19 December 2024 – Results released today show that reported revenue in the Australian video game industry remained steady in FY2024 at AUD$339.1 million. Reported revenue in 2023 was AUD$345.5 million. The results are part of the ninth annual Australian Game Developer Survey (AGDS) Snapshot, released by the Interactive Games & Entertainment Association (IGEA), the peak industry body representing the Australian video games industry.
2024 was a challenging year for game development globally, with local studios not immune from those challenges. Staff reductions locally were offset by medium to larger studios expanding their headcount. As a result, full-time employment at the 137 Australian video game studios surveyed was stable at 2,465 (+0.3% from 2023). Encouragingly, 61% of studios indicated they are planning to hire in 2025.
“This year has shown the local games sector continues to build capability in the face of global headwinds. 93% of the revenue generated in Australia comes from overseas sources, highlighting the popularity of Australian-made games to a global audience,” said Ron Curry, CEO of IGEA. “Generous and globally competitive tax rebates plus direct funding from the federal and state governments continues to ensure Australian game developers can deliver amazing game projects. 25% of our survey respondents accessed the Digital Games Tax Offset last year, and just under 40% intend to do so this financial year. We must maintain this level of support to ensure the local industry continues to grow and contribute to Australia’s creative and digital exports.”
The Australian games ecosystem is a fairly mature mix of different-sized businesses. Government support appears to be encouraging new studios to open, while also allowing established studios to grow. 56% of studios surveyed were less than five years old and 25% have been making games for ten or more years.
Victoria continues to be a popular hub for game development with 52% of game studio head offices located in the state. However, the distribution of employees shows many studios have a presence in more than one state and tend to follow talent and incentives across the country. 82% of workers are located on the east coast (36% Victoria, 27% Queensland, 18% New South Wales, 1% ACT), with WA seeing the highest employee growth, jumping from 3% to 6% this year.
“Many of the challenges facing Australian studios this year carried over from 2023,” said Curry. “Securing international and local publisher deals is proving difficult for developers, as is accessing early-stage funding. With that said, outlooks are positive for 2025. 81% of the studios we surveyed predicted income growth (53%) or stability (28%) in the new year.”
“The breadth of products showcased from across the country at the Australian Game Developer Awards in October celebrated the people and teams producing world-class games locally. IGEA will continue to support and advocate for Australian studios to ensure they’re equipped with the tools and resources to successfully deliver games projects in the future.”
About IGEA
IGEA (Interactive Games & Entertainment Association) is the peak industry association representing the voice of Australian and New Zealand companies in the computer and video games industry. IGEA supports the games industry’s business and public policy interests through advocacy, research and education programs. For more information, please visit https://igea.net/.
About Australian Game Developer Survey
Our FY2024 game development survey is based on financial year data from 1 July 2023 – 30 June 2024. The survey was conducted by Bond University which supplies responses in aggregate to IGEA. The survey opened in October 2024 and closed at the end of November 2024. Participation in the survey is voluntary, with 137 studios completing the survey and providing usable data, which is slightly higher than the participation rate last year of 111 studios.
TOKYO — Dec. 18th, 2024 —TOKYO INDIE GAMES SUMMIT, the digital and in-person Japanese event showcasing indie games from local and global developers, announces its first crop of exhibitors participating in the two-day showcase occurring on Saturday, March 8th, and Sunday, March 9th, 2025.
TOKYO INDIE GAMES SUMMIT extends a special thanks to this year’s production partners, including Shibuya’s animation and game design university Digital Hollywood Studio as well as custom-controller-based game development event make.ctrl.Japan. 2025’s event partners include Digital Games Expo and Bandai Namco’s indie-focused GYAAR Studio.
To build upon its 2024 offerings, next year’s TOKYO INDIE GAMES SUMMIT will expand the exhibition areas, while continuing to provide a multi-day experience for industry professionals and consumers alike. Exhibitors can network with gaming professionals on Day One, and attendees of all ages, genders and nationalities will find fresh experiences on Day Two.
