Today, Battlefield 6 kicked off the next phase in Season 4 with their Top Gun collaboration, a meticulously crafted crossover experience in partnership with Paramount Games Studio, as part of Season 4’s biggest update yet. Available now across PC and console, the Top Gun crossover experience also coincides with a free trial running from today until August 25 on all platforms.
Three characters from Top Gun come to life in-game, fully voiced by their original performers: Lt. Bradley “Rooster” Bradshaw (Miles Teller), Lt. Robert “Bob” Floyd (Lewis Pullman), Adm. Solomon “Warlock” Bates (Charles Parnell), with Top Gun-inspired character skins and cosmetics available in-game.
Pilot the F-74A Seacat and the F/A-81F Super Spectre, team up with a squadmate to dominate every dogfight, and battle across the reimagined Wake Island map. Players can also take on the jets-only Gauntlet mission in Battlefield REDSEC, set on a reworked version of Tsuru Reef.
Battlefield is a storied franchise renowned for uncompromising combat gameplay, and all-out warfare, for over two decades. 100 million players and 5 billion hours played later, Battlefield Studios is defining the future of the first-person shooter with the biggest launch in franchise history with Battlefield 6, and a new era beginning with Battlefield REDSEC.
There is unfortunate timing and then there is announcing your indie project to the delight of many starving fans of the genre, with the potential talent to back it up, only to have the game that your indie project is an “homage” to be announced and released before your own indie game is even released. That happens to be the case with Wild Blue Skies, a game that sought to give fans of the on-rail shooter genre, especially those of a certain anthropomorphized crew of pilots on the Nintendo 64, something new after a long drought. Instead, now Wild Blue Skies is releasing on the heels of a platform exclusive and while this may make the game far more accessible to a wider fan-base, it also leaves a lot to be desired even compared to the original all while sticking so close to it at parts it basically is retreading old ground.
Story
Many years before the start of the game, the decorated chief engineer of the army Grimclaw decided to take control of the world for himself. In an effort to prevent that from happening General Harding called upon the Blue Bombers to defeat Grimclaw and his forces, sending him into exile. Peace reigned for many years until suddenly a robotic army started swarming down from the volcanic regions to the Northern side of the planet, bearing Grimclaw’s insignia. With Grimclaw returned and General Harding’s forces unprepared, he calls upon the latest generation of the Blue Bombers to one again repel the invading robotic army and put a stop to Grimclaw for good.
Players will take control of Bowie Stray, an ace german shepherd and leader of the rest of the team consisting of Chuck Varbacoa, a veteran Ox that may have flown with the previous crew, Roe WhiteTail, a deer that is the sharpshooter of the group, and Thorne, a lizard whose skills aren’t quite up to snuff but does his best. Taking to their Cloudcutter planes it will be up to this four person squad with their kangaroo mechanic Jill Pockets serving to repair the ships between the six mission journey they’ll need to take to track down Grimclaw and put an end to his schemes once and for all, depending on which path they end up going through.
Wild Blue Skies is unfortunately as bare-bones as they come when it comes to storytelling and while that may be alright for an on-rails shooter, even the level here is still far below the standard. Every stage will have the general introduce the player to it and Bowie will respond with a generic answer and occasionally during a flight through a stage your partners will chime up about conditions in a level or ask for help if they have an enemy on their tail. Even the few times that the Prowlers, an enemy team of four ace pilots, appear to dogfight with the player’s squad there is barely any dialogue except for when they show up. There are hints that some members of the Prowlers have history with members of the Blue Bombers but it is never elaborated on or even described. Even the confident and unique looking bosses that appear at the end of every stage aren’t given names, with every single one generically called Boss.
In fact, the Blue Bombers themselves are given so little actual story, development, or dialogue with one another that the only way that we know that the team even has last names is through the game’s credits. That being said, similar to a certain 64 game, players will find that there are a few different routes through the game and endings as a result, though these differences are minimal at best and feel barely worth the effort outside of the extra challenge required. There is no way to actually choose to aim down the hardest route possible without completing specific challenges in a level or gaining a high enough score and one failure will send players down to another route, forcing them to sacrifice a precious life to replay the previous level or just continue as is.
