Apple confirms ads are coming to Apple Maps

Apple Maps will soon have ads, Apple confirmed in a blog post announcing the company's new Apple Business platform. Reports that Apple planned to expand its ad business outside of the App Store and Apple News broke as recently as yesterday, but the company has been rumored to be exploring putting ads in its navigation app as far back as 2022.

Ads in Maps, as the new advertising program is called, will allow businesses to create ads that can appear "when users search in Maps," at the top of search results and "at the top of a new Suggested Places experience in Maps, which will display recommendations based on what’s trending nearby, the user’s recent searches, and more," Apple says. The program will be open to Apple Business customers in the US and Canada starting this summer. Any advertisers using the existing Apple Ads experience will also be able to book space in Apple Maps.

Like the other ads Apple offers to businesses in the App Store and Apple News, ads in maps will be clearly marked and are designed to maintain users' privacy. What ads users interact with and their current location is not associated with their Apple Account, and personal data stays on user's devices and isn't shared with third-parties or collected by Apple.

Apple's slow expansion into advertising most directly benefits its over $100 billion "Services" business, which covers obvious things like Apple TV and Apple Music, but also includes the fees it takes from in-app purchases made through the App Store and the money it makes selling advertising. At least so far, Apple's ads are easy to ignore, and based on the samples provided as part of its announcement, that'll stay true in Apple Maps.

Ads in Maps are bundled in Apple's larger Apple Business program, an enterprise offering that's designed to appeal to multiple different sizes of business. Apple Business includes things like mobile device management (for distributing apps and managing user accounts), the ability to set up a business email, calendar and web domain through Apple and the aforementioned Ads in Maps.

This article originally appeared on Engadget at https://www.engadget.com/apps/apple-confirms-ads-are-coming-to-apple-maps-175613751.html?src=rss

For All Mankind is returning for a sixth and final season

Apple TV's long-running sci-fi show For All Mankind has just been renewed for a sixth and final season, ahead of this week's season five premiere. This seems more like the natural endpoint of the story instead of a cancellation, according to remarks made by some of the creators.

"Getting to explore the For All Mankind universe over six seasons has been an amazing privilege, and we’re thrilled to have the opportunity to finish the story the way we’ve always hoped," co-creators and showrunners Matt Wolpert and Ben Nedivi said. "We’re incredibly proud of what this series has become, and grateful to Apple TV and Sony Pictures Television for helping us see it through to its final chapter."

The plan for the show has always been to bring it up to the modern day and it looks like the creators will get to do just that. Season five takes place in the 2010s, which gives season six plenty of time to catch up to the 2020s.

For the uninitiated, For All Mankind is an alt-history series that started in the 1960s with Russia beating America to the moon. The show absolutely loves time jumps, with each season covering a decade or two.

That initial discrepancy with our reality has ballooned into all kinds of butterfly effect-type stuff. For instance, humanity quickly moved beyond the moon to occupy Mars. Al Gore also got to be president in that timeline.

Despite the numerous time jumps, several of the show's original cast members are still on board. Joel Kinnaman's character, astronaut Ed Baldwin, is quite literally in his 80s at this point. The actor must be getting tired of all of those fake wrinkles.

In any event, season five of For All Mankind premieres on March 27. The mainline show is coming to a close, but there's still a spin-off to look forward to. Star City premieres on May 29. This looks to be a take on the events of the original show from the perspective of Russia.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/for-all-mankind-is-returning-for-a-sixth-and-final-season-173859683.html?src=rss

The Brazilian House That Turns a Hillside Into a Feature

Most architects, when faced with a steeply sloping lot, treat the terrain like a problem to solve. Something to flatten, fill, or work around. Frederico Bicalho Arquitetura did the opposite with GM House, a private residence tucked into the Condomínio Serra dos Manacás in Minas Gerais, Brazil. They treated the hillside not as an obstacle but as the entire point. The result is a home that feels like it was always meant to be here, even though the site itself is anything but straightforward.

The design follows a longitudinal layout, which makes complete sense once you understand what the architects were trying to accomplish. By stretching the house along the slope rather than fighting it, the building naturally orients itself toward the mountain views in the valley below. Privacy from neighboring constructions is built right into the plan, not bolted on as an afterthought. The higher terrain works as a natural back wall, shielding the house from the afternoon western sun and any visual intrusion from that side. Meanwhile, the valley-facing side opens up completely, taking advantage of the best light and natural cross-ventilation. It’s the kind of thinking that’s so logical it almost seems obvious, until you realize how rarely anyone actually does it.

