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IGDA Foundation Announces 2026 Gerald Lawson Award Winner

Applications for Questline: Gamescom and Questline: Online 2026 are Open

LOS ANGELES – March 11, 2026 – The IGDA Foundation in partnership with the BlG Foundation, proudly announced Lisette Titre-Montgomery as the recipient of the Gerald Lawson Award for Achievement in Game Development, presented last night during the Black in Gaming Awards at GDC, and Lex Roberts as the Eric Dybsand Scholar award recipient, recognized during the 2026 GDC Festival of Gaming.

The Gerald Lawson Award for Achievement in Game Development recognizes individuals from underrepresented communities whose work helps shape the future of the game industry. This year, the award is sponsored by the ID@Xbox Developer Acceleration Program. 

Lisette Titre-Montgomery is an award-nominated creative leader known for guiding teams through complex visual challenges via processes that allow creativity to thrive. Her work in art direction has been recognized by The Game Awards, BAFTA, and the Golden Joystick Awards, among others. She currently serves as Co-Founder of Cornerstone Interactive Studio, a new game company focused on creating innovative, engaging experiences designed for intergenerational play.

“I’m deeply honored to receive the Gerald Lawson Award and grateful to the IGDA Foundation and the Black in Gaming Awards for this recognition,” says Titre-Montgomery. “Gerald Lawson’s legacy represents the power of having a strong vision, the ability to execute, and making sure your community is SEEN as you follow along your path to excellence. Values that guide my intentions as a leader.” 

Later this week, the Eric Dybsand Scholarship Award, named in memory of one of the “original A.I. guys” at GDC, will be presented to one aspiring developer demonstrating excellence in the field of artificial intelligence. As the 2026 award recipient, Lex Roberts is a Game Tools Programmer at Media Molecule, writing editor tools and game systems that enable colleagues to realize incredible ideas. Additionally, they are a founding employee at the UK’s National Videogame Museum supporting in the design and maintenance of exhibitions, and represent the museum both locally and internationally.

I am so excited and honoured to have been selected to receive the Eric Dybsand Memorial AI Scholarship,” says Lex. “The opportunities that I have had with the IGDA Foundation have been incredible and I am very grateful to be part of this community. I can’t wait to meet some of my peers in person, learn as much as possible and return with new ideas and inspiration.

The IGDA-F is also providing its Questline: GDC programming for eleven talented grantees, in large part thanks to the generous support of the GDC organizers, StridePR, and companies like Meridian Studios/Apex Systems. 

Applications are now open for the 2026 Questline: Online (previously called the Virtual Exchange) and Questline: Gamescom programs through March 27th, 2026.

Questline: Gamescom is a brand-new bootcamp from the IGDA Foundation designed for aspiring founders and early-stage studio leaders who are ready to level up. Questline: Online is a six-week annual virtual development program for grantees from underrepresented communities globally. 

The 2026 program will host grantees from these four cohorts:

  1. The International Scholars cohort consists of students attending or recently graduated from colleges and universities worldwide with a goal of preparing its grantees for a career in the video game industry.
  2. Early Career supports game developers in their first few years in the industry, providing guidance, mentorship, and resources to help them grow, succeed, and build sustainable careers in games.
  3. Velocity is for professionals looking to transition into the game industry from another nongaming-related career or industry. 
  4. Next Gen Leaders supports mid-career game industry professionals as they look to transition to leadership roles in the industry. 

Getting the opportunity to support organizations like the IGDA Foundation is an honor,” says Erica Woods Director, Talent Experience and Social Impact. “Their mission and the communities they support are incredibly worthwhile. Having been a participant and volunteer at several IGDA Foundation events that support future generations of gaming professionals has given me great insight at the immense value they provide. I’m continuously impressed at all of the continued programming they have to offer.

Each year, our programs bring together emerging developers from around the world who are ready to take the next step in their careers in games while helping build a more inclusive community for our industry. Questline: Online is a highly competitive program, and we’re honored to offer selected grantees a rare chance to gain global perspectives, build meaningful connections across borders, and accelerate the impact they can have in their local communities and the industry as a whole,” said Alyssa Walles, Executive Director.

To find out more about the IGDA Foundation’s initiatives and apply for Questline: Online and Questline: Gamescom, visit https://www.igdafoundation.org/questline. To stay up to date on IGDA-F news, please follow us on Linkedin and Bluesky.

