Anbernic RG DS Plus dual-screen handheld comes with a capacitive stylus and microphone

The options for dual-screen handhelds are quite interesting, with the AYANEO Flip 1S DS debuting alongside the Anbernic RG DS. Even handhelds with this inherent functionality not built in can be upgraded to a dual-screen setup. Take the Retroid Dual Screen Add-on and the ROG Ally X mod. If we purely talk about the dual-screen handhelds, Anbernic RG DS has been popular with the gaming community.

Now, the Shenzhen-based gaming console maker has launched the RG DS Plus dual-screen handheld, and it’s better in every aspect than its predecessor, except one. The gaming device draws inspiration from the Nintendo DS and goes the length to adding a stylus for enjoying titles like Stardew Valley or Vampire Survivors.

Designer: Anbernic

The handheld runs on Linux OS, compared to Android on the predecessor. This software is based on a fresh dual-screen emulator called NNDSS (based on the Nintendo DS) that has microphone support, seamless screen swapping, 76 built-in shader options, a real-time clock, and an instant save option. Both screens measure 4.3 inches (1024×768 resolution), touting 4x pixel-perfect scaling. The lower second display has a touch-based interface. The upgraded dual alloy hinge on the RG DS Plus has a longer lifespan and allows stepless positioning for far better ergonomic play. To ensure smoother play, the device has four digital shoulder buttons and an analog stick.

From the reveal video on YouTube, it is apparent that the handheld gets dual USB-C ports, dual microSD card slots, a headphone jack, and front-facing speakers. The only thing that suspiciously remains unchanged from the earlier version is the Rockchip RK3568 chipset, which could be a deal breaker for many gamers. The maker has also ditched the built-in eMMC memory to keep the cost the same as the earlier version. Also, the @TheGammaSqueeze collaboration to port GammaOS means the RAM is downgraded to 1GB, compared to the 3GB on the previous device. So why does it carry the Plus moniker? Well, that’s because it is bigger in size and features.

What makes the RG DS Plus a step ahead of rivals like AYANEO is the presence of an integrated capacitive stylus and a microphone. At this point, there are no more details about the specifications or a more detailed feature list. Anbernic RG DS Plus will be priced below $100 and come in three color options: Metallic Blue, Matte black and Coral Pink. There is no release date yet, so we’ll keep you posted. Experienced gamers already know they can get it for around $90 if they buy it in the first 72 hours.

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Pokémon Just Made the World’s First Human-Sized Poké Ball Hotel

Anyone who’s a huge fan of the Pokémon universe has probably, at one time or another, dreamed about waking up inside that world surrounded by their favorite creatures, training and catching them. Sure, you’d probably turn into an animated character (unless it’s more like the live-action Detective Pikachu, which blended both worlds), but it would still be a blast to run around and try to catch ’em all.

Well, your dream might just come true, to some extent. Japanese hospitality brand NOT A HOTEL has partnered with The Pokémon Company, specifically the Pokémon Sleep app, to create a Poké Ball-Themed Hotel somewhere in the forests of Hokkaido, giving fans the rare chance to spend the night inside a human-sized Poké Ball and maybe wake up imagining Snorlax and Jigglypuff wandering nearby.

Designer: The Pokémon Company x NOT A HOTEL

Usually, when a hotel offers a “themed” room, you just get some decorations and maybe a few painted walls inside an otherwise ordinary building. But this one is nothing like that. It’s a detached, freestanding spherical structure set outdoors, somewhere amid Hokkaido’s wilderness. Think of it as camping, or more accurately glamping, except instead of a tent, you’re sleeping inside a giant ball. NOT A HOTEL is known for building one-of-a-kind architectural homes rather than cookie-cutter rooms, so if anyone can pull off turning a cartoon object into a livable structure without it feeling like a cheap novelty prop, it’s them.

The collaboration is actually built around Pokémon Sleep, the mobile sleep-tracking app that just celebrated its third anniversary. The app gamifies your bedtime by “catching” Pokémon based on your real sleep data. This hotel flips that concept on its head: instead of having the creatures visit you while you sleep, you’re the one visiting their world instead. Well, sort of. Let’s just say your imagination will probably run wild the moment you check into your very own Poké Ball.

Interestingly, the project uses the international name “Poké Ball” rather than “Monster Ball,” which is what the item is officially called in Japan. That small detail suggests this experience is designed to welcome fans from all over the world, not just domestic travelers.

We don’t have a ton of details yet, but everything is set to be revealed on September 15, including how the whole thing will actually work. Based on what’s been shared so far, this won’t be a simple online booking like a typical hotel stay. It sounds like it’ll be run more like a limited, lottery-style campaign, meaning only a lucky handful of selected guests will actually get to spend the night inside. The exact location in Hokkaido is also still being kept a secret, adding an extra layer of mystery to the whole reveal.

