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iPhone 18: Everything We Know About Apple’s Upcoming Handsets

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Key takeaways

  • Features: Dynamic Island could be smaller and cameras might have a variable aperture — plus, there are rumors of a bigger battery. However, there is concern over memory component shortages and their high prices. 
  • Colors: Apple could launch light blue, dark cherry and dark gray versions or variations thereof.
  • Price: After Apple hiked prices on Macs, iPads, HomePods and the Apple TV, it’s looking like iPhones won’t be immune to higher costs.
  • Release date: Apple might split the iPhone 18 launch between fall 2026 and spring 2027.

The flow of rumors about Apple’s upcoming iPhone 18 lineup is nonstop now that its debut is just a few short months away. There was even leaked footage of iPhone 18 Pro drop tests that were then taken down. Current high RAM prices are especially of concern, as that could affect both specs and pricing of the new handsets. 

The iPhone 18 lineup is shaping up to be one of Apple’s most consequential in years and also one of its most complicated. The Pro and Pro Max models are expected to arrive in September, joined for the first time by Apple’s long-rumored foldable device, widely referred to as the iPhone Fold or iPhone Ultra, which is expected to start above $2,000.

Read more: Win a New Apple Watch as CNET Guessing Game: Apple Edition Returns for Round 2

The standard iPhone 18, iPhone 18E and a second-generation iPhone Air, meanwhile, are reportedly being pushed to spring 2027, a significant departure from the all-in-one-fall-event model Apple has followed for years. If you’ve been waiting to upgrade to a standard iPhone, that shift changes the calculus considerably.

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Previously, the iPhone 17 series impressed us with its surprisingly feature-packed base model, the incredibly slender iPhone Air, the boldly redesigned iPhone 17 Pro and 17 Pro Max and the entry-level iPhone 17E. We’re hoping the iPhone 18 lineup will surprise us, too. 

The company is only a year or so away from the 20th anniversary of the original iPhone’s launch. While the company sells more phones in the US than rival Android phones, Apple is consistently behind Samsung in global sales and just ahead of Chinese phone-makers like Xiaomi. A lot is at stake for Apple with the next iPhone, including building interest in a possible foldable device, such as the rumored iPhone Fold.

Some of the hottest rumors include Dynamic Island shrinking, along with the possibility that the iPhone 18 and 18 Pro will have the same RAM as the iPhone 17 Pro and Pro Max. Also, word is that Apple could split the launch of its iPhone 18 lineup, with the premium models coming out this year and more entry-level models following next year. Here’s a look at all the rumors and leaks we’ve uncovered about the potential iPhone 18 series.

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Latest rumors

iPhone 18 design differences

Two hands holding a coffee-colored iPhone 17 Pro. The back of the phone is facing up.

We had CNET’s creative director show us what a light blue-colored iPhone Pro might look like.

Jeffrey Hazelwood/CNET

We’re hearing there likely will be three models: the base iPhone 18, the iPhone 18 Pro and the iPhone 18 Pro Max. There also may be iPhone models not in this series, like a second-generation Air or the much-rumored folding iPhone. That could mean a total of six iPhone models that are in the works if you include the also-rumored 18E.

Designs for the iPhone tend to remain the same year after year, and current rumors suggest this trend will continue. The screen sizes of the three handsets look to be the same as before — 6.3 and 6.9 inches, respectively — with minor design differences in the camera bumps on the back. A Weibo tipster also appears to hint that Apple’s brightness requirements are incredibly demanding, which might result in OLED supply issues. This leads some to suspect it has a much brighter screen. 

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The base iPhone 18 is rumored to have a smaller camera bump compared to its predecessor, while the Pro and Pro Max will retain the wider “plateau” to accommodate their three rear cameras. 

According to a leak from the Chinese social media site Weibo, the Pro model could get a “subtle transparent finish” on the rear glass panel. A Chinese leaker reportedly said that the iPhone 18 Pro could have a more unified design versus the two-tone look it has now. Some rumors also suggest that it could have a heavier, thicker build.

It might also come in three new colors: light blue, dark cherry and dark gray. Earlier rumors pointed to a coffee brown color; however, that option appears to have been scrapped, according to supposed dummy units shared by Sonny Dickson on X. 

Other rumors suggest that changes may be coming to the iPhone’s Dynamic Island. Gurman and Weibo user Digital Chat Station suggest that Apple may reduce the size of the Dynamic Island on the iPhone 18 models. This could result in a small pinhole cutout for the camera, as the Face ID sensors may be located beneath the display.

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The Information also recently reported that the iPhone 18 Pro and iPhone 18 Pro Max will feature under-screen Face ID, confirming the Bloomberg rumor. Additionally, the outlet said the front camera would be moved to the top left corner of the screen and, as a result, would miss the Dynamic Island cutout. 

Contrary to that claim, X account Ice Universe alleges that the Dynamic Island cutout on the iPhone 18 Pro models will remain, but will instead be “approximately 35% narrower” than on current iPhone 17 Pro models. This relates to how the Dynamic Island looks by default: the area enlarges when Live Activities or other information are displayed, just like the existing Dynamic Island. MacRumors suggests that the new iPhone will only have partial under-screen Face ID, which still requires a Dynamic Island. 

On June 29, there was a cyberattack targeting Apple’s Indian manufacturing partner, Tata Electronics, which apparently resulted in leaked footage and images of the iPhone 18 Pro undergoing some drop tests. According to MacRumors, the images showed a silver-gray iPhone 18 Pro with a uniform rear look instead of the two-tone look of the current 17 Pro model. The site said that the lenses appeared to protrude more, and that the Apple logo has a reflective finish. 

