Poncle has been pretty darn busy lately. Along with greenlighting a licensed Warhammer take on Vampire Survivors, bringing a VR version of the original game to the world and working on crossover expansions, the studio is making a brand-new game. Vampire Crawlers is a Vampire Survivors spinoff. Rather than running around the map to collect gems to level up and unlock or upgrade auto-firing weapons, Vampire Crawlers has a different format. It’s a dungeon-crawling roguelike deckbuilder.
It’s set in the same world as Vampire Survivors and each of the playable characters is in the original game. You’ll put together decks of attacks and other abilities to help you on your journeys through dungeons. There’s a card customization feature too.
Development of Vampire Crawlers started soon after Vampire Survivors hit early access and blew up in 2021. Poncle founder and CEO Luca Galante told Xbox Wirethat this is hopefully the first in a series of spinoffs in which “the idea is to take some of the core pillars behind the development of VS and to apply them to existing genres.” Galante hinted that a Vampire Survivors sequel is in the works too.
Vampire Crawlers is expected to arrive in 2026. It’ll be available on Steam, Xbox Series X/S, PlayStation 5, Nintendo Switch, Android and iOS. The game will debut on Game Pass Ultimate and PC Game Pass.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/a-vampire-survivors-roguelike-deckbuilder-spinoff-is-coming-in-2026-183841289.html?src=rss
Dave the Diver, the smash hit adventure RPG/management hybrid, is finally available on Xbox. The game, about an intrepid scuba diver named Dave who splits his time between underwater adventuring and serving sushi in a local restaurant, started as a PC exclusive in 2023, but has since made its way to Switch, Switch 2, PS4 and PS5. Only Xbox remained, but it’s here now, along with all DLC released to date.
Since launch, developer Mintrocket has added to the lengthy base game campaign with a number of expansions, including a tie-in with fellow fishing game Dredge, and a Godzilla crossover. Ichiban Kasuga from the Like a Dragon series has also made an appearance in the Blue Hole, because why not? The upcoming 'Into the Jungle' DLC was delayed to early 2026 back in the summer, but Mintrocket has given us a sneak peek at what it promises is Dave the Diver’s biggest expansion yet in a new trailer for the Xbox launch. The very meta trailer also shows Dave playing his own game on a ROG Xbox Ally X while at sea. (Technically he could already have done that via Steam but it's still a nice touch.)
If you haven’t played Dave the Diver before, it’s almost impossible to do the game justice with a brief summary. The core loop sees you diving for fish during the day, which you obediently bring to the chef at the sushi joint you moonlight at for preparation. But that’s barely scratching the surface. The eponymous diver also battles sea monsters, runs errands for a secret underwater civilization and eventually manages his own farm. Not content with simply being an RPG and a management sim, Dave the Diver is crammed with mini-games and genre diversions that consistently surprise you. It’s frequently bonkers, but it works.
Now it’s on Xbox — which includes Xbox One as well as Xbox Series X|S — you can play one of our best games of 2023 award-winners on virtually everything, so you no longer have any excuses. The PS5 and Switch 2 are also getting a physical release in 2026, which will include the latest DLC.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/dave-the-diver-is-now-available-on-xbox-180651483.html?src=rss
The AI upscaling upgrade for AMD graphics cards is nearly here. On Tuesday, AMD said it will reveal FSR "Redstone," its answer to NVIDIA's DLSS, on December 10.
Upscaling tech has been a big sticking point in comparisons between NVIDIA and AMD GPUs. Despite big improvements in FSR 5, NVIDIA's DLSS still outperforms AMD's tech in most metrics. AMD hopes Redstone will close the gap.
The company hasn't yet gone into great detail about the tech. But we know Redstone offers more than just better ML-powered upscaling. It also has improved AI frame generation, ray regeneration and radiance caching. (PC Gamer notes that Call of Duty: Black Ops 7 already has Redstone’s ray regeneration portion built in.)
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/amd-will-preview-its-redstone-upscaling-tech-on-december-10-174507324.html?src=rss
Hypixel Studios just dropped a massive new gameplay video for the upcoming adventure Hytale, which features over 15 minutes of footage. This comes just a day after the company brought the game back to life by buying the rights back from Riot. In other words, this new footage is quite the flex.
It's worth noting that this isn't a AAA-style trailer. It's barely edited live footage from the game that was "recorded in a single morning and put together" by Hypixel co-founder Simon Collins-Laflamme. The developer says there are no "bells and whistles" included with this footage, as it features "just the game as it is." The description goes on to call the video "raw and broken, but still beautiful."
