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Capcom is finally removing scummy character customization vouchers from Monster Hunter Wilds, players immediately dance on their grave

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Ahead of Monster Hunter Wilds: Ascendance, Capcom has announced the removal of the game's widely hated character edit vouchers, which force players to spend real money in order to re-edit their character's appearance.

"With the launch of Monster Hunter Wilds: Ascendance in 2027, all players will be able to re-edit the appearance of their hunter and Palico as many times as they like, free of charge and without the need for a Character Edit Voucher, which will be removed from the game," a post from the official Monster Hunter account reads.

Character edit vouchers will be removed from sale on December 3. It goes without saying that, now more than ever, you should not buy them. In their place, 10 character and Palico edit vouchers will be given to players to tide them over on customization until Ascendance arrives in 2027 (probably, but speculatively, in March).

The ability to repeatedly customize your character has been a premium feature in Monster Hunter for some time. Monster Hunter Wilds, in particular, is absolutely lousy with DLC, so it's almost impressive that these vouchers stayed among the most-hated forms of microtransactions. It just plain sucks that, if you find that your character doesn't look as you'd hoped or you suddenly have an idea for a new look, you have to break out the credit card. (On PC at least, you could thankfully bypass this with mods.)

Capcom framing the option to have unmonetized fun with a core game system as some fabulous reward is a bit strange. Stranger still is the planned release of "a token of our appreciation to everyone who has previously paid for Character Edit Vouchers."

If you've purchased the three-voucher character, Palico, or combo pack, you'll receive a "Special Thank-You Pendant Set." Look, it's hard not to read this as: thanks for tolerating our invasive monetization, here is a shiny thing, and hey, if you do want the shiny thing, you've got a few more weeks to buy soon-to-be-deprecated vouchers.

But good news is good news. Character edit vouchers are dead, may they rest in pieces. Monster Hunter players, to whom Capcom's growing microtransaction library has not gone unnoticed, are practically dancing in the streets after the news.

"If a game gives you the option to change how your character looks they should not take money from you for changing it," reads the top reply to a Monster Hunter Wilds subreddit post sharing the news. "Still great to see that we do that now."

"They don't deserve a goodbye," says another user. "Into the trashcan and that's it."

"This is nice but these never should've been a thing to begin with," adds a third.

The question now is whether Capcom will stick to this approach with the release of the next Monster Hunter game. If character edit vouchers return, expect to see Monster Hunter fans put some feet to some fire.

After playing Monster Hunter Wilds: Ascendance, this huge expansion is the second wind the game needs.



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Jagmas
33 minutes ago
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Round Rock, Texas
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Valheim devs finally get around to reading 5 years of player feedback, let you remap dodge key

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When battling tree-swinging trolls, ice-spitting dragons, and fire-breathing skeletal demigods, it's hard to think of a skill more important than dodging. A shield or a weapon held up defensively can help, sure, but escaping deadly attacks in Valheim is often down to how quickly you can tuck and roll.

Which makes it a bit curious that over the past five years of early access, you couldn't redbind the dodge skill to a single key or button press. If you want to dodge on keyboard, you have to hold the block button (mouse 2) and press jump (space bar) and pick a direction (WASD). On controller, it's a stick + button combo. No single tap for a deeply important maneuver has been available for the past five years.

Until today! Those busy Valhiem devs finally took a peek at player feedback and noticed the request people have been making constantly for the past five years, seven months, 15 days, 17 hours, and 22 minutes: You have now been granted the ability to remap your dodge key to an alternate—no doubt single-tap—configuration.

Better late than never?

That's not the only key rebinding option that's been added. You can rebind items on the radial wheel and hotbar, too. A much newer request, to disable the intro cinematic (which only appeared with Valheim 1.0 last week), has also been granted. There are also some bug fixes, notably more tinkering with the Valheim cheat-flagging feature that was mislabeling some players and resources as cheats.

