Build thriving settlements, take care of your settlers’ needs and explore the frontierlands as you discover your family’s secret
Oberhaching, Germany, September 25, 2026 – The time has come. Follow the call of adventure, travel to the iconic era of the American Wild West during the gold rush and build thriving settlements for the pioneers who decided to join you on your adventure. Development team EmpireCraft Studios and German indie publisher Toplitz Productions are proud to announce that their classic city builder Wild West Pioneers is available now in Early Access on PC via Steam, GOG and Epic Games Store.
Enjoy classic city building, experience the hardships of setting up and maintaining prosperous settlements and embark on an exciting adventure set against the story-rich backdrop of the American frontier during the gold rush. However, this is only the beginning: During the course of the Early Access not only will the invaluable feedback from the community help the dedicated development team to improve the game, but a roadmap filled to the brim with additional features and tons of fresh content will expand the gameplay experience.
About the game: Wild West Pioneers is a city-builder, where every sunset brings a new adventure. From timber to gold, from makeshift homes to bustling towns, you have to manage production and care for your people. Follow a story full of dangers while exploring the unforgiving frontier. Giddyup, Partner!
Going West As the leader of a group of pioneers, you are responsible for guiding your people as you expand into the untamed Wild West. Find the perfect places to establish new settlements and turn them into a home for you and your settlers.
Life’s Adventure Everyone has a reason to head west: debt, heartbreak, hope, or… gold fever. But why did your father never come back? Beneath the struggle to build new settlements lies a personal journey to find him and keep the promise you made.
Exploring the Frontier The West is called Wild for a reason. The frontier you’re about to explore is full of surprises, adventures and opportunities just waiting to be seized. Send your Scouts to discover new locations that you can explore, and chart your course westward!
Cities Full of Life Settlers come west in search of a better life. Food and shelter may be enough at first, but a thriving town needs more. Keep your people satisfied, earn their trust, and they may help turn your settlement into a true jewel of the Frontier.
Your own Journey The journey through the Frontier is yours to shape. There’s always something worth pursuing. Choose which goals to follow, decide how to spend your rewards, and grow the town in the way that feels right.
Wild West Pioneers is available now in Early Access via Steam, GOG and Epic Games Store. More information can be found on the respective store pages. Join our official Discord server to get the latest information on Wild West Pioneers and stay up-to-date about all exciting titles from Toplitz Productions.
About EmpireCraft Studios EmpireCraft Studios is a game development company established in 2024. The studio brings together a team of seasoned developers who have previously worked on titles like Aztecs – The Last Sun. EmpireCraft Studios specializes in creating city-building games with survival elements. With a strong foundation in the genre, the studio aims to deliver immersive and challenging experiences that blend strategic city management with survival mechanics, appealing to both hardcore and casual players.
About Toplitz Productions The German-Austrian publisher, whose name originates from the mysterious Toplitz Lake in the heart of Austria, develops and publishes games with “heart & soul” for all platforms. The company consists of a healthy mix of experienced industry veterans and young talents, all of whom are passionate gamers. They enjoy working with creative developers on many exciting titles, such as those from the “Dynasty” and “Giant” series.
Face The Djinn. Embrace Your Rebirth. Shape Destiny Itself.
Dubai, UAE (September 25, 2026) | Today, solo developer Rooted Elevation proudly announced that its Arabian folklore-inspired psychological horror visual novel, Saraab: Beyond The Veil, will be released on November 3, 2026, on Windows PC via Steam. A new demo for Saraab: Beyond The Veil will be available during Steam Next Fest: October 2026 Edition.
Play as Elham, a schoolgirl whose brother has suddenly been kidnapped. In a story where saving your brother means facing your own demons, Elham must go on a journey confronting foes she could’ve never imagined. To forge her own destiny, she must unlock the powers of her bloodline. Each encounter, whether with monsters born of the night or fragments of her own psyche, draws Elham closer to the truth behind the abduction and to knowing who she truly is.
Watch theSaraab: Beyond The VeilRelease Date Trailer
Saraab: Beyond The Veil is a story of self-discovery and connection, harnessing the supernatural spirits of Arabian mythology to pay homage to the developer’s heritage, combining Gulf-inspired folklore with psychological horror to uniquely craft an emotional family story. It draws on djinn traditions and tales known across the Gulf and UAE in particular, bringing a less familiar cultural perspective to the visual-novel horror space.
While horror is the setting of the game, healing is what moves the story forward. As Elham confronts the beliefs and inner shadows shaped by her family experiences, she gains the ability to change reality. Her choices influence both her path and the ending.
“I’m incredibly excited to bring this story to players and share a world shaped by authentic cultural themes, folklore, and emotional experiences that are rarely explored in games,” said developer Lubna Ahmed. “I hope players everywhere can connect with the game’s story and characters, because ultimately, it’s a story about the human heart.”
Key Features ofSaraab: Beyond The Veil:
Arabian Influences: The studio draws inspiration from Arabian folklore, lived traditions, and perspectives that are not often seen in games, creating worlds with their own unique identity
Beautifully Unsettling: Experience hand-drawn anime visuals, a hauntingly emotional soundtrack, and a narrative that explores trauma, strength, and the duality of the human heart
Heart vs. Ego: Navigate tense encounters with two fateful characters — Elham’s Shadow and Guide — who hold the keys to her awakening
No Rest for the Wicked: Dive into Elham’s consciousness, confronting the past to reclaim her future
Branching Storylines: Shape Elham’s story through meaningful choices and three different endings
Accessibility: The game uses the dyslexia-friendly Atkinson Hyperlegible font to enhance readability and ensure an accessible experience for all players
Saraab: Beyond The Veil will be released on November 3 on Windows PC via Steam. Psychological horror and visual novel fans alike can wishlist the game on Steam today and look forward to the upcoming Steam Next Fest: October 2026 Edition demo on October 19.
About Rooted Elevation
Rooted Elevation creates narrative-driven visual novels about self-discovery and human connection, designed to inspire reflection, empathy, and personal growth.
Saraab: Beyond The Veil is the first commercial release from solo developer Lubna Ahmed. She leads the game’s development, writing, and music, while collaborating with external specialists where needed.