“There was so much creativity on display during last year’s TOKYO INDIE GAME SUMMIT, and it is a joy to know that we’re able to provide an even larger platform than we had last year to showcase even more titles than before,” says Kazunori Sakamoto, CEO of Phoenixx and founder of TOKYO INDIE GAMES SUMMIT. “Many thanks to this year’s partners who help make this event possible. We have more surprises to share as we approach March; stay tuned!”
TOKYO INDIE GAMES SUMMIT is looking for sponsors, partner companies, and organizations to help with the event. There are options available for exhibition booths, logo exposure, and more. If interested, please reach out to [email protected].
Established in 2019 by industry veterans, Phoenixx aims to support innovative and creative developers from Japan and around the world. Its mission is to inspire and nurture the human spirit – one creator, one game, and one community at a time.
LOS ANGELES – DECEMBER 18, 2024 – Netmarble, a leading developer and publisher of high-quality mobile games, has announced a new update for Ni no Kuni: Cross Worlds. The latest update introduces a new pet expansion, limited-time events featuring the beloved “Koongyaz” and other content additions.
Starting today, players can experience the new Darkness Element Ultimate-Evolved Familiars, featuring Dinoceros, Relixx, and Rimu. These cool new Familiar have powerful new skill effects that allows players to utilize them in various situations including the Familiar Expedition.
The new update also adds eight new Pets, including 6★ Pets. The newly introduced pets will become powerful allies during players’ battles and adventures.
Players of Ni no Kuni: Cross Worlds can also participate in the Meet the Fresh Friends! event through January 16, 2025 that welcomes the fresh vegetable friends, “Koongyaz.” Players can enter the Fresh Friends Koongyaz Roulette Event using the Roulette Coupons and obtain rewards to power up their pets. These rewards include Bound Territes, Luck Amplification Secret Scrolls, and Premium Pet Summon Coupons. Additionally, players can acquire a special Gift Chest dropped by Santa Higgledy in Evermore. Santa Higgledy will appear twice a day to give out this random gift.
Developed based on Level5 and Studio Ghibli’s original fantasy RPG series ‘Ni no Kuni’, fans can learn more about Ni no Kuni: Cross Worlds’ latest game info and updates by visiting the official website(https://ninokuni.netmarble.com/).
About Netmarble Corporation
Established in Korea in 2000, Netmarble Corporation is a leading developer and publisher of top-grossing mobile games worldwide. Through powerful franchises and collaborations with acclaimed IP holders, Netmarble strives to elevate the gaming experience and entertain audiences globally. As a parent company of Kabam and SpinX Games, and a major shareholder of Jam City and HYBE (formerly Big Hit Entertainment), Netmarble’s diverse portfolio includes Solo Leveling: ARISE, Seven Knights Idle Adventure, Tower of God: New World, Lineage 2: Revolution, MARVEL Future Fight, Ni no Kuni: Cross Worlds and The Seven Deadly Sins: Grand Cross. More information can be found at http://company.netmarble.com.
Since Capsule Computers has previously covered this title before, I thought you’d be interested to know that Warside, the fast-paced turn-based tactics battler primed for victory from developer LAVABIRD and publisher First Break Labs, now prepares a battle plan for Spring 2025, on Nintendo Switch, PlayStation, Xbox, and PC via Steam. A brand-new demo is available on PC via Steam now!
Check out Warside’s brand-new “Basic Training” trailer below:
Conquer land, sea, and sky with the likes of tanks, warships, helicopters, and more in classic turn-based tactics battles across the Story Mode campaign, co-op, and PvP. Mobilize 12 playable Commanders and more than 25 unit types into battle across forest, desert, and ice environments to dominate enemies and claim military superiority.
