As you might recall, Sega has been busy working on a “Super Game”, which was targeting a release this year. However, in Sega Sammy’s latest financial results presentation, it appears the project has now been officially cancelled.
In the latest lot of presentation slides, you can see there’s confirmation that a decision has been made to cancel this project. It’s noted in fine print how there were apparently “no additional costs associated with the cancellation”.
This decision stems from the recent performance of the company’s free-to-play and “Games-as-a-Service” titles, with the firm calling out Sonic Rumble Party after its “weak performance”. The plan now is to shift this focus and “over 100 people” to full game development, with “lowered priority of F2P” development.
Image: Sega Sammy
The Super Game was previously described as a “major title” that would scale globally, aim to stand on “head and shoulders” above normal titles, and would be able to attract the “entire gaming ecosystem” – from players and streamers, to viewers. Sega’s CEO also believed it could potentially bank beyond 100 billion yen in its lifetime.
It’s been a while since we’ve seen Fox McCloud in action on Nintendo’s platforms, but he’s finally returning next month in Star Fox – a modernised take on his 1997 Nintendo 64 title, releasing exclusively for the Switch 2.
Nintendo’s recent Star Fox Direct included a light introduction to Fox and his crew, but as it’s been so long since his last major release, Nintendo has decided to go into a bit more detail on its official Japanese website. So, here’s the quick rundown about each character.
Some details have also been shared about some of the characters Fox and his team will face on their dangerous mission to save the Lylat system.
Team Star Fox
“A hired guerrilla unit operating throughout the Lylat region. While possessing high potential, their experience as a unit is still limited. They have been tasked by General Pepper with recapturing the Lylat region.”
Fox McCloud
“The leader of the new Star Fox team. He is a young and talented pilot, but still has some immaturity as a leader. His father is James McCloud, the original leader.”
Image: Nintendo
Falco Lombardi
“He’s the ace pilot of the new Star Fox team, possessing skills on par with Fox’s. He’s foul-mouthed and sarcastic, but beneath that lies a deep-seated compassion. During missions, he actively attacks enemies.”
Image: Nintendo
Peppy Hare
“He is the oldest and most experienced pilot in the Star Fox team. He is also one of the original members who formed the Star Fox team along with James. During missions, he often offers advice based on his extensive knowledge.”
Image: Nintendo
Slippy Toad
“The pilot and mechanic of the new Star Fox team. He’s been friends with Fox since their academy days and is a mood-maker for the team. During missions, he analyzes enemy data and provides support.”
Image: Nintendo
ROB
“Star Fox’s dedicated astronaut robot. It provides support such as controlling communication systems and dropping supply drops . It also acts as Slippy’s mechanic assistant, assisting with maintenance.”
Image: Nintendo
Others
General Pepper
“The supreme commander of the Cornelia Defense Force. Possessing excellent leadership skills and authority, but inherently having a gentle nature. He requests Star Fox to recapture the Lylat system.”
Image: Nintendo
James McCloud
“He is the founder and first leader of Star Fox, and also Fox McCloud’s father. He disappeared after completing a research mission on the planet Venom.”
Image: Nintendo
In the Star Fox Direct, Nintendo also gave fans a brief look at Bill and Katt:
Andross Army
Andross
“A brilliant scientist who once terrorized Cornelia and was banished to the remote planet Venom. He steadily expanded his power to take revenge on the Cornelian army that exiled him , and finally launched a war of invasion against the Lylat system.”
Image: Nintendo
Star Wolf Team
“This guerrilla unit is rumored to be willing to take on any job for the reward. Currently, they are Dr. Andross’s direct subordinates. It seems that Pigma, who once betrayed Star Fox, is also a member.”
Wolf O’Donnell, Leon Powalski, Pigma Dengar, Andrew Oikonny — Image: Nintendo
We’ll keep you updated on all of the new looks and characters making a return in Star Fox for Switch 2. In a previous story, we’ve also shared a side-by-side comparison of the old and new look of Fox and his crew.
Will you be getting Star Fox for Switch 2 when it launches on 25th June 2026? What do you think of the new designs for each character? Let us know in the comments.
It’s been a while since we’ve seen Fox McCloud in action on Nintendo’s platforms, but he’s finally returning next month in Star Fox – a modernised take on his 1997 Nintendo 64 title, releasing exclusively for the Switch 2.
