Auto 6.

Is it really a supply problem?

Not everyone accepts the framing. In the U.S., consoles are often available through Xbox’s own store and online retailers, so a determined buyer can usually find one. Some European fans have also pushed back publicly, saying the claim doesn’t match their experience of shopping for a console in regions where Xbox stock has been patchy or where Microsoft has scaled back service.

The likely culprit behind any real shortage is the memory-chip crunch driven by AI demand, which has pushed up console prices over the past year and is forecast to worsen into 2027. Xbox has already raised prices repeatedly, and a pricier anniversary Series X is due in November. Tight Xbox console supply and rising prices can plausibly look the same on a sales chart, which makes “constrained by supply” difficult to separate from “demand fell as prices rose.”

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The refurbishment push

Microsoft’s remedy is to recycle hardware that already exists. Some U.S. owners who hadn’t switched on their consoles in a while received emails encouraging them to trade them in at retailers such as Best Buy. Microsoft doesn’t profit from a used-console sale, but a refurbished machine in an active player’s hands can generate revenue later through game and subscription purchases. With GTA 6 arriving this holiday season, that logic is clear.

The bigger test ahead

The stakes extend beyond this holiday. Next-generation Project Helix hardware is reportedly targeting holiday 2028, and one recent report estimated a price of $1,200 to $1,800 if Microsoft chose not to subsidize it as it has with past launches. The same memory shortage that is squeezing today’s Xbox console supply could shape what that machine costs and whether it ships in volume.

All of this unfolds amid wider upheaval. Sharma’s restructuring has led to more than 1,800 job losses at Xbox so far, with more layoffs expected, and Microsoft has offered voluntary exits to many thousands of employees company-wide. Microsoft overall is thriving on cloud revenue, but Xbox hardware remains the weak spot. Whether supply is truly the limit, or a convenient explanation, may become clearer when holiday results arrive.

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Kirby Air Riders Halloween Event Cancelled Before Its Nov. 4 End Date Over Game-Freezing Bug

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Nintendo has pulled the Kirby Air Riders Halloween event from its Switch 2 racer just two days after it launched, citing a bug that made the game freeze mid-race. The seasonal celebration was meant to run until November 4, but it will now end well before Halloween itself.

What Nintendo said about the cancellation

The announcement came from Nintendo’s Japanese support account on X on October 30. According to a machine translation of the post, the company had “identified an issue” in the ongoing “Trick or Treat!” event in which “the screen may temporarily freeze during gameplay.” Its conclusion was blunt: “we have decided to cancel this event.” The news was first spotted by Nintendo Life.

The event started on October 28 and was the first Halloween outing for the roughly 10-month-old game. It brought spooky and fall-themed decorations, plus ghost-hat cosmetics that players could earn through play. Players reported the problems almost immediately, with clips circulating online of the game stalling for several seconds at a time. For a racing game, that kind of hitch can ruin a run.

Will the event come back?

Nintendo has not written the event off entirely. The same post says the company plans to hold it again so that players can still obtain the associated rewards, and that more details will follow once they are finalized. There is no date, and no indication of whether “again” means before the end of the year or some time later. Calling an event both “cancelled” and “planned to return” leaves a lot of room for interpretation. Kotaku says it has asked Nintendo for clarification.

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The sources also don’t say what is actually causing the freezes. Nintendo’s statement describes the symptom but not the technical cause, and it has not said how long a fix might take. The fact that it pulled the content outright rather than patching it over the weekend suggests the problem is not a quick one, though that is an inference rather than anything the company has confirmed.

A small stumble for a game still getting updates

Kirby Air Riders, directed by Masahiro Sakurai of Super Smash Bros. fame, was released in 2025 as a follow-up to the 2003 GameCube title. It is a light, colorful racer, and ongoing themed events are a sign Nintendo is still investing in it months after launch. Seasonal updates like this one are a way to keep players returning, which makes a botched rollout on the first spooky season an awkward moment.

