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If your iPhone or Mac has Apple Intelligence, you’re getting Siri AI

Because Apple tossed out a slide that has no context outside the keynote, the internet has convinced itself that Siri AI is only coming to hardware released since 2024. That’s untrue.

Apple announced Siri AI as part of the WWDC 2026 opening keynote on June 8. It’ll ship this fall as part of the iOS 27, macOS 27, iPadOS 27, and visionOS 27 software updates.

Siri AI is built on Apple Intelligence and will see the assistant gain new abilities, including a new chatbot-like interface. And it’ll be available on all of the same devices that already support other Apple Intelligence features.

That hasn’t stopped people from taking to social media and forums across the internet to cry foul, though. They want to know why their AI-ready iPhone 17 won’t get the new AI features this fall.

There’s clearly confusion, coupled with the internet’s tendency to go off half-cocked. And we only have to look at Apple’s Siri AI announcement to see where that confusion comes from.

Confusion at Apple’s core (advanced model)

During its Siri AI unveiling as well as in its press release, Apple mentioned its “most advanced on-device model ever.” It then went on to say that this model is only available on a very limited number of devices.

Apple says the most powerful on-device AI models will not be on all devices - image credit: Apple

Apple says the most powerful on-device AI models will not be on all devices – image credit: Apple

In the case of the iPhone, those devices include the iPhone Air, iPhone 17 Pro, and iPhone 17 Pro Max. For iPad, you’ll need any of the models with an M5 chip or newer with 12GB of RAM. Mac owners with an M3 or newer, but still with 12GB of RAM or more, are also good to go.

Unfortunately, that’s where far too many people stopped paying attention. If they hadn’t, they’d know that the AFM Core Advanced model Apple was talking about is only actually used for two Siri AI features.

One of those features that older hardware won’t get allows users to customize the way Siri sounds, while the other brings improved system-wide dictation.

That’s it. Nothing more, and nothing less.

Text list showing Apple Intelligence compatibility with various devices, including iPhone 16 and 17 models, iPads with M1 and later, Apple Vision Pro, and multiple Mac models with M1, M2 chips

Apple Intelligence is available on plenty of new and older devices

These are the two features that you need a newer iPhone, iPad, or Mac to use. Everything else under the Siri AI and Apple Intelligence banners will come to existing Apple Intelligence-enabled devices.

That hasn’t stopped people from getting ready to ditch their M1 Pro MacBook Pros, though. Nor has it stopped them from readying the pitchforks because their iPhone 16 Pro Max won’t get the upgraded Siri.

All of this panic, the angst, the anger could have been avoided by simply “Googling Siri AI” and “supported devices.” Maybe these people chose to ask ChatGPT instead, and it just hallucinated an answer for them.

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Mini Review: to a T (Switch 2) – Cute Narrative Sim Loses Its Teachings To Tittering

When they’re done well, games with a message can be so effective, balancing the scale between teaching and transfixing you. to a T is a narrative game wrapped in a cute art style courtesy of designer Keita Takahashi (Katamari). It touches on an important theme, but that touch is light.

Your happy-go-lucky character’s body is in a permanent ‘T’ pose, which makes you different to those around you – the game is largely about navigating a world made for people with mobile arms. That means you have a special toothbrush and spoon, plus a pooch who helps with your everyday tasks (later you get to play as them, adorable waddling animation included).

Chapters are divided by musical numbers like those in kids’ cartoons where you can sing along with karaoke-style animation for lyrics that are hilariously silly: ‘Y I B T shape, not U or F or O?’ The humour gets more tickling with your ability to spin rapidly and propel yourself into the air. It enables you to reach the highest heights – and your bullies’ hearts. Only you can do this, because only you are shaped like a T.

Our hero’s experience is clearly intended as a metaphor for disability, touching on everyday difficulties many take for granted. It’s great as a kid-friendly execution – quirky and creative yet empathy-drawing. However, the message gets muddled in the second half, where the story spirals wildly from weird to downright absurd.

And this is a world where unicycles talk and cereals contain wasabi. The ‘twist’ is odd, narratively speaking, but it also does a disservice to what could be a tidy theme about acceptance. Rather than making the protagonist relatable, it alienates them further.