Check out a new five-mission mini-campaign demo featuring new air units playable for the first time, including jets, bombers, and helicopters! Utilize devastating new Battle Powers in both the demo campaign missions and PvP modes. Take on new missions where Commanders must hold their position on the battlefield and capture objectives, or enjoy traditional turn-based tactics battles.
Unleash never-before-seen Battle Powers, like Jackson’s EMP Blast, which disables vehicles in an area. Rain energy beams from the sky with Beckett’s Orbital Strike. Inject chaos into the fray with Mordred’s Rage, forcing enemy units to attack each other during their turn. The perfect preparations for Warside’s full-scale release next year await in the new demo!
Warsidereadies its squadrons for launch on Nintendo Switch, PlayStation, Xbox, and PC via Steam on March 10, 2025, with language support for English, French, Spanish, and Brazilian Portuguese. A new free demo is now available on PC via Steam.
About First Break Labs
First Break Labs is an innovative, independently financed collective of video game industry veterans, committed to spotlighting groundbreaking new video games. With extensive experience at SEGA, Nintendo, ATLUS, and SmileGate, First Break Labs is on a mission to provide essential funding and marketing support to like-minded indie developers.
About LAVABIRD
LAVABIRD is a London-based indie game development company. The team is currently focused on development for Warside, its first title.
The Power Rangers have a long if not bumpy road in history when it comes to gaming. Sure, there have been some true winners years ago, but mostly – the franchise has limped along with middling releases every few years that do little to push any boundaries. Mighty Morphin Power Rangers: Rita’s Revenge wants to correct that by creating new out of the old, acting as a tribute to the franchise and its past video game hits with an all-original title. Can this retro beat-em-up deliver, or is this one lineup that falls before it gets out of the command center? Let’s find out.
Story
Mighty Morphin Power Rangers: Rita’s Revenge is an arcade brawler, and it’s not easy to tell a compelling story with that genre as the focus is on the pick-up and play nature of the game. That said, there has been some great attempts in the last decade, which is why I went into Rita’s Rewind so hopeful. This story has Robo Rita return to cause havoc on the current team of rangers in 2023. If you haven’t seen the special on Netflix “Once and Always“, I advise you to get caught up there as this acts as an alternate version of that. If Robo Rita went to the past, how would the younger rangers handle her and the original Rita?
It’s a great concept and that television special was awesome, so why not have an extension of that? Well, what we get here is a bit of a mixed bag in terms of story. There is a lot to love as a longtime fan of Power Rangers, like several little callbacks to the show, with references dabbling in the most obscure. Digital Eclipse did their homework, and it shows. This world feels like Angel Grove until it doesn’t. Maybe I am just a cynic, but there are a lot of shoved-in plotlines here, and the stages don’t really make sense other than the guess that the timeline is all sorts of wonky. You have the original team right after they get their powers, completely understanding their zords, Rita, and even putties – with other random foes from the first season scattered in a three-hour journey.
I get it, Power Rangers does this thing where the plot is laid out and viewers just take it because why not? It’s cheesy and most of the time, even enjoyable to see unfold here. That said, as someone who has played every Power Rangers game I could get my hands on for the last thirty years, the pacing and plot holes in Rita’s Rewind make it feel like stuff was cut or left out, as some stages just feel pasted together outside of minor cutscenes. Forgivable? Of course! It’s still Power Rangers, but it does lose a little bit of lustre when you think of how good it could have been with a little more cohesion.
Gameplay
This is what makes or breaks a brawler. The gameplay here is thankfully solid and lacking any glitches or other bugs, as while very basic, the fighting here is fluid and fast. In normal “ranger” stages, players fight their way through putties and other henchman until they reach a boss. Yep, just like most other beat-em-ups. The issue here is the lack of variety. There are no differences outside of suit colour that separate how the game feels. No weapons to show off distinct personalities from the show (who are all featured in likeness, by the way), and no special fighting styles. Just punches and kicks that all look the same.
