project

AppWizard
April 1, 2026
The artist underscores collaborated with Pitchfork to discuss various cultural phenomena, including gaming, music, and personal expression, questioning whether elements like Minecraft, music theory, SoundCloud, dermal piercings, and Deadmau5 are overrated or underrated. Underscores' third studio album, titled U, is available for streaming and complements the discussions. The production team included Sam Dennis (Director), AJ Young (Director of Photography), Sam DiVito (Editor), Kristen DeVore (Creative Producer), Jen Santos (Line Producer), Evie Roop (Production Manager), Paige Garbarini (Talent Booker), Jon Corum (Camera Operator), Christian Olguin (Post Production Supervisor), Stella Shortino (Post Production Coordinator), Eduardo Araujo (Supervising Editor), Justin Symonds (Assistant Editor), Leo Fernandez (Global Head of Video), and Cara Marceante (Executive Producer).
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 31, 2026
Larry Kuperman, Vice President of Business Development at Nightdive Studios, has announced his retirement from full-time work after a 25-year career in the gaming industry. He has held various roles, including publisher at Stardock and retailer at GameStop, but is notably recognized for his contributions to game preservation at Nightdive. Kuperman