London, May 11, 2026 – Magical Something and Tiny Dragon Games announced today that the demo for their upcoming game, IKARUS, is now available on Steam and Itch.io.
IKARUS fuses the lightning-fast, skill-based chaos of classic arcade shoot ’em ups with the deep strategy of a rogue-like deck-builder.
The game casts the player as a lone, ancient guardian, flying to the rescue of the Sun-Goddess, Amaterasu, fighting through hordes of hostile machines in an unforgiving robotic world, as the clock ticks to Armageddon. Battle through multiple levels, each with themed waves of unique robot enemies, mini-bosses, and titanic final bosses.
Each run starts with the player picking one of three Archetypes, each combining two card colours and weapon-types for unique playstyles. They can then combine cards and augments from their chosen Archetype into powerful synergies. For example, a player can spawn the Butterfly.exe construct, which fires missiles every time you draw a card, and then use cards like Pyre and Flash of Genius to churn through their deck, unleashing a continuous and deadly swarm of homing missiles.
Every battle is a two-phase dance of strategy and execution. Before each wave, the player crafts an attack plan by queuing cards in the perfect sequence. Then, the battle begins, and the player’s skills and strategy are tested as they dodge, parry, shoot, and unleash powerful combos at the perfect moment. In true roguelike fashion, players can add new cards and upgrades over their run – and even sacrifice their cards to gain powerful weapon upgrades – offering plenty of ways to craft game-breaking synergies.
Every run makes the player stronger. Persistent Progression means you earn experience to level up and permanently expand your arsenal for all future flights, turning failed runs into future victories by unlocking new cards, upgrades, and player skills.
The demo features the first level of IKARUS. The full game, coming this Summer, will feature two additional levels, each with a unique roster of enemies, mini-bosses and formidable level boss, leading to an epic final showdown, as well as high-skill challenges, and an expanded arsenal, with new cards, augments and skills. The full game will also introduce even more replayability, with a difficulty-scaling Ascension system and Endless Mode
Founded in 2024, Tiny Dragon Games is an independent video games publisher and marketing consultancy firm gathering experienced professionals passionate about helping great games find their audience. For more information about Tiny Dragon Games, please visit the official website at www.tinydragongames.com
Brno, Czech Republic / Vienna, Austria, May 11, 2026: The sound of a medieval city is impossible to ignore: the constant hum of shouting merchants, ringing hammers, marching guards, and the quiet whispers of those working in the shadows. It’s the sound of opportunity, of risk, of a future being shaped in real time. These cities are more than just places on a map. They are the driving force of progress, where medieval tycoons make their fortunes, claim power, and start their legacies.
In the latest developer diary for The Guild – Europa 1410, the focus shifts to the four playable cities themselves and what makes them special. Inspired by their 15th-century counterparts, each city is shaped by distinct districts with their own character, risks, and rewards. Set up shop near a marketplace for easy profits, or take your chances beyond the city walls – just don’t act surprised if things get… stabby.
And trouble has a way of spreading. Cities evolve over time, influenced by player actions and political decisions. Districts can prosper or fall into decline, crime can rise, reputations can shift, and every choice leaves a lasting impact on the people living there.
This adds a new layer of strategy to The Guild – Europa 1410. Invest in infrastructure, enforce order, or take advantage of chaos to further your own ambitions. Shape a district into a respectable hub of commerce or turn it into exactly the kind of place your competitors would rather avoid.
Because you’re not the only one chasing power. Rivals, families, and opportunists are all working to tip the scales in their favor. Sometimes openly, sometimes from the shadows.
Award-winning writer shares insights on storytelling, characters and hope in new dev video ahead of May 26th release
Leicester, UK – 11th May 2026. Megapop, the studio behind the upcoming underwater city builder Life Below, has released a new behind-the-scenes video offering a closer look at the game’s narrative design ahead of itsMay 26th release.