Nintendo’s recent Star Fox Direct included a light introduction to Fox and his crew, but as it’s been so long since his last major release, Nintendo has decided to go into a bit more detail on its official Japanese website. So, here’s the quick rundown about each character.
Some details have also been shared about some of the characters Fox and his team will face on their dangerous mission to save the Lylat system.
Team Star Fox
“A hired guerrilla unit operating throughout the Lylat region. While possessing high potential, their experience as a unit is still limited. They have been tasked by General Pepper with recapturing the Lylat region.”
Fox McCloud
“The leader of the new Star Fox team. He is a young and talented pilot, but still has some immaturity as a leader. His father is James McCloud, the original leader.”
Image: Nintendo
Falco Lombardi
“He’s the ace pilot of the new Star Fox team, possessing skills on par with Fox’s. He’s foul-mouthed and sarcastic, but beneath that lies a deep-seated compassion. During missions, he actively attacks enemies.”
Image: Nintendo
Peppy Hare
“He is the oldest and most experienced pilot in the Star Fox team. He is also one of the original members who formed the Star Fox team along with James. During missions, he often offers advice based on his extensive knowledge.”
Image: Nintendo
Slippy Toad
“The pilot and mechanic of the new Star Fox team. He’s been friends with Fox since their academy days and is a mood-maker for the team. During missions, he analyzes enemy data and provides support.”
Image: Nintendo
ROB
“Star Fox’s dedicated astronaut robot. It provides support such as controlling communication systems and dropping supply drops . It also acts as Slippy’s mechanic assistant, assisting with maintenance.”
Image: Nintendo
Others
General Pepper
“The supreme commander of the Cornelia Defense Force. Possessing excellent leadership skills and authority, but inherently having a gentle nature. He requests Star Fox to recapture the Lylat system.”
Image: Nintendo
James McCloud
“He is the founder and first leader of Star Fox, and also Fox McCloud’s father. He disappeared after completing a research mission on the planet Venom.”
Image: Nintendo
In the Star Fox Direct, Nintendo also gave fans a brief look at Bill and Katt:
Andross Army
Andross
“A brilliant scientist who once terrorized Cornelia and was banished to the remote planet Venom. He steadily expanded his power to take revenge on the Cornelian army that exiled him , and finally launched a war of invasion against the Lylat system.”
Image: Nintendo
Star Wolf Team
“This guerrilla unit is rumored to be willing to take on any job for the reward. Currently, they are Dr. Andross’s direct subordinates. It seems that Pigma, who once betrayed Star Fox, is also a member.”
Wolf O’Donnell, Leon Powalski, Pigma Dengar, Andrew Oikonny — Image: Nintendo
We’ll keep you updated on all of the new looks and characters making a return in Star Fox for Switch 2. In a previous story, we’ve also shared a side-by-side comparison of the old and new look of Fox and his crew.
Will you be getting Star Fox for Switch 2 when it launches on 25th June 2026? What do you think of the new designs for each character? Let us know in the comments.
Update []: Well, that was quick – you can now officially pre-purchase the Tears of the Kingdom Mineru’s Construct amiibo from Nintendo’s website. According to the US store page, it’s available for $34.99.
Here’s the official description, along with a closer look:
Mineru is one of the Sages in The Legend of Zelda™: Tears of the Kingdom.
She is King Rauru’s elder sister and helped her brother fight the Demon King in her role as the Sage of Spirit long ago. She now helps Link in the present day through this Zonai construct.
This figure has articulated arms that you can move around and pose how you like. It also lets you receive random items in the Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Breath of the Wild, and The Legend of Zelda: Tears of the Kingdom games. You may even receive a special fabric for Link’s paraglider in The Legend of Zelda: Tears of the Kingdom.
Get cool in-game extras with amiibo accessories and compatible games. Just tap an amiibo accessory to the NFC touchpoint to enjoy fun in-game extra features in compatible games on the Nintendo Switch™ and Nintendo Switch 2 systems.
Games, systems, and amiibo sold separately. Visit amiibo.com for details on amiibo functionality.
Original Story: One Zelda: Tears of the Kingdom amiibo we’ve not yet seen is Mineru’s Construct, and in an update today, Nintendo has announced it will finally be releasing later this year on 17th September 2026.