Senior year is almost over. Make it count in this raunchy, early 2000s-inspired open-world adventure.
September 25, 2026 — Class is back in session for those with a penchant for reliving those awkward high school years in true Y2K style. Agefield High: Rock the School is out now on PlayStation 5, bringing its cringeworthy, raunchy, and early 2000s-inspired open-world adventure to console, with Xbox Series X|S following on October 2. Play as Sam, a high school senior with graduation on the horizon, and spend your final months cutting class (or actually showing up), causing chaos around Agefield, and doing whatever it takes to become the big man on campus.
Be a model student, be every teacher’s nightmare, or land somewhere questionably in between. Explore the open world of Agefield, pick up side hustles for some extra cash, spend your earnings on new clothes, bikes, hairstyles, and more, and keep an eye out for teachers and the cops if you decide to break a few rules along the way. Turn up the pop-punk and get ready to become a legend!
AboutAgefield High:
A Senior Year to Remember (or Regret): Follow Sam’s journey through 30+ main missions filled with humor, rebellion, and teenage drama.
Raise Hell Across Agefield: Freely roam the school campus, town center, neighborhoods, and countryside in a fully open world.
Side Hustle Your Way to the Top: Take on side hustles, earn cash, and complete mini missions to become the talk of the school.
Go to Class…or Don’t: Attend or skip classes while navigating schedules, routines, and consequences.
Your Look, Your Legacy: Upgrade your look with new clothes, bikes, hairstyles, and more.
Pop-Punk, Satire, and Zero Chill: A pop-punk soundtrack, vibrant visuals, and satirical tone bring the era to life.
Relive those awkward phases: With the intention of capturing the true spirit of the “good old days” in every form, Agefield High’s whole vibe is in keeping with the millennium zeitgeist… including the corny interactions and dialogue that we’ve grown to love (or cringe at!)
Agefield High: Rock the School is available now on PlayStation 5 for £24.99/$27.49/€29.99, with the Xbox Series X|S version launching October 2. The game is also available now on PC via Steam. (*Note that exchange rate fluctuations in the digital store may slightly affect your local pricing).
About Refugium Games
Refugium Games is a garage-band-style indie studio creating games that explore untapped ideas. Their journey began as a solo developer with a vision centered around classic grey alien stories, culminating in the release of Greyhill Incident in 2023. After continuing to grow and learn, the team expanded following the release of Vacant’s Mine, setting its sights on its most ambitious project yet: Agefield High: Rock the School, an open-world game about teenage life and rebellion.
When it comes to games about flying around, there are very few out there that aren’t either simply shoe-horned mechanics into an open-world game, those that are entirely on-rails, or even the occasional flight sim that allows players to fly all over the world. There is a drought in games that offer players a chance to step into the cockpit of a fighter jet and take to the skies and dogfight other pilots or take on ground forces and only Ace Combat has stepped in to fill that role, but even then it has been quiet for seven years. After seven years of silence, Bandai Namco’s Aces are looking to bring back that same feeling of fighter jet combat that fans have been hoping for with Ace Combat 8: Wings of Theve. Offering a lengthy and visually gorgeous campaign and a slew of multiplayer options, is this everything fans could hope for?
Story
The player finds themselves floating on an inflatable life raft alongside the only other surviving member of their escape helicopter, a mechanic named Jenkins and the player, who never speaks but is assigned to eventually be a pilot once again as the Federation of Central Usea (FCU) is all but destroyed and the aircaft carrier that has saved them, the FCU Endurance, is the last known aircraft carrier to their knowledge alongside a few destroyers. With the FCU being steamrolled by the Republic of Sotoa thanks to their use of orbital weaponry known a Tonitrus Spears and blitzkrieg invasion, the FCU has crumbled and they need every hand, even if they may still be injured, meaning players are assigned to the weapons management of Jan Cope, better known as Rex, who flies under the mantle of the Wings of Theve.
Almost immediately the player is informed that the “Wings of Theve” is simply a title and nothing more, something that is meant to serve as a piece of propaganda to help what remains of the FCU feel like they have a winning Ace pilot out there somewhere protecting the skies and taking the feight to Sotoa. Upon setting out on a mission to try to obtain supplies at a neutral nation and being turned away as the FCU isn’t seen as an established country anymore, Cope and the rest of his squad, Joker Team, catch a distress call from a passenger plane evacuating refugees being pursued by elite Sotoan Shadow pilots. Sending the rest of the squad ahead as protection for the innocents, Cope tries to serve as a diversion only to end up being shot down and killed in action. Despite the player’s best efforts to rescue him, the best they can do is recover his dog tags before being fished from the sea by a rescue chopper.
Upon recovering from the crash, the XO informs that the Wings of Theve does not die, he simply lives on as a new pilot and it is time for the player to take up that mantle, donning the pilot helmet marked Rex and callsign Wings of Theve as the team leader of Joker squadron. This secret is kept from all civilian members on board outside of Tasha, a trick pilot who happened to be aboard the ship when it was forced to flee the invasion. This thrusts players into being the crux of the FCU’s plans to take back what they can of their land, since while Cope was an excellent pilot, he never was a combatant and now that the player is at the stick, it’s time to take down anything in their way. All while Cope’s ghost speaks in the back of their mind, living on as a specter with unfinished business and plenty of vague hints for the player throughout the lengthy story.
Ace Combat 8: Wings of Theve takes a different approach from the previous entries by placing players behind the shoes of an entirely unnamed protagonist who is only shown through a first-person perspective during cutscenes. In these cutscenes players can look around, zoom in, and various other aspects while listening to characters talk, but not talk at all for themselves. The only optional dialogue comes in the form of simply replying Yes or No to questions or command over the radio during combat. These can range from simply giving the player’s wingmen some encouragement, giving them the freedom to support another squadron, or even warn them that they were nearly killed if the player manages to save them. This is a bit of a disappointment as the crew of FCU Endurance and Joker Squadron are a delight when they are talking to one another.