For players, the practical upshot is simple. The Halloween content is gone for now, the ghost hats are out of reach until the event returns, and Nintendo has promised a second chance without saying when. Anyone hoping to wear them on actual Halloween will likely be disappointed, but the company’s pledge to let players earn the rewards later at least means nothing is being lost permanently. Further details on the Kirby Air Riders event are expected once Nintendo finalizes its plans.

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Festering Secret Quest in Phantom Blade Zero: No Verified Walkthrough Yet, but a 5-Step Guide to a Related Quest Exists

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Players searching for help with the Festering Secret quest in Phantom Blade Zero will have to wait for a reliable answer. The source material gathered for this article does not contain a usable walkthrough, so guessing at objectives, locations or bosses would only send people in the wrong direction.

What the sources say about the Festering Secret quest

The GamesRadar page that carries the Festering Secret headline came through only as site navigation, newsletter prompts and sign-up text. None of the quest’s steps, rewards or requirements appear in it. The second source, from Polygon, is a walkthrough for a different side quest called “Whence the Weeping.” It never mentions the Festering Secret quest, so nothing in it can be applied to that mission.

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A related guide: the Whence the Weeping quest

Because the Polygon guide is the only substantive material available, here is what it reports. “Whence the Weeping” begins very early, after the protagonist, Soul, wakes up following the carriage sequence in Weeping Creek Valley. The objective is simply to find the source of a woman’s weeping. The guide says the quest takes far longer to finish than its early start suggests, and that it can only be completed later in the campaign. Following the sound itself does not advance it. Players are told to follow the map icons and pick the dialogue options about the weeping.

Polygon breaks the quest into five steps:

  • Talk to Yu’er in Weeping Creek Valley and ask about the woman’s weeping.
  • Defeat the final boss of Crimson Forest.
  • Ask Jewel in the Village of Lu region about the faint weeping.
  • Travel to Meigu Lake.
  • Reach the Mountain of Imprisonment and beat its final boss.

The guide adds some detail on the later steps. Reaching Meigu Lake requires beating a boss in Pangzhen, which yields a story item that can be repaired into the Flaming Mane phantom edge. That weapon burns away the roots blocking the path east of the Pavilion of Knowledge Crossroads bell. Before heading to the Mountain of Imprisonment, players should finish the “Illusory Pipa” side quest. The item it provides is needed to disperse the mist at the Weeping Mistgate.

What to do while waiting for a Festering Secret quest guide

Anyone stuck on the Festering Secret quest should check the in-game quest log and map markers first. Players can also look for an updated guide from a publisher that has actually covered it. The Polygon walkthrough does show how this game tends to structure side quests: vague early objectives, steps unlocked by story progress, and dialogue choices that matter. That is a general pattern from one guide, though, and not evidence of how this particular quest works.

Until a source with real details appears, no one can say with confidence where the Festering Secret quest starts, what it asks of players or how it ends.

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BioWare Closure Reportedly Came Down to One Choice: EA Could Afford Battlefront 3 or Mass Effect 5, Not Both

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The BioWare closure, according to a new Bloomberg report, was less a verdict on one studio than the result of a budget squeeze. People familiar with EA’s strategy say executives concluded the company could back only one expensive sci-fi blockbuster, and they picked a new Star Wars: Battlefront game over Mass Effect 5.

A $18 billion debt and two expensive bets

The report ties the decision to EA’s finances. The publisher is carrying roughly $18 billion in debt after the $55 billion leveraged buyout led by Saudi Arabia’s Public Investment Fund. Against that backdrop, the “recent emergence” of a chance to make a third Battlefront game meant EA suddenly had two sci-fi projects on the table. Each was expected to cost hundreds of millions of dollars.

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Battlefront 3 won out because leadership saw it as “a less risky, more predictable bet than a new Mass Effect,” Bloomberg reported. That is notable because, by the report’s account, development on the Star Wars game had not even started. Mass Effect, by contrast, had been in the works for years. IGN says Respawn and DICE are working on Battlefront 3, though little else is known about it.

