Valve's Steam Controller will hit the market on Monday, May 4, for a going price of $99 in the United States. The Steam Controller does precisely what it says: It communicates with anything running Steam or the Steam Link app, so this includes PCs, Macs, mobile devices and the Steam Deck.
Eventually, the Steam Controller will connect to the new Steam Machine console and Steam Frame VR headset, but neither of these products have solid release dates just yet. They were originally slated to come out in early 2026 alongside the Steam Controller, but we're nearly five months into the year and only a third of that promise is poised to be fulfilled. Valve in March said it hopes to ship in 2026, dropping the "early" bit.
As noted in our review, the Steam Controller is a solid gamepad, especially for the price. It feels and looks a lot like a Steam Deck, complete with two trackpads beneath a pair of TMR thumbsticks and a standard face array. It's reactive, ergonomic, and comes with a cute little charging and connection puck that snaps onto the bottom of the gamepad. Just note that the Steam Controller is not a PC controller: It works with Steam, and only Steam. You'll have to add games with their own launchers like Overwatch, Valorant, Minecraft or Fortnite to your Steam library before playing them with Valve's proprietary controller. How convenient — for Valve, at least.
Valve
Worldwide, Steam Controller prices are as follows:
US: $99
Canada: $149 CAD
EU: €99
UK: £85
AUD: 149
PLN: 419
This article originally appeared on Engadget at https://www.engadget.com/gaming/valves-steam-controller-costs-99-and-arrives-may-4-170058529.html?src=rss
Don’t mistake the Steam Controller for a PC controller. Even though its main function is to play PC games, Valve’s new gamepad communicates with Steam, and only Steam. This is not a general controller for your PC, Android or iOS devices, and it’s certainly not compatible with any console on the market today, unless you count the handheld Steam Deck. In order to play a game with the Steam Controller, you have to boot it up through Steam. (More on this later).
Valve’s end goal for the Steam Controller is compatibility with the Steam Machine, a console that doesn’t yet have a public release date or price point. The Steam Machine will support 4K gaming at 60 fps with FSR, it’ll come with 512GB or 2TB of SSD storage, and it’ll work with the Steam Frame VR headset, as will the Controller. The new Steam Machine was supposed to drop early this year, fulfilling a long-promised dream of PC gaming by moving your entire Steam library to the couch in a compact but powerful box. Due to the memory shortages plaguing the tech industry, the Machine and Frame aren't here yet, so the Steam Controller is the first step in Valve’s hardware takeover of living room territory. It’s due to come out on May 4, priced at $99.
The Steam Controller represents roughly 13 years of R&D, from its first iteration announced in 2013 to the debut of the Steam Deck in 2022, and the refinement period clearly paid off.
The Steam Controller is a tidy chonker of a gamepad with a broad, Duke-like face holding two square trackpads beneath the standard analog sticks and face buttons. Despite its extra girth, the Steam Controller feels light, slim and balanced, even in my smaller-than-average hands. The grips are slender and have four circular rear buttons, two per side, that are super satisfying to click even when they don’t do anything in-game. The bumpers, triggers, D-pad and face buttons are shiny black plastic, and all of the controller’s edges are rounded, allowing for a smooth glide between the bumpers and triggers especially. The trackpads don’t get in the way when you don’t need them, but in-use, they’re incredibly sensitive and kind of mesmerizing. They look and feel just like the trackpads on the Steam Deck, following the trails of your thumbs with miniature popping bubbles.
The Steam Controller uses tunnel magnetoresistance (TMR) joysticks, which are a leveled-up version of Hall effect sticks, offering ultimate precision and long-term stability with no chance of drift. After a few days of use across a range of game genres, including competitive first-person shooters, they’ve proven to be reliable and accurate. In terms of stick precision and feel, I find the Steam Controller is comparable to the Razer Wolverine V3 Pro, my PC gamepad of choice. I otherwise much prefer the swappability, rubberized microswitches and crisp clickiness of Razer’s gamepad — but the Wolverine also costs about $100 more and doesn’t come with trackpad capabilities, so we’ll call it a wash.
Sam Rutherford for Engadget
One of the neatest aspects of the Steam Controller is its charging and connection puck, which plugs into your PC or Steam Deck through a USB cable and enables stable wireless play. The puck snaps onto the belly of the controller for charging, and when you hover the gamepad’s connection point over it, it jumps up and latches on like a cute little sucker fish. I don’t know if this behavior is an intentional selling point, but it certainly is for me. The Steam Controller also connects to devices via Bluetooth or with a cable, and in all configurations it’s performed without issue for me. Of course, Bluetooth mode has the highest latency, so that’s mainly for phones and Steam Link play. The puck can support two Steam Controllers at once. Swapping between Puck and Bluetooth mode is a simple matter of holding the right bumper and A or B, respectively, when you turn the controller on.
