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Terraria's long-awaited 1.4.5 patch finally has a release date, and it's this month: 'start the countdown'

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It's happening. After three years of development, Terraria's highly anticipated and supposedly final 1.4.5 update finally has a release date. It's also imminent. Developer Re-Logic has set the date for January 27, less than two weeks away.

Re-Logic announced the release date earlier this week via a Steam post. "We have a few more things to get done between now and then," the studio wrote on Wednesday. "But start the countdown because Terraria 1.4.5 will be in your hands in 13 short days!"

While a specific release date has proved elusive up to this point, update 1.4.5 has been nearly finished for some time. Back in August, Re-Logic revealed that it was "in the endgame" of development for the update, having defined an internal launch window that it confirmed with various partners. Re-Logic wanted update 1.4.5 to be a global launch concurrent across all platforms, which is partly what has held things up.

Indeed, Re-Logic had hoped to release update 1.4.5 in December last year. But in another Steam post published on Boxing Day, it said that this "wound up being impossible" as it was "not possible to get every platform and global partner together in time".

Basically, Re-Logic realised that committing to a launch in December would have meant releasing in the same week as Christmas, and as a decidedly anti-crunch company, it didn't feel comfortable "asking all of our teams to forego time with family and friends and skipping the holidays." That's a fair perspective, especially when it only makes a few weeks' difference.

As for what to expect in update 1.4.5, the short answer is: a lot. Its main features are two crossover packs with Dead Cells and Palworld, adding weapons, items and entities from both games. This includes a "summonable Digtoise" from Palworld that can mine through blocks, which sounds neat.

There's also a ton of non-licenced additions coming in the update, including music blocks, numerous special boulders that do weird things like "fall" upwards and bounce between ores and chests, several "transformation mounts" that turn the player into creatures like bats, rats and velociraptor", new entities such as a pufferfish and six new types of slime, plus dozens more items and features. It may have been a long wait for 1.4.5 but, going by the list of what's being added, it seems like it'll be worth it.

2026 games: All the upcoming games
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Jagmas
3 hours ago
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Round Rock, Texas
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Terminally ill GTA 6 fan with 6-12 months to live has seemingly been put in touch with Rockstar about playing the game early

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Rockstar Games has seemingly gotten into contact with a terminally ill fan looking to play GTA 6 before its launch later this year on November 19, 2026.

That's according to a now deleted LinkedIn post from Ubisoft developer Anthony Armstrong, who appealed on behalf of a family member diagnosed with cancer and "given 6-12 months to live."

"The reason I am reaching out is that they are a huge GTA fan and, with this latest update, he may not be around long enough to actually get to see GTA 6 launch, best case scenario he will be leaving us the same month it does," Armstrong wrote, before hoping his family member could "have a chance to experience the game, before passing."

A later update on the post claimed Take-Two CEO Strauss Zelnick had reached out to put the family in touch with Rockstar Games, and a final update said, "We spoke to them today and got great news. That's all I can really say, but thank you all from the bottom of my heart." The post was likely deleted because of NDAs and such since Rockstar Games tends to be a fairly secretive company.

Still, the mammoth developer isn't opposed to opening its doors to fans going through difficult times. Rockstar Games did the same thing years ago, letting another terminally ill fan get their hands on Red Dead Redemption 2 before its official launch date. It's become somewhat of a heart warming industry trend too - just last year, Gearbox Software flew out a fan diagnosed with cancer to play Borderlands 4 early.



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Jagmas
3 hours ago
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Round Rock, Texas
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Arc Raiders' huge success gives Embark the "opportunity to do bigger things" and cook up a more "ambitious" roadmap

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12.4 million. That's how many copies of Arc Raiders Embark has shifted so far - a monumental achievement for a multiplayer game that, this time last year, wasn't really on most people's radar. Even I, as someone who enjoyed Embark's first game, The Finals, and had a close eye on Arc Raiders from the beginning, would've never predicted this level of success. But what happens when your game becomes more popular than you anticipated? How does over 12 million sales change your future? That's what I wanted to find out when I spoke with the game's design director, Virgil Watkins. He admits that Arc Raiders' success "opens doors" for Embark, and the studio now has the "opportunity to do bigger things" than it initially planned. While an "ambitious" roadmap is on the way, Watkins teases what the next few months may look like for players, and also tells me that my dream future feature was almost a reality.

