(Indie Deal) ? Steam Playtest Registration is Now Open!
PlayTest Request's now open
Starting today, you can request access directly on our Steam page.
We're excited to announce that No Clean Start has officially been approved for Steam Playtest!
The playtest is expected to begin in about one week, while we complete the final polish and stability improvements. We want your first experience to be the best it can be.
First Wave: Limited Access
The first wave of invitations will be limited to approximately 1,000 players.
If you'd like to be among the very first survivors to explore No Clean Start and help shape its future, request access now. Additional waves of players will be invited as the playtest progresses.
Your feedback will directly influence balancing, gameplay improvements, bug fixes, and future updates.
Posted by: xSicKxBot - 11 hours ago - Forum: Lounge
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News - Netflix Closes Two More Studios
Earlier this summer, Netflix-owned developer Night School released Unhinged, a horror game that was playable on televisions/screens through the streaming app. Unhinged was met with acclaim by players, and Netflix co-CEO Greg Peters recently called Unhinged one of "our two most successful cloud game debuts" during an investor call. Regardless, Night School has been shuttered by Netflix's latest round of cuts.
As reported by Game File, Night School and Moonloot are the latest gaming developers to be closed down by Netflix. According to the outlet, Netflix justified the closures by noting that the streamer is narrowing its focus to games for kids, party games, story-driven titles, or "games with mainstream hooks."
"We see an opportunity to be more focused in our execution, so we are making organizational changes to the business to match those priorities," said Netflix in a statement to Game File. "Games continue to be an opportunity for us to expand the variety of entertainment we offer Netflix members."
This isn't the first time that Netflix has made gaming cuts at one of its developers after praising its work. Earlier this month, Netflix laid off 85% of the staff of Refactor Games, the developer behind a FIFA World Cup title that Netflix identified as the other most-successful cloud game debut alongside Unhinged.
Over the past few months we've shared many of the systems that make up NO CLEAN START: encounters, enemy behaviors, player classes, weapons and progression. https://store.steampowered.com/app/4339590/No_Clean_Start/ Most of those systems are now in place.
Our focus has gradually shifted from building new features to refining the experience as a whole.
A significant part of our work is currently dedicated to balancing encounters, tuning weapon handling, refining visual and audio feedback, improving enemy variety, and making sure that all these individual systems work together consistently.
One area receiving particular attention is replayability.
Because NO CLEAN START is designed around repeated runs, every playthrough should feel familiar enough to reward learning, while remaining unpredictable enough to encourage different decisions. Much of our recent work has been about finding that balance: adjusting encounters, refining progression, improving enemy combinations and ensuring that no single strategy becomes the obvious answer.
At the same time, we're continuing to optimize performance and eliminate issues that could interrupt the experience. Many of the changes made over the past weeks are not immediately visible, but they are essential to making the game stable across a wide range of hardware.
Our next major milestone is the first public playtest.
Rather than rushing toward a wider release, we'd like to gather feedback in a more controlled environment first. This will help us validate balancing, identify technical issues that are difficult to reproduce internally, and continue improving the overall experience before making it available to everyone.
We're getting very close.
As always, thank you for following the project and for the thoughtful feedback you've shared over the past months. Every development update brings us one step closer to putting the game in your hands.
As noticed by Respec, Xbox is no longer listed as the publisher for South of Midnight on Steam. Instead, the game is noted as being self-published by Compulsion Games, reflecting the studio's independence following another round of severe layoffs and restructuring from Xbox.
While Compulsion Games hasn't confirmed whether this is the case--who knows what type of strange and awful backroom clauses might be in place to ensure Xbox keeps getting a slice of this particular pie--this does seem to indicate that all future sales of South of Midnight on Steam will benefit Compulsion, not Compulsion and Xbox.
So if you want to play South of Midnight, but you were concerned about continuing to line Xbox's pockets, this seems like the golden opportunity to finally give the action-adventure platformer a go.