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Watch this: No Regular iPhone 18? Why Apple May Split the iPhone Event

Another piece of evidence that supports the shrinking Dynamic Island claim is recently leaked images from the X account @earlyappleleaks. The photos show what appears to be an iPhone 18 Pro prototype with a much smaller Dynamic Island cutout. Similarly, X account Ice Universe shared a photo of what it claims to be an iPhone 18 Pro screen protector. It, too, shows a much smaller Dynamic Island.

We’ve tested under-display cameras on several phones over the years. The part of the display in front of the camera features fewer screen elements and translucent wiring, allowing the selfie camera to “see through” the screen, much like looking out a window with open blinds. While the idea of a display with minimal or no cutouts is a worthy one, under-display cameras often result in poor image quality. However, maybe Apple is the company that will finally figure out how to integrate a high-quality camera under the display.

Otherwise, Bloomberg’s Gurman also warns that the 18 Pro could be “underwhelming,” noting that it could feature only minor tweaks. This is a bit of a departure from prior iPhone Pros, as the Pro has usually been the more premium version of the iPhone lineup. 

iPhone Air 2 rumors

There have been some conflicting rumors on whether we’ll see an iPhone Air 2. A report from The Information says the release is being delayed, perhaps due to disappointing iPhone Air sales last year. There are also those who say that Apple will still release an Air successor eventually, though it might be in 2027 rather than 2026. 

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Recently, leaker Jon Prosser reported that the iPhone Air 2 could have a second 48-megapixel ultrawide camera. Seeing as one of the biggest criticisms against the iPhone Air was its single wide camera, this could be welcome news. The iPhone Air 2’s Face ID unit may be redesigned to accommodate the second camera. He also said that it could have improved battery life, a similar titanium design as the first Air and come in a lavender model.

A bigger battery for iPhone 18 Pro

After years of customers asking, Apple finally chose battery over case slimness in the iPhone 17 Pro. And that model continues to surprise us, coming out on top in Patrick Holland’s recent comparison of battery life across 35 phones. We’re especially curious about whether Apple will adopt new silicon-carbon battery technology.

Based on a post on the Chinese social media site Weibo, spotted by 9to5Mac, the iPhone 18 Pro could include a battery in excess of 5,000 mAh — specifically, 5,000 mAh for models with a physical SIM card slot (as required in some countries) and 5,200 mAh for models that rely solely on eSIM (which give up more internal space that can be filled with more battery).

A recent post by Chinese Weibo-based leaker Digital Chat Station claims that Apple is trying out different battery capacities for different regions. The China model is apparently testing out a 4,056-mAh battery while the US model is testing out a 4,288-mAh battery. MacRumors suggests this is because the US model doesn’t have a physical SIM card slot and therefore has more space for a larger battery. 

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New cameras on iPhone 18

iPhone 17 Pro's camera plateau

The iPhone 17 Pro had three rear cameras: a wide-angle lens, an ultrawide and a 4x telephoto.

CNET

The iPhone’s cameras are another feature that may receive a significant upgrade in 2026. Macworld reports that Weibo leaker Digital Chat Station said the iPhone 18 Pro Max could feature a variable-aperture camera, similar to how lenses on DSLR and mirrorless cameras work. This allows people greater control over depth of field and image brightness. The Information also reported that at least one rear camera on the 18 Pro would have a mechanical iris, another name for a lens’ aperture. 

We’ve seen variable aperture phone cameras before. The Galaxy S9 launched in 2018 with a mechanical dual-aperture lens on its main camera that could switch between f1.5, allowing more light to enter and creating a shallower depth of field, and f2.4, which sharpened the subject more. But the S9’s image sensor was tiny, and photos from it were just OK. Xiaomi had a variable aperture, between f1.9 and f4.0, on the 2023 13 Ultra and 2024 14 Ultra, but each had a large 1-inch-type sensor that could take advantage of it. Sadly, to the frustration of CNET’s Andrew Lanxon, the company removed the variable aperture on the Xiaomi 15 Ultra.

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Macworld also says the telephoto lenses on the iPhone 18 Pro and Pro Max could get a faster aperture, letting more light hit the sensor for better low-light shots. Additionally, MacRumors reports that all iPhone 18 models (except the 18E) would get upgraded 24-megapixel front-facing cameras for improved selfies. We should note that the iPhone 17 series and Air all have Apple’s new Center Stage selfie camera, which has a square 18-megapixel sensor and can take either horizontal or vertical photos, no matter which way you’re holding the phones.

There is also some speculation that the iPhone’s Camera Control button could be simplified. Instead of capacitive and pressure sensors, it might just be pressure-sensing for all of the Camera Control’s functions. 

Updated A20 chip and iPhone 18 specs

From left: iPhone 17, iPhone Air, iPhone 17 Pro Max and iPhone 17 Pro

The new iPhone models run iOS 26 and have either an A19 or A19 Pro chip: (left to right) iPhone 17, iPhone Air, iPhone 17 Pro Max and iPhone 17 Pro.

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Patrick Holland/CNET

As the iPhone 17 lineup uses the A19 and A19 Pro chips, it makes sense that the upcoming iPhone 18 would use Apple’s new A20 processor. The rumored chips are said to use a new process called Wafer-Level Multi-Chip Module, which incorporates the RAM directly into the same wafer as the CPU, GPU and neural engine. This apparently results in better efficiency and faster performance because everything would be located on the same chip. 

We’re also hearing that the iPhone 18 lineup could use Apple’s next-gen C2 modem chip for improved wireless connectivity. Additionally, The Information reports that Apple is preparing to support 5G networks from satellites, potentially giving iPhone 18 models full satellite phone capabilities, not just for emergencies and texting

That said, a recent rumor on Weibo suggests that the iPhone 18’s specs could be “downgraded” to be closer to an iPhone 18E model. That could also be more focused on reducing production costs on the back end.

