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Midweek Madness – Not a Metroidvania Bundle

Recently there’s been a bunch of community discussion around what kind of games we’re allowing onto the Steam Store. As is often the case, the discussion caused us to spend some time examining what we’re doing, why we’re doing it, and how we could be doing it better. Decision making in this space is particularly challenging, and one that we’ve really struggled with. Contrary to many assumptions, this isn’t a space we’ve automated – humans at Valve are very involved, with groups of people looking at the contents of every controversial title submitted to us. Similarly, people have falsely assumed these decisions are heavily affected by our payment processors, or outside interest groups. Nope, it’s just us grappling with a really hard problem.

Unfortunately, our struggling has resulted in a bunch of confusion among our customers, developer partners, and even our own employees. So we’ve spent some time thinking about where we want to be on this, and we’d like to talk about it now. But we also think it’s critical to talk about how we’ve arrived at our position, so you can understand the trade-offs we’re making.

The challenge is that this problem is not simply about whether or not the Steam Store should contain games with adult or violent content. Instead, it’s about whether the Store contains games within an entire range of controversial topics – politics, sexuality, racism, gender, violence, identity, and so on. In addition, there are controversial topics that are particular to games – like what even constitutes a “game”, or what level of quality is appropriate before something can be released.

Common questions we ask ourselves when trying to make decisions didn’t help in this space. What do players wish we would do? What would make them most happy? What’s considered acceptable discussion / behavior / imagery varies significantly around the world, socially and legally. Even when we pick a single country or state, the legal definitions around these topics can be too broad or vague to allow us to avoid making subjective and interpretive decisions. The harsh reality of this space, that lies at the root of our dilemma, is that there is absolutely no way we can navigate it without making some of our players really mad.

In addition, Valve is not a small company – we’re not a homogeneous group. The online debates around these topics play out inside Valve as well. We don’t all agree on what deserves to be on the Store. So when we say there’s no way to avoid making a bunch of people mad when making decisions in this space, we’re including our own employees, their families and their communities in that.

So we ended up going back to one of the principles in the forefront of our minds when we started Steam, and more recently as we worked on Steam Direct to open up the Store to many more developers: Valve shouldn’t be the ones deciding this. If you’re a player, we shouldn’t be choosing for you what content you can or can’t buy. If you’re a developer, we shouldn’t be choosing what content you’re allowed to create. Those choices should be yours to make. Our role should be to provide systems and tools to support your efforts to make these choices for yourself, and to help you do it in a way that makes you feel comfortable.

With that principle in mind, we’ve decided that the right approach is to allow everything onto the Steam Store, except for things that we decide are illegal, or straight up trolling. Taking this approach allows us to focus less on trying to police what should be on Steam, and more on building those tools to give people control over what kinds of content they see. We already have some tools, but they’re too hidden and not nearly comprehensive enough. We are going to enable you to override our recommendation algorithms and hide games containing the topics you’re not interested in. So if you don’t want to see anime games on your Store, you’ll be able to make that choice. If you want more options to control exactly what kinds of games your kids see when they browse the Store, you’ll be able to do that. And it’s not just players that need better tools either – developers who build controversial content shouldn’t have to deal with harassment because their game exists, and we’ll be building tools and options to support them too.

As we mentioned earlier, laws vary around the world, so we’re going to need to handle this on a case-by-case basis. As a result, we will almost certainly continue to struggle with this one for a while. Our current thinking is that we’re going to push developers to further disclose any potentially problematic content in their games during the submission process, and cease doing business with any of them that refuse to do so honestly. We’ll still continue to perform technical evaluations of submissions, rejecting games that don’t pass until their issues have been resolved.

So what does this mean? It means that the Steam Store is going to contain something that you hate, and don’t think should exist. Unless you don’t have any opinions, that’s guaranteed to happen. But you’re also going to see something on the Store that you believe should be there, and some other people will hate it and want it not to exist.

It also means that the games we allow onto the Store will not be a reflection of Valve’s values, beyond a simple belief that you all have the right to create & consume the content you choose. The two points above apply to all of us at Valve as well. If you see something on Steam that you think should not exist, it’s almost certain that someone at Valve is right there with you.