What EA has said about the BioWare closure

EA has not publicly confirmed the Battlefront trade-off. A spokesperson said the company “collectively reached this decision following months of planning, review, and analysis,” citing “evolving business conditions, industry dynamics, and our long-term priorities.” The statement added that “we ultimately have to make tough decisions to focus our teams on the biggest opportunities for our future.”

That language is broad, and it fits the picture Bloomberg paints of a company reallocating money toward projects it considers safer. Other reported factors point the same way. BioWare’s recent games have a weak commercial record, with Mass Effect: Andromeda, Anthem and Dragon Age: The Veilguard all described as commercial failures. Management ranks were also reportedly reshuffled to include more people from EA Sports, at the expense of voices who championed BioWare. EA bosses are said to have lamented Veilguard’s sales and suggested it might have fared better as a live service game.

What Mass Effect 5 was shaping up to be

The cancelled game, known internally as Mass Effect Universe, was still at an early stage. Bloomberg says around 50 people were working on it after EA had already gutted the studio following Veilguard’s underperformance. An internal trailer made for EA leadership last year has since leaked, and IGN verified it as genuine. It reportedly showed a pre-rendered look at familiar series staples: weapons, powers, alien species, a Mass Effect relay, space travel, a nightclub and a galaxy map aboard the player’s ship.

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Details that accompanied the leak describe a game set 600 years after the Reaper war, amid a galactic cold war. The player would be “a cross between John Wick and James Bond,” with “Hitman-style freedom” in how levels are approached. Romance would reportedly not be “sanitised,” and the Milky Way and Andromeda galaxies would be connected. How much of that was playable is unclear, though it was clearly far more developed than Battlefront 3.

Layoffs, a petition and a franchise in limbo

The wider fallout is significant. The latest round of cuts reportedly removes about 400 jobs across EA, around 3% of its workforce. BioWare’s Austin studio is said to remain open, supporting other EA games in development. Fans have responded with a petition to save Mass Effect that is nearing 300,000 signatures. There is no evidence EA plans to part with the franchise, even though it now sits dormant. Amazon’s Mass Effect series for Prime Video is reportedly still in development.

BioWare co-founder Greg Zeschuk, who left in 2012 with fellow co-founder Ray Muzyka, called the buyout “the final nail in the coffin.” He argued that BioWare’s “unusual games that take a long time and they’re complicated” are a harder fit for a company where “it’s easier just to pump out sports games every year.” Taken together with Bloomberg’s account, the BioWare closure looks like a story about risk appetite under heavy debt. EA has chosen a licensed shooter with a mixed but recovering track record over a new entry in one of gaming’s best-loved RPG series.

Battlefront 2 launched in 2017 and initially struggled, partly because of its loot boxes, before years of updates left it in a much better place. EA appears to be betting that history can repeat more reliably than a new Mass Effect could.

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No More Assassin’s Creed Remakes in Development, Ubisoft Confirms, as Hexe and Invictus Take Priority

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Ubisoft has confirmed that no more Assassin’s Creed remakes are in active development, a notable statement after the company’s recent work on Black Flag Resynced. The announcement came in a fireside-chat-style post from Jean Guesdon, the publisher’s head of content, which also covered the multiplayer project Invictus, the witch-themed Hexe and new updates for games already on the market.

“One thing we want to be transparent about today is that we currently have no other Assassin’s Creed remake actively in development,” Guesdon wrote. He said the teams are focused on the next chapter of the series, including “projects you haven’t heard about yet, featuring new settings and stories.”

A Pause, Not a Ban, on Assassin’s Creed Remakes

Guesdon was careful not to rule remakes out for good. “Don’t mistake that for a closed door,” he wrote, adding that Ubisoft loves the idea of revisiting its classic titles and will keep exploring ways to bring older games back. In other words, the current plan is a change of focus rather than a policy.