Pressing the power button with the Steam logo wakes up the gamepad, and pressing it twice when you’re connected to a PC launches Steam in Big Picture mode. The Steam Controller feels like a natural extension of Valve’s storefront, and with its matte black finish and bubbled edges, it’ll be familiar to anyone who’s fallen in love with a Steam Deck these past few years.
I tested out the controller on my PC with Steam games and non-Steam games (added to my Steam library first, of course — seriously, more on that later), and in my living room with my Steam Deck acting as a makeshift, low-powered Steam Machine. On PC I played The Seance of Blake Manor, Creature Kitchen and Overwatch, and on Steam Deck I played Blake Manor, Demonschool and Balatro. Whether connected with Bluetooth, the puck or USB, the Steam Controller provided seamless play and no noticeable latency. The distance from my couch to the puck nestled behind my Steam Deck is about eight feet, and I didn’t feel a frame drop while cosplaying as a Steam Machine owner. I also never ran into battery issues, but that’s not shocking considering Valve’s claim that the gamepad has more than 35 hours on a single charge. In my testing, the battery barely registered a drop after multiple hours of playtime, and I was happy to snap on the charging puck whenever I wanted to set the controller down.
Sam Rutherford for Engadget
Valve notes the battery life may be lower if playing with the Steam Frame. The Steam Controller has infrared LEDs for tracking, which will obviously drain the battery a little faster. Some VR games may have you waving your controller, as there are gyroscopic sensors in there as well. As the Steam Frame isn’t out, I wasn’t able to test some of the controller’s more interesting features.
Even against players using a keyboard and mouse in competitive Overwatch matches, I won games and earned awards, passing my personal ultimate test of a controller’s capabilities. When it comes to Overwatch, I’m mostly comparing the Steam Controller to Sony’s DualSense, and it feels surprisingly similar. I enjoy the Steam Controller’s smooth slide between the bumpers and triggers, though its haptic feedback is more subtle than the DualSense’s, lacking in the analog sticks particularly. Much like with the Steam Deck, I haven’t found a consistent use case for the trackpads on the Steam Controller, but I appreciate their inclusion, the accessibility factor, and the fact that they aren’t otherwise intrusive. Now, just add a Playdate crank and I’m really sold.
The Steam Controller is a clear and unmistakable signal that Valve is joining the console wars, and perhaps by patient and diligent design, it’s appearing at a vulnerable time. Xbox is fumbling the current generation and attempting to redefine its place in the console market amid a significant leadership shakeup, while Sony and Nintendo are carrying on with standard hardware upgrade cycles in a landscape that’s based less on platform exclusivity every day. Right now there’s room for a robust PC-based storefront to stake its claim on couch gaming, and voila, here’s Valve with the Steam Machine and Steam Controller.
Sam Rutherford for Engadget
Similarly to the way Valve used Half-Life 2 to get people to download Steam in 2004, the Steam Controller pushes players to fully consolidate their PC libraries in its own ecosystem. You’ll have to add games with their own launchers like Overwatch, Valorant, Minecraft and Fortnite to your Steam library before you can play them using Valve’s controller. This is a small inconvenience, since it takes just a few clicks to add a non-Steam game to your profile.
(Welcome to later). However, I don’t enjoy doing it. As I was browsing through files to add Overwatch to my Steam library, I couldn’t help thinking that it would have been pretty easy for Valve to add a switch that would let the Steam Controller communicate with any PC game. Maybe it's a touch of oppositional defiant disorder, but I despise being coerced into behaviors that are designed to serve a corporation’s market control over my own workflow, especially in my personal spaces.
Now more than ever, I value my ability to choose — which businesses I work with, where I store my software, how I play — and the Steam launcher requirement is another small expansion of Valve’s incredible power in the PC games industry. It’s too easy to say, most of my games are already on Steam, no big deal, and use the Controller as an excuse to consolidate them all on Valve’s launcher. Suddenly, Steam is where you begin and end every gaming session, rather than just most. Obviously and especially with the coming rollout of the Steam Machine, this is the reality that Valve wants: a rich industry utterly reliant on its platform of DRM, shitty revenue splits and random opaque censorship. It’s the situation that Microsoft, Apple or Epic also want for themselves, but the main difference is that this future is actually in reach for Valve, and the Steam Controller is a tiny part of the plan. If willing and unforced support of a monopoly makes you bristle as well, feel free to stick with 8BitDo.