It’s still a solid beat-em-up, but one that kind of gets old due to the lack of variety. As a comparison, even the old SNES and Genesis games of the same genre had variances and special weapons, and while we do get one special attack that looks unique, the effect has the exact same outcome – making it feel dated and vanilla out of the gate. To add more variety, stages change concepts quite a bit, and that does work at times. The carnival stage has you riding on a coaster, shooting down putties with your blasters, while there is also a neat cycle stage that is a great callback to other older racers of the era. There is a mix, but there are also some major problems with how one concept was executed.
Zord battles are not fun. Think of Space Harrier mixed with a little bit of Star Fox. You get in your Zord, and run on a forward path until the end of the stage. Cool, right? Well, not here. The zords all only have the same attack, and that is shooting. The reticle is a pain to move however and has issues with certain targets. This mainly comes in when you have to shoot targets to move to the next area, and you can only really move left or right to get the target lined up with your attack. It’s a pain because these stages are chaotic. At first, everything is overloaded and exciting to see everything coming your way, but soon it becomes a chore to navigate it all as if you die, you go back to the start of the level. The whole thing is a frustrating mess that already feels out of place with the show, and that is followed by a first-person punch fest in the Megazord that never feels like a satisfying climax.
Megazord battles in Power Rangers games have always been a bit off. The older ones were handled as a skin for your character, keeping it as a brawler. Fun, but basic. More modern ones have always had this same odd path to get to the sword slash, and that’s what we have here. Maybe if the checkpoint and continue system were revamped, this would be less tedious, but it still isn’t really that fun. We finally get to play as individual Dino Zords, and they are subjected to a loud battle of patience.
That’s my main problem with Rita’s Rewind as a whole. Sometimes you never know you’re in a boss battle until it’s over. The Megazord battles are not awful by default, but the lead-in stage is, making it feel less impactful to deliver that final blow. When boss battles are in standard brawler mode, they can be decent, but the game throws so many extra activities at you for those sections that it also can be a bit tiring and grindy. I get it, it is hard to balance a beat-em-up when it comes to Power Rangers as you want to show off how crazy the universe is and let players have a taste of everything. The identity here suffers due to the execution. It just feels like all of these stages were rushed, developed separately, and then pasted together. Adding the word “episode” to try to resolve the disjointed state created even more break from what this game wanted to be, and made it feel less connected as the player moves forward.
Audio
There is something good out of all of this. The soundtrack is fantastic! The music really is reminiscent of the SNES Mighty Morphin title that this one seems inspired by. Each song is a stand-out, and you can tell a lot of love went into trying to capture the essence and theme of each area. Then we get to the theme song, which I get Ron Wasserman isn’t exactly working with the Power Rangers these days, but that newer version of the theme that has been featured in a lot of recent content for this era just doesn’t fit there, and it doesn’t fit here either. Just make it an instrumental, as it’s a bit polarizing to hear a dorky, more poppy version of one of the most iconic theme songs on television while we are celebrating a major battle in the game. There is voice acting – which is decent on its own, but the usage of the same phrases like “CAN I GET SOME ASSISTANCE!?” can be a bit gnawing after the hundredth time.
Visuals
The visuals are great. We get that 16-bit flare, and the details show as all of the chaos moves together. This team did a good job with the presentation. It’s a shame we don’t get to feel that with more move variation, but alas – you are going to get a good dose of dopamine when you see the colours hit the filtered screen. Stages are mostly good as well, but sometimes lack a lot of background activity and animation that more modern brawlers have incorporated, making a few areas far less interesting than others.
Overall
This is a difficult game to review for a lot of reasons. I wanted to love this so much as Power Rangers holds a piece of my heart that will never fade. Mighty Morphin Power Rangers: Rita’s Rewind is by no means a bad game, but it is sloppy, and that is a shame as you can see moments of brilliance quite often on this journey. The game’s pacing and stages are disjointed with the narrative, and somehow the spirit of the show gets lost in all the clutter. It’s too chaotic to be something so simple, yet not detailed enough to fit within the source material. It’s as if all of these great ideas to build this project were on a board, and due to time constraints, were blended up and pasted together. Longtime fans starving for a new adaptation will find stuff here to appreciate, but Rita’s Rewind ultimately is too bogged down by its own weight to recommend at the current entry fee.
