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| [Xbox-News] Gears of War: E-Day is Available in Early Access Today, Watch the Launch |
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Posted by: xSicKxBot - 10-01-2026, 12:00 PM - Forum: Xbox Discussion
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Today, Gears of War: E-Day Early Access begins for Premium Edition players and Game Pass subscribers with the Premium Upgrade.
To mark the occasion, we’re releasing the Launch Gameplay Trailer, featuring Metallica’s “For Whom the Bell Tolls.”
Today is a moment we’ve been looking forward to for a long time. On behalf of everyone at The Coalition, thank you to the fans who have followed us on this journey. We can’t wait for you to experience Emergence Day for yourselves.
Early Access Is Live Now
Early Access for Gears of War: E-Day is live worldwide beginning today, October 1 at 8:00 a.m. PT / 15:00 UTC. The game launches worldwide on October 6 at 8:00 a.m. PT / 15:00 UTC.
Gears of War: E-Day is available on XBOX Series X|S, Windows PC, and Steam, with cloud gaming available through Game Pass Ultimate and GeForce NOW. Gears of War: E-Day will be part of the Disc to Digital program when the game releases for early access.
Plan Your Emergence Day
Whether you’re jumping in today or getting ready for October 6, you can check out the full Gears of War: E-Day achievement list and start planning your path through the game.
Beyond the Game
There’s more happening beyond the game to celebrate the launch of Gears of War: E-Day.
- Wear Gears. New launch apparel is available from the Gears of War XBOX Game Studios Shop, Roots of Fight XBOX Game Studios Shop and our partners and Affliction.
- Drink Gears. Pick up a Liquid Death Energy and upload your receipt to unlock an in-game chainsaw pose for your character.
- Eat Gears. Prince Street Pizza is celebrating with the Emergence Pie, a Gears-themed pizza available at locations across the United States and Canada, now for a limited time only.
- Read Gears: Go behind the scenes with The Art and Making of Gears of War: E-Day from Insight Editions, the official companion to the game. Featuring developer interviews on art, story, sound, and design, it is the most comprehensive single volume ever published about Gears of War.
- Listen Gears: The Gears of War: E-Day Original Soundtrack by Adam Lastiwka launches October 6 and is available to pre-save now. Stream “Emergence,” the first track released from the album, today on Spotify and other digital music services.
- Take Gears beyond the game with the Gears of War: E-Day Limited Edition Xbox Wireless Controllers, available now. Pre-order the controller dock, launching October 9, and for PC players, pre-order 8BitDo’s E-Day Retro 87 Keyboard & Retro R8 Mouse, targeted to launch October 30.
We’ll see you on Emergence Day.
For the latest updates on Gears of War: E-Day, follow @GearsofWar on social media or visit GearsofWar.com.
Experiencing an issue? Visit GearsofWar.com/support to report a problem or find support resources. You can also check the Gears of War service status page at status.gearsofwar.com.
![[Image: apps.58579.14310770435065065.c8a1a91e-2c...=400&h=600]](https://store-images.s-microsoft.com/image/apps.58579.14310770435065065.c8a1a91e-2c5b-498b-82e6-b6b66068ab7f.3a0cd049-41cd-417e-b194-ea9774b5f076?w=400&h=600)
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Gears of War: E-Day Pre-Order
Xbox Game Studios
☆☆☆☆☆
★★★★★
$69.99
Pre-order
Emergence Begins
Pre-order Gears of War: E-Day, get an XBOX gift card and unlock the Exfil Dom Character Skin and the Exfil Weapon Skin Set in-game at launch.* more details here https://aka.ms/Gears26
Experience the horror and brutality of Emergence Day. Fourteen years before the original Gears of War, join Marcus Fenix and Dominic Santiago in a gripping origin-story campaign as the Locust Horde first erupt from below, igniting a desperate fight for survival. Rally your squad and fight on in multiplayer with a reimagination of Gears’ iconic PvE mode, Horde Siege, or go head-to-head with a refined Versus PvP.* Built from the ground up in Unreal Engine 5, Gears of War: E-Day delivers the most immersive Gears yet.
The Story of E-Day
Fight through the chaos of Emergence Day in a gripping origin story campaign.
Battle alone, side by side in two-player split-screen, or rally up to four players online across Campaign, Horde Siege, and Versus.*
Horde Siege PvE – Back and Bigger Than Ever
Survive a city under siege in an evolved take on Gears’ iconic co-op wave survival mode built for larger maps, more players, and bigger battles.
Choose your class – Assault, Marksman, Medic, or Breacher – then drop in as a 4-player squad to fight back the Locust.
Team up with multiple squads to conquer shared objectives and take down world bosses. Survive to earn rewards, unlock customization and improve your loadout for the next match.