MacRumors recently reported that the iPhone 18 could have 12GB of RAM, according to a research note by analyst Jeff Pu. Analyst Ming-Chi Kuo, on the other hand, has reported that Apple’s lower-end phones like the iPhone 18 and iPhone 18E could have 9GB instead (1 better than the 8GB currently on the iPhone 17 and 17E) perhaps due to the current high cost of RAM. Kuo appears to indicate that 9GB could be sufficient enough to handle all of the new AI capabilities of iOS 27. 

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Although this is not exclusive to the iPhone 18, Apple also recently announced that Google’s Gemini will be running its AI-powered Siri later this year. 

Yep, it looks like prices are going up

Outgoing Apple CEO Tim Cook sent up a warning flare that the company would be increasing prices due to the “RAMageddon” component shortage, and sure enough, the next week prices jumped on Mac, iPad, Home Pod and Apple TV models. Although that doesn’t promise more expensive iPhones, MacRumors pointed to Chinese leakers who purport to confirm that you’ll pay more for the new models.

Although no one would argue that iPhone models have been cheap, the prices have stayed fairly consistent for years. Now, with a possible iPhone Ultra foldable in the works, the top end of the line could push well past the $2,000 mark.

iPhone 18 and iPhone 18 Pro release date

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The logo for Apple’s fall 2026 event invitation is interactive: a heat signature stays where you touch or click and hold.

Screenshot by Jeff Carlson/CNET

For years, Apple has held its annual iPhone launch event in the fall. But according to multiple reports, Apple’s smartphone release schedule could look different in the coming years.

Bloomberg has reported that Apple plans to release the more expensive iPhone 18 Pro, the iPhone 18 Pro Max and its new foldable in fall 2026, while the more affordable iPhone 18 and the iPhone 18E (and maybe a potential iPhone Air 2) could debut six months later in February or March 2027.

Seeing as Apple has released the iPhone 16E and 17E in the spring of 2025 and 2026, that’s not a surprising development. It does mean, however, that if you’re holding out for a more affordable iPhone, you could have to wait until next year to plan your purchase. 

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Watch this: The iPhone 17’s Unexpectedly Satisfying Tips and Accessories

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France and Germany pledge to build a European rival to Palantir’s military AI software

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TL;DR

France and Germany pledged to develop a sovereign alternative to Palantir’s military software. France’s Arcadia is the model. Both countries already dropped Palantir for ChapsVision.

France and Germany pledged on Friday to develop a European alternative to Palantir’s military AI software. A joint declaration signed after talks between Emmanuel Macron and Friedrich Merz committed the two countries to examine “a European sovereign digital backbone” covering data-centric security, AI, and cloud solutions. France’s Arcadia, an AI-powered command-and-control platform, was named as the starting point, alongside unspecified “comparable German solutions.

The declaration arrives after both countries moved to drop Palantir from their intelligence services. France’s DGSI announced in June it was replacing Palantir with ChapsVision’s ArgonOS, six months after renewing the American firm’s contract. Germany’s BfV chose ChapsVision for the same role. The Bundeswehr has excluded Palantir from its defence cloud procurement entirely. A top NATO commander recently told Politico there was no real European alternative to Palantir’s Maven software, which the alliance uses for battlefield data processing. Friday’s declaration is Paris and Berlin’s answer: build one.

The joint statement also covers missiles, tanks, and space. France, Germany, and the UK will examine cooperation on long-range weapons with a 2,500-kilometre range, drawing on capabilities at ArianeGroup. The Franco-German MGCS tank programme, intended to replace the Leopard 2 and Leclerc, will launch a research programme on autonomous driving, sensors, and battlefield networking. The troubled FCAS next-generation fighter jet was notably absent from the declaration. Instead, the two countries agreed to create a “European collaborative combat standard” so fighter jets and drones from different nations can communicate in the field.

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Palantir’s CEO Alex Karp called Germany’s refusal to consider his company “conversations about witchcraft in a Bild interview last month, arguing the software was proven on every serious battlefield. That argument has not moved Berlin. The sovereignty question is not whether Palantir’s technology works, it plainly does, but whether Europe’s most sensitive military infrastructure should depend on an American company at a time when transatlantic relations cannot be taken for granted. France and Germany have now put that question into a joint declaration. Whether they can turn it into working software is the harder part.

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Audeze Maxwell 2 ANC Debuts at CanJam London 2026 With Adaptive Noise Cancellation

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The new Audeze Maxwell 2 ANC addresses the most conspicuous omission from one of the best-sounding wireless gaming headsets on the market. Following the Maxwell 2’s debut in early 2026 and the recent introduction of interchangeable ReSkin earcups, Audeze is adding active and adaptive noise cancellation, expanded smart-audio capabilities, and new visual accents. More significantly, the Maxwell 2 ANC is the first headset in Audeze’s entire headphone lineup to offer ANC.

The original Maxwell did more than raise expectations for gaming audio. It smashed through the category’s glass ceiling and demonstrated that a high-end headphone manufacturer could build a wireless gaming headset with serious planar magnetic performance without charging $2,000 to $4,000 for admission. There is, after all, a finite supply of audiophiles willing to explain that purchase to a spouse, accountant, or divorce attorney.

Sony Interactive Entertainment has never said that Maxwell convinced it to acquire Audeze in August 2023, but the timing is difficult to ignore. The headset gave Audeze a credible path beyond the comparatively limited market for ultra-premium planar magnetic headphones and into the vastly larger PlayStation, PC, and console-gaming ecosystem. It would be surprising if that potential did not feature prominently in Sony’s calculations.

Audeze gave eCoustics an early listen to the Maxwell 2 at CanJam NYC 2026, and its planar magnetic drivers delivered the detail, impact, and spatial precision that made the original such a category disruptor. The missing feature was ANC. With the Maxwell 2 ANC, Audeze has finally filled that hole rather than hoping gamers would stop noticing it.