Capsule Computers review guidelines can be found here.
Turn up the music! Warner Bros. Games today released a new MultiVersus trailer revealing the first look at gameplay for Adventure Time’s Marceline, the fun-loving 1,000-year-old vampire queen, who will join the roster as the latest playable character today as part of Season 4: Midnight Misfits.
Armed with her trusty bass guitar axe, Marceline is a Bruiser class fighter who will shred through any challenge that comes her way. In the new trailer, Marceline’s combo-heavy moveset is on full display, including her unique talent to leverage the power of rhythm to amplify attacks and ability to morph into a vampire bat to bash, grab, and elbow opponents. The video also provides a first look at the Sun Hat Marceline and Distant Lands Marceline character variants. For information on how to access the Marceline playable character and other Season 4 in-game content, visit our FAQ.
Additionally, the new Candy Kingdom map based on the iconic locale from the Adventure Time series will arrive on Dec. 17 alongside Marceline’s release, followed by the debut of Rogue Rifts, a new twist on Rifts mode where players must complete a gauntlet of five nodes with a limited number of daily attempts. The first Rogue Rift will be available from Jan. 15 – Feb. 4, and players will have the chance to earn the Abominable Mountaineer Jason character variant upon each completion of the challenge.
Developed by Player First Games, MultiVersus is available now as a free download for PlayStation 5 and PlayStation 4 consoles, Xbox Series X|S, Xbox One consoles, and PC (Steam and Epic Games Store), with full cross-play and cross-progression support.
The free-to-play platform fighter features an ever-expanding roster of popular characters based on Warner Bros. Discovery franchises. The announced roster of characters includes Batman, Superman, Wonder Woman, Harley Quinn, Black Adam, The Joker, Nubia, and Raven (DC); Shaggy and Velma (Scooby-Doo); Bugs Bunny, Tasmanian Devil a.k.a. Taz, and Marvin the Martian (Looney Tunes); Arya Stark (Game of Thrones); Tom & Jerry; Finn the Human, Jake the Dog, Banana Guard, and Marceline the Vampire Queen (Adventure Time); Steven Universe and Garnet (Steven Universe); Iron Giant; LeBron James (Space Jam: A New Legacy); Rick Sanchez and Morty Smith (Rick and Morty); Gizmo and Stripe (Gremlins); Jason Voorhees (Friday the 13th); Agent Smith (The Matrix); Samurai Jack; Beetlejuice; The Powerpuff Girls; and an extraordinary original creature namedReindog.
Sydney, Australia, 18 December 2024 – Microids and Savage Level are excited to celebrate the release of Flint: Treasure of Oblivionon PlayStation 5, Xbox Series X|S and PC with a launch trailer. This tactical RPG combining exploration, strategic combat and unique visual storytelling will immerse players in the heart of an epic where pirates, mysteries and priceless treasures await them.
About Flint: Treasure of Oblivion:
Prepare to embark alongside Captain Flint, his second-in-command Billy Bones and his crew of old salts in search of a legendary treasure promising freedom and fortune. With its original narrative using traditional comic strips as a narrative medium, Flint: Treasure of Oblivion invites players to immerse themselves in a historically accurate pirate adventure spiced up with fantasy.
Flint: Treasure of Oblivion delivers adventure, but also strategic depth thanks to its turn-based combat mechanics, refreshing the genre’s foundations by drawing on mechanics from role-playing and board games, notably through dice rolls. When players build their crew, each member brings unique skills to use, allowing them to adapt their strategy to their style of gameplay. During the tactical phases, players can use skill and attribute cards to improve their crew members and gain an advantage over their opponents. Hoist the mainsail and set off to discover the secrets buried in the distant lands of Flint: Treasure of Oblivion.