The gameplay is mostly simulation, as you go through your character’s day-to-day life. Minigames trickle throughout, including rhythm games, maths problems and mazes. Some feel quite tricky – the maths numbers come at you full throttle, all over the screen. Any little ones playing may need help here.

It’s possible the minigames are intended to replicate the experience of a person with a disability. But, strangely, the game’s accessibility options are lacking. There’s one lone accessibility setting: instead of rotating your right joystick to spin and fly, you can press ‘R’.

On Switch 2, to a T is a bit jittery when you fly, or walk through small spaces. Camera movement is tied to your character; it changes angle as you move, so that ‘right’ turns into ‘up’ or ‘up’ becomes ‘down’.

to a T doesn’t do anything terribly, but it doesn’t exactly triumph either. Takahashi’s touch is evident in the cute 3D Peanuts-esque design. He and development studio uvula have taken on a tremendous challenge, though what they’ve produced could’ve had much more emotional resonance.

Most troublingly, it isn’t easily playable for the very audience it supposedly spotlights – and its story (while fun and quirky) may muddy its teachings. Still, littler players might enjoy its style and silliness, even if it doesn’t express its take-home message…to a T.

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Round Up: The Previews Are In For Rhythm Heaven Groove

Rhythm Heaven Groove
Image: Nintendo

If you watched this week’s Nintendo Direct right from the very start, you will have seen a whopping two-minute-fifty-five-second trailer for next month’s first-party offering, Rhythm Heaven Groove. We’re rapidly closing in on that 2nd July release date, and today, the first previews have appeared online.

A bunch of outlets (including us) have had hands-on time with the long-awaited return of the rhythm series, so we can start to gauge what it has in store for us.

Here at Nintendo Life, we admitted that Groove is little more than more Rhythm Heaven, but that’s no bad thing. Here’s a snippet of our early thoughts, followed by the full preview:

There’s something oddly intoxicating about the sound design and visuals, coupled with the primal feel-good sensations that come from successfully adhering to a rhythm.

But what do other outlets have to say, eh? Below, we’ve rounded up a handful of them, so you can get an idea of the early consensus at a glance.

Over at Game Informer, the preview was optimistic about pretty much everything Groove has to offer:

I’m excited to see how the single-player offerings play out as you get deeper into them, and I look forward to busting this game out at future friend gatherings.

Pocket Tactics shared much of the same love, even to the new RPG ‘Beatspell’ mode — which, it admits, feels a little out of place despite its quality.

It wasn’t the most cohesive and did feel like I was playing a mostly separate game, but I like the ambition of it, and think that longtime fans of the series need crumbs of something else to chew on.

TechRadar‘s preview said that Groove is “on track to become my favourite Nintendo Switch release of 2026”. High praise indeed!

I can already see myself nipping back into its incredibly moreish beat-based minigames whenever I have a spare few minutes once it’s out.

The multiplayer mode got a particular shoutout in Metro‘s early thoughts:

Rhythm Paradise Groove is perhaps too low-key to ever be considered a Nintendo heavyweight, but for those clamouring for a light-hearted, cheap, absurdist cleanser to roll out at parties, this is shaping up to be a boon for the Switch’s multiplayer arsenal.

And finally, PC Mag praised the Beatspell mode’s uniqueness, hoping it’s enough to mix up the gameplay in the long run:

Since this was all rhythm-based, making those input choices in the moment while staying on beat felt like freestyling, a nice bit of creativity in a game otherwise about precisely following instructions.


So, just a small taste of the early impressions, but they seem rather positive! We’ll see what the full release holds when Rhythm Heaven Groove launches on Switch next month.

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Japanese Charts: Switch 2 Sales Continue To Slip, But Tomodachi Life Holds The Newbies At Bay

Tomodachi Life / Final Fantasy VII Rebirth
Image: Nintendo Life

It has been another rough post-price-hike sales week for Switch 2 in Japan, but Nintendo stays winning on the software side, thanks to Tomodachi Life: Living the Dream (thanks, Famitsu).

The wacky life sim added another 50,000+ copies to its pile this week, stopping the new Switch 2 releases of Final Fantasy VII Rebirth and eFootball Kick-Off! from getting the top spot. 007 First Light on PS5 has slipped from its silver-medal debut last week and now winds up in seventh, while Japan’s A-Train9 Evolution also makes the ranking in its debut week.