Sam Rutherford for Engadget
Truly though, I get it. The Steam Controller doesn’t come with a PC switch because it’s not a PC controller. It’s for controlling Steam, a service that’s become synonymous with PC and handheld gaming, and is now creeping onto the living-room scene. The Steam Controller is designed to follow you everywhere Steam is, for all your gaming needs across every screen forever and always — and there is something soothing about that idea in a Brave New World Soma kind of way. A PC controller? That’s far too limited, from Valve’s perspective.
Encroaching corporate dystopia aside, the Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. Which, to be clear, is a massive market that’s only poised to grow.
This article originally appeared on Engadget at https://www.engadget.com/gaming/valve-steam-controller-review-a-gamepad-in-search-of-a-console-170054068.html?src=rss
For PlayStation Plus subscribers, April is going to be a little bit spooky, a tad sporty and extra squirrelly. PlayStation Plus Extra and Premium players will get access toThe Crew Motorfest, Horizon Zero Dawn Remastered, Football Manager 26 Console, Warriors: Abyss, Squirrel with a Gun, The Casting of Frank Stone and Monster Train. Additionally,Wild Arms 4 will be exclusive to Premium libraries. Expect the full lineup to go live on April 21.
The Crew Motorfest, Horizon Zero Dawn Remastered, Warriors: Abyss and Wild Arms 4 will hit PS4 and PS5 consoles, while the rest of the month's additions are PS5 only. In the case of Horizon, PS4 players will receive Horizon Zero Dawn Complete Edition, rather than the PS5 remaster.
Horizon, The Crew and Football Manager are self-explanatory at this point in gaming history, but here's a quick rundown of the more underground titles on April's list: Warriors: Abyss is a hectic hack-and-slash roguelite from Koei Tecmo; Squirrel with a Gun is a silly yet competent third-person shooter from a two-man indie team; Monster Train is a much-loved demonic deckbuilder from Shiny Shoe and Good Shepherd Entertainment; and Wild Arms 4 is a PS2-era RPG from Japanese studio Media.Vision.
The Casting of Frank Stone is what PlayStation Plus was made for, in my estimation. It comes from Supermassive, a campy-horror studio that I'm quite fond of, but it's a crossover with Dead by Daylight, a game I've never played, despite a latent interest in its vibe. For whatever reason, Frank Stone never eclipsed other titles in my to-play pile and in the harsh light of 2026, I was on the verge of forgetting all about it. Now that it's being shoved in my digital face (complimentary), I'm ready to give it a go. And who knows, maybe it'll be a gateway into the rich world of Dead by Daylight.
Most of the games on this month's list can fit this description to some degree — minus the Dead by Daylight hook, unless you really squint at Monster Train — so it feels like a quality batch.
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/playstation-plus-april-catalog-adds-include-horizon-remastered-squirrel-with-a-gun-and-frank-stone-194534366.html?src=rss
Roblox is preparing to roll out its biggest change since starting age verification late last year. While that program was initially focused on chat access, today’s news is about age-segregating the games on the massive platform.
Starting in mid-May, users will be pushed into one of three worlds: Roblox Kids, Roblox Select or Roblox. The exact age ranges of these groups will vary by territory, but in the US they are 5-8 for Kids, 9-15 for Select and 16+ for the regular account. These three account types then align with the platform’s current content maturity labels, which divide games into Minimal, Mild, Moderate and Restricted.
Kids accounts will be the most restricted, with chat off by default and only Minimal and Mild experiences available.
Ages 9-15 get to chat with kids in their age group and “trusted friends” that have passed the parent test, and will be able to access Moderate content as well as games for babies.
At 16, teens will automatically be moved to a full-fat Roblox account with all of its features, but not all of the games. Content marked as Restricted will only unlock once they turn 18.
Roblox
Roblox says over half of its users are now age checked, whether through ID verification or face scans. With the new account types rolled out globally — which the company says should be done by June — it’ll start forcing users who haven’t completed an age check into a Kids-like experience, with no access to chat or games rated higher than Mild.
Once age verification is completed, Roblox still faces the task of ensuring that its vast collection of user-created content is actually age-appropriate. Its solution to this is, of course, ID verification, AI and upcharges.