And you should play it! The game is so good! South of Midnight's selling point is certainly its atmosphere. The sound design and orchestral score are tied into the gameplay and story to put you right into the midst of its gothic fantasy, transforming the trauma of a resilient and multifaceted culture into the backbone of one of the most affecting video games I've ever played. Its combat and platforming aren't exactly wow-worthy, leaning on tried-and-true PlayStation 2-era mechanics without pushing them forward in any meaningful way, but those shortcomings are overshadowed by memorable characters, catchy tunes, and incredible visuals.
Like I said in my South of Midnight review, "Compulsion Games hasn’t made a direct sequel to any of its games yet, but it needs to make an exception here." South of Midnight is just that great. Compulsion Games has a real winner here, and you should support the studio by buying and playing South of Midnight, and then joining me in celebrating this gaming accomplishment.
Posted by: xSicKxBot - Yesterday, 03:32 AM - Forum: Lounge
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News - New Bully-Like Agefield High Isn’t Having The Best First Day Of School
After a story trailer got Bully fans excited for the spiritual successor Agefield High: Rock The School last year, the game has officially released on PC. Unfortunately, first impressions from players aren't so kind, so you may want to temper your expectations that it could match the high bar Rockstar set so long ago.
Set in the early 2000s and inspired by the humor of movies like American Pie, Agefield High's developers warn on the Steam page that this humor isn't for everyone. However, the complaints from players seem to be more with how the game runs on a basic level. Numerous Steam reviews mention the characters' very stiff animations, crashing issues, sluggish and imprecise combat, and lag, even when on very low PC settings.
The last thing you see before you die
Our own Jean-Luc Seipke has spent some time with Agefield High, as well, and they echo many of these same complaints, as well as the writing, so those who just want to experience the story might not have a great time either. At the very least, however, there isn't AI-generated art in it.
It appears developer/publisher Refugium Games may have acknowledged these rough edges in a Steam post. Written in-character as Principal Carpenter, it says, "Please be gentle with the walls. The paint is still fresh."
Perhaps everything will work more as expected once that paint has dried, but for now, it sounds like you'd have a better time just tracking down a used copy of Bully and not spending nearly $30 for Agefield High.
Posted by: xSicKxBot - 08-16-2026, 11:10 AM - Forum: Lounge
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News - Helldivers 2 NPCs Will Hug You Back Now, Even When No One Else Will
Helldivers 2's massive 7.0 update, Devoid of Liberty, is live now, and it brings some huge changes to the game's loveable SEAF soldiers.
These NPCs are basically the equivalent of UNSC marines in Halo--fun to have around, but not particularly good at their job. Previously in Helldivers 2, SEAF soldiers could be recruited to follow players around and occasionally shoot at enemies, but were mostly good at being accidentally (or maybe not?) blown to bits by friendly fire.
In the Devoid of Liberty update, the SEAF soldiers can now appear as a planet modifier, joining Helldivers in their battles. Dropships will routinely deliver SEAF soldiers into the fray, and they are more equipped for battle than ever before. Each SEAF squad will have a squad leader, a rifleman, a heavy weapon-wielding specialist, and a medic capable of stimming wounded Helldivers.
Better yet, SEAF soldiers will now interact with players in new ways. They're now capable of interacting with emotes, meaning they can shake hands, play rock, paper, scissors, or even give a hug to a Helldiver in need.
The SEAF changes are just one piece of the latest Helldivers 2 update. Devoid of Liberty additionally adds two new terrifying Illuminate enemy types. One, the Wretch, looks to have been ripped straight out of EA's Dead Space franchise, with developer Arrowhead Studios advising players to aim for its limbs in order to stop its relentless pursuit. Another new enemy, the Crusher, is a walking giant capable of regenerating rapidly, meaning Helldivers will need to focus their fire and keep up the pressure in order to keep them down.
On the quality-of-life front, the update massively increased Helldivers 2's level cap (from 150 to 300, with new ranks and rewards to earn). There's also plenty of balance changes, including making stims more responsive, faster recovery time after a heavy landing, and buffs to short magazines and secondary weapons. To coincide with new Void-based horrors, the game's long-awaited Warhammer 40K crossover Warbond is also available now. You can find the full Helldivers 2 Devoid of Liberty patch notes below.