Gameplay
Wild Blue Skies plays as anyone who has touched any of the original games it pays homage to would expect. In the role of Bowie, players will travel through six levels that all start at the same place and will branch off depending on how players did in the previous level. If they accomplished the hidden goal, if there was one, reached a high score, collected the WILD coins, etc., then they may unlock the option to head towards a harder stage to the top of the map or down towards an easier stage at the bottom. If players unlock a branching path for that playthrough they can choose to select between whichever they want, though it is worth noting that they will need to unlock a branch every single playthrough, nothing carries over between runs.
The player’s cloudcutter airplane is a decent enough plane with somewhat sluggish controls compared to what one would expect in the genre and it features blaster power-ups players can pick-up to strengthen their normal shots, a charged “homing” shot on its own button, and the ability to send out a bomb that can be detonated into a circle radius for heavy damage. The caveat here is that almost none of these weapons feel as good as one would hope and even the cloudcutter lacks some of the maneuvers players would think of, especially in the “all-range” levels here and there. The normal blaster shots feel underpowered as many enemies take multiple shots to destroy and upgraded blasters will be stripped away from the player if they take a “certain” level of damage that is entirely random. These upgrades are also not retained should players crash and restart from a checkpoint, even if they were maxed out when going through the checkpoint. Similarly, while players can carry up to nine bombs at a time, they are slow moving and have a small damage radius, making them a far cry from as powerful and risky to grab.
It is also worth noting that while players can pick up bombs as well as the aforementioned blaster upgrades, there are various 1UP extra lives, healing rings, and the WILD coins. Extra lives are always in set-places while healing rings are extremely rare from defeated foes and heal a shockingly small level of damage while the WILD coins are scattered throughout a stage, usually hidden inside of a sparkly enemy or location players will need to risk taking damage to snag. In “all-range” stages these are usually found within various objects in the environment that players will need to destroy. Sadly, while obtaining WILD coins does reward players with a badge for the level and bonus points, it does not offer anything such as healing or even a way to boost the cloudcutter’s total health. In fact, there are no upgrades to the cloudcutter at all throughout the game outside of the blaster pick-ups.
At the end of every stage the player’s allies will “check-in” with various statements regarding their current durability and refill a bit of their health at the same time, but not much. Should an ally be downed during a level, either because players failed to save them or in “all-range” level that seems to almost always kill them if players aren’t babysitting them, they will be down and out for the entire next level while they are under repair. Though given that they rarely provide any useful fire-support it doesn’t change much.
Now we’ve mentioned the “all-range” levels a few times now and this is because compared to the on-rails segments these give players complete control over where they want to move on a small square of map. Usually this means targeting enemies to defend a location, holding out long-enough to detonate a bomb, or destroying something else. Now while the cloudcutter can perform the classic “barrel roll” to deflect most incoming attacks the all-range levels point out one key element that is missing. The ability to perform a Somersault or U-turn means players must awkwardly boost or hard-brake to let an enemy on their tail pass by or gain the advantage on them instead. This is made all the more complicated by the fact that all enemies, including The Prowlers, can fly straight through buildings and obstacles without taking any damage, even blocking the player’s locked-on shots or bombs as a result.
It is also troublesome to note that the game is incredibly inconsistent with displaying the proper health, if not at all, of the enemy Prowler ships. It does not indicate which Prowler the player might currently be targeting or is targeting an ally and even when they do chime in over the radio it may often show them at full health only for the very next charge-shot to send them screaming into the desert sand below. That is of course if the player themselves doesn’t end up getting stuck literally in the ground somehow at the same time. On more than one occasion my Cloudcutter found itself knocking into an obstacle, which will send it ping-ponging disastrously any time an obstacle is hit, only to end up trapped beneath the level, taking continuous damage until exploding and losing a life with no chance to circumvent the glitch.
Audio & Visuals
The one place where Wild Blue Skies does happen to shine is in its entire bright presentation. The game features some gorgeous looking character designs with their CG representations, the few that there are, and the Cloudcutters are just unique enough to look like a proper homage than a rip-off. The stages, which are also hauntingly similar, are unique enough feeling to go through and have their fair share of differences to warrant multiple runs through for players to master and the various enemy designs, especially the bosses, are quite unique, especially when they have unique weak-points to target that change depending on the phase of the fight.
The other thing that really stands out is the game’s voice work, what little of it there is. The voice acting in the game is phenomenal and it really makes the player wonder why there wasn’t more of it, like more variation or lines that change depending on who the player is flying with in any given mission. Unfortunately the dialogue does have a habit of glitching on the Xbox Series X at least a few times where the game will literally not play any dialogue or show the player’s allies health in any way until the game is restarted completely.