Versus Returns – Refined and Focused PvP
Battle across all-new maps and refined fan-favorite 4v4 modes.
Choose your level of competition. Lock in and climb the ranks in Ranked or jump into Social playlists for a more relaxed match.
Modernized controls and movement make combat feel more fluid while retaining Gears’ signature cover-based feel. Jump, vault, slide, and flank with intent.
A Terrifying Threat from Below
A darker, grittier tone and reimagined enemies restore fear and dread to the series.
Atmosphere and detail are pushed further than ever. The world feels more grounded, believable, and dangerous.
Familiar enemies are more threatening, joined by all-new creatures and villains that reestablish a true sense of horror.
Feels Like Gears. Plays Like New.
Iconic cover‑based combat returns, enhanced with modernized movement and traversal that add freedom and verticality.
Fan‑favorite weapons return and are reimagined, alongside all‑new weapons built for brutal, close‑quarters combat.
Rebuilt in Unreal Engine 5
A new technical foundation for Gears. Built for modern performance with 4K resolution and up to 60FPS across Campaign and Multiplayer.*
*Important Information
Pre-Order Offer: valid with pre-orders made before October 6, 2026 (7:59 am PT). At participating retailers while supplies last. Pre-order benefits may require redemption of a single-use code. Consult your retailer for details. Limit: 1 offer per person/account.
Online Multiplayer: Online campaign co-op, Horde Siege, Versus and other multiplayer features require a Game Pass subscription that includes online multiplayer, sold separately.
2-Player Split-Screen: is available for console only.
4K and 60FPS: require a compatible display.
Game requires initial download. May require future updates (additional storage may be required). All downloads and updates require significant storage and broadband internet connection (ISP fees apply). You must accept the Microsoft Services Agreement (microsoft.com/msa). May require additional hardware and subscriptions. Content, features, services, online play (if applicable), and support not available in all regions (xbox.com/regions) and may vary, change, or terminate. Microsoft Account required.
WARNING: Some people may experience a seizure when exposed to flashing lights or patterns in video games. (xbox.com/healthandsafety).
The post Gears of War: E-Day is Available in Early Access Today, Watch the Launch Gameplay Trailer appeared first on XBOX Wire.
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| [PS.Blog] Return to Fabletown with The Wolf Among Us Remastered, out October 29 |
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Posted by: xSicKxBot - 10-01-2026, 10:00 AM - Forum: Sony Discussion
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Telltale’s The Wolf Among Us Remastered launches October 29. To get ready for Bigby Wolf’s enhanced tale we sat down with Telltale’s Matt Saia, the game director of The Wolf Among Us Remastered, and VP of Creative at Telltale, to talk about returning to Fabletown.
The Wolf Among Us is one of Telltale’s most beloved series. Do you remember the first time you played it? What resonated most and stayed with you since?
Matt Saia: I came to it as a fan of Telltale having played The Walking Dead and Back to the Future. Wolf had a killer look and a werewolf in it, that was enough to get me in the door. From the first scene, the story, the contrast of these fables characters in the 1980s, and the neon noir style had me hooked. Their stories touched human emotions and stuck with me forever.
What was the goal with remastering The Wolf Among Us?
We wanted to honor the Telltale legacy. This is a classic title, and it needed a respectful update. We avoided touching the story, the directorial choices, and the overall art style, those are sacred to us. The goal is to introduce new players to Wolf in the best way possible and create a fun experience for returning players by packing it with updated art and behind the scenes features. Ultimately, it was a love letter to fans. We’re all fans and we took time to make sure it is the best version of The Wolf Among Us that stays true to the original.
Telltale added Noir Mode to The Wolf Among Us Remastered. What do you think this brings to the game?
Coincidentally, I was the person who added Shadows Mode to Telltale’s Batman series. We’ve treated it differently in Remastered. Unlike Batman, where we had highlights of color we’ve kept Wolf with a pure noir film vibe. The tone feels different when it’s black and white. I love the colors of the main game but, in Noir Mode, the shadows feel a little darker.
Play Video
![[Image: placeholder.svg]](https://blog.playstation.com/content/themes/playstation-2018/images/placeholder.svg)
Let’s talk about some of the technical improvements. How was it working with the original Telltale engine?
The old Telltale engine is quirky but cool. We started by moving it up to the latest engine used in the Batman series. Next, we created new shaders for things like shiny bottles, and inverted lines on moving objects like the ghost ship.
The biggest challenge was lighting. It wasn’t something we intended to do but we realized anything we changed in any scene required that we redo the lighting. By the end, every scene in the game was relit.One of the biggest testaments to how good we got with the old engine is we built the entire Summer Games Fest trailer in engine.
How about the Character art?