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The timing is notable. Rock Paper Shotgun points out that Ubisoft recently made layoffs at Ubisoft Singapore, the studio behind Resynced, as part of wider cost-cutting following an investment from Tencent. In May, chief executive Yves Guillemot reportedly told investors the coming financial year would be a “low point,” with stronger returns expected from Assassin’s Creed, Far Cry and Ghost Recon by early 2029.

What Players Told Ubisoft

Guesdon also shared the results of a community survey about what players want from the franchise. Three themes emerged: better communication from Ubisoft, more effort to protect the series’ “unique identity,” and a more coherent narrative that respects and expands its lore. Ubisoft plans more closed-door workshops on the series’ future with prominent fans, held over Discord. The post also introduced the franchise’s new leadership, including Martin Schelling as head of brand.

Invictus and Hexe: What Comes Next

Invictus, the still-unrevealed multiplayer project, held a closed playtest of a new prototype a few months ago. According to Guesdon, testers liked the PvP, the parkour, the map verticality and the range of characters. But they wanted more of the elements that define Assassin’s Creed. The team has spent the months since acting on that feedback, and Invictus is “evolving in an exciting direction” that Ubisoft says stays true to its multiplayer ambitions without drifting from those pillars.

Hexe, reportedly a witch story set in the era of the Holy Roman Empire, will get more detail next year. GamesRadar+ describes the project as “making steady progress” toward a 2027 update. Rock Paper Shotgun adds that Clint Hocking is no longer working on it.

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Updates for Resynced and Valhalla

Existing games are still getting attention. Black Flag Resynced has received a New Game+ mode, a “nightmare” difficulty, new takedown animations and fresh cosmetics. Assassin’s Creed Valhalla will get its own New Game+ on 5 November, with an optional progression system, more upgrade resources, a new gear quality level, a stash system and cosmetics.

Guesdon also mentioned the Netflix adaptation and next year’s 20th anniversary of the series, though the post gave few specifics on either.

For fans, the message is mixed. Assassin’s Creed remakes are on hold, but the door is open, and the next few years depend on Hexe, Invictus and projects not yet announced. How well Ubisoft handles the narrative coherence and identity players asked for will likely decide how those bets are received.

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Celeste and TowerFall Pulled From Xbox as Developer Joins BDS Boycott of Microsoft

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Two of indie gaming’s best-known titles have quietly disappeared from Microsoft’s storefront, and their creator says it was deliberate: Maddy Makes Games delisted Celeste and TowerFall from Xbox in support of the BDS boycott. Players noticed the games were missing earlier this week, and on October 29 developer Maddy Thorson confirmed the move on Bluesky. “For those who’re asking, yes we delisted Celeste and TowerFall on Xbox,” she wrote. “We did this to support the BDS boycott.”

Thorson’s post did not elaborate, and the sources reviewed here include no further statement from the studio. Both games remain on sale on PlayStation, PC and Switch. On Xbox, they can no longer be bought. Celeste launched in 2018 and TowerFall in 2013. IGN said it had asked Microsoft for comment, and none had been reported at the time of writing.

What the BDS boycott is asking for

BDS stands for Boycott, Divestment, Sanctions. It describes itself as a Palestinian-led movement for freedom, justice and equality, and it is modelled on campaigns against apartheid-era South Africa. Its stated aim is to pressure Israel to end its occupation of Arab lands, recognise equal rights for Palestinian citizens of Israel and respect refugees’ right of return. Xbox is a priority target because of Microsoft’s relationship with the Israeli government. According to BDS, Microsoft supplies Azure cloud and AI services to the Israeli military. The movement has urged people to cancel Game Pass subscriptions and stop buying Microsoft gaming products.

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Microsoft disputes the most serious allegations. It acknowledges providing Israel’s Ministry of Defence with software, professional services, Azure cloud and AI services. But after an internal review it says it has “no evidence to date” that its technology has been used to target or harm people in Gaza. Several outlets note that investigative reporting contradicts that position. Polygon points to 2025 Guardian reporting that Azure was used for mass surveillance of Palestinians’ phone calls. Microsoft later cut off Israel’s access to some of the technology involved, but BDS still lists the company as a target because it continues to supply other services.

