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  [PS.Blog] Warhammer Survivors launches November 10, new characters revealed
Posted by: xSicKxBot - 10-06-2026, 11:00 AM - Forum: Sony Discussion - No Replies

Today, we’re excited to announce that Warhammer Survivors launches on PS5 November 10. To mark the occasion we’re also revealing two characters in our latest trailer. 

Play Video

[Image: placeholder.svg]



Eagle-eyed fans who have been following the game for a while may have noticed Morvenn Vahl in the game’s key art, and we’re really excited to show her off in full pixel art glory finally. Warhammer Survivors allows you to play in both the Warhammer 40,000 and Warhammer Age of Sigmar universe, so her counterpart (as part of today’s reveal) is Lyssa Revenya, a skilled thief and tomb-robber. 

While both champions take prime position in today’s spotlight, they couldn’t be more different. 

Who is Morvenn Vahl? 

Formerly a young Celestian Superior, Morvenn Vahl was chosen to become High Abbess Sanctorum – supreme commander of Adepta Sororitas. Vahl is an iron-willed warrior, suffering no fools and certainly no heretics. Dissatisfied with commanding from the safety of the Imperium, Vahl spearheads many crusades personally, leading from the front. 

How does she destroy the endless swarms of Tyranids, Death Guard Plague Marines, and Orks? 

As one of our larger Warhammer Survivors characters, Vahl strides across the battlefield in her ornate Paragon Warsuit. She’s armed with the devastating Heavy Bolter Fidelis, which sprays an arc of projectiles obliterating her foes. The weapon also has a chance to trigger a miracle, blessing Vahl and increasing the weapon’s rate of fire. 

Fidelis can be evolved to the Purgator Mirabilis, which unlocks the use of the warsuit’s Paragon Missile Launcher, unleashing a sporadic salvo of explosions across the battlefield – in addition to Fidelis’ spray of bolter shells. 

Enemies of Imperium, beware! 

Thief, Tomb-Robber, Saviour of Cinderfall – who is Lyssa Revenya? 

We’re moving to the Mortal Realms next. 

Lyssa Revenya is a talented thief and an integral member of the Saviours of Cinderfall, a rag-tag band of heroes who scoured the streets of Hammerhal and put an end to those plotting the city’s demise. Originally hailing from Lethis, Lyssa is well-versed in the art of navigating trap-ridden crypts and catacombs of that morbid city. 

Lyssa’s unique toolset for breaking and entering – and slaying hordes of Skaven 

In Warhammer Survivors, Lyssa turns her signature tools for breaking and entering into weapons. The Rope and Grapnel shoot hooks in from random edges of the screen, colliding with specific points on the battlefield, damaging enemies and dragging away any who survive. It’s the perfect weapon for a nimble thief who likes to stay more than a sword-length from their enemies. 

When the Rope and Grapnel evolves, Lyssa communes with the spirit of Rhea, a former ally and mentor. This terrifying, screaming banshee soars across the battlefield, exploding into a vengeful cloud of damaging ghostly fog. Perhaps in the right hands, Lyssa’s Rope and Grapnel can be utilised to pull enemies toward the Ghost of Rhea’s vengeful uproars? There’s only one way to find out. 

Warhammer Survivors launches on November 10; Morvenn Vahl and Lyssa Revenya are just two of over 40 playable champions waiting for you in-game. You can wishlist and pre-order on PlayStation 5 starting today, and PlayStation Plus members will receive a 10% discount when pre-ordering.

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  [WoW Retail News] October 2026 Trading Post - Bilebound Ur'zul Mount & Wizard Cat
Posted by: xSicKxBot - 10-06-2026, 10:14 AM - Forum: World of Warcraft - No Replies

[Image: 55578-october-2026-trading-post-bileboun...rd-cat.png]

The October 2026 Trading Post is here and players can get the Bilebound Ur'zul mount and an adorable Wizard cat pet!Trading Post Guide

Blizzard didn't do a full Trading Post preview for October, only previewing the bonus reward. Here is the full list of rewards that you can purchase for the October 2026 Trading Post!

Ensemble: Thornshadow Assassin's Attire

indicates an item that has been available from the Trading Post previously
indicates an item that has been available from a promotional event or the TGC previously

Mounts and Pets for October 2026

Bilebound Ur'zul 0 Trader's Tender

The Headless Horseman's Hallowed Charger 0 Trader's Tender

Ghastly Charger0 Trader's Tender

Archmage's Familiar 0 Trader's Tender

Watcher of the Huntress 0 Trader's Tender

Armor Transmog for October 2026

Silver Ranger's Spell Quiver0 Trader's Tender
Dark Ranger's Shadow Quiver0 Trader's Tender
Plum Gloomcap0 Trader's Tender
Plum Dunecloth Vest5 Trader's Tender
Plum Dunecloth Belt0 Trader's Tender
Plum Dunecloth Skirt5 Trader's Tender
Gunslinger's Plum Lid0 Trader's Tender
Crown of Plum Springflowers0 Trader's Tender
Plum Winter Toque0 Trader's Tender
Bandit's Plum Highboot0 Trader's Tender

Basic Steel Sabatons0 Trader's Tender
Basic Dark Iron Sabatons0 Trader's Tender
Crown of the Violet Rose0 Trader's Tender

Armor Ensemble Transmog for October 2026

Ensemble: Moonlit Assassin's Attire
0 Trader's Tender

Ensemble: Ravenholdt Assassin's Attire
0 Trader's Tender

Ensemble: Sorcerer's Plum Garb
0 Trader's Tender

Ensemble: The Horseman's Hallowed Collection
0 Trader's Tender

Armor Collection Transmog for October 2026

Playwright's Collection: Painted Sun Masks
0 Trader's Tender

Sandswept Tol'vir MaskClassic Tol'vir MaskGreen Tol'vir MaskPurple Tol'vir Mask

Playwright's Collection: Painted Mogu Masks

Blue Mogu MaskRed Mogu MaskBrown Mogu MaskGreen Mogu Mask

Playwright's Collection: Painted Sha Masks
0 Trader's Tender

Blue Sha MaskClassic Sha MaskRed Sha MaskGreen Sha Mask

Playwright's Collection: Painted Witch's Masks
0 Trader's Tender

Classic Witch MaskRed Witch MaskPurple Witch MaskBlue Witch Mask

Playwright's Collection: Painted Abomination Masks
0 Trader's Tender

Classic Abomination MaskRed Abomination MaskGreen Abomination MaskBlue Abomination Mask

Playwright's Collection: Painted Grovetender's Masks
0 Trader's Tender

Ancient Treant MaskClassic Treant MaskPurple Treant MaskWithered Treant Mask

Weapon Transmog for October 2026

Large Artisan Katana0 Trader's Tender
Crusader's Zweihander5 Trader's Tender
Initiate's Training Glaive5 Trader's Tender
Monastery's Katana5 Trader's Tender
Thief's Notched Blade5 Trader's Tender
Shadowhunters' Hexblade5 Trader's Tender

Artisan Sai0 Trader's Tender
Nunchucks of the Artisan0 Trader's Tender
Offhand Artisan Nunchucks0 Trader's Tender
Artisan Katana0 Trader's Tender

Silver Ranger's Shortbow0 Trader's Tender
Dark Ranger's Shortbow0 Trader's Tender

Lil' Armegeddon's Play-More5 Trader's Tender
Lil' Armegeddon's Play-Blade0 Trader's Tender
Lil' Perdition's Play-Blade0 Trader's Tender

The Horseman's Hallowed Great Blade0 Trader's Tender
The Horseman's Hallowed Blade0 Trader's Tender
The Horseman's Hallowed Bulwark0 Trader's Tender

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  [WoW Retail News] Official 12.1.5 Patch Notes - Class Changes, Labyrinths, Kith'ix Ra
Posted by: xSicKxBot - 10-06-2026, 01:42 AM - Forum: World of Warcraft - No Replies

[Image: 55554-official-12-1-5-patch-notes-class-...x-raid.jpg]

Blizzard has released the official Patch 12.1.5 Patch Notes, which includes details on class changes, Labyrinths, the Kith'ix raid and much more!Patch 12.1.5 Overview

Patch 12.1.5 releases on October 13th for NA and October 14th for EU.