Have a look at the full patch notes below, and good luck trying to unlearn the muscle memory you've developed for dodging with three different keys over the past five years or so. One note: the patch, devs say, "will require a few days to get uploaded to all platforms." I've checked and it's live on PC now, however.

Quality of Life:

  • Added several new keybinding options to the keyboard (Alternate dodge key, hotbar rebinding (on top of 1-8), support for rebinding radial wheel, support for removing keybinds)
  • Added accessibility setting to be able to toggle blocking
  • Add toggle to Gameplay settings to skip the intro cinematic on startup
  • When attacking, the player’s rotation now also snaps towards the intended attack direction when the “attack towards look direction” option is enabled, not just when it’s disabled.
  • Swapped Motion Sensor and Sheath keybinds on gamepad, returning Sheath to its original keybind. Motion Sensor can now be activated with the alt-key + Sheath button instead.

Optimizations:

  • Improved GPU performance when tessellation is disabled by eliminating unnecessary GPU overhead in this case.
  • Heightmap shadows are now calculated more accurately and at a lower performance cost.
  • Optimized particle systems in the main menu to reduce overdraw.
  • Multiple GPU performance improvements on Switch 2.

Bugs & Issues:

  • PlayerBase effect on some build pieces has been increased to block enemies more
  • Fixed inaccuracies in stick input pre-processing that made it heavily weighted towards axis-aligned movement and 30% too slow diagonally.
  • Jotun puffs and Magecaps no longer respawn.
  • Fix for player characters sometimes mistakenly being marked as temporary cheaters, leading to items dropped by monsters they kill being incorrectly marked as having a cheated origin.
  • Cheated stackable items no longer stack with regular items, preventing uncheated stacks from being “corrupted” into a cheated state.
  • Persistent Events devcommand (“pevents”) is now actually behind the devcommands toggle and not available in the console by default.
  • Fixed errors when using the grappling hook’s secondary attack on creatures.
  • Fixed various issues with Ashlands water (VFX, water damage not stopping)
  • Fixed a bug where characters didn’t save correctly when manually pressing Save while playing on a server hosted by someone else.
  • Disabled biomedata caching, fixing a bug where the cache could end up in an invalid state, making it impossible to join remote servers.
  • Fixed Deep North battleaxes tool tier, can now cut all the trees.
  • Made placeable boulders persist, only placeable on the ground, break if the ground they’re standing on goes away, and give ground-level support.
  • Updated Ballista to make it accept all new trophies (All Deep North enemies + Bjorn + Vile)
  • Timberwood build pieces no longer incorrectly show up in earlier biome locations
  • Fixed various crashes/errors that could happen in rare circumstances
  • Fixed a bug where Helmet of the Protector was craftable directly via the Black Forge
  • Fixed a bug where terrain modifications by players or monsters could lead to performance and portal issues in multiplayer, such as performance and portaling issues, terrain seams, and terrain modifications becoming undone
  • Updated Deep North and Winding Tunnels music for better balance and to remove some clicks when looping.
  • Now plays the correct music in Mörkhalla.
  • Better mixing of location music in the Deep North.
  • Tweaked Seal and Baby Seal colliders to better match their bodies.
  • Fixed an issue where the “No time for snoozing” achievement could sometimes not be unlocked in multiplayer
  • Fixed an issue where The Homesteader and The Architect achievements could unlock repeatedly.
  • Nintendo Switch 2: The TV output no longer switches from 120 Hz to 60 Hz while the virtual keyboard is open or while in the home menu when using the balanced graphics preset and playing online multiplayer, which caused a black screen while entering and leaving these menus.
  • PlayStation®5: The TV output no longer switches from 120 Hz to 60 Hz while in the home menu when using the balanced graphics preset, which caused a black screen when entering and leaving this menu.
  • PlayStation®5: The “Stronger Together” achievement is now achievable.
  • Steam: Fixed a bug where Steam Cloud could get stuck in an invalid state if the game crashed while saving.