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Related Review: Audeze Maxwell Wireless Gaming Headphones Review

Audeze Adds Gaming Focused Adaptive ANC to the Maxwell 2

audeze-maxwell-2-anc-gaming-headset
Audeze Maxwell 2 ANC (looks identical to Maxwell 2)

The inclusion of ANC and expanded smart-audio capabilities is a welcome addition to the Maxwell platform, which has already earned considerable attention from the media, esports competitors, and audio professionals.

Audeze’s adaptive hybrid noise cancellation system has been engineered specifically for gamers. It combines feedforward and feedback noise reduction with low-latency transparency, reducing external distractions while preserving positional-audio accuracy. According to Audeze’s internal testing, the system delivers a significant reduction in constant low-frequency noise and outperforms typical consumer ANC headphones during gameplay.

The Maxwell 2 ANC also supports AI-controlled ANC settings, voice-activated commands, an improved transparency mode, and simultaneous wired and Bluetooth audio playback. Combined with the full planar magnetic driver system and SLAM technology carried over from the Maxwell 2, these upgrades position the Maxwell 2 ANC as the most advanced gaming headset Audeze has released to date.

audeze-maxwell-2-anc-gaming-headset-connections

Key Features of the Maxwell 2 ANC

  • Adaptive Hybrid Noise Cancellation: ANC microphones embedded within the earcups give users greater control over their listening environment. A low-latency Transparency Mode is also included.
  • Voice-Command Control: Voice commands provide faster access to key settings as gameplay conditions change.
  • Planar Magnetic Drivers with SLAM: Carried over from the Maxwell 2, Audeze’s planar magnetic driver system and SLAM technology are designed to deliver clearer, deeper bass and more precise sound.
  • Improved Comfort: Upgraded ergonomics are intended to reduce fatigue during longer gaming sessions.
  • Versatile Connectivity: The Maxwell 2 ANC supports connections with PCs, game consoles, and mobile devices, making it easier to move between gaming and everyday listening.
  • Style Highlights: Silver accents give the Maxwell 2 ANC a distinct appearance, while the previously introduced limited-edition ReSkin earcups allow users to personalize the headset.

Comparison

Audeze Model Maxwell 2 ANC (2026) Maxwell 2 (2026) Maxwell (2023)
Product Type  Wireless Gaming Headset Wireless Gaming Headset Wireless Gaming Headset
Price For PlayStation: $429

For Xbox: $449

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For Playstation: $329

For Xbox: $349

For Playstation: $299

For Xbox: $329

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Wearing Style Over-ear, Closed-Black Over-ear, Closed-Black Over-ear, Closed-Black
Transducer type. Planar magnetic Planar magnetic Planar Magnetic
Transducer size 90 mm 90 mm 90 mm
Magnet type  Neodymium N50 Neodymium N50 Neodymium N50
Magnetic Structure.  Fluxor magnet array Fluxor magnet array Fluxor magnet array
Diaphragm type Uniforce Uniforce Uniforce™
Phase Management Fazor Fazor Fazor
Acoustic management SLAM SLAM
Maximum SPL > 115 dB > 115 dB > 120 dB
Frequency Response 10Hz – 50kHz 10Hz – 50kHz 10Hz – 50kHz
THD <0.1% @ 100dB <0.1% @ 100dB <0.1% (@ 1 kHz, 1mW)
Noise Reduction ANC N/A N/A
Bluetooth 5.3 Yes Yes Yes
Bluetooth Codec Support LE Audio, LDAC, AAC, SBC LE Audio, LDAC, AAC, SBC LE Audio, LC3, LC3plus, LDAC, AAC, SBC
Bluetooth Multipoint Yes Yes Yes
Wireless Dongle USB-C, ultra-low latency USB-C, ultra-low latency USB-C
Wired connection USB-C digital, 3.5mm analog USB-C digital, 3.5mm analog USB-C with dual-audio endpoints and game-chat mix
3.5mm TRRS active
Audeze App Yes Yes Yes
Battery Lithium-polymer, 1800mAh Lithium-polymer, 1800mAh Lithium-polymer, 1800mAh
Battery life  Over 80hr (wireless, 80dBA) Over 80hr (wireless, 80dBA) Over 80 hrs wireless playback @ 80dBA
Fast charge USB-C 5v 1.8A max USB-C 5v 1.8A max USB-C, 5v 1.8 Amp max – 25% charge / 20min (Full charge 2hr)
audeze-maxwell-2-anc-gaming-headset-kit

The Bottom Line 

The Maxwell 2 was unveiled at CES 2026 and quickly established itself as one of the strongest premium gaming headsets on the market. The Maxwell 2 ANC addresses its most obvious omission by adding adaptive hybrid noise cancellation, improved transparency, and expanded smart-audio features without abandoning the 90 mm planar magnetic drivers, Fluxor magnet arrays, Fazor waveguides, and SLAM acoustic technology that distinguish the platform.

That combination is what makes the Maxwell 2 ANC unusual. Noise cancellation is hardly new to gaming headsets, but pairing gaming-focused adaptive ANC with Audeze’s full-size planar magnetic driver technology is far less common. Its primary competition includes the SteelSeries Arctis Nova Pro Omni ($399), Turtle Beach Stealth Pro II ($349), and the Razer Kraken V4 Pro ($399).

Those rivals offer their own advantages, including lighter designs, hot-swappable batteries, elaborate control hubs, and aggressive competitive-gaming tuning. Audeze’s strongest argument remains sound quality, particularly for gamers who also expect one headset to handle music, movies, voice chat, and everyday listening without sounding like a plastic helmet full of angry bees.