Overall
Wild Blue Skies is an adequate on-rails shooter that might look pretty and try to harken back to the classics of yesteryear but it only barely manages to do that. With the barest bones of a storyline and so many elements that are lesser than its peers along with a number of glitches, Wild Blue Skies might aim for great heights but barely manages to stay in the air, even at its indie game price.
Capsule Computers review guidelines can be found here.
New blog post details the importance of choices and consequences in the upcoming narrative space saga
Nicosia, Cyprus (August 18, 2026) — The Expanse: Osiris Reborn is a game shaped by player decisions: from small interactions to major story and character defining moments, choices and consequences play a significant role in how each journey will evolve. Today, Owlcat Games published a new blog post that gives more insight into how this mechanic influences life in The Expanse.
There are several layers of choices and consequences players will encounter during their journey, starting with the game’s first decision: picking an origin. Martians, Earthers, and Belters all have different backstories that will gradually be revealed during the game, their backgrounds giving them access to faction-specific missions and determining how they’re treated by the world around them.
There are a myriad of decisions surrounding how the players will treat the people around them, and influence how they choose to solve quests. Do they act with empathy? Take a utilitarian approach? Or, will they simply decide to save their own skin?
This also applies to companions: each has their own story arc and how players interact with them shapes their behavior and fate. An example is Polly, the youngest member of the crew. The teenager from the belt is looking for a way to help her people but also to find a path of her own. Players shape their relationship with her through several smaller decisions, but also have to make the major choice of finding a mentor for her. This will steer her development in a specific direction and will even unlock a unique non-combat skill line for her.
Each decision made accumulates to create a player character that feels alive, and carries the weight of influencing changes in the world around them. It also adds inherent replay value, since every playthrough will feel different.
Stay up to date with The Expanse: Osiris Reborn by visiting the official website.
About Owlcat Games Owlcat Games is a developer and publisher with a passion for RPGs and narrative-driven experiences. What began as a small team of games industry veterans with a love for tabletop roleplaying has evolved into a truly international studio. Headquartered in Cyprus with over 600 employees worldwide, Owlcat continues to grow, drawing talent from across the globe, and still finds time to roll dice together every week, in person and online.
Previous titles include the critically acclaimed Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, and Warhammer 40,000: Rogue Trader.
GIANTS Software exhibiting in Hall 6 from August 26-30 in Cologne, Germany
Premiere: Playable version of Farming Simulator 25: Beans & Alpacas
Case IH Steiger 715 Quadtrac and Lamborghini Temerario displayed at the booth
Stage shows, competitive Bale Race and giveaways throughout the event
GIANTS Software will attend gamescom, the world’s largest games event in Cologne, Germany, from August 26-30. Located in Hall 6, the publisher and developer will present a broad playable line-up spanning Farming Simulator and Project Motor Racing, accompanied by powerful real-world vehicles and an extensive stage program – including the popular straw hats!
Hands-on Premiere for Beans & Alpacas
Visitors will be able to play Farming Simulator 25: Beans & Alpacas and experience the upcoming expansion first-hand. This marks the first public opportunity to explore Catuaí, the new South America-inspired region, which introduces coffee beans as a new crop, alongside alpacas, Brahman cows, and more. Additional hands-on gaming stations will feature Project Motor Racing, Farming Simulator: Signature Edition on Nintendo Switch™ 2 and Farming Simulator 26 for mobile devices.
Quadtrac and Temerario Bring the Horsepower
GIANTS Software will also bring significant real-world horsepower to its stand. The Case IH Steiger 715 Quadtrac represents large-scale agricultural engineering, while the Lamborghini Temerario highlights the high-performance automotive focus of Project Motor Racing. The towering tractor serves as an unmistakable landmark for the GIANTS booth, while both vehicles invite visitors to take photos and admire their impressive engineering.
Stage Shows, Competitions & Giveaways
An extensive stage program will accompany the hands-on activities throughout gamescom. Interactive presentations will provide further insights into the games, while visitors can participate in the competitive Bale Race and other activities. Giveaways will also take place during the event, including the return of the popular Farming Simulator straw hats, which will once again be a familiar sight throughout the gamescom halls.
Business Meetings in Hall 4.2
GIANTS Software will welcome partners, media representatives, and other industry contacts at its dedicated business booth. Meetings will take place at booth B42 in Hall 4.2.
