How to Obtain All Skill Books in The Portal Skills
What each skill does in The Portal.
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What each skill does in The Portal.
The post The Portal Skills [How to Get All Skill Books] appeared first on Gamezebo.

**Valve Notifies Steam Users of CEVA Logistics Cyber Incident: Risk of Data Breach**
Valve has recently reached out to a specific group of Steam users, particularly those who have bought hardware via the platform, about a cyber incident that impacted its shipping partner, CEVA Logistics, in Europe. This news has surfaced from multiple user reports on platforms like ResetEra and Reddit, where individuals disclosed emails they received from Valve about the situation.
The incident apparently took place between July 29 and August 1, 2023, though Valve asserts it identified the breach on August 7. However, the Dutch news outlet NOS indicated that two companies, Bol and De Bijenkorf, were informed of the cyber event on August 1. The repercussions of this breach are especially troubling for European customers who have interacted with Valve’s hardware offerings, as their personal data may have been exposed.
The communication from Valve reassured users that their Steam account credentials and purchase information stayed safe, but it mentioned that some personal information—specifically phone numbers, addresses, email addresses, and names—could have been revealed during this incident. This revelation raises alarms about possible phishing efforts, with Valve advising users to be alert for deceptive messages that might seem to come from Steam, Valve, or related delivery services.
CEVA Logistics is recognized by Valve as the company in charge of delivering Steam hardware across Europe. Thus, only those who have made hardware purchases in this area could possibly be impacted. The logistics firm holds user information for up to 90 days post-order, indicating that individuals who acquired Steam products from early August onwards might be vulnerable.
In light of the breach, Valve has chosen not to issue a public announcement but is directly notifying affected customers via email. The exact number of individuals whose data may have been compromised is still unclear at this moment.
In conclusion, the cyber incident involving CEVA Logistics highlights the persistent issues of data security in the digital era. Valve’s proactive outreach to affected users is a vital step in alleviating potential repercussions and ensuring that customers are aware of their personal information safety. As the situation unfolds, users are urged to stay alert for unsolicited messages and to check their accounts for any abnormal activity.
Clad up!
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If you’re 1) in the mood for a soothing and affordable 2D block-shoving puzzler, and 2) have many memories of building frightful hydraulic slaughterhouses in Minecraft, then perhaps Pight is for you. Created by Turkish devs Mindlabor, it’s about using pistons, dynamite, mystic portals, electricity blocks, and other cuboid fauna to move a lightbulb block onto a power source.
It takes open inspiration from Minecraft’s redstone – an in-game substance that conducts power and thus, allows for the creation of preposterous industrial machines and even functional computers. The addition of redstone to Minecraft back in 2010 contributed to the rise of a whole genre of PC automation games. Playing Pight gives me a corresponding feeling of vertigo, though it’s soon evaporated by the balmy straightforwardness of the puzzling – no need to worry about Endermen saboteurs in this one. Here’s a trailer.
How to unlock all passive skills.
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THQ Nordic’s Gothic remake is getting a Photo Mode, some mysterious “alternative progression mechanics”, an official mod kit, and something called Marvin Mode, development studio Alkimia Interactive have announced. What’s a Marvin Mode? “The Gothic equivalent of a developer mode,” Alkimia explain. “Think spawning creatures or items, teleporting around the map, or doing some silly things.”
**Xbox Launches Age Verification for 18+ Game Purchases in Australia**
Xbox has introduced a new age verification system for its users in Australia, aimed at improving adherence to the nation’s digital content regulations. Commencing in late August 2026, users seeking to buy games rated 18+ via the Xbox Store on consoles or the Microsoft Store on PCs will be required to verify their age.
Microsoft has begun notifying Australian customers through emails and Xbox messages about this update. The verification can be conducted through multiple methods, such as email verification, providing credit card information, or using a government-issued ID like a passport or driver’s license. Furthermore, Xbox provides facial verification, which necessitates users to upload a selfie.
“As part of our compliance program in Australia, beginning late August 2026, adult Xbox accounts must verify their age to access apps and games rated 18+,” a message from Microsoft indicated. However, it assures users that previously owned apps and games will remain unaffected by this new stipulation.
This initiative aligns Xbox with other platforms like PlayStation, which have adopted comparable strategies in regions like the UK. Nations globally, including several states in the US, have recently initiated age verification mandates for accessing online services such as video games and chat platforms like Discord.
Although these efforts are designed to safeguard children from adult content, they have ignited discussions. Critics contend that such measures might result in increased data collection by governments and corporations, potentially compromising internet users’ rights. There are concerns regarding data security, especially in light of recent breaches involving entities like IDMerit and Persona. In some instances, such as the breach at Discord, sensitive user information, including government IDs, was compromised. As age verification becomes more prevalent, ensuring strong data protection measures will be essential.

Beginning in August 2026, gamers utilizing the Xbox or Microsoft Store in Australia will be required to confirm their age prior to purchasing or accessing R18+ rated material. This adjustment, confirmed by Microsoft through emails sent to users, is intended to adhere to new Australian regulations. Users have several options for age verification, including email confirmation, a “secure selfie” for facial age assessment, a credit card, or a government-issued ID such as a driver’s license or passport. This verification procedure will be overseen by the London-based technology firm VerifyMy.
The introduction of age verification has ignited scrutiny and concerns, particularly regarding data security and privacy. Prior evaluations of analogous services like Persona highlighted considerable security vulnerabilities, along with claims that the company conducted excessive data checks beyond mere age verification. These matters were accentuated by a 2025 data breach involving Discord, which led to the exposure of 70,000 government IDs. Detractors are concerned that age verification might act as a cover for enhanced surveillance under the pretext of safeguarding minors from adult content.
In addition to Australia, comparable age verification requirements are planned to be implemented in the UK and multiple US states in early 2026. However, not all companies have acted quickly to meet these regulations; for instance, platforms such as Steam and PlayStation have yet to enforce more rigorous age verification practices in Australia. The shifting terrain of digital content regulation and privacy continues to be a subject of active discussion and concern among users and industry analysts.