According to Nintendo, it will come with articulated arms that you can pose. And when you tap the amiibo in-game you’ll unlock a unique design for the paraglider. Here’s a look at this pattern and below this is the official box art:
Image: Nintendo
When the local price of this new Zelda amiibo is revealed, and pre-orders go live on Nintendo’s storefront and elsewhere online, we’ll provide an update.
If you haven’t played Tears of the Kingdom yet, the game now has a paid Switch 2 Edition, which is also accessible with an active Switch Online + Expansion Pack membership. Nintendo has also issued a reminder that you can play as Mineru in Hyrule Warriors: Age of Imprisonment with a brand new trailer:
Will you be adding this amiibo to your collection? Let us know in the comments.
Update []: Well, that was quick – you can now officially pre-purchase the Tears of the Kingdom Mineru’s Construct amiibo from Nintendo’s website. According to the US store page, it’s available for $34.99.
Here’s the official description, along with a closer look:
Mineru is one of the Sages in The Legend of Zelda™: Tears of the Kingdom.
She is King Rauru’s elder sister and helped her brother fight the Demon King in her role as the Sage of Spirit long ago. She now helps Link in the present day through this Zonai construct.
This figure has articulated arms that you can move around and pose how you like. It also lets you receive random items in the Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Breath of the Wild, and The Legend of Zelda: Tears of the Kingdom games. You may even receive a special fabric for Link’s paraglider in The Legend of Zelda: Tears of the Kingdom.
Get cool in-game extras with amiibo accessories and compatible games. Just tap an amiibo accessory to the NFC touchpoint to enjoy fun in-game extra features in compatible games on the Nintendo Switch™ and Nintendo Switch 2 systems.
Games, systems, and amiibo sold separately. Visit amiibo.com for details on amiibo functionality.
Original Story: One Zelda: Tears of the Kingdom amiibo we’ve not yet seen is Mineru’s Construct, and in an update today, Nintendo has announced it will finally be releasing later this year on 17th September 2026.
According to Nintendo, it will come with articulated arms that you can pose. And when you tap the amiibo in-game you’ll unlock a unique design for the paraglider. Here’s a look at this pattern and below this is the official box art:
Image: Nintendo
When the local price of this new Zelda amiibo is revealed, and pre-orders go live on Nintendo’s storefront and elsewhere online, we’ll provide an update.
If you haven’t played Tears of the Kingdom yet, the game now has a paid Switch 2 Edition, which is also accessible with an active Switch Online + Expansion Pack membership. Nintendo has also issued a reminder that you can play as Mineru in Hyrule Warriors: Age of Imprisonment with a brand new trailer:
Will you be adding this amiibo to your collection? Let us know in the comments.
Tokyo-based studio Nagai Industries’ inKONBINI does what it says on the tin: it puts you in a konbini. Whether you know or care what a konbini is will probably indicate your chances of getting along with this game, too. It’s a shortening of the Japanese pronunciation of “convenience store”, and your character Makoto is working in one for a week over summer. Does the idea of nightshift work in a shop stuck by a railway line in 1993, middle-of-nowhere Japan appeal to you? Then step on through the sliding door and enjoy the ring of the bell.
Makoto’s home for a break from university and is working in the konbini her aunt Hina has been running for decades. Hina has the place ticking along smoothly, knows all the regulars, and leaves helpful notes of advice for you to pick up during your shift. She’s also on the other end of the telephone at all hours should you need any guidance, like knowing what to do when a fridge breaks down or how to top up stock that’s running low.
Captured on Nintendo Switch 2 (Docked)
At first blush, inKONBINI looks like a job or management sim. While it has elements of those – and you can play it that way to an extent – it’s free from any of the pressures you would expect. You can stack the shelves, but won’t suffer from lost sales if you don’t. You can arrange your products logically and/or beautifully if you like, but your customers rarely seem bothered. You can order more stock, but you’re not privy to the costs nor required to manage a bottom line. So what do you do? Well, for a large part, you talk to people.
Navigating the little shop over Makoto’s shoulder, you walk her around at a very leisurely pace. As you slowly go about your nightly tasks of lining up cat food or rearranging beer bottles, a customer will arrive. While present in the shop (only one at a time), they will strike up a conversation, which will lead to you retrieving a product for them based on some hints about what would be suitable. For example, one customer may want something that’s a) sweet and b) in a tin. Let’s not think too much about how odd that request is, or we really will get nowhere with inKONBINI.