Valheim biomes: Follow along zone by zone
Valheim console commands: Godly shortcuts
Valheim inventory upgrades: Deeper pockets
Valheim battle idols: Upgrade your gear
Valheim Grappling Hook: Mistlands made easy
Valheim Intricate Key: A key to the endgame



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Jagmas
33 minutes ago
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Round Rock, Texas
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Lord of the Rings Online subscription rate hikes set to finally hit next month

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The Hobbit-bred chickens are finally coming home to roost. Earlier this year, Lord of the Rings Online announced that it would be raising the price of its multi-month subscriptions that summer. However, SSG delayed the price increase in favor of an unspecified future date. Well, now the date’s been specified: October 14th. When October 14th […]
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Jagmas
34 minutes ago
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Round Rock, Texas
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Brandon Sanderson Talks Blightfall, Wheel of Time, and Games of Thrones in Exclusive Interview

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Brandon Sanderson has long been one of our favourite go-to authors at IGN, and recently we had the pleasure of chatting with the bestselling author for an exclusive interview.

From the epic Cosmere Universe to his latest collaboration with co-writer Janci Patterson – Blightfall, which just so happens to be one of our best books of September 2026 – it’s safe to say we’ve become fully immersed in the fantastical worlds Sanderson has crafted.

But if you’ve ever wondered how he balances multiple projects at once, or where he gets his inspiration, he’s sharing all with us. We might even be a little closer to finding out what to expect from the first Mistborn movie, possible video game adaptation of his books, alongside new insights from Sanderson on Wheel of Time and George R.R. Martin's A Song of Ice and Fire.

Blightfall marks your second release of 2026 so far. How do you balance writing across several different stories and books at once?

Brandon Sanderson: It's always a bit of a challenge! Back when I was an aspiring author, I could just write whatever I felt like, abandoning projects if I wasn't interested any longer. As a professional, I do still abandon books, but the threshold is much higher – you need to learn to push through the difficult parts, rather than just taking the easy path.

Sometimes, one of those difficult parts is juggling multiple projects. I usually only write new material on one book at a time, but often a book (like Blightfall) will bounce back to me from Janci for a read while I'm in the middle of something else. During those months, I generally take a break from the book I was writing and dedicate full time to the revision, because otherwise these deadlines tend to slip away from you.

Do you ever see yourself slowing down at some point? Or, alternatively, do you have many more ideas on the go/in the works going forward?

Sanderson: The great tragedy of art, I have found, is that there's never time – and never will be time – to do all the things you want to do. I have to be ready to make an expert triage of the stories I want to tell.

There's always a balance between supporting what I am already creating (like the Cytoverse) and new projects (like The Fires of December, my next release.) I don't see myself slowing down, but the creative process is unpredictable. As are publication schedules. Sometimes, a book that has been in the process for many many years (like Songs of the Dead) that I haven't touched much for four years suddenly gets a release, and it makes me seem a little more prolific than I am. People forget the years with one (or even zero) books released.

How was it working with Janci again?

Sanderson: An absolute delight. I've collaborated with her many times, and she really adds something to the stories. I go to Janci when there's a vibe or feel for a story I'm just not quite landing, and I think her voice will fix it. Like it did this time.

Why did you opt to go down the 'young adult' route with Blightfall?

Sanderson: Skyward straddles that line between young adult and adult. It was published as YA in the US, and adult in the UK. However, my intention was always to have it skew a tad younger than my other books – if only because the story is about teens who are forced, before their time, into leadership roles on a planet where war has claimed the lives of much of the older population. This is an inherently YA premise, I feel, and it really matches the themes.

We know you shouldn’t have favourites, but is there one series or book that you view as your favourite? And why?

Sanderson: Nope! I won't be caught by you on that one. All of my children are equally loved.

How has your writing process changed over the years?

Sanderson: It's become increasingly more deliberate. The more I write, the more I recognize why I do what I do, and how best to grow.