About the IGDA Foundation

The International Game Developers Association Foundation (IGDA-F) is dedicated to advancing inclusivity and diversity in the gaming industry by providing opportunities, education, and support for individuals from underrepresented communities. The IGDA-F is sponsored by a generous group of industry companies, including Stride PR, GDC, and Premack Rogers Downs. Since 2008, the IGDA-F has supported more than 1,000 alumni who now develop games at both AAA and indie studios. For more information, visit https://igdafoundation.org

Space Tales Now Available on Steam

From the art team behind They Are Billions

Ho Chi Minh City, Vietnam, March 11, 2026 – Saigon Dragon Studios today announced that Space Tales, its retro-futuristic real-time strategy game, is now available in Early Access on Steam. The Early Access release includes the first eight story missions, the introduction of a new enemy faction, and replayable survival mode variants for each mission.

Space Tales combines classic RTS decision-making with modern strategic twists designed to reward both tactical planning and creative battlefield adaptation. The Early Access build delivers a substantial single-player experience, offering players a deep first chapter of the campaign, full access to core systems, and meaningful strategic variety from the outset.

Following Early Access, the development team will focus on completing the remaining story chapters and expanding the campaign into a full-scale sci-fi epic. Regular content updates are planned throughout development, with a full 1.0 release targeted for the end of 2026. Player progress will carry over seamlessly from Early Access to the full launch.

Early Access Content at Launch

At launch, Space Tales will include:

  • 8 story missions introducing the main characters, the central antagonist, and the foundations of the game’s universe
  • Survival Mode variants for every campaign mission, increasing replayability
  • Two enemy eactions: the deadly alien Nexera and the relentless mechanized Kill Bots
  • Modular HUB base building with full access to all core units and mechanics
  • Alien boss encounters that can be defeated and captured to become powerful battlefield units

A Reluctant Hero
Space Tales follows Xander Falcon, who becomes humanity’s reluctant hero after his father’s death, leading the Inter-Planetary Expansion army against the alien Nexera while uncovering dark secrets.

Alongside Vespera and Desmond, the conflict blends large-scale warfare with character-driven storytelling.

Two Factions. Two Threats. Adapt Your Strategy
Players build modular colonies, manage limited resources, and push back escalating threats across hostile alien worlds. The introduction of The Kill Bots marks a major escalation in battlefield complexity. This relentless mechanized faction forces players to rethink defensive layouts, timing, and unit compositions. Success depends on efficient expansion, careful positioning, and decisive counterattacks. 

Early Access features two distinct enemy factions with radically different combat styles. The Nexera rely on alien aggression, while the Kill Bots apply relentless mechanized pressure. What works against one will fail against the other, forcing players to constantly adapt their tactics and base layouts.

Capturable Alien Titans
Large boss encounters are a signature element of Space Tales. Players will face colossal alien lifeforms capable of overwhelming even established colonies. Once defeated, these titans can be captured and deployed as powerful units, unlocking new tactical possibilities and reshaping battlefield dynamics.

Saigon Dragon Studios is targeting a full 1.0 release by the end of 2026, with regular updates pacing the Early Access journey.

After Early Access, the team will head down into completing the remaining campaign chapters and expanding late-game content:

  • The remaining 5 campaign missions
  • Larger, more chaotic battles as the story escalates
  • A third enemy faction designed to further elevate tactical challenge and narrative stakes
  • Continued balance updates, quality-of-life improvements, and community-driven refinements

Early Access is the beginning of the journey,” said Matt, Game Director at Saigon Dragon Studios. “Players will experience the opening arc of our story and face The Kill Bots for the first time. From there, we’ll expand the universe, escalate the conflict, and deliver the epic sci-fi campaign we’ve always wanted to build.

About Saigon Dragon Studios
Founded in 2015 in Ho Chi Minh City, Vietnam, Saigon Dragon Studios built its reputation as a leading art production partner for the global games industry, contributing to more than 100 titles across AAA, indie, and mobile games. With a team of seasoned artists and developers, the studio is now channeling a decade of experience into its own original creation, Space Tales, blending artistic excellence with a deep passion for real-time strategy. 

Seismic Squirrel Breaks Down Turn-Based Car Combat in Aether & Iron Dev Diary #3

New behind-the-scenes video explores the design philosophy behind the game’s tactical vehicle encounters

Issaquah, WA, USA – March 11th, 2026 – Seismic Squirrel today released the third behind-the-scenes developer diary for Aether & Iron, offering players an in-depth look at how the team brought high-speed car chases into a thoughtful, turn-based framework. Titled “How We Made High-Speed Car Chases Work in Turn-Based Combat”, the video features Tyler Whitney, Narrative Lead at Seismic Squirrel, as he dives into the development process behind the game’s tactical turn-based car combat system and the design philosophy that shaped it.