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At $429 for the PlayStation version and $449 for Xbox, the Maxwell 2 ANC is aimed at serious console and PC gamers who prioritize planar magnetic clarity, bass extension, positional accuracy, and effective isolation over low weight or bargain pricing. It is not an impulse purchase, but it is considerably less expensive than the SteelSeries Arctis Nova Elite and occupies a rare position between conventional premium gaming headsets and Audeze’s far more expensive audiophile headphones.

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Sony’s acquisition of Audeze appears to be paying dividends. Rather than sanding away the company’s audiophile identity, the Maxwell platform is bringing its planar magnetic technology to a much larger audience. The Maxwell 2 ANC is the most complete version of that strategy so far—and potentially the model that finally eliminates the strongest reason some gamers had for buying something else.

audeze-maxwell-2-anc-gaming-headset-lifestyle-side

Pricing & Availability

All models support Windows, macOS, Android, iOS, and Nintendo Switch. The Maxwell 2 ANC will be demonstrated at CanJam London 2026 from July 18-19

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If You’re a YouTube TV and DirecTV Subscriber, You Could Be Eligible for a Disney Settlement Payout

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If you have ever been a subscriber of YouTube TV or DirecTV at any point since April 2019, you could get cash as part of a $50 million settlement agreed to by Disney in an antitrust lawsuit the corporation faced for allegedly forcing higher prices for live TV streaming services.

To be eligible for a payout, you had to have bought a subscription to either YouTube TV or DirecTV — or both — between April 1, 2019, and March 31, 2026. DirecTV subscriptions might have been called DirecTV Stream, DirecTV Now and/or AT&T TV Now.

How to apply for the settlement

If you’re part of the settlement, you will likely get a notice in your USPS mailbox or your email inbox. Check your junk or spam folders in case your email service filtered it. The deadline for claiming a payment is Sept. 8.

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If you get a notice, go to this website and log in with the ID and PIN provided on the settlement notice. You will need to verify your YouTube TV or DirecTV Stream subscription.

If you don’t get a notice but believe you are eligible for the cash settlement, send an email to info@OnlineTVSettlement.com or print out a PDF version of the claim form and send it via snail mail to:

Biddle v. Disney
Settlement Administrator
P.O. Box 4720
Portland, OR 97208-4720

Printed settlement claims must be postmarked by Sept. 8.

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The settlement terms specify that 90% of the money will go to payees in these states and territories: Alabama, Arizona, Arkansas, California, Colorado, Connecticut, Delaware, District of Columbia, Florida, Guam, Hawaii, Iowa, Kansas, Maine, Maryland, Massachusetts, Michigan, Minnesota, Mississippi, Missouri, Montana, Nebraska, Nevada, New Hampshire, New Jersey, New Mexico, New York, North Carolina, North Dakota, Oregon, Puerto Rico, Rhode Island, South Carolina, South Dakota, Tennessee, Utah, Vermont, West Virginia and Wisconsin. 

The remaining 10% will go to settlement members in other states.

Why the lawsuit?

In Biddle v. Disney, (PDF) filed in 2022, the plaintiffs alleged that Disney violated federal and state antitrust and consumer protection laws by forcing YouTube TV, DirecTV and FuboTV subscribers to pay more for livestreaming TV. The $50 million settlement does not apply to FuboTV plaintiffs, who have not yet settled with Disney.

The plaintiffs alleged that Disney forced streaming platforms to bundle content from expensive channels such as ESPN and Hulu — both owned by Disney — into base packages, thereby escalating the subscription prices for those packages. It was alleged that prices for YouTube TV base package subscriptions went up from $35 to $65.

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“Since Disney acquired operational control over Hulu in May 2019, prices across the SLPTV [Streaming Live Pay Television] Market, including for YouTube TV and DirecTV Stream, have nearly doubled,” the lawsuit alleged.

Disney denies violating any laws. There will be a hearing on Jan. 14, 2027, for final approval of the settlement.

A representative for Disney did not immediately respond to a request for comment.

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Converting Your Android Auto To Wireless Is Easy With An Adapter

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Cutting the cord in your car is a simple upgrade.

Every morning, you have the same routine: get in the car, dig out your phone, plug in the cable and wait for Android Auto to load. It works just fine, but we’re living in a wireless world now.. The good news is that a tiny wireless adapter that can fit in the palm of your hand can help cut the cord.

Most modern cars come with Android Auto (and often Apple’s CarPlay as well), but not all of them offer the wireless version. These tiny adapters will plug into your car and turn your car’s infotainment system into a wire-free experience.

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Can I convert my Android Auto to wireless?

It’s simple to convert your car’s Android Auto connection to wireless. Of course, your car needs to already come with support for wired Android Auto. Wireless adapters are not a workaround for cars that lack Android Auto support completely — they’re an upgrade, not an overhaul for a 2005 beater.

They are tiny devices that act as middlemen. They’re the clever hardware translators that convert your car’s wired Android system into a wireless one. You plug them into your car’s USB port, set it up, and then enjoy an easier start to your commute.

Here’s what happens when you use an Android Auto adapter. When you get in the car, your phone finds the adapter via Bluetooth and authenticates your device, confirming the phone’s identity and sharing credentials for the Wi-Fi connection. The Bluetooth connection will later also handle hands-free calling. Then, the adapter creates a localized 5GHz Wi-Fi Direct network which will handle the heavy lifting, including streaming navigation, audio and real-time screen data.

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The result is a seamless automatic connection that happens every time you get in the car. No more fumbling around after phones and cables.

The good and the bad of using an Android Auto adapter?

There are loads of advantages to using an Android Auto adapter, obviously, but not everything is sunshine and roses. While using an adapter makes your drives easier because you no longer have to plug in your phone, there are some possible downsides too.

As great as adapters are, the connection between the car, adapter and phone can’t be as fast as a direct connection between car and phone would be. It’s a minor trade-off, but it’s better than having to look for your phone.