A new biome full of fresh horrors awaits, the void warps everything it touches and your foes have taken new hideous forms.
The Crusher is on a deathmarch capable of regenerating while taking heavy damage and needs to be worn down quickly and consistently without a moment of pause.
The Wretch is a relentless and nimble enemy that requires quick trigger fingers and focused aim as they are able to dodge and leap at the player while advancing to quickly dismantle its weapons along with their will to live.
SEAF Support
SEAF have entered the battle!
Super Earth Armed Forces (SEAF) can now appear as a planet modifier, joining you in battle in your missions and enhancing your combat capabilities with a range of new tools (Stim pistols, Heavy Machine guns and more)
The SEAF take to the stars. Super Earth High Command has mandated the SEAF be deployed directly to the frontlines of the Galactic Campaign for Democracy. Helldivers will be able to be supported by friendly SEAF NPC troops, with new and improved behavior, weaponry and updated visuals
Level Cap Increased
We've expanded the Helldiver rank system beyond Level 150, adding 15 new ranks and titles that carry Helldivers all the way up to Level 300. Each new rank comes with its own unique title and icon to recognize the most dedicated defenders of Managed Democracy. Super Earth thanks you for your continued service, the fight never ends, and neither does your potential.
Expanded Emote Slots
Helldivers, you now have twice as many ways to express yourself on the battlefield! The emote wheel capacity has been raised from 4 to 8 emotes.
CASTELLAN'S CREED Warbond
Channel the formidable battle prowess of the Astra Militarum’s finest in the HELLDIVERS™ 2 x Warhammer 40,000: Castellan’s Creed Legendary Warbond.
Community Feedback Changes
We’re trying out a new section to shout out some of the fixes and changes that are high up on the community’s wishlist!
GATER Upgrades Super Earth engineers have replaced the engine and transmission in the GATER in favor of a much more powerful Super V48 Interceptor engine, this has improved its speed and handling.
The Constitution
… has stripper clips!
Assisted Reload Rework
Problem we want to solve:
The original intent was a tactical action that needed collaboration with a designated reloader that carries the backpack
We have reevaluated how this works and with how the game has evolved since launch we got to the conclusion that the assisted reload action require too much coordination which lead to it rarely happening
Intent and expectation with the change:
We want to reduce the complexity with assisted reloading to promote using it more.
Allow players to keep their backpack and reload whenever you need, while also allows a teammate to easily help you if the opportunity arises.
The change we made:
Helldivers can now assist reload as long as one of the wielder and/or reloader of the weapon has the correct backpack
Balancing
Updated icons for backpack weapons and expendable weapons
Problem we want to solve:
Find a specific weapon in the loadout can be hard to do with all the new weapons added to the arsenal
It can be hard to know if a support weapon needs a backpack or can not be reloaded when only looking at the icon.
Intent and expectation with the change:
We want to make it easier to find specific weapons and to plan your loadout.
It should be easier to know when a weapon needs a backpack or can not be reloaded when only looking at the icon.
The change we made:
Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
Stratagem Weapons that can not be reloaded now have a drop weapon icon included on their loadout icons .
Decreased heavy landing duration
Problem we want to solve:
The original intent was to make the heavy landing to feel like you recovered from a high fall.
The player lost control for a long time when landing on the feet from a higher fall.
Intent and expectation with the change:
We wanted to make it smoother to recover from the heavy landing state and not remove the control for too long.
While still make it feel like a heavy landing recovery
The change we made:
Decreased the duration for the heavy landing animation with around 40%
Stim action input smoothing
Problem we want to solve:
Players can experience dead input when trying to stim when the stim action was not allowed.
Intent and expectation with the change:
We want to lessen the feeling of dead input when using the stim action.
The change we made:
We changed so the stim input is remembered for a short duration when the action is not allowed and will be executed if the stim action is allowed within that duration.