Here’s a look at the top ten in full:

Position Game Platform Unit Sales (1st – 7th Jun) Total Unit Sales
1

Tomodachi Life: Living the Dream

Switch

50,151

1,309,182
2

Final Fantasy VII Rebirth

Switch 2

30,657 NEW
3

eFootball Kick-Off!

Switch 2

20,047 NEW
4

Pokémon Pokopia

Switch 2

10,794 1,049,201
5

Yoshi and the Mysterious Book

Switch 2

8,191 60,553
6

Mario Kart World

Switch 2

7,381 2,965,454
7

007 First Light

PS5

4,388 25,078
8

Minecraft

Switch

4,381 4,218,943
9

A-Train9 Evolution

Switch 2

3,550 NEW
10

Astro Bot

PS5

3,460 103,717

It’s another week of small numbers on the hardware side of things, as Japan’s price hike has produced another drop in Switch 2 sales.

Nintendo’s latest remains on top, of course, with an additional ~23,000 sales to its name, but it’s down from last week’s 31,751, and don’t even get us started on the week before, where it hit a pre-price increase peak of 247,880.

We’ve seen similar drops for Switch 1 sales this week (apart from the Lite, which actually had a decent increase), and it’s reflected in the SKU totals. The Standard, Lite and OLED models come in at 7,821, while the three PS5 systems racked up 8,646.

Here’s a breakdown of the figures for the week:

Position Console Unit Sales (1st – 7th Jun) Lifetime Unit Sales
1 Switch 2

23,059

5,888,272
2

PlayStation 5 Digital Edition

6,731

1,309,551

3

Switch Lite

4,099 6,977,052
4 Switch OLED 2,978 9,588,808
5

PlayStation 5 Pro

1,644

361,952
6

Switch

744 20,301,079
7

Xbox Series X Digital Edition

368 31,912
8

Xbox Series X

277

327,491
9

PlayStation 5

271

5,920,105

10

Xbox Series S

109

342,328

< Previous charts


What do you make of this week’s charts? Let us know in the comments.

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Deprecation of the ImageCreator class

As we continue to refine our approach to image generation, the ImageCreator class is being discontinued and will no longer work in iOS 27, iPadOS 27, macOS 27, and visionOS 27 or later. When we introduced the Image Playground framework, we included the ImageCreator class as a way for apps to generate images programmatically using the on-device image generation model.

If your app uses the ImageCreator class, here’s what to expect:

  • Beta OS releases: Your code will continue to compile, but you’ll begin to receive warnings in Xcode. Apps using ImageCreator will not function in TestFlight builds and will cause a runtime error.
  • Public OS releases: Your code won’t compile, and any features in your app that use ImageCreator won’t work for people using your app.

What you need to do:

If your app uses ImageCreator, update your implementation before the public release of iOS 27, iPadOS 27, macOS 27, and visionOS 27 to ensure your image generation features continue to work and people using your app won’t be affected.

  • If your app uses ImageCreator: Transition to presenting the Image Playground sheet, which provides a consistent, system-managed image generation experience. Alternatively, you can integrate another image generation service of your choice.
  • If you’ve already migrated: No further action is required.

Resources:

Learn more about the Image Playground framework

Create high-quality images using Image Playground

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Chained Echoes Is Finally Getting Its Physical Release, After Last Attempt Ended In A Lawsuit

Chained Echoes Physical
Image: Deck13 Spotlight

Earlier this year, Chained Echoes developer Matthias Linda announced that he was filing a lawsuit against distributor First Press Games after a two-year wait for his promised physical release. Well, good news! The dev has partnered with a new company, and the physical launch is back on track.

Super Rare Games has today announced that it is taking on the distribution mantle, with Standard and Deluxe Edition pre-orders arriving next week on 18th June at 6pm BST / 10am PT / 1am ET, before a planned ship in September. The company expects this to be a popular one, and is only promising it as a “limited pre-order release” for the time being.

Both editions include the base game and its accompanying ‘Ashes of Elrant’ DLC, while the Deluxe Edition also throws in a hardback A5 artbook, a poster, a gold coin, and an exclusive clamshell box to keep it all in.