Read the full story on PCGamesN: Arc Raiders' huge success gives Embark the "opportunity to do bigger things" and cook up a more "ambitious" roadmap



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Jagmas
3 hours ago
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Massive war game Foxhole is about to change forever as new Airborne update takes the battle to the skies

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Studying WW1 and WW2 in school, one of the hardest things to wrap my head around was the sheer scale. It's something even the best war games struggle to capture. Battlefield 1 certainly sold the terrifying brutality of being among the action, but can't easily replicate the relentless battle of attrition. Hearts of Iron 4 conveys size better, but places you above proceedings in a way that feels removed from the real heart of the soldiers fighting in a conflict where no-one's ever a winner. Foxhole manages to land in that sweet spot, and now it's taking the next step in its evolution with the introduction of airborne warfare.

Read the full story on PCGamesN: Massive war game Foxhole is about to change forever as new Airborne update takes the battle to the skies



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Jagmas
3 hours ago
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The very first Fallout 3 art was the box art, but the most difficult bit to create was the iconic Vault suit

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Box art isn't traditionally the first bit of art that's drawn up when making a game - whatever's printed on physical boxes and digital thumbnails usually comes when it's time to market the thing - but that's exactly what happened with Fallout 3 as the devs thought it was important to start at the very beginning and reimagine Fallout 1's box art.

"It started with the box art," lead artist Istvan Pely remembered in an interview with Edge Magazine. "The original Fallout 1 box, with the power armor on it, was iconic. To me, that was Fallout. So, that was the first thing, the first asset."

Looking at both games' boxes side-by-side is an interesting experience; both centre around that ever recognizable power suit, but Fallout 3's grimmer, murkier color palette drenched in shadows, alongside the power suit-wearers sunken pose, definitely shows where the industry was at in and around 2008.

"The next iconic thing was the Pip-Boy," Pely continued. "It's kind of an abstracted thing in the early games, but we wanted it to be an actual, physical device that you wear on your wrist. And then it was the Vault suit…"

Fallout 3's associate art producer Angela Browder recalled, "we had to decide what it was supposed to be made of. And then: what was the right shade of blue? Then: which gold looks like gold, but not gold - but also not yellow? The Vault suit took us forever."

Fallout 5 will exist in the same universe as the Amazon Prime TV show, says Todd Howard



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Jagmas
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Goblin Sushi is a cooking sim about a goblin who cooks sushi for other sushi-loving goblins

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A new ingredient has appeared in the tray. I click to see what it is, forgetting that'll send it out onto the preparation mat. Instead of combining it with other ingredients to make a dish, I panic and click on the mat instead, which rolls up then unfurls to send a failed dish onto my conveyor belt in the form of a pile of poo. My only hope is that the customer I unlocked with the Poop Tasty upgrade appears. That goblin loves eating poo.

This is Goblin Sushi, a cooking game where you are a goblin chef with a queue of hungry dungeon dwellers to serve and ingredients including rice, seaweed, and a variety of fish and cave creatures to serve them. Looks like salmon nigiri is back on the menu, boys.

It's a simple item-combination game, like Cook, Serve, Delicious only you can use a mouse instead of the keyboard, with the tension coming from the endless stream of customers lining up like an angry Monster Manual demanding California rolls. As well as feeding them you need to clean their plates so more customers can take their place, and if you take too long to serve them, or they see piles of poo floating past on the conveyor belt, they'll get angry and tip less.

You need those tips because your goblin landlord arrives periodically, demanding your rent be served up on a platter like it's a blue-plate special. This is the source of what indie developer Old Cake Factory calls the "carpal tunnel gameplay". Pretty quickly you'll have too many hungry mouths to feed, especially when the two-headed customers arrive.

Goblin Sushi is a fairly basic cooking sim elevated by a cutesy/gross aesthetic, with customers including elderly goblin grandmas who have brought their tiny dogs, and huge dogmen who carry tiny goblin grannies. Adorable. It'll be arriving in early access on February 9, and you can play a demo on Steam now.

Best laptop games: Low-spec life
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Best indie games: Independent excellence
Best co-op games: Better together



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Jagmas
14 hours ago
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Round Rock, Texas
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