Flint: Treasure of Oblivion features:
TURN-BASED TACTICAL COMBAT: Good preparation is key! Choose your crew members with unique abilities, obtain new skills, improve your dices. During the tactical phases, use cards to trigger skills and attributes and influence the fight with dice throws.
COMIC-BOOK NARRATIVE: Enjoy a narrative which, beyond the usual codes of comics (onomatopoeia, speech bubbles), offers players original and dynamic comic strips.
EXPLORATION: Discover a magnificent world, from the French city of Saint-Malo to the exotic landscapes of central America. Visit diverse environments (cities, camps, jungle, caves…) powered by Unreal Engine 5.
HISTORICALLY INSPIRED PIRACY WORLD: The game faithfully recreates a world of piracy, incorporating historical elements (language, costumes, weapons) making the experience even more immersive.
Flint: Treasure of Oblivion is now available on PC, PlayStation 5 and Xbox Series X|S
About Microids
Microids is a French video game publisher. Founded in 1985, Microids’ editorial strategy now focuses on 4 major areas: adventure games, racing games, retro gaming and games inspired by iconic titles. By collaborating with renowned studios and authors (Revolution Software, Sloclap, Oddworld Inhabitants, Pendulo Studios, Eden Studios, Go Nagai, Charles Cecil, Benoît Sokal, Paul Cuisset…), Microids has become a major player in international video games. Taking inspiration from legendary titles, Microids reaches a wide audience and creates original adventures which give gamers the chance to play as some of their most beloved characters.
About Savage Level
Founded by two brothers Aurélien and Maxime Josse, seasoned veterans in the video game industry, Savage Level develops games that focus on immersing players in rich universes with profound but accessible gameplays while emphasizing on artistic direction deeply rooted in traditional arts.
RailGods of Hysterra, a cooperative base-building survival action game set in a twisted Lovecraftian dreamscape from developer Troglobytes Games and publisher Digital Vortex Entertainment, previews the first biome of the procedurally generated and desolate world of the RailGods, based on Lovecraft’s “The Shadow over Innsmouth” in a new trailer.
Enter a decaying dimension overrun with ghoulish entities wrought by the Great Old Ones: ancient cosmic beings that have overtaken the world. Survive nightmarish environments and cultivate a bond with the RailGod – a roaming fortress composed of steel and flesh forged through obscure arcane rituals.
Battle otherworldly creatures and cultists, feeding their remains to the RailGod to continue the journey through this dark realm. Accrue and manage ever-growing madness through perilous endeavors to unlock powerful GodKeeper skills. Craft additional train cars for storage, loot, and workbenches. Scavenge for supplies to create powerful new gear and weapons to enhance character abilities.
Choose from various skill sets for distinct playstyles and see which synergistic combos work best on the battlefield. Conquer cruel and unforgiving hellscapes alone or with up to four friends via online co-op.RailGods of Hysterra is coming to Early Access on PC via Steam in 2025. It will support English, French, German, Russian, Spanish – Spain, Portuguese – Brazil, Simplified Chinese, Italian, Japanese, Korean, Polish, and Turkish languages.
Wishlist on Steam and stay up-to-date by visiting the RailGods of Hysterra official site and following the game on X/Twitter and Facebook. Steam Playtests will soon be available for participation, join the official Discord for notifications and to give the developers feedback.
About Digital Vortex Entertainment
Digital Vortex is a new publisher made up of game industry veterans who have worked on titles such as Atomic Heart, Lost Ark, PUBG Battlegrounds, and more, not limiting themselves to specific genres or game formats, and always striving to create games they themselves would like to play.