Our choice was to elevate the game that everybody loved. The remastered characters have amazing detail but when you look at Bigby, he looks like Bigby. I think that’s the balance beam you walk; we wanted people to say “That’s the Bigby I remember”, but if you go back and look at the original, the remastered one is unmistakably more refined.
Every single character went through concept to high-end model to final in-game model. All the textures and models are new and multiple times more detailed than the original game. If you did a simple up-rez, all you’re really doing is taking the curves and lines that are already there and making them smoother.
Our process provoked more aggressive choices with how you treat the characters without losing who they are because you’re taking them from scratch. It was a big lift, but worth it.
Is there anything from this remastering process that exceeded your expectations?
The werewolf. I think everybody wanted to change him in a big way, and we did. He is ferocious, so much more feral and powerful than the original but still true to The Wolf Among Us.
Is there anything else you’d like people to know?
It was amazing to revisit Fabletown. The team was incredible. We love every dusty apartment and lit cigarette and, more importantly, the characters and story they tell. To me, that’s what makes a great remaster; when you know people poured their soul into it.
We want existing fans to show up and know they are in good hands. For new fans, it’s an opportunity to be captivated by a fully-realized version of this amazing universe just as we all were. To everyone out there, thank you for sticking with Telltale and believing in us.
The Wolf Among Us Remastered launches October 29 and is available to wishlist now.
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| [Xbox-News] A Colossal Update and Two DLCs Come to Bulwark: Falconeer Chronicles |
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Posted by: xSicKxBot - 10-01-2026, 10:00 AM - Forum: Xbox Discussion
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Summary
- Available now on XBOX One, XBOX Series X|S and PC.
- Bulwark: Falconeer Chronicles continues to evolve since its 2024 release.
- Two new DLCs are also now available.
Hello Bulwark lovers!
My name is Tomas Sala, and I’m the solo developer of Bulwark: Falconeer Chronicles. Today, we are very excited to announce the release of the two brand new DLCs – the Verne Bannerless and Medieval Houses, plus a huge update to the main game.
Colossal Console Update
![[Image: Picture-2-Screenshot-of-Settlement-b0976...24x576.jpg]](https://xboxwire.thesourcemediaassets.com/sites/2/2026/09/Picture-2-Screenshot-of-Settlement-b09763df58fa00128b7c-1024x576.jpg)
Players, it’s been a bit of a journey for Bulwark and it’s taken an unreasonably long time to get this done, but XBOX players are now going to receive its biggest update ever. Bringing this version in line with the PC development version.
Bulwark has evolved so much since 2024, much of it shaped by player feedback and requests, and the end result has truly earned the name ”evolved”! Here are some details:
Upgradable Surveyors and the Behemoth
![[Image: Picture-3-Picture-of-Behemoth-d9a8956452...24x576.jpg]](https://xboxwire.thesourcemediaassets.com/sites/2/2026/09/Picture-3-Picture-of-Behemoth-d9a8956452f7403ae0a3-1024x576.jpg)
If you prefer to take to the skies, you’ll be pleased to hear that I’ve introduced upgradable surveyors. But one surveyor in particular I guarantee you will want in your fleet – the brand new Behemoth. The Behemoth is an absolutely enormous surveyor with huge guns and cannons; cool right? This is definitely one you’ll want on your side.
Curved Walls and New Fortresses
Now build curved walls with no restrictions on type, length or angle. This makes your settlements look more dynamic. The curved walls are flexible and controllable, improving the overall aesthetic of your city. Experiment with different heights and sizes to see what appears.
Sail Any Ship
Any ship on an owned trade route is yours to select and sail. But, if you enter combat and sink a ship, the captain will be removed, so maybe don’t pick one you’re attached to! I’ve also improved the water shader and waves so they look much prettier now. Sail the entire Ursee and find the perfect wave!
Overhauled Wars
Wars and combat aren’t the main attraction in Bulwark, but this update does overhaul them thoroughly, making enemy forces much more versatile. They can attack but also rush back to defend their settlements, patrol ships will engage your settlement or join to defend against your attacks. Fortresses may also appear to blockade your trade routes.
There’s a lot more going on than before – and not only do you have the Behemoth and upgradable surveyors, but you also have new formations, commanding your escorts to join in formation and focus on the target closest to the cursor, or a loose formation where they pick their own targets.
Overall, this update contains numerous balancing and changes that should make conflicts much more engaging.
Arbology Towers and Trees
![[Image: Picture-4-Screenshot-of-Trees-90c812db5d...24x576.jpg]](https://xboxwire.thesourcemediaassets.com/sites/2/2026/09/Picture-4-Screenshot-of-Trees-90c812db5dc5757aefb9-1024x576.jpg)
After years without trees caused by the devastation from the War of the Tree, elements of the natural world are finally beginning to return to the Ursee – or perhaps not entirely natural, as they seem to be guarded by Remnant freebooter forces. Regardless, you can plant Arbology towers that will spawn trees and add green to your settlements.