Every character has a backstory and reason to keep fighting as players learn throughout the story, even if they have no direct input themselves. This creates an interesting storyline where players care about their team surprisingly easily considering they aren’t directly interacting with them outside of combat. This is especially true since every single one of Joker squad has their own story arc that takes place over the course of missions and some of them are quite impactful, showcasing the horrors of war and loss, or overcoming one’s fear of fighting. Of course, the core storyline of Ace Combat 8: Wings of Theve is both as ridiculous as the franchise can be and grounded in some form of reality by showing the desperation of a nation at the brink of annihilation struggling against a far superior force and their literal superweapons. Players will face off against everything from land battleships to dodging railgun shots that can decimate them in an instant or even working to throw kinetic weapons from space off course and avoid total destruction, all while still taking on enemy pilots and ground units.
One thing that is interesting to note, that while it may not play a major role in the storyline, how well players protect some units in certain battles or how well they perform will be mentioned or discussed in later missions. For example, protecting enough landing craft while providing air support for a land invasion can lead to the ground forces praising the Wings of Theve for protecting them with high morale, or in the same mission it is entirely possible to have only one landing craft make it, with side-characters and ground units either dying altogether or simply complaining that they can’t trust the Wings for anything. This is a small but interesting detail especially since it encourages players to do their best or give their wingmen freedom to act when needed as it often results in the best outcomes rather than build resentment in the team or lose dialogue during missions.
If there is one downside to the story it is the fact that despite players having plenty of time in the air with their squad and even a first-person perspective in cut-scenes as they talk aboard the Endurance, there is never a chance to actually walk around or initiate dialogue of any kind with them and considering the amount of detail that went into writing these characters and the design of the ship itself it is a bit of a disappointment players are never really given an option to throughout the story.
Gameplay
One of the key aspects of Ace Combat 8: Wings of Theve is that players have two different styles that they can approach controlling their jet. With Standard controls players will have an easier time maneuvering the aircraft and performing various dives, pitching up, and even zero-g turns without losing control of their aircraft or trying to fiddle with every aspect. On the other hand, Standard mode does limit some player controls as well and makes it so other advanced maneuvers such as acrobatic flight or even inverted combat are impossible unless players swap to the more complex Expert controls. The latter is definitely recommended only for veterans of the genre as it can be quit difficult to keep an eye on everything during combat while keeping the aircraft steady or ducking and weaving lock-ons, deploying limited flares to avoid a missile strike, or an enemy on the player’s six.
Before every mission players will be able to select a fighter jet from any that they have unlocked, equip it with various special weaponry such as long-range air to air missiles, multi-lock missiles, bombs for ground targets, or even air to ground missiles. Players are always given an infinite amount of machine gun ammo but will have a limited amount of ammo for their special weaponry and even standard missiles. This can mean that if players are careless or over-extend themselves that near the end of a mission they may be running entirely on machine guns to eliminate ground forces or dogfighting enemy pilots. In many ways players will need to pay attention to their mission briefing as before every sortie they can customize their aircraft loadout to fit the conditions. Highlighting long range air-to-air missiles allows players to take quick decisive strikes at an enemy formation early before they come into contact, while air-to-ground missiles can safely dispatch ground force such as AA guns, howitzers, tanks, etc. without catching flak fire, lock-ons, or smashing into the ground.
In a similar but more limited fashion, players can also select the jets that the rest of Joker squad will be flying though they cannot customize what parts will be added onto the jet nor the special weapon that will be equipped. As for these parts, they are various unlocks players obtain through the upgrade tree utilizing MRP (Mission Report Points) that are obtained at the end of every mission and awarded for taking down various enemies including non-target foes, clear time, damage level, and any deductions for having to restart from a checkpoint. MRP is used to unlock parts that can increase things such as missile reload speed, lock-on speed, maneuverability, decrease the effectiveness of radar jamming, and the biggest part of all, unlocking brand new aircraft to fight in. It is worth noting that players will need to buy four of the same jet if they want their entire team to fight using the same type, though the initial cost drops significantly after unlocking it, but that isn’t required nor preferred as jets come in four different types. Pure attack types, multi-purpose, ground target, and support planes that all offer different benefits in combat.
Once players are actually in the air they will be tasked with any manner of objectives depending on the mission. Most tend to have objectives that continue to update as players progress through them, such as shooting down one enemy squadron only to have to deal with the next, or providing air support for a ground unit that is coming under fire. Assaulting and destroying enemy planes is fairly simple in practice but can be quite challenging depending on the target and the player’s flying ability and weaponry. Obviously the best way to take down an enemy aircraft is a properly locked on pair of missiles but they can also be downed through machine gun fire if close enough, though larger planes can afford to absorb more damage and higher level opponents can deploy flares to send the player’s missiles careening off course. The enemy will also do their best to dodge incoming fire or circle around and get on the player’s six and this is where team work and maneuvering comes into play.
During story combat players can give three different orders to their wingmates in Joker squad or let them fly as usual. These three orders are to focus fire on a specific target, focus on protecting the player and targeting any enemies trying to get onto their rear or obtain a lock-on for a missile, or disperse and let them run wild along the field, staying within range of the player still for support. The allied AI is actually quite intelligent and can hold up for themselves in combat, often being able to take down ground facilities and even shooting down enemy aircraft on their own, including a few more challenging aircraft that players fight against, though they’ll often tend to line-up the shot for the player instead, either chasing a target into the player’s killshot range or damaging them enough that the next strike will send the opponent into the sea. Players can also dictate when their allies can begin to use their special weaponry in a fight and when to hold off with the tap of a button and allies will warn players when they are getting low on ammo for their special weapons.
Outside of the standard missions with specific objectives this entry also brings back the destruction focused missions though these are only few and far between in the actual story. These missions involve destroying as much as possible within a time limit, even being able to resupply if needed at the cost of time. These missions are some of the best as it gives players complete freedom of where they want to target and full control of their plans. The opposite of these are super weapon battles where things are taken to the extreme. Players must do battle against super weapons that can unleash devastating attacks and absorb insane amounts of damage, often only being able to be damaged after certain points and really putting the player’s skills to the test.