Designer: Frederico Bicalho Arquitetura (photos by Jomar Bragança)

You arrive at GM House via a path that runs directly over a reflecting pool. That’s a genuinely theatrical choice, and one that immediately signals how much this project cares about sequence and experience. Walking toward your own front door over a body of water sets a tone. It slows you down. It makes you look. And it tells you, before you’ve even stepped inside, that this is a house designed with intention.

Once you’re in, the layout works in levels. The social areas sit on an intermediate floor, connecting directly to a covered veranda and the pool through large expanses of glass. The interior and exterior don’t just coexist here, they blur into each other. On the upper floor, the bedrooms are arranged in two separate blocks linked by a walkway, every single one of them oriented toward the horizon. Waking up to a mountain view is not incidental in this house. It’s the whole brief.

The material palette is deliberately restrained and, I’d argue, quite brave for a private home. Exposed concrete is the primary element throughout, chosen for its texture and durability against the bright red earth that’s characteristic of this part of Brazil. Concrete has a complicated reputation in residential design. It tends to read as cold or institutional when it’s done without care. Here, it reads as something else entirely. The rawness of the material feels honest in this landscape. It doesn’t try to mimic anything softer or warmer. It trusts itself.

That confidence is really what defines this project. Frederico Bicalho Arquitetura didn’t reach for novelty or spectacle. They made a series of clear decisions rooted in climate, topography, and the experience of moving through a space. The reflecting pool at the entrance. The closed upper back wall. The glass-opened lower front. The walkway connecting the bedroom blocks. Each move is precise and purposeful, and the cumulative effect is a house that feels simultaneously monumental and quietly livable.

I keep returning to the photographs by Jomar Bragança, because they do something that’s surprisingly hard to do with architecture photography: they make you feel the site. You understand the slope, the heat, the red earth, the valley stretching out below. The light in these images isn’t just flattering, it’s narrative. You get a real sense of why this house sits exactly where it does and why it faces exactly the way it faces.

Brazilian contemporary architecture has been having a genuine moment internationally, and projects like GM House make it easy to understand why. It’s not about following a global trend or speaking a universal modernist language. It’s about reading a specific piece of land and responding to it with clarity and confidence. That’s harder than it looks. And when it’s done right, it’s very hard to look away.

The post The Brazilian House That Turns a Hillside Into a Feature first appeared on Yanko Design.

iOS 26.4 is here, with Playlist Playground and new emoji

iOS and iPadOS 26.4 are here, with a surprising number of new features for a point release. Chief among them is a new AI playlist generator, similar to one Spotify launched in 2024.

Playlist Playground is Apple's branding for the song list generator. It works as you'd expect: Type a prompt, and it spits out tracks that match it. As MacRumors noted, your prompts can relate to mood, feelings, activities and more.

Also new in iOS 26.4, an ambient music widget puts background sounds on your home screen. Like the corresponding Control Center tool, it brings up (Apple-curated) sounds for sleep, chill, productivity or well-being. Yet another music feature is Bandsintown integration: upcoming concert dates in your area will appear in the Apple Music app.

Unicode's latest emoji characters arrive in the update, too. This includes "Hairy Creature," also known as Bigfoot. Another fun one is fight cloud. (Think old-timey cartoons beating each other up inside a puff of vapor.) Also onboard are a trombone, a treasure chest, a distorted face, an apple core, an orca, ballet dancers and a landslide.

The update also has fixes for some of iOS 26's nagging bugs. In Apple's latest attempt to stem the tide of complaints about Liquid Glass, there's a new "Reduce Bright Effects" setting. There's also a fix for a keyboard bug that caused errors when typing rapidly.

Although we aren’t seeing it on our devices just yet, macOS Tahoe 26.4 should be arriving today as well. The update brings back the option to use Safari’s compact tab bar. (You’ll find this in iPadOS 26.4 as well.) Mac users can also customize their maximum charge level — anywhere from 80 to 100 percent. Meanwhile, watchOS 26.4 finally lets you start a workout with one tap.

This article originally appeared on Engadget at https://www.engadget.com/mobile/ios-264-is-here-with-playlist-playground-and-new-emoji-171343120.html?src=rss

Bandsintown integration for concerts is coming to Apple Music

The live music discovery platform Bandsintown’s partnership with Apple goes way back, but iOS 26.4 brings the deepest integration between the two companies to date. Concert listings from Bandsintown will now appear in Apple Music, allowing you to find out when either a band you already love, or one you’re discovering for the first time, is next playing live.

Artists who use Bandsintown to advertise their tour dates can promote upcoming shows in a number of ways through Apple’s app. A new Concerts tab will live within Search, allowing subscribers to search for shows by their genre, location and date, while participating artists can also connect their Bandsintown dashboard to their Apple Music artist page. By doing this, their tour dates will automatically appear in an "Upcoming Concerts" section within 48 hours of connecting the two services.