Midnight’s 12.1.5 content update brings the Labyrinth of Kindo’jan—a massive nine-chamber Delve-like challenge, a new single-boss raid, Season 2's mid-season refresh, the continuation of the Midnight saga in Quel’Thalas and Zul’Aman, Aqir Invasions, and more.

TABLE OF CONTENTS

STORY CAMPAIGN: "THE PROMISE OF TOMORROW"
NEW SINGLE-BOSS RAID: THE UNBINDING OF KITH'IX

LABYRINTHS: CONQUER THE DEPTHS TO CLAIM THE REWARDS
AQIR INVASIONS

MID-SEASON REFRESH: UNLOCK NEW POWER
ACHIEVEMENTS

CLASSES
HOUSING

PLAYER VERSUS PLAYER
PREY

USER INTERFACE AND ACCESSIBILITY
WARBAND REPUTATION

STORY CAMPAIGN: "THE PROMISE OF TOMORROW"
Ula'tek's defeat has awoken a long-slumbering terror. Temper an uneasy peace between Quel'Thalas and Zul‘Aman, descend to the deepest depths of the Coiled Isle, and make a final stand against the Amani's ancient foe—the C'Thraxxi general, Kith'ix.

NEW SINGLE-BOSS RAID: THE UNBINDING OF KITH'IX
Hidden beneath the Venomous Abyss, Kith’ix was bound in his subterranean lair. With Ula’tek’s defeat, the restraints keeping Kith’ix at bay have weakened, unleashing the monstrosity the Amani locked away so long ago.

Confront Kith’ix with Lady Liadrin at your side in a focused single-boss raid that brings the campaign’s escalating threat to a decisive confrontation, with Story Mode, Raid Finder, Normal, Heroic, and Mythic difficulties. On Mythic difficulty, face Kith’ix with a flexible group of 15–25 players.

Gather your allies and prepare for a battle that brings the story of Quel’Thalas and Zul’Aman to a close.

LABYRINTHS: CONQUER THE DEPTHS TO CLAIM THE REWARDS
This ancient Amani funeral complex has been sealed for centuries. Now reopened, looters and Vilebranch comb the complex for relics while the interred spirits defend it with deadly force.

Love Delves but want a massive adventure with greater reward? Then the Labyrinth of Kindo’jan is for you.

While keeping the spirit of exploration, discovery, and overcoming challenges alongside a companion, a Labyrinth is a sprawling, mega-dungeon-like experience designed to be conquered on your terms, with dedicated progression systems, powerful unlocks, and rewards that match the scale of the challenge, including Mythic gear.

Like Delves, the Labyrinth of Kindo’jan will send you into danger with a trusted companion, Valeera Sanguinar, to guide you deeper into the unknown.

Venture through a Labyrinth in a single epic session or tackle it one wing at a time. You can explore a single wing and still earn rewards, but each additional room completed brings more opportunities to claim treasure—and more risks to overcome.

AQIR INVASIONS
Charge into Aqir Invasions—new zone-wide public events taking place in Eversong or Zul’Aman. For ten minutes each hour, champions will tackle a series of public events across the zone, one after another, before confronting an intense boss fight.

Whether you’re fending off aerial assaults or rallying defenders on the ground, the Aqir forces won’t stand a chance against the champions of Azeroth.

Each invasion features six scenario types: three combat-focused and three non-combat-focused. Combat scenarios can have one of eight possible affixes. Champions who band together will be rewarded for completing as many objectives as possible before the ten-minute window closes.

Affixes

Void Protection: Chance for an Aqir Voidweaver to appear, creating a protective barrier around all other aqir.

Aqir Burrower: Several aqir aggressively burrow through the area. They will knock anyone into the sky if they get close.

Void Sphere: Void Spheres move around the area to try to trap anyone within them.

Astalor's Anguish: Astalor's experiments continue. He has sent his Anguish Crystals to help, which will cause damage to the aqir and any adventurers caught in their blast.

Swarms!: All aqir enemies are replaced with swarms of smaller aqir.

Aqir Elites: All aqir enemies are replaced with fewer but more powerful aqir.

Void Infestation: Some aqir are infested with the void and will explode after a few seconds in combat, dealing damage to players and infecting other aqir.

Web Weavers: Chance for an Aqir Webweaver to spawn in. If their channel is not interrupted, they will cover a player in webs.

MID-SEASON REFRESH: UNLOCK NEW POWER
During realm maintenance the week of October 6, Orin Straylight will begin to offer one additional Nebulous Voidcore a week to bonus roll for additional loot.

Prepare to unlock these additional Nebulous Voidcores before Midnight’s 12.1.5 content update goes live. First, accept the "In the Catalyst's Shadow" quest from Decimus in Voidstorm, then travel to Silvermoon City and pick up the “Prismatic Potential” quest from Orin Straylight. To get an early start on the Nebulous Voidcore quest chain, we encourage Azeroth’s brave champions to complete both quests before weekly maintenance during the week of October 6.

Once “Prismatic Potential” is turned in, Orin can begin his research, and a progress timer will appear above his head. After completing his research during the week of October 6, he will offer the quest "Umbral Blessings of the Catalyst". Completing this quest will unlock the ability to trade in gold, Voidlight Marl, or Veteran Mistcrests to Orin for one additional Nebulous Voidcore a week.

During realm maintenance the week of October 13, Orin will offer the quest, "Ancient Depths, Ancient Venom". Once this quest is complete, Orin will begin his next research of Ascendant Venomstones. Orin will complete his research during realm maintenance the week of October 20 and offer players "Ascending with Venomstones", letting players take their power to new heights. Completing this quest will empower defenders of the realm to acquire Ascendant Venomstones, which drop from every Heroic or Mythic raid boss, Mythic+ Keystone dungeons at +10 and above, Tier 11 Bountiful Delves, and Nightmare Prey Hunt Champion gear chests.

After collecting 10 Ascendant Venomstones, use them near the Catalyst in Silvermoon City to raise the item level of a fully upgraded Season 2 Hero, Myth, or maximum-quality Tidal Crafted weapon, trinket, or necklace.

Along with Ascendant Venomstones, the week of October 20, the crest cap will be lifted.

ACHIEVEMENTS

New Mythic+ dungeon achievement: Midnight Keystone Myth: Season 2 – Attain a Mythic+ rating of at least 3600 during Midnight Season 2. Rewards: "the Venomous Contender" title and Timelost Saddle.

The achievements Snake Eyes, Snake Eater, and Good Night, Sweet Prince are no longer required to complete the achievement Glory of the Wartorn Hero.

CLASSES

DEMON HUNTER

Devourer

Developers’ notes: Cancelled casts of Collapsing Star have been a noted pain point since Devourer’s introduction, and the changes in this update are aimed at alleviating some of that frustration.

Until now there has been a cooldown enforced on Collapsing Star after it was interrupted or cancelled; this was in place to discourage gameplay that would capitalize on the slowed Fury drain during its cast to extend Void Metamorphosis and land a Collapsing Star at the ‘right’ time. While it was effective at that primary goal, the cooldown was also jarring for players when a cast was interrupted or manually cancelled for very normal gameplay reasons. We hope the changes to Collapsing Star in this update will be able to find a middle ground where normal gameplay will not be punished and rarely notice the new underlying restriction, while still minimizing the opportunity and incentive to manipulate its slowed Fury drain mechanic.