To be explicit about that – if we allow your game onto the Store, it does not mean we approve or agree with anything you’re trying to say with it. If you’re a developer of offensive games, this isn’t us siding with you against all the people you’re offending. There will be people throughout the Steam community who hate your games, and hope you fail to find an audience, and there will be people here at Valve who feel exactly the same way. However, offending someone shouldn’t take away your game’s voice. We believe you should be able to express yourself like everyone else, and to find others who want to play your game. But that’s it.

In the short term, we won’t be making significant changes to what’s arriving on Steam until we’ve finished some of the tools we’ve described in this post. As we’ve hopefully managed to convey, navigating these issues is messy and complicated. Countries and societies change their laws and cultural norms over time. We’ll be working on this for the foreseeable future, both in terms of what products we’re allowing, what guidelines we communicate, and the tools we’re providing to developers and players.

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Now Available on Steam – Warhammer 40,000: Inquisitor – Martyr, 10% off!

Warhammer 40,000: Inquisitor – Martyr is Now Available on Steam and is 10% off!*

Enter the Chaos-infested Caligari Sector and purge the unclean with the most powerful agents of the Imperium of Man!

W40k: Inquisitor – Martyr is a grim Action-RPG featuring multiple classes of the Inquisition who will carry out the Emperor’s will.

*Offer ends June 12 at 10AM Pacific Time

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Review: Minesweeper Genius

Aristotle, the hero of Minesweeper Genius, takes a rather literal approach to mine disposal, whipping out his broom to sweep the surroundings for deadly devices. He is a peculiar little character, so proud of his superior brainpower that he keeps his smarts in a glass dome that is attached to the top of his head. The silly plot concerns aliens and scientific experiments, but sweep this aside and you are left with a smart update of a game that has its origin’s in the earliest mainframe games of the 1960’s and 1970’s.

The most well-known version of Minesweeper dates back to the early 1990’s, when it came bundled alongside Solitaire with Windows 3.1.  It may not have had the same mass appeal as solitaire, but countless hours of productivity were wasted by those bored office workers, who wanted something a little more tactical than just arranging playing cards. Better still, the unobtrusive graphics, consisting of a small grey grid, were much less likely to catch the eye of a wandering manager.

Small Level

Actually, Minesweeper Genius has just as much in common with number puzzler Sudoku as it does with its original namesake.  Aristotle begins each level placed in a grid, the exit will be marked but the rest of the spaces will be unexplored and could contain deadly mines. You can infer which spaces are safe from the numbers that appear along the edges of the grid. These reveal how many mines are in each row and column. On each level, Aristotle gingerly makes his way from square to square. He is never allowed to backtrack, and should he tread on a mine then he is returned to his starting position.

Minesweeper Genius consists of thirteen islands, each with ten levels apiece. Upon completing a level Aristotle will be awarded a star rating and the next level will unlock. Sometimes, after completing an island, a number of optional advanced levels will also become available.  As you progress, more features familiar to those who played the original minesweeper will become available. From the second island onwards, you can flag squares that you think contain mines. Simply press on a square or drag your finger across multiple squares to place flags. The third island introduces radial indicators; these appear in certain squares at the beginning of some levels and display a number that signifies how many of the adjacent spaces contain mines.

To spice things up, the game also introduces a range of special squares that trigger as soon as Aristotle steps on them. There are ones that allow Aristotle to belie his advanced years and leap over a square. Others will slide squares from one end of the grid to the other or swap entire rows and columns. All of the special squares in a grid must be triggered in order to successfully complete a level.

Large Island

My initial impressions of Minesweeper Genius were extremely favourable, the graphics are clear, the controls responsive and the puzzling initially feels very rewarding. It is obvious that the developers have spent a lot of time polishing and refining their game. It is also commendable that the game offers a generous amount of levels and comes as a complete package, with no extra purchases required. Unfortunately, after playing for a while things began to go downhill pretty fast. Some of the issues are easily remedied; the background music soon begins to grate, but it can be switched off, as can the annoying sound effects that have Aristotle nodding off and snoring after only the briefest period of inactivity. The old dear’s desire for frequent naps may initially be mildly amusing, but I soon felt like grabbing his broom and whacking him over his stupid fishbowl head.