When not in the game’s story mode it is interesting to note that Ace Combat 8: Wings of Theve is attempting to offer the most extensive online gameplay that the series has ever seen, including a literal arcade experience when players aren’t up in the skies fighting it out. This includes arcade cabinets that contain Pac-Man, Galaga, and even Rally-X and apparently are meant to rotate every season of online play. As for the actual online mode, this is where player customization does come into play as players will be able to customize their own avatar to run around the ship that can apparently hold up to a hundred other players at the same time. The online save data is completely separate from the story save data so players will need to unlock new aircraft, weapons, aircraft parts, and even skins and logos for their favorite aircraft all through competing and completing missions with and against other players.
As a mercenary pilot players will work their way up through the ranks in cooperative missions and competitive battles. This includes Co-Op Assault, a PvE mode where two teams of four players will be set loose onto a map to complete as many objectives and destroy as many targets and aim for the highest score, with the winning team receiving more rewards. On the other side of the coin we have the Co-op Warfare PvPvE mode that sees four players on each team face off against one another with allied and enemy NPC forces assigned to each team. This mode is all about taking down other players and destroying their allies, working to build up their “Threat Level” to aim for an Ace status that will award a slew of bonus points if obtained, but also reward the enemy a large boost in points if they manage to shoot the player down. Both of these modes are set to timers with the winning team being the team that is leading at the end of the fight, and it is great to see so much focus on PvE content, even mixed in to the PvP mode, for fans who aren’t quite as skilled as some longtime hardcore fighter pilots might be.
Alongside these two main modes players will also be able to take part in random Emergency Missions that will allow eight players to team up at once to take on a superweapon from a past game in the franchise and while we weren’t able to test out a fight like this in our time with the online mode, if it is anything like facing off against a superweapon in story mode it is sure to be a chaotic firefest, especially with seven other players as wingmen. Alongside this there are regular “Event Missions” such as Team Deathmatch and standard Deathmatch as well where it is either 4 on 4 or all eight fighters aiming for supremacy but these modes are also apparently always available as we never were able to try them during the review period.
Audio & Visuals
As one would expect from Aces at this point, Ace Combat 8: Wings of Theve is an extraordinary looking game. With over thirty different aircraft players can eventually unlock and use in combat, every single one of them is replicated after their real life counterparts down to the finest details and this is clearly shown from the inside cockpit view which even has its own special effects as players lock onto targets or are locked onto, including having rain drops gathering on the jet’s canopy and obscure their vision. Of course, even when using the outside camera view from behind the jet, players will still be treated to similar water blindness if flying too quick through rain or flying through heavy clouds. So much in fact that in some levels players will need to watch out or they’ll end up flying through clouds and pancaking right into the side of a mountain they couldn’t see.
Dog fighting and combat against ground forces look absolutely wonderful with plenty of explosions and destruction to be had, especially since players can now damage and take out most enemies simply from hitting them enough rather than targeting a weak spot, unless it happens to be a “super weapon.” This is especially true during night missions or those that take place during a storm as fighting during the night and seeing the spectacular blossoms of flame and carnage are a real highlight. Outside of the combat the game’s graphics are also outstanding as all of the character models players see in cut scenes are extremely detailed, down to the point that even the german shepherd that is only here and there is modeled better than most enemy wolves in other games, nevermind how expressive the faces of the character can be.
Speaking of these characters, it is great to note that the voice work is handled exceptionally well throughout the game, whether it is during cutscenes or radio calls during combat. These can even include chirps from allied units calling for assistance, wingmen calling out shots, or even enemies crying out as they are shot down. Another area that Ace Combat 8: Wings of Theve excels at is the soundtrack. While some missions may have only a standard action background track going to it, many of the more impressive missions feature incredible sounding voiced music that fits the action perfectly, especially with how tense some fights can end up being. In fact, even the enemy Ace Pilots have their own theme song they come blasting in over the radio waves, trying to intimidate the team, serving as both an effective portrayal of psychological warfare alongside great music at the same time.
Overall
Ace Combat 8: Wings of Theve is the best dogfighting game a fan could ask for. Not only has Bandai Namco Aces managed to offer the largest roster of planes to use in combat with various roles, it also delivers an emotionally grounded storyline even if it takes things to the extreme at points with how ridiculous the enemies end up getting as players face off against impossible superweapons. It also helps that it delivers epic feeling moments such as battling it out above a blazing city in a night sky while rock music blares over the radio to honor fallen comrades, delivering some of the best scenes a fan of this genre could ask for.
Between this and an online mode that offers tons of replayability and isn’t afraid to give players more ways to work as a team than simply shooting each other down, though that is certainly an option in the other mode, means that this title has a huge sky ahead for the players to spread their wings and take to the skies, aiming to shoot down any enemy in their path.
Capsule Computers review guidelines can be found here.
The term boomer shooter vanished from the video game line-up for quite a long time, only supported by a few major franchises that barely resembled the gritty and rough around the edges games that originated in the 90s. The indie market has made major moves to help fill this niche with their own takes on a boomer shooter and now it is time for Nightdive Studios to bring a cult FPS back from the dead for the second time. SiN, originally released in 1998, was given a remaster in 2020 by NightDive and called SiN Gold and now six years later they are revisiting the project to improve upon their work and revise some errors they made six years prior, now giving fans of boomer shooters SiN Reloaded. Sitting on its second remaster and not quite being a standout back in the day, is SiN Reloaded worth checking out for fans of the genre or even longtime fans of the franchise that continued later on?
Story
SiN Reloaded is as ’90s as they come with a storyline that is fairly substantial given the time the game came out but also dripping with cheesy dialogue, villains, and one liners. Set in a dystopian future players take on the role of Colonel John Blade of HardCorps, a no nonsense cop responding to a bank robbery that he soon finds out is being supported by the worldwide conglomerate of SinTEK and its femme fatale leader, Elexis Sinclaire dressed in as tight of a latex outfit that she could possibly fit into.
With Blade serving as the nigh unstoppable action hero and celebrating his kills, he’s backed up by a side-kick hacker named J.C. with spiked blonde hair and a pair of coke-bottle glasses back at base. Anytime Blade finds himself hindered by an electronic issue, it’s usually J.C. that will bail him out and the two will banter back and forth between levels as Blade continues to uncover more of SinTEK’s conspiracy and Sinclaire’s twisted plans of using her newly uncovered mutant transformation system to flood the world with mutants.
