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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
42 minutes 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
45 minutes ago
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Round Rock, Texas
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Sony finally clarifies PlayStation DRM situation that set alarm bells ringing after users noticed new PS5 and PS4 digital games come with 30-day lockout timers

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Sony has released a statement clarifying the ongoing DRM situation finally explaining what's going on after days of conflicting information.

In a statement issued to Game File, a Sony rep explains, "Players can continue to access and play their purchased games as usual. However, "A one-time online check is required after purchase to confirm the game’s license, after which no further check-ins are needed." Effectively, your console will need to check once that you have access to the game's license, and after that, you'll be free to use it for good (or for as long as online services remain available for PlayStation platforms anyway).

Hopefully, this brings an end to what has been a week or so of disinformation about the subject, mainly thanks to Sony itself, as players reported getting answers on both sides of the coin from PlayStation's customer support. Players had somewhat figured this out on their own, as a ResetEra user noticed that the temporary license was replaced with an indefinite one after the 14-day refund window ended, leading some to assume this was due to exploits in the refund system.

Although I'd say this isn't exactly an amazing compromise either. Sure, it's fine now for anyone who legitimately buys their games from the store, but it assumes Sony will keep the PlayStation 4 and 5 servers running forever. Unfortunately, this just feels like something that's eventually going to become a preservation issue. Hopefully, Sony has measures in place to ensure this doesn't eventually lock players out of their entire libraries.

There's a "TV apocalypse" in video game preservation as CRTs go extinct, expert says, and that's just the tip of the iceberg as work continues to save retro hardware.



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Jagmas
47 minutes ago
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Round Rock, Texas
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Heroes of Might and Magic: Olden Era hits early access today with the start of a narrative campaign, six factions, a map editor and multiplayer

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Heroes of Might and Magic: Olden Era is out in early access today, April 30th. It's taken just over a decade for Might & Magic Heroes VII to get a mailine follow-up that'll keep things heroic, mighty, and strategic, with Hooded Horse/Ubisoft-backed devs Unfrozen doing the honours.

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Jagmas
50 minutes ago
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Fortnite Players Can Watch 10 Minutes Of The Next Star Wars Movie In The Game Soon

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Fortnite is celebrating the May the 4th Star Wars holiday in a big way, and that includes the game hosting a special screening of the upcoming Star Wars movie The Mandalorian and Grogu.

On May 19, players can visit The Mandalorian and Grogu Watch Party Island to catch a "special message" from director Jon Favreau and see 10 minutes of footage from the film ahead of its theatrical release on May 22. This isn't the first time Fortnite is hosting a movie, and it may not be the last, as Disney's new CEO said Fortnite could play host to more movie showings in the future.

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Additionally, players can take on a special Mandalorian-themed mission on Nevarro where they will play as a deputy who collects bounties and defends the city from waves of enemies with the goal of finding Grogu. Players who log at least 20 minutes of time will get the Mandalorian Sanctuary loading screen.

Continue Reading at GameSpot

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Jagmas
54 minutes ago
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Heroes of Might and Magic: Olden Era isn't a reimagining or a divisive reinterpretation, it's just a brilliant strategy game

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1999 was an exceptional year for PC gaming. One of the all-time greatest, really. Age of Empires 2, Alpha Centauri, Freespace 2, Homeworld, System Shock 2, Planescape: Torment, Unreal Tournament, Dungeon Keeper 2, Command & Conquer: Tiberian Sun—we were eating well.

This was also the year of Heroes of Might and Magic 3, which has long been considered the pinnacle of the strategy series—hence the questionable HD remaster in 2015—as well as a genre all-timer. Nearly 30 years later, it's still the gold standard. But Heroes of Might and Magic: Olden Era is coming for it.

New age

(Image credit: Ubisoft)

Olden Era out in early access today, featuring the first act of the campaign, but plenty more besides, and it feels like it was plucked out of the timestream by a benevolent cosmic deity, giving strategy freaks of a certain vintage everything they could ask for.

This is not a remake—it features new factions amid the familiar ones, a brand-new campaign, systems both updated and completely new, and an art style that serves as a nod to HoMM3 without being beholden to it. This is a new game, but it's undeniably been made for those of us who played and loved HoMM3—as well as those who would have, had they been born.

Playing it over these last few days has been as comfortable as sinking into the sofa with a lovely, cosy blanket draped over me. Comfort and contentment. I might dabble in some Stardew Valley or Pokopia, but this is really my kind of cosy game. Yes, the vibes-based not-quite-genre of cosy gaming usually doesn't include things built on conflict and war, but Olden Era evokes many of the same feelings that cosy games tend to engender in their adherents.

(Image credit: Ubisoft)

The colourful, inviting maps; the overwhelming sense of nostalgia; the sincerity of the writing and light world building; even the clarity of its structure—they all contribute to this reassuring feeling of cosiness. Even with an apocalyptic threat bearing down on the world, this is whimsical fantasy at its core, but whimsy tempered by clear rules and achievable objectives. You get to experience the joy of knowing what to do every day. The real fantasy.