This has been a long time coming for all those who backed the game on Kickstarter and have been expecting a physical copy in the years since. Linda has confirmed that “eligible Kickstarter backers who pledged for a physical copy will receive the game at no additional cost,” so keep an eye on those inboxes if this applies to you.

Chained Echoes Physical
Image: Deck13 Spotlight / Super Rare Games

We’re excited to see this physical promise finally come into fruition, because this is a wonderful little game. “Chained Echoes is a wonderful mash-up of ’90s JRPG tropes,” we said in our 9/10 review, “masterfully woven together to produce an experience that feels simultaneously nostalgic and fresh.”

Let’s just hope that the release goes smoothly, this time.

Will you be picking up one of these physicals? Chain your thoughts in the comments below.

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Preview: Tomb Raider: Legacy Of Atlantis Sees An “Unfettered” Lara Put The Survivor Era Behind Her

Tomb Raider: Legacy Of Atlantis Lara
Image: Amazon Game Studios

The Tomb Raider series is one of the longest-lasting in the video game industry, going all the way back to 1996. It has graced many different platforms, including Nintendo ones. And with the increased power of the Switch 2, lots of others are coming over too, including the recently released Rise of the Tomb Raider: 20 Year Celebration.

But now, a new remake of the first game, Tomb Raider: Legacy of Atlantis, is coming to Switch 2 next year. At Summer Game Fest 2026, I got to play about 40 minutes of the game and sit down with the developers to talk about bringing protagonist Lara Croft back to her roots.

To be clear, Lara Croft in Legacy of Atlantis is the same one from the Survivor trilogy (Tomb Raider, Rise of the Tomb Raider, and Shadow of the Tomb Raider). In this new sequel adventure, Lara is much more confident, bringing years of wisdom along with her.

“It’s a re-imagining of the debut adventure coming up on the 30th anniversary, we wanted to celebrate that moment,” said Crystal Dynamics experience director Jeff Adams. “We really wanted to make sure that she’s still bringing all of the experiences from the Survivor era.”

Tomb Raider: Legacy Of Atlantis Lara Jumping
Image: Amazon Game Studios

The connection may not be immediately apparent, given that the art style in Legacy of Atlantis is much more stylised than the gritty tone of the Survivor days. However, that was intentional.

We’re trying to meet Lara in this phase where she’s unfettered by the past. It’s a blue sky horizon ahead of her.

“Art direction is always talking about the emotions, so what we’re trying to do is invoke the emotions that people had when they played the original one, which is much more colourful,” Flying Wild Hog art director Arek Tomaszewski said.

Crystal Dynamics game director Raul Siqueira added, “The tone in Legacy of Atlantis is intended by design to be more optimistic. We’re trying to meet Lara in this phase where she’s unfettered by the past. It’s a blue sky horizon ahead of her. So she’s just having fun being the Tomb Raider at this time, and so we wanted the visual tone to reflect that.”

The elephant in the room, however, is that Legacy of the Tomb Raider used AI during the development process. Everyone’s opinions about AI vary, but personally, I didn’t detect anything that stood out to me as blatantly AI in my demo. That might be by design though, as Crystal Dynamics confirmed that AI-assisted assets were replaced by or refined by its human developers.

Tomb Raider: Legacy Of Atlantis Dinosaurs
Image: Amazon Game Studios

During the PC demo, I was in a jungle solving a puzzle where I had to find gears throughout the area and connect them to open up a gate. One thing that was noticeable was Lara’s jump, which was surprisingly far. When playing other AAA action games, the player character’s jump often doesn’t go very far, opting for more realism. But when I was playing as Lara here, I felt like I could cross any gap.

“It is important to us to stay faithful to the original, where acrobatics were part of her personality and how she moves, so we wanted to make sure that that was incorporated into it,” Siqueira said. “We wanted to show some sort of personality of Lara that is different from the Lara from [Survivor era], who was more grounded.”

Acrobatics is a huge part of combat now, too. Lara wields two pistols and she can backflip around dinosaurs while shooting at them. When landing shots, Lara builds up Focus, which she can then expend to activate a ‘bullet time’ mechanic and slow down time around her in a cool, cinematic flourish. It’s just another way to build out Lara’s personality.