The story is far from serious but it is nice to note that there is some variation to the story depending on what the players manage to accomplish in some missions. For example, it is entirely possible to have a mission go completely sideways should the player not have the proper code to enter into a DOS style computer, triggering destruction of an entire coastal line and other elements. These different changes are all the more apparent in the bonus episodes that were released a while after SiN was released.
The Wages of Sin expansion missions are included in this remaster and can be played at any time and see the story taking place after the events of SiN, with a mob boss taking advantage of SinTEK’s power vacuum to slide into power. Throughout these missions players will encounter a number of different choices or outcomes depending on how well they perform and figure out that it will deviate some missions in noteworthy ways, something that was unheard of back in the day. Though it is worth noting that just like the original SiN, Wages of Sin is just as corny and ridiculous so players should be prepared for that.
Gameplay
One of the biggest draws of SiN Reloaded is the fact that almost every element of the game’s combat has been reworked to best fit on modern controls and how players would expect them to work. This includes standard twin stick aiming for the FPS, firing, secondary firing for weapons that support it, swapping between guns, and even using an item wheel or weapon wheel which are new to this remake. Players have a variety of difficulties to select from but playing on normal can feel a bit too easy at times, especially since enemies can be downed fairly easily with precise headshots or literally “gibbed” with a shotgun blast and often drop health and armor that Blade will wear to reduce incoming damage.
It is nice to note that players can take almost all of the improvements that were made in Wages of Sin and transfer them into SiN Reloaded‘s original story, this includes being able to wield dual handguns, make certain enemies more visible, and enhance the firepower of weapons that were too weak and felt useless in the original release. That being said, some weapons still feel rather weak compared to others and even more feel like they lack the type of impact they deserve, with rocket launchers or grenade launchers being the biggest issues here, and sniper rifles also apparently sounding like a pea shooter but devastating anything they hit. Similarly, the driving mechanics have also been given an overhauling and feel a little less chaotic than before. Previously the physics of driving were atrocious to the point that players avoided vehicles altogether unless they were required, now they feel worthwhile to use, even if it’s just a forklift to crush a group of enemies and break through some boxes.
When not going in guns blazing players are also given the option occasionally to take a stealthy approach or disguise themselves as a worker to try and sneak through a level. Thankfully there is no real punishment for getting caught outside of having to fight more enemies but the option is there for those who want it. One thing that is a major detriment to the game is that some areas in the game are incredibly dark to the point that it is literally impossible to see in the core story mode. Some of these locations have a limited number of glow sticks that can be thrown to see but cannot be recovered, meaning players will find themselves wasting ammo to use the gunflashes to navigate. Ironically, the Wages of Sin mode immediately includes a flashlight for players to use whenever they want, which is a strange choice considering the fact that this is another option that NightDive could have carried over into the original but chose not to.
SiN Reloaded also features a plethora of bonus content in the form of promotional material that was used back to help showcase the game’s 1998 release and even the team that was behind the Sin Gold release six years ago. These bonuses include everything from never before seen concept art, 3D character models, promotional material from 1998, videos, and photographs to help give fans a little look behind the scenes for this boomer shooter that got lost to time.
Audio & Visuals
As far as the enhanced visuals go, SiN Reloaded is a step up from Sin Gold but that isn’t saying too much considering the game still feels very rooted in the 90s design structure for levels. Enemy designs are decent and nicely varied, especially with the new forms of foes that appear in Wages of Sin and the gun models that the player can use look better than ever. It also features a wide range of cutscenes that are fairly impressive looking for the time the game was made but it is also incredibly easy to skip a cutscene as even pressing a directional button will skip it.
It is interesting to note the game retains all of the cheesy action hero one-liners that one would expect from a guy named Blade, including mocking his opponents and some back-handed banter with his partner. At the same time enemies will beg for their lives as they die or mock the player if they happen to run to reload, though a lot of the dialogue is also very compressed sounding and more than a little rough at times. The soundtrack features a wonderful collection of background music that is fitting for every level and is a nice collection of rock and heavy metal to go with the more intense fights that players will usually be going through throughout the game.
Overall
SiN Reloaded offers easily the best way to experience this forgotten boomer shooter but players should be warned that it is a very basic FPS by today’s standards and while the cinematic presentation of cutscenes is fairly nice and the storyline is more impressive than other games in the same genre, the muffled voice work and other issues make this remake one that is still fairly solid, but perhaps one that only fans of cult classics will enjoy.
Capsule Computers review guidelines can be found here.
Fire Emblem is without a doubt Nintendo’s most respected property, and if the Switch was any indication, the franchise shows no signs of slowing down anytime soon. Fire Emblem: Fortune’s Weave is the latest release, launching for the Switch 2 while offering a fresh story and set of characters. Does this title live up to all of the varied releases of the past decade, or is it one to skip this time around? Let’s find out.
Story
Fortune’s Weave is not a direct sequel to Three Houses, but it does share the same universe and a few characters from the lauded title. The major difference here is the way the plot pivots into something truly unique for the franchise. Players start by controlling an avatar by the name of Eshmel, a deity revived to save the world. In order to perform this task, Eshmel has to travel back in time to re-route history for four fallen Flame Lords, attempting to save each from their fate and put them on a path to an alliance. The player now gets to choose one at a time, revisit fate through each story as they attempt to weave together a new destiny for the world.
Yeah, its pretty jarring to see this type of plot unfold so quickly into the experience, but this is a very special title for how it handles that task. Each narrative is fully fleshed out and your job is to keep this hero alive as they make their way to the Heroic Games, where they have an opportunity of gaining a wish to finally achieve their ultimate goal. The main objective is to successfully pull as many as these plotlines together successfully through choice and skill in order to defeat the demon god Balor once and for all. Yeah, its a lot, but the finesse Fortune’s Weave handles this in is like nothing Fire Emblem has done before. The plots are engrossing, and being able to jump back and forth between them allows players to go at their pace, offering a new take on a more meaningful “choose your own adventure” type tale.