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When switching from a wired connection to wireless Android Auto, you have to be prepared for your phone’s battery to drain a lot faster. Maintaining a constant 5GHz Wi-Fi direct connection while running GPS, streaming music, and so on, will take a toll on your battery. On longer road trips, you’ll want to use a separate charging cable.

What is the best wireless Android Auto adapter?

There are quite a few wireless Android Auto adapters available from Carlinkit, AAWireless, Ottocast, Motorola, and so on. But, rather than focusing on specific brands, we’d rather you understand what hardware specs actually separate a quality adapter from a potentially disappointing one.

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You want to make sure the adapter you are buying doesn’t rely on 2.4GHz Wi-Fi connections because those will be noticeably slower and prone to lag. You want an adapter that can handle 5GHz so you can stream your map and audio at the same time.

You’ll also want an Android Auto adapter with a detachable USB cable. Models that come with built-in USB connectors may affect access to your other ports or simply stick out at a weird angle due to the shape of your console or dashboard.

Getting a wireless Android Auto adapter is one of the best upgrades you can make for your car as it will genuinely change something you use every single day. The cost is low enough that you can’t even complain about it, the setup takes minutes, and your maps app will be ready to go before you’ve pulled out of your parking spot.

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Simple Games From A Simpler Time

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Modern video games are nothing short of amazing. My son and I were playing through the one of the latest Zeldas, which involve a mix of combat and puzzle-solving that’s pretty much the hallmark of the franchise. But the most recent open-world Zelda is simply massive. Made by around 1,000 people at a development expense of $150,000,000, it takes probably 60-80 hours to play through if you’re not rushing, and more if you’re taking it easy. It has layers of game mechanics, and worlds in the sky, on land, and underground. It’s big in every way.

Contrast the games of my youth, which were a lot smaller. Written by a pair of people or maybe a handful, with playtimes in the single-digit hours, and of course fitting in the limited computing resources of the time. But the low-stakes nature of the early phases of the industry meant that software developers could take risks, and many of the games were consequently kinda idiosyncratic in this more innocent time.

I think there’s something to be said for small games. They don’t require a lifestyle commitment just to get through. They can still be fun, without taking all of your time. And honestly, when you’re done with a game quickly, you have more time for other stuff. Granted, some of this spirit lives on in the small indie games of today, but even so, game developers have the big studios’ products in the backs of their minds when they are working on their smaller oeuvres.

We were talking about preserving old games for posterity around Hackaday and on the podcast, and our conversations reminded me of a couple of educational games that, despite their rudimentary graphics, are still pretty good today. Both were electronics related, and both are still playable today thanks to efforts on emulation and software preservation. To get a feel for the 1980’s, give Rocky’s Boots a try. (I like the TRS-80 Color Computer version the best, but that may just be nostalgia.) Most of you grownups out there will get through it in an hour or so.

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And if you want a challenge, try Rocky’s harder sequel: Robot Odyssey. If you already have a background in digital circuits, you’ll find it doable. Younger me hit a wall about two-thirds of the way through.

Both of these games stick with me because they taught me something, but also because they were simply quirky in a way that a game can only be when it’s written by a small team of folks who are just having fun programming it. If you pitched “a puzzle game about a raccoon who builds logic circuits to activate robot boots”, the boardroom would look at you like you’re out of your mind. But it’s just exactly the quirkiness and individuality of some of these early games that I cherish the most.

If you find yourself knee-deep in an endless modern game, take a side-quest off into a more naive time, and you’ll appreciate why people are putting efforts into archiving them.

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Pocket-Sized Screens and Wristwatch Dreams Teased in a 1983 BBC Segment Looking at Flatter Television

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BBC Tomorrow's World 1983 Flatter Television
Viewers who caught the January 27, 1983 episode of BBC’s Tomorrow’s World saw presenter Peter Macann lay out real hardware that tried to solve an old complaint. Television sets of the day sat deep and heavy because their cathode ray tubes needed space for an electron gun to fire straight at the screen. Macann began with a plain observation: a set flat enough to hang on the wall like a picture would free up room and change how living spaces worked. The demonstration that followed showed both how close engineers had come and how many practical hurdles still stood in the way.



Macann begins with a small Sony pocket TV. It’s the same cathode ray tube idea everyone knows, but the engineers placed the electron gun to the side of the case, essentially sideways. The electron beam is then bent downward onto a small phosphor surface by charged plates. That clever method eliminates the majority of the depth that ordinarily extends from the back of the set. It still runs for about three hours on penlight batteries and receives BBC and the newer Channel 4 signals directly in the studio. The image quality is a little hazy, as if it were taken in a studio, but it appears to be something you could easily put into your pocket and take with you.

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BBC Tomorrow's World 1983 Flatter Television
The segment then looks at an entirely new approach, this time with liquid crystals. This material requires significantly less electricity because it does not generate its own light. Instead, it twists under electric current to control how much light passes through or bounces back. Macann is holding up a modest handheld game with a screen comprised of small liquid-crystal shapes carved out to resemble motorcycles. By turning those shapes on and off in sequence, you can create the illusion of racing bikes without using a light tube or constant high voltage. The similar low-power approach is used in a portable oscilloscope, where the display consists of hundreds of small square cells that turn black or white when exposed to voltage. This implies that technicians may now bring the tool into the field using only battery power, which was previously impossible with classic tube-based scopes that required mains power and bulk.


Tomorrow’s World kept its most visually appealing example for last. A Japanese prototype packed a liquid-crystal screen into a casing the size of a wristwatch. The screen is simply sitting there, ready to display moving images, but the rest of the circuitry and power supply are in a separate pack connected by a wire. Sound travels through a set of headphones. Macann demonstrates the device and then explains its limitations in plain English. Since the crystals simply reflect the light surrounding them rather than creating their own, the image can appear faint or washed out in a regular room. The detail is obviously a little rougher than what you’d get from a traditional tube, but the fact that a moving image appears on something tied to someone’s wrist is a step ahead that goes beyond simple whiteboard sketching.