The new dev video centres on award-winning writer, hobby diver, and aquarium aficionado Rhianna Pratchett (Tomb Raider, Mirror’s Edge, Heavenly Sword), who dives into how Life Below approaches environmental storytelling without heavy-handed messaging.
“When it comes to human made disasters, it’s very subtle,” says Pratchett. “The characters don’t talk about the ‘surface dwellers’, but they might talk about the strange debris floating above them and how it’s causing problems in the reef. You’re being put into the perspective of someone that’s having to deal with the consequences of it, rather than finger-wagging the naughty humans.”
Alongside its environmental themes, the video explores the game’s character-driven storytelling. Pratchett highlights the importance of relationships between Pontus, the begrudging mentor and the player’s character, Thalassa.
“I wanted Thalassa to have someone to talk to that was on the same level with her,” Pratchett explains. “Not like her boss, but a colleague, to have a growing relationship with in a way that she’s not going to do with Gaia, her boss.”
Blending narrative depth with systemic gameplay, Life Below delivers a fresh and distinctive take on the city-building genre. Developed in collaboration with marine biologists, players are tasked with cultivating coral reefs, attracting diverse wildlife, and maintaining delicate ecosystems in an ever-changing ocean environment. However, hope is a theme that runs throughout the narrative.
“It’s about nurturing, for both the reef and the characters,” says Pratchett. “Even those who feel like their time has passed can still make a difference. There’s always a way forward, always something you can do to help or change your circumstances. That felt like a powerful message to explore.”
This latest installment is just one of a series of behind-the-scenes dev videos that have already covered subjects such as how the sounds and music of Life Below were made and howLife Below combines science with fun, all of which can be found on the Kasedo Games channel.
Kasedo Games work closely together with enthusiastic & talented indie developers from around the world to publish ‘Triple I’ titles that players will love.
Through our vast knowledge of producing, PR, marketing and distribution, we always strive for quality games made by quality indie teams and we understand that every game and every studio has different requirements. The support, creative freedom and platform we provide means we can make great games happen without forgetting their roots.
Titles under the Kasedo label include: ‘IXION, ‘Warhammer 40,000: Mechanicus I & II’, ‘City of Gangsters’, ‘Filament’, ‘Rise of Industry 1 & 2’, ‘Project Highrise’ and ‘Crowntakers’. www.kasedogames.com
ABOUT MEGAPOP
Megapop is an independent game studio based in Oslo, Norway, and a proud member of Oslo Game Hub. We create premium strategy games for PC and console, built on originality, depth, and the science of fun. With a legacy of globally featured and top-ranking games, we bring a deep current of experience into every new project. We’re currently developing Life Below, a genre-bending city-builder where you shape the fate of a coral reef from nature’s point of view—a true reef builder.
TOKYO – May 10, 2026 –PLAYISM, the oldest indie publisher in Japan, best known for favorites like Bright Memory: Infinite, The Exit 8, and Rusted Moss, announced eleven updates across its esteemed catalog during this weekend’s PLAYISM Game Show.
No Case Should Remain Unsolved, a text-based mystery adventure developed by Somi, where detectives merge memory fragments like puzzle pieces, coming to PlayStation 5 in Q3 2026
A Passing in the Night, the atmospheric psychological horror adventure developed by .iris, haunts PC via Steam in 2026
DevilConnection, the devilishly cheeky adventure developed by ChaoGames, summons new adventures on Nintendo Switch in 2026
The Dream Of A Cockspur, developer roccay’s Lovecraftian point-and-click horror survival adventure, will witness otherworldly phenomena on PC via Steam in Q3 2026
Idol Manager: Virtual Venture, a sequel to the pop star management sim Idol Managerdeveloped by Glitch Pitch, molds the next generation of world-renowned artists on PC via Steam in 2027
Commemorate PLAYISM’s 15th anniversary with the PLAYISM Publisher sale starting today. Enjoy discounts on PLAYISM’s greatest hits, including 20% off of Crimson Dusk’s bullet hell fighter Homura Hime, 30% off of developer Heaviside Creations’ immersive typing adventure Dyping Escape, and many others.