Hypixel says that this footage uses the original legacy engine which dates back to 2018. It's also running on a four-year-old build. Collins-Laflamme wrote that it was important to "release raw footage today so we can break the curse once and for all."
As for that curse, Hytalewas recently canceled by Riot Games after nearly a decade of development. Just a few months later, the company managed to purchase the rights and get the game back on track. It also rehired around 30 staffers. The developer says "there's a long road ahead, but early access is coming soon." We don't have a date on that early access build, but we sure do like the word "soon."
For the uninitiated, Hytale is a fun-looking adventure game that looks like an open world take on Minecraft. Today's footage highlights some of the game's action and RPG mechanics, with a harrowing look at nighttime gameplay.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/hypixel-studios-shows-off-new-hytale-footage-the-day-after-it-brought-the-game-back-to-life-173159607.html?src=rss
Ghost of Yōteiis a lengthy game with tons of activities to do. But if you've beaten it and are already itching to jump back in, it might be best to wait until at least November 24 to do so. That's when developer Sucker Punch will release an update that will introduce a bunch of new features to the PS5 title, including a New Game+ mode.
That means you'll be able to experience Atsu's mission for revenge from the beginning again with all of the weapons, abilities and armor sets you unlocked from your first playthrough. Those early-game enemies are about to feel the wrath of many a flaming kusarigama.
You'll need to finish the main story before you can unlock New Game+, which includes tougher difficulty options and a pair of new trophies to snag. The free update will introduce extra upgrades for existing weapons and armor sets, along with a new ghost flowers currency that you can swap for fresh armor sets, weapon dyes and charms while playing New Game+.
There are a number of features coming to the base game as well (i.e. for all players, not just those who dip into New Game+). Directional button remapping is one of several new accessibility options. Photo Mode will gain new filters, a shutter speed tool and a composition grid. Also, after you've beaten the main story, you'll be able to replay missions and quests. With a new stats display, you'll be able to see how long it took you to win a given duel, for instance.
Ghost of Yōtei isn't getting an expansion quite yet. We're crossing our dual katana for an Iki Island-style DLC for the game. In any case, Sucker Punch has already confirmed that Ghost of Yōtei Legends — which will be akin to the multiplayer mode in Ghost of Tsushima— is on the way in 2026.
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/a-ghost-of-yotei-update-will-add-a-new-game-mode-harder-difficulties-and-more-on-november-24-150750632.html?src=rss
Unity and Epic Games, the creators of today’s biggest video game engines, have announced a partnership that will make Unity games available in Fortnite. Epic has allowed creators to publish their own experiences (or “islands”) within Fortnite since 2018, and the number of experiences has grown considerably over the recent years. In 2024, 198,000 islands were published within the game, double the number from the previous year. This partnership has the potential to grow Fortnite experiences even further by welcoming Unity developers and can give existing developers more freedom.
“Just like the early days of the web, we believe that companies need to work together in order to build the open metaverse in a way that’s interoperable and fair,” said Tim Sweeney, the CEO of Epic Games, in a statement. “Working alongside Unity we’re helping developers build fun games, reach bigger audiences, and find success.” Sweeney announced the partnership with Unity CEO Matt Bromberg at Unity’s annual developer conference. They said that developers will be able to publish games that use Unity’s game engine on Fortnite sometime next year. The companies promised to announce more details and exact timing in the future.
Just announced at Unity’s Unite 2025 show in Barcelona: Unity has built an amazing new networking protocol enabling Unity games to come into Fortnite next year. This will enable an incredible variety of games to reach a new audience in new ways! https://t.co/varnV2ybCu
In addition, Unity has announced that the cross-platform commerce management dashboard it launched in October will support Unreal Engine. The dashboard allows developers to manage pricing and promotions across websites and stores for mobile and PC from one place. It will start supporting Unreal Engine in early 2026.
This article originally appeared on Engadget at https://www.engadget.com/gaming/unity-games-are-coming-to-fortnite-133000076.html?src=rss
Nominees for The Game Awards were released yesterday, and there's a whole lot of indie excellence on display. However, one notable contender among them has decided to withdraw from contention.
The fabulously titled Megabonk received a nod for the Best Debut Indie Game category. However, the project creator, who currently goes by vedinad, announced on X today that they were withdrawing. "I've made games in the past under different studio names, so Megabonk is not my debut game," the solo dev said.
I'm withdrawing from The Game Awards.
It's an honor and a dream for Megabonk to be nominated for TGA, but unfortunately i don't think it qualifies for the category "Debut Indie Game"
I've made games in the past under different studio names, so Megabonk is not my debut game 🥸
The category is kind of a weird one, since indie creators may have worked at other big or small studios. Even fully self-taught devs will have made and maybe even released several projects before having any kind of breakthrough success or popularity. But if vedinad feels the game doesn't fit the category, then it's still a gracious move to bow out.
