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Dune Awakening announces 1.4 update with new map locations, missions, and Water Wars DLC

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Funcom has been tweaking Dune Awakening to suit the largely PvE MMORPG playerbase it actually has all year so far, and now, during its stream this afternoon, it’s announced a new patch and DLC – though not more story content. “Developer and publisher Funcom today announced that update 1.4 for Dune: Awakening will arrive on […]
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Jagmas
3 hours ago
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Round Rock, Texas
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I'm having to completely retrain my muscle memory in Deep Rock Galactic: Survivor after 150 hours, because the new class they've added is just a dwarf in a car

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There's an oddly momentous feeling to the idea of Deep Rock Galactic Survivor introducing a new class to the DRG universe. After all, the original four have been the only ones we needed for eight years now. What can you possibly add to a quartet that's stood the test of time for that long?

I love that developer Funday Games' answer is: "What if a dwarf had a car?"

(Image credit: Funday Games)

Introduced in the new Heavy Duty expansion, the Demolisher class has a full complement of new weapons and three subclasses, just like the core four. But unlike them, he thought to bring an industrial vehicle that's basically like if you tried to turn a go-kart into a bulldozer.

Perhaps stupidly, even after seeing that this was the new guy's USP, I didn't actually expect him to control like a car. But nope, sure enough, instead of running around freely like the other dwarves, he has to accelerate, reverse, manage his turning radius, and in my experience do a lot of dodgy three point turns. (And yes, the car does do a little beeping noise like a truck when it reverses. Adorable.)

(Image credit: Funday Games)

You really feel the weight and heft of the vehicle as you play—and that has its advantages too. Smaller enemies can be rammed out of the way with the front plow, for example, and it also mines through terrain faster than a pickaxe.

All together it completely changes the feel of Survivor's action. After 150 hours with the game, I'm suddenly having to retrain my muscle memory. No longer is survival about juking around the hordes, slipping through gaps in their formations and setting off explosive bugs with agile feints. The car's not only not nimble enough for that, it's too wide and bulky.

Instead, I'm looking for the parts of the swarm free enough of the bigger, tougher bugs that I can simply slam my way through, and planning out wide, circular routes through the level that avoid the dangers of sharp changes of direction and take advantage of faster digging.

(Image credit: Funday Games)

I'm picking health and armour upgrades far more than I would normally, and artifacts that trigger on damage, so I can safely spend more time in the thick of it. That lets me get the most out of the Demolisher's new weapons, which largely focus on close-range damage and leaving a path of destruction behind you. Carving a path through the hordes laying elemental mines as I go and blasting a jet of flame out the back is a whole new kind of power fantasy for the game.

Also included in the expansion is a new biome, Glacial Strata. It isn't too revolutionary—slippery ice, falling icicles, and frost exploders mix things up a bit but feel like light touch features compared to the challenges you face in some of the existing zones. Retroactively adding a Glacial Strata level to every existing sector certainly gives you a lot of new levels to work through, though, which is very welcome.

(Image credit: Funday Games)

Much more exciting is the new mode: Egg Hunt. The objective is to… well, hunt for eggs buried in each level, and bring them back one at a time to a containment cell in the centre of the map. It's a different rhythm to Elimination—rather than systematically clearing the map, I'm making repeat trips back and forth, encouraging me to carve out useful repeat routes.

My immediate instinct is to make things as easy for myself as possible by digging out all the eggs and a clear path in one big loop and then going back for each one. But that kind of min-maxing has its own drawbacks—every egg triggers a swarm event when uncovered, which can quickly get overwhelming if stacked up at once. There's definitely some nuanced strategy there to (ahem) dig into.

(Image credit: Funday Games)

The best bit, though, is the final sprint. Once you've deposited three eggs in a level, the drop pod arrives—but instead of leaving right away, you can stick around to try to grab the last two remaining eggs for extra rewards. The pod does wait a bit longer than normal—two minutes rather than 30 seconds—but it's still a frantic dash to get them without being left behind that adds a fun burst of adrenaline to each level.

After three stages and a lot of eggs comes the finale: a giant worm monster bursts out of the ground and rudely demands you give them all back. It's another refreshing change of pace—while Elimination's dreadnoughts chase you around, making movement speed and mining bonuses a must, Egg Hunt's brood nexus boss is rooted to the ground, presenting a whole different kind of challenge.

(Image credit: Funday Games)

If I simply circle it pumping shots into its fleshy body, I get quickly swamped by the swarm, especially as it summons its own extra bodyguards. Sneakier tactics are required. One method is to keep doing big loops, drawing the horde away before sprinting back to get some damage in, and then running off again.

Alternatively, I've had success focusing on weapons with enough range and piercing to penetrate through the swarm to the fleshy boss within, and then sticking close, weaving through the bugs and trusting to some health and armour upgrades to keep me alive.

As a veteran of so much time with the game already, it's thrilling to be in this kind of headspace again, trying to crack new strategies and playstyles. And for the price—$10 / £9—it's a huge amount of extra content for a game already bursting with reasons to replay.