In the video, Whitney explains why the team chose to make vehicle encounters fully turn-based, aligning combat with Aether & Iron’s core identity as a thoughtful, methodical RPG experience. The goal was to ensure that every decision players make – whether in dialogue or in combat – feels intentional and meaningful.

He also shares that the team wanted meaningful crossover between the narrative systems and the car combat systems, reinforcing the game’s cohesive design.

The diary offers insight into how Seismic Squirrel approached the challenge of bringing high-speed car chases into a strategic, turn-based format while staying true to the game’s core vision.

Aether & Iron launches on Steam on March 31, 2026, featuring full English voice acting and text localization support for English, Spanish (Spain & Latin America), French, German, Polish, Russian, Brazilian Portuguese, and Simplified Chinese – Play the demo and wishlist Aether & Iron now on Steam!  

About Aether & Iron: 
Set in an alternate 1930s New York transformed into a vertical city by the discovery of “aether”, a key component to newfound anti-gravitational technology, Aether & Iron follows Gia, a smuggler navigating crime syndicates, political conspiracies, and fragile alliances. Players shape Gia’s story through meaningful decisions, with every choice influencing relationships, outcomes and the fate of the city itself. The game features writing talent with credits on Mass Effect, Far Cry, and Sovereign Syndicate, with an original score composed by two-time Grammy Award winner Christopher Tin and Grammy nominee Alex Williamson, best known for their work on the Civilization series. 

About Seismic Squirrel
Seismic Squirrel is a talented and passionate team of both industry veterans and enthusiastic newcomers. We share a strong desire to tell fascinating stories supporting engaging gameplay mechanics. 

DISCOVER THE HEART OF HELLRAISER IN NEW DEVELOPER DIARY VIDEO FOR CLIVE BARKER’S HELLRAISER: REVIVAL

Experience a twisted new nightmare born from the iconic horror franchise, coming later this year to PlayStation 5, Xbox Series X|S & Steam

FORT LAUDERDALE, Fla.March 11, 2026 – Saber Interactive and Boss Team Games have released a brand-new developer diary video today for the upcoming survival-horror action game Clive Barker’s Hellraiser: Revival, coming to PlayStation 5, Xbox Series X|S, and Steam later this year. Featuring Doug Bradley, the legendary Pinhead himself, this new look at the game bears witness to how the dev team is tapping into the series’ most primal elements to bring the infamous Hellraiser universe to life as a video game for the very first time!

Do you dare taste what lies beyond pleasure and agony?

With an IP as large and as deep as Hellraiser, the development team had a wealth of lore to choose from between films, books, comics and more. But the real challenge was to recapture what made Hellraiser so uniquely gripping from the very beginning, finding the series’ heart while going beyond the expected to deliver something truly surprising. From story to gameplay to effects and more, the result is a chilling experience which gives players unbelievable powers that bridge our world with that of the Labyrinth and the Cenobites’ grand schemes.

Embark on a battle for survival against Hell’s armies with a terrifying new story in the Hellraiser universe in Clive Barker’s Hellraiser: Revival! Descend into the darkest depths of the underworld to rescue your love from an eternal realm of torment at the hands of the depraved Cenobites. Face your deepest fears against Hell’s most deviant wretches, cultists and creatures with the infernal powers of the Genesis Configuration puzzle box and an arsenal of earthly weapons.

Even in Hell, your suffering will be legendary…

True Hellraiser fans can pre-order one of two special Collector’s Editions of Clive Barker’s Hellraiser: Revival from Boss Team Games, featuring a variety of exclusive, licensed collectibles created especially for these limited editions. More information can be found at hellraiser.bossteamgames.com.

Clive Barker’s Hellraiser: Revival is available to wishlist on Steam, PlayStation 5, and Xbox Series X|S. For more info, visit www.HellraiserGame.com.

About Saber Interactive

Saber Interactive is a worldwide publisher and developer consisting of 15 studios in the Americas and Europe. Creating games for all major platforms based on original and licensed IPs, Saber’s titles includeWarhammer 40,000: Space Marine 2, John Carpenter’s Toxic Commando, Jurassic Park: Survival, Turok: Origins, World War Z, SnowRunner, Expeditions: A MudRunner Game, A Quiet Place: The Road Ahead and RoadCraft. Founded in 2001, Saber is known for two decades of development partnerships with leading developers and publishers, including producing The Witcher 3: Wild Hunt for Nintendo Switch, Halo: The Master Chief Collection, Crysis Remastered, and many others. Learn more at https://saber.games.