A growing list of developers

Maddy Makes Games is not the first studio to act, though it may be the highest-profile so far. Australian studio House House said a few weeks ago that its co-op game Big Walk would skip Xbox. It admitted this runs against the game’s purpose of being played with friends. The studio said it would bring the game to Xbox only once Microsoft and/or Xbox are no longer BDS targets. Developers behind Tenderfoot Tactics, All Will Rise and Luck be a Landlord have also backed the boycott. Penguin Colony’s developer, meanwhile, added a pointed statement to the game’s credits and blocked sales in Israel.

There is a difference between the earlier cases and this one. Big Walk never launched on Xbox, so the boycott cost nothing already earned. Celeste and TowerFall were established products with years of sales behind them. Pulling them means giving up ongoing revenue on a major platform and leaving Xbox players without access. That makes the decision a sterner test of commitment than declining to launch.

For Microsoft, the commercial impact of a few indie delistings is probably small. The reputational signal may matter more. As House House put it, the participating developers believe “coordinated collective action can confront even the most powerful interests.” Whether the BDS boycott spreads from small studios to larger publishers is the question to watch, and so far the sources show only a handful of independent teams taking part.

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The Duskbloods Delay Pushes FromSoftware’s Switch 2 Exclusive Into 2027

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The Duskbloods delay is official: FromSoftware’s Nintendo Switch 2 exclusive will no longer arrive in 2026 and is now slated for an unspecified date in 2027. The studio announced the change on October 29 through the game’s account on X, saying it needs more time for “final adjustments to game rules and balancing.”

What FromSoftware said about the delay

The studio framed the move as a response to the August network test. According to its statement, players showed “active interest in the core concepts of the game,” including combat, strategic depth and player expression. FromSoftware wants to strengthen those areas before launch. The statement also included an apology to fans who had been waiting for the game and thanked them for their patience.

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The wording differed slightly between versions. A Japanese-language post described the goal as a game that is enjoyable “not only through direct combat but also through various maneuvers and diverse strategies.” Across every version, the message is that the core design is staying put and the tuning is what needs work. Engadget reports the game is in the final stages of development, and the studio itself uses the phrase “final adjustment stage.”

Why the network test matters

The August test was a major moment for the game, and it was not entirely smooth. Eurogamer reports that the first session ended early because of serious connectivity problems, though later sessions ran better. Demand was strong, however. More people applied to join the closed test than applied for the one for Elden Ring Nightreign, which is notable for a game that can only be played on one console.

The game itself is an unusual FromSoftware project. Polygon describes it as a PvPvE title in which eight players take on the roles of characters called Bloodsworn. They fight monsters and each other in match-based sessions, racing to earn victory points called Virtue, and there are several routes to winning. That is a long way from the repeated-death structure of Dark Souls or Elden Ring. Game director Hidetaka Miyazaki has said he hopes the design produces “unexpected drama.” A system built on competing strategies is the kind of thing that can fall apart if one tactic or character proves too strong, so more balancing time is plausible.

A crowded calendar and a familiar pattern

Timing probably helped make the decision easier. Engadget and Polygon both note that Grand Theft Auto 6 is arriving in November, and Engadget adds that a remake of The Legend of Zelda: Ocarina of Time is also set to dominate attention for the rest of the year. A new multiplayer game with no marketing push in recent weeks would have faced a difficult launch window.

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Signs of slippage had been building. Eurogamer notes that a rumored September date came and went, and Nintendo said the game was not releasing on September 24. Fans had also heard nothing from Nintendo or FromSoftware since the August playtests, which left many doubting the 2026 window.

This is also not the first time FromSoftware has held back a Switch 2 release. The Switch 2 port of Elden Ring was originally expected in 2025 but did not land until this August, after reports of performance problems suggested it needed more optimization work. Taken together, the two delays suggest a studio willing to move dates rather than ship Switch 2 games it considers unfinished.