No Case Should Remain Unsolved arrives on PlayStation 5 in Q32026 with language options in English, Japanese, Korean, Chinese (Simplified and Traditional), Russian, German, French, Spanish, Portuguese (Brazilian), and Indonesian. For more information, visit the official website.
The Dream Of A Cockspur arrives on PC via Steam in Q3 2026 with language options in English, Japanese, and Chinese (Simplified and Traditional). For more information, visit the official website.
About PLAYISM
Japan’s oldest indie publisher, PLAYISM is known in the West for supporting popular indie games such as the Momodora series, the Bright Memory series, The Exit 8, the La-Mulana series, Refind Self, Ib, Mad Father, LiEat, The Silver Case, Fight Crab, Samurai Bringer, DEEEER Simulator, Gnosia, Idol Manager, among other titles.
PLAYISM’s motto is “Bringing a Different Breed of Indie Game to the World”.
A Complete Overhaul of Player Progression Puts Creativity and Control Directly in Players’ Hands
Walnut Creek, California — May 5, 2026 |Maximum Entertainment today released a major update to online mode Maximum Pro League (MPL), making the update the most ambitious evolution yet for Maximum Football. Available alongside Season Pass 6, this major update to online multiplayer fundamentally transforms how players build, customize, and dominate on the field, shifting the focus from chance-based systems to full player-driven progression.
For more details on today’s Maximum Pro League update, watch Maximum Football’s latest community update video:
From its inception, Maximum Football has centered on giving players the tools to build their own football universe. With this update, that vision reaches a new level.
From Chance to Control: A New Era of Team Building
In previous iterations, building a competitive roster often relied on luck. The MPL update eliminates that dependency, introducing a system where players actively shape their athletes’ identities and performance.
Instead of relying on pre-defined archetypes, every player card now serves as a customizable foundation, allowing users to develop athletes that fit their exact playstyle, whether starting from a Rookie or a Generational talent.
Higher rarity cards unlock:
Increased stat floors
Expanded badge slots
Greater customization potential
To support this new system, all players will begin with a fresh roster. However, existing players who financially invested in MPL 1.0 will receive packs of new cards to accelerate their transition.
Introducing Badges
Badges represent the core of MPL’s new customization system, enabling players to define how their athletes perform on the field. Found in packs and attachable to player cards, Badges provide targeted stat boosts and unlock unique playstyles. This system allows for the creation of highly specialized builds, from ultra-fast running backs to dominant defensive anchors.
Note on Last Gen Hardware:
While last-gen hardware players will still have access to Exhibition, Gridiron, Team Customization, Dynasty, Franchise and the Store, support for the other modes on Xbox One X and PlayStation 4 will be sunset in order to improve the on-field performance for the majority of players. Accordingly, online matchmaking for Exhibition matches will now be limited to players on the same console to avoid technical conflicts with newer versions of the game.
Season Pass 6 is Now Available
With the overhaul to MPL also comes Season Pass 6. The Out of Bounds pass takes players to where they’ve never gone before.
The update reinforces the game’s commitment to community-driven evolution while empowering players to fully control their progression.
About Maximum Entertainment
Maximum Entertainment is a global entertainment company dedicated to crafting indie to AA video game experiences through original content and licensed partnerships. A fully integrated group with a broad portfolio of content, the company emphasizes collaboration and inclusivity in its partnerships to produce the highest level of interactive entertainment. With more than 300 titles in its catalog, Maximum Entertainment has joined forces with talented creators and renowned franchises around the globe to deliver magic to the gamer in everyone. Maximum Entertainment employs experienced professionals across the entire value chain of video games including development, publishing, transmedia, sales, and operations.