This works similar to how the reload input action changes from the last patch.
Ammo re-balance for Short magazines attachments and Secondaries
Problem we want to solve:
The benefits of the short magazines are too few compared to drum magazines.
The benefits of some of the anti personnel side arms do not have enough benefits compared to other side arm options.
Intent and expectation with the change:
Give more benefits to short magazines to make the items more useful compared to drum magazines for the same weapon.
Give more benefits to some of the lesser used anti personnel side arms to make the items more useful
The change we made:
Short magazines got more max spare and starting magazines.
Some of the anti personnel sidearms got more max spare and starting magazines.
Primaries
R-2124 Constitution
Added a full stripper clip reload when reloading if the magazine is empty.
Primaries attachments
Short magazines for:
AR-23 Liberator
AR-23P Liberator Penetrator
AR-23C Liberator Concussive
AR-23A Liberator Carbine
AR-59 Suppressor
Increased spare magazines 12 to 16
Increased starting magazines 7 to 9
Short magazines for:
SMG-37 Defender
SMG-72 Pummeler
Increased spare magazines 9 to 12
Increased starting magazines 6 to 8
Short magazines for:
SMG/FLAM-34 Stoker
Increased spare magazines 10 to 13
Increased starting magazines 6 to 7
Decreased reload duration 2.8 sec to 2.3 sec
Short magazines for:
SG-225 Breaker
SG-225IE Breaker Incendiary
Increased magazines spare magazines 9 to 11
Increased magazines starting magazines 6 to 7
Short magazines for:
SG-225SP Breaker Spray&Pray
Increased spare magazines 16 to 20
Increased starting magazines 11 to 12
Secondaries
P-113 Verdict
Increased max spare magazines from 8 to 10
Increased starting magazines from 4 to 6
M6C/SOCOM Pistol
Increased max spare magazines from 8 to 10
Increased starting magazines from 5 to 6
P-19 Redeemer
Increased spare magazines from 4 to 6
Stratagems
Eagle Napalm Airstrike
Problem we want to solve:
The Eagle napalm did not feel as effective compared to other Eagle stratagems and napalm stratagems
Intent and expectation with the change:
Create a larger area of effect for the napalms fire
Make it more effective compared to other napalm stratagems
The change we made:
Increased explosion radius 8 to 10m
More spread out bomb pattern to cover a larger area
MD-17 Anti-Tank Mines
Problem we want to solve:
The explosion of the mines looks like they can destroy larger things
Intent and expectation with the change:
The effect of the explosion match should match the visuals better
Make the mines work in more situations like destroying colony walls and bug holes from the outside
The change we made:
Increased Demolition strength from 30 to 40
Enemies
Terminids
Hunters
Problem we want to solve:
Hunters and their variants were unable to attack FRVs consistently
They could only use their tongue to attack, and struggle to find a proper position to launch it
Intent and expectation with the change:
When Helldivers enter a FRV, Hunters should be able to attack the vehicle more naturally
The change we made:
We allowed one melee attack to be correctly triggered against FRVs
Illuminate
Veracitor
Problem we want to solve:
When the Helldiver got attacked by a Veracitor while holding a ballistic shield it could created clipping issue where the arm of the Veracitor could merge with the body of the Helldiver and sometime resulting in sending the Helldiver at high speed in the air
Intent and expectation with the change:
Fighting an exomech with a ballistic shield still protects against damage, but Helldivers will now ragdoll when blocking an attack
Helldivers won’t be sent to low orbit anymore after blocking an attack with ballistic shield.