Even with an apocalyptic threat bearing down on the world, this is whimsical fantasy at its core.

OK, a quick primer if you skipped the series and never dipped into adjacent games like Age of Wonders and King's Bounty. Olden Era is a turn-based strategy game divided into two phases: exploration and combat. Your hero traipses around a variety of vibrant fantasy realms with their army in tow, grabbing gold and resources, taking over buildings and bumping into foes—both the static kind, usually guarding some kind of treasure or useful building, as well as other roaming heroes.

Brawls take place on a hex grid, letting you command your units when it's their turn, which depends on their initiative and speed characteristics. Fairies, knights, dragons, banshees, horrible little frog-men—all the fantasy stalwarts are here. Your hero doesn't actually fight in the scrum, though, instead hanging back at the edge of the hexy board, where they can occasionally fire off an attack or cast a spell from their burgeoning magical tome.

(Image credit: Ubisoft)

So you ride around looting and fighting. Simple! But that's always been HoMM's greatest trick: making you think it's straightforward, until you dig a bit deeper, and then realise you're still digging hours later, uncovering all this obsession-forming depth.

The not-entirely-linear campaign is a great place to start as you ease yourself into your new obsession. Olden Era is usually a race, sometimes a marathon, often a sprint, but the game initially makes you the only hero on the map. This allows you to get to grips with things before its more intense, competitive nature is revealed. Eventually you'll be managing multiple heroes, and thus multiple armies, as you try to beat your opponents to unit-spawning buildings and bountiful treasure.

Being early access, though, means there are still wrinkles needing to be ironed out. In one mission, for instance, time simply stopped working.

Each mission is divided into days, weeks and months, you see. Every day lets you travel a specific distance (the number can be increased by skills, spells and shrine buffs), and at the end of the day you'll get gold and resources based on the buildings in your property portfolio. Certain points of interest that give you buffs or rewards will also reset after a week, and you'll be able to revisit recruitment buildings to get new units. So when time breaks, none of this happens. Reloading an autosave fixed this bug for me, so the mission was salvageable.

Mission accomplished

(Image credit: Ubisoft)

The odd bug or design quirk aside, I'm pleased to report that I encountered few speed bumps in my many races, leaving me free to focus on the important stuff: winning wars. That's easier said than done, though. Even in some of the more forgiving early campaign missions, you can find yourself in a seemingly unwinnable situation if you make a few missteps.

Enemy hero AI is extremely competent, quick and just the right amount of aggressive—it will gleefully give chase to try and murder you, but it can also get distracted by other priorities, giving you a bit of breathing room. It does mean you need to put thought into your plans for each day, though, even when you're not playing against a human opponent.

At first, you'll probably just be rushing towards the fantasy of commanding a big army. And they can get very big. While you're limited to only seven units, how many troops you've got in each stack is up to you. You can also split stacks into multiple units, sacrificing might for battlefield control. But big armies need big economies, and that's what might trip you up.

(Image credit: Ubisoft)

Don't worry, you don't need to pay for your army's upkeep, but to get the high-tier units, and to reinforce units that have taken a beating, you need plenty of cash. You also need specific resources to construct the buildings that generate them. And eventually you'll want to upgrade these units, which as always requires yet more cash.

Some financial planning is required.

See, while you can find buildings on your adventures that generate units for you to purchase every week, to get more control over your roster you'll need to invest in your cities—which are also where you can construct marketplaces, mage guilds, fortifications and economy buildings.

Some financial planning is required, then. Say you want to field some griffins. First of all, you'll need to either be a member of the Temple faction, or in control of one of their cities. Then you'll need to build a rookery, which costs 3,250 gold, five wood and five iron. This will immediately let you recruit a small number of griffins—seven, to be exact—for 1,785 gold.

(Image credit: Ubisoft)

A week later, you'll be able to recruit another seven griffins. If you want a larger pool to recruit from, you'll need some upgrades. The second fortification building project will bump the number up to 10 a week. To get that, you'll need to spend 2,500 gold and five iron on the first fortification project, and then 2,500 gold and 10 iron on the second.

There are plenty of ways to get passive and active income, but you've also got enemy heroes with all the same demands on their economies, and they'll be eager to take your cities and captured buildings away from you. So you'll need defenses to protect your stuff, and extra heroes so you can quickly reclaim anything that was stolen from you, which will also allow you to more quickly hoover up resources and treasure scattered across the map.

A bad week, heck, even a bad day, can be a real setback, giving your opponent everything they need to put you in the ground for good. But being smart about your priorities and not overextending will help you avoid these gloomy times.

X marks the spot

(Image credit: Ubisoft)

Olden Era is not a 4X game, technically, but it's pretty close. It's no surprise that Age of Wonders, which was originally inspired by HoMM, proved to be such a comfortable fit for the genre when it fully embraced the 4X pillars in Age of Wonders 3. If you're expecting something similar with Olden Era, though, you might be disappointed. There's no population management, diplomacy is simply a secondary skill that allows you to recruit neutral units, and there are no opportunities to develop a bespoke society.