What the Duskbloods delay means for players

The Duskbloods was revealed in April 2025 during a Switch 2 showcase, so the game has already been a long wait. The Duskbloods delay adds more months, with no firm date given. It also means FromSoftware’s next release after last year’s Elden Ring Nightreign will arrive later than planned. Eurogamer notes that Miyazaki has suggested the studio is keen to return to single-player games after these two multiplayer projects.

For fans, the practical takeaway is modest but clear. The game is not canceled, its design is not being overhauled, and the studio says it is fine-tuning rather than rebuilding. Whether the extra time pays off will depend on how the final rules and balance hold up once the game is in players’ hands. Until FromSoftware names a date, 2027 is all anyone has to go on.

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Nintendo’s Indie World Showcase Lands Oct. 28 at 10 a.m. ET, and It Runs Just 15 Minutes

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Nintendo has scheduled a new Indie World showcase for Wednesday, October 28, giving Switch and Switch 2 owners a quick look at smaller games headed to the company’s consoles. The presentation begins at 10 a.m. ET (7 a.m. PT) and is expected to last roughly 15 minutes.

The announcement came on short notice, one day ahead of the stream. According to Kotaku, Nintendo shared the details through its Nintendo Today app. Kotaku also pointed to a post from the game-deals account Wario64 that listed the time and the approximate runtime. One note on dates: Kotaku’s article text at one point says the stream is “tomorrow, October 27,” but the embedded announcement and Engadget both give October 28, which is the date to trust.

What to expect from the Indie World showcase

Nintendo says the stream will focus on games coming to Switch and Switch 2. It has not said which titles will appear, and none of the coverage includes a confirmed lineup. Nintendo’s format typically leaves that as a surprise, with a mix of announcements, release dates and possible shadow drops. Nothing in the available reporting confirms any of those, so treat them as the usual pattern, not a promise.

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The short runtime is the clearest detail so far. At about a quarter of an hour, this will be a tightly packed rundown instead of a long show. Engadget noted that the previous edition in March was also around 15 minutes, so the length matches Nintendo’s recent habits.

A look back at the March lineup

The last Indie World showcase set a fairly high bar despite its brevity. Engadget’s Kris Holt singled out Denshattack!, Minishoot’ Adventures, the widely acclaimed Blue Prince and Mixtape as games that appeared. Reactions varied. Holt praised some of them and said Mixtape did not work for him, though he noted other players clearly enjoy it. Kotaku also highlighted Denshattack! and Mixtape as standouts, which suggests those two made a real impression.

That history is probably why a 15-minute slot doesn’t read as a disappointment. A compact showcase can still produce games people talk about for months, especially when the audience is already in the Switch ecosystem looking for something new.

The timing around other Nintendo news

Engadget framed the event as coming ahead of Nintendo’s remake of The Legend of Zelda: Ocarina of Time, which it says arrives next week. That puts the spotlight on smaller developers just before a major first-party release is expected to dominate attention. Whether that was deliberate is unclear, but the indie showcase gets a clear run before the Zelda launch.

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For anyone planning to tune in, the stream will be available on YouTube, and Kotaku says it will publish coverage for those who can’t watch live. With so little time on the clock, it will be easy to catch up afterward, so missing the broadcast costs little.

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Black Flag Resynced Update Adds New Game Plus and Nightmare Mode in Its Last Major Patch

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The latest Black Flag Resynced update is a big one, and Ubisoft says it is the last of its kind. Patch 1.0.8 went live on October 27 at 10 a.m. ET on PC, PS5 and Xbox Series X/S. It adds the long-requested New Game Plus and a new difficulty called Nightmare Mode, and it closes out major content for the remake.

What New Game Plus keeps, and what it takes away

New Game Plus is the headline feature, and by Eurogamer’s account Ubisoft began work on it in July, right after launch. Most of your progress carries over. Edward’s tools, weapons and trinkets stay, as do the Jackdaw’s upgrades, officer abilities and pets. Money, materials, trade goods, outfits, hideout progression, Kenway fleet ships and codex items such as treasure maps also come along, along with store purchases.