When it comes to creating a fighting game, there are plenty of different franchises to pull from and most of them have been tapped in one way or another already. The anime fighting scene is full of arena brawlers and some key 2D fighters while more realistic 3D fighting games remain as strong as ever, going off of their legacy to push forward even through missteps. That means that sometimes it’s time to dig a little for a new franchise to bring out to the fighting game stage and what better game than another super hero series that is about as brutal as they come and incredibly popular right now, Invincible. Assembled partially by ex-members of the Killer Instinct reboot, Quarter Up has brought out Invincible VS with the help of Skybound Games, but the question is, does all this blood and action translate to a satisfying fighting game?
Story
Invincible VS does very little to actually introduce anything related to the plot of the story, let alone who the characters are or their relationships with one another. There is a brief tutorial for the game’s mechanics but that’s it, otherwise the game offers a very straightforward set of story modes, the signature story mode that is an original one set within the universe of Invincible and written by the author of the comics Robert Kirkman, and the arcade mode that provides a unique ending for the “lead” character of the player’s team of three fighters.
The story mode drops players right into the action as Mark, Invincible, is getting beaten to a pulp by his father Nolan as well as Lucen and Thula, all wearing their Viltrumite uniforms in a strange set-up unlike anything that fans of the series will recognize despite it appearing to mimic the first battle between father and son. Things quickly start to spiral out of control as more oddities start happening around them as even though Atom Eve and Rex Splode show up to help Mark, the fighting shifts to an entirely different set of heroes battling against each other for completely unknown reasons, their appearances shifting on the fly as Mark struggles to find out what exactly is going on.
The story mode throughout Invincible VS is rather interesting in its own right and will keep players guessing a bit when it comes to the few twists that are unveiled. It also helps that it never has to come up with an excuse as to why these friends might be beating the ever loving hell out of one another for no reason. Unfortunately there are two major issues with the story mode of the game and they are impossible to ignore. While they do introduce a foe that is included in the comic books, the story mode itself ends on a cliffhanger right when it feels like things might finally start kicking off, either leaving players hoping for an eventual DLC expansion or just a cold end for no reason. Secondly, the entire story mode can be completed in a little over an hour, making it the shortest single player story in a fighting game that actually offered a story mode in recent years.
Thankfully the arcade mode, which takes place as “towers” players will fight through with their team at increasing difficulty of their choosing, does provide a bit of extra story. The first fighter players selected for their team will have their arcade ending unlocked upon winning the final battle and receive a minute or two long extra cutscene that will range from decent to completely lackluster depending on the fighter. Selecting Ella Mental, the only brand new original character in the roster who does get some central focus in the story mode, has a lackluster arcade ending that does little to explain who she is, her abilities, or anything else. It is worth noting that every character does have unique starting and ending battle dialogue depending on who they are facing, giving some characters a bit of extra detail, but there was room for quite a bit more here.
Gameplay
Invincible VS offers a 3 on 3 tag fighting format that is both surprisingly simple at the foreront but quite in-depth when it comes to “mindgames” regarding the game’s mechanics. Rather than dealing with quarter circles or rotations to perform special moves or techniques, every attack is mapped to a single face button with a light attack, medium attack, and heavy attack. Holding back, forward, down, or up can change these attacks but don’t require the complex inputs that some fighting games require. Then there is the “special” attack button that is also modified depending on the direction. Players can also call in their partner for a support attack, press and hold the assist button to tag out, and to add a bit of extra movement there is a dash button and a “boost” button that spends one of three yellow meters to super charge a special attack to deal extra damage, add armor to the attack, or modify it in another way.
This is what we mean by tip of the iceberg here as the game sounds simple, and even features an automatic combo chain of players being able to perform a string of light attacks that even finish with a single line of super meter finish to close out the combo, but has far more depth beneath this surface, especially with how players manage their meter and tag partners. Every fighter in a match will have their own health bar and when they receive damage, some of it will remain purple and this purple section can “heal” while the fighter is tagged out. This means that players who play aggressively while trying to manage their team’s health will work out for the best, especially when it comes to taking part in active tags to trigger follow-up combos that allow players to start with one fighter and finish with another, dealing some punishing damage to foes.