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BBC Tomorrow's World 1983 Flatter Television
Macann concludes by pointing out that liquid-crystal panels have already achieved several of the characteristics that TV designers have sought for years, such as thinness and low power consumption. With some more effort on brightness and viewing angle, the existing playthings could become something you’d want to watch at home. Macann is cautious, refusing to declare that the future has arrived. The team is only demonstrating what was accomplished in early 1983 and leaving viewers to wonder how long it would take before things are good enough to utilize in real life.

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How are tech companies supporting R&D talent pipelines in 2026?

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ManageEngine’s Vimalraj Sampathkumar explores how R&D recruitment requires a long-term approach.

In the modern era, the majority of organisations within STEM depend on strong and robust research and development teams to ensure that new discoveries are being made, that processes and techniques are up to date and that current knowledge is not stagnating.

But this requires a consistent and skilled talent pipeline that nowadays is not so easy to maintain.

In May, a report from recruitment platform IrishJobs found that employers are hiring for highly specific, rather than broad roles, with a focus on AI and cybersecurity in particular. 

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“Building a strong talent pipeline requires a long-term approach rather than simply hiring when demand arises,” explained Vimalraj Sampathkumar, the regional technical head for the UK and Ireland at Enterprise IT management company ManageEngine. 

“Irish organisations should partner with universities, offer internships and graduate programmes and provide structured learning and career development opportunities. 

“Equally important is creating an environment that encourages people to innovate, collaborate across teams and experiment with new technologies. When learning becomes part of the culture, organisations are better equipped to attract, develop, and retain highly skilled R&D professionals.”

Rise together

Despite best efforts, there is only so much you can achieve alone. Often the organisations with the most efficient teams are the ones in which there is clear collaboration and a committed effort to upskill as a unit. 

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Sampathkumar finds that, as technology continues to advance rapidly, continuous learning becomes an essential element of the workspace. He advised Irish organisations to provide access to technical training, certifications, mentoring and opportunities to work on emerging technologies and also cited the benefits of knowledge sharing across teams.  

He said: “Investing in upskilling enables R&D teams to innovate faster, improve product quality, respond more effectively to changing customer needs and stay ahead of evolving security and technology trends. 

“It also helps improve employee engagement and retention. This can be a critical differentiator in what is still a very competitive Irish labour market where highly skilled tech talent has no shortage of options despite the emergence of AI.”

Tech and talent

Of the challenges R&D teams face nowadays, Sampathkumar noted the issue of balancing innovation with the need to deliver secure, reliable and scalable products in a landscape where compliance requirements are ever-evolving and deadlines tightening.  

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“Simultaneously, customer expectations and technology within the European market continue to evolve rapidly, requiring teams to adapt quickly due to tightening regulatory demands, the EU AI Act, accelerating cloud and AI adoption and the evolving cybersecurity landscape,” he explained. 

“The opportunity lies in embracing technologies such as AI, automation, and advanced analytics, which enable engineers to spend less time on repetitive tasks and more time solving complex problems that drive meaningful innovation.”

With the changing workplace environment in mind and as most companies continue the march forward, Sampathkumar made note of the tools and recent advancements that can aid R&D professionals in their work.

He explained that AI-assisted development tools, cloud-native platforms, automation and DevSecOps practices have transformed how engineering teams build and deliver software, while also improving productivity and maintaining quality and security throughout the development life cycle. 

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“One area I believe remains underutilised is customer feedback analytics. Organisations collect significant amounts of customer data, but many don’t fully leverage those insights to influence product decisions. Combining customer feedback with AI-driven analytics can lead to more informed and impactful innovation.”

It isn’t all about trendy tech and gadgets, however. For Sampathkumar, the space is driven largely by its people.

“Irish organisations that invest in developing talent, encourage collaboration between customer-facing and engineering teams and maintain a strong focus on solving real customer problems will be best positioned for long-term success. 

“Ultimately, continuous learning and adaptability will remain the defining characteristics of successful R&D organisations.”

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Apple ordered to remove 8 ‘nudify’ AI apps from the App Store

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Apple has been accused of “aiding and abetting” the use of “nudify” AI apps on the iPhone, with San Francisco City Attorney David Chiu demanding they be removed from the App Store in a new cease-and-desist letter sent to the company.

A Wired report notes that both Apple and Google have been told to prevent the sale of AI apps that can be used to create deepfake images. They must also “sever” business relationships with all of the developers responsible for the apps.

So-called “nudify” apps have been around for some time. They allow users to create non-consensual intimate images of others, often minors, without the knowledge of the subject.

Such apps can be used to remove the clothes of subjects. Some allow the subjects to then be placed into specific scenarios of the user’s choosing.

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Illegal, harmful, and completely unacceptable

In a statement provided to Wired, Chiu pointed out that generating deepfake imagery is “illegal, harmful, and completely unacceptable.” Chiu also noted that Apple and Google have likely made considerable sums from the sale of, or subscriptions relating to, such “nudify” apps.

Chiu also made it clear that Apple and Google have a responsibility to ensure that their platforms aren’t being used to create such content. His legal letters also pointed out to both companies that California law prohibits supporting services that can create deepfakes.

Google says that it investigates apps that are believed to be used to create deepfake content. It added that it “takes swift action” when required.

Apple issued a statement to AppleInsider on Friday evening after publication.

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“The App Store was designed to be a safe and trusted place for users, and we have always strictly prohibited apps designed to generate, distribute, or consume pornography. ‘Nudification’ apps are against our App Review Guidelines and we have proactively rejected many of these apps and removed many others, including when users have flagged them via our reporting tools. We have removed three of the apps in question and are in the process of terminating their developer accounts from our program. We are in contact with four others that need to address policy violations or risk being removed as well.”

