game studios

AppWizard
May 2, 2026
Microsoft's subscription service has introduced five new day-one titles for Xbox Game Pass Ultimate and PC Game Pass. The titles are: 1. Heroes of Might and Magic: Olden Era - Developed by Unfrozen, Hooded Horse, and Ubisoft, this is the eighth installment in the series, currently in early access on PC Game Pass, with a 90% approval rating on Steam. 2. Aphelion - A sci-fi action-adventure game from Don’t Nod, with mixed reviews and a Metacritic score range of 63 to 72, available on both Xbox Game Pass Ultimate and PC Game Pass. 3. Inkonbini: One Stores. Many Stories - A narrative-driven simulation game developed by Nagai Industries, it has an 85 Metacritic score and is available on both Xbox Game Pass Ultimate and PC Game Pass. 4. TerraTech Legion - A roguelite action game and the third entry in the TerraTech series, currently in early access with an 89% approval rating on Steam, available on both Xbox Game Pass Ultimate and PC Game Pass. 5. Sledding Game - An early access title with a 97% approval rating on Steam, developed by The Sledding Corporation, available on both Xbox Game Pass Ultimate and PC Game Pass. Subscribers can access a 20% discount on these games while they are available, although the duration of their availability is not specified.
AppWizard
April 25, 2026
Microsoft is retiring the term "Microsoft Gaming," which was introduced in 2022, and will revert to using the Xbox brand as the primary identifier for all gaming-related endeavors. A memo from Xbox CEO Asha Sharma and chief content officer Matt Booty, released on April 23, acknowledges that the company's presence in the PC gaming market is lacking. The memo outlines a strategy focused on "flexible pricing," being "open to all creators," and increasing "daily active players," but lacks specific commitments or timelines. It highlights Windows as a crucial battleground for gaming, noting that it now represents more players and hours, amidst competition from platforms like Steam. The memo also reflects on Microsoft's historical challenges in executing a competitive PC gaming ecosystem and coincides with an announcement of an early-retirement buyout program for employees as the company reallocates resources toward AI initiatives.
AppWizard
April 20, 2026
ASUS launched its Zenbook A16 on April 7, featuring Qualcomm's Snapdragon X2 Elite Extreme processor, marking a shift in the Windows on ARM ecosystem. The Snapdragon X2 Elite Extreme is a System-on-Chip (SoC) with a high-performance "Oryon" CPU and a "Hexagon" NPU for AI tasks, achieving up to 80 TOPS, along with an "Adreno" GPU for graphics. The laptop's gaming performance varies by title: 1. World of Warcraft: Midnight - Verdict: ✅ Perfect; maintained 60 FPS in demanding scenarios. 2. Cyberpunk 2077 - Verdict: 🟠 Playable; performance around 30–40 FPS on low settings, not ideal for casual gameplay. 3. Minecraft: Bedrock Edition - Verdict: ✅ Great; ran smoothly at 55–60 FPS without ray tracing. 4. Kingdom Come: Deliverance II - Verdict: ❓ TBD; lacks an ARM64 build, making it challenging to run. The findings highlight the need for native ARM64 game versions and the potential for growth in the Windows on ARM gaming sector.
AppWizard
April 18, 2026
Forza Horizon began in 2012 and has since redefined the franchise, leading to the upcoming release of Forza Horizon 6, set in Japan. The game features the return of the wristband career mode and has received positive early reviews. It has sold over 500,000 copies on Steam before its official launch, generating nearly a million in revenue, with projections suggesting it could exceed two million sales within the first 24 hours post-launch on May 19. Over 50,000 players pre-ordered the game on its release day on Steam. The Motorsport series has faced challenges, including a significant staff reduction at Turn 10, which may affect its future compared to the more successful Horizon series.
AppWizard
April 14, 2026
Recent insights from TIGA indicate a shift in UK game studios' focus towards PC development, with 46% of studios identifying PC as their primary platform, and 56% of start-ups prioritizing PC development from May 2024 to September 2025. Mobile game development has declined from 33% to 31.6%, and jobs related to mobile gaming fell from 19% to 17.9%. The console gaming sector's job share increased from 47.2% to 50%, despite a 2.1% decrease in headcount at console-focused studios. TIGA reported a net loss of 1,537 development jobs, a 4.5% annualized decline, marking the UK gaming sector's most severe downturn on record.
AppWizard
April 14, 2026
Recent findings from TIGA indicate that 46% of UK game studios are prioritizing PC game development, with projections suggesting that 56% of new projects from May 2024 to September 2025 will focus on PC gaming. The share of studios engaged in mobile game production has declined from 33% to 31.6%, and mobile gaming's contribution to total industry jobs has decreased from 19% to 17.9%. Conversely, the console gaming sector's employment share has risen from 47.2% to 50%, although the actual number of employees in console studios has decreased by 2.1%. The UK gaming industry has experienced a net loss of 1,537 development roles between May 2024 and September 2025, marking an annual decline of 4.5%.
AppWizard
April 3, 2026
Fraudsters are exploiting in-game chats in Minecraft to deceive young players, particularly in Russia. They initiate contact with children in the game, then move the conversation to Telegram, posing as "cybersecurity officers" and claiming that the children have shared sensitive information. They threaten detention to coerce minors into stealing money from their parents to give to couriers. Authorities have issued warnings to raise awareness among children and parents about these deceptive tactics.
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
March 29, 2026
Mojang Studios has released a Minecraft update called Tiny Takeover, featuring baby mob models and voice acting. The recording process involved challenges, as baby mobs did not respond on cue, requiring the team to follow them with a microphone. To assist, they hired a "cow charmer" to produce voice acting for bovine characters, successfully eliciting responses with specific sounds.
BetaBeacon
March 28, 2026
- Monster Hunter Outlanders completed its first round of closed beta testing in 2025 and is one of the most anticipated new mobile games of 2026. - Genshin Impact remains at the top of the free-to-play mobile scene with continuous updates to the story and events. - Honkai: Star Rail is a turn-based RPG with high-end action game polish and style, now available on Android phones and PC. - Destiny: Rising adapts the excellent shooting skills and MMO-style growth system of the console version to the mobile platform. - Goose Goose Duck, a mobile game released in 2026, attracted 5 million players in its first month and offers unique gameplay with a large number of characters. - Among Us is a global sensation in social deduction gaming where players must uncover the impostor among them. - Spaceteam is a local multiplayer game designed for 2 to 8 players to play together by shouting out technical terms to keep the spaceship running. - Chrono Trigger and Castlevania: Symphony of the Night are classic RPGs now available on Android devices. - Gwent: The Witcher Card Game and Hearthstone are deeply strategic card games with rich deck-building options. - Marvel Snap is a fast-paced competition game with Marvel heroes and a three-minute gameplay duration. - Nizhan Future is a sci-fi shooting game developed specifically for mobile platforms with a season-based design and data interoperability between PC and mobile platforms.
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