On the other hand, if players can time a certain block correctly, they can nullify the tag entirely and remove any purple health that character had. Of course catching someone in a tag is easier than it sounds so it does create a bit of mind games all while trying to stay alive and fight. Here players can use some defensive options such as an Assist Breaker at the expense of meter to break up an enemy attack combo or even expend further meter to perform a Heroic Strike to turn a well timed block into offense.
Of course, players can also utilize their super meter, shown at the bottom of the screen, for a variety of effects as well. The primary use is to perform a super attack that deals plenty of damage to enemies for a single charge or, at the price of three charges, trigger a character’s ultimate and dish out the pain. Though it has a few other uses as well as some of this meter can be spent to “knockback” an enemy and force them to tag out with one of their other fighters, potentially forcing a foe to use a character they’d rather have healing back into the fray. All of these mechanics add plenty of depth and a lot to master beneath what is a surprisingly simple looking control scheme at first glance.
With eighteen characters at launch there is quite a lot of variety on offer and there does seem to be some balance issues here and there, though whether this is simply a “skill issue” or not is unknown. Even for those unfamiliar with the franchise the game does explain what a character’s general playstyle is, like if they are a rushdown fighter, a technical ranged fighter, grappler, and so on. It does seem that many players online tend to lean towards at least including one character specifically in their team.
Thankfully the game’s online net-code, featuring both crossplay and rollback, is exceptional even if the online mode is just as barebones as the single player, which offers only local versus, CPU versus, and the aforementioned Story and Arcade modes alongside Training mode. There are a lot of unlockables but they tend to revolve around concept art and palette swaps of character costumes. The online mode offers only ranked, casual, and lobby matches. At the moment though there is a very significant issue with “rage-quiters” that the game does not apparently punish for any reason. This means that if players manage to eliminate one of their opponents fighters they’ll tend to quit out immediately and both players will receive a loss as a result, something that will hopefully be fixed in the future.
Audio & Visuals
One thing that Invincible VS excels at is providing great looking character models that feel like they are a perfect blend of comic-book styling and the animated series that fans have come to love. The cut-scenes are presented well, though turning on subtitles does not include subtitles in cutscenes oddly enough, but the real details shine during fights. As players fight with their team they will find that every character will start to appear bloody or beaten up depending on how much damage they are dealing or dealt. Even a full-health character can have bloodied hands from beating down an opponent. Similarly, uniforms and costumes will tear apart and shred as characters get close to being eliminated.
There is plenty of blood to spray around and “Overkills” as well but players shouldn’t expect the same level of gruesome finishers as other fighting games. Most overkills are done by hitting a heavy attack or super attack on an enemy and will either decapitate a foe, split their limbs off, or in the case of being hit with an ultimate, blow them into identical looking chunks. Some characters have special unique animations to go with finishing an enemy off in this manner while others do not, making for some inconsistent development between the eighteen character roster.
The voice work throughout the game is top-notch and it helps that most of the original voice actors are reprising their roles from the animated series here in the fighting game. As mentioned before, everything in the storyline is voiced and characters have unique callouts to every other character in the game so this is definitely a nice touch. As for the background music the game sports a fitting soundtrack for a fighting game but doesn’t really go above and beyond, though players can unlock songs to listen to on their own as they raise their player level.
Overall
Invincible VS delivers a satisfyingly brutal brawler that is as bloody as fans of the series could have hoped for with every character’s signature moves feeling just as impactful as they can imagine. With fast and engaging 3v3 combat, players will find themselves working hard to master the deceptively simple controls and find the team that fits their playstyle. Unfortunately, those looking for any kind of single player experience will be disappointed here as the story is short and other offerings are barebones at best.
Capsule Computers review guidelines can be found here.
This update introduces Nicole the Mage, Lohen the Knight, and Prune the “Witch Hunter,” while opening a brand-new chapter of the Archon Quest amid unrest in Sumeru.