Captured on Nintendo Switch 2 (Handheld/Undocked)
The gameplay, then, is basic. However, hanging over this simplistic structure are the stories of the individuals who visit the shop. These are endearing enough, and don’t overwhelm you with text. However, as stories, they are unlikely to move you, shock you, chill you, appall you, discombobulate you, tickle you, or, frankly, interest you a great deal.
There’s an old trader obsessed with omens, a 12-year-old starting a business, a very tall man who won’t speak to you; I’ll stop there because, although the game is subtitled “One store. Many stories”, there is room to quibble with the word “many”. I came dangerously close to listing them all. Credits rolled after about 7 hours, and that included putting in more time than was needed on stock presentation and reading notes and diaries.
The stories don’t go very deep, and basic plot points are belaboured as if written for a goldfish with amnesia. Aunt Hina’s arc fizzles out, and Makoto herself develops little as a person. The customers do the heavy lifting, and none of them are really built to perform a narrative clean and jerk.
Captured on Nintendo Switch 2 (Handheld/Undocked)
Regardless, inKONBINI is more entertaining than it has any right to be. There’s something freeing about a job sim that is completely indifferent to whether you’re skilled at, or put any time into, the job in question. But it also all sounds like it’s set up for a cursed life under flickering white tubes with Muzak on loop, paid the minimum by some big corporate, with no one caring whether you are anything more than barely present. It sounds like a dystopian labour situation, made all the more cutting by the banality of pre-internet life.
But that’s not where it goes at all – Honki Ponki (the name of the shop: buried the lede on that one, sorry!) is a cheery place. While it’s true that people going there do have to contemplate their life choices, that’s not in a “what the heck did I get wrong” kind of way. On the contrary, the low-activity setting gives them space to reflect while they peruse the real-life-referential Japanese goods (“Pokky” for Pocky, “Calba” for Calpis, “Vigorman X” for Dekavita C…) or slurp instant ramen straight from the polystyrene bowl right there at the counter.
Captured on Nintendo Switch 2 (Handheld/Undocked)
The sounds, especially the music, contribute to this pensive tone. Instead of the jingles or jazz that might happen in a real konbini – which would have contributed to a nightshift-temp mire of despair – it’s ambient, floaty easy listening. It’s a soundtrack to the game, not to the shop, so, combined with the treacle-slow movements of all the characters, you’re led into a peaceful place: no rush, no pressures, few required actions to progress the story.
The gameplay isn’t as smooth as all that, though. Yes, it’s undemanding by design, but in implementation, there’s friction. Highlighting the right object to interact with is a fiddle when two or more are close together. Mouse mode is supported, which I thought might help, but I soon went back to the controller.
Performance is also mostly okay – especially for a low-action game – but worse than it ought to be, with frame rates dipping at times when customers are in the store. It’s not a disaster, but it certainly doesn’t feel premium.
Conclusion
inKONBINI: One Store. Many Stories has modest ambitions but mostly achieves them: it tells a small number of unchallenging short stories, set in a 1993 Japanese retail context. Its atmosphere carries it a surprisingly long way, but not far enough to overcome how thin the experience actually is.
If you’re excited by narutomaki, hanko ink refills and passing business cards with both hands, then consider proceeding to the cash register. If not, you may just want to leave without buying anything.
Tokyo-based studio Nagai Industries’ inKONBINI does what it says on the tin: it puts you in a konbini. Whether you know or care what a konbini is will probably indicate your chances of getting along with this game, too. It’s a shortening of the Japanese pronunciation of “convenience store”, and your character Makoto is working in one for a week over summer. Does the idea of nightshift work in a shop stuck by a railway line in 1993, middle-of-nowhere Japan appeal to you? Then step on through the sliding door and enjoy the ring of the bell.
Makoto’s home for a break from university and is working in the konbini her aunt Hina has been running for decades. Hina has the place ticking along smoothly, knows all the regulars, and leaves helpful notes of advice for you to pick up during your shift. She’s also on the other end of the telephone at all hours should you need any guidance, like knowing what to do when a fridge breaks down or how to top up stock that’s running low.
