Development

AppWizard
July 4, 2026
On July 1, Fenris Creations released its Carbon Engine as open source, which supports EVE Online and EVE Frontier. The Carbon Engine repositories are now available on GitHub. Fenris is also developing a new FPS project, Vanguard, using Unreal Engine. EVE Frontier has introduced dynamic dogfighting mechanics and server-side modding support. EVE Online continues to be popular, with a recent player experiencing a rare in-game drop.
Winsage
July 4, 2026
Windows 11 has surpassed 70% among Steam users, now at 70.44%. Windows 10 has declined to 23.56%, while Windows 7 is used by 0.07%. Overall, Windows holds a 94.10% share on Steam, with Linux at 3.69% and macOS at 2.21%. The NVIDIA GeForce RTX 4060 Laptop GPU is now the most common graphics card at 4.02%, overtaking the RTX 3060 at 3.88%. Intel leads the processor market with 55.08%, and AMD has 44.92%. The preferred RAM configuration is 16 GB at 41.57%, and 1920×1080 resolution is the most popular display choice, with a rise in 2560×1440 monitors.
Winsage
July 4, 2026
Dave Plummer, a retired Microsoft engineer, has developed TinyRetroPad, a Notepad-like application that is only 2.5 kilobytes in size. TinyRetroPad includes features such as Open, Save, Find and Replace, printing, font selection, word wrap, and an unsaved changes prompt. It is built on existing Windows components, allowing it to function efficiently without extensive resources. TinyRetroPad is based on Dave’s Tiny Editor and utilizes RICHEDIT50W for text handling. The application's file size increased incrementally with each feature added, with the final size being 2,476 bytes. Crinkler, a compression linker, was used to optimize the executable. TinyRetroPad is still in development, facing issues like high memory consumption and compatibility problems. In contrast, Windows 11's Notepad has become larger and more complex, weighing approximately 352KB and incorporating features that some users find unnecessary. Windows 11 LTSC retains the classic Notepad without modern features, while TinyRetroPad aims to demonstrate the potential for simplicity in application design.
Winsage
July 4, 2026
Dave Plummer, a former Microsoft engineer, is recreating Notepad in 2.5 kilobytes with a project called TinyRetroPad, which includes features like Open, Save, Find and Replace, printing, font selection, word wrap, and unsaved changes prompt. TinyRetroPad leverages existing Windows infrastructure, utilizing built-in resources to function efficiently. It is based on Matt Power’s Dave’s Tiny Editor and operates as a wrapper around RICHEDIT50W. The size of TinyRetroPad increased with each feature added, reaching 2,476 bytes with printing. The project uses Crinkler, a compression linker, to optimize the executable. TinyRetroPad currently lacks a dedicated Releases page and may trigger false positives from antivirus software. Users have reported issues such as excessive memory usage and compatibility problems with older Windows versions. In contrast, the modern Notepad in Windows 11 has grown to approximately 352KB, with a total disk footprint nearing 5MB, leading to user backlash over its complexity. Windows 11 LTSC retains the classic Notepad, while TinyRetroPad aims to demonstrate the potential of leveraging existing OS capabilities rather than adding unnecessary features.
BetaBeacon
July 4, 2026
- Cyber Paranoia is a psychological medical romance adventure game set in a psychiatric treatment facility. - Players take on the role of a patient with a unique mental contagion and interact with a pink-haired android. - The game involves over 40 "treatment sessions" with various tasks and values to monitor. - Players manage their daily routine, engage in romantic encounters, and upgrade the android. - Decisions made in the game impact the endings, the android's personality, and the overall story direction. - Cyber Paranoia offers over 30 endings and takes approximately 10 hours to complete. - The game is designed for fans of psychological science fiction thrillers, android romance, and yandere characters.
AppWizard
July 4, 2026
Sand: Raiders of Sophie, a steampunk-mechs-in-the-desert game, sold 300,000 copies after its early access launch. An update released on July 2 caused connection issues, leading to a rollback of changes. The game ranks among the top 100 most played games. The second update on June 2 faced backlash due to connectivity problems but was quickly addressed. The update included fixes for server availability, enhanced BattlEye functionality, refined character movement, and various balance changes. Known issues include characters getting stuck on ladders and transparency issues in spectator mode.
AppWizard
July 4, 2026
Wrong Organ developers Jeffrey Tomec and Dave van Egdom discussed their upcoming game, Carcass Clad, which shifts towards co-op multiplayer gameplay, a departure from their previous title, Mouthwashing. The game features tank-based mechanics where players navigate with limited visibility, with gunners in a scoped view and a commander providing strategic direction. The gameplay includes moments of action and respite, with safe rooms similar to those in Left 4 Dead. The developers are open to changes during the development process to enhance the game's appeal.
AppWizard
July 3, 2026
The Scroll of Taiwu is a Chinese indie game that debuted in early access on Steam in 2018 and has recently reached its 1.0 release after eight years of development. It offers an immersive experience rooted in Chinese mythology, contrasting with the fast-paced action of many contemporary games. The game features an expansive open world where players can hone martial arts skills, manage towns, and navigate conflicts. Despite its popularity among Chinese gamers, the lack of English localization has limited its reach, but the recent full release includes ongoing English translation efforts. The game has over 5 million words in its script, making complete translation challenging. The game's publishing advisor, Leye "Yager" Yu, has invested over 1,200 hours into it and believes in its potential to attract a broader audience. The developers are focused on improving localization and addressing bugs post-launch, while Yager plans to promote the game through collaborations and word-of-mouth.
AppWizard
July 3, 2026
The game "Suicide Squad: Kill the Justice League" experienced a troubled launch, resulting in a loss of [openai_gpt model="gpt-4o-mini" 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: Memories of playing Suicide Squad: Kill the Justice League linger like an echo from a distant past, marked by a sense of indifference. The action sequences offered fleeting moments of enjoyment, yet the overall experience quickly dulled. The characters failed to resonate, their humor oscillating between hits and misses, leaving a sense of disconnect. However, the most glaring flaw was the palpable desperation for player engagement, a sentiment that became increasingly evident as the game unfolded. This desire for replayability seemed to stem from a corporate mindset, where the primary goal was to generate revenue rather than foster genuine enjoyment. This notion was later validated by Rocksteady's developers, who revealed that the game’s troubled launch resulted in a staggering loss of 0 million for Warner Bros. (Image credit: Rocksteady Studios) In a recent interview with Bloomberg, developers Axel Rydby and Johnny Armstrong recounted the tumultuous development journey of the game, painting a picture of a challenging environment. Rydby expressed concern for the industry, lamenting the shift away from passion-driven projects. “It used to be about creating something you loved and hoping others would share that love,” he reflected. “Now, it feels more like a gamble—let’s hope it sells, let’s hope we get money from it.” What remains disheartening is the apparent lack of lessons learned by industry executives. The ongoing narrative emphasizes that games should be crafted from a place of passion, not merely as vehicles for profit. As Swen Vincke aptly noted, the essence of creating compelling games is refreshingly simple: “A studio makes a game because they want to make a game they want to play themselves.” This philosophy, if embraced, could pave the way for a renaissance in game development, one where creativity flourishes and players are genuinely engaged." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"] million for Warner Bros. Developers Axel Rydby and Johnny Armstrong described a challenging development environment and expressed concern over the industry's shift towards profit-driven projects rather than passion-driven creations. Rydby noted that the focus has shifted from creating something loved to hoping for sales and revenue. Swen Vincke emphasized that games should be made out of a desire to create enjoyable experiences, not just for profit.
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