Second, because of Collapsing Star’s long cast time combined with its medium range, the circumstances where Collapsing Star would be cancelled by its target moving out of range were too common. We’re giving Collapsing Star more wiggle room to finish its cast by giving it extra range after its cast begins.

Collapsing Star now has increased range after it starts casting, reducing the circumstances where it will fail from the target moving out of range.

Collapsing Star no longer goes on cooldown for 5 seconds when its cast is cancelled.

Collapsing Star will now only slow Fury drain during its cast for a limited time.

If Collapsing Star's cast is cancelled then cast again, it will only be able to slow Fury drain for a total time of approximately 1.5 full casts.

After that time limit has been reached, Fury drain will resume in full regardless of whether or not a cast is interrupted or starts again.

Soulforged Blades now increases the critical strike chance of Hungering Slash and Voidblade by 18% (was 15%).
Voidpurge now reduces the cooldown of Void Ray during Void Metamorphosis by 2.5 seconds (was 2 seconds).
Many talents have changed positions.

Developers' notes: We are shuffling some talents around to make it a little easier for builds to access core functional effects. The final gate was very dense and two of its talents are moving to the middle gate. The final gate’s capstone talents also notably included effects that are core building blocks: The Hunt is featured for Void-Scarred builds, and Eradicate is a key component of any build’s AoE damage. Those two talents are moving to more accessible locations in the middle gate of the tree, with other talents moving into their capstone positions.

Void-Scarred

Developers’ notes: The Void-Scarred talent tree had multiple powerful bonuses that all centered around entering Void Metamorphosis, which was discouraging players from casting Collapsing Star because doing so would delay how long it would be until entering Void Metamorphosis and benefiting from those bonuses again. Collapsing Star is intended to be a feature ability of Devourer’s rotation regardless of which Hero Talents are selected, so some of Void-Scarred’s bonuses will now be granted by casting Collapsing Star instead of only being granted by entering Void Metamorphosis.

Demonic Intensity now causes Collapsing Star to reset the cooldown of The Hunt.

Demonic Intensity's empower effect for The Hunt now increases its damage by 30%.

Violent Transformation now resets the cooldown of Soul Immolation.

Violent Transformation no longer resets the cooldown of The Hunt.

Violent Transformation no longer increases the damage of The Hunt (was 25%) or causes it to reset the cooldown of Soul Immolation.

Monster Rising now increases Intellect by 10% while not in demon form (was 15%).

Monster Rising now increases Collapsing Star damage by 20% (was 15%).

DRUID

Restoration

Developers' notes: The current design of Nature's Bounty causes some rotational friction. We're redesigning it to work more synergistically with the rest of the healing kit.

Nature's Bounty has been redesigned – Regrowth heals up to 3 allies with Rejuvenation active for 15% of its healing, prioritizing allies with the lowest health.

EVOKER

Augmentation

Chronowarden

Temporality duration is now increased by Mastery: Timewalker.

Temporal Burst duration is now increased by Mastery: Timewalker.

Scalecommander

Melt Armor damage increased by 100%.

Preservation

Merithra's Blessing duration reduced to 30 seconds (was 1 minute).

Consume Flame no longer double dips from healing increases on the target.

Chronowarden

Fixed an issue where extending Fire Breath with Doubletime could cause Life-Giver's Flame to stop healing.

Fixed an issue where Afterimage was causing Deep Breath to sometimes cast Living Flame on the Evoker.

HUNTER

Marksmanship

Developers’ notes: We’re replacing Unload with a talent focused more around Aimed Shot, giving a window of opportunity when you get an Aimed Shot critical strike.

New Talent: Blood Fletching – Aimed Shot critical strikes now cause the Master Marksman bleed effect at 20% of the damage dealt. For 4 seconds after a critical Aimed Shot, the target will take additional bleed damage any time your abilities damage that target.

Fixed an issue where Explosive Shot would automatically select and fire at a nearby target if pressed without a target currently selected.

Unload has been removed.

Dark Ranger

Fixed an issue where Umbral Reach was not generating Trick Shots when Bleak Powder hit exactly 2 targets.

Survival

Fixed an issue where Strike as One bonus damage from Raptor Swipe (Rank 3) did not properly work while Aspect of the Eagle was active.

Fixed an issue where Raptor Swipe had a longer range than intended while Aspect of the Eagle was active.

MAGE

Arcane

Several Arcane spells have been added to the Spell Density system for additional visibility options for non-Mage players.

Frost

Fixed an issue where Splitting Ice's damage modifier would not apply to Frostbolt, causing both Frostbolts to hit for full damage.

Fixed an issue where casting a Frostfire Bolt and then switching to Spellslinger Hero Specialization would cause Frostbolt to have the Splitting Ice damage multiplier apply to the main target in addition to the secondary target.

Fixed an issue where a Splitting Ice Frostbolt had a smaller search radius for its second target than other spells.

Fixed an issue with Shatter where if two Ice Lances were in the air at the same time, with the first benefitting from Fingers of Frost and the second not, neither would benefit from Fingers of Frost. This could also occur with Thermal Void, which is also fixed.

Fixed an issue with Crystalline Refraction where interrupting Ray of Frost by casting Ray of Frost could cause it to not generate Fingers of Frost.

Frostfire

Fixed an issue preventing Frostfire Empowerment's effects from applying to the second target when Frostfire Bolt hit a second target due to Splitting Ice.

Frostfire Infusion's tooltip has been updated, functionality unchanged.

Spellslinger

Splinterstorm is now trackable in the Cooldown Manager as a Buff.

Splinterstorm is no longer removed on start of a raid encounter or Mythic+.

MONK

Fixed an issue where Transcendence: Transfer could be used while silenced if talented into Transcendence: Linked Spirits.

PRIEST

Discipline

Master the Darkness duration reduced to 30 seconds (was 1 minute).

Holy

Holy Celerity and Ultimate Serenity have swapped positions on the specialization tree.

Developers' notes: Ultimate Serenity is a powerful tool for Holy priests, specifically in M+. We are moving it up in the talent tree to reduce the amount of investment required for Holy priests to take it so that it enables more choice amongst talents beyond the second gate.

ROGUE

Shiv no longer incorrectly plays an impact visual on the Rogue.

Assassination

Mutilate has an updated weapon trail.

Crimson Tempest animation has been updated and now has a weapon trail.

Outlaw

Deft Maneuvers has been updated – No longer increases Blade Flurry’s Energy cost by 30. Instead, it increases Blade Flurry’s Energy cost by 5 per target hit, up to 30.

Developers’ notes: This change is intended to make it a little less expensive to maintain Blade Flurry when fighting small numbers of additional targets.

Subtlety

All modifiers to Shadow damage and many Shadow damage abilities have been updated to resolve circumstances where damage bonuses could be applied incorrectly.

Developers' notes: Shadow damage bonuses should now consistently apply to any individual Shadow damage abilities (e.g. Secret Technique’s secondary hits, Shadowed Finishers attacks, and Shadow Cloned attacks). Effects that deal Shadow damage based on how much damage attacks dealt (e.g. Shadow Blades’ effect, Goremaw’s Bite mirror damage effect, and Lingering Shadow) should now benefit correctly when the input attacks are physical and no longer double dip when the input attacks are Shadow. The impact these changes will have on overall damage output remains under review.

Shadow Blades has an updated cast visual and weapon visual.

SHAMAN

Enhancement

Fixed an issue where Static Accumulation could cause Maelstrom Weapon stacks to stop automatically generating if activated during certain points of Ascendance or Doom Winds being active.

Restoration

Extending Riptide through Swelling Tides now causes Riptide's timer to extend rather than reset.

Fixed an issue where Nature’s Swiftness and Ancestral Swiftness did not properly make Healing Rain instant cast.

WARRIOR

Protection

Execute damage increased by 30%.