There’s so much more I can say, but the rest you’ll have to discover! Whether it’s a peaceful building experience you want, or to dominate the Ursee as whatever faction you choose, Bulwark can provide for every mood.
Medieval Houses
![[Image: Picture-5-Medieval-Houses-ae18aa453569cb...24x576.jpg]](https://xboxwire.thesourcemediaassets.com/sites/2/2026/09/Picture-5-Medieval-Houses-ae18aa453569cb702bad-1024x576.jpg)
If high fantasy settlements are your thing, the Medieval Houses DLC offers six brand new timber-clad houses for you to decorate your world with. This gives your settlement a whole new look, the Ursee in Medieval times…sounds cool right?
Verne Bannerless
![[Image: Picture-6-Verne-Bannerless-d6ed06dba546b...24x576.jpg]](https://xboxwire.thesourcemediaassets.com/sites/2/2026/09/Picture-6-Verne-Bannerless-d6ed06dba546bfd5e0e5-1024x576.jpg)
The Verne and Piranha units are some of the most aggressive and hostile across the Ursee. If your plan is world domination, consider adding these to your fleet. You can soar the skies in a Bannerless Corsair warbird, the Verne Missile ship and the Piranha Fast airship. The world will fear your army, that’s for sure!
Thank you to all who have let me continue to evolve my game with your unwavering support. Will there be more in future? Who knows! For now, enjoy this colossal update and I’ll maybe see you at the next one, cheerio!
Bulwark: Falconeer Chronicles Colossal Update, plus Verne Bannerless DLC and Medieval Houses DLC are out now on XBOX One, XBOX Series X|S and PC.
![[Image: apps.48567.14185108443793606.4094915c-42...=400&h=600]](https://store-images.s-microsoft.com/image/apps.48567.14185108443793606.4094915c-42a1-4185-abac-b1db8ce52c61.93384203-0153-4459-9ed7-b938880a18dc?w=400&h=600)
![[Image: xpalogo_black.png]](https://assets.onestore.ms/cdnfiles/sfw-service-web-onestore-onerf-2017-11-8-12/store/common/images/xpalogo_black.png)
Bulwark: Falconeer Chronicles
Wired Productions
☆☆☆☆☆
68
★★★★★
$19.99
Get it now
INTRODUCING A CREATIVE SANDBOX BUILDING GAME:
Bulwark is about designing your fortress and expanding it into an empire.
I hope you enjoy my attempts to experiment and evolve this game into something enjoyable and fresh.
Bulwark also continues to evolve with each passing update, based on your feedback.
So positive or negative comments are welcome. If it’s intended to help then it’s all appreciated!
Story:
You are in charge of the last remnants of free people on the Ursee, tasked with building a new home. Carve your path onto a world, tower by tower, wall by wall, sculpting from the daunting cliffs and perilous waters of an unforgiving landscape that refuses to be tamed.
Game goals:
Design fantastic ocean fortress settlements. Progress is simple, grow the populations of various factions and you will progress on their Soultrees. Unlocking commanders and captains that may work for you, unlocking new ships, units and abilities.
Play Your Way:
Bulwark – Explore the Great Ursee as you build your grand civilisation. Scavenge for resources,create trade routes and strike alliances with other factions scattered across the waves as you balance negotiation and conflict to grow your settlement.
Freebuild – Enjoy a cosy ‘Freebuild Mode’, devoid of the conflict and challenges present in standard play, you can sketch and experiment without the need for resources, building without limits.
Total Conquest – War has come to the Great Ursee. You start at war with every faction, diplomacy is disabled and the frequency and scale of raids is ramped up. It is no longer enough to just build – now you must survive.
Building Resources:
Wood, stone and Iron aren’t stored or tallied up, the only thing that counts is distance, not cost. You transport resources along your network of towers as well as trading routes over the sea. Towers and walls within range of the resource can be upgraded and built for free, those out of range cannot.
Splinters :
The currency that powers diplomacy, army building, buying new locations and unique buildings is separate from resources, it runs on a currency called, Splinters. You gain these through population growth, trade with other factions or as rewards from combat.
Challenge:
The game challenges you to design and grow grand fortresses, often at little cost other than setting up trade routes for resources. As you grow you may invite in populations from other factions which unlock faction unique content from their “soultree”.
But everybody hates everybody on the Ursee and doing so might lead to war or to loyal allies that merge with your empire. This sandbox builder has consequences!