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The catch is that the world is reset. Officers must be recruited again, quest items are removed, and forts must be retaken because the map’s fog of war returns. The mode also has its own currency, Escudos, earned by completing challenges and looting chests you have already opened. Reales can be exchanged for Escudos at the General Store, and Escudos buy outfits and items exclusive to NG+.

Players can enter New Game Plus up to five times. Each run raises the difficulty, with Elite Soldiers and max-rank ships showing up more often.

Nightmare Mode removes the safety net

The other major addition is Nightmare Mode, which Ubisoft describes as “no second chances, no mercy.” Enemies react faster and hit harder, parry windows are tighter, and ranged enemies target you more often. Ships take extra damage, stealth is harder and wild animals are deadlier. Like the existing difficulty options, it can be applied separately to combat, stealth, naval combat and activities.

Eurogamer points to the most striking change: the one-shot kill safeguard is gone. Heavy burst damage from bullets or explosives can kill you outright even when you still have health left. That fits Ubisoft’s stated goal of a mode “where every duel can be your last.”

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Extras, download sizes and what comes next

The patch also adds community chests meant to be found through online collaboration, new takedown animations, more cosmetics and a long list of bug fixes. The full changelog is on the official Assassin’s Creed website. Downloads are modest on most platforms, between 2GB and 4.5GB, but Xbox players face a 15.5GB file.

Development is not stopping entirely. Polygon reports that the team will turn to quality-of-life adjustments in the coming months, and Eurogamer notes the game appears to be headed to Switch 2, where it should include earlier additions.

A strong launch, then a rough aftermath

The timing of this Black Flag Resynced update is notable. The remake, built by Ubisoft Singapore, launched July 9 to positive reviews. Critics praised its visuals and faithful approach, though some questioned the need for a remake of a game only 13 years old. It sold more than 3 million copies in its first week.

The studio’s fortunes have since cooled. Polygon reports Ubisoft laid off 70 employees at its Singapore branch “to align the studio with upcoming production needs,” and Eurogamer’s related coverage mentions the Singapore team being downsized. The sources do not link those cuts directly to the end of major content, but the sequence is hard to ignore.

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For players, the practical takeaway is simple. If you finished the story and wanted a reason to sail back, New Game Plus and Nightmare Mode now provide one, and this is the last major content the game is expected to receive.

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Gaming

Warhorse Cyberattack: Kingdom Come Studio Confirms Hackers Accessed Company Systems and Data

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The Warhorse cyberattack, confirmed on October 27, 2026, has put one of the games industry’s most closely watched RPG studios in damage-control mode. The Czech developer behind Kingdom Come: Deliverance 2 says intruders gained unauthorized access to its systems and to company data. It has not yet said how much was taken, or by whom.

What Warhorse has confirmed so far

According to the studio’s statement, Warhorse is working with outside cybersecurity experts to lock down its systems, investigate the incident and assess its full impact. It says it is also coordinating with the relevant authorities. Eurogamer reported that the message went out at 11am GMT and that the studio had issued no update since. The shorter version of the notice, addressed to “players and friends,” apologized for the news and thanked the community for its support.

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CEO Martin Frývaldský was blunter. “This is a serious incident for Warhorse Studios and everyone affected,” he said, adding that the immediate priorities are securing systems, establishing the full extent of the breach and protecting “our employees, partners, and our community.” Eurogamer noted that his remarks also appeared in a Czech-language report.

Warhorse has said it will not give interviews or further comment until it has verified information to share. That leaves a lot unanswered. Polygon pointed out that the studio hasn’t said whether any user data was involved. The statement refers only to “company data,” which could mean many things, from internal documents to unreleased game material to staff information. None of the sources say which.

