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Quake Champions Transitions to Paid Model at £9 on Steam After id Software Layoffs

After nearly a decade as a free-to-play game, Quake Champions is dropping all that nonsense in favour of being a nice and simple premium release on Steam. That means no more battle passes, no more loot boxes, no more premium currencies. They’ve even got rid of the store.

If you’ve played the game through any free events on Steam in the past, then you will be upgraded to a full version of the game automatically. And if you’ve bought any premium currencies in the past two months will be refunded.

However, while this is a welcome change, it should be seen in the context of Xbox’s mission to fire 3200 developers.

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Director discusses potential removal of timer mechanics in Blood of Dawnwalker’s sequel, expressing hope for their continuation.

If you’ve given The Blood of Dawnwalker a go, odds are you’ve got thoughts about the 30-day and 3-night timer it applies to Coen’s quest to save his family from fate most vampy. Devs Rebel Wolves are very much aware of how divisive the feature’s proven, and now the game’s director’s made clear that it’s not guaranteed to return in future entries unless it can be made to mesh with the story being told.

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“Understanding Player Trust: How Top PC RPG Developers Encourage Embracing Failure Instead of Savescumming”

When it comes to RPGs, I am an irredeemable savescummer. I admit it. I’ll slam F9 at the drop of a hat (perhaps the hat was dropped as a result of a failed dexterity roll. Unacceptable. Reload).

So when I recently found myself reloading a Divinity: Original Sin 2 save for the umpteenth time in a single session, I started to wonder – in a genre that’s supposedly about storytelling first and foremost, why am I viewing botched persuasion checks as something to be studiously avoided? And why is it that I feel totally different about making a horrible mess of things in tabletop roleplaying games?

After all, some of my fondest memories of real-life roleplaying are moments of extravagant failure: sometimes of the bathetic stepping-on-a-rake-instead-of-slaying-the-necromancer variety, and sometimes of the much more grounded, human, and affecting type.

It all got me thinking: how do RPG developers think about player failure? Would they recognise the distinction between digital and tabletop that I’m describing? And can they convince a savescummer like me to renounce my ways?

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Exploring Solutions to Disappearing Exploration in Three Distinct 4X Strategy Games

There is an issue in 4X games. In fact, it’s so persistent, that Amplitude Studios’ co-founder and CEO Romain de Waubert de Genlis describes it as an “inherent problem”, one his team have been attempting to solve since the first Endless Legend released back in 2014.

“One of the X’s, ‘explore’, disappears after a while,” de Waubert de Genlis explains. You’ve discovered the map for one thing, so there is no more world to uncover. But ‘explore’ can also refer to something more abstract, your strategy becomes fixed. Because you can see the lands, and you can see the resources, and you can see the enemies you face, you must decide on a course of action and there will rarely be much reason to change it.

But spotting the problematic ‘X’ is far simpler than fixing it.

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Twitch CEO Anticipates GTA 6 Online Multiplayer Release Next Year, Leaving Only PC Port’s Launch Date Uncertain

Despite Rockstar Games’ silence on the matter, the cat rather seems to be out of the bag about GTA 6 getting its own online component that’ll doubtless serve as GTA Online has for GTA 5. Court docs the studio themselves filed as part of the ongoing final hearing in a legal battle over the firings of 34 developers last year are partly to thank, but now so is the boss of streaming platform Twitch just blurting out when he expects GTA 6 to get a big multiplayer bump.

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Zero Parades’ Free Director’s Cut Update to Add 40,000 Words, Featuring a Unique Roundabout Escape as a Stoned Tuk-Tuk Driver

As many reservations as I had going into ZA/UM’s Zero Parades: For Dead Spies earlier this year, what with all of the drama and upset that’s surrounded the studio since Disco Elysium‘s release, it pleasantly surprised me. I don’t think I rate it more highly than its brilliant predecessor, but it offered a throughly fun time that felt like it was riding the coattails of Disco, but not in a way that left it any way unable to create its own magic.

Now, it’s getting a free Director’s Cut update to coincide with its console release, with a bunch of new additions and tweaks coming to the PC version.

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Talent Agency Terminates Collaboration with Prominent Slay The Spire Streamer After Backlash Over U.S. Army-Funded Twitch Streams

FrostPrime, a well-known content creator recognized for his “Slay the Spire” streams, has recently found himself amidst controversy after publicly criticizing fellow Twitch streamer Dan Gheesling. With more than 160,000 followers, FrostPrime was let go by his talent agency, GG Talent Group, after he declined to stop his critiques of Gheesling, who came under fire for taking part in a game show sponsored by the U.S. Army aimed at a younger audience.

The situation began to develop on September 21, when Gheesling’s participation in the game show attracted significant criticism, including from his long-time friend, Northernlion. Northernlion condemned the sponsorship in a subsequent stream, stating that it crossed unacceptable lines due to the military’s imagery and implications. Although he rarely involves himself in Twitch controversies, Northernlion felt the need to speak out because of his close friendship with Gheesling, which has lasted 14 years.