Apple previously removed a number of similar generative AI apps from the App Store. The company previously told AppleInsider that nudification apps aren’t allowed in the App Store, with no exceptions.

App Store reviewers appear to give developers some benefit of the doubt. Developers are first notified if their apps are found to be used to create “nudify” images.

Violations that aren’t addressed generally result in the offending app being removed from the App Store. It’s not clear if any of the apps in question have gone through this process, or where they are in it.

Apple also says that it actively blocks App Store search terms for such apps.

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As for Chiu, he intends to continue to pursue both companies. For now, he wants Apple and Google to remove the offending apps and strengthen the tools that they use to screen new apps before they are made available for download.

Update July 18, 10:03 AM: Updated with Apple’s statement on the matter.

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Transport for London hackers jailed for five and a half years

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The duo behind the major 2024 cyberattack are reported to have been leading members of the Scattered Spider cybercrime collective.

Two men responsible for the 2024 cyberattack on Transport for London (TFL) have each been sentenced to five and a half years in prison by a UK court.

Owen Flowers and Thalha Jubair, who were teenagers at the time of the cyberattack, were sentenced today (16 July) at Woolwich Crown Court after previously pleading guilty to the hack. The pair were arrested and charged last year.

In late August and early September in 2024, Flowers and Jubair gained access to TFL customer data after impersonating an employee and tricking a phone helpdesk worker into resetting that employee’s password – leading to the theft of around 10m customers’ data.

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The cyberattack – which cost TFL £29m – disrupted a number of transportation services in the UK’s capital, including a booking service that provides transport to vulnerable Londoners, while 148 technology systems were rendered inoperable.

In order to stop the attack, all 27,000 TFL employees were summoned to one of the authority’s offices for a password reset and its IT team disconnected its system from the internet.

Had the attack been successful in shutting down TFL’s entire network, it’s estimated that damages could’ve totalled up to £56bn.

According to the UK’s National Crime Agency, both Flowers and Jubair were leading members of cybercrime collective Scattered Spider, which has been linked to other major cyberattacks such as the Marks and Spencer hack.

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As well as the TFL attack, Flowers also admitted to conspiring to launch cyberattacks on American nonprofit healthcare systems SSM Health and Sutter Health.

According to the Crown Prosecution Service (CPS), devices belonging to Flowers linked him to all three attacks, while information linking Jubair to the TFL cyberattack was reportedly found overseas.

During the trial – which began last month – the court heard that the duo livestreamed the TFL hack online. Telegram messages of Flowers and Jubair joking about the consequences of the cyberattacks were also uncovered and then used by the prosecution as evidence of the pair’s involvement.

According to the CPS, Flowers and Jubair are believed to be the first hackers to be successfully prosecuted under Section 3ZA of the UK’s Computer Misuse Act 1990.

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“Flowers and Jubair broke into and accessed sensitive systems to extract information from millions of Oyster card-holders,” said Lionel Idan, chief crown prosecutor for SEOCID Regional and Wales Division in a press release.

“The evidence revealed not only the sophistication and persistence of their attack but also the recklessness of those responsible. Both defendants showed a staggering disregard for the consequences of their actions as their cyberattack led to TfL having to ‘pull the plug’ on their own network to protect it from wider disruption to the transport network.

“This successful prosecution was a perfect example of collaboration with investigators, prosecutors and international partners working together to build a watertight case that left Jubair and Flowers with little choice but admit their crimes.”

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GameStop now makes more money from Pokemon cards than video games

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Facepalm: GameStop CEO Ryan Cohen has sparked an unlikely controversy among gamers and long-time industry observers after stating that sales of physical video game discs are “totally irrelevant” to his company. While some are blaming Cohen for giving up on physical games, others argue that he is simply stating the obvious: these days, most AAA games are only available as digital downloads.

During an interview with Bloomberg News, Cohen was asked whether he worries about his company’s future in an era when publishers are increasingly pivoting to digital-only releases. Cohen replied that the decline of physical games would not hurt GameStop because “software makes up less than 12%” of the company’s overall business.

Explaining GameStop’s current business model, Cohen noted that trading cards and collectibles account for more than half of the company’s revenue, with Pokémon trading cards being the single most popular product on its store shelves. Cohen also pointed out that the $143 million the company earned in Q1 2026 represented “the highest operating earnings in the company’s history.”

According to GameStop’s latest financial report, collectibles and trading cards accounted for around 41% of the company’s revenue during the quarter, while software sales, once the company’s core business, accounted for only about 12%. The figures suggest that GameStop has evolved from the country’s leading video game retailer into a company whose business is now primarily driven by collectibles.

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Still, Cohen’s remarks caught some gamers off guard, with critics arguing that stores like GameStop should be fighting to slow the decline of physical games, since they have long been central to the company’s business model. Other, more pragmatic gamers believe the CEO was simply stating the obvious, as sales of physical video games have long been surpassed by digital downloads.

Sales of physical copies of games have been declining for several years, with most AAA publishers no longer releasing physical editions of their latest titles. Recent high-profile games that launched as digital-only releases include Cairn, Marathon, Esoteric Ebb, and The Alters: Last Variable.

Rockstar Games also recently announced that the highly anticipated Grand Theft Auto VI will be a digital-only release, with the so-called physical edition containing nothing more than a code to download the game. However, following severe backlash from fans, the company hinted that it could release a true physical version at a later date.

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Sony also joined the digital-only trend recently, announcing that it will no longer release physical copies of new PlayStation titles starting in January 2028. Despite protests, the decision is unlikely to be reversed, with the EU clarifying this week that it cannot prevent Sony from ending physical PlayStation game releases.

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