Unfortunately, the game’s biggest issue is not one that can be so easily resolved with the flick of a switch. Minesweeper Genius really suffers from a lack of variety and challenge. Each island follows a similar pattern, starting on small grid layouts that gradually increase in size. It soon begins to feel very formulaic, even the graphics hardly change from island to island. Minesweeper, like Sudoku, is all about making inferences from the limited information on offer in order to build up a complete picture. A large part of Sudoku’s appeal is down to the leaps of logic that you have to make in order to arrive at the correct conclusion.  In comparison, the decisions here are much more straightforward and consequently less satisfying.

Level Complete2

So, whilst you may initially think, wow, that’s a neat twist on an old classic, Minesweeper Genius soon becomes a bit of a slog. It may make a neat casual game that you can play on your daily commute, but, in the long-term, the repetitive gameplay is a big disappointment. I’m no puzzle genius but still managed to cruise through the first sixty levels with ease, racking up a complete set of three-star ratings. Even at this relatively advanced stage it wasn’t really getting any more difficult. It seems that the game is too obliging and eager to help you succeed. This is largely down to the fact that the puzzles aren’t individually designed but procedurally generated.

Initially, this seems to be very neat and clever, an insurance against player frustration. Yet it turns out that it also makes things too easy, even the special squares that should really add some extra challenge turn out to be a big disappointment.  You would think that switching around the grid would really increase the challenge, but actually, the special squares just feel like they are just a point on the board that you have to reach. No matter how drastically they change the layout you can be assured that there will always be a valid move. Consequently, there is never any need to think further ahead than your current move, which is never that taxing, even if you are not a genius.

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A clash of explosive proportions has arrived!

A clash of explosive proportions has arrived!

Get ready to create your own dream team and take on opponents from four different franchises!

Created through an all-star collaboration between BlazBlue, Atlus’ Persona, French Bread’s Under Night In-Birth, and Rooster Teeth’s hugely popular RWBY web series, Cross Tag Battle celebrates the fighting genre for pros and newcomers alike.

Engage in fast-paced 2v2 team battles filled with stylish action, smooth gameplay, and striking 2D graphics.

Features

  • CROSS: Cross over between 4 different universes! Play as characters from the BlazBlue, Persona, Under Night In-Birth, and (for the first time ever in a fighting game), RWBY series.
  • TAG: Dive deep into the accessible 2 vs 2 gameplay system in a gorgeous 2D tag team based fighting game. Overwhelm your opponents with the tag-team “Crush Assault”!
  • BATTLE: Take the fight to your friends, online, or against CPU opponents in robust single and multiplayer modes.
  • LOOK GOOD DOING IT: High definition anime-styled 2D characters, alongside beautiful 3D backgrounds and smooth animation, brings the game to life.
  • ARC ASSEMBLED: Developed by Arc System Works, creators and developers of critically acclaimed and fan favorite fighting series BlazBlue, Guilty Gear, and Dragon Ball Fighter Z.
  • Enjoy English and Japanese in-game voices and English, Japanese, Korean and Chinese text.

If you would like to purchase the digital version of the game, please visit https://www.nintendo.com/games/detail/blazblue-cross-tag-battle-switch.


Language
Suggestive Themes
Violence

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The Best Roguelikes on iOS and Android

Roguelikes are a tricky genre to pin down, seeing as the name itself began popping up everywhere at once without much structural rigor once a certain type of game started to in win players over. Conspicuous features include turn-based gameplay, usually with exploration or combat, and limited-to-no persistent progress carried across different play sessions.

Not feeling Rogue enough? How about trying out some of the best puzzle games instead.

These constraints made for entertaining, thoughtful and compact games which acquit themselves well to on-the-go bursts of play. This list includes the most classic and favorite members of the roguelike genre on mobile, as well as some unusual hybrids, noteworthy and exciting in their own right.

Auro (Review)

Developer: Dinofarm Games
Platforms: Android
Price: $1.99 

auro
Auro
is the result of Keith Burgen’s careful tinkering and experimentations with game design. He’s an outspoken creator with a definite vision which hinges on useful distinctions like the knowledge horizon (a player can’t know everything at once, the designer draws a line beyond which information is out of reach). The prince must save the kingdom by bumping enemies and judiciously using spells and skills across this hex-based battler. Speed, precision and efficiency are paramount; score-chasing the measure of success. Not praised enough, the game’s only drawback is its exclusive availability on android.