Developers will have to verify their identity and pony up $5 a month for Roblox Plus to show “a long-term commitment to the platform.” The wisdom is that, with these hurdles cleared, a developer will surely apply the correct maturity label to their games. On the off-chance that an experience is mislabeled, Roblox’s AI moderation will keep tabs on game instances to make sure what's happening on-screen and in-chat matches the maturity label. On the surface, this does leave a gap where a toddler could end up playing an incorrectly labeled mature game before the AI catches it. Don’t fret, though, as Roblox says users over 16 “play new games first,” which surely isn’t an overgeneralization and will ensure that no child ever plays a mature game.
Roblox also previewed a pair of new parental control features coming in June. First, parents will be able to block any game and manage direct chat access until a child turns 16. Previously, kids over 13 could unblock experiences by themselves. Second, parents will be able to approve games outside of their child’s age bracket on a case-by-case basis. Roblox gave an example of a younger child wanting to play a game with their older sibling for this feature’s utility.
Of course, the big blocky elephant in the room is the efficacy of automated age verification. Reporting from Wired in January suggested even enterprising toddlers might be able to get past the platform’s age checks, which somewhat undermines everything Roblox is trying to achieve. Speaking to press ahead of today’s announcement, Roblox Chief Safety Officer Matt Kaufman said, “If we get it wrong … we offer users multiple ways to correct that.” He added that the platform is “constantly measuring users’ behavior and comparing that against what their age-check data says. If we see those things divert, then we will just ask people to run through the age process again.”
This article originally appeared on Engadget at https://www.engadget.com/gaming/roblox-introduces-mandatory-age-gated-account-tiers-121535702.html?src=rss
Sick! The Federal Aviation Administration is targeting gamers in its most recent job advertisement for air traffic controllers. The administration's annual hiring window opens at 12AM ET on April 17, and considering the ongoing shortage of air traffic controllers, it's calling this a period of "supercharged hiring." Rad! The FAA's YouTube video draws parallels between gaming and directing air traffic, and notes that the average salary for the role after three years is $155,000. Hella!
The FAA is clearly seeking players who are at least old enough to remember the Xbox One and Bjergsen in the LCS, which puts would-be candidates around their early 20s at least. It's either that, or the ad editors really just picked videos at random from the pile of stock footage marked gamerz. But I won't lie, it made me smile to see that Xbox One logo appear out of nowhere. Nostalgia is a hell of a thing.
"To reach the next generation of air traffic controllers, we need to adapt," US Transportation Secretary Sean P. Duffy said. "This campaign’s innovative communication style and focus on gaming taps into a growing demographic of young adults who have many of the hard skills it takes to be a successful controller."
The FAA has been losing more air traffic controllers than it can hire and retain since the 2010s, and this trend only worsened during the pandemic in the 2020s, according to a report released in December by the US Government Accountability Office. The administration increased hiring every year since 2021, but at the end of 2025 it employed 13,164 air traffic controllers, 6 percent fewer than in 2015, the report said. At the same time, the number of flights in the air traffic control system increased by about 10 percent, to 30.8 million.
Or, as the FAA put it on the ATC hiring page: "Join the BEST AND BRIGHTEST, the elite squad of 14,000 controllers protecting 2.9 million daily passengers." Applicants must be a US citizen, under 31 (maybe those video editors do know what they're doing), and be able to speak fluent English. An aptitude test, medical screening and academy training follows, among other steps.
This article originally appeared on Engadget at https://www.engadget.com/gaming/the-faa-is-encouraging-gamers-to-get-jobs-in-air-traffic-control-230308014.html?src=rss
Thick as Thieves, the magical heist game from a crew of stealth legends at OtherSide Entertainment, is coming to Steam on May 20. OtherSide and publisher Megabit Entertainment announced the release date in a new gameplay trailer during today's Triple-i Initiative showcase (which was packedwithcoolindiegames, as always).
OtherSide was founded by Thief and System Shock 2 veteran Paul Neurath in 2013, and Deus Ex creator Warren Spector joined in 2016. These are two of the developers who shaped the stealth genre as we know it, so Thick as Thieves has a solid foundation. The new trailer showcases the game's fictional Scottish city of Kilcairn, where magic and technology clash against a backdrop of 1910s music and architecture. At launch, Thick as Thieves will feature two thieves, two maps, 16 contracts, six unique pieces of gear and multiple difficulty settings, which alter the layout of each level.
