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Exploring Total War: Redwall’s Strategic Resource of Shrimp ‘n’ Hotroot Soup on the Battlefield

Total War: Redwall is not an actual Total War game, unfortunately, nor even a mod like Mossflower TW. It’s an evolving pitch from Reddit user BuildingAirships, one among many thousands circulating on yonder internet, like logboats riding the rapids of Noonvale. The latest update is about a potential cooking and feasting system, with all of the comestibles sourced from the groaning banqueting tables of the Brian Jacques books.

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Horror Romance Visual Novel with 24,000 Wishlists Rejected by Steam for Not Complying with Platform Criteria

# The Japanese Horror Visual Novel: This Game Is Not Real

The independent gaming sector has experienced a surge of ingenuity in recent times, with fresh titles presenting distinctive adventures that stretch the limits of conventional gaming. One such entry is *This Game Is Not Real*, crafted and circulated by a small indie collective named Viv. Originally intended for a Steam launch this month, the game has captured substantial interest, racking up a remarkable 24,000 wishlists on the platform since its shop page debut in August 2025. However, the developers recently communicated that the game will no longer make its way to Steam following Valve’s choice to reject its addition based on “not meeting platform criteria.”

## Developer Announcement and Platform Change

On May 13, developer Bibu disclosed the disappointing update concerning the game’s change in release platform. Referencing unspecified challenges with Steam, they confirmed that *This Game Is Not Real* would be transitioning to alternative platforms DLsite and BOOTH for its launch, stating, “We had intended to debut on Steam, but given that it does not fulfill the distribution criteria, we will alter the platform.”

The announcement was communicated via social media and was also featured on the gaming news site *Automaton*. In a subsequent message, Bibu playfully indicated that the game’s perceived “cuteness” could have influenced its dismissal, humorously suggesting that if their artwork was considered “too cute” for Steam, then perhaps the platform and the game were never destined to align.

## Themes and Content Considerations

Despite the humorous tone of some developer remarks, a deeper look at *This Game Is Not Real* uncovers themes that might have led to its denial from Steam. The game delves into darker psychological horror aspects and encompasses a range of serious subjects, including drug use, self-harm, murder, and non-consensual sexual metaphors. On the newly launched DLsite store page, a notice regarding “radical expression” has been appended, detailing the potential unease some might feel while engaging with its content.

In recent years, Steam has tightened its guidelines concerning adult content, resulting in the removal of multiple titles and the rejection of others that do not align with their shifting standards. A prominent instance of this crackdown was the banning of the horror game *Horses*, which was denied release due to worries about its portrayal of sexual content. Such enforcement measures underscore a significant hurdle for indie developers crafting games with mature themes, particularly those aiming to convey something artistically intricate or socially pertinent.

## Conclusion

*This Game Is Not Real* signifies an emerging trend where indie titles aspire to investigate the more profound facets of human emotion through the horror genre. Despite the obstacles presented by content moderation standards on platforms like Steam, creators such as Viv persist in adapting and seeking alternative pathways for showcasing their work. DLsite and BOOTH might provide a fitting environment for *This Game Is Not Real*, one that upholds its intended expression, ensuring that audiences can immerse themselves in its narrative intricacies. While the journey has taken an unforeseen direction, the tenacity of creators within the indie sector is a tribute to their dedication to expanding the horizons of traditional storytelling in video games. As fans anticipate the game’s arrival on these new platforms, it remains to be seen how the wider gaming community will react to this unconventional horror experience.

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Director of Star Wars: The Old Republic Intended New Republic Revamp Prior to EA’s Board Interference

**Star Wars: The Old Republic: A Path from Aspiration to Disappointment**

*Star Wars: The Old Republic* (SWTOR) debuted in 2011, introducing the cherished *Star Wars* brand into the world of Massively Multiplayer Online Games (MMOs). Crafted by BioWare, a company celebrated for its story-centric role-playing games, SWTOR aimed to provide a vast online experience reminiscent of *Knights of the Old Republic* (KOTOR). Nonetheless, the end result appeared more like an altered iteration of *World of Warcraft* rather than the groundbreaking MMORPG that players had hoped for.