Despite my love of Age of Wonders 4 in particular, and 4X games more broadly, I'm not missing these features here. Olden Era is a more focused experience, but one secretly hides an abyss where you can lose yourself in the nitty gritty, as you try to turn your realm into the most efficient, warmongering machine possible.

This can be done by fine-tuning your economy, making sensible picks when you level up and equip your hero, figuring out the best unit synergies and getting stuck into the law system. Each faction has two law trees full of boons, split into faction and army buffs. These can reduce recruitment costs, net you regular shipments of resources or increase the strength of specific units. It's through these laws that you can also increase the recruitment pool, so you'll get additional griffins to recruit every week.

(Image credit: Ubisoft)

There are so many ways to build and develop your armies, heroes and realms, even within the same faction, and while Olden Era rarely tries to limit you, the fact that it's a race encourages you to specialise more, to pick a specific strategy and focus on that. This even goes for your unit roster, as there are morale costs to fielding units from different factions, and high morale means units are more likely to act twice in a turn. But there are strategies that get around this, or negate its impact. You've always got options. This flexibility doesn't mean you should try to do everything; it just means you have the option to pivot when things fall apart.

There are so many ways to build and develop your armies, heroes and realms, even within the same faction.

When it's all laid out, Olden Era could seem daunting to the uninitiated, but the way it encourages this focus, and the way it's broken up into days where you might only be able to do a couple of things, actually makes the difficulty gradient pretty gentle. The magic system, though, could benefit from a bit more clarity.

Olden Era's magic system is great in practical terms, but not especially intuitive, and it works a bit differently from previous games in the series. You can construct mage guilds in your cities, and each unlocks a bunch of random spells—seven for the first tier, with each higher tier of building unlocking fewer but more powerful spells. Heroes then need to visit the city where the guild is located to receive the random spells that specific guild unlocked. Every hero can learn any of the lower tier spells, but they need proficiency in specific magic schools to cast the more powerful ones.

(Image credit: Ubisoft)

Every spell that's been unlocked, in every city, is collected in the Magic Observatory. Here you can upgrade spells using the resources you've collected, but you can also unlock new spells, as long as you have the appropriate guild constructed, at a limit of one per day.

Then you've got neutral magic, and each neutral spell has to be unlocked manually by spending a special resource, insight, which you can only get by generating enough astrology points, which you'll get from your cities. Even after you've unlocked them, your heroes will need to be at the appropriate level to actually learn them.

You'll have to go through a lot of steps and a lot of menus, then, but it's worth it. Magic in Olden Era is game-changing. At the higher tiers, you'll get access to apocalyptically powerful spells like Armageddon, which has a meagre base attack of 100, but adds 10 times the hero's spell power, and then hits every unit on the battlefield, including your own. Might be best to save that one for when you've got a lot of magic resistance.

Practical magic

(Image credit: Ubisoft)

Neutral spells aren't as flashy as the stuff you'll cast in combat, but they give you a lot of utility—flight, extra movement points, town portals. They're incredibly powerful, even if you won't be using them in a fight.

Dimension Door, for instance, allows you to teleport your hero to a location within eight squares. It's less powerful and cheesy than it was in previous games, though. In HoMM3 you could teleport to areas you wouldn't normally be able to access quickly because of geographical obstacles or monsters. This is still possible, but with more restrictions, as Olden Era's maps have borders protected by guardians that must be defeated before you can cross over, even if you have mobility spells. I miss the cheese, but I suspect it'll go down well with the PvPers.

Developer Unfrozen clearly knows its audience, because while Olden Era is still in development, it has all the features HoMM veterans could ask for. There are already five game modes, including the campaign, so you can dive right into a classic match, or shake things up with the single hero mode, and if you're more interested in simply trouncing an opponent in a duel, then you can pick the arena mode.

(Image credit: Ubisoft)

Olden Era utilises proc-gen maps, but lovers of hand-crafted adventures will be well taken care of as well. The campaign maps are hand-made, and once you're done with the first available act, you can dip into scenarios, featuring bespoke stories and objectives in more hand-crafted missions.

Olden Era has launched with a beefy map editor containing pretty much everything one would need to start tinkering away.

Even better, Olden Era has launched with a beefy map editor containing pretty much everything one would need to start tinkering away—despite the caveat from Unfrozen that it's "still in development and will be significantly improved". I've not created anything usable yet, but I am tinkering away on the monstrosity above. It's very on-brand.

When it comes to early access, I often find it hard to recommend anyone shell out for an unfinished game, especially when we have no idea what the future holds. It could get better. But it could get worse. You lose nothing by waiting. This will be true if you wait for Olden Era to hit 1.0. That said, it's already great. It's not a reinvention or a divisive reinterpretation: this is just classic HoMM, a bit modernised, a few tweaks here and there, but otherwise what you'd expect, and more importantly, what you'd actually want.

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
58 minutes ago
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Round Rock, Texas
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