Captured on Nintendo Switch 2 (Docked)
At first blush, inKONBINI looks like a job or management sim. While it has elements of those – and you can play it that way to an extent – it’s free from any of the pressures you would expect. You can stack the shelves, but won’t suffer from lost sales if you don’t. You can arrange your products logically and/or beautifully if you like, but your customers rarely seem bothered. You can order more stock, but you’re not privy to the costs nor required to manage a bottom line. So what do you do? Well, for a large part, you talk to people.
Navigating the little shop over Makoto’s shoulder, you walk her around at a very leisurely pace. As you slowly go about your nightly tasks of lining up cat food or rearranging beer bottles, a customer will arrive. While present in the shop (only one at a time), they will strike up a conversation, which will lead to you retrieving a product for them based on some hints about what would be suitable. For example, one customer may want something that’s a) sweet and b) in a tin. Let’s not think too much about how odd that request is, or we really will get nowhere with inKONBINI.
Captured on Nintendo Switch 2 (Handheld/Undocked)
The gameplay, then, is basic. However, hanging over this simplistic structure are the stories of the individuals who visit the shop. These are endearing enough, and don’t overwhelm you with text. However, as stories, they are unlikely to move you, shock you, chill you, appall you, discombobulate you, tickle you, or, frankly, interest you a great deal.
There’s an old trader obsessed with omens, a 12-year-old starting a business, a very tall man who won’t speak to you; I’ll stop there because, although the game is subtitled “One store. Many stories”, there is room to quibble with the word “many”. I came dangerously close to listing them all. Credits rolled after about 7 hours, and that included putting in more time than was needed on stock presentation and reading notes and diaries.
The stories don’t go very deep, and basic plot points are belaboured as if written for a goldfish with amnesia. Aunt Hina’s arc fizzles out, and Makoto herself develops little as a person. The customers do the heavy lifting, and none of them are really built to perform a narrative clean and jerk.
Captured on Nintendo Switch 2 (Handheld/Undocked)
Regardless, inKONBINI is more entertaining than it has any right to be. There’s something freeing about a job sim that is completely indifferent to whether you’re skilled at, or put any time into, the job in question. But it also all sounds like it’s set up for a cursed life under flickering white tubes with Muzak on loop, paid the minimum by some big corporate, with no one caring whether you are anything more than barely present. It sounds like a dystopian labour situation, made all the more cutting by the banality of pre-internet life.
But that’s not where it goes at all – Honki Ponki (the name of the shop: buried the lede on that one, sorry!) is a cheery place. While it’s true that people going there do have to contemplate their life choices, that’s not in a “what the heck did I get wrong” kind of way. On the contrary, the low-activity setting gives them space to reflect while they peruse the real-life-referential Japanese goods (“Pokky” for Pocky, “Calba” for Calpis, “Vigorman X” for Dekavita C…) or slurp instant ramen straight from the polystyrene bowl right there at the counter.
Captured on Nintendo Switch 2 (Handheld/Undocked)
The sounds, especially the music, contribute to this pensive tone. Instead of the jingles or jazz that might happen in a real konbini – which would have contributed to a nightshift-temp mire of despair – it’s ambient, floaty easy listening. It’s a soundtrack to the game, not to the shop, so, combined with the treacle-slow movements of all the characters, you’re led into a peaceful place: no rush, no pressures, few required actions to progress the story.
The gameplay isn’t as smooth as all that, though. Yes, it’s undemanding by design, but in implementation, there’s friction. Highlighting the right object to interact with is a fiddle when two or more are close together. Mouse mode is supported, which I thought might help, but I soon went back to the controller.
Performance is also mostly okay – especially for a low-action game – but worse than it ought to be, with frame rates dipping at times when customers are in the store. It’s not a disaster, but it certainly doesn’t feel premium.
Conclusion
inKONBINI: One Store. Many Stories has modest ambitions but mostly achieves them: it tells a small number of unchallenging short stories, set in a 1993 Japanese retail context. Its atmosphere carries it a surprisingly long way, but not far enough to overcome how thin the experience actually is.
If you’re excited by narutomaki, hanko ink refills and passing business cards with both hands, then consider proceeding to the cash register. If not, you may just want to leave without buying anything.
Nintendo has released the transcription of its recent investor Q&A session, providing more detail around its financial figures and performance over the course of FY2026.