Apple Music users can tap listed events to see more details about a show and will be able to buy tickets through direct links to sellers. If you follow artists, you can also set up push notifications for their announced shows.

Bandsintown’s platform is already built into a number of other Apple apps and services, with the likes of Shazam, Apple Maps, Photos and Spotlight Search all able to pull through live event data. The new Apple Music features will be available on devices running iOS 26.4 when it leaves beta.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/music/bandsintown-integration-for-concerts-is-coming-to-apple-music-170034229.html?src=rss

Pokémon Champions will hit Switch and Switch 2 on April 8

Pokémon Champions — a battle-focused game along the lines of Pokémon Stadium — now has a release date, and it's pretty darn soon. It will hit Nintendo Switch and Switch 2 on April 8. A mobile version is in the works with support for cross-play with Nintendo's consoles.

Nintendo released a new overview video that shows how the game works. You can recruit Pokémon in the game or transfer those you've found in previous titles and Pokémon Go via Pokémon Home. Then you'll be able to take half a dozen of your Pokémon into strategic turn-based fights with other players. It's definitely a Pokémon battle game! 

There are ranked battles, a casual mode, private lobbies and online competitions. You'll earn victory points, which you can use to swap a Pokémon's moves, increase their stat points and make other modifications. In addition, victory points enable you to recruit Pokémon in Pokémon Champions more than once per day. Pokémon that you recruit with victory points can stay in your roster permanently instead of just a week. There's a shop too, where you can spend points on accessories, Pokéball throwing styles, victory poses and battle music.

Pokémon Champions will be the second new Pokémon game to arrive this year, following the success of Pokémon Pokopia. There's more to come in the not-too-distant future, as Pokémon Wind and Pokémon Waves are scheduled to arrive on Switch 2 next year.

While Pokémon Pokopia is selling like hotcakes, the Switch 2 perhaps isn’t flying out of the door as quickly as Nintendo hoped. According to Bloomberg, Nintendo has cut back on production of the console after lower-than-expected sales over the holiday season. The company is said to be making 4 million units this quarter rather than the previously planned 6 million, with the lower production rate set to extend into April.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/pokemon-champions-will-hit-switch-and-switch-2-on-april-8-165737121.html?src=rss

The Punisher’s one-off TV special hits Disney+ on May 12

We knew Disney+ was prepping a standalone special for The Punisher, but we didn't know it was coming so soon. The Punisher: One Last Kill premieres on May 12. This is just one week after the season two finale of Daredevil: Born Again, which starts up this week. It's possible The Punisher will be featured in that, so we could be in for eight straight weeks of skull-shirted shenanigans.

One Last Kill was actually co-written by star Jon Bernthal, who has been playing the vigilante for a decade now. It's been described as a love letter to the character, but plot details have been kept under wraps. Marvel TV head Brad Winderbaum has called it "a shotgun blast of a story." Reinaldo Marcus Green is directing, who previously made We Own This City with The Wire's David Simon.

We do know that Frank Castle survives whatever violent ordeal he goes through in the special. That's because The Punisher is featured prominently in the trailer for the next Spider-Man film. This will be the first time Bernthal's take on the character will show up in an actual movie.

He first took on the role in season two of the original Netflix Daredevil show. Bernthal was a fan favorite, which led to two seasons of a spin-off show before Netflix and Marvel ended their whole joint TV experiment.

This isn't the only Netflix-era hero getting a resurgence on Disney+ and beyond. Charlie Cox returned to the role of Daredevil for Spider-Man: No Way Home and She-Hulk: Attorney at Law before getting his own show. It's also been reported that Krysten Ritter's Jessica Jones is coming back this season on Born Again and Mike Colter has been dropping hints that his version of Luke Cage could be gracing televisions in the near future.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/the-punishers-one-off-tv-special-hits-disney-on-may-12-162208769.html?src=rss

This E Ink Flip Case Shows the Time Without Ever Waking Your Phone

Smartphone cases have become one of the more predictable corners of the mobile accessory market. Most of them do exactly what you’d expect: wrap around the phone, absorb some impact, and stay out of the way. A few go further with card slots or battery packs, but the core idea hasn’t changed much in years. You’re still waking the screen every time you want a quick glance at the time.

Pixel Dynamics’s E Ink Flip Cover concept takes a simpler approach. It’s a flip-style case with an E Ink screen on the outer panel, so even when the cover is shut, and the phone is locked, you can still check the time, date, battery level, and signal without waking the main display. E Ink only draws power when the image changes, making it a natural fit for an always-on panel.