About Boss Team Games

Boss Team Games, LLC is focused on crafting unforgettable experiences across console, PC, mobile, and VR platforms. The company has worked with top entertainment companies to bring iconic characters and franchises to life such as Evil Dead: The Game, Cobra Kai: Card Fighter, and the RetroRealms series featuring Halloween and Ash vs Evil Dead. Stay connected with Boss Team Games on Twitter, Facebook, and Instagram @bossteamgames for the latest updates or visit the company website at bossteamgames.com.

Game content, code, and other game development materials © 2026 Saber Interactive Inc. Other game content and code is © 2026 Lament GameCo, LLC. Published by Saber Interactive Inc. Saber Interactive™ and the Saber Interactive logo are trademarks of Saber Interactive Inc. All Rights Reserved.

Hellraiser™ and The Hellbound Heart titles, characters, settings, protected marks, plot lines, and themes are exclusively licensed for video games to Lament GameCo, LLC by Clive Barker and Park Avenue Entertainment, LLC. All Rights Reserved.

Smash ‘N Grab Prepares the Score of a Lifetime with First Demo During Games from Ireland on Steam

Saturday Morning Cartoon inspired heist duo sets sights on thievery leaderboard supremacy

BELFAST, NORTHERN IRELAND – 11 March, 2026 Smash ‘N Grab the destructive, speedrunning beat ’em up from SLAP-BANG! Digital is explosively launching their first public demo onto Steam as part of Games from Ireland from Friday, 13 March through Wednesday, 19 March, 2026. 

Take control of Smash, a hulking robot drummer, and Grab, his cunning raccoon accomplice, as they tear a tethered trail of thievery through retro-futuristic environments inspired by the graphic style of Saul Bass, Samurai Jack, and Batman: The Animated Series. Players will demolish everything in their path as they race against the clock to secure the fastest escape, bagging the score of a lifetime. With each attempt, players and speedrunners alike will shave precious seconds off their time in their pursuit of the coveted S ranked chaotic caper.

Smash ‘N Grab pulls double-duty as an ode to the Saturday morning cartoons we grew up watching and the high-scoring games we grew up playing,” stated Mark Skelton, director at SLAP-BANG! Digital. “With our first demo we want to introduce players to the frenetic duo of Smash and Grab, as they dive headfirst into a high-stakes art gallery heist.”

Demo Features

Smash ‘N Grab’s first demo features a highly replayable single level. Players will smash everything in their way, grab loot, fight guards, and traverse platform sections as they try to escape as quickly as possible. Repeated attempts will allow them to try new routes and to perfect their strategy while seeking an elusive S rank.

  • SMASH walls, guards, and obstacles as you GRAB loot while discovering hidden shortcuts and areas.
  • Optimize and perfect speedrunning routes to get the best score and climb the global leaderboard.
  • Spoiler! Destroying valuables shaves precious seconds off your time and boosts your score.
  • SMASH AND GRAB!
  • Try the demo on Steam starting on 13 March.

    About SLAP-BANG! Digital

SLAP-BANG! Digital is a Belfast-based independent game studio founded in 2024 by Mark Skelton. We create games that are easy to pick up, hard to master, and brought to life with bold, striking visuals. Our focus is on building simple, intuitive core mechanics and exploring them to their fullest potential. We favour shorter, more focused experiences – crafted to deliver a thrilling, memorable ride from start to finish.

Fatal Frame II: Crimson Butterfly Remake Review

Fatal Frame II: Crimson Butterfly Remake

Developer: Team Ninja
Publisher: Koei Tecmo
Platforms: PC, Playstation 5, Xbox Series X (Reviewed), Switch 2
Release Date: March 11, 2026
Price: $49.99 USD – Available Here

Overview

Over the past few years Koei Tecmo has been looking to revive its Fatal Frame franchise by bringing it back to the forefront after leaving its newest entry to collect spectral dust for seven years on a failed console. Finally after those years passed Fatal Frame started to see the light of day again with a series of remasters, first with Maiden of Black Water being freed from the Wii U and secondly with Mask of the Lunar Eclipse, a game never released in the West before. Now the company is looking to revisit one of their most beloved games in the franchise from twenty three years ago, Fatal Frame II: Crimson Butterfly with a full blown remake. The question is, has the game made a successful two decade jump into delivering its unique blend of horror that only Fatal Frame can provide?

Story

With a new dam set to be built and flood the location where they used to play as children, twin sisters Mio and Mayu Amakura venture deep into the forest to relive some fond memories before it is flooded over. Unfortunately, while Mio is distracted Mayu ventures after a glowing crimson butterfly and vanishes into the fog. Following her sister into the unknown Mio soon rejoins her sister only to find that they have stumbled into a strange village. With no one around and ritualistic markings everywhere, the two soon learn that the location is called Minakami Village and also learn that those who find themselves within its borders have never found a way to escape.