Fair warning: whether it ends up being a paid stay, a members-only perk, or a straight-up giveaway, it’s probably safe to assume this won’t be an easy ticket to get. But honestly, that’s probably a small price to pay (literally or figuratively) to fulfill a childhood dream you never thought would actually happen. It’s a genuinely clever marketing move, one that’s perfectly engineered to hook die-hard Pokémon fans and casual travelers hunting for a one-of-a-kind experience, all at once.

At the end of the day, this is one of those rare collaborations that actually makes sense on every level. It’s not just slapping a familiar logo onto a hotel room and calling it a day. It’s a legitimate design experiment that ties directly back to the game it’s promoting, wrapped in the kind of nostalgia that makes Pokémon fans of literally every age stop scrolling. Whether or not you personally end up snagging one of the extremely limited spots, it’s still fun to imagine what it might feel like to fall asleep inside a giant red-and-white sphere, tucked away in the quiet forests of Hokkaido.

So mark your calendar for September 15. That’s when NOT A HOTEL and The Pokémon Company are expected to lift the curtain on pricing, application details, and what the inside of this thing actually looks like. Until then, all we can do is speculate, dream, and maybe rewatch a few old Pokémon episodes to get in the mood. After all, this might be the closest any of us ever get to living out that childhood fantasy of stepping straight into the Pokémon world.

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Acer’s DualPlay Mini Is What Happens When a Steam Deck Meets a Laptop

Acer’s Project DualPlay Mini refuses to pick a lane between gaming and work, and that refusal is the whole point. Revealed as a concept at IFA 2026, this 8-inch device from the Predator brand reimagines what a gaming handheld form factor can do, built around dual utility that lets it move fluidly between gaming and productivity without requiring a separate device for each. It reads less like a gadget mashup and more like an argument for mobile computing that reshapes itself around your day.

Pick it up as a handheld and Project DualPlay Mini behaves like any console-style device, with dual joysticks, a D-pad, and ABXY buttons framing an 8-inch display for genres that reward quick reflexes and thumb precision. Flip that same shell into laptop mode, though, and a built-in backlit physical keyboard enables the traditional laptop mode for first-person shooter games, while the handheld mode supports console-like experiences for other genres.

Designer: Acer

That transformation runs on a hinge that swivels as it folds, letting the distinctive design convert between handheld and mini-laptop modes at angles a standard clamshell can’t reach. Triangular speaker grilles flank the display on either side, doubling as stands that prop the screen upright once the keyboard tucks flat beneath it. The mechanism turns what could have been an awkward compromise into a shape that looks deliberate in either orientation.

Underneath, the concept integrates the same dual-fan cooling architecture as the Predator Atlas 8, with one Predator AeroBlade metal fan and one plastic fan, except the metal fan offers thinner blades. That detail matters more than it sounds, since squeezing laptop-grade thermals into a form factor built for one hand means the fans can’t afford to be an afterthought.

Acer folds a quiet anniversary tribute into the design too. The back cover hides the words “Acer 50 since 1976” embedded in Morse code, a detail that reflects both the milestone and the Predator brand’s identity. It’s a small flourish, easy to miss during a quick gaming session, but it gives the concept a personality beyond spec sheets and marketing bullet points.

That dual nature earns its keep once the workday intrudes on downtime. Connect an external screen and the device operates as a mobile work device, allowing users to stay productive while on the go without needing a second device. Slide it onto a tray table during a flight, and the keyboard and flanking speaker panels prop the screen up like a tiny travel monitor.

Away from any desk, the handheld mode holds its own too, cradling both palms with contoured grips and a display bright enough to hold up against ambient city light bleeding through a window. Racing games and open-world titles look right at home stretched across that screen, a reminder that DualPlay Mini’s productivity trick never comes at the cost of its gaming chops.

Project DualPlay Mini remains a concept only, with exact specifications, prices, and availability still unconfirmed. Still, it points toward a future where handheld gaming rigs and travel laptops stop being separate purchases. Concepts like this rarely ship unchanged, but this one lays out a shape worth watching as Acer keeps blurring the line between play and work.

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Acer’s IFA 2026 Handheld Packs Flagship Specs Into 7 Compact Inches

Acer’s Predator Atlas 7 proves that a gaming handheld doesn’t need to look like a slab of plastic armor to feel powerful. Unveiled at IFA 2026, this 7-inch device trims the bulk of its 8-inch sibling into a shape that slides into a bag as easily as it fits into your palms. It’s compact, but every curve and vent hints at the muscle hiding underneath its shell.

Acer built the Atlas 7 to share visual DNA with its 8-inch sibling, keeping the same flagship design language in a smaller shell rather than treating the smaller model as an afterthought. That continuity matters for a lineup meant to scale across different hand sizes and travel habits, giving shoppers a matching pair of handhelds instead of two unrelated products competing for shelf space.