“It’s also a fantastic example of what re-imagining means, because if you remember in Tomb Raider Anniversary, she did have the adrenaline dodge mechanic, where it did do a time dilation moment for a perfect headshot,” Adams explained. “That was the whole team basically saying, ‘Hey, that was a cool thing. How can we kind of make it feel more modern?’”

Tomb Raider: Legacy Of Atlantis Lara Jumping
Image: Amazon Game Studios

Lara Croft and the Tomb Raider franchise has spent the past three decades gracing our TV screens and handhelds. While 2027’s Tomb Raider: Catalyst (a sequel to 2008’s Tomb: Raider Underworld) hasn’t been announced for Switch 2, hopefully Legacy of Atlantis isn’t the end of her journey yet on Nintendo platforms.

“The fact that she can transcend decades, move through different genres and permutations is really what makes her such a defining figure in gaming,” Adams said. “You can make her work in almost every decade, whatever the paradigm is, because at the core of it, she’s just a really engaging character.”


Tomb Raider: Legacy of Atlantis launches on 12th February 2027 for Nintendo Switch 2, PS5, Xbox Series, and PC.

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Date Everything “Self Care Update” Brings Some Bliss To Switch Today

Date Everything - Self Care Update
Image: Team17

If you can believe it, Date Everything is currently celebrating its first anniversary, and to mark the occasion, Team17 and Sassy Chap Games have released a new update to give players “the ultimate Date Everything experience”.

The ‘Self Care Update’ is rolling out on Switch today, addressing a bunch of community-flagged issues and feature requests that the dev has received in the last year. This includes a bunch of neat tweaks like player pronoun changes, new voice lines, a clearer HUD for screenshots and more. There have also been some changes based on sensitivity feedback from players, so the virtual dating can be as comfortable and welcoming as it was intended to be.

For those who missed this one on release, Date Everything is a sandbox dating sim where you can date… everything. Inanimate objects? Dateable. Existential concepts? Dateable. In-game bugs and glitches? Dateable. The best part is that all of these hopeless romantics are voiced by some of the biggest names in the VA biz, with Troy Baker, Matt Mercer, Ali Hillis, Ben Starr (and just about everyone else you can think of) on board.

Here’s a rundown of all the changes included in this update, provided by Team17:

  • Content Aware Support for Hector, Friar Errol, and Farya

  • Updated Content Aware Descriptions: Based on player feedback, each existing Content Aware has additional detail and updated language

  • Subtitles for Songs and Musical Pieces for Hearing-Impaired: Miranda, Bodhi, and Keyes will display lyrics and descriptions during their most musical moments.

  • Curt and Rod Player Pronouns: We brought in Davied and Jacquis into the studio for new lines that address the player with correct pronouns!

  • Daisuke/Gaia Interaction: We brought Daisuke (Tsuji) into the studio for special Traveller dialogue with Gaia!

  • Community Sourced Sensitivity Feedback These are almost too numerous to name, but we thank players for giving us the feedback to make these changes for better player character options!

  • More sensitive player choices in general for: Farya, Arma, I, Ronaldini, Freddy, Mitchell, Maggie, Scandalabra, Stefan, Stepford, Teddy, and Zoey


Will you be checking out Date Everything’s latest update? Let us know in the comments.

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Preview: Yep, Rhythm Paradise Groove Is Another Rhythm Heaven Game (Good)

To some, the concept of Rhythm Paradise (or Rhythm Heaven as it likes to be called) is a bit of a hard sell. It’s a rhythm game with the most simplistic controls imaginable, often just a single button, coupled with some simple animations to go along with it.

I don’t blame anyone for being a bit sceptical, to be honest, and in truth I’ve never sat down and played a game in the series before having a go at Rhythm Paradise Groove at Nintendo’s UK headquarters, but the devil (or perhaps angel) really is in the detail.

I got to try out a handful of the single-player games, two of the multiplayer offerings, and the only somewhat promoted new mode, Beatspell, which featured in the most recent Nintendo Direct, although strangely not by name.