James Ohlen, a pivotal contributor to SWTOR’s creation, conveyed a wish to rejuvenate the game and its universe. Prior to his exit from BioWare in 2018, he voiced displeasure regarding the absence of clear direction and support, indicating he felt like a “highly paid, completely useless person.” His efforts to propose a reboot of SWTOR were hindered when Electronic Arts’ (EA) board opted not to pursue further investment, even while recognizing the game had accrued over $1 billion in revenue throughout its existence.

Ohlen’s concept for the reboot was much more ambitious. He aimed to steer the *Star Wars* story into a fresh direction, even consulting with then-LucasFilm president Kathleen Kennedy and director Dave Filoni. Filoni recommended examining occurrences set centuries prior to the collapse of the Republic, potentially establishing a narrative continuity that would resonate with both loyal fans and newcomers.

The principal obstacle to realizing this vision was EA’s then-Worldwide Studios VP, Patrick Söderlund, who expressed doubts about SWTOR owing to its historically elevated development expenses. Ohlen managed to persuade Söderlund to consider the reboot—a personal triumph for him—before ultimately encountering pushback from EA’s board, who were cautious about the financial implications.

The board’s recollections of SWTOR’s rocky launch, characterized by an astonishing development expenditure exceeding $300 million, contributed to their hesitance in endorsing extra funding. This choice eventually resulted in handing SWTOR over to Broadsword Online Games, permitting BioWare’s remaining assets to redirect attention towards other franchises such as *Dragon Age* and *Mass Effect*.

Regardless of the bleak prospects for SWTOR, optimism persisted among fans of the *Knights of the Old Republic* series. Former BioWare member Casey Hudson is currently at the helm of a new RPG initiative inspired by the *Old Republic*, aiming for a release before 2030. This progression suggests that while one ambitious vision may have stalled, the heritage of *Star Wars* RPGs continues to advance.

The saga of SWTOR serves as a reminder of the unpredictable dynamics of game development, where aspirations for expansive, innovative endeavors can occasionally falter due to corporate choices. As fans look forward to the future of *Star Wars* in gaming, the tale of SWTOR remains a significant episode in the franchise’s history.

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“Stellaris Introduces Nomad Empires Feature: ‘Moving Planets’ Surprises Fans After Paradox’s Previous Claims of Impossibility”

Sci-fi 4X strategy game Stellaris is getting a Nomads expansion on June 15th that lets you jettison traditional ideas about territory and play as a wholly mobile civilisation – travelling around the galaxy in Arkships that serve as colonies, shipyards, and military or science vessels. You know the old Terran saying: home is wherever you park your trillion tonne hermetically sealed artificial habitat. Here’s another, related Terran saying: a trillion tonne hermetically sealed artificial habitat parks wherever the hell it pleases.

The expansion will launch alongside free Stellaris update 4.4, named Pegasus. Developers Paradox have put together a choice of nomadic lifestyles, with inspirations that appear to range from the Mongolian Empire through Eldar Craftworlds to the work of Douglas Adams.

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California Bill to Ensure Continued Playability of Games After Server Shutdowns Advances to Assembly Vote

A Californian bill aimed at game preservation and backed by the Stop Killing Games campaign has been voted through by a state committee focused on the fiscal cost of proposed legislation – thereby taking a key step closer to becoming a proper law. The bill, as we’ve previously reported would require that studios either take action to keep games running after server shutterings, or provide full refunds if it passes in its current form, and faces opposition from the Entertainment Software Association.

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Subnautica 2 Update Introduces Sprint Button to Address Base Building Speed Concerns

Subnautica 2 splashed into Steam early access yesterday, sending tidal waves of money into the bank accounts of developers Unknown Worlds and publishers Krafton. You planning on paying that $250 million performance bonus, then, Krafton? Now that the game has been on sale for a whopping 17 hours – roundabouts how long it takes to clean out the current early access build – it’s time to start squawking like seagulls for patches, updates and expansions.