In reaction to the backlash, Gheesling sought to apologize during a later stream, but this led to further criticism. Many within his community, including friends and moderators, distanced themselves from him after his statements. Gheesling maintained an “apolitical” position during this discussion, yet found it difficult to justify how participating in military-sponsored content could be seen as non-political.

FrostPrime has been outspoken against Gheesling’s actions, using Gheesling’s Twitch chat and Discord to share his views. On September 22, he published a YouTube video explaining how he was approached by Eric Harper, the CEO of GG Talent Group, who urged him to refrain from discussing Gheesling. FrostPrime declined, reiterating his long-standing ties with Gheesling and his own moral objections against what he referred to as a “pro-genocide sponsorship.”

The confrontation with Harper intensified, leading FrostPrime to assert that he was essentially forced out of the agency because of his unwillingness to relent. He emphasized his principles, identifying as anti-genocide and pro-Palestine, and declared that he would speak against actions that conflict with his moral values.

Following the fallout, other Twitch personalities started to consider the implications of collaborating with military-sponsored content, sparking a larger discussion on the ethics of sponsorship in gaming and the personal beliefs of content creators.

In a later clarification, FrostPrime noted that while he was “dropped” from GG Talent Group, he had actually requested to leave after a heated exchange with the CEO. He conveyed feelings of being cornered into silence regarding his beliefs, resulting in a mutual agreement for him to separate from the agency. GG Talent Group released a statement affirming their support for FrostPrime’s right to voice his political opinions, but they clarified that he left voluntarily and did not provide evidence for his claims of being bullied into silence.

This incident underscores the intricate relationship between content creators, their affiliations, and the sponsorships that can greatly affect their careers. As the conversation around political content and sponsorship continues to develop, FrostPrime’s situation emphasizes the difficulties faced by creators who wish to preserve authenticity in an increasingly commercial environment.

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“Encouragement for North American Studios: Embrace Global Perspectives in Publishing Beyond Local Concerns”

Layoffs have been a constant drumbeat in gaming industry news since 2022. Even if the cadence of layoffs seems to have slowed in 2026, the severity of those cuts has not lessened. In July, Microsoft made 1600 staff redundant as part of its great reset, and promised investors they would let 1600 more staff go in the next 12 months.

Cuts like those and the ongoing economic pressures plaguing the industry – rising debt rates, a cost of living crisis, and a memory shortage that is making every aspect of making and playing video games pricier – should have the head of any large studio examining their plans for the future. Especially when games are taking longer to make, costing more to make, and up against a much greater volume of competition than even two years ago.

With all that in mind, when I wasn’t talking to Saber Interactive’s chief creative officer Tim Willits about generative AI, I wanted to know what he would do if he ran one of those 200-people big-budget game studios. Because say what you like about Saber (and there’s a lot of things people like to say about Saber), but the developer is doing well at a time when a lot of other studios and publishers are struggling.

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Former Halo Developers Reply to Significant Layoffs and Activision Purchase: “Heartbreaking to Observe Studio’s Decline”

**Xbox Restructuring: The Future of Halo Uncertain Amid Job Cuts**

In a major upheaval in the gaming sector, Xbox revealed on Tuesday that it plans to enact another wave of layoffs, affecting over 250 staff members, including numerous individuals at the famed Halo Studios, previously known as 343 Industries. This move is part of Xbox’s ongoing “reset” plan to reorganize its operations and redirect its focus towards a new vision.

A central aspect of this reorganization is the handover of the cherished Halo franchise to Activision. This alteration signifies that Halo, a fundamental element of Xbox’s identity since its launch in 2001, will no longer be produced by the team that has led it for years. Instead, a new development team at Activision will assume control, relegating the remaining Halo Studios staff to a support capacity in sustaining the franchise.

The news has been met with anguish and disappointment by many former developers tied to Halo. Kiki Wolfkill, a past executive producer for the series, shared her shock and compassion through a moving post on LinkedIn, acknowledging the skill and commitment invested in the franchise by the impacted teams.

Mirroring her thoughts, Marcus Lehto, co-creator of Halo, conveyed his mixed emotions on social media. While taken aback, he recognized the changes and extended well wishes to everyone affected by the layoffs. Bonnie Ross, a key figure in the Halo development community, expressed her sadness, highlighting the extensive impact these job cuts would have on numerous talented individuals across different creative positions.

Horia Dociu, a previous art director for Halo, shared his sadness for the friends and colleagues caught up in the transition. Additionally, Brad Hilderbrand, a former senior PR manager, voiced his concerns regarding the layoffs, pointing out that Halo, once seen as the “crown jewel” of Xbox, now confronts an unclear future as it becomes a mere shadow of its former self.

The layoffs and ensuing development alterations indicate a pivotal shift for a franchise that has influenced gaming culture. As industry veterans move on and the trajectory of Halo is called into question, both fans and former developers are left pondering what lies ahead for this legendary series. With no concrete plans revealed for the forthcoming Halo titles, the gaming community is closely monitoring the situation, hoping for a favorable outcome amid the turbulence of restructuring.