The single-player content is as I described above. Very simple inputs are required to be pressed in time to a beat, with some music and charming little animations to go alongside it. In isolation, not one of the games is anything exceptional; the timing windows are fairly small, so you’re unlikely to get a perfect score first time around, but it’s hard to escape the fact that beyond the odd syncopated rhythm, you’re pressing the same button (or buttons) for a few minutes at a time with limited variety.

Rhythm Heaven Groove
Image: Nintendo

Yet I had difficulty getting bored with most of them, except perhaps the one where you have to make a dog jump and catch a frisbee. There’s something oddly intoxicating about the sound design and visuals, coupled with the primal feel-good sensations that come from successfully adhering to a rhythm.

But where things really came to a head was the Remix, where each of the games I’d already played were swapped between unpredictably, requiring me to interact with them in a much more engaging and different manner, forcing myself to really keep track of all the timings required. Lovely stuff.

Multiplayer was a bit more straightforward, but having more than one person involved added more of a dynamic than I expected. One game was co-op, where we had to protect the king’s carriage from incoming arrows. The timing on this was brutal, and I’m reluctant to admit that through my clumsy efforts, the king was swiftly dispatched and we all failed the game. We won later, but I barely improved. I blame the TV’s input lag.

The other was a simple affair of waiting until exactly three o’clock in the afternoon (in-game time, thankfully – I didn’t really want to risk hitting rush hour) to grab a slice of cake. Whoever presses ‘A’ closest to that time wins, and their hair grows to establish dominance.

Both games are devilishly simple, but strangely compulsive. Perhaps it’s the context of having to wait until a specific time to grab a mid-afternoon treat, or maybe it’s my sheer competitiveness, but I found myself disappointed when we had to move on.

But what a thing to move on to! Beatspell is a sort of RPG reminiscent of the likes of Streetpass Quest in how its levels are presented. You cast spells to damage foes and recover health, and…well, I don’t know because I was only allowed to play the first two levels, and they were the only spells I got.

You cast them by pressing buttons in time to the beat, in a gameplay departure some may describe as ‘bold’. Yeah, it’s arguably the same buttons yet again, but aren’t all games just pressing buttons?

Anyway, the better your timing with these spells, the more damage you deal, or health you recover. I never fought more than one enemy at any one time, and once I’d found a technique that worked, there wasn’t any real challenge at all, but the ideas it presented really intrigued me.

Rhythm Heaven Groove
Image: Nintendo

I’m still wondering how expansive this mode is; I’m not saying it needs to be 30 hours long — in fact, I think I’d lose my mind if it was — but I am still hoping that there’s a good few hours to be had in this mode, because it’s just as strangely engaging as the other modes, perhaps even moreso.

But the rub of all of this is, will it stand up as a full package? My gut tells me it will, although some people will certainly draw unfavourable opinions for not having more than it does. The real proof will be in the final game, but until we get a proper look at everything it has to offer, I think fans can remain cautiously optimistic. I know I am, and I’ve only been a fan for a few weeks.


Rhythm Heaven Groove releases on 2nd July.

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What you need to know about the Microsoft Secure Boot certificate expiration: Don’t Panic!

UEFI Secure Boot keys, used to sign the first stage boot loader, are expiring in June 2026 (this month!) But that only means that Microsoft can no longer sign with them. Machines, both bare metal and virtual, will continue to boot long after June is over as long as the current public keys are not removed from the firmware database or revoked via the dbx database. In the meantime, Fedora Rawhide (f45) already contains a first stage boot loader that is signed by multiple keys for maximal compatibility. So there is no need to panic, but action is recommended.

Secure Boot basics

UEFI Secure Boot is a security feature which ensures only trusted (signed) applications run during a computer’s boot up process. This applies to the boot loaders, the operating system kernel, and the kernel modules. Trust is established using asymmetric cryptography. Tested algorithms, like RSA or ECDSA, are used to create asymmetric key pairs. The private key is used to sign the application. A totally different but complementary public key is used to verify the application. The private key is kept secret while the public key is available to anyone who wants to run the application. UEFI Secure Boot is only available for machines that run UEFI firmware, and for Fedora, the key expiration only applies to the x86_64 architecture (Intel, AMD), and to those who have Secure Boot enabled.