Why a studio like Warhorse is a target

Warhorse is not a small outfit working in obscurity. Kingdom Come: Deliverance 2 launched in February 2025 to strong reviews and, per Polygon, sold more than four million copies by the end of that year. The studio is now developing an open-world Lord of the Rings RPG set in Middle-earth, a new Kingdom Come game and a collaboration on a live-action Kingdom Come film. Unreleased projects of that profile are exactly what attackers tend to go after.

The wider record shows how disruptive such breaches can be. Rock Paper Shotgun pointed to CD Projekt Red, Insomniac and Rockstar as studios that have suffered attacks in recent years, with the fallout landing hard on the developers working on the games. Polygon noted that Rockstar has taken a particularly heavy share. Early GTA 6 gameplay footage leaked after one attack, an earlier breach exposed a development build, and the studio was hit again in September by the group ShinyHunters. Capcom, meanwhile, dealt with a Capcom ID data breach only weeks ago.

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What we don’t know about the Warhorse cyberattack

Nothing in the available reporting identifies the attackers, their motives or the method they used. Warhorse itself says it is still working out how the breach happened. Rock Paper Shotgun also said it’s unclear whether the incident is connected to a recent rise in AI-enabled hacking, and nothing from the studio suggests it is.

Notably, the studio went public while its investigation was still at an early stage. That candor may help affected people protect themselves sooner, but it also means the company is facing questions it can’t yet answer. Players, partners and staff will be waiting for the follow-up Warhorse has promised “as soon as we responsibly can.” Until then, the main takeaway is that a major studio has confirmed a real intrusion, and the scope of the damage is still being measured.

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GameMaker Commercial Use Goes Free on PC From January 1, 2027, but Console Still Costs

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GameMaker Commercial Use Goes Free on PC From January 1, 2027, but Console Still Costs

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GameMaker commercial use is about to get a lot cheaper. From 1 January 2027, developers will be able to publish and sell games made with the latest GameMaker tools on PC, web and mobile without paying for a license, according to a report from Rock Paper Shotgun published on 26 October 2026.

What is actually changing for GameMaker commercial use

Until now, anyone who wanted to sell or otherwise monetise a GameMaker project needed a Professional license. That requirement is being dropped for the latest version of the toolset, which has been rebranded around a new engine called GameMaker Runtime. Console releases are the exception. Developers targeting consoles will still need an Enterprise license and approval as a developer.

Ross Manthorpe, a community developer at the company, laid out the details in a post on the official GameMaker site. He said there will be “no changes to existing tier pricing,” so the paid tiers stay as they are while the free option widens.

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What existing Professional license holders get

People who already pay for a Professional license are not left out. Manthorpe wrote that they can keep distributing games commercially on the existing GMS2 runtime. They will also gain access to the GMS2 runtime source code, a perk that gives paying customers a closer look at how the older engine works.

A long road to free

GameMaker is roughly 26 years old, and the step follows an earlier one. Its current developer, YoYo Games, which is now owned by the browser company Opera, made the tools free for non-commercial use on PC in November 2023. The new change removes the remaining barrier for solo creators and small teams: the cost of selling what they make.

The engine’s track record gives the move some weight. It has been used by studios and developers behind some of the best-known indie games around, including Heart Machine (Hyper Light Drifter), Toby Fox (Undertale), Derek Yu (Spelunky), Vlambeer (Nuclear Throne) and Dennaton Games (Hotline Miami).

Why it matters for newcomers

GameMaker has historically leaned toward novice programmers and 2D visuals. The newer GameMaker Runtime is meant to strengthen its 3D capabilities, which could broaden the kind of projects people attempt with it. Pairing that with free GameMaker commercial use on PC, web and mobile lowers the stakes for first-time developers, who can test a commercial release without an upfront license fee.

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The console carve-out is the notable limit. Anyone hoping to reach those platforms still faces the Enterprise license and approval process. The source report did not say how many developers that affects or whether the console terms might change later, so for now the dividing line is clear: PC, web and mobile are open, and consoles remain gated.

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