Designer: Pixel Dynamics

There’s more to the display than status data, though. Beyond the time, date, and connectivity readouts, you can set it to show ambient illustrations that make the cover feel more personal, less like a utility panel, and more like something worth looking at. An E Ink screen isn’t going to win awards for visual richness, but for something that stays visible all day without demanding attention, that’s a reasonable ask.

The case attaches to the phone through a MagSafe-style magnetic system, snapping into place without any physical ports. Power is handled through contact pins that draw directly from the phone’s battery, so there’s nothing to charge separately and no second battery bloating the profile. That’s a smart call; one of the quickest ways to kill an otherwise good accessory concept is to make the user manage another charging cable.

Data between the case and the phone travels through what the concept calls Laser-Link, pitched as a higher-efficiency alternative to Bluetooth or NFC. The idea is that replacing radio-based communication with a laser signal gets you faster data transfer with less power overhead and no interference issues. It’s still concept-level technology, of course, so there aren’t any real specs to evaluate, but the thinking behind it is sound.

Put it together, and the pitch is easy to follow. You keep the phone in your pocket or face-down on a desk, and the E Ink panel handles quick glances that don’t need the main screen, saving the battery drain of waking an OLED display dozens of times a day. When you do need the full phone, flipping the cover open gets you there just as fast as any other case.

That said, a few things here are easier to propose than to build. Laser-Link doesn’t have a clear path to production yet, and it raises obvious questions about reliability when the phone and case aren’t perfectly aligned. The E Ink display part is more grounded, since that technology already exists in other accessories.

The phone case hasn’t had a genuine design moment in quite a while, and a concept that starts asking what the outer panel can actively do for you is a reasonable place to start that conversation. It still has a long road before reaching any shelf, but for a category that’s mostly been stuck recycling the same rigid shells, that’s actually not a bad place to be.

The post This E Ink Flip Case Shows the Time Without Ever Waking Your Phone first appeared on Yanko Design.

There’s a new Payday game, this time in VR

The popular co-op heist franchise Payday is coming to VR. Payday: Aces High will release for the Meta Quest platform and SteamVR later this year. It looks like it has everything people love about the series, but with some of that VR-style immersion.

Just like the mainline games, this version tasks players with planning and then pulling off elaborate heists. It offers four-player co-op, with each person filling a particular role within the group. These are your standard heist movie archetypes. There's the planner, the brawler, the gadget nerd and the silent but deadly assassin.

The developer also promises plenty of gear and weapons, with "an arsenal that keeps growing." This leads to the usual Payday gameplay loop. Each successful heist lets players buy more weapons and gadgets. Rinse and repeat.

Fast Travel Games is making this one, and the developer has a decent pedigree in the VR space. It helped make Cities: VR and Apex Construct, among many others. The graphics here look decent and we already know the gameplay is solid. Plus, there are clown masks. We'll find out if Payday: Aces High makes the grade later this year.

This is just the latest major gaming franchise to experiment with virtual reality. There are VR versions of Half-Life, Assassin's Creed, Horizon and many more.

This article originally appeared on Engadget at https://www.engadget.com/gaming/theres-a-new-payday-game-this-time-in-vr-160051276.html?src=rss

Epic is laying off more than 1,000 workers, citing a downturn in Fortnite engagement

Epic Games has announced sweeping layoffs of more than 1,000 employees. “The downturn in Fortnite engagement that started in 2025 means we're spending significantly more than we're making, and we have to make major cuts to keep the company funded,” CEO Tim Sweeney said in a memo to workers on Tuesday.

Sweeney wrote that, combined with “over $500 million of identified cost savings in contracting, marketing, and closing some open roles,” the layoffs will give Epic more stability. He added that the layoffs are not related to AI.

Back in 2023, Epic laid off 830 employees. At the time, that was 16 percent of its workforce, suggesting around 4,000 employees remained at the company. If those numbers haven’t changed too much in the meantime, that means Epic is culling around a quarter of its headcount this week.

Along with a dip in Fortnite engagement, Sweeney pointed out that Epic isn’t immune from systemic issues the games industry is contending with, such as a slowdown in growth, reduced spending, “tougher cost economics” and a battle with other types of media for consumer’s attention.

However, Epic has some issues of its own to deal with. “Despite Fortnite remaining one of the most successful games in the world, we’ve had challenges delivering consistent Fortnite magic with every season; we're only in the early stages of returning to mobile and optimizing Fortnite for the world's billions of smartphones; and in being the industry's vanguard we have taken a lot of bullets in a battle which is only in the early days of paying off for ourselves and all developers,” Sweeney wrote. (He previously said Epic spent over $100 million in legal fees alone on its App Store battle with Apple.)