Road Not Taken (Review)

Developer: Spryfox Games
Platforms: iOS, Android
Price: $4.99

road not taken

In Road Not Taken, the winter is harsh and full of children, lost and dearly missed by the village. You, a sackcloth-clad stranger, take your torch and use what precious energy you have to brave the elements, to find and rescue each child. Along the way, the stranger will fend off wolves and spiteful ghosts, scavenging for food and the materials to make campfires. Each step drains energy, more so if carrying items, so the whole game is turn-based but with a soft cap on the number of steps. ‘Soft’ because energy can be replenished by eating various foodstuffs. The procedural generation behind each run belies the handcrafted puzzle levels which recur. This hybrid game wears many hats, though it is primarily a puzzler with crafting elements and a dash of combat. The secrets are a delight to discover and add to your book of recipes, while the multiple play modes offer a softer means of approach for newcomers.

FTL (Review)

Developer: Subset Games
Platforms:  iOS
Price: $9.99

FTL Rogue
Faster Than Light is a quest to save one corner of the galaxy, powering your ship through sections whilst questing for a handy crew, a devastating array of weapons, and sometimes just a glug of fuel. Real-time with pause combat works around cooldowns, with each battle encounter ending once the enemy ship is destroyed or its crew incapacitated. Honestly, the ship is the real hero, suffering hull breaches and 1 HP scrapes while slowly updating its bells and whistles till it can slay the beast. The chiptune beats and graphics were neither wholly retro nor AAA trendy but instead creating their own cool aesthetic. An uncontested classic.

Dream Quest (Review)

Publisher: Peter M Whalen
Platforms: iOS Universal
Price: $2.99

dream quest

The challenge in Dream Quest is always the same: proceed through three levels as a chosen class, building a deck strong enough to escape the realm of dreams at last. But like its namesake, the twists and turns this progression takes are strange and wonderful. Rogue-likes typically rely on stochastic events and imperfect knowledge, yet Dream Quest transforms these uncertainties into a must-try challenge for strategy buffs.

The total card-pool is modest and manageable but in total produces a surprising variety of synergies and unique challenges. Inscrutable sphinxes, malicious mimes, and immortal hydras all make an appearance as foes, giving show-stopping battles. The art is so bad it has become iconic; the theoretical possibilities it provides are captivating. Dream Quest’s endgame is supremely satisfying in of itself, but the arduous journey to meet the Master of Dreams is equally thoughtful and intense. A pleasure throughout.

Dungeon of the Endless

Developer: Amplitude Studios
Platforms:  iOS
Price: $3.99

dungeon endless

One-part tower defense, one-part dungeon crawler with a party-squad dynamic and thoughtful exploration system, Dungeon of the Endless exists as a kind of in-universe spinoff for Endless Space and Legend, other offerings from Amplitude Studios and good games in their own right. Pick a ship to explore and a crew with various perks and stats and start carving a path through. The game is split into two phases: the initial exploration phase, where each room could reveal a trap, a merchant, an artefact or many other space oddities besides. The game should be Frankenstein of unlikely parts and genres, but its flow is seamless, its gameplay familiar yet inspired.

Crypt of the Necrodancer

Developer: Brace Yourself Games
Platforms:  iOS
Price: $4.99

crypt

Dance like no one but the lord of death is watching. The rhythm-based gameplay calls back to Audiosurf, Dance Revolution and Guitar Hero, but the skill-split here favors combat and planning over split-second reflexes and a perfect internal metronome. The dungeon pulses to the beat, with everyone’s movement on the grid bound by this universal time. Import your own playlist, pick a character and get questing for loot, boss battles and a jig to remember. The graphics are simple and the size of the maps, the variety of enemies are not colossal, but these actually work in the game’s favor. Entrancement: a simple compulsion to move to the beat. Fill the game with your own personal library of earworms and enjoy the groove.