**The Conclusion of a Chapter: Sony’s Move Away from Physical Discs for PlayStation Titles**
In a significant change in video game delivery, Sony has decisively chosen to halt the production of physical discs for its PlayStation systems. This transition has sparked considerable dissatisfaction among gamers and industry aficionados who value the physical aspect of game ownership. Regardless of the escalating frustration and demonstrations from fans, Sony’s dedication to a fully digital future seems steadfast.
This choice signifies a crucial shift not only for Sony but for the entire gaming industry. By the time the announcement was made, production facilities had already started adapting to manufacture other items, indicating how deeply rooted these plans were within Sony’s operational strategy. Although the era of physical games might be fading, the detailed process of producing these games and eventually transferring them onto discs is expected to remain a closely monitored trade secret, as noted by gaming reporter Stephen Totilo.
Totilo explored the nuances of game disc production in an article for *Game File*, emphasizing that even those within the industry often find the details cloaked in obscurity. Through conversations with various sources, he revealed details about the production pipeline, which includes the stipulations established by Sony and Microsoft for game developers. Interestingly, the expense to fabricate a game disc is around 15% of the suggested retail price—significantly higher than the minimal costs tied to producing standard CDs. Given that games frequently necessitate multiple discs, this expense can rise considerably.
The historical importance of physically manufactured games is undeniable. Throughout generations, the prosperity of gaming consoles has relied heavily on the security and integrity of their game distribution frameworks. For instance, Sega’s Dreamcast faced hardware shortcomings that enabled piracy, leading to a downturn in publisher backing during a pivotal moment. Such situations highlight the critical nature of proprietary media formats in safeguarding a brand’s market presence and maintaining the sustainability of its gaming ecosystem.
Sony’s connection to compact discs transcends gaming. The company has been instrumental in home entertainment, crafting audio devices, the original Walkman, and the discs themselves. As they transition away from physical media, this change reflects a more profound commitment to streaming and digital content. This shift prompts concerns regarding the extent of ownership that consumers will retain over the games they buy, as the industry moves toward digital transactions where ownership might become increasingly ambiguous.
With no commercial alternative to Sony’s disc production—once halted, no publishers will be able to create new physical media—those longing for physical copies may find themselves disappointed. While the homebrew community has been known to address gaps left by major producers, securing access to create new games on PlayStation discs will necessitate extraordinary effort and risk from insiders.
In summary, Sony’s choice to remove physical media from its PlayStation offerings signals a major transition in the video game distribution arena. Though this action aligns with broader industry movements toward digital content, it also raises critical questions about the future of ownership and accessibility for gamers. As Sony delves deeper into this fully digital domain, the repercussions for publishers and consumers alike are yet to be completely understood.

### Kumamoto Earthquake Relief Initiatives: Community and Corporate Assistance
On July 28th, a catastrophic earthquake measuring 6.8 on the Richter scale hit Kumamoto, Japan, resulting in numerous fatalities and the devastation of hundreds of homes. As the area copes with the consequences of this disaster, relief efforts are mobilizing, with various Japanese companies stepping up to help those impacted.
In the wake of the earthquake, Nintendo made a significant commitment to support the recovery efforts. The company announced it would repair products damaged by the quake at no cost for residents in regions designated under the Disaster Relief Act, until February 1, 2027. This program encompasses repairs for Nintendo consoles like the Switch and its accessories, regardless of warranty status. However, Nintendo has acknowledged that some products may be beyond repair.
Beyond offering repairs, Nintendo has also pledged a donation of 50 million yen (around $300,000 USD) to back relief efforts through the Japanese Red Cross Society. The company conveyed its condolences for the affected individuals and families, exemplifying the community spirit that embodies Japanese society, especially during crises.
The repercussions of the earthquake have been harsh. Just over a week post-disaster, over 8,000 people have been evacuated from the most devastated regions. Reports state that roughly 700 homes were entirely destroyed, with an additional 12,000 experiencing damage, leaving 45,000 residents without access to running water. Tragically, the death toll has reached 38, including those who perished in the collapse of the local Aeon Mall.
Japan has a longstanding history of significant seismic events, and recovery efforts are being further complicated this time by extreme weather conditions. The area is facing unprecedented summer heat, which raises the risk of heat-related illnesses among the displaced. Additionally, officials remain alert for possible aftershocks as the fault lines settle.
Nintendo is joined by other corporations in their efforts; a significant contribution has been made by The Pokémon Company, which has donated 100 million yen ($600,000 USD), while Sony has also pledged 50 million yen. These donations showcase a united corporate response aimed at alleviating the hardships faced by those impacted by the earthquake.
In conclusion, while the Kumamoto earthquake has wrought significant devastation, the responses from both the community and corporations—such as those by Nintendo—illustrate a dedication to recovery and support for victims. As the region progresses towards healing, the kindness shown by companies and individuals serves as a testament to the strength found in solidarity during challenging times.