The path forward for the company, per its CEO, is to create “awesome Fortnite experiences with fresh seasonal content, gameplay, story and live events,” perhaps in an attempt to recapture some of that “magic” he’s referring to. Speeding up work on developer tools amid the transition to Unreal Engine 6 is important as well, Sweeney indicated.

He said that the workers Epic is laying off will receive at least four months of their base pay, though they’ll get more depending on the length of their tenure at the company. Epic will pay for extended healthcare coverage, including for six months for affected workers in the US. The company — which is not publicly traded — will speed up the vesting of stock options through next January and “extend equity exercise options for up to two years,” Sweeney said.

Epic announced the layoffs days after it increased the price of Fortnite’s V-bucks currency. “The cost of running Fortnite has gone up a lot and we’re raising prices to help pay the bills,” it said.

As part of the changes at the company, Epic is killing off three Fortnite modes. Rocket Racing (which was built by Rocket League developer Psyonix) will shut down in October. Fortnite Ballistic — a 5v5 tactical shooter mode — and Festival Battle Stage, which is a competitive version of the Fortnite Festival rhythm game, will vanish on April 16. “We've built a lot of Fortnite modes, and in some cases we failed to build something awesome enough to attract and retain a large player base,” Epic said on X.

The company noted in its Year in Review recap last month that although the hours that players spent in third-party titles on the Epic Games Store increased by four percent in 2025, “overall gameplay hours declined year over year,” hinting at a dip in Fortnite numbers. The company said PC players spent $1.16 billion on the store in 2025, an increase of six percent from the previous year. Of that, $400 million was spent on third-party PC games. However, Epic Games Store vice president and general manager Steve Allison told Polygon in February that, factoring in first-party revenue and the 12 percent cut the company takes from third-party games, “the store is already — even with all this stuff — marginally profitable now."

Here is the full memo Sweeney shared with Epic’s employees on Tuesday:

Today we’re laying off over 1000 Epic employees. I'm sorry we're here again. The downturn in Fortnite engagement that started in 2025 means we're spending significantly more than we're making, and we have to make major cuts to keep the company funded. This layoff, together with over $500 million of identified cost savings in contracting, marketing, and closing some open roles puts us in a more stable place.

Some of the challenges we're facing are industry-wide challenges: slower growth, weaker spending, and tougher cost economics; current consoles selling less than last generation's; and games competing for time against other increasingly-engaging forms of entertainment.

And some of our challenges are unique to Epic. Despite Fortnite remaining one of the most successful games in the world, we’ve had challenges delivering consistent Fortnite magic with every season; we're only in the early stages of returning to mobile and optimizing Fortnite for the world's billions of smartphones; and in being the industry's vanguard we have taken a lot of bullets in a battle which is only in the early days of paying off for ourselves and all developers.

Since it's a thing now, I should note that the layoffs aren't related to AI. To the extent it improves productivity, we want to have as many awesome developers developing great content and tech as we can.

What we now need to do is clear: build awesome Fortnite experiences with fresh seasonal content, gameplay, story, and live events; accelerate developer tools with greater stability and capability as we evolve from Unreal Engine 5 and UEFN to Unreal Engine 6. And we'll be kicking off the next generation of Epic with huge launch plans towards the end of the year.

This isn't our first time being here. Epic survived upheavals in 1990's with the move from 2D to 3D with Unreal 1; in the 2000's building console games with Gears of War; and in 2012 moving to online gaming with Paragon and Fortnite. Each time, we rebuilt our foundations and earned a renewed leadership position.

Market conditions today are the most extreme we've seen since those early days, with massive upheaval in the industry accompanied by massive opportunity for the companies that come out as winners on the other side. That's what we're aiming to do for our players, and we aim to bring other like-minded developers in the industry along on the journey to build an increasingly open and vibrant future of entertainment together.

At Epic, we pride ourselves in only hiring the industry's best, so it is very painful to part with so many talented people. The folks impacted by the layoffs will receive a severance package that includes at least four months of base pay, with more based on tenure. We’re also extending Epic-paid healthcare coverage.

For example, in the U.S., they’ll receive paid coverage for 6 months. We’ll also accelerate their stock options vesting through January 2027 and extend equity exercise options for up to two years.

We'll have a company meeting Thursday to talk about the roadmap in more detail.

-Tim

This article originally appeared on Engadget at https://www.engadget.com/gaming/epic-is-laying-off-more-than-1000-workers-citing-a-downturn-in-fortnite-engagement-154436905.html?src=rss