One of the concerns that fans are expressing at the moment is the apparent lack of any ‘major’ first-party games for the Switch 2 in the coming months. Yes, we’re getting Yoshi, Splatoon, Fire Emblem, etc, but no Mario, no Zelda, no Doshin the Giant. So you get it.
Fear not, though. President Shuntaro Furukawa has stated that more Switch 2 titles are being planned for the second half of the fiscal year – they just haven’t been announced yet. This comes in response to an investor who seemed concerned about the time it takes to develop games these days and whether Nintendo can maintain a steady cadence of releases.
Here’s what Furukawa had to say (machine translated):
“Ideally, we would like to deliver new titles more frequently and in a more timely manner, but as you pointed out, software development periods have become longer than before. Even so, we will continue to work on various initiatives to ensure that many titles can be played on Nintendo Switch 2, by devising improvements to our development system and development process.
“Regarding the future, we are preparing a variety of new titles for Nintendo Switch 2, regardless of whether they are so-called major titles or not. In addition, we have new titles prepared for the second half of this fiscal year, in addition to those already announced, and we will provide details at the appropriate time.”
Furukawa’s statement about whether Nintendo’s upcoming games can be considered “major” or not is interesting. It sounds like that company is serious about leveraging a more flexible pricing structure for its titles, as evidenced by both Splatoon Raiders and Star Fox. It’s likely that the company is keen to maintain a cadence of one game per month, with a mix of both smaller and larger titles.
Regardless, if you’re worried about Nintendo’s current line-up, when we’d urge you to take a breath and be patient. More games are coming, and we’re sure to find out more about them in the coming weeks and months.
What games are you hoping to see in the second half of this fiscal year? We’ve got our fingers cross for a new Luigi’s Mansion, not gonna lie. Let us know with a comment.
South Korean developer Shift Up has reconfirmed that it is still “exploring platform expansion” for its critically-acclaimed action title Stellar Blade (thanks, VGC).
In comments published in Shift Up’s latest financial report, the studio states that it intends to sustain sales of the title through various promotional campaigns while actively looking into launches on other platforms. When Stellar Blade released back in 2024, it was a PS5 console exclusive thanks to Shift Up’s collaboration with Sony Interactive Entertainment.
“Looking ahead, we plan to sustain sales momentum through seasonal and holiday promotions as well as strategic discounting, while also actively exploring further platform expansion. We remain committed to maximizing the long-term value of the IP to repay the support of our global player community”
If this sounds familiar, it’s because Shift Up basically said the same thing back in February this year, though no announcement of additional console launches has come to fruition just yet. Still, it sounds like this definitely something the studio is keen to make happen.
In addition, Shift Up has also confirmed that Stellar Blade’s eventual sequel will be self-published, with the studio aiming to “reach a broad global audience from day one”. While it doesn’t outright say it, we’re going to presume this means a simultaneous launch across multiple platforms, possibly including the Switch 2.
We’ll keep an eye out for any further announcements and let you know of any updates ASAP. In case you missed it, Shift Up also recently acquired Shinji Mikami’s new studio Unbound, so it seems likely that whatever that team cooks up will also be multi-platform. Mikami is most famous for being the creator of Resident Evil, having directed the PS1 original, its GameCube remake, and Resident Evil 4.
Would you like to see Stellar Blade on Switch 2? How about the upcoming sequel? Let us know with a comment.
Nintendo has announced that the My Nintendo Store is getting a name change in a bunch of regions later this month — but fear not, it isn’t all that drastic.
From 27th May, the My Nintendo Store will officially be known as… Nintendo Store. Yes, the ‘My’ is taking a hike.
The name change announcement was made across a bunch of regional Nintendo Store X accounts, including the UK, German, Australian, Japanese, Spanish, and Korean socials. Each message affirms that “There will be no change to the service or products”, so don’t worry about missing out on any merch in the process.
It’s currently unclear whether the change will also apply to the North American storefront, but we’ll be keeping an eye out for the official word on that one. [Update: Yep, it’s changing too].
The change will bring everything in line with the Nintendo Store app, which launched last year (and we all totally hadn’t forgotten about).
So, relish in these last few days of “My” inclusion, people. Gosh, you don’t know what you’ve got until it’s gone.
What do you make of this name change? Let us know in the comments.