The post A Colossal Update and Two DLCs Come to Bulwark: Falconeer Chronicles appeared first on XBOX Wire.
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| [PS.Blog] Kena: Scars of Kosmora launches 2027, Ember Lab shares story overview |
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Posted by: xSicKxBot - 10-01-2026, 08:59 AM - Forum: Sony Discussion
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Since our , we’ve been heads down bringing Kena: Scars of Kosmora to the finish line. It’s been exciting to see all the anticipation and passion from fans. We can’t wait to share a new installment of Kena’s story with you!
At the same time, we want to deliver a top-notch game that exceeds the quality we achieved with our 2021 debut, Bridge of Spirits, and at a much bigger scale. To do that we need just a bit more time. Pushing our release into 2027 gives us the ability to really polish the expanded game experience we want to deliver. In the meantime, we wanted to share more about the world you’ll get to explore soon!
Like our first game, Kena: Scars of Kosmora is a character-focused linear adventure but with a broader and deeper scope than Bridge of Spirits. The world has much to offer for players who decide to venture out off the beaten path.
Scars – Shadows of the past
Before the events that unfold in Kena: Scars of Kosmora, Kena long studied as a Spirit Guide – equal parts warrior and spiritual healer. When the dead can’t move on peacefully, dangerous manifestations of their pain infect the environment. Spirit Guides fight back this Corruption to get to the heart of the issue.
Despite her progress, Kena is beginning to see her limits. She’s helped spirits of the dead, but has yet to really explore what Spirit Guiding looks like for the living. Even deeper, she has always helped other people deal with their pain, but not always focused on her own… Her childhood friend Orfio believes the mysterious island of Kosmora holds the answers they’ve both been looking for. Kena sets out to meet him, hoping to discover more about her past and future as a Spirit Guide.
![[Image: 55557865239_ca61704fc4_4k.jpg]](https://live.staticflickr.com/65535/55557865239_ca61704fc4_4k.jpg)
The ancient Spirit Guides of Kosmora developed their own unique approach involving the four elements and Alchemystic Temples. Four interconnected cultures once thrived across Kosmora, each with a guiding Element that fueled its society – before a mysterious cataclysm destroyed one of them.
Since that time, the spiritual symbolism of the elements has faded into Kosmora’s distant past. The guiding elements still play a large role in how each surviving culture lives, but the longer that ancient wisdom remains buried, danger grows… Kosmora’s complex Spirit Guide temples are a big part of the game. These dungeon experiences will challenge players’ skills and pay off with transformative rewards that propel Kena’s adventure.
![[Image: 55557865254_1b4203f9ab_4k.jpg]](https://live.staticflickr.com/65535/55557865254_1b4203f9ab_4k.jpg)
Kosmora – Living cultures
But Kosmora isn’t only about the past. The island is home to multiple living cultures with their own histories, values, and struggles. Kena’s mission to uncover how Kosmora’s past collides with characters in each region, requiring her to apply her experience and adapt to evolving situations and new personalities.
![[Image: 55558099585_6de881441c_4k.jpg]](https://live.staticflickr.com/65535/55558099585_6de881441c_4k.jpg)
Exploring the regions of Kosmora on foot would take some time, but you may have noticed that Kena has a new way of getting around this larger world. Her crystalline canine companion is tied directly into gameplay and the origin of the mysterious island.
This ancient spirit not only serves as an exciting mount, but aids Kena in combat, both mounted and on foot, as well as solving Alchemystic puzzles. Together, our Spirit Guide and her new ally set out to heal Kena’s scars, as well as the scars that cut right to the root of Kosmora.
We hope you’re just as excited to jump into Kena’s next adventure as we are to share it with you. We’ve been working hard to fill it with the wonder, charm, and challenge fans have come to expect. We appreciate your patience and support as we take the time for Scars of Kosmora to be the evolution of Kena’s journey and experience we want to deliver.
Kena: Scars of Kosmora releases in 2027 on PS5 (physical & digital) and PC (digital). Wishlist today.
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| [WoW Retail News] Rextroy Solos Twin Fangs in Venomous Abyss |
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Posted by: xSicKxBot - 10-01-2026, 08:10 AM - Forum: World of Warcraft
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![[Image: 55464-rextroy-solos-twin-fangs-in-venomous-abyss.jpg]](https://wow.zamimg.com/uploads/blog/images/55464-rextroy-solos-twin-fangs-in-venomous-abyss.jpg)
Rextroy discovered a way to solo the Twin Fangs in the Venomous Abyss raid. The Twin Fangs
Rextroy is well-known for finding some clever use of game mechanics or bugs, and then doing something crazy with it and releasing a YouTube video. Before he releases his YouTube video, he reports the bugs to Blizzard and gets them fixed.