Colossus

Developers' notes: Colossus is intended to reflect a Warrior’s innate prowess and skill, and this represents itself for Protection by being more efficient with Rage. We feel that Colossus will benefit from having more efficient access to Revenge and Execute for a more unique rotation and better threat management tools.

Practiced Strikes now has an additional effect – Execute and Revenge Rage cost reduced by 10.

HOUSING

UI UPDATES

There are now keybinds for going up and down floors in floorplan edit mode (default page up/page down).

There's now a shortcut to get to your blueprint collection from the Housing Controls blueprint button.

ENDEAVORS

It was previously possible for Public Neighborhoods to receive the same Endeavor as the one they had previously been given. We've since fixed this so that Public Neighborhoods won't get repeat Endeavors back-to-back.

BLUEPRINTS

Stairwells will not export all stairwell rooms that are vertically connected to it. If you have a stairwell that is four units tall they will all be included. Importing this blueprint will connect it to an existing room from your choice of the bottom or top floor of the blueprint, if it does not collide with other rooms in your house.

The Blueprint Contents List UI will no longer include dyes that will come from decor that already has the matching dyes, and instead only lists dyes that will be applied via consuming dye items.

Dye tooltips in Customization Mode now clarify which Dye Item is used to apply that dye.

You can now get to your Blueprints Collection directly from the Blueprint control button at the top of the screen in your house or plot.

More clarifying text and tooltips have been added to the Blueprints collection UIs.

PLAYER VERSUS PLAYER

EVOKER

Preservation

Merithra's Blessing is now considered an Arcane spell, and can be cast when locked out of Nature.

PREY

Added catch-up mechanics to increase renown gains. Players below rank 4 will receive 4000 Journey progress (a full rank) per hunt which takes precedence over and does not trigger the Journey progress earned from your first four hunts a week. Players between ranks 4 and 9 will receive 2000 Journey progress from each of their first four hunts a week.

Developers' notes: We want to make it easier with the 12.1.5 update for new players, returning players, or those who simply didn't invest heavily into running Prey so far during Season 2 to engage with the content without feeling like they wouldn't be able to catch up. These changes make it substantially easier for a player to complete their Prey Journey and receive the associated rewards, including decor and Hero track equipment in conjunction with Delves.

Afflicted and Tormented Souls can no longer be used while a hunt is active and must be used between hunts.

USER INTERFACE AND ACCESSIBILITY

Added player coordinates below the minimap, an option to disable it, and an option for displaying map coordinates as integers or decimals.

Adding an option to display "ants" (an animated dash border) around raid frames when there's something the player can dispel on the unit.

Added an option to make the raid frame dispel overlay animate with a pulsing alpha effect.

Pinging a macro now shows information from #showtooltip in the ping alert.

Added a new setting called "Pulse Your Health" under the Combat Audio Alerts section of the Audio Assist settings. This setting allows the player to specify a health percentage below which a looping sound will be played. The sound gets progressively more aggressive as their health gets lower.

Preview settings on the Trading Post UI, such as "Combat Animation", will now remember the player's choice when swapping between items.

WARBAND REPUTATION

Legion and Battle for Azeroth reputations are now shared across the warband.

To view all content update notes, click here.

For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.

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  All Marvel Rivals Seasonal Bonuses explained
Posted by: xSicKxBot - 10-05-2026, 10:38 PM - Forum: PC Discussion - No Replies

Contents

Understanding how Seasonal Bonuses work in Marvel Rivals can give you a critical edge in securing victories. Here’s a breakdown of everything you need to know about this feature.

Winning in Marvel Rivals goes beyond simply targeting and defeating your opponents. To truly climb the ranks, you must identify the best characters, learn how to fully utilize their abilities, and understand their matchups against other heroes.

Decision-making is another key factor – knowing when to engage in a fight or retreat can prevent costly mistakes. However, if you’ve been facing challenges consistently, it might be time to consider using characters with Seasonal Bonuses.

Here’s a detailed guide on how these bonuses work and which characters currently benefit from them.

[Image: marvel-rivals-season-buff-1024x576.jpg?w...ormat=auto]Charlie Intel

What are Seasonal Bonuses in Marvel Rivals?

Seasonal Bonuses are buffs granted to certain characters during a specific season. You can identify if a character has a Seasonal Bonus by checking their hero icon on the character select screen. A small yellow icon in the bottom-right corner of the hero’s portrait indicates they have received a buff for the season.

The type of buff varies for each character and aligns with their role. While these bonuses don’t completely overhaul a character’s abilities, they provide an extra edge, making certain characters more effective and boosting your chances of victory.

There has been some confusion about whether the rotating “Team-Up” feature influences these bonuses. It’s essential to note that Seasonal Bonuses apply to characters regardless of whether or not a Team Up ability is used, making these characters strong picks regardless of the context.

All Seasonal buffs explained

Seasonal Buffs are tailored to fit each role’s unique playstyle. For example, Vanguards benefit from increased maximum health, which enhances their ability to absorb damage and protect the team. Here’s a breakdown of the bonuses for each role:

Related

[Image: All-Marvel-Rivals-characters.jpg?width=1...ormat=auto]All Marvel Rivals characters – Full hero & villain roster

[Image: marvel-rivals-ranked-rewards.jpg?width=1...ormat=auto]All Marvel Rivals ranked rewards in Season 0 & how to unlock them

[Image: marvel-rivals-competitive-ranks-explaine...ormat=auto]Marvel Rivals Competitive mode ranks & rules explained

  • Vanguard: Gains increased maximum health, allowing for better survivability.

  • Duelist: Deals increased damage, amplifying their offensive capabilities.

  • Strategist: Receives increased healing output, enhancing their support potential.


[Image: marvel-rivals-season-bonus-1024x576.jpg?...ormat=auto]Charlie Intel

These buffs are simple yet impactful – Vanguards endure more damage, Duelists become deadlier, and Strategists provide stronger healing. Knowing how to leverage these bonuses can make a significant difference in your matches.

All Heroes with active Bonuses in Season 0

HeroRoleSeasonal BuffAdam WarlockStrategist+15% Healing BonusCloak & DaggerStrategist+15% Healing BonusGrootVanguard+150 Bonus HealthHawkeyeDuelist+20% Damage BoostHelaDuelist+20% Damage BoostHulkVanguard+150 Bonus HealthIron FistDuelist+15% Damage BoostLuna SnowStrategist+15% Healing BonusMagikDuelist+15% Damage BoostRocket RaccoonStrategist+5% Healing BonusScarlet WitchDuelist+10% Damage BoostSpider-ManDuelist+10% Damage BoostThorVanguard+100 Bonus HealthVenomVanguard+150 Bonus Health

Now that you know about the Seasonal Bonuses, check out the best controller settings and PC settings for higher FPS to dominate matches in Marvel Rivals.

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  [WoW Retail News] Warcraft Action Figures Coming - JOYTOY x Warcraft Collaboration
Posted by: xSicKxBot - 10-05-2026, 05:05 PM - Forum: World of Warcraft - No Replies

[Image: 55548-warcraft-action-figures-coming-joy...ration.jpg]

JOYTOY has announced a partnership with Blizzard Entertainment to launch new Warcraft action figures!JOYTOY is an action figure company that has partnered with many other companies to create action figures! They have partnered with Street Fighter II, Warhammer, and even StarCraft!

Earlier today on X (Twitter), JOYTOY announced their newest partnership with Blizzard Entertainment, and will be creating Warcraft action figures!

JOYTOYJoyToy x Warcraft
The Collaboration Begins

Humans, Orcs, Night Elves, and the Undead--
each with distinct strengths, each holding its ground.
Heroes command. Armies collide.
Victory hinges on every decision.

JOYTOY is pleased to announce that it has partnered with Blizzard Entertainment to launch a new line of Warcraft action figures.

The collection will center on the iconic heroes and races of Warcraft. Drawing on its expertise in action figure design and production, JOYTOY will faithfully recreate their distinctive character designs, weapons, and armor.