Fortunately, creative media producer Scott MacDonald told RPS and other journalists a little about Subnautica 2’s first patches in a roundtable interview last week. The short version is that the initial update will mostly add stuff to the progression and base-building systems, alongside tweaks to the voice logs, some extra lore, and an on-foot sprint mechanic. After that, there’s a co-op-focussed update with proximity voice chat, emotes, and player revives. And after that, we enter the realm of proper expansions with new vehicles, biomes, leviathans, tools, resources, and the continuation of the story.

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Forza Horizon 6: A Suitable Game for Steam Deck, Provided You Have Sufficient Storage Space

Forza Horizon 6 is already Steam Deck Verified, which I’m forced to concede makes much of this article surplus to requirements. Yes alright, big green checkmark, you can convey the meaning of “it works” without publishing an entire performance and settings guide, or indeed needing to spell out the words “it” or “works”. But then we’ve known that since March anyway, so I guess we’re both stating the obvious.

Or are we? FH6 may follow Forza Horizon 5 down the smoothly tarmacked road of full Deck compatibility, but it still requires some extensive quality-lowering to escape sluggishness – its brisk pace on desktop PCs being much harder to match on handheld hardware. At the same time, sticking the Very Low preset on and being done with it robs the game of most of its Forza-standard lustre, at least traces of which can be kept without sending framerates off a cliff like a confused satnav.

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The Super Mario Galaxy Film Set for Digital Launch Next Week

### The Super Mario Galaxy Film: Digital Release and Exclusive Features

The eagerly awaited *The Super Mario Galaxy Film* has swiftly transitioned from cinemas to digital services, set for release on May 19. This sequel from Illumination and Nintendo premiered in theaters in April and has won the admiration of audiences globally with its energetic pacing and cherished characters.

#### Exclusive Bonus Features

Digital editions of the film will come with more than an hour of exclusive behind-the-scenes footage that showcases the artistry and creativity involved in the film’s making. Notable featurettes will examine various facets of the movie, offering fans a deeper understanding of its production:

1. **NEXT LEVEL: CRAFTING THE SUPER MARIO GALAXY FILM**
Explore how the film was created through interviews with the minds behind it at Nintendo and Illumination, along with the actors who brought the iconic characters to life.

2. **CHARACTER CAST**
Learn how the cast brought the legendary Mario Bros. characters to life, merging nostalgia with contemporary storytelling that appeals to both long-time fans and newcomers alike.

– Mario & Luigi
– Peach & Rosalina
– Bowser & Bowser Jr.
– Toad & Yoshi

3. **NAVIGATING THE GALAXY**
Accompany the filmmakers and cast on a journey through the film’s settings, enriched by layers of nostalgia that enhance the viewing experience.

4. **GALACTIC THEMES**
This segment investigates the relationships among characters, shedding light on the dynamics of friendships and rivalries that shape the story.

5. **COSMIC MELODIES**
Composer Brian Tyler discusses his approach to reinterpreting the iconic Super Mario Bros. music into an exhilarating cinematic score that elevates the adventure.

6. **POWER-UPS**
Explore the power-ups featured in the film, the creative decisions regarding their inclusion, and hear favorites from the cast.

7. **GALAXY SECRETS**
Uncover cleverly concealed Easter eggs that reward multiple viewings, with insider insights from the filmmakers on what to observe.

#### Physical Release and Box Office Success

For enthusiasts, the film will also be available on Blu-ray beginning June 16. Though slightly trailing behind its predecessor, which garnered over a billion dollars, *The Super Mario Galaxy Film* has nonetheless achieved significant success, pulling in over $942 million globally, making it the highest grosser of 2026 to date.

Illumination and Nintendo are actively broadening their animated universe, with plans for more films, including a new release planned for 2028.

With its mixture of nostalgia, innovation, and beloved characters, *The Super Mario Galaxy Film* continues to enchant and entertain, securing its position in the hearts of fans.