Megabonk follows in the recent lineage of Vampire Survivors, a popular bullet-hell roguelike that just arrived in virtual reality. The Megabonk riff takes the 2D concept into a low-poly 3D and adds some pretty wacky characters into the mix. Venidad said the title sold 1 million copies in just two weeks, making it one of the latest Steam indie sensations to have a big moment.
This article originally appeared on Engadget at https://www.engadget.com/gaming/megabonk-has-withdrawn-from-the-game-awards-212822746.html?src=rss
There's finally a way to gift games purchased on the Epic Games Store. Epic has announced that it's now possible to gift digital games through the Epic Games Store, provided the person you're sending them to has an Epic Games account.
On a game's store page, you'll now see a Gift button under the normal Buy Now button. Clicking it will prompt you to log in to your Epic account if you haven't done so already, and then ask you to enter the Epic account of whoever you're sending the game to, pick one message from a selection of pre-written messages and then select the date you want the gift to "arrive."
The menu that appears when you purchase a game as a gift.
Ian Carlos Campbell for Engadget
Epic says that if the person you're sending the game to already owns it, you'll be automatically refunded. If the other person chooses to reject the gift, you'll also receive your money back. Not every purchase on the Epic Games Store can be gifted, though. Free games, subscriptions, "pre-purchase offers" and in-game currency are excluded.
Gifting is a basic feature of online stores, so on some level it's more surprising that the Epic Games Store didn't have the feature than it is that gifting is being added now. One reason why, could be that most of Epic's focus for its digital store has been on undercutting the fees of both Steam and the Apple App Store.
For example, in May, the company announced that it wouldn't take a cut of the first $1,000,000 in revenue that an app makes, after which it would only take 12 percent. That undercuts both Apple and Valve's financial arrangements with developers. Epic also regularly offered free games through its game store to lure new users, something it plans to continue to do with its mobile app store.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/epic-games-store-will-finally-let-you-gift-games-191000946.html?src=rss
The developer is also rehiring 30 staffers that were laid off as part of the cancellation. We write so often about layoffs in the industry, so it's always a distinct treat to cover the opposite.
We did it. Hytale is saved. We have acquired Hytale from Riot Games.
Hypixel co-founder Simon Collins-Laflamme calls this a "new and exciting chapter" for the game, which has been in development for nearly ten years. He says he is "grateful to Riot Games for making this possible."
Riot Games, which is owned by the conglomerate Tencent, purchased Hypixel Studios back in 2020 for an undisclosed sum. However, Hytale was riding high at that point. The game had attracted over 2.5 million signees for an upcoming beta and was supposed to be officially released in 2021.
Years passed, and still no Hytale. This eventually led to Riot canning the project entirely. "After years of pushing forward, adapting, and exploring every possible path, it became clear we couldn’t bring Hytale to life in a way that truly delivered on its promise," an official post on the Hypixel website once read.
The studio hasn't disclosed how it got funding for this move, but Collins-Laflamme said that the founders are "personally committed to funding for the next 10 years." Here's to hoping the game is actually playable by that point. To that end, the company does plan on announcing an early access release date in the near future.
"Hytale has had a long and challenging journey. It's taken longer than anyone hoped, and it's changed a lot along the way," the company wrote. "This is not going to be easy. This is not going to be fast. This is not going to be perfect. But it's going to be ours. Built together: one feature at a time, one bug fix at a time, one mod at a time."
For the uninitiated, Hytale is a nifty-looking adventure game that can be described as an open world riff on Minecraft. It certainly looks like Minecraft, but it has a much bigger emphasis on action and RPG mechanics.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/hypixel-studios-buys-its-ip-from-riot-so-hytale-is-back-in-development-185040959.html?src=rss
While there are countless ways to play old video games, endless emulators that eat up ROMs and spew out memories, the hardware offerings from Analogue have elevated the act of retro gaming to an art form. With an obsessive dedication to pixel-perfect reproductions of classic platforms, Analogue's various devices generally set the benchmark for consuming old games on new displays.
The company's latest entry is an ode to the Nintendo 64, and that poses a bit of a problem. While Analogue's other systems honored the golden age of 2D gaming, the pinnacle of pixel art in many ways, the N64 ushered gamers into the early, ugly days of 3D gaming. Nearly three decades after its initial release, most N64 games look pretty catastrophic by modern standards. Can the Analogue 3D ($250) treatment save them?