To make matters worse, a strange camera tumbles out of a pile of refuse only for an angry wraith to assault Mayu, trying to drain her life force and make her join the horde of ghostly undead. Thankfully the camera Mio has acquired is none other than the Camera Obscura, an exorcism device built into a camera that can dispel the ghostly energy of enemies. Unfortunately for these twins though, a few ghosts and a maze-like town structure are the least of their concerns as flashes of strange memories begin to draw Mayu further into the village and leaving Mio having to chase after her again and again, giving her two goals. Save her sister and escape this twisted place alive.

In nearly every way the plotline for Fatal Frame II: Crimson Butterfly Remake is the same as fans can remember and for those diving into it for the first time they’ll be in for one eerie treat as the Minakami Village is absolutely teeming with spooks and creepy occult ritualistic lore. As players explore the village they’ll enter house after house that has fallen into disrepair and show obvious signs of death and destruction in one way or another and encountering the ghostly remnants of the residents makes it all the more interesting. The title is also packed to the gills with collectible diaries and notes that hint at the history of the village, the numerous occult rituals that took place, and the desperate cries for help of those unlucky enough to find themselves trapped.

The Amakura twins are an interesting enough pair, especially the subtle undertones with just how codependent they are on one another, to an extreme degree in a few cases, and it just goes to show how strong the writing was in the original that even now it remains as a perfect setup all these years later. There is some new content added into the remake in the form of side-stories that allow players to uncover additional information about the inhabitants of the village and history, a handful of brand new locations to explore, soul gems that carry both stat boosts and ghostly messages of those that died to make them, and even a brand new ending. Though actually obtaining that ending is going to be a task and a half considering it requires completing New Game+ on Nightmare difficulty.

Gameplay

One of the most notable differences that Fatal Frame II: Crimson Butterfly Remake does from its original release is swap from the shifting fixed camera angles that were classic in survival horror games at the time and has swapped to an over-the-shoulder third-person perspective while exploring Minakmi village. Despite the change in perspective players will still generally be following the same framework as before, exploring each location as they open up and finding either the key to open the next locked door, a ghost to defeat, and gathering plenty of collectables along the way. 

As players advance through various parts of the village their map will be marked with various locked doors that require specific keys and that means that backtracking is often a must not only for story progression but also for extra rewards as well thanks to small “metroidvania” style elements involving the game’s photo filter system. Advancing through the game will unlock additional “filters” that the Camera Obscura can use to interact with the environment. This includes taking photos of residual energies to track missing items or people, taking exposure photos to revert a room or location to its previous state, and even a charged style of photo to burst through a barrier or unlock something that was previously locked. Various objects and the filter required to take their photo will be highlighted by the Camera Obscura’s directional radar and often involve the aforementioned backtracking to properly access.

Similar features that have been involved in newer titles have been retroactively added into the game as well such as having Mio slowly reach out to pick up items or slowly open some doors where she, and the player, can be jumpscared by a ghost appearing to attack. Jump scares are used frequently but not enough that they are immersion breaking. If anything it keeps players on their toes just enough to be wary of grabbing an item if they’ve been unaffected for too long. Either way, other inclusions feature a flashlight that can be turned on and off as well as a crouching mechanic that can be used to stealth and sneak past some ghosts or hide from instant-killing enemies. This is a big deal since, ironically, the tutorial for describing what enemies will instantly kill the player only happens after players escape the first time on their own.

Either way, as players travel through as Mio, they’ll occasionally be accompanied by Mayu when she isn’t being used as a plot device. Players can hold Mayu’s hand to regain health and “sanity”(stamina) and help her run along especially during chase sequences. If a ghost attacks Mayu for too long or she is captured by an instant kill enemy then players will instantly be met with a game over. Thankfully players can equip charms and gems obtained from the environment to boost certain stats and use healing items to keep themselves alive, though players cannot see Mayu’s health gauge nor heal her directly.

Now onto the part that both makes the Fatal Frame II: Crimson Butterfly Remake so unique but also breaks it a bit at the same time. The Camera Obscura and combat. Whenever a ghostly wraith appears Mio must (and almost always must as doors will lock to prevent escape) defeat them by snapping photos and draining their health gauge. Photo damage will depend on the type of film used, with the default 07-film being infinite but weak and slow-loading, as well as the filter being used. Players can swap between different types of film that can deal additional damage or reload quicker but these come in finite amounts though it is also worth noting that players do have an inventory limit and may regret not using what they have if they need to. As for the filters, each one has their own damage level, distance, and special shot. Special shots require sanity to use but have unique effects that do not cost film, and these special effects can stun ghosts, slow them, or even lock them in place for a moment. That being said, sanity is also used to dodge and run away from enemies and if Mio is hit by one at low sanity, she will fall and be pinned down by the ghost until it is “shot” off of her.