In his latest video, Rextroy manages to find a way to solo the Twin Fangs in the Venomous Abyss. This is an impressive feat, as it's a current tier raid boss.
Rextroy had to overcome one major challenge to solo the Twin Fangs: How to survive the many stacks of Eternal Venom. Many unavoidable mechanics in this encounter grant Eternal Venom, and after acquiring too many stacks, it will stun the target. This is a problem when solo, as there are many sources of stacks, and if they're all condensed onto one person, they'll always be stunned.
Rextroy figured out that the majority of mechanics on this boss can be avoided with line-of-sight and out-ranging, except for the Caustic Deluge cast. By running far out of range and surviving just this Tank frontal, Rextroy was able to hit the enrage, which can also be outranged. The enrage only has a duration of 10 minutes, and after a brief AFK session, he could walk back to the boss, at which point the bosses no longer do any mechanics and he can take them down slowly.
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| [Ubuntu News] Android™ belongs in your CI/CD pipeline |
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Posted by: xSicKxBot - 10-01-2026, 06:24 AM - Forum: Linux, BSD & Unix
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How on-demand Android environments turn validation into a repeatable pipeline stage
In the first article, we looked at automation: how Android environments can be created and managed programmatically. In the second, we looked at scaling: how shared infrastructure can make those environments available to more developers, tests, and workloads.
This third article looks at the next step: integrating those environments directly into CI/CD.
A CI/CD system may already automate much of the software delivery process, from producing an application or Android image to triggering tests and reporting results. The Android execution environment, however, can still sit outside that workflow. Consider the following disconnects:
- An application may be built automatically, but someone must connect a device before validation can begin.
- A pull request reaches a manual stage because the required Android environment is not available to the pipeline.
- A test passes on one workstation and fails on another because the underlying environment has changed.
This is the gap CI/CD integration closes. With Anbox Cloud, the Android execution environment becomes another resource the pipeline can request when needed. The workflow can request the necessary environment, deploy the artifact, initiate validation, collect results, and release resources once the task is completed.
Instead of treating Android as a separate component of the pipeline, the environment is integrated into the automated software delivery process.
In this article, “Android execution environment” refers to the Android instance in which the application or system is run and validated, including the Android image, configuration, allocated resources, and test setup.
Make Android part of the workflow
CI/CD pipelines are built around repeatability. A change produces an artifact, tests run against defined inputs, and the pipeline records enough information to understand the result.
The execution environment is part of that process. CI/CD pipelines already provision temporary resources such as containers, virtual machines, databases, and services as part of a job. With Anbox Cloud, the Android execution environment can become another resource requested by the pipeline when needed.
Instead of treating a physical device or local emulator as a prerequisite, the pipeline requests an Android environment with a known image and configuration. It deploys the artifact, performs the required validation, collects the evidence, and releases the resources.
Anbox Cloud does not build the Android application or platform. That remains the responsibility of the existing build system. Its role is to provide the Android environment required for validation through a programmable and repeatable lifecycle.
A typical Android pipeline
The exact tooling varies, but the workflow is typically consistent. The pipeline first produces or retrieves the artifact to validate. For an application team, that may be an APK. For a platform team, it may be a complete Android or Android Automotive OS image.
Usually, after requesting the predefined environment, the process can then deploy the artifacts, get the test data ready, and establish a connection (using ADB, for instance). Once that is done, and before deleting the environment, test reports, logs, screenshots, crash data, and performance metrics are gathered.
Every stage of the process should be explicit. The pipeline should know which artifact was tested, which Android environment was used, which configuration was applied, and which outputs were produced.
Without that context, automation may speed up testing but not improve the reliability of the results.
Reproducibility matters more than automation alone
Being able to start Android automatically is useful, but starting the same environment consistently is way more valuable.
When the Android version changes between runs, a setting is manually changed, cached data influences the outcome, or an older application is still installed, the results are difficult to trust. Making those inputs explicit in the CI/CD workflow reduces manual configuration errors and improves reproducibility.
The Android image, application artifact, instance resources, display settings, test inputs, and expected outputs can all be associated with a specific execution. The workflow can also wait for known states instead of relying on arbitrary delays or assumptions about when an environment is ready.
A script says, “Start Android and run this test.” A reproducible pipeline says, “Run this version of the test against this artifact, in this defined environment, with these inputs, and preserve enough evidence to explain the result.”
That second model is what teams need when a failure blocks a release.
Preserve evidence, not unnecessary infrastructure
Disposable environments allow every run to begin from a clean state, but removing an environment should not mean losing the information required for debugging.
When validation fails, the pipeline should collect the relevant diagnostics before releasing the resources. It may also record the environment definition so that an engineer can recreate the same conditions later. In selected cases, preserving an instance temporarily for interactive investigation may be useful.