Binding of Isaac: Rebirth

Developer: Nicalis, Inc.
Platforms:  iOS
Price: $14.99

binding

Binding of Isaac refuses to die. Lurching from platform to platform, from expansion to expansion, with an ever-multiplying list of secrets, mini-bosses and bonus-final-final-final zones. Conceived as part of a game jam, its inspiration is simply the biblical namesake, with a maternal twist. A child told to wait in the basement with pullulating horrors. The game’s enemies are filthy, rotten, grotesque, and the player’s weapons are literally mewling infant’s tears. If the setting is twisted, the mechanics are straightforward. Its real-time combat is frantic but not chaotic, the oodles of possible weapons and upgrades not to RNGesus-dependent. A good player acquires knowledge as well as skills with each run-through. Not as easy to play on the go, but besides that practical concern, a worthy and immortal, depraved challenge.

Crowntakers

Developer: Kalypso Media Group
Platforms:  iOS, Android
Price: $2.99, $3.49

crowntakers

Crowntakers has a sense of scale, uniquely balancing tactical combat with long-term investments via the overworld. It needn’t even be played as a roguelike at all, strictly speaking, for one of its alternate play modes is a persistent RPG with unlockables. The emphasis on individual decisions in either case remains paramount, from the exploration phase to combat. Its limitations are in how carelessly it hides some information, about enemy abilities, for example, from the player. In short, an excellent refreshing roguelike-RPG-lite which might be outmatched by other roguelikes but remains a distinct favorite.

Hoplite (Review)

Developer: Magma Fortress
Platforms:  iOS, Android
Price: $2.99, (free demo on Android)

hoplite

Hoplite might very well delight that wight who likes only the right sort of roguelike. The hoplites of history aren’t usually considered lone wolves or heroes, but this is exactly what the game casts you as: one nameless figure on a tight hexa-based on a quest to retrieve the golden fleece. Soldiering across levels of escalating difficulty, visiting temples to get incremental bonuses. The movement and decisions are simple, just a series of swipes along with the odd special ability. Small numbers and single turns are always decisive, and the ability effects are simple yet profound, little deus ex machinas bestowed each level. The skill synergies are tantalizing enough to draw you in, and the fiendishly difficult achievements (pacifist run, anyone?) will keep even veterans engaged. This one is a relic of the genre that is sterling.

868-HACK (Review)

Developer: Michael Brough
Platforms:  iOS
Price: $4.99

868hack

Of all the Roguelikes, 868-HACK ties reward to punishment most directly, scrambling the player’s usual risk-reward mindset. Thematically, a hacker scours the network for cash, energy and points while dodging hostile programs and warping across different nodes (i.e. levels). Mechanically, the poison and the cure are all the same stuff, because by hacking to gain a lead or even just catch your breath, the player spawns more foes. Resources are forever tight, and any attempt to siphon extra points or tools will aggravate the delicate game-state. As with many roguelikes, positioning is all-important, as is assembling an effective suite of programs to  clear enemies and generate rewards. Across multiple successful runs, enemies gain random passive bonuses, and the prestige builds as the risks compound.

What would your list of the best roguelike games on iOS and Android look like? Let us know!

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The Weekender: Words are Wind Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. It’s a slow week coming out of the long weekend in the United States, but we’ve still got several games worth checking out.

Out Now

Bardbarian Premium Edition (iOS Universal and Android– Full review coming soon!

Once upon a time there was an iOS game called Bardbarian. It was a dollar to buy and the developers hoped players would buy IAPs to speed up progress. Players did not, and due to some publisher problems the game went away (on iOS). The developers remade the game and rebalanced it as a premium game. This new premium edition, called the Golden Axe Edition on Android, has just been released on iOS and is supposed to play faster and be more skill based.

You play as Brad the Bardbarian. He was an axe-wielding berserker type, but he got tired of that and turned his axe into a lute to become a bard. Brad’s days of taking on foes aren’t over, however, as his town has come under attack. You play as Brad and must fend off waves of monsters, and bosses, not with your axe, but by summoning allies with your sweet lute music. You run around luting it up and dodging attacks while your buddies attack and hopefully beat down the bad guys. As you fend off waves you’re able to grab loot (lute-driven loot!), unlock new units, and upgrade them in time to face tougher and tougher foes. It plays out like a mix of action-RPG (combat and progression) and tower-defense (defending the town against waves of enemies) and is if you dig that type of game Bardbarian Premium Edition is an entertaining option.