Ballistic shield will break after around 15 direct hits
The change we made:
Increased Exomech melee’s force strength from 25 to 40
Conformed Exomech melee’s attack armor penetration to all correctly be Anti tank
Fixes
Crash Fixes
Fixed rare crash that could happen when dropping down the core drill
Fixed a crash which could occur when spreading fire
Fixed a very rare crash which could occur when mortar sentries update their targeting aim
Fixed a crash that could happen sometimes when dropping in on CR7+ missions on Cyberstan
Fixed a rare UI crash on shutdown
Fixed a crash when using multiple monitors with different DPI scales in Windows
Weapons & Stratagem Fixes
Sway and reload weapon stats now display decimals for better accuracy
Stratagem Weapons that require a backpack now have a backpack icon included on their loadout icons
Stratagem Weapons that cannot be reloaded now have a drop weapon icon included on their loadout icons
You can now assist reload a Helldiver, using ammo from their backpack
Fixed glitch where Veto pistol would receive one extra round (translating to one extra 6 bullet reload!) from the Siege-Ready armor passive.
Also corrects a few other weapons which also received one erroneous extra round, magazine or heat-coil. We continue to round partial bonus rounds/mags/coils up in favor of the player.
Fixed a bug where the camera clipped through the R-36 Eruptor with 2x Tube Red Dot equipped when inserting the next bullet in ADS at max FoV
Enemies will no longer spontaneously attack the GATER unless the Helldiver is inside it or unless they are drilling. Enemies famously hate the democratic extraction of natural resources.
Weapons will no longer lock onto the tank of the GATER
Increased GATER ammo capacity, health, knockback and impact damage. Also made it harder to roll sideways
Increased the speed and responsiveness of the GATER
Fixed an issue where the first person animation of the LAS-58 Talon overloading would make the weapon clip with the SH-20 Ballistic Shield Backpack
Fixed an issue where the Helldiver would cancel draw animations if they tried to enter the aim state while switching weapons. This would cause the Helldiver to look ready to fire, while still preparing the weapon
The Ministry of Defence user experience department have made improvements to the TD-220 Bastion Mk.XVI munitions system Heads Up Display. This should make it clearer the main canon can be reloaded manually.
Orbital Laser will no longer occasionally get stuck after targeting a flying enemy
Exosuits will no longer get stuck in trees when being dropped off
Throwable items are now being visible to other players when the Helldiver is carrying them
Fixed a bug where the EXO-55 Breakthrough Exosuit would sometimes have the shield arm damage zones protrude through the shield, resulting in the arm taking damage that the shield should have protected
Fixed case where the Breaker Drill could get stuck on the roof in certain hive world missions
M-104 Incinerator FRV's mounted flamethrower now shows the correct icon and name
Enemies
Fixed an issue where the Gatekeeper's weapons clipped into each other when their target was too close
Fixed an issue where visually removing the armor of the Impaler didn't match the gameplay experience
Impaler close melee attack now has a damage shockwave
Hunters are now able to attack FRVs more consistently
Fixed a bug where enemies would disappear when the Helldiver died, thus not being able to know what just killed the Helldiver
Fixed enemy navigation issues in one of the Take Down Overship locations
Fixed a bug where the Veracitor's melee attack could clip through Helldivers holding a SH-20 Ballistic Shield Backpack
Fixed issue where Watchers and Obtruders were not attacking players while mounted behind a Grenadier Battlement
Fixed an issue where sometimes the Hive Lord scales would not visually break properly (did not affect gameplay behavior)
Obtruder will now collide correctly with Helldivers
Reduced clipping between Obtruder and Helldivers' vehicles
Veracitors now guard outposts
Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
Fixed an issue where the Veracitor clipped through buildings and obstacles while charging. It should now destroy anything in its path and stop when hitting a wall
Gatekeeper spawnrate has been increased to closely match Veracitor in Encounters
Fixed a bug for Gatekeeper sometimes appearing to turn in place without moving their legs
Fixed bug which would on rare occasions cause enemies to not be able to move into the correct attack range
SEAFs can destroy enemy spawners
Enemies have learned how to climb stairs during the Establish Communication Uplink missions
Miscellaneous Fixes
Fixed several mission HUD inconsistencies on certain Hiveworld missions
Fixed visible holes in the terrain in one of the Disrupt Shield Generator locations
Fixed a bug where the factory building facade was inverted
Updated the sounds for picking up medals, requisition slips and super credits one of the missions
Fixed a bug where the Recoil Simulator was showing all ammo being fired at once
Vehicle delivery shuttles will no longer get stuck endlessly looking for a place to drop off their deliveries when deployed in dense cities between tall buildings
Helldivers will no longer ride the victory elevator with their hands in the air like some kind of rollercoaster
Helldivers how have a chance to find super credits in Factory Worlds
Fixed an issue in the tutorial where the incoming timer for the Orbital Precision Strike could display an incorrect duration
Optimized various gameplay VFX across the game
Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
Fixed an issue with ragdolling causing invisible collision issues
Exo Storms of class 2 and 3 will now spawn tornadoes of varying sizes, depending on the intensity of the storm.