(Image credit: Funday Games)

Those of you pinching pennies aren't left out, though—alongside the DLC, a new patch has launched, adding a robust endless mode for true sickos, an expanded tag system for weapons that comes with new upgrades and overclocks, and new mastery milestones that allow you to earn yet more bonus stats to help you on your runs.

If anyone feared that coming out of early access would slow down the pace of support for gaming's best Vampire Survivors-like, they can certainly put those worries to rest this week. Now if you'll excuse me, I've got another 150 hours to fit in somewhere.



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Jagmas
3 hours ago
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Round Rock, Texas
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Fallout 76 fan's pie vault is a shrine to the game's silliest rare item

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One of the Fallout franchise's most unusual items is the Perfectly Preserved Pie, a dessert found within sturdy claw vending machines that somehow survived the post-apocalypse. Other than its appearance, there's nothing special about the pie slice at first glance. The sweet treat doesn't heal you for much, and despite its name, consuming it will still poison you with a small amount of radiation. A vault dedicated to an item like this probably doesn't sound impressive... unless you know just how difficult it is to get a slice in the first place.



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Jagmas
4 hours ago
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Round Rock, Texas
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Resonance: A Plague Tale Story Still Set For 2026: “release almost here”

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Asobo updates on Resonance: A Plague Tale Story, confirming its planned release this year. The game focuses on Sophie, set 15 years before A Plague Tale: Requiem, with final refinements underway.



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Jagmas
4 hours ago
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Round Rock, Texas
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Subnautica 2 now has a firm early access launch date, and it's really soon

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Subnautica 2 will launch into early access on May 14, a new trailer confirms. If you're surprised I don't blame you: the sequel has been subject to endless controversy, with studio Unknown Worlds and publisher Krafton at loggerheads about when and how it should be released.

It's a long story at this stage, but the short of it: Subnautica 2 was initially meant to release in the second half of 2025. But in July Krafton gutted Unknown Worlds' leadership, including CEO Ted Gill, and then delayed the early access release into 2026 amid many and varied public accusations.

The most relevant of those accusations, to us at least, is that Krafton didn't think the game was ready for early access; it wanted more content. The publisher also claimed that had Subnautica 2 released in 2025 as planned, it would have caused "irreversible harm to the entire franchise". That claim was later mysteriously dropped.

Those are the key points—it's a tangled 'n' murky affair—but Gill was eventually reinstated as CEO in March at the command of a court, and a May release was set. But even that theoretically positive development was fraught with tension: Unknown Worlds wasn't happy with the Krafton-made release date announcement.

None of which instills much confidence in the early access aquatic survival sim that'll hit Steam on May 14. It'll be interesting to see whether Krafton was on to something when it hoped to delay the launch. Or perhaps Unknown Worlds will be vindicated? We'll find out in a matter of weeks.

There's a lot resting on it: Subnautica 2 is currently the most wishlisted game on Steam.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
5 hours ago
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Round Rock, Texas
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Ubisoft further distances Assassin's Creed Black Flag Resynced from Shadows and Valhalla's RPG combat as it confirms no levels and no gear stats

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Ubisoft is once again hammering home the point that Assassin's Creed Black Flag Resynced is really, really, definitely not an RPG in the vein of Assassin's Creed Shadows and Valhalla.

After Ubisoft finally let the leaks loose and formally announced the remade pirate game, one of the first things game director Richard Knight noted about the project was that Black Flag Resynced "is not an RPG." Considering how divisive the more stat-driven entries in the series can be with long-time fans, the immediate clarification wasn't too surprising.

The publisher is now emphasizing the point even further, though. Not only is Assassin's Creed Black Flag Resynced not an RPG, according to Ubisoft, it's also not borrowing any RPG-adjacent systems from its older (or younger?) siblings.

"Please note: although health and defense bars are present in default settings, this does not change the fact that Black Flag Resynced remains an action-adventure game," Ubisoft writes in a recent post about the game's HUD. "The combat works similarly to the original game, with health and defense bars being optional. There are no levels, no gear scores, and no progression gates."

As Ubisoft explains, those new HUD elements aren't there to check damage points and whatnot. Specifically, the defense bar simply supports Black Flag Resynced's revamped combat, which lets you stagger enemies with quick parries and special attacks before opening them up to a lethal takedown once their defense is fully depleted.

"This display [the defense meter] will highlight how and when enemies are weakened, and how different enemy archetypes respond to specific combat actions – which is at the core of the new combat depth where your choices and the move you trigger will dictate a fight."

Best of all, you can tweak any of the HUD elements to your liking. Black Flag Resynced supposedly has four presets that chip away at the visual noise on screen or you can opt to toy with the game's HUD manually to completely turn off button prompts and parry indicators, for example, to your liking.

Assassin's Creed: Black Flag lead writer "wrote 2 new scenes" for Resynced, and "one of them is now a top 5 favorite" for him



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Jagmas
5 hours ago
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Round Rock, Texas
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