While the wide-array of combat options with the Camera Obscura make for some interesting choices, especially once players upgrade it to provide better focus, additional damaging points, and of course get the hang of combat where players can take photos right when enemies are attacking to trigger a critical hit called a “Fatal Frame” and even send the ghost into a stunned “shutter chance” that allows for rapid-fire photo taking for free, it is also incredibly boring. Nowhere in the recent Fatal Frame games have enemy ghosts had as much health or been as antagonizingly annoying as they are in this remake. While upgrades and using the limited stronger film do help along the way, players will find that challenging a single ghost is often an exercise in frustration, not exorcism as even focusing entirely on Fatal Frame shots and dodging enemy attacks can lead to a single encounter taking three to five minutes. Especially since Shutter Chance now only happens at certain times in a ghost’s health bar and only uses the weakest film.

To make matters worse, shortly into the game players will start running into ghosts that can become “Aggravated” at having their photo taken and will enter an enraged red state. While their attack patterns remain the same, enraged ghosts heal nearly all of their health gauge and take reduced damage unless players have purchased the exposure camera filter upgrade. To double-down on the annoyance, some ghosts can enter an aggravated state twice in the same encounter, turning a one on one encounter into a ten minute slog of dancing around a tight room and taking pot-shots at the same ghost that refuses to go down. As mentioned before, while upgrading the Camera Obscura and focusing on certain upgrade paths does mitigate these issues a bit, it makes one of the game’s core mechanics shockingly frustrating and drawn out. Ironically it made being able to flee from a ghost here and there an actual delight rather than a chance to obtain extra points to use at the shop.

The puzzles in the game remain fairly solid and require a bit of thinking to figure out, especially since some don’t quite spell the solution out for the player. They are by no means as difficult as they were in the original release but the quality level is still quite impressive for those looking for a bit of a challenge when it comes to solving certain puzzles, especially when it comes to some of the brand new optional side-stories. 

Audio & Visuals

Minakami Village is hauntingly gorgeous to look at and explore in Fatal Frame II: Crimson Butterfly Remake. The development team has put a lot of effort into making every location players explore feel creepy in its own unique way and the ghosts that players encounter have a massive amount of variety to them and can even be viewed after players have defeated them for both a better look and some extra lore. The character models in the game for the twins are fairly standard, nothing too impressive unfortunately and there is a surprising lack of fan-service given the franchise’s history. One thing that is troublesome, at least at the moment, is a film-grain filter that cannot be turned off and muddies a lot of the game’s appearance. While it does provide an extra level of grittiness to the experience, it can be frustrating in dark locations and thankfully Koei Tecmo has already stated that a patch will be coming to the Xbox Series X version to toggle the filter on and off, though at the time of this writing it is not available.

The English voice work for the game is handled surprisingly well given how the past few Fatal Frame entries turned out. The creepy voices of the damned and dying echoes through the gemstones are as haunting as ever while Mio and Maya’s voice actresses do a wonderful job with their characters. The soundtrack is similarly quite spooky and atmospheric, though it can be drowned out a bit with the flashing and clambering of the Camera Obscura.

Overall

Fatal Frame II: Crimson Butterfly Remake is an impressively scary game that retains the storyline from the original and expands upon it just enough to not detract from the core that made the original so great. Between that and the immense visual upgrades, the remake seems like a perfect shot until the combat comes into play. The Camera Obscura combat is as interesting as it ever was, but far too many ghost encounters feel drawn out thanks to high health pools and newly annoying aggravation mechanics that the entire experience feels bogged down as a result.

Capsule Computers review guidelines can be found here.

Ghost of Yotei Legends Available Now on PlayStation 5

Ghost of Yōtei Legends launches today as free DLC for all Ghost of Yōtei owners.*

Legends is the online co-op multiplayer mode where you’ll team up with friends to challenge monstrous, supernatural versions of the Yōtei Six. It is available now via patch 1.5.

Legends launches with three mission types. In Survival, you can team up with up to three other players to take down waves of increasingly difficult enemies on one of four maps. You’ll fight to control territory on each map. While you control a location, you can activate a Blessing, offering you an advantage in battle. But if you lose control, you’ll unleash a Curse, putting your team at a disadvantage. Each map will have its own unique Curses and Blessings. 