Origin Story
The early to mid-'90s were a heady time for console gaming. Sega and Nintendo had printed so much money in the 16-bit era that both were throwing everything they could at the wall to capture the fluorescent pink, velcro wallets of the gamers of the day. Wild controllers, endless system add-ons and even virtual reality were in the cards.
But it would be the humble CD-ROM that really pushed things forward. Sega did its own multimedia add-on in-house, with the Sega CD. Nintendo decided to team up with Sony for the development of its own disc drive. When that project fell apart, Sony famously decided to continue on, releasing the original PlayStation in 1995.
Almost overnight, the gaming world was all about three-dimensional gaming, a landscape that Sega's Saturn was ill-prepared for. Nintendo, though, went all-in for its next system, the Nintendo 64. It not only packed more polygons and colors than Sony's system, but Nintendo finally cracked the code of how to make a truly good three-dimensional platformer with Mario 64.
Mario 64 is not only a great game, it became the template for how player and camera controls worked, defining rules that still exist today.
The N64 was also the first mainstream console to feature an analog controller out of the box, the first console since the Atari 5200 in the early '80s to have four controller ports and the first American console to offer haptic feedback in the form of 1997's Rumble Pak. Today it all sounds quaint, but it was a truly revolutionary machine back in the day.
N64 redux
The Analogue 3D has the look of a N64 console, right down to the four controller ports up front.
Tim Stevens for Engadget
The Analogue 3D is somewhat revolutionary as well, but for different reasons. At its core, it relies on a field programmable gate array, or FPGA, much like Analogue's previous devices (the Super Nt, Mega Sg, Pocket and Duo). An FPGA is effectively a processor full of virtual building blocks, called logic elements, which enable it to replicate any other system. It takes a massive amount of configuration, but the result is pure hardware emulation.
Again, it’s the same concept as Analogue's previous devices, just on a massively larger scale. Where the Pocket used an Altera Cyclone V FPGA with 49,000 logic elements, this one uses an Intel Cyclone 10 GX FPGA clocking in at 220,000 logic elements. While Analogue never gave much in the way of explanation, it's likely that the extreme complexity that resulted in delay after annoying delay — well, that and the complexities of running an international business in the tariff-laden minefield that is today's global trading landscape.
Beyond that, the Analogue 3D very much follows the same aesthetic seen in the company's previous units: a minimalist take on the original hardware. It looks like a smaller and thinner N64 — one that requires active cooling, by the way, so make sure you don't crowd this thing in among your other, lesser game consoles.
It (virtually) supports all the N64's key accessories, like the Transfer Pak, the Expansion Pak and the Rumble Pak. It's USB-C powered and output comes via HDMI, and you'll find the requisite cables included in the box. There's also an SD card around the back for firmware updates and a pair of USB-A ports for good measure. Up front, you'll find four controller ports, with the distinctive circular style used by the N64. But you can connect controllers via USB or wirelessly too, if you prefer.
Analogue opted for a another 8BitDo controller.
Tim Stevens for Engadget
The system's default controller is again provided by 8BitDo, which has created special designs for Analogue's other recent releases. For better or worse, the $39.99 8BitDo 64 controller doesn't imitate the three-pronged N64 style, but does offer all that system's buttons in a more traditional layout. It's perhaps too traditional, difficult to tell apart from Nintendo's own Switch Pro controller from a distance.
I haven’t been a fan of 8BitDo controllers in the past. Given the premium Analogue charges for its systems, the 8BitDo controllers haven't risen to that level of polish. This new generation, though, is definitely a step up. The controller's buttons don't rattle when you shake it, the inputs have a good feel to them, the vibration isn't harsh and pairing is quick and easy.
That said, I did run into latency issues if I was more than about 10 feet away from the system, or if I closed the door on the cabinet that held the Analogue 3D. That's a far cry from the connectivity of a Switch Pro controller, which I can readily use from another room if I'm ever so inclined.
CRT vibes in an OLED era
The Analogue 3D and the Nintendo 64.
Tim Stevens for Engadget
Analogue has made a name for itself by obsessing over striking the perfect blend of honoring original systems while making them great in a modern world. If I may insert one automotive reference, they are doing to game systems what Singer Vehicle Design does to Porsches.
But where cars both old and reimagined look great on the same road, vintage consoles struggle with modern TVs. Plug an original N64 into your 4K HDTV via a tangle of adapters, and you'll get a blurry, blocky mess that will make you question everything your childhood self held dear. Even if you go the hardcore route with something like an Open Source Scan Converter or an HDMI mod kit to take vintage analog signals and turn them into modern digital ones, you're still probably not going to like the results. That's because it isn't all about getting crisp signals from console to display. These systems were designed for cathode rays, where one colored pixel bled into the next to create a seamless view to hide many of the N64's 320 x 240 flaws.