Follow JOYTOY's official channels for more information and pre-order updates.

You can follow JOYTOY on X (Twitter) for more information in the future.

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  [DevBlog MS] UWP and WinUI 3 apps: UI testing with MSTest
Posted by: xSicKxBot - 10-05-2026, 03:10 PM - Forum: C#, Visual Basic & .NET - No Replies

Reliable testing of UWP and WinUI 3 apps needs the app’s real UI dispatcher,
not just a single-threaded apartment (STA) thread, so that test setup, async
test code, and cleanup all run with UI-thread access. A WinUI 3 test still
looks this simple:

Code:
[code][UITestMethod] public async Task GridCanBeCreatedOnTheUIThread() { await Task.Yield(); var grid = new Grid(); Assert.IsTrue(grid.DispatcherQueue.HasThreadAccess); }[/code]

With MSTest
4.5 and Microsoft.Testing.Platform (MTP) 2.5,
you can use the same UI-thread testing pattern for UWP and WinUI 3 apps. The
supported models are classic and modern UWP, packaged or unpackaged WinUI 3,
and WinUI hosts that use AppContainer.
Code:
MSTest.Sdk
picks the launch path for each model. It starts unpackaged apps
directly and uses
Code:
Microsoft.Testing.Extensions.PackagedApp

to register and activate packaged apps by AUMID. For AppContainer hosts, it
also grants the exact package SID access to the controller and report pipes.
Packaged and sandboxed apps do not start as the initial test tool.
Code:
MSTest.Sdk
launches a normal full-trust sidecar controller that owns
test arguments, cancel requests, reports, retries, and the final exit code. It
then starts the app that hosts the tests. No
Code:
Microsoft.NET.Test.Sdk
,
Code:
vstest.console
,
Code:
UwpTestHostRuntimeProvider
, or Visual Studio deployment
runtime is used.

For more background, read the
introduction to MSTest.Sdk
and the overview of
Microsoft.Testing.Platform support across .NET test frameworks.

Packaged activation needs machine setup

To register an unsigned build-output layout, you need Developer Mode or a similar sideloading policy. Therefore, run AppContainer tests non-elevated, and confirm the policy on your CI agent, not just your workstation.

Choose the model for UWP and WinUI 3 apps

Packaging and sandboxing are separate choices. Packaging adds MSIX
identity and AUMID activation; the trust level decides whether the process is
full trust or runs in AppContainer.

Application model
Identity and trust
MTP test-host path

Classic UWP (
Code:
uap10.0
)
MSIX, AppContainer
Sidecar controller, UAP adapter/bootstrap assets, AUMID activation

Modern UWP (
Code:
UseUwp
)
MSIX, AppContainer
Sidecar controller, Native AOT host, AUMID activation

Unpackaged WinUI 3
No package identity, full trust
Direct apphost launch

Packaged WinUI 3
MSIX, full trust
Sidecar controller, package registration, AUMID activation

WinUI 3
Code:
packagedClassicApp
with AppContainer trust

MSIX, AppContainer
Sidecar controller and exact package-SID pipe authorization

For WinUI, start unpackaged unless the behavior under test needs package
identity, packaged activation contracts, or an exact match with installed app
behavior. In contrast, UWP is inherently packaged and sandboxed.

Select MSTest.Sdk and MTP for UWP and WinUI 3 apps

At the solution or repo root, use
Code:
global.json
to pin MSTest.Sdk 4.5
and select Microsoft.Testing.Platform for the native .NET 10
Code:
dotnet test
experience:

Code:
[code]{ "test": { "runner": "Microsoft.Testing.Platform" }, "msbuild-sdks": { "MSTest.Sdk": "4.5.0" } }[/code]

Otherwise, .NET 10 uses VSTest for
Code:
dotnet test
.
MSTest.Sdk 4.5 includes MTP 2.5, the app-model sidecar controller, UWP
adapter/bootstrap assets, and the packaged launcher.

Configure UWP and WinUI 3 apps

Modern UWP

For a modern UWP project, the test setup is small:

Code:
[code]<Project Sdk="MSTest.Sdk"> <PropertyGroup> <TargetFramework>net10.0-windows10.0.26100.0</TargetFramework> <UseUwp>true</UseUwp> <PublishAot>true</PublishAot> </PropertyGroup> </Project>[/code]

Keep the app’s XAML, manifest, architecture, and Native AOT settings. Then,
from
Code:
OnLaunched
, pass the activation string to the generated MTP helper:

Code:
[code]using Microsoft.Testing.Extensions; protected override async void OnLaunched(LaunchActivatedEventArgs args) { Window.Current.Activate(); string[] testArguments = PackagedAppExtensions.GetTestApplicationArguments(args.Arguments); Environment.ExitCode = await MicrosoftTestingPlatformApplication.RunAsync(testArguments); Exit(); }[/code]

Classic UWP

Classic
Code:
uap10.0
projects keep their existing UWP project structure and
import
Code:
MSTest.Sdk
alongside
Code:
MSBuild.Sdk.Extras
. MSTest 4.5 includes the
UAP-compatible adapter, generated bootstrap, packaged-app launcher, and TRX
client assets. The sidecar builds the
Code:
.build.appxrecipe
layout,
installs its declared frameworks, and starts the app by AUMID.

Classic and modern UWP builds still need the Visual Studio MSBuild/UWP
toolchain. However, they no longer need its VSTest runtime or deployment
provider.
See the UWP and WinUI testing guide
for the complete classic project imports and package layout.

Therefore, run UWP tests from a Developer PowerShell for Visual Studio. Build
with the desktop MSBuild toolchain, then invoke the MTP target:

Code:
[code]msbuild .\MyUwpTests.sln /restore /p:Configuration=Release /p:Platform=x64 msbuild .\MyUwpTests.csproj /t:InvokeTestingPlatform /p:Configuration=Release /p:Platform=x64[/code]

AppContainer-configured WinUI 3

A packaged WinUI 3 app is full trust by default. For example, to test a
supported
Code:
packagedClassicApp
AppContainer setup, keep the packaged WinUI host
shown below and set
Code:
uap10:TrustLevel="appContainer"
in the manifest. The
host still receives normal process arguments, while MTP grants only that
package SID access to its controller, cancellation, TRX, HangDump, and Retry
pipes. Do not grant
Code:
ALL APPLICATION PACKAGES
.

Then, run this AppContainer shape from a non-elevated Developer PowerShell
through the MTP MSBuild target:

Code:
[code]dotnet build .\MyAppContainerTests.csproj -c Release -p:Platform=x64 dotnet msbuild .\MyAppContainerTests.csproj /t:InvokeTestingPlatform /p:Configuration=Release /p:Platform=x64[/code]

Build the self-hosted WinUI 3 test app

The following complete WinUI 3 test app supplies that dispatcher and runs
MSTest inside the app itself. Build this shared host once; the packaged and
unpackaged deltas come afterward. Three pieces make up that shared project:

Configure the shared project

You need Windows, the .NET 10 SDK, and the Windows App SDK tooling (installed
by Visual Studio’s “Windows application development” workload, or restored
from NuGet if you build from the CLI). Then, start from Visual Studio’s
“Blank App, Packaged (WinUI 3 in Desktop)” template, retain its
Code:
Package.appxmanifest
and package assets for the packaged form, and apply
this shared project setup.