SINGAPORE, May 8, 2026 — Global interactive entertainment brand HoYoverse today announced that Genshin Impact Version “Luna VII,” “Truth Amongst the Pages of Purana,” will officially launch on May 20. In this update, players will return to Sumeru for a brand-new Archon Quest, as the nation renowned for its wisdom is plunged into turmoil amid an escalating crisis. The update will also introduce three new playable characters: Nicole, the first playable member of the Hexenzirkel; Lohen, a knight and vice-captain; and Prune, the “Witch Hunter.” In addition, limited-time events and new content updates for Miliastra Wonderland will be available.
Version “Luna VII” introduces a pivotal new Archon Quest, pushing Sumeru to the brink of an unprecedented crisis. As Nahida falls into an inexplicable slumber, Sumeru teeters on the edge of chaos. Meanwhile, a mysterious new adversary emerges, bearing striking similarities to Il Dottore, who was long believed to have been defeated. The looming threat draws Collei, Ibis King Thoth, Nicole, and other familiar allies into an ever-intensifying conflict. Players who complete this chapter during the limited-time period can obtain up to 560 Primogems and Nicole’s Ascension Materials, as well as unlock a formidable new Weekly Boss with unpredictable abilities and the power to summon devastating forces. To help players revisit their past adventures, the new “Guiding Notes” feature will provide in-game story recaps, while improved quest autosave prompts further enhance the narrative experience.
Beyond the main storyline, Version “Luna VII” also marks the debut of Nicole Reeyn, the first playable mage from the Hexenzirkel — a voiceless angel whose words speak directly to the heart. Joining the roster as a 5-star Pyro Catalyst wielder, Nicole brings powerful teamwide support to the battlefield. Her Elemental Skill grants an ATK Bonus to all party members, including those off the field, while generating a shield. Her Elemental Burst summons an Arcane Projection that follows the active character, unleashing Coordinated Attacks based on that character’s Elemental Type and gaining further enhancements under the Hexerei: Secret Rite effect. Beyond combat, Nicole can use her Charged Attack to call upon a Seelie, guiding her toward nearby treasure. Version “Luna VII” will also open the interior of the Witch’s Lodge in Nicole’s Meeting Point: The Witch’s Garden for the first time, with new rooms, stories, and hidden rewards unlocking each week.
Lohen, Vice Captain of the Knights of Favonius’ Fifth Company, further expands the roster as a new 5-star character. A Cryo Polearm wielder, Lohen brings a distinctive and aggressive combat style to the battlefield, dealing substantial Cryo DMG through the management of two unique resources: “Joy” and “Will to Win.” By entering the Masterstroke state through his Elemental Skill, he can build up and consume Joy to unleash enhanced skills, while Will to Win accumulates as his teammates engage in battle, further amplifying his combat potential. When paired with Hexerei characters, Lohen’s strengths can be brought even further to the fore. His Story Quest will also reveal an untold chapter from the history of the Knights of Favonius.
Prune, a self-proclaimed “Witch Hunter” certified by none other than Alice, will also join the adventure alongside the two new companions. As a 4-star Anemo Catalyst wielder, she uses a bell and a giant hammer to deal multi-Elemental DMG and trigger Swirl reactions. The Version “Luna VII” Event Wishes will begin with Nicole and Prune’s debuts in the first half, accompanied by Durin’s rerun, before the second half introduces Lohen and brings back Mavuika.
A new limited-time event centered on Klee’s Little Hexenzirkel will invite players to take part in a variety of fun mini-games alongside Qiqi, Yaoyao, Sayu, and its newest member, Prune. Players can obtain a range of rewards, including the exclusive weapon appearance “Super Awesome Magic Key.”
Meanwhile, Miliastra Wonderland will host a special sports festival for players to enjoy. In addition, Manekins can now perform actions across Teyvat, allowing players to capture even more memorable moments with the Kamera. Version “Luna VII” will also expand its suite of editing tools and assets.