The root of trust for Secure Boot is in the firmware. Hardware manufacturers add trusted Secure Boot public keys to their devices’ Secure Boot firmware database (db). Firmware for virtualization, known as edk2-ovmf, is built with similar trusted public keys. In order to simplify the process, there is a central signing authority which signs the first stage boot loader. This is the “shim” whose public key is enrolled pretty much everywhere, and that is Microsoft. Microsoft first started signing shim with their 2011 UEFI Third Party CA, but by the end of June they will no longer be able to do so. Since October 2025, Microsoft began signing with a new 2023 key as well. Once the 2011 key expires, new shims will only be signed with the 2023 key.

The OS maintains the rest of the Secure Boot chain. Fedora’s shim embeds a Fedora Secure Boot public CA key. Private keys on Fedora’s signing server are used to sign the next stage boot loader (grub2), the kernel, and any other applications that need to run during the boot process (like fwupd for firmware updates or unified kernel images– UKIs)

When the kernel is built, kernel modules are signed using an ephemeral key. Only signed kernel modules can be loaded when Secure Boot is enabled.

Action Recommended

The fact is that you don’t really have to do anything about any of this right now. Your computer will continue to boot. New installations of both older and new OSes will continue to be possible.

BUT, we recommend updating your Secure Boot database if and when an update is available. The next deliverable shim update can only be signed by the 2023 key and it is best to be prepared. While there are no known exploitable security vulnerabilities in shim at this time, new ones may be found next month or next year. Below are some commands that will help you determine what state your computer is in, and how to make the correct updates.

How to tell if you have UEFI or legacy BIOS

The presence of the /sys/firmware/efi directory is the clearest way to check whether you are running UEFI firmware or legacy BIOS. The following command will print “BIOS” if the efi directory does not exist:

$ [[ -d /sys/firmware/efi ]] || echo BIOS

How to check if Secure Boot is enabled

$ mokutil --sb-state
SecureBoot enabled

The Secure Boot state may be “enabled”, “disabled”, or the machine may be in “Setup Mode”, which means there are no Secure Boot keys enrolled in firmware.

How to identify which keys are in the firmware db

$ mokutil --db --short
580a6f4cc4 Microsoft Windows Production PCA 2011
45a0fa3260 Windows UEFI CA 2023
46def63b5c Microsoft Corporation UEFI CA 2011
b5eeb4a670 Microsoft UEFI CA 2023

This output is from a VM, and as you can see, it already contains the 2011 and 2023 public keys. Your laptop or desktop will also show other database keys from the manufacturer.

How to update the firmware db

Enable and use fwupd to get your updates from the Linux Vendor Firmware Service (LVFS):

$ sudo fwupdmgr update

If you have an HP or Fujitsu machine, the update will be available soon, after you have updated your firmware. Use either the above command, or the vendor-recommended command at that time.

How to check which key(s) signed the shim

$ sudo dnf install pesign -y
$ sudo pesign -S -i /boot/efi/EFI/fedora/shimx64.efi
----------------------------------------------
certificate address is 0x7f3fffc11410
Content was not encrypted.
Content is detached; signature cannot be verified.
The signer's common name is Microsoft Windows UEFI Driver Publisher
No signer email address.
No signing time included.
There were certs or crls included.
----------------------------------------------
certificate address is 0x7f3fffc139e0
Content was not encrypted.
Content is detached; signature cannot be verified.
The signer's common name is Microsoft UEFI CA 2023 signer
No signer email address.
No signing time included.
There were certs or crls included.
-----------------------------------------------

The output shown here is from the dual-signed Fedora Rawhide (F45) shim. If Rawhide is not installed, the shim will only be signed with the first key, which is the 2011 key.

You can use the same pesign command to examine grub2 (/boot/efi/EFI/fedora/grubx64.efi) and the kernel (/boot/vmlinuz-…).

What NOT to do

If a database update is not available for your system, contact your hardware manufacturer. Do not attempt to force an incompatible update. Do not update your database manually unless you know exactly what you are doing!

Do not remove or revoke the 2011 key. The 2011 key is not compromised, it is only expiring, so there is no need to remove it. Additionally, it was used to sign option ROMs, so removing it could render peripherals on your system inoperable. Likewise, adding the 2011 key to the firmware dbx database (the forbidden database) will affect option ROMs. This will stop the dual-signed shim from booting.