Code:
[code]<Project Sdk="MSTest.Sdk"> <PropertyGroup> <OutputType>Exe</OutputType> <TargetFramework>net10.0-windows10.0.19041.0</TargetFramework> <TargetPlatformMinVersion>10.0.17763.0</TargetPlatformMinVersion> <UseWinUI>true</UseWinUI> <ImplicitUsings>enable</ImplicitUsings> <Nullable>enable</Nullable> </PropertyGroup> <ItemGroup> <Page Remove="UnitTestApp.xaml" /> <ApplicationDefinition Include="UnitTestApp.xaml" /> <ProjectCapability Include="TestContainer" /> </ItemGroup> <ItemGroup> <PackageReference Include="Microsoft.WindowsAppSDK" Version="1.8.251106002" /> </ItemGroup> </Project>[/code]

Define the application entry point

The
Code:
ApplicationDefinition
points to this minimal
Code:
UnitTestApp.xaml
:

Code:
[code]<Application x:Class="MyWinUiTests.UnitTestApp" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> <Application.Resources /> </Application>[/code]

Host the test run from OnLaunched

The WinUI app owns its entry point through this
Code:
ApplicationDefinition
.
Code:
MSTest.Sdk
detects that entry point, suppresses its own competing
Code:
Main
,
and generates a reusable
Code:
MicrosoftTestingPlatformApplication.RunAsync

helper. Finally, the app’s code-behind creates the window, publishes its
dispatcher, and calls that helper:

Code:
[code]using Microsoft.UI.Xaml; using Microsoft.VisualStudio.TestTools.UnitTesting.AppContainer; namespace MyWinUiTests; public partial class UnitTestApp : Application { private Window? _window; public UnitTestApp() => InitializeComponent(); protected override async void OnLaunched(LaunchActivatedEventArgs args) { _window = new Window(); _window.Activate(); UITestMethodAttribute.DispatcherQueue = _window.DispatcherQueue; try { Environment.ExitCode = await MicrosoftTestingPlatformApplication.RunAsync(Environment.GetCommandLineArgs()[1..]); } finally { _window.Close(); Exit(); } } }[/code]

That single
Code:
OnLaunched
override plays out in this order every time the app
starts, whether launched directly or activated by AUMID:

Code:
[code]sequenceDiagram participant OS as Windows participant App as UnitTestApp.OnLaunched participant MTP as Microsoft.Testing.Platform participant Tests as MSTest UITestMethod tests OS->>App: Launch (apphost or AUMID activation) App->>App: Create and activate the Window App->>Tests: Publish UITestMethodAttribute.DispatcherQueue App->>MTP: MicrosoftTestingPlatformApplication.RunAsync MTP->>Tests: Run tests on the published dispatcher MTP-->>App: Test-run result App->>App: Environment.ExitCode = result App->>OS: Window.Close + Exit[/code]

Assigning
Code:
Environment.ExitCode
is important: a WinUI-generated entry point
returns
Code:
void
, so without it a failing test run can look successful to a
build or CI system.
Code:
MSTest.Sdk
owns MSTest references, extension
registration, and the packaged-app launcher registration. The
WinUI testing guide
covers the generated helper and hosting model in more depth.

Verify the dispatcher in a UI test

The app and tests now form one host. For example, this async test
checks that
Code:
TestInitialize
, the test body, and
Code:
TestCleanup
keep access to
the UI dispatcher:

Code:
[code]using Microsoft.UI.Dispatching; using Microsoft.UI.Xaml.Controls; using Microsoft.VisualStudio.TestTools.UnitTesting; namespace MyWinUiTests; [TestClass] public sealed class ViewTests { private bool _initializedOnUiThread; private bool _verifyCleanupOnUiThread; [TestInitialize] public async Task InitializeAsync() { await Task.Yield(); _initializedOnUiThread = DispatcherQueue.GetForCurrentThread()?.HasThreadAccess == true; } [TestCleanup] public async Task CleanupAsync() { await Task.Yield(); if (_verifyCleanupOnUiThread) { Assert.IsTrue( DispatcherQueue.GetForCurrentThread()?.HasThreadAccess == true); } } [UITestMethod] public async Task ControlCanBeCreatedAfterAsyncInitialization() { _verifyCleanupOnUiThread = true; await Task.Yield(); var grid = new Grid(); Assert.IsTrue(_initializedOnUiThread); Assert.IsTrue(grid.DispatcherQueue.HasThreadAccess); } }[/code]

Code:
[STATestMethod]
can provide an STA thread, but it does not create a WinUI
dispatcher.
Code:
[UITestMethod]
dispatches the full MSTest call for each test,
including its setup and cleanup.

Apply deployment models to UWP and WinUI 3 apps

For UWP and WinUI 3 apps, apply the delta that matches the deployment model
you chose in “Choose the model for UWP and WinUI 3 apps.”
Code:
MSTest.Sdk
keeps
the runner setup shared between both models.

Unpackaged WinUI 3 (default choice)

Add these properties and do not include MSIX manifest or package asset items:

Code:
[code]<PropertyGroup> <WindowsPackageType>None</WindowsPackageType> <EnableMsixTooling>false</EnableMsixTooling> </PropertyGroup>[/code]

The resulting apphost is a standard executable. As a result,
Microsoft.Testing.Platform uses its normal launch path, and this route does
not use VSTest’s appx runtime provider.

Packaged full-trust WinUI 3 (when you need identity)

Remove the two unpackaged overrides; do not leave
Code:
<WindowsPackageType>None</WindowsPackageType>
in the project. Retain the
template’s normal
Code:
Package.appxmanifest
and package assets. The output then
has MSIX identity, so Windows must register the package layout and activate the
test host by AUMID. It needs a Windows target framework moniker (TFM) at
Code:
10.0.19041.0
or later and Developer Mode or a similar sideloading policy for
unsigned build output.

In addition,
Code:
MSTest.Sdk
adds and registers the packaged-app launcher for
packaged WinUI projects. Leave
Code:
TESTINGPLATFORM_PACKAGEDAPP_LAUNCHER
unset. Its default,
Code:
auto
, enables the
packaged launch path only when a matching
Code:
AppxManifest.xml
describes the
app. Otherwise it keeps the normal, faster launch path with no controller
restart or deployment-copy overhead. The
WinUI testing guide
covers the
Code:
always
and
Code:
never
overrides for less common scenarios.

Validate on your CI agent first

Confirm Developer Mode (or your sideloading policy) and a clean, passing exit code on your own packaged app and CI agent, as covered in “Packaged activation needs machine setup” above, before wiring this into a required gate.

Run it

Use
Code:
dotnet run
for either deployment model. It launches the generated
apphost, which hosts Microsoft.Testing.Platform inside the process that owns
the window and dispatcher:

Code:
[code]dotnet run[/code]

The .NET 10 native MTP runner also supports
Code:
dotnet test
for either
deployment model:

Code:
[code]dotnet test --project .\MyWinUiTests.csproj -c Release -a x64[/code]

For an unpackaged app, you can also launch the generated apphost directly.
However, do not use
Code:
dotnet exec
, which puts
Code:
dotnet.exe
in the middle and
can break WinUI resource loading.

A window flashes briefly while the test runs, and the console reports a
summary:

Code:
[code]Passed! - Failed: 0, Passed: 1, Skipped: 0, Total: 1, Duration: 63ms - MyWinUiTests.dll (net10.0-windows10.0.19041.0)[/code]

The packaged development layout can remain registered after the run. Remove
it when needed by using its manifest
Code:
Identity
name:

Code:
[code]Get-AppxPackage -Name '<package identity name>' | Remove-AppxPackage -PreserveApplicationData[/code]

Validate UWP and WinUI 3 apps on the target machine

For a packaged test host, a passing build is only the first step. Therefore,
check your actual CI agent image, not just a developer workstation, for a user
context that can register the package, the required Developer Mode or
sideloading policy, and the frameworks declared by the package. Otherwise, a
workstation that already has the UWP framework packages or Windows App SDK
runtime installed can hide a gap that only appears on a clean build agent.

Framework-dependent WinUI 3 apps need the matching Windows App SDK runtime on
the agent. A self-contained WinUI 3 build can remove that machine need, but test
it using the exact package model that will run in CI.