Farming Simulator 25 is available for PC, Mac, PlayStation®5 and Xbox Series X|S. Beans and Alpacas will be available on October 27th as a separate expansion or an edition including the base game. Farming Simulator 26 is available at selected retail stores and the Nintendo eShop for Nintendo Switch, while the mobile versions for iPhone, iPad, and Android™ devices are available in the App Store and on Google Play, respectively. Visit the official Farming Simulator website.
About GIANTS Software GIANTS Software is a globally operating game developer and publisher headquartered in Zürich, Switzerland. Established in 2004, the company is known for creating the popular Farming Simulator franchise. With international teams, including offices in Erlangen (Germany) and Brno (Czech Republic), GIANTS Software develops and publishes simulation experiences worldwide. Beyond Farming Simulator, it is strengthening its position in the genre with Project Motor Racing and a global network of partners and industry ties.
About Farming Simulator With more than 40 million copies of the main series sold worldwide since 2008, the Farming Simulator franchise is leading in its genre. Available on all major platforms, the series features hundreds of authentic machines from renowned brands and offers compelling agricultural simulation with relaxing, family-friendly gameplay. It’s based on the powerful GIANTS Engine – built in-house to provide realistic physics, high-fidelity graphics, dynamic systems and extensive modding support.
About Project Motor Racing Replicating the challenge and sensory overload of professional-level race cars with all the uncompromising passion of big-time motorsport, Project Motor Racing blends 20 years’ worth of racing simulator know-how into one undiluted and unforgettable racing experience.
LOS ANGELES – AUGUST 18, 2026 – Netmarble, a leading developer and publisher of high-quality games, announced that its collectible RPG Seven Knights Re:BIRTH will be available on the Samsung Galaxy Store. Pre-registration is now open, ahead of the game’s official Galaxy Store launch on September 2 (PT/ET).
Seven Knights Re:BIRTH will become the first Netmarble title to launch on the Galaxy Store, marking a new milestone in the company’s efforts to expand the ways players can access and enjoy its games. Through this launch, Netmarble plans to expand its reach among users of Galaxy devices, while offering benefits tailored to the Galaxy ecosystem.
Players who pre-register through the Galaxy Store will receive exclusive rewards following the game’s launch on September 2, including a Legendary Hero Ticket III, Legendary Egg, and a Novice Adventurer’s Support Equipment Box.
Seven Knights Re:BIRTH inherits the key elements of the original Seven Knights, Netmarble’s flagship IP that has surpassed 100 million cumulative downloads, including its story, characters, combat systems, and core mechanics while enhancing the gameplay experience with modern gameplay features and the latest trends.
More details on Seven Knights Re:BIRTH are available on the official website and forum. Fans can also stay up-to-date with the latest information on the game by following official social channels on Facebook and YouTube.
About Netmarble Corporation
Founded in Korea in 2000, Netmarble Corporation is a leading global game developer and publisher. Through acclaimed franchises and strategic partnerships with top-tier IP holders, the company delivers innovative and engaging gaming experiences to audiences worldwide. As a parent company of Kabam, SpinX Games, Jam City, and a major shareholder of HYBE and NCSOFT, Netmarble’s diverse portfolio includes Solo Leveling:ARISE, Seven Knights Re:BIRTH, RAVEN2, MARVEL Future Fight, and The Seven Deadly Sins: Grand Cross. More information can be found athttp://company.netmarble.com.
Highly anticipated open-world survival game to debut an all-new Gamescom build featuring never-before-playable content
Perth, Australia – August 18, 2026 – House 16 Software today announced that ORMOD: Directive has nearly 325,000 Steam wishlists, marking another major milestone as the highly anticipated open-world survival game prepares for its first public appearance at Gamescom 2026.
Watch the new gameplay video showing a first look at the latest content:
Visitors to Hall 10.1 will be among the first in the world to experience a brand-new playable build of ORMOD: Directive, featuring content that has never been available in any previous public playtest. The Gamescom demo includes new gameplay systems, expanded content, and significant improvements developed since the team’s most recent testing phases.
The milestone reflects the growing excitement surrounding ORMOD: Directive, which has steadily built momentum through a series of successful playtests and community-driven development since its initial reveal nearly 8 months ago. Surpassing 325,000 Steam wishlists places the game among Steam’s most anticipated upcoming survival titles and marks a major achievement for the independent Australian studio.