In Story, you’ll team up with another player to tackle a series of 12 missions. After completing each set of three Story missions, you’ll unlock an Incursion, which is a large-scale four-player assault on a stronghold belonging to a member of the Yōtei Six. Each Incursion will culminate in a boss fight versus a giant, supernatural version of the Spider, the Oni, the Kitsune, or the Snake.

As for the other members of the Yōtei Six, in April we’ll release a Raid putting your team to the ultimate test, where you can expect to take on the Dragon and Lord Saito himself.**

In Ghost of Yōtei Legends, you can play as one of four classes: Samurai, Archer, Mercenary, or Shinobi. While any class can use a katana and ranged weapon, they also each excel in a different one of Ghost of Yōtei’s weapon and combat systems, and can each earn their own unique armour cosmetics as you complete feats through gameplay. The Samurai can wield the ōdachi and has access to the widest range of weapon types, the Archer can use the yari (spear) as well as carry an additional ranged weapon, the Mercenary has access to dual katana with a variety of utility-focused abilities, and the Shinobi can use the kusarigama, as well as a suite of stealth-focused skills. 

Beyond the loot you earn as you level up, you can also earn additional Legendary weapons and gear as you tackle higher difficulty challenges. Of course, Photo Mode will also return so you can set up action shots with your teammates while you’re making your way to the highest levels. And if you need to unwind between missions, our new Legends lobby will let you practice combat and archery, challenge your friends to a game of Zeni Hajiki, or see if you can set the high score in Bamboo Strike.

To help you prepare for Ghost of Yōtei Legends, be sure to check out the “Everything You Need to Know” post on the PlayStation.Blog. 

We welcome you to experience Ghost of Yōtei Legends today!

For the latest PlayStation news, follow PlayStation Australia on FacebookTwitterYouTube, and Instagram

Snail Games Kicks Off GDC 2026 With Franchise Updates, New Reveals, and Major Milestones

ARK expansions, a new indie announcement, and Bellwright’s 1M milestone highlight the publisher’s showcase

San Francisco, CA – March 10th, 2026 – Snail Games kicked off Game Developers Conference (GDC) 2026 with an invite-only showcase for press and industry partners, revealing new trailers, franchise updates, and upcoming projects across its portfolio.

The evening highlighted the steady cadence of new content coming to the ARK franchise. Studio Wildcard’s Jeremy Stieglitz introduced PixARK Worlds, a new title in development by Studio Sirens and Snail Games, created with guidance from Studio Wildcard, with revolutionary user-generated-content features and designed to expand the ARK universe onto the Nintendo Switch 2.

Stieglitz also revealed details about ARK: Survival Ascended content coming this year including ARK: Tides of Fortune (June), focused on physical sailing ships across a vast ocean world, ARK: Dragontopia (December), and a custom ARK World Creator (May) for consoles, while outlining continued franchise growth plans heading into 2027. Meanwhile, Studio Siren’s Matt Kohl debuted an event-exclusive trailer for ARK: Survival of the Fittest, offering a renewed look at its standalone competitive esport-style gameplay.

Snail Games also unveiled a brand-new indie title, Gobby Gang, now available to wishlist on Steam. The reveal included a first-look trailer showcasing the game’s playful tone and chaotic cooperative gameplay.

Elsewhere, medieval survival strategy RPG Bellwright celebrated a major milestone, surpassing 1 million units sold during Steam Early Access. Creative Director and Project Lead Florian “Chadz” Hofreither reflected on the journey through Early Access and the role of community feedback in shaping the game’s path toward its upcoming 1.0 launch.

The open-universe space survival RPG For The Stars also revealed an event exclusive trailer, offering a deeper look at its open-ended exploration, player-driven research systems, and frontier civilization themes. GDC attendees can learn more on Wednesday, March 11th at 5pm at the Tech Demo Stage, hosted at the Yerba Buena Center for the Arts (701 Mission Street), where Snail Games will present For The Stars in The Lounge screening room with lead designer Calix Reneau discussing the vision behind the AAA intergalactic adventure.

Snail Games also highlighted its Interactive Films initiative, an experimental publishing approach designed to transform high-engagement vertical narrative content into interactive Full Motion Video RPG experiences, bridging modern digital storytelling formats with gameplay-driven interactivity.