Start testing UWP and WinUI 3 apps

Use this checklist to start testing UWP and WinUI 3 apps:

  1. Select Microsoft.Testing.Platform in
    Code:
    global.json
    and use
    Code:
    MSTest.Sdk
    4.5.

  2. For modern UWP, set
    Code:
    UseUwp
    and
    Code:
    PublishAot
    . For classic UWP, import
    Code:
    MSTest.Sdk
    into the existing project. For WinUI 3, set
    Code:
    UseWinUI
    and
    choose packaged or unpackaged deployment.

  3. Call the generated
    Code:
    MicrosoftTestingPlatformApplication.RunAsync
    helper
    from
    Code:
    OnLaunched
    . Modern UWP restores
    Code:
    args.Arguments
    through
    Code:
    PackagedAppExtensions.GetTestApplicationArguments
    ; WinUI uses process
    arguments. Publish the UI dispatcher where required.

  4. Run full-trust WinUI with
    Code:
    dotnet run
    or
    Code:
    dotnet test
    . Run UWP and
    AppContainer WinUI through the
    Code:
    InvokeTestingPlatform
    MSBuild target from
    a non-elevated Developer PowerShell.

  5. For packaged and AppContainer models, confirm Developer Mode (or your
    sideloading policy) and run non-elevated on the test agent.


Get the UWP and WinUI testing guide

One test platform for UWP and WinUI 3 apps

Keep
Code:
MSTest.Sdk
, the generated MTP helper, and
Code:
[UITestMethod]
across the
Windows app models. Let the SDK choose direct startup for unpackaged
WinUI or the sidecar controller for package registration, AUMID activation,
and AppContainer isolation.

Three takeaways to carry forward:
  • Reuse the same MSTest lifecycle and UI-dispatcher tests across UWP and
    WinUI 3.

  • Use direct apphost startup for unpackaged WinUI; let MTP register and
    AUMID-activate packaged or AppContainer hosts.

  • Validate the exact package model, required frameworks, trust level, and
    machine policy that your CI agents will run.


For more detail, see the UWP and WinUI testing guide
and the MSTest documentation.

The post UWP and WinUI 3 apps: UI testing with MSTest appeared first on .NET Blog.

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  [Xbox-News] How The Walking Dead: Streets of Survival Builds a Tactical Brawler
Posted by: xSicKxBot - 10-05-2026, 03:00 PM - Forum: Xbox Discussion - No Replies

Summary

  • Available now on Xbox Series X|S and PC, with XPA support and shared saves.
  • How the hybrid of survival and classic brawler took shape.
  • Different signature weapons, movesets and skill trees per character.

Hello everyone. The Walking Dead: Streets of Survival is available now on Xbox Series X|S and PC, and rather than walk you through a feature list, I wanted to talk about the decisions that went into creating it.

Two Genres, One Apocalypse

AMC’s “The Walking Dead” is a world defined by scarcity, tension, and the consequences of every decision. The “All Out War” arc adds another dimension to that foundation: momentum, escalation, and increasingly intense confrontations as the conflict with the Saviors grows.

Streets of Survival brings those qualities together through a blend of exploration, resource management, and arcade-inspired brawler combat. Search your surroundings, gather supplies and information, and decide how best to approach the dangers ahead. When conflict erupts, combat delivers the immediacy and intensity the story demands, while keeping every encounter grounded in a larger purpose.

You are not simply clearing rooms or fighting toward a score screen. Every confrontation moves you closer to an objective, a character, or a reckoning with the Saviors. Exploration creates tension, resources give decisions weight, and combat provides the payoff, combining into an experience built around the escalating conflict at the heart of The Walking Dead’s All Out War.

[Image: TWD-Launch-49-531076cb4c8c3df9b477-scaled.jpg]

Three Survivors, Three Rhythms

Rick, Daryl and Michonne are not three skins over one moveset. Each has a signature weapon, a separate set of animations and their own skill tree that you invest in every level, which means the same encounter requires a different strategy depending on the selected character.

Rick relies on his magnum: long-range firepower that turns every fight into an ammo-management problem. Michonne thrives in close quarters, cutting through hordes with her katana and rewarding you for staying inside the danger. Daryl uses his crossbow to thin threats from a distance before diving in to finish the rest, which makes him the most positional of the three.

The levels are tailored around the character meant to play them, creating an experience that adjusts to that character’s available weapons and abilities and giving more freedom in the design, while delivering a custom puzzle for players to solve in each situation. 

Crowds and Opponents are Different Problems

The second big design decision was to stop treating enemies as one mass enemy.

Walkers are pressure. They overwhelm through volume and they punish anyone who stands still. The Saviors are opposition: they block, they fire from a distance, and they will happily use walker hordes as cover while they line up a shot. Because both are on screen at once, you are never solving a single problem.

That separation exists to change the verb of the combat. In a classic brawler the verb is clear. Here I wanted it to be control: funnel the walkers into a narrow path, isolate the Saviors before they regroup, and save the ammo you’ll need for the targets that actually call for it.

The environments are part of that same system rather than a backdrop. Each rewards a different approach, and each one can be turned into a weapon or cost you a health bar if you move through it carelessly. Face enemies between them, lure them into more favorable positions to fight, or use your surroundings in your favor. Giving you different approaches to the same situations was an exciting challenge.

[Image: TWD-Launch-14-a9533d2a9f92542ffacb-scaled.jpg]

What Survives the Credits

Reaching the end credits is where the second design pass starts paying off, as you now have the option to play levels with any character, including the unlockable Negan.

Each playable character’s skill tree branches, so a second run with the same survivor is a different build, and playing the same level with a different survivor creates a totally different game. The higher difficulty settings are not damage multipliers: they turn chaotic encounters into tactical puzzles where positioning is the only thing that keeps you alive. Whether you’re returning with a different survivor, experimenting with a new skill path or pushing into higher difficulties, the goal is for every run to ask you to approach the apocalypse differently. The Walking Dead: Streets of Survival is available now on Xbox Series X|S and PC.


[Image: apps.35858.13729561336673362.c156bb70-24...=400&h=600]


[Image: xpalogo_black.png]

The Walking Dead: Streets of Survival

Trailmark Games

☆☆☆☆☆
11

★★★★★

$19.99

Get it now

FIGHT THE DEAD. SURVIVE THE STREETS.
The Walking Dead: Streets of Survival challenges you to intense arcade brawling in the unforgiving world of AMC’s The Walking Dead.

Play as iconic survivors Rick Grimes, Daryl Dixon, Michonne, and unlockable Negan while fighting through walker-infested tunnels, devastated settlements, and hostile strongholds packed with explosive encounters. Face Alexandria’s most ruthless foes, the Saviors led by Negan, along with overwhelming waves of Walkers as you unleash crushing combos, signature weapon attacks, and devastating finishers in a relentless battle for survival.

INSPIRED BY THE STORY YOU KNOW.
Based on the events of the All Out War storyline, fight through a campaign that reimagines the Saviors conflict that features walkers, threats, and surprises pulled from across the world of AMC’s The Walking Dead. You’ll explore familiar environments from the show – including the Sanctuary, Hilltop, Alexandria – enhanced by dynamic set pieces, environmental hazards, and intense, story-driven moments.

ICONIC SURVIVORS. ICONIC WEAPONS.
Step into the boots of legendary characters from The Walking Dead, each with a unique fighting style, stats, and signature abilities inspired by the series. Rick’s magnum, Michonne’s katana, and Daryl’s trusty crossbow are all ready for battle – with Negan's Lucille waiting to be unlocked.

FEATURES:
• Hard-Hitting Arcade Beat ’Em Up Combat
Use brutal melee abilities, crowd-clearing ranged attacks, or a mix of the two in fast-paced skirmishes. Enjoy responsive, crisp, and satisfying fighting gameplay while exploring the apocalypse.