WindWord (iOS Universal)

Sail the seas in a trading ship one word at a time in WindWord. It’s part simulation game, part word game where you spell words to sail your ship around, attempting to get to various ports to buy and sell goods. If your words are too short you risk attack by pirates. As you voyage and make money you can upgrade your ship, buy canons to take on pirates, and even pick up pieces of treasure maps. It’s a really intriguing idea that ends up being a bit flat in execution. It’s hard to find good, long words so it takes some time to move from one port to another. Coupled with the fact that you can’t really afford a lot of the trade goods until you’ve advanced the result is kind of puttering around. If early advancement moved quicker I think this could be a really fun game.

WindWord

Mazes and Mages (iOS Universal and Android– Full review coming soon!

Mazes and Mages is a new roguelike deckbuilder where you, a mage, work your way through mazes and battle enemies. Combat is a card game and will be easily picked up by anybody familiar with the genre. The game is fairly simple, both in terms of gameplay and graphics, but not bad if you’re looking for a new roguelike deckbuilder to mess around with. I like the character progression and always enjoy some card slinging, but combat is too biased toward aggro decks and fast starts with little opportunity to catch up if you miss an early drop.

Mazes and Mages

Sir Questionnaire (iOS Universal  and Android) – Full review coming soon!

Just last week I mentioned Orange Pixel’s new roguelike dungeon crawler Sir Questionnaire when it launched on iOS. Now Android users can get in on the fast-paced fun.

Updates

Portal Knights (iOS Universal and Android)

A fancy new creative mode has been added to action-RPG/craft-and-survive game Portal Knights. You can create and share your own islands with unlimited resources that can be mined with a single strike. You’ll have every item in your inventory in unlimited quantities, you can fly, and there’s nothing to kill you. Heck, you can’t even die by falling from on high or drowning. There’s also no quests or events, since you have everything. Same deal as Minecraft creative mode, really.

Seen anything else you liked? Played any of the above? Let us know in the comments!

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New stage and weapons available: Squid Research Lab Report

New stage and weapons available: Squid Research Lab Report

Ah, it’s been awhile since our last research update. We hope you’ve adjusted to this new monthly schedule—it’s been a bit of an adjustment for us as well! But, as the saying goes, “good research comes to those who wait.”

New Stage

First of all, Wahoo World is now open for business! Don’t let this amusing amusement park fool you though—while it’s a rather nice date spot for Inkling couples, the battles here are no less ink-tense. Just remember to keep your guard up and not get distracted by the sights!

New Weapons

Of course, as is the new norm, there are also FOUR new weapons available. Ammo Knights is now stocked with:

  • Rapid Blaster Pro Deco w/ Splash Wall & Ink Armor – With a decorated pro headlining this kit, we’d recommend it for aggressive players who can manage their range.
  • Carbon Roller Deco w/ Burst Bombs & Autobomb Launcher – This kit rolls out a new design for the Carbon Roller and is great for players who like making big messes in a short amount of time.
  • Custom Dualie Squelchers w/ Splat Bombs & Ink Storm – Squelch your need for tactical support with this kit! This one’s for playmakers who like to boost the effectiveness of their teammates.
  • Undercover Sorella Brella w/ Splat Bomb & Baller Live out your dreams of being an action-movie star! With this kit, pin back the opposition, close the distance, and go toe to toe with your opponents.Hopefully these findings will help your own Inkling research. Stay tuned for more updates!

-Squid Research Team

And you want more info on the game, including info on how to buy the digital version, please visit https://splatoon.nintendo.com


Cartoon Violence

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Skulls for the Skull Throne 2018

Skulls for the Skull Throne is back, with in-game events and great discounts up to 90% off, as part of this week’s Weekend Deal.

It’s back! Fantastic new Skulls themed content and updates for many of your favourite Warhammer games. The Bone Giant comes to Total War: WARHAMMER II, earn a Skull portrait UI in Warhammer: Vermintide 2, unleash the Legion of the Damned in Warhammer 40,000: Space Wolf and deploy new successor chapters in Space Hulk: Deathwing – all to name just a few. There is also a new game with Adeptus Titanicus: Dominus, plus new DLC and pre-orders to look out for.

In celebration of this festival of Warhammer gaming, there’s up to 90% off selected Games Workshop and Warhammer universe titles during this time.