The Analogue 3D goes to great lengths to replicate that look through a series of filters meant to replicate everything from a consumer-grade CRT to the sort of professional-grade monitor that cost as much as a new car did back in the '90s. Analogue has experimented with these filters in the past, but they're taken to a new level here, with options for specifying monitor type, quality and size. The results are quite impressive, still a bit grittier than a giant-sized CRT would be in real life, but looking miles better than the unfiltered view of the games. You can even tune and tweak those display settings on a per-game basis, if you're especially finicky.
Unfortunately, you'll have to take my word for that. The 4K CRT effects don't really show up through a capture card, and as of now the Analogue 3D has no integrated screen capture functionality. That, I was told, is coming later.
Back to the future of gaming
Perfect Dark on the Analogue 3D.
Tim Stevens for Engadget
I started my testing with the game that, in the eyes of many, represents the high-water mark of the N64 experience: Perfect Dark. Rare's classic first-person shooter shares a lot of its concepts (and surely its code) with that other N64 icon, Goldeneye. But, in the three years between those games, developers learned plenty of tricks, resulting in a game that really pushed the hardware to its limits.
Or past its limits, really. Perfect Dark was equally famous for its uneven frame rates. Expecting a one-to-one recreation of the original hardware, I was surprised to find the game running buttery smooth on the Analogue 3D. How?
The system includes a series of tweaking and tuning options, including something of a baked-in overclocking function. By default, it's on Auto, which, at least in the case of Perfect Dark, dialed up the Analogue 3D's power to make up for the original system's polygon processing shortcomings. But the Analogue 3D is nothing if not tweakable, and with a few taps into the system's menu, I was able to turn that off.
Now locked into "Force Original Hardware" mode, Perfect Dark played just like it did back in the day, a shaky and jittery testament to the overachieving aspirations of Rare's developers. And, thanks to more settings adjustments, I could enable the 16:9 mode in Perfect Dark and stretch the video output on the Analogue 3D, getting a proper widescreen effect — even though the game doesn't output a full 16:9 grid of pixels.
Super Robot Spirits on the Analogue 3D.
Tim Stevens for Engadget
Beyond Auto, you can set the game to run in Enhanced, Enhanced+ and Unleashed speeds. I switched over to another game notorious for its poor performance: Superman: The New Superman Adventures. I initially reviewed this game way back in 1999, and it has since become notorious as one of the worst of all time.
It's no better today, but thanks to the Analogue 3D, it is at least more fluid. The game's choppiness is gone, replaced by a too-rapid pace to the uninspired ring-chasing gameplay. Sadly, the faster frame rate doesn't make up for the omnipresent green fog that makes Superman 64 feel so claustrophobic. Neither does it fix the crunchy, murky textures that surround you in Perfect Dark.
It's not all bad, though. 1997's Super Robot Spirits, a giant robot fighting game released only in Japan, features untextured 3D models that use Gouraud shading to look a little less blocky. The result looks genuinely crisp and clean on the Analogue 3D.So too do games like Mario Kart 64 and Yoshi's Story, 3D games that rely heavily on 2D elements, which scale very nicely up to a modern, 65-inch 4K OLED, like the LG B7 I used for testing.
Unfortunately, there were few games that really popped for me. Much of the time, I was stuck looking at blurry, blocky textures poking out of foggy landscapes that were far less breathtaking than I remembered them 25-plus years ago.
Wrap-up
The Analogue 3D and the Nintendo 64.
Tim Stevens for Engadget
Analogue's earlier systems take some of the greatest 2D games ever made and elevate them to crisply defined, high-resolution pixel art. They are gorgeous and charming to behold, which just makes them all the more engaging to play. Sadly, few of the games on the N64 stand up so well. Making these games look truly good would require pushing back the omnipresent fog and upscaling the ugly textures that plague many N64 games. That, it's safe to say, would go well past the point of faithful recreation that Analogue strives for.
It's hard to fault the Analogue 3D itself for this. The hardware does a remarkable job of recreating that original experience. My N64 library has never looked better, and I am definitely enjoying digging into games I haven't played in decades, plus a few newly acquired gems that I missed back in the day. But, more often than not, I'm left shaking my head at just how bad these games looked, and no amount of 4K upscaling and CRT emulation can fix that.
This article originally appeared on Engadget at https://www.engadget.com/gaming/analogue-3d-review-modern-processing-cant-fix-vintage-flaws-160000410.html?src=rss