As a new writer, I'd often do something that felt really great, then have the next scene fall apart – and I had terrible difficulty telling why one writing session worked and why another one did not. With twenty years as a professional under my belt, I find that I can better gauge what will work, and if it doesn't, the autopsy of why is more illustrative.

And where do you get your inspiration from?

Sanderson: This is a truly difficult question for me to answer, because it's everywhere. I often find myself asking the "what if?" questions that are classics to science fiction and fantasy. For these books, one of those questions was, "What if humans got into space. . .and didn't become a peaceful member of the community, but tried to conquer the galaxy?" Or, "What if that were your legacy? How would you go about changing?" Oftentimes I'm looking for a take on a question I haven't seen before in other media.

You revealed earlier this year that Skyward is getting a TV series. How much are you thinking about TV adaptations as you expand the Cytoverse?

Sanderson: I never really think about adaptations when I'm writing the story. I figure, if the novel is good enough, we'll figure out a way to adapt it later – and indeed, film/TV are different enough mediums from books, I know there will need to be changes made.

I feel it would be madness to try to write a book to be "more adaptable." Again, they're different mediums, so I want to write the story in the best way to match the medium.

You've put out some great Cosmere tabletop collabs with Brotherwise Games over the past few years, do you plan on doing the same thing with the Cytoverse?

Sanderson: I would love to! We've talked about it. However, I also want to be aware of asking my fans for too much.

There are a lot of great books out there, and a lot of great games. I don't want or need it to be all Brandon Sanderson all the time. We try to be very deliberate and careful about these kinds of collaborations, to only be doing what will feel the most exciting to my fans.

Speaking of tabletop adaptations of your work, have you given any thought as to what a video game adaptation of any of your books could look like?

Sanderson: As a lifelong gamer, suffice it to say that yes, I've thought about this a lot. The key will be the right partner. Video games, even the smaller indie games, are huge investments these days. Mistborn would almost certainly be the first thing I would try, as the mechanics of the magic and world very naturally lend themselves to such an adaptation – but again, I'd need the right partner.

We're very excited for the first Mistborn movie, and you've recently said you finished the first draft of the screenplay for it. How many years away do you think it actually is until we get to see it?

Sanderson: Ha. That's an excellent question! I would imagine this is still many years off.

I have to finish revisions on it, then will begin the hunt for a director, which is probably the single most important decision that we'll make. Visual effects these days can take a good eighteen months on a big film, or more. So even once we've filmed (which I imagine is a few years away), it could be two years before the film is ready for release. So let's not get too far ahead of ourselves. Right now, my primary focus in that sphere is making the screenplay the best possible version of itself.

"I was kind of loud behind the scenes about my dislike of some of these [Wheel of Time] changes..."

I know you shared a brief comment when Wheel of Time was canceled, but how do you reflect on the show now that the dust has settled?

Sanderson: It's a tragedy. In part for the cast and crew, whom I knew worked extremely hard, only to have their story end up unfinished. I don't know if it would ever be possible to get a better Moiraine than Rosamund, for example. At the same time, I wish I'd been able to persuade them to stick to the books in a few key aspects.

I'm not one who thinks nothing can ever change in an adaptation, but there were alterations made here that led to an ever widening gulf between Robert Jordan's vision and the show. I feel there was a way to do what Amazon wanted and what the fans wanted, and maintain a little more clarity as to the themes of the books.

Would you still be up for being involved with any adaptations in the future?

Sanderson: If they want me! They might not, as I was kind of loud behind the scenes about my dislike of some of these changes…

And do you continue to have any sort of relationship with the rights holders?

Sanderson: I have an excellent relationship with Harriet and her team. I'm publishing Wheel of Time leatherbound editions right now, and worked extensively with Harriet and Maria on perfecting those. I have not spoken to the tv/film rights holders in many years.

As an author, do you have any sympathies with George R. R. Martin potentially not being able to finish Game of Thrones — especially since George has described his mental health issues recently?