About Snail Games USA
Snail Games is a leading global developer and publisher, known for delivering innovative, immersive gaming experiences across a range of genres and platforms. With a legacy of technological innovation and a focus on community engagement, Snail Games is shaping the future of interactive entertainment. snail.com

Bait. Haul. Survive: Antarctic fishing horror Crabmeat is now available for PC

The Feudostate demands you meet your quota; 10% discount available at launch

Melbourne, Australia – March 11, 2026 – Indie studio, Searching Interactive is today pleased to announce that Crabmeat – a short, first-person, point-and-click survival horror is now available to purchase via Steam for Windows, priced $7.99 USD / $11.79 AUD / £6.69 GBP / €7.79 EUR – with an additional 10% launch discount available for two weeks.

To coincide with the game’s launch, a new trailer has been released that teases the icy intensity that awaits.

Crabmeat shackles you into the sodden, salty boots of an indebted prisoner of the Feudostate, which has forced you to set sail in search of priceless Southern King Crabs to pay off your debt. You must collect your quota of crustaceans within seven days or risk permanent expatriation from the state for you and your family.

In this sharp and frosty two-to-three experience you’ll navigate harsh waters for bountiful shores, crewing and manually operating your government-issued crabbing vessel alone – baiting, placing, and winching traps, sorting your hauls, and fighting to maintain the ship’s vital components from threats that dwell beneath the tide.

In this frigid place, will you find freedom or your end?

Crabmeat – Features

  • Explore this icy southern wasteland in your government issued crabbing vessel
  • Bait, place, winch and empty traps to bring in big hauls of precious crabs
  • Experimental blend of First Person and Point and Click gameplay, where the entire game is playable with only a mouse
  • Defend yourself and the ship from the denizens of the sea
  • Short 2-3 hour experience

Crabmeat is now available to purchase for Windows via Steam.

For more information on Searching Interactive and Crabmeat, please visit the official website.

About Searching Interactive

Founded by indie developer veteran Nicholas McDonnell following the closure of Samurai Punk in 2023, Searching Interactive was established and is driven to create games in a more creatively sustainable way. The studio aims to bring fresh experiences to games and expand what’s possible in the medium.

THE HOUSE OF TESLA: DEFINITIVE EDITION – OUT NOW ON PC

Experience the “Spark of Change” in the must-play version of the hit atmospheric puzzle adventure, arriving today on Steam, Epic Games Store, and GOG

Bratislava, Slovakia, March 10, 2026 — Publisher Blue Brain Games proudly announced today that The House of Tesla: Definitive Edition, a complete relaunch of its atmospheric puzzle adventure, is now available on Epic Games Store, GOG, and Steam. This “Definitive Edition” represents a reimagining of the original title, featuring improved gameplay, a brand-new finale, and significant visual enhancements. 

About the Game

Set within the eerie, abandoned halls of Nikola Tesla’s real-life Wardenclyffe facility, The House of Tesla: Definitive Edition is the best and most complete version of the acclaimed puzzle adventure, representing the fullest realisation of Blue Brain Games’ original vision. Players must uncover the mystery behind Nikola Tesla’s vision of wireless electricity transmission, unravelling secrets among deserted machines across five chapters of carefully paced gameplay. Shaped by player feedback, this edition features a chapter-by-chapter rework of the entire experience, including a complete overhaul of the final chapter. The game’s dramatic climax has been rebuilt from the ground up with new puzzles and visuals, leading to a more powerful and impactful finale. 

Key Features

  • The Complete Experience: Includes all major chapter reworks and improvements since launch as standard, making this the definitive must-play edition.
  • Rebuilt Tower Chapter: A total overhaul of the game’s climax featuring new puzzles, visuals, and reimagined gameflow for a fresher, more satisfying experience. 
  • The Prototype Device: Wield a unique handheld invention to visualise and influence the flow of electricity to solve puzzles.
  • Historical Mystery: Explore locations based on real places and plans of Nikola Tesla, told through a dynamic flashback system and new diary entries.
  • Enhanced Presentation: Upgraded textures, improved models, atmospheric lighting, and new sound design across the entire game.
  • Signature Gameplay: 10+ hours of challenging gameplay featuring meticulously crafted puzzles, and updated hint system.
  • Global Language Support: Featuring fully voiced narrative in English and Czech, with interface and subtitle support localised for 10 languages: Czech, English, French, German, Italian, Japanese, Polish, Portuguese-Brazil, Simplified Chinese, Spanish.

About Blue Brain Games

Blue Brain Games is an indie game developer and publisher based in Bratislava, Slovakia. Best known for the globally acclaimed The House of Da Vinci series, we craft puzzle adventures where history, storytelling, and imagination blend seamlessly. Since 2016, our titles have been enjoyed by more than 5 million players across PC, mobile, and consoles.