The goal is not to retain every failed environment indefinitely. A better principle would be to preserve the evidence by default and preserve the environment when it adds value.
This keeps the workflow efficient while giving teams enough information to understand and reproduce failures.
One operating model, different Android workloads
Application and platform teams validate different artifacts, but the operational model remains the same.
An application pipeline may install an APK and run instrumentation, UI, compatibility, or integration tests. A platform pipeline may validate a complete Android system image, an Android Automotive OS configuration, platform services, or a custom OEM build.
The execution environment may differ as well. Application-oriented workloads may benefit from containerized Android when density and startup time matter. Complete system workloads may require virtualized Android with a full virtual-machine boundary.
Those are implementation choices. The pipeline story remains consistent: a change produces an artifact, the workflow requests the appropriate Android environment, and validation begins without waiting for someone to prepare hardware.
Keep people and hardware where they add value
Not every validation decision can be automated. Developers may need to inspect a graphical issue, QA engineers may need to review a visual difference, and platform engineers may need to investigate system behavior interactively. A pipeline-created environment can still be recreated, streamed, or shared temporarily for that work.
Physical hardware remains essential for validating sensors, peripherals, radios, drivers, power consumption, thermal behavior, and final production performance. But it does not need to carry the full weight of the development process. Programmable environments can provide earlier feedback and broader parallel validation before software reaches the final hardware stage.
A balanced strategy would be to run every change, validate broadly in the cloud, and finally prove it on target hardware.
Android should no longer be the manual exception
Automation makes Android environments programmable. Scaling makes that capacity available when workflows need it. CI/CD brings both capabilities into the software delivery process at the point where feedback is most valuable.
The pipeline can request an environment, deploy the artifact, run validation, collect evidence, and release the resources without waiting for someone to connect a device or prepare a test machine.
Android becomes part of the workflow rather than an external dependency on it. Physical hardware remains the final proof, but routine Android feedback no longer needs to wait for it.
That is the broader transformation explored throughout this series: Android moves from a scarce physical asset to programmable engineering infrastructure.
Further reading
Read Part 1: Android development shouldn’t start with a physical device
Read Part 2: Scaling Android development without scaling hardware
For any questions, feel free to get in touch with the Anbox team.
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| Does Marvel Rivals feature crossplay & cross-progression |
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Posted by: xSicKxBot - 10-01-2026, 04:55 AM - Forum: PC Discussion
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Curious if Marvel Rivals supports crossplay or cross-progression between PS5, Xbox, and PC? Here’s the information you need.
Marvel Rivals is a multiplayer arena shooter that lets players take control of iconic Marvel heroes and villains, from Avengers to X-Men, in epic battles for dominance. But can you face off against opponents using different platforms?
Additionally, if you start playing on one system and later switch to another, will your progress carry over with your account, or is it restricted to the platform you originally chose? We’ve broken down the answers to these questions below.
NetEase Games
Does Marvel Rivals have crossplay?
Yes, Marvel Rivals allows you to play with users on different platforms, but only in Casual Mode.
For instance, if you’re on a PS5, your server can include players using Xbox Series X|S or PC. This makes it possible to team up with friends even if you’re on different systems.
However, in Competitive Mode, the game is platform-restricted, meaning you’ll only compete with players using the same system as you.
When setting up custom games with friends, cross-platform play is fully supported. Keep in mind, though, that these Quick Matches won’t impact your competitive rankings.
Does Marvel Rivals have cross-progression?
No, Marvel Rivals does not currently support cross-progression, meaning your progress is tied to the platform you play on.
If you decide to download the game on a different system, you’ll need to start fresh with a new account.
However, during an interview with DotEsports, Marvel Rivals creative director Guangyun “Guangguang” Chen revealed that cross-progression is in development.
Chen explained: “Cross-progression involves a lot of platform-specific rules. We’re still exploring how to address these challenges.”
Related
Is Marvel Rivals on console?
Is Monster Hunter World crossplay? PlayStation, Xbox & PC cross-progression status
Is Madden 25 cross-platform? Crossplay status explained
“Once the team has a solution and we’re ready to implement it, players will be the first to know.”
For more on the game, be sure to check the best controller and PC settings, along with our Black Panther, Hawkeye, and Moon Knight hero guides.
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| [Py Blog] Python 3.10.22, 3.11.17, 3.12.15, 3.13.16 and 3.14.8 are now available! |
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Posted by: xSicKxBot - 09-30-2026, 09:00 PM - Forum: Python
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A full sweep of Python releases is here: Python 3.10.22, 3.11.17, 3.12.15, 3.13.16 and 3.14.8 are now available! One last lap around the Sun for Python 3.10, and security updates across all five series.