About Troglobytes Games
Troglobytes Games is a small development studio founded by Luciano Iurino (Art Director), Saverio Caporusso (CEO, Lead Designer), and Matteo Alessandrini (Lead Programmer) in 2015. The team’s main objective is to create games as they were in previous generations, focusing on unconventional gameplay mechanics and aesthetics while utilizing modern technology. They’ve worked on many indie titles including popular hits Hyper Parasyte and Blind Fate: Edo no Yami, with RailGods of Hysterra being the latest title in their portfolio.
Vanquish, a player-guild established in ESO in 2014, are performing an in-game stage show inspired by Charles Dickens’ “A Christmas Carol” this Holiday season.
Adaptations based on the classic tale have become a tradition for Vanquish, and this year will be the fifth anniversary of the social guild’s festive stage plays. This year’s show is titled “Investigator Vale: An Entangled Carol”, and features a cast and crew of 8 people, complete with a stage built using 700 items from ESO’s housing system and run-time of over 2 hours. The production also features original music as well as full sound effects.
In-game front row seats are all taken, so Bethesda’s Twitch channel will be broadcasting a live performance on December 20 at 8:30pm ET. More information about the performance can be found on the ESO blog and ESO forums.
Soar to new heights and topple Titans in new co-op mode as Unbreakable exits Early Access
TOKYO, Japan – Dec. 17, 2024 – Attack on Titan VR: Unbreakable, the first-person action-adventure VR platformer based on the highly-acclaimed manga circulated around the world to more than 140 million fans, rises from Early Access to 1.0 with the launch of Part 2 on Meta Quest 2, 3/3S, and Pro via the Meta Quest Store today.
Fight alongside the Scout Regiment in Unbreakable’s final two chapters in this colossal conclusion. Coordinate with a friend to face off against Titans in the new two-player Co-op Mode alongside the new Survival Mode where Scouts are tasked with eliminating 100 Titans without dying, from normals, to abnormal, and even the Armored Tian. Soon, a limited-time Global Challenge event will rally Scouts worldwide to work together and unlock a new weapon, the “Thunder Spear.”
Join the frontline and repel the Titan invasion in dynamic aerial battles. Fly across the cityscape with Omni-Directional Mobility (ODM) Gear and confront oncoming threats between territories. Choose from several distinct blade variants and prepare for combat. Race against time, dodging enemy strikes while collecting supply drops and defending soldier outposts. Rack up points to earn stars and unlock enhanced weapons with game-changing buffs.
Become a Scout and feel the exhilarating rush of diving into action and soaring above the district’s rooftops. Slice through the limbs of terrorizing Titans, aim for the napes of their neck to take them down swiftly. Join forces with iconic Attack on Titan characters, voiced by the original English and Japanese cast, and fight for humanity’s survival.
“We want to thank all the passionate players in our Discord community for helping us improve Attack on Titan VR: Unbreakable with their feedback and suggestions,” said Keigo Fujikawa, CEO of UNIVRS. “We are thrilled to welcome new and returning series fans to enjoy the ultimate Titan fighting experience.”
Attack on Titan VR: Unbreakable Part 1 and Part 2 are now available for $7.99 and $12.00, as well as the Complete Edition for $19.99 (both Parts) on Meta Quest 2, 3/3S, and Pro via the Meta Quest Store. It supports Japanese and English voice acting alongside subtitles for both languages.
To learn more, follow Attack on Titan VR: Unbreakable’sofficial website and X, as well as UNIVRS’s official website, YouTube, and X. The UNIVRS team values your input and asks fans to join the official Discord, providing feedback to help perfect and maintain the ultimate Titan slaying experience.
About UNIVRS, Inc.
Founded by Keigo Fujikawa and Shun Fujikawa, known as the VR brothers in Japan, UNIVRS aims to create immersive worlds for audiences to experience. After the booming success of Little Witch Academia: VR Broom Racing, the UNIVRS team is eager to release more thrilling VR titles, with Attack on Titan VR: Unbreakable being the next major project in their catalog.