Gameplay
Despite its many central characters, Fire Emblem: Fortune’s Weave mostly takes place within Dagison throughout all the experiences. This world is a hub for the entire plot, and is where our heroes approach the Heroic Games. During the game, you and your current squad meet at inns, where you can shop, court new allies, and strategise with new items and statistics in true Fire Emblem fare. There are side quests to go on, but things still follow that same rich strategy-RPG experience that really follows the core of what we know. To flip things, players can also explore the world a bit, interacting with the world around them as they break out of the main area and head into dungeons to farm experience and tools to assist them on their questlines.
The entire game is split into three arcs. The first has more of a focus on getting to know each Flame Lord and assisting with their specific stories and quests. There are plenty of side characters to get to know and have grow with you, and that in itself is a fun time. The next is the second arc, which in my opinion focuses more on preparation, with a focus on a new protagonist as your squad acts as support. Finally, there is the last arc, which takes the adventure home with a massive alignment of all of the heroes as they prepare for that giant ending battle. If you ever played Dragon Quest XI, there are definitely some similarities here with how this is structured in terms of the acts within. It’s all well thought out and paced, providing the player with so many ever-changing elements that they are sure to never feel a slog, despite the usual RPG grind of it all.
The core battles are absolutely Fire Emblem. You will battle on a high number of grids in this title, and I do mean a ton. Players can utilise the environment for advantages, align with allies for boosts and buffs, and take out enemies while managing their current party over the field. Objectives sometimes play a specific role in each battle, and once that is clear or enemies are defeated, the battle is decided. Yeah, it is all familiar, and still as high stakes as ever. To give players a bit of a reprieve, they can perform a “blessing” that allows them to rewind a turn in order to provide small buffs that may result in a different outcome. For a game like this, the need for this mechanic will mostly come as the game slowly ramps up its difficulty.
Clashes act as a completely different style of battle. Instead of a grid, these action sequences feel more like turn-based fare and offer a fresh perspective while still maintaining the grind to boost character levels and stats. Every character shares a life bar in these segments and head in with a full team. Sure, it isn’t exactly groundbreaking mechanics on its own, but it is a nice change of pace compared to the usual Fire Emblem grid battles you will be doing plenty of. Add in the general new battle mechanics such as Blaze Arts (which have the player sacrifice HP for power) and the varied difficulties of it all, and you have the most complex and connected Fire Emblem to date. It truly feels massive because it is, and Weave never buckles under its own massive weight.
Audio
There is so much to say here. First, the voice acting is fantastic. Sure, not all of the cast are going to be loved by all, but that does not mean their performances feel any less important. This is a massive plot, and one that is carried by these roles, where each character remains memorable and endearing. The soundtrack is also a stunner. Track after track of beautiful hymns or intense battle music coat this title and do it with style. This sounds like a unique take for something we all should expect with Fire Emblem, as most titles all have great music, but it feels more varied and expansive this time around. The standard effects, menu dings, and everything else tie it all together for an amazing audible effort from this team, who put a lot of love into building a superb presentation for Fortune’s Weave.
Visuals
This really comes down to preference. The art style here is a more colourful and crisp Three Houses. The detail on every character model is perfectly done, capturing a Mediterranean aesthetic. The game animations perform perfectly on the Switch 2, able to run at the full 60 frames per second without any issue, allowing animations to run silky smooth for gameplay and cutscenes alike. It’s a beautiful game that is easy to appreciate, and one that most fans will have no trouble enjoying for years to come.
Overall
I feel like Fire Emblem: Fortune’s Weave almost came out of nowhere. Sure, it was announced long ago, but we didn’t expect it to be anything more than a normal Fire Emblem experience. Instead, this title will easily go down as not just one of the best from the franchise, but also the most daring strategy-RPG to hit the market as a whole. The stories are just as beautifully done as the art within, and there is so much to do and see that players should have no trouble putting in over a hundred hours into this massive beast of a title. Fire Emblem: Fortune’s Weave is not just one of the best RPGs on the system; it is easily one of Nintendo’s finest productions to date.
Capsule Computers review guidelines can be found here.
RibCage Games sets the beat. Cello’s war against the corrupted puppets hits PC and consoles October 12
September 24, 2026 – Independent studio RibCage Games today set a release date for Alpha Nomos, its rhythm-action roguelite where music is the law of the world. The game locks in a launch date of October 12 on PC via Steam, PlayStation 5 and Xbox Series X/S. A release date trailer is out now.
Watch the Release Date Trailer:
A run of Alpha Nomos is a fight through room after room of corrupted puppets, each arena harder than the last. Clear one and you move up, picking upgrades that shape how the next stretch plays. Fall and the run ends, but you start the next one sharper, pushing a little further into the ruined world each time.
Everything in Alpha Nomos is tied to the beat and hitting your timing is what separates a clean run from a messy one. Every attack, dodge and ability only lands when you play it in time and a room can turn on you the second you drift off tempo. Cello swings instruments as weapons, all of them recorded live so you hear a real player behind every hit, while audio powerups like Reverb, Flanger, Delay and 4 more reshape her moveset and the track as you go.
The launch build carries the full puppetcore world: abandoned cities, a corrupted circus and enemies stitched from things that used to be whole. Behind the clown faces and empty streets are the two questions Cello has been chasing all along: what silenced the music and what happened to her friends. October 12 is where those answers start to arrive.
“Picking a date is terrifying and it’s also the best feeling in the world. We’ve spent this whole project asking players to trust that rhythm could carry an entire game, not sit on top of one. On October 12 they get to hold the whole thing and hear what we meant,” said Emil Lager, CTO at RibCage Games.
KEY FEATURES
Beat-Synced Combat: Every attack, dodge and ability locks to the beat and landing your hits on rhythm is what makes them hit harder.
Live Instruments: Each weapon sound is a real studio recording rather than a sample library, so you can hear a person playing behind every strike.
Audio Powerups: Reverb, Flanger, Delay and 4 more reshape both how Cello fights and how the soundtrack sounds while she does it.
Roguelite Runs: Fight through advancing arenas and build out upgrades that carry across each run into the next.