Genshin Impact Version Luna VII arrives on May 20, bringing a new Archon Quest set amid a crisis in Sumeru, along with the debuts of Nicole, Lohen, and Prune. With cross-progression and Co-Op functions, players can enjoy their adventure across PlayStation®, Xbox, PC, Android, and iOS. The game has been rated T for Teen by ESRB on PS5, Xbox, PC, and Google Play, and 12+ on iOS. For more information, please visit Genshin Impact’s official website (genshin.hoyoverse.com) or follow @GenshinImpact on X, Instagram, and Facebook.
About Genshin Impact Genshin Impact is a free-to-play open-world adventure RPG that brings players to the visually stunning world of Teyvat. The player takes on the role of the mysterious “Traveler,” who sets off on a journey to discover the fate of their lost sibling. With the launch of the “Song of the Welkin Moon” version series, Nod-Krai, the seventh major region, is open for exploration. Players can explore each region with unique cultures and vast landscapes, meet a diverse cast of characters, master the art of element-based combat, and unveil the secrets of Teyvat. With cross-progression and Co-Op functions, players can now continue their adventure across PlayStation®5, Xbox, PC, Android, and iOS alone or with friends.
About HoYoverse HoYoverse is committed to providing immersive virtual world experiences to players around the world. We have brought fans popular games including Genshin Impact, Honkai: Star Rail, Honkai Impact 3rd, Tears of Themis, and Zenless Zone Zero, as well as a wide range of entertainment content.
Community is at the heart of everything we do. We are devoted to engaging fans and fostering an enthusiastic and inclusive global community that provides access and encouragement for people to share their passion for ACG (Animation, Comics, and Games) through their own creativity and skills. Pushing the boundaries of imagination, we consistently explore cutting-edge game development technologies, and have accumulated leading technical capabilities in cel shading, cloud gaming, and other fields.
In the future, we will continue to expand our content production, technology research, and publishing duties through operations in offices in Singapore, Montreal, Los Angeles, Tokyo, Seoul, and other areas.
Warner Bros. Games today released a new Mortal Kombat 1: Definitive Edition trailer showcasing character skins (outfits) for Johnny Cage, Kitana, Scorpion, Shao Kahn Kahn based on New Line Cinema’s highly anticipated next installment in the blockbuster video game franchise, Mortal Kombat II.
Fans can go head-to-head in the virtual Mortal Kombat Universe as they get ready for the release of the new Mortal Kombat II movie, in cinemas and IMAX on May 8 from New Line Cinema and Warner Bros. Pictures.
Developed by award-winning NetherRealm Studios, the Mortal Kombat 1: Definitive Edition (available now) is the most extensive version of Mortal Kombat 1, which has now sold over eight million units worldwide, offering the main game packaged together with the Mortal Kombat II film inspired outfits, previously released downloadable content (DLC), and more.
Additionally, customers who purchase an eligible Mortal Kombat II movie ticket will receive a promotional code* to obtain 750 Dragon Krystals (in-game currency) for use in the Mortal Kombat 1 game. For more information, visit the code redemption website.
*Promotion is not available for the Nintendo Switch version of Mortal Kombat 1.
To learn more about the Mortal Kombat 1: Definitive Edition, the latest installment in the acclaimed videogame franchise by NetherRealm Studios, visit MortalKombat.com.
New Line Cinema Presents an Atomic Monster/Broken Road Production, a Fireside Films Production, MORTAL KOMBAT II. The film will be distributed worldwide by Warner Bros. Pictures, only in theaters and IMAX® across North America on May 8, 2026, and internationally beginning 6 May 2026.
Tampere, Finland – May 12, 2026 – Taival means “journey” in Finnish. For developer Bonobo Software, that journey just took an unusual turn.
The Finnish indie studio has just launched a Kickstarter campaign for Taival, its blocky-style co-op adventure RPG with a funding goal of just €1.
“Our publisher told us not to do this. We did it anyway,” the team said.
The move follows an impressive few weeks, taking cues from Cube World, The Legend of Zelda: Breath of the Wild, and Skyrim – Taival is an online or couch co-op adventure RPG where you and your shapeshifting companion known as the Henki explore a vibrant, blocky open world. Since opening its first playtest, Taival has drawn over 3,000 active playtesters and surpassed 10,000 Steam wishlists in just 10 days. Numbers that would certainly unlock additional funding. Bonobo software chose a different path.