If your Helldiver cannot stim at the exact moment when the stim button is pressed, they will automatically stim as soon as they are able to (up to 2 seconds later)
Fixed a bug where planting the CQC-1 One True Flag would break animations for other melee weapons.
Fixed a bug where the CQC-1 One True Flag would be planted at the Helldivers feet instead of being planted in front of the Helldiver
Fixed an issue where the player could see through the Destroyer ship while in a cutscene
Decreased the Helldivers heavy land animation from 1.32 sec to 0.8 sec
Scrolling to the bottom of the Bindings menu with a controller now correctly stops at the last available option instead of disappearing
Fixed possible graphical artifacts in the Control Center
Fixed a bug where Network Desync can cause SEAF Artillery shells to not be inserted properly, causing a soft lock
Fixed a visual bug where the Oil Rig was displaying both destroyed and non-destroyed visual states
Clothes on the upper body of civilian industrial corpses in cities now have the correct textures
Optimized tree VFX materials
Fixed an issue where network problems caused collision errors with enemy corpses.
Fixed an issue that prevented Super Credits from spawning in Factory Cities
Additional improvements to image quality when using upscaling
Reduced ghosting around the edges of the screen when using NVIDIA DLSS upscaling
Fixed blocky artifacts on nebula effects, especially visible on lower render scales
News - Amazon Will Soon Be Out Of The MMO Business Entirely
Amazon Game Studios looks to be getting out of the MMO business entirely, handing Western operations of Throne and Liberty and Lost Ark back to their respective developers.
In two blog posts, Amazon Game Studios outlined its plans to transition both games to their South Korean creators in the coming months. For Throne and Liberty, that transition will happen in Q4 2026 as NC (formerly NCSoft) takes over, while Lost Ark's transition will happen in early 2027 and see Smilegate fully take the reins.
While Amazon didn't develop the two games directly, it did publish both titles and handled live-service operations and customer support in the West. Both free-to-play games found success at launch (Lost Ark in particular saw huge numbers on Steam), but have seen player counts dwindle over time.
It doesn't sound like much will change in the near term. Both games will likely experience some downtime as Amazon hands over the keys, but the two games will each continue to operate in the West. Most player data and character progress made in the two games will also carry forward. In the case of Throne and Liberty, cross-progression will no longer work between Steam and consoles after the transition.
For those who don't want to hand over all of their data, there will be an option to opt out of the transition. Doing so naturally means characters, items, and other progress won't be transferred, and players will essentially need to start again from scratch. For everyone else, the data transfer will essentially be seamless, with no action needed on the part of players aside from needing to accept a new terms of service upon logging in for the first time.
Amazon just a few years ago looked to be establishing itself as a major player in the MMO space. It released its own MMO, New World, in 2021 to huge initial numbers on Steam, even if it didn't hold on to that momentum for long. It then followed up that success in 2022 by publishing and operating Lost Ark in the West, with Throne and Liberty following a similar playbook in 2024. There were also plans for Amazon to publish the anime MMO Blue Protocol, though the game's Western release was instead canceled entirely.
Flash forward to now and the house of Bezos has completely washed its hands of the genre. Amazon announced earlier this year that New World's servers will go offline in early 2027, following a console release in 2024 and a string of well-received updates that had players optimistic for the future prior to the shutdown announcement. The creators of New World were also working on a Lord of the Rings MMO, only for that to be reportedly canceled amidst layoffs at Amazon Game Studios.