“I’ve spent more than five years working on ORMOD: Directive, so seeing almost 325,000 people wishlist the game since the reveal has been pretty incredible,” said Riley Ainge, Lead Developer & Creative Director at House 16 Software. “I’m really excited for Gamescom. It’ll be awesome to finally meet people from the community face-to-face after chatting online for months, and I’m just as excited to see brand new players discover the game for the first time. Watching people play ORMOD: Directive is always one of the best parts of development.“
Attendees visiting the ORMOD: Directive booth in Hall 10.1 at Booth A033 will be able to:
Play the latest Gamescom-exclusive build.
Experience new gameplay content unavailable during previous public playtests.
Meet members of the development team.
Pick up exclusive ORMOD: Directive merchandise while supplies last.
In ORMOD: Directive, players must rely on ingenuity to survive against machines, the elements, and other players, all within a deep and systems-driven world filled with mechanics to discover.
Key Features:
Infinite and Fully Customizable Worlds – Explore a completely endless world that is different every time you play, with procedurally generated towns, roads, buildings, and terrain that can be tailored to your preferred difficulty and playstyle.
Play Your Way on Private or 24/7 Servers – Host your own survival sessions with friends or join persistent 24/7 community servers across multiple modes, including PvP, PvE, Hardcore, Creative, and assorted minigames.
Physical and Persistent Item Simulation – Every item in the world exists physically and stays exactly where it is left. Loot shelves for your home base, steal items off other players, or stumble upon the aftermath of someone else’s adventure.
Unique Tile-Based Building System – Build your base using a flexible tile-based construction system not seen in any other game, then defend it against machines or rival players.
Full Resource Automation and Mega-Factories – Automate every resource in the game by constructing complex production lines and fully functioning factories capable of manufacturing weapons, supplies, equipment, and more.
Realistic Combat and Weapon Simulation – Engage in grounded, skill-based combat featuring leaning, slow and fast reloads, complete weapon modification, and advanced physics including penetration and armor simulation.
Deep Survival Gameplay – Manage hunger, sickness, temperature, injuries, farming, cooking, and medical conditions in an unforgiving world that constantly pushes back.
Skills, Quests, and Trading – Level up your character, complete quests, trade with others, and interact in a dynamic item-driven economy.
Dynamic World Events – Respond to helicopter crash sites, global PvP events, airdrops, and other world-changing encounters that create constant opportunities and risks.
Vehicles With True-to-Life Handling – Repair and operate vehicles such as cars and helicopters, each with realistic driving and flight mechanics, including manual gears.
A Constant Nighttime Threat – Survive against roaming mechanoids that emerge after dark and hunt players relentlessly, offering danger even when playing alone.
ORMOD: Directive plans to launch on Steam in the first half of 2027. Players can wishlist the game now to follow development updates, feature reveals, and upcoming playtest opportunities.
About House 16 Software
House 16 Software is a West Australian-based independent game studio focused on creating ambitious, systems-driven experiences built with depth and longevity in mind. After more than five years of development on ORMOD: Directive, the team is preparing to launch its first title, bringing together survival, automation, and multiplayer elements in a uniquely reactive sandbox world.
The team behind Parkitect shares the latest progress on its cozy frog-filled town builder ahead of Early Access this winter
[August 18, 2026] — Texel Raptor, the development team behind Parkitect, has shared a development update for Croakwood, its upcoming relaxed town-building and management game. The latest devlog details recent work on Mac support and game performance, including a new rendering solution developed by the team as development continues toward an Early Access launch this winter. Check out the full devlog here.
Nestled in the heart of the Croakwood Forest is a community of tiny frogs ready to make it their home. Players will help their froggy villagers thrive by building houses, shops and community spaces, setting up production chains and jobs, and watching the settlement come to life as its residents work together. With no time pressure or conflict, Croakwood is all about building at your own pace and creating a happy home for your froggy friends.
About Croakwood:
Build the Perfect Frog Town – Design and customize homes inside and out with a flexible, piece-based building system.
A Village That Lives on Its Own – Watch frogs gather, craft, and transport resources as they go about their daily routines.
From Pond to Production – Set up production chains and other jobs. Guide your town’s economy as villagers collect and process materials by hand.
Happy Frogs, Thriving Town – Fulfill requests and meet your villagers’ needs to unlock new content and grow your community.