Thick as Thieves has evolved since its introduction at The Game Awards in December 2024. It was originally pitched as a PvPvE game, but it's landing as a solo or two-player experience, with no player-on-player brawls. OtherSide announced the pivot on Steam on April 2, 2026:
"As development progressed and the world of Kilcairn has come to life, we found that we were having more fun with solo and co-op play. So, we’ve taken a decision we feel is right for the game: Thick as Thieves is now focused on two-player co-op and single player. This sharpened focus has allowed us to double down on what makes Thick as Thieves truly special — dynamic stealth gameplay."
A handful of playtesters and early fans expressed their disappointment at the removal of PvP. A developer responded to one question with, "PvPvE may come further down the line."
There's also no word on the console versions of the game. Thick as Thieves was announced for PC, PlayStation 5 and Xbox Series X/S, but today's news suggests it's coming to Steam first (if not only). Details are a bit up in the air at the moment, but hey, at least it's on-brand for the developers of a stealth game to be sneaky.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/jazzy-stealth-action-game-thick-as-thieves-hits-pc-on-may-20-193320746.html?src=rss
Kalshi can't be stopped in New Jersey. A 3rd US Circuit Court of Appeals panel ruled on Monday that New Jersey has no authority to regulate Kalshi's prediction market allowing people to bet on the outcome of sports events. That power rests with the Commodity Futures Trading Commission, the panel ruled 2-1.
The CFTC is headed by President Donald Trump appointee Michael Selig, who vocally and actively supports prediction markets like Kalshi and Polymarket, calling them "exciting products." The Trump family agrees: Donald Trump Jr. is a paid adviser to Kalshi and an unpaid adviser to Polymarket, and Truth Social, which is run by the Trump Media and Technology Group, is set to start a prediction market of its own.
Online prediction markets are an emerging phenomenon that allow users to bet on the outcome of basically anything, from local athletic competitions to lethal military invasions. Though they're new, these marketplaces have already shown evidence of insider trading on an extreme scale, with suspicious bets and big payouts tied to the US and Israel's military strikes in Iran, and also the US' brief invasion in Venezuela. According to blockchain analyst DeFi Oasis, fewer than 0.04 percent of Polymarket accounts captured more than 70 percent of profits, totaling $3.7 billion.
Multiple state gaming regulators have filed legal challenges against Kalshi and Polymarket in recent months, and just last week the CFTC sued Arizona, Connecticut and Illinois over their attempts to regulate prediction markets. While each state has its own angle of attack, from election issues to underage betting, they're all broadly claiming that prediction markets are just illegal gambling businesses. Today's ruling marks the first federal-level decision in one of these cases and it's in favor of the prediction markets.
New Jersey sent Kalshi a cease and desist letter in 2025, claiming the service violated the state's ban on collegiate sports betting. Kalshi escalated the situation and sued New Jersey, arguing that its sports contracts are actually swaps, a type of financial investment that's (conveniently) regulated by the CFTC. A lower-court judge previously sided with Kalshi, prompting New Jersey to appeal. Two of the three judges in that appeal ruled that Kalshi's sports-related event contracts were indeed swaps. Kalshi CEO Tarek Mansour called Monday's ruling "a big win for the industry."
US Circuit Judge Jane Richards Roth dissented, writing that Kalshi's "offerings were virtually indistinguishable from the betting products available on online sportsbooks, such as DraftKings and FanDuel."
New Jersey Attorney General Jennifer Davenport has the option to ask the full 3rd Circuit to rehear the case, and the issue is also pending in several other courts.
This article originally appeared on Engadget at https://www.engadget.com/big-tech/new-jersey-has-no-right-to-ban-kalshis-prediction-market-us-appeals-court-rules-214448284.html?src=rss
Resident Evil legend Shinji Mikami's new studio, Unbound Inc., has been acquired by Shift Up, the company behind Stellar Blade and Goddess of Victory: Nikke. Unbound's unannounced games will be fully supported and distributed by South Korean publisher Shift Up, which is led by CEO Hyung-Tae Kim.
Mikami is an icon of Japanese horror as the director of Resident Evil, its 2002 remake and Resident Evil 4, as well as a founder of PlatinumGames and Tango Gameworks. Tango was responsible for The Evil Within series, Ghostwire Tokyo and Hi-Fi Rush. Shift Up recently developed the hit action game Stellar Blade, with Kim as director.
Even with an adorably grotesque introduction video, it's unclear exactly what Unbound is working on at the moment, but the studio is targeting the global PC and console market. Its concepts involve plenty of monsters, as is tradition.
