community events

AppWizard
April 9, 2026
Questing in Divine Duality Elemental allows players to earn rewards while exploring the map and assisting NPCs. Players can use newly introduced codes to obtain shards, which are useful for enhancing abilities or rerolling skillsets. Current codes include: - 150kLikes - 15k shards - VOID - shards - 140kLikes - 15k shards To redeem codes, players must launch the game, go to the 'summon' option, find the code box, input the code, and click 'submit.' Players can find more codes by exploring the game's community group or Discord server. There is a dedicated Discord server for Divine Duality Elemental for player engagement and updates. Expired codes include various past promotions such as ChromaLossOops, NewArrivalsInShop, and 130kLikes.
BetaBeacon
April 1, 2026
Decentraland's native MANA token trades at roughly [openai_gpt model="gpt-3.5-turbo-0125" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Decentraland Expands Reach with Epic Games Store and Mobile Launch The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than 0 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables. Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly [cyberseo_openai model="gpt-3.5-turbo-0125" prompt="Rewrite a news story for a business publication, in a calm style with creativity and flair based on text below, making sure it reads like human-written text in a natural way. The article shall NOT include a title, introduction and conclusion. The article shall NOT start from a title. Response language English. Generate HTML-formatted content using tag for a sub-heading. You can use only , , , , and HTML tags if necessary. Text: The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than $400 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly $70 billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables.The 💜 of EU techThe latest rumblings from the EU tech scene, a story from our wise ol' founder Boris, and some questionable AI art. It's free, every week, in your inbox. Sign up now! Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly $0.08, down dramatically from its peak above $5 during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached $4.2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised $26 million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" ].08, down dramatically from its peak above during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].08, down from its peak above during the 2021 crypto bull run. The platform has around 847,000 monthly unique visitors to its web client, with daily unique visitors increasing by 23% since mid-2025. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31% quarter on quarter.
AppWizard
February 25, 2026
On February 25, 2026, players of Planet Brunei Reborn (PBR), the longest-running Minecraft server in Brunei Darussalam, participated in a digital homage to the nation’s National Day by reconstructing significant Bruneian landmarks. This initiative began in mid-January and aimed to blend creativity with personal storytelling. Players received in-game currency and ranks as appreciation for their contributions. Notable creations included the Menara Cendera Kenangan, crafted by player Danialhandsome, and Brunei International Airport, recreated by Sub7PewDiePie12 and his team. Since its relaunch in 2022, PBR has attracted over 2,000 registered players and hosts regular community events, serving as a cultural hub for celebrating Brunei’s heritage.
AppWizard
December 22, 2025
The Steam platform has announced its autumn sale, featuring discounts ranging from 20% to 80% on a variety of games. The sale includes exclusive bundles offering multiple games at reduced prices and community-driven events for player engagement. This event is expected to attract many players and provide indie developers with increased visibility.
AppWizard
December 4, 2025
Shawn "Clown" Crahan, co-founder of Slipknot, has launched Vernearth, a Minecraft universe featuring custom technology and handcrafted maps. It offers four modes: Oblivion (a survival realm with custom factions and three capitals), PVP/Event Server (a competitive hub with weekly tournaments and various arenas), Plotworld (a creative zone for building and community events), and Challenge Mode (a hardcore experience with seasonal challenges inspired by Slipknot's music). The first three seasons of Challenge Mode include distinct themes: Season 1 is "The Heretic Anthem," Season 2 is "The Dying Song," and Season 3 is "Friend or Foe?" Players can earn rewards such as exclusive cosmetics, titles, and placements in the Hall of Heroes.
AppWizard
November 18, 2025
The life cycle of video games can vary greatly, with some experiencing rapid success followed by decline, while others remain relevant for decades due to dedicated players and ongoing developer support. As of 2024, several enduring games continue to thrive, having received updates since 2018. - Klondike: Developed on a Lisa computer, it has been maintained by Michael Casteel for 40 years, with updates including color in 1988, animations in 1989, and high-resolution cards in 2004. - NetHack: Launched in 1987, it has received updates as recently as February 2023 and has an active community with leaderboards available on nethack.alt.org. - Gemstone IV: Launched in 1988, it is one of the oldest MMORPGs, continuously updated by a dedicated team, and has a subscription model to maintain its player base. - Kingdom of Drakkar: Since 1989, it has evolved from a text-based game to a graphical RPG, maintained by creator Brad Lineberger. - Genesis: A MUD and fantasy RPG since 1989, it has expanded significantly and continues to receive updates. - UnReal World: Released in 1992, it is a roguelike RPG inspired by Finland's late Iron Age, with continuous updates since 2018. - Meridian 59: Released in 1996, it remains active with volunteer developers and annual updates, despite ownership changes. - Furcadia: Launched in 1996, it emphasizes user-generated content and was revitalized in 2016 after a successful Kickstarter campaign. - Ultima Online: Since 1997, it has maintained an active community and continues to receive updates and expansions. - Utopia: A text-based fantasy strategy game launched in 1998, it has seen ongoing development and community engagement. - Age of Empires 2: Released in 1999, it was revitalized by a Definitive Edition in 2019 and continues to receive expansions and updates.
AppWizard
November 9, 2025
In Japan, mascots are integral to various aspects of life, with each entity, including towns, sports teams, and corporations, having its own mascot often inspired by local delicacies. The Promise Mascot Agency features a gameplay experience where players manage these mascots, taking on the role of an exiled yakuza character. Players assign jobs, negotiate bonuses, and support mascots without combat mechanics, allowing for relaxed exploration. Minor frustrations arise from unexpected tasks involving mascots, which can be postponed but may result in lost rewards. Players can accumulate consumable items to streamline gameplay. The game offers approximately 25 hours of engaging narratives and exploration of the Japanese countryside.
AppWizard
November 6, 2025
MeguminShiro is a prominent user in the r/EpicGamesPC community, known for their engaging discussions and insightful contributions about the Epic Games Store. They spark conversations on game releases, sales, and exclusive content, using humor and analysis to make gaming topics accessible. MeguminShiro actively participates in community events, providing valuable insights that appeal to both casual and hardcore gamers, and fostering camaraderie among users. Their contributions help shape the community and inspire deeper engagement with the Epic Games Store.
AppWizard
October 20, 2025
Gaming Parties 2U is a family-owned gaming van business based in Lowestoft, offering a mobile gaming experience across Suffolk and Norfolk. The van features four gaming consoles, including an Xbox Series X, Nintendo Switch 2, and PlayStation 5, connected to 43” LED Ultra HD TVs, accommodating up to 12 players. The company is launching a partnership with the Spring Tide pub and restaurant in Lowestoft to combine gaming events with food. A free gaming event is scheduled for October 25 on the High Street, funded by Lowestoft Town Council. Inquiries for hiring the service can be made via email or their website.
Search