Expand Through the Forest – Unlock new areas, discover secrets, and grow your town deeper into the Croakwood.
Play at Your Own Pace – Optimize every detail or sit back and enjoy a cozy, low-pressure experience.
Croakwood will launch into Early Access this Winter on Steam. What more could you wish for than watching adorable frogs in their abodes — wishlist today for all the latest news!
About Texel Raptor
Texel Raptor is a creative collaboration between Glad Raptor Games from Canada and Kalimari Games from Germany. We are a small and international team, scattered across the globe and located in Canada, Germany, Estonia, and the United States. We enjoy creating fun and whimsical experiences that have a unique spin. All aspects of our games are lovingly made with human minds, hearts, and hands; without any Generative AI involvement. After the success of Parkitect we’re currently working on our second game, Croakwood.
Punch your ticket and see what wicked surprises this 1950s-inspired abandoned theme park has in store for unsuspecting guests!
FORT LAUDERDALE, Fla. – Aug. 18, 2026 – Cheers, chap! Saber Interactive’s 3D Realms publishing label and indie developer Thomas Brush are excited to announce that Twisted Tower, thehauntingly intense action-adventure FPS set inside a forgotten 1950s theme park where memories have curdled into nightmares, is available now on PC via Steam. Arm yourself with a bizarre variety of toy-inspired weapons and prepare to blast your way through a tower teeming with corrupted mascots, deadly attractions, twisted puzzles, and horrifying secrets.
Ascend the tower’s five eerily immersive levels, whacking theme park inhabitants with a mallet and exploring its strange attractions along the way. Take a questionable dip in the water park, go for a ride on a merry-go-round, indulge in some classic carnival treats, but whatever you do, don’t let your guard down. The climb gets deadlier with every floor.
Key Features
Explore an abandoned 1950s resort reminiscent of BioShock and Disney World
Get lost in 5 hauntingly beautiful levels: the hotel, the waterpark, the clown casino, the carnival forest, and the space station
Punchy, bloody gunplay with corrupted fairy-tale mascots
Immerse yourself in a mysterious and emotional story
Choose from a variety of unique paths per playthrough, ensuring the world feels like a fresh new experience
Upgrade your toyish arsenal, including: a whack-a mole mallet, rubber-band pistol, dart throwin’ Tommy Gun, fartin’ shotgun, bubblegum spittin’ chain-gun, sniper slingshot, skull-poppin’ ray gun, and more
Collect bizarre toys to assist you in jumping, dashing, and grappling your way up the tower
Twisted Tower is available now on PC via Steam for $14.99. Players who purchase Twisted Tower before September 1 can enjoy a 10% discount. Download the game today and let the fun begin, friend!
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 include Warhammer 40,000: Space Marine 2, John Carpenter’s Toxic Commando, Jurassic Park: Survival, Turok: Origins, Clive Barker’s Hellraiser: Revival, World War Z, A Quiet Place: The Road Ahead, Bus Bound, Docked, SnowRunner, Expeditions: A MudRunner Game 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 3D Realms
Redefining AAA – Action, Attitude, Adrenaline, 3D Realms has rocked the world for almost 30 years by publishing unforgettable, iconic games like Duke Nukem, Terminal Velocity, Shadow Warrior, Death Rally, Max Payne, and more recently, Tempest Rising, Ion Fury, and CULTIC.
Led by industry veterans, 3D Realms is a proud member of Saber Interactive, with a mission of publishing games for grown-ups. Unapologetic and uncompromising, we’re not afraid of being who we are and being damn good at it – for everyone’s benefit. For more information, visit 3drealms.com.
About Atmos Games
Atmos Games is an indie game studio led by Thomas Brush, dedicated to crafting personal, hauntingly beautiful story-driven games with a deep sense of atmosphere. The studio has released Pinstripe, Neversong and its newest title, Twisted Tower. Featured by Time Magazine and The Washington Post, and having collaborated with Apple Arcade, Thomas Brush has been making games for over 15 years, shaping worlds that blend beauty with emotional depth.
Grove Street Games’ Massive Multiplayer Kaiju Experience Brings Humans, Vehicles and Colossal Beasts Together in Fully Destructible Cities
GAINESVILLE, FLORIDA – AUGUST 18, 2026 – Become the Beast! Grove Street Games announced today that BeastLink, its massive multiplayer city-destroying Kaiju game, is available now on Steam Early Access. Humans, military vehicles and towering beasts collide across urban battlefields where anything and everything can be destroyed. BeastLink is available now for $17.99 (a 10% launch discount) and is coming soon to Xbox and PlayStation.