Consider even the surface-level possibilities here: The campy horror of Resident Evil blended with the melodramatic beauty of Stellar Blade. The frenzy of Hi-Fi Rush amped up by the anime stylings of Goddess of Victory: Nikke. The Evil Within III, but make it sexy. These are jokes, but the sentiment remains — this partnership makes a lot of sense and it'll be exciting to see what shakes out.
“We believe we can respect each other as creators and make games together,” Mikami said in a Shift Up blog post about the deal. “And I think with Hyung-Tae, we can even enjoy the hard parts.... Seeing my own vision and ideals come into focus like this, and finding someone whose direction aligns so closely is something I’ve rarely experienced before in my career. I hope we keep building together for a long time.”
It's also heartening to see stability for Mikami's new studio. His previous team, Tango Gameworks, was acquired by Microsoft in 2021, and Mikami left in 2023 after the release of Hi-Fi Rush. Microsoft shuttered Tango in 2024 during a period of mass game industry layoffs, and its remaining team was eventually sold to Krafton. Mikami has been quietly building up his own studio since 2022.
This article originally appeared on Engadget at https://www.engadget.com/gaming/mr-resident-evil-signs-a-deal-with-mr-stellar-blade-180158872.html?src=rss
This year at The Game Awards, if your game wasn’t melodramatic, mechanically innovative, beautifully presented and aggressively French, it didn’t stand a chance. The Game Awards 2025 wrapped up on the evening of Thursday, December 11 with a record-breaking showing by Clair Obscur: Expedition 33 from Sandfall Interactive. The game received the most nominations and wins in the show’s 12-year history.
But, we know that’s not really why you’re here. Between the award presentations and musical numbers, there were heaps of new game trailers, announcements and updates, and we’ve collected them all for you right here. The award winners are also there.
This article originally appeared on Engadget at https://www.engadget.com/gaming/everything-announced-and-all-the-winners-at-the-game-awards-2025-044101761.html?src=rss
Coven of the Chicken Foot has a lot of things going for it already, in my book. It stars a hero rarely seen in video games, an elderly woman, and it has gorgeous storybook-style art in a lush fantasy setting. It’s a single-player puzzle platformer, it relies on wordless storytelling and the woman, a witch named Gertie, travels with a creepy-cute companion. Plus, Gertie has chicken feet. I love her little chicken feet.
Coven of the Chicken Foot is the first game from Wildflower Interactive, the independent studio founded by Naughty Dog veteran Bruce Straley. The game is coming to Steam and it’s available to wishlist now, though there’s no firm release date. The first trailer for Coven of the Chicken Foot premiered at The Game Awards 2025, showing Gertie and her friend traveling together through caves, forests and temples.
Gertie is on a quest to prove herself to the local coven by standing up to the self-appointed, prideful heroes of the land. She doesn’t have a sword or a dodgeroll, and instead has to figure out how to work with her strange friend to survive. Her companion develops unique behaviors based on individual play styles, shaping how Gertie gets around.
Straley left Naughty Dog in 2017 after almost 20 years with the studio, where he directed The Last of Us and Uncharted 4. He announced Wildflower Interactive in July 2022 with a brief YouTube message, saying, “In 2017 I left the industry not sure if I wanted to make games anymore. But the longer I was away, I kept thinking about this medium, and everything yet to be done and everything I wanted to do still. And this idea kept following me. So I grabbed some friends and we started prototyping.”
This naturally led to the formation of a studio, Straley explained.
“We have to do it the right way,” he said in the video. “It has to be inclusive, equitable and collaborative, full of big-hearted people that want to grow both professionally and personally. The culture needs to be as iterative as the way we make games.”
Coven of the Chicken Foot
Wildflower Interactive
Today Wildflower Interactive has 16 employees from AAA and smaller-scale backgrounds, according to its website. Its mission statement reads as follows:
“We’re making ‘small-ish,’ creatively-charged, uniquely-stylized games that explore the possibilities of our medium. And we’re building a small, open-hearted team of creators that want to improve their skills and still lead a good life outside of work. People that want to hone their craft, have a say in the process, feel respected for their contributions, and be a part of the evolution of this awesome medium.”
I’m not going to say the studio’s direct and repeated emphasis on work-life balance, diversity and compassion is a response to the soulless capitalistic grind built into the AAA development complex, but I’m not going to not say that, either.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/coven-of-the-chicken-foot-is-the-debut-game-from-naughty-dog-alum-bruce-straleys-indie-studio-014004553.html?src=rss