Sanderson: Absolutely. I implore people, in this discussion, to remember the person.

George R. R. Martin is one of the greats of our genre, and in my every interaction with him, he's treated me with kindness – even when I was a nobody. He truly is the great patriarch of the fantasy genre, and has done a great deal of work fostering new talent, helping the community, and offering advice and support when needed.

At the same time, writing can be a lonely profession, and we all know the difficulty of a book that just WILL NOT work. I've been fortunate that books like that have always been side projects for me, ones I can abandon without it causing too many ripples in my career. The only thing that will lead to A Song of Ice and Fire being finished is our support, patience, and effort to remember what makes books special: the fact that they are one of the few mass media art forms that are still largely created by individual human beings.

"George doesn't owe people books, as he cannot actually make that promise – none of us can."

Would you ever consider finishing it, as you did with Wheel of Time?

Sanderson: Respectfully, I'm the wrong person to do this – and I think most fans of both of our works would agree. My entire career is, in a way, a response to A Song of Ice and Fire. Much as that series is a response to popular fiction of the 1990s, like Wheel of Time.

If I were to say yes, I would do my best to write it exactly as fans want and expect, but I would not say yes – because there are much more natural fits out there, and if George decided to go that direction, he'd deserve someone who is as good a fit for his world as I was for Wheel of Time. That said, I don't think George wants to go that direction, so let's just support him in writing his books at the speed he's capable of going.

And do you think Martin owes anyone the final books?

Sanderson: This is an interesting question, but I think you're asking it in a slightly wrong way. (Though it is the way people often ask it.) George doesn't owe people books, as he cannot actually make that promise — none of us can.

I can't promise the end of the Stormlight Archive, because who knows if I'll come down with a sickness tomorrow. I am literally incapable of making promises about the future in that way, the same as any person is.That said, I do think we, as authors, are making a contract with readers when we start a book series – and that contract implies a certain responsibility on our part. The promise to work on the project, to give it due attention, to try our best to get the books done in a timely way. However, this is an art.

I am as guilty as anyone of, now and then, making light of the fact that we don't have a conclusion to Game of Thrones. However, I live in a glass house, as I have a book (The Rithmatist) that I've promised fans a sequel to for as long as people have been waiting for George's next volume. I feel terrible I haven't been able to deliver, but the artistic process can be a whimsical one.

Regardless, I don't know that George owes anyone books as much as he owes them real, dedicated effort in producing those books, which might seem like semantics, but I'm an author. That's the job. It's not, however, my job to determine if George has made that effort or not. My gut says that he has – and the fact that we're where we are indicates that this is one of those times when the rest of the world has to wrestle with a terrible fact we as authors face every day. That from the outside, this seems like a trade (like making cabinets) when in reality it's an art, much like making music… and sometimes, you lose that music. [Let's] just hope it's not forever.

And can you share any sneak peeks that we can look forward to, or something like an exclusive reveal for IGN readers?

Sanderson: The only book I have announced right now is The Fires of December, coming (appropriately) in December. This is a book in the same loose "series" as Tress of the Emerald Sea and Yumi and the Nightmare Painter. So imagine a little more of a "storytellerish" feel to it, like those books.

I'm extremely proud of it, and did a reading of the entire first chapter at Nexus last year. That's on YouTube, if people care to read it.

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Jagmas
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Monsters & Memories gears up for its October 1st early access with name reservations and advance billing

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With beta wrapping up next week, Monsters & Memories is about to turn its full attention to the exciting business of early access. The launch is set to go live on Thursday, October 1st, and studio Niche Worlds Cult posted a full guide to help you prepare for this event. Currently, the name reservation system […]
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Ghostrunner Devs Explain Why Their Napoleon Soulslike Valor Mortis Is Just $40: ‘The Fall Is Stacked And There’s High Demand For Your Time And Money’

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Steam competition is fiercer than ever

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Jagmas
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