Featuring customizable Kaiju with distinct abilities and combat styles, BeastLink drops players into massive, war-torn cities where humans, vehicles and colossal Beasts fight for survival. Battle in PvP or PvE matches, collect serum and Link with dormant Kaiju to unleash brute-force combos, aerial attacks or speed-based combat depending on your chosen Beast. Fight on foot, take control of vehicles or become the ultimate weapon as a towering Kaiju.
Built in Unreal Engine 5, BeastLink features Grove Street Games’ proprietary SuperDestruction system, a fully networked, physics-based technology that allows players to reshape the battlefield in real time. With more than 250,000 destructible objects and tens of millions of individual pieces, buildings crumble, city blocks collapse and new paths emerge as players turn the urban environment itself into a weapon.
Grove Street Games plans to release a roadmap for BeastLink soon. Follow updates and the journey to 1.0 on the website, purchase now on Steam for $17.99 (a 10% launch discount).
ABOUT GROVE STREET GAMES Grove Street Games has been an influential developer since 2007. Delighting fans of the world’s greatest games with bold interpretations on new platforms, delivering fresh and original games to millions of happy players. Operating out of their studio in Gainesville, Florida, Grove Street Games is an industry leader, dedicated to building incredible and accessible gaming experiences. Grove Street Games work can be found worldwide across all major gaming devices, including consoles, PC, Android, and iOS.
Terraform worlds, build civilizations, and shape the future of a persistent galaxy in this MMO, out today on PC via Steam
San Marcos, CA – August 18, 2026– Today, the sandbox sci-fi MMORPG, Stars Reach, developed by Playable Worlds and led by Ultima Online lead designer and Star Wars Galaxies creative director Raph Koster, launches into Early Access on Steam.
Imagine a galaxy where every cubic meter can be terraformed, populated, and ultimately transformed. Build trade empires, tame wild fauna, and create a functioning government for an entire planet. This is the vision behind Stars Reach, a new sandbox MMORPG where players can carve rivers, melt stone into lava, harness ecological disasters, or burn entire planets to ash. In a universe shaped by the permanence of players’ actions, ecosystems evolve, wildlife goes extinct, and player-built communities rise and fall. Early Access welcomes players to come in early and help shape what the game becomes.
Harkening back to the golden age of MMOs that centered around ultimate freedom, Stars Reach asks players to forge their own path through a classless, open-ended progression system with hundreds of skills and through a galaxy that encourages creative experimentation. Across a vast simulated universe, players explore new planets, build homes and settlements, gather resources, craft, trade, fight, govern, and leave a lasting mark on the worlds they discover. Across land and space, players battle hostile enemies and defend their homesteads.
Playable Worlds’ cloud-native technology makes this kind of reactive online world possible. In Stars Reach, trees grow from saplings, lakes freeze, and caves either collapse naturally or by a player’s hand, rendering previously accessible areas now blocked. With environments capable of changing at a moment’s notice, players must think creatively, adapt to the unexpected, or devise an entirely new approach.
Led by co-founders Raph Koster and Eric Goldberg, Playable Worlds has been hard at work bringing new systems and features to the experience of Stars Reach. Prior to the Early Access launch, a number of substantial updates went live, including an improved character creator with enhanced customization options, combat refinements, and enhanced wildlife migration with increasing threat levels if left unchecked.
This version includes exploration across multiple planets, resource gathering and harvesting, exciting combat, an in-depth crafting system, trading between players, and more. It also introduces a unique threat: a planet-eating hive mind that players must cooperatively defend against. More features will be progressively added, including spaceships, additional species, factions, political structures, and PvP combat.
Stars Reach is out now in Early Access on PC via Steam with three paid tiers: the Firstlight Pack ($29.99), the Voyager Pack ($49.99), and the Cosmonaut Pack ($79.99), each offering increasing rewards and cosmetics.
About Playable Worlds
Playable Worlds, Inc. is a game studio building vast, living online worlds where players connect, explore, and make their mark. Founded in 2018 by online gaming veterans Raph Koster and Eric Goldberg, the San Marcos, CA-based studio combines proprietary cloud-native technology with deep expertise in game design, community building, and live service operations.