Puppetcore: Explore ruined cities and a corrupted circus filled with enemies that were once part of something whole.
Original Score: The soundtrack comes from Totem Warriors, recorded live to sit inside the game’s rhythm systems.
Accessible: A timing offset lets players of every skill level tune the game so it feels rewarding rather than punishing.
AVAILABILITY
Alpha Nomos launches on PC via Steam, PlayStation 5 and Xbox Series X/Son October 12. A free demo is playable now on Steam. Wishlist and follow to catch everything ahead of launch.
RibCage Games is an independent studio founded by four developers who left mobile gaming to build the immersive PC experiences they grew up loving. Alpha Nomos is their debut commercial release, a rhythm-action roguelite built on the belief that music isn’t a backing track, it’s the rulebook. We create, we don’t generate.
Watch Pigxel go hog-wild with an arsenal of crud-crushing tools in the new early access release date trailer
LOS ANGELES – September 24, 2026 – Dirt’s days are officially numbered. Acclaim, Inc. and Valadria today announced that Pixel Washer, the cozy, retro-inspired power-washing sim where players restore a grimy pixelated town to its former glory, sprays its way onto Steam Early Access on October 15. Grime’s on borrowed time for Switch & Switch 2 owners as well, who’ll be able to get their hooves on what’s destined to be the best pig-centric cleaning sim of the year, shortly after in 2027.
“What a genuine thrill to be working with Acclaim! I’ve been a fan for decades so this feels surreal to me,” said Valadria founder Matt Hackett. “I had been working on Pixel Washer for many months “all by myself”, but then Acclaim signed on to help me make Pixel Washer much bigger and cooler than I could have on my own. I hope players are ready for a simple, relaxing game that’s easy to play and hard to put down. Oink!”
To mark the date, Acclaim has released a new trailer. Watch as Pixel Washer’s plucky porcine protagonist Pigxel takes on the filthiest jobs in town. The footage reveals even more grime-caked locales players will be tasked with cleaning when the game launches into Early Access next month.
Early Access Note: Pixel Washer’s October 15 launch marks the beginning of a broader content roadmap for Pigxel. Throughout Early Access, Valadria and Acclaim will continue expanding the game with new content, features, quality-of-life improvements, and community-driven updates, while also exploring crossover and licensing opportunities. This ongoing development will build toward the full 1.0 release and planned console rollout, supported by a larger worldwide scrubbing.
Developed by California-based indie developer Valadria, Pixel Washer puts players behind the stylish goggles of Pigxel, a pig tasked with turning filthy environments into shining pixel art masterpieces. Armed with a trusty power washer, players blast dirty sprites back to a pixel-perfect shine across a wide variety of sullied settings, all set to a chill soundtrack.
Can’t wait until October 15 to get your hands dirty? Download the Pixel Washer demo on Steam here.
Key Features
Wash and Restore – Use your power washer to blast away grime and bring beautiful pixel art levels back to their full glory.
Upgrade Your Arsenal – Earn money on the job and spend it on more powerful washers, new vehicles, and additional equipment.
Cozy Vibes – Relax to a chill soundtrack and satisfying sound design that makes cleaning feel like a reward, not a chore.
Explore a Pixelated World – Choose from a wide variety of pixel art levels and discover the charm hiding under all that dirt.
About Acclaim:
Originally founded in 1987, Acclaim established itself as a leading global developer, publisher, and mass marketer, bringing beloved franchises such as Mortal Kombat, Turok, and NBA Jam into homes worldwide. Today, Acclaim carries its legacy forward with an unwavering commitment to supporting talented indie developers and delivering high-quality, premium indie games to a global audience. Acclaim’s modern revival stands as a testament to the strength and enduring appeal of its iconic brand.
About Valadria:
Valadria is the creative output of Matt Hackett, a game developer in California. It’s all about developing games in one hand, and helping developers make games in the other. Our first offering is How to Make a Video Game All By Yourself, an Amazon #1 bestselling game dev book. Next up: Pixel Washer, a cozy game about washing dirty pixels. Sign up for Valadria’s game dev newsletter to join Matt on this long and exciting journey.
Sydney, Australia, September 25, 2026: The Moirai have woven a long thread – after roughly a year and a half of hard Early Access labour, that thread is finally nearing its final knot. Hermes, herald of the gods, has descended to the mortal realm to announce the decision of the Pantheon: the Olympians are pleased with the efforts of hundreds of thousands of mortal adventurers, who already faced their Nemesis. In their eternal, divine greatness, they are granting us: a release date! Hermes is pleased to announce that Titan Quest II will leave Early Access and launch into full release on January 19th, 2027, for PC, PlayStation®5, and Xbox Series X/S.
The Titan Quest II Odyssey has been long and full of epic adventures, right from ancient Greek mythology. Guided by feedback from a vast number of heroes during Early Access, Titan Quest II has been expanded through numerous updates that added new lands to conquer, new powers to wield, and new treasures to loot along the way. The developers at Grimlore Games have forged an ARPG like no other, with its unique mastery system that offers the players an immense amount of freedom while creating their own unique heroes. Version 1.0 pulls every strand together into the complete tapestry the Moirai had planned all along – plus a fair bit more.
Meet your fate on January 19th, 2027, when Titan Quest II launches in full on PC, PlayStation®5, and Xbox Series X/S.
Check out the release date announcement trailer:
In the coming weeks and months, more secrets from the Moirai’s grand scheme will be unveiled – rumours whisper not only of a pre-order with interesting bonuses, but also of a mythical creature and a hidden treasure. Rest assured: this Odyssey is far from over. Even after the full release in 2027, Titan Quest II will be expanded and updated, will conquer new lands, add new features, and tell new legends.
Make sure to hold your course and add Titan Quest II to your wishlist – or join the brave phalanx of Early Access heroes today!
Return to the classic mythology-inspired setting of Titan Quest and go toe-to-toe with legendary monsters as you journey across a fantastical reimagining of ancient Greece. Nemesis, Goddess of Retribution, is out of control. She is corrupting the Threads of Fate and condemning all those who oppose her to eternal punishment – including you. Take up your weapon, fight alongside gods, and change fate itself to stop Nemesis, free those she’s punished, and weave your own epic tale.