• Overwhelming Walker Swarms & Ruthless Enemies
Battle through creeping armies of the undead and dangerous members of The Saviors that force you to adapt, assess threats, and fight for every inch of ground.

• Face Iconic Bosses
Take on powerful, fan-favorite walkers like Winslow, the Well Walker, and more. The Saviors provide their own challenges as you throw down with Negan and Simon in intense, multi-phase boss battles that test your skill, strategy, and survival instincts.

• Replayable Arcade Challenge
Master each character’s moveset and tackle multiple difficulty levels in an experience built for repeat runs and escalating challenges. Or jump in with an optional Easy Mode for casual play.

The post How The Walking Dead: Streets of Survival Builds a Tactical Brawler appeared first on XBOX Wire.

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  [PS.Blog] Everything you need to know about DMZ mode in Call of Duty: Modern Warfare
Posted by: xSicKxBot - 10-05-2026, 02:15 PM - Forum: Sony Discussion - No Replies

DMZ is Call of Duty’s definitive extraction shooter experience, launching alongside Campaign and Multiplayer when Call of Duty: Modern Warfare 4 releases on October 23. To help prepare you for this extraction game mode, here are the major highlights, starting with a tour of the Forward Operating Base and its many stations.

[Image: 55564475334_782e999dab_4k.jpg]

Forward Operating Base

The Forward Operating Base (FOB) is your command center for DMZ. Manage progression, prepare your gear, and plan the next deployment. As you complete Operations across Hajin, the FOB evolves with you, transforming from a foothold to a fully operational base with over a dozen different Stations. Here’s a look at the stations you can immediately access:

  • Operators: Manage and select your Active Duty Operator, check their status, and select one for deployment.

  • DMZ Orders: Where you review your current set of Missions downloaded to your Orders Tablet. Earn rewards for completing these structured objectives during deployments.

  • Stash/Loadout: Stow looted items you’ve extracted with in your Stash. Equip weapons and gear in your Loadout, ready for the next infil.

  • Firing Range: Test your equipped weapons at the FOB Firing Range against a variety of targets.  

  • Deploy: A threshold of razor wire leads to a heavy-lift military transport waiting for your orders to deploy.


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Continue successful deployments within Hajin, and focus on expanding your base with more stations. Here’s what you can unlock:
  • 3D Printer: Use Resources and 3D Printer Ingredients to craft a variety of gear. This is also used to upgrade various stations in the FOB.

  • Gunsmith: Loot weapons and return with them, then use DMZ Cash to purchase attachments, or build brand new weapons by extracting from Hajin with a Weapon Manual.

  • Vendor: Check the vendor’s wares and spend DMZ Cash on a selection of weapons and other helpful gear. The items on sale rotate from day to day, so buy something when you see it.

  • Bounty Leaderboard: Gain intel on the most dangerous PvP Bounty hunters and killers active across Hajin.

  • Boss Board: Need to track down a high-value target? Seek intel on Lieutenants, then drop into Hajin, search them out, and face down the exclusion zone’s most dangerous foes.

  • Dog Tag Case: Display your trophies from defeated Operators.

  • DMZ Progression: Ensure you’re leveling up in DMZ with this dedicated Progression Track, from 1-70. Unlock FOB stations and gain rewards every step of the way.


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Deployment

Customize your match experience by choosing one of three deployment options: 
  • Story Missions: Select and replay narrative objectives across Hajin for big rewards.

  • Dynamic Operations: Deploy directly into a Dynamic Op to earn DMZ Cash and XP. Every completed Operation provides a Supply Drop of increasing rarity for your squad. 

  • Free Roam: Deploy without a mission and lose yourself exploring Hajin City. 


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Tips for gaining DMZ XP

Story Missions, Dynamic Ops, Orders: Prioritize completing Story Missions, Dynamic Ops, and Orders to earn valuable gear and big DMZ XP payouts.

Boss Hunt: Hunt down Lieutenants and Commanders to earn major rewards. These tough enemies roam the map in different locations around Hajin, and when defeated, award plenty of XP along with their weapons and high-value loot.

Loot Up: Loot consistently to acquire new items, use them at the 3D Printer back at your Forward Operating Base, and to improve your match rating.

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After Action Report: Fight the enemy, loot, and complete objectives to improve your overall deployment rating. Strive for an S Tier performance (or better) for the best rewards.

Vehicles: Take advantage of the numerous vehicles throughout Hajin for faster travel across land, water, and air. Repair and refuel vehicles at the Gas Station.

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Threat Levels and more

Each area of Hajin has a particular Threat Level associated with it. If you’re too loud, expect a violent enemy response specific to the area you’re in. It may be wise to be stealthy.

This just scratches the surface of DMZ. Squad up and experience the exciting new game mode firsthand at launch and expect additional content in the updates to come.

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Modern Warfare 4 is available for pre-order now on PlayStation 5, launching October 23.

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  [Xbox-News] DMZ Deep Dive, Part 1: Tour of Duty – Hajin Environments and Threats, Ful
Posted by: xSicKxBot - 10-05-2026, 02:15 PM - Forum: Xbox Discussion - No Replies

Mike Nelson, XBOX Wire Editor


October 5, 2026 · 1 min read


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  [Xbox-News] Hello from Seattle: XBOX FanFest Comes Home November 12
Posted by: xSicKxBot - 10-05-2026, 02:00 PM - Forum: Xbox Discussion - No Replies

Seattle, we’re coming home. XBOX FanFest arrives at the Museum of Pop Culture (MoPOP) on Thursday, November 12, 2026, for the final stop of this year’s eight-city FanFest Tour. As we get ready to celebrate 25 years of XBOX on November 15, we’re bringing fans together in the city where it all began for a special anniversary week celebration to celebrate the games, people and memories that have shaped 25 years of XBOX

When we announced this year’s FanFest Tour, we wanted to celebrate the people who make XBOX what it is: you.

25 years of XBOX is a story we share with you. Thank you for the friendships, the enthusiasm, and the joy you bring to play. We can’t wait to mark this milestone together.

Fans joining us at MoPOP can expect a celebration of XBOX past, present and future, with hands on gameplay, XBOX history and artifacts, opportunities to connect with the people behind the games and fellow players, XBOX trivia, collectibles. fan activities, an XBOX Gear pop-up shop and plenty of surprises along the way.

Want to join us in Seattle?

We’re giving fans the chance to win their way into XBOX FanFest Seattle through the XBOX FanFest Seattle Ticket Sweepstakes. Winners will be selected at random and notified by email. Entrants and attendees must be 18 or older, and travel and lodging are not included.

Enter the XBOX FanFest Ticket Sweepstakes here.

NO PURCHASE NECESSARY. Open to eligible U.S. residents 18+. Void where prohibited. See Official Rules for eligibility, prize details, restrictions and terms. Ends October 11, 2026, at 11:59 p.m. PT.

[Image: XBOX-GREEN-TICKET_16x9-aae210fe91885b049...24x564.png]

Be our guest!

No matter where in the world you play, we want to give a lucky fan a special way to be a part of our final stop on the FanFest Tour. Enter the XBOX FanFest Green Ticket Trip Sweepstakes for a chance to win a trip for you and a friend to join us in Seattle and celebrate 25 years of XBOX together.

Enter the Green Ticket Trip Sweepstakes here. 

NO PURCHASE NECESSARY. Open to eligible residents 18+. One (1) Grand Prize consisting of a trip for winner + one (1) guest to XBOX FanFest Seattle. Void where prohibited. See Official Rules for eligibility, prize details, restrictions and terms. Ends October 11, 2026, at 11:59pm PT.

You can find more information about XBOX FanFest here. Whether you’re hoping to join us in Seattle or celebrating with your community elsewhere, visit the XBOX 25th anniversary hub to explore the wider celebration.

The post Hello from Seattle: XBOX FanFest Comes Home November 12 appeared first on XBOX Wire.

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