Posted by: xSicKxBot - 08-15-2026, 02:10 AM - Forum: Lounge
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News - The New Guitar Hero–Err, Stage Tour–Reveals First 25 Songs, Including A S
The Guitar Hero series may be dead and gone, but in its place comes a new game called Stage Tour, and it's made by the latest evolution of the same studio that created Guitar Hero.
A critical component of any good music games is its tracklist, and the Embracer-owned RedOctane Games has announced the first 25 tunes for Stage Tour.
The officially licensed setlist includes songs from a range of genres, and features big-name bands like Red Hot Chili Peppers, Weezer, and Ghost. And of course, there is Smash Smash's "All Star," which is forever connected to the animated classic Shrek.
Stage Tour songs, so far
"RATATATA" — BABYMETAL & Electric Callboy
"Get The Funk Out" — Extreme
"Square Hammer" — Ghost
"Mimi's Delivery Service" — Good Kid
"Dani California" — Red Hot Chili Peppers
"Terminator Oscillator" — Static-X
"Island In The Sun" — Weezer
"Bite Me" — Avril Lavigne
"Airhead" — Honey Revenge
"For A Pessimist, I'm Pretty Optimistic" — Paramore
"Do Me Like That" — The Paradox
"Jane!" — The Long Faces
"The Unknowing" — Jfarrari
"Siren" — Castle Rat
"Broken Dreams, Inc." — Rise Against
"Psychosocial" — Slipknot
"The Motherload" — Mastodon
"The End" — Mammoth
"Blind and Frozen" — Beast In Black
"Just Like Heaven" — The Cure
"Just" — Radiohead
"Just Pretend" — Bad Omens
"In the Stars" — The Rolling Stones
"All Star" — Smash Mouth
"Starlight" — Muse
RedOctane will announce more artists and tracks later this summer--including at Gamescom this month-- ahead of launch later this year on console and PC.
Just like Guitar Hero and Rock Band before it, Stage Tour allows players to group up or play music solo on guitar, drums, keyboard, and vocals.
Some of the in-game guitars for Stage Tour.
In terms of peripherals, players can buy a specially designed guitar controller made in partnership with Gibson's Kramer, along with a modulator guitar kit. Additionally, Stage Tour features in-game guitars from Gibson, Epiphone, and Kramer, including the iconic Gibson SG.
Posted by: xSicKxBot - 08-14-2026, 09:45 AM - Forum: Lounge
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News - Phantom Blade Zero State Of Play Set For Next Week, And Yes, That’s Donnie
Sony has announced a new State of Play broadcast for next week, and this time, the spotlight is on Phantom Blade Zero. Kicking off on August 17 at 7 PM PT / 10 PM ET, Sony says that viewers can expect a deep dive into the game ahead of its release on October 29. To set the stage, a new preorder trailer for the game was shown off, revealing action movie legend Donnie Yen and the role he played behind the scenes of the game.
While Yen provided the likeness and motion capture for the character Mó Yuan, the father of Phantom Blade Zero's protagonist, he has also served as a creative consultant on the game since 2023, according to developer S-Game. If you're unfamiliar with him, Yen has cemented his status as an icon of cinema with his hard-hitting action movies and slick choreography in projects like Kill Zone, Iron Monkey, Blade 2, and the Ip Man series.
S-Game added that the State of Play livestream will introduce new characters from the game, as well as a closer look at the buildcrafting that players can utilize to fine-tune their approach to combat. If you're planning to watch, you'll probably want to switch the comments off, as virtually every Sony platform has been besieged by angry comments demanding that the company reverse its decision to end game disc production in 2028. While the backlash to the move has been mostly negative, Sony is still committed to an all-digital future for game releases on PlayStation hardware.
Originally scheduled to launch on September 9, Phantom Blade Zero was delayed to October instead--most likely a safer move, given the sheer number of high-profile games out next month. Inspired by Chinese Wuxia action movies, the game features fast-paced combat and an imaginative dark fantasy aesthetic.