A Land of Myths and Monsters
Embark on an adventure worthy of the epics that takes you from picturesque beaches, to serene Greek temples, to ruins haunted by shades of the dead, to places where no mortal has ever ventured, including the mysterious realm of the Moirai themselves and beyond.
Battle classic creatures from Greek myth and the original Titan Quest, including ichthians, centaurs, gryphons, hippokampoi, and cyclopes, and prove that the age of heroes is far from over.
An Odyssey Through the Unknown
Titan Quest II features a unique handcrafted campaign focused on exploration, and the world is full of mysteries and secrets to discover. Legendary monsters lurk in hidden groves, strange artifacts still carry magic from bygone ages, and you never know when you will end up face-to-face with a god. Every ruin holds a secret, every statue a story. Visit memorable towns full of life and intrigue. The conversations you engage in and the items you find along your journey can lead to surprising discoveries. This is your adventure.
Glory Awaits the Bold
As your journey progresses, you will unlock powerful abilities and wield epic weapons, but the enemies you face are far from defenseless – dodge and counter their attacks, then overwhelm them with a well-timed flurry of blows. Rituals allow you to control the game’s difficulty, while deep character customisation systems ensure that there’s always a good reason to replay.
From the creators of SpellForce 3 comes a handcrafted action RPG for a new generation of mythical heroes.
Key Features
Flexible Character System
In Titan Quest II, you are in control of your own fate. Form your own class by combining two masteries. Build your character around the strengths and weaknesses of both masteries, exploring different combinations of skill modifiers, attributes, and items to create your own hybrid class and find your favourite playstyle. Grow your powers from those of a young mortal to a hero to rival the gods themselves!
Meaningful Loot
Every item serves a function, and every character class has many options when it comes to finding the perfect equipment.
Challenging Action RPG Combat
Enemies form factions and work together, combining their unique skills and abilities to keep you on your toes. Use the deep character build system and access every skill at your disposal to vanquish them in this unique action RPG experience.
A Beautiful, Handcrafted World Rooted in Greek Myth
Encounter stunning vistas and deep caverns, and traverse the world with your divine mount, Areion. Use the powers of the gods to uncover secret locations and explore lovingly designed levels full of verticality.
Rich and Immersive Sound
An atmospheric soundtrack blends traditional Greek music with modern orchestral elements to create epic, memorable themes, drawing you into Titan Quest II’s unique world
Learn more on the Titan Quest II’s official website: Official Website
About THQ Nordic
Founded in 2011, THQ Nordic is a global video game publisher and developer. Based in Vienna (Austria), and with subsidiaries all around the globe, THQ Nordic brands include Darksiders, MX vs. ATV, Destroy All Humans, Wreckfest, Titan Quest, Biomutant, Gothic, ELEX, Kingdoms of Amalur and many more. THQ Nordic is meant to represent a core approach of doing much more than “owning” a highly competitive portfolio of IPs. It revolves around cherishing them, and aligning them with the very best development resources to expand upon them with the level of experience that communities and established fan bases expect and deserve.
Madrid, SPAIN — Sept. 24, 2026 —Golf 5 MAX, the retro-inspired arcade golf game and spinoff of the Golf 5 VR simulator series developed by LENYA DIGITAL and published by AAA Game Studios, seeks greatness on the green on PC via Steam on Monday, Nov 2nd, 2026. Participate in the Founder’s Cup 2 until Friday, Oct. 2nd, open now in the demo, for the chance to win Steam gift cards.
Tune in for tee time on seven beautiful courses for 18-hole rounds, color-calibrated in retro sports broadcasting aesthetics. Mind the wind, take aim, and swing with confidence as Golf 5’s signature realistic physics engine gives every stroke real-world results. Deliver dialed-in accuracy or unlock maximum power with an intuitive take on classic 3-click swing mechanics, engineered for unmatched control on the green.
Master Arcade mode’s “Birdie or bust” rules, where average scores can end the round in an instant. Race against the clock during “Time Attack”, tee off with up to three other opponents online across multiple modes. Win the most holes during Match Play, shoot the lowest score during Stroke Play. Practice from any hole and position with Practice Mode.
Reach the top of the tour by earning experience after every round with RPG‑style skill progression. Increase Power for more distance, Technique to strengthen sidespin, Consistency as well as Focus for more precise shot meters, and Putting to reach the cup with ease. Collect the official Mavrik and Epic collections from Callaway on the journey to the top of global leaderboards in official online tournaments of the International eGolf Federation.
Navigate the cactus-covered canyons of the Golden Dunes course, where punishing sands lie in wait beyond the rough. Water is in play for every shot as Tropical Paradise’s island greens send missed shots back to the tee box, and avoid looming branches blocking the air at the Forest Parkland course. The Colorado Desert Golf Club challenges players with natural rocky and water obstacles.
Watched over by the iconic lighthouse giving the course its name, Northcliff Lighthouse delivers a serene round of golf along the coast. Take in breathtaking mountain views on every hole at Safari Ridge, set in Kilimanjaro National Park. Play among cherry blossoms, traditional architecture, and peaceful Asian gardens at Kamikochi Valley Retreat Golf Club where precise, calm play is rewarded.
Play to the strengths of each golfer as they journey to etch their name into golf’s pantheon. Master the green with Rosita Moon’s perfect putting, marvel at Lachie “Longball” McDonald’s powerful swings, or rely on Greg Gifford’s balanced skillset. Five additional rivals offer distinct strengths and weaknesses.
“Classic arcade golf games had a natural tension, very similar to real-world golf,” said Antonio Marín, CEO and co-founder of AAA Game Studios. “At any moment, your round could come to an end if you lose focus. Birdie or Bust mode captures that same suspense we all loved, without pocketfuls of quarters being at risk.”
LENYA DIGITAL is a team of twenty-five members who are equal parts game developers and golf aficionados, specializing in the creation of golf gaming experiences. Their most popular title, Golf5 eClub, is the second-most downloaded golf game on Meta Quest and is also available on both Steam VR and Pico.