Get them here:
Python 3.10.22 is the final release of Python 3.10. After five years, the series has reached end of life and will receive no further security updates. If you are still using Python 3.10, please plan your upgrade to a supported version.
Python 3.11 remains in security-fix-only mode until October 2027, as described in PEP 664. Security releases are made as needed, with no fixed cadence.
Python 3.10.22 and 3.11.17 are source-only. There are no Windows or macOS installers: 3.10.11 and 3.11.9 were the last releases in their respective series to include binary installers. These two releases contain security fixes rather than new features.
Python 3.12.15 is also a source-only security release, with security support continuing until October 2028. Python 3.13.16 is the last full maintenance release of 3.13; future 3.13 releases will contain security fixes only. Python 3.14.8 is a maintenance release, and both 3.13.16 and 3.14.8 include binary installers. See their release pages above for their full security content and other changes.
Discuss this release announcement.
Security content in all five releases
- gh-158446: Fix crashes or incorrect output when formatting float or complex values with precision close to INT_MAX.
- CVE-2026-19553 — gh-156793:
Code: ssl.SSLContext.wrap_bio()
now validates its , , and arguments. also validates TLS arguments. On Python 3.10, 3.11, and 3.12, missing hostnames with enabled emit for compatibility; they raise on Python 3.13 and later.
- CVE-2026-82049 — gh-157190: Fix a tarfile extraction-filter vulnerability involving hard links to symbolic links that could expose files outside the destination and change their permissions or modification times.
- gh-157953: Update bundled libexpat to version 2.8.5.
- CVE-2026-15310 — gh-156002: Bound decompression per read for bzip2 and LZMA members, and for Zstandard members on Python 3.14, preventing unbounded allocations from small compressed members. Third-party decompressors supplied by monkey-patching that lack and two-argument remain vulnerable.
- CVE-2026-19672 — gh-155999: Prevent tarfile extraction filters from creating directories outside the destination for paths that leave it and then return.
- CVE-2026-19445 — gh-156293: Fix an ssl crash when an SNI callback switches contexts and the original callback context is no longer referenced.
- CVE-2026-17084 — gh-155292: Restrict stringprep and the IDNA codec to Unicode codepoint attributes defined by RFC 3454.
- CVE-2026-15806 — gh-155694: Scope urllib.request HTTPPasswordMgr credentials by URL scheme to prevent HTTPS credentials from being used for matching HTTP URLs.
Additional security content by version
Python 3.10.22, 3.11.17, 3.12.15 and 3.13.16
- CVE-2026-87910 — gh-157265: Apply tarfile extraction filters when a link falls back to extracting an archive member, skipping members rejected by the filter.
Python 3.13.16 and 3.14.8
- gh-158010: Update bundled OpenSSL to 3.5.9. In Python 3.13.16 this applies to Windows, macOS and Android, moving from OpenSSL 3.0.21 to the 3.5 LTS series. In Python 3.14.8 it applies to Windows, macOS, Android and iOS. The source-only Python 3.10–3.12 releases do not bundle OpenSSL.
Python 3.10.22
- gh-149018: Improve protection against XML hash-flooding attacks in and
Code: xml.etree.ElementTree
when compiled with libexpat 2.8.0 or later.
This XML hash-flooding protection was already included in Python 3.11.16.
For the full details, see the 3.10.22 changelog, 3.11.17 changelog, 3.12.15 changelog, 3.13.16 changelog, and 3.14.8 changelog.
And now for something completely different
When two black holes merge, the newly formed black hole is distorted. It settles towards a stationary state by emitting gravitational waves in a process called ringdown. Like a struck bell, it oscillates with a signal that fades away. These oscillations are described by quasinormal modes; their frequencies and decay times depend on the final black hole’s mass and spin. You can watch spacetime doing its final ringing in this NASA simulation.
We started Python 3.10 with a trip inside a Schwarzschild black hole, so it seems only fair to finish with black holes as well :)
This is Python 3.10’s ringdown. One last release before we switch off the release machinery. Five years of features, fixes, stubborn buildbots, and a rather unreasonable number of tarballs. I cannot quite believe I am writing the last one.
Thank you to everyone who contributed patches, reviewed changes, tested releases, reported bugs, or helped us get a release out when the universe seemed determined to prevent it. It has been a privilege to be your release manager for this series.
Python 3.11 still has another year of security fixes ahead of it, so you have not escaped me yet :)
We hope you enjoy the new releases!
Thank you to all the volunteers who made these releases possible. Please consider supporting Python by contributing your time or through the Python Software Foundation.
Your friendly release team,
Hugo van Kemenade
Thomas Wouters
Pablo Galindo Salgado
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