“Every community member, every playtester, every wishlister means something to this journey we call Taival – and that’s not just a metaphor, that’s the game’s name,” a spokesperson for the studio said. “Instead of waiting on decisions to decide Taival’s future, we’re asking our community directly to support the journey and prove to platforms, press, and partners – that Taival is real, and that this game is worth building.”
Backers can pledge €1 or more, with a series of stretch goals to be announced that have been designed with the community in mind.
Taival is a co-op adventure that blends classic RPG elements with a unique shape-shifting companion and a charming blocky art style. Central to the gameplay is the Henki companion, capable of shapeshifting into various combat and mount forms discovered throughout the world.
About Bonobo Software
Bonobo Software is a Finland-based game studio dedicated to creating worlds players will want to get lost in. Founded in 2022, the studio was born out of the COVID lockdowns and a shared frustration with the severe lack of co-op multiplayer RPGs worth sinking a weekend into. What began as two university students sketching out their dream game on a couch has grown into a dedicated four-person team building Taival, a handcrafted, blocky open-world co-op RPG with a shapeshifting companion at its heart – and quite possibly the only game of its kind.
An in-depth engineering sandbox arrives on consoles May 8, with a new launch trailer showcasing its hands-on system and content-rich gameplay.
May 8, 2026 – Foulball Hangover, the UK-based indie developer of Hydroneer, is excited to update sandbox simulations fans worldwide that Hydroneer, as well as its DLC expansion Journey to Volcalidus, are releasing for the PlayStation 5 and Xbox Series X|S starting today. The release marks the sixth year, to the day, since Hydroneer’s original 2020 release on PC.
The release of the full game includes a full rundown of gameplay in store at launch with an updated trailer that digs into the world of Hydroneer, its unique approach to automated crafting, and what console players can look forward to as the title hits consoles today.
Digging Until You Hit The Core
Right down to its fundamentals, Hydroneer is about free-form progression in an open world, which is quite figuratively your oyster. What begins with a simple shovel, a bucket, and a patch of land gradually evolves into something far more complex. You dig for resources, refine them, craft items like jewelry and weapons, and sell them to fund your growing operation.
Over time, you’ll automate your hands-on process as hauling ore paves the way for conveyor belts that carry materials up from the ground and to smelters. Pipes keep everything flowing, and machines handle the heavy lifting and moving, while you focus on innovating, exploring, and being the brain trust in your automated empire.
Bringing Depth to the Couch Console Experience
In the world of sandbox engineering, there’s always an expectation that games need infinite scale and perfectly simulated physics to pass muster with audiences. Foulball Hangover took a different approach, explains lead developer and studio head Max Hayon, and tackled the chill couch experience to build the core of Hydroneer’s community.
“We wanted a building game that you didn’t have to work at. You could sit down with friends, add to your factory, watch stuff go haywire, and go back to the drawing board,” explains Max. “Setbacks should be funny, and progress should feel like victory – not work.” Hydroneer also brings couch co-op to consoles, bringing friends together to play in the moment.
Journey to Volcalidus Launches alongside Base Game
The Journey to Volcalidus expansion adds another layer to that experience. Rather than simply increasing the scale, it introduces a different take on progression. Players leave everything behind and enter the new region of Volcalidus, where layers of frozen ice require even more powerful machinery, now powered by lava. Within this new region, players can enjoy a higher tier of crafting, new vehicles, and an enormously expanded world to explore.
Hydroneer officially launches on PS5 and Xbox Series X|S on May 8th, 2026, and the developers invite players to get involved with the Hydroneer community and share their feedback ahead of the studio’s first console release.About Foulball Hangover Foulball Hangover is an independent video game studio based in the United Kingdom, best known for Hydroneer, a critically acclaimed mining and sandbox simulation released on Steam in 2020.