Designer: Acer

Pick it up, and you’ll notice the contoured grips right away, curved just enough to cradle your palms without forcing your fingers into an awkward reach. An enlarged palm rest, recessed keys, and a textured anti-slip finish keep your hands locked in place, even after hours of gripping through a marathon session. It’s the kind of ergonomic thinking that turns comfort into a genuine competitive advantage.

Slide your thumbs onto the joysticks and the option for tunneling magnetoresistance (TMR) sticks becomes obvious in feel alone, delivering precise tracking with zero dead zones and none of the drift that plagues cheaper handhelds. Hall-effect triggers add pressure-sensitive control for racing and shooting genres alike, while a fingerprint reader built into the power button logs you in before you’ve even settled into your seat.

Underneath the shell, a dual-fan cooling system keeps temperatures in check without turning the Atlas 7 into a furnace. The precision metal Predator AeroBlade fan packs 89 blades thinner than a sheet of paper, lifting airflow by up to 10 percent, while a secondary plastic fan and Vortex Flow tuning push hot air out through angled channels for sustained performance.

The 7-inch FHD touchscreen refreshes at 120Hz with up to 500 nits of brightness and Variable Refresh Rate support, so fast-paced titles render smoothly whether you’re chasing frame rates at home or squinting under harsh daylight on a commute. A layer of Corning Gorilla Glass Victus with DXC treatment resists scratches and glare, and Acer even tosses in a tempered-glass screen protector for extra peace of mind.

Two Thunderbolt 4 ports turn the Atlas 7 into a proper docking companion, streaming visuals to bigger screens or pulling data through fast peripherals, while UHS-II microSD support leaves room for expanding storage on the fly. An 80Wh battery backs it all up, and Killer Wi-Fi 7 with Bluetooth 5.4 keeps connections steady while the PredatorSense app puts performance modes, lighting, and monitoring within a single tap.

Audio holds up too, with dual 2-Watt speakers tuned for DTS:X Ultra and two mics running Acer PurifiedVoice to cut background noise during voice chats. Paired with its trimmer shell, these touches turn the Predator Atlas 7 into a handheld built for gaming between destinations, not just at a desk. Acer plans to launch it in North America by Q4 2026, with Europe following in November.

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Razer Finally Solved the Bulky Controller Problem at Credit Card Size

Mobile controllers have always faced the same awkward tradeoff: carry something bulky enough to feel like a real gamepad, or leave it at home and settle for touchscreen buttons. The Razer Prio picks neither option. It folds down to roughly the size of a credit card at 107mm x 67mm x 23mm, then twists open in one motion into a controller with a complete, full-sized button layout.

That twist-to-unlock mechanism is doing more work than it looks like on paper. Rather than hinging flat like a wallet or telescoping outward like most phone-bridge controllers, the Prio rotates its two halves apart, expanding from a dense 101-gram puck into something that spans phones up to 7 inches, including devices as large as the iPhone 17 Pro Max. The motion itself becomes the reveal.

Designer: Razer

Once open, the control surface doesn’t feel like it compromised anything to get small. A tactile 4-way D-pad, full face buttons, bumpers, and triggers all made it into the layout, alongside thumbsticks built on capacitive sensing rather than the usual mechanical potentiometers. Removing physical contact points means there’s nothing inside to wear down over time, which addresses stick drift at the source instead of patching around it later.

Picture a delayed train platform or the ten minutes between classes that usually gets wasted scrolling through a phone. The Prio exists specifically for that kind of narrow window, slipping out of a pocket, twisting open, and plugging directly into a phone’s USB-C port without any pairing screen or Bluetooth handshake standing between the moment and actually playing something worth playing.

That direct USB-C connection matters beyond convenience. Skipping wireless pairing removes the input lag that makes touchscreen controls and some Bluetooth gamepads feel disconnected from what’s happening onscreen, which becomes especially noticeable in anything reaction-based. It also means never worrying about a dead controller battery separate from the phone it’s attached to, since the phone itself is supplying the power.

The Prio’s reach extends past native mobile games as well. It works across Xbox Cloud Gaming, PlayStation Remote Play, Steam Link, and Razer’s own PC remote play service, turning a phone into a display for console and PC libraries rather than limiting the controller to whatever’s built specifically for touchscreens. A pocket-sized accessory suddenly covers a genuinely wide range of what someone might want to play.

At $99.99, the Prio positions itself as the opening entry in what Razer describes as a broader line of ultra-portable controllers still to come. What it gets right immediately is treating portability as a mechanical problem worth solving properly, not just a matter of making something smaller and hoping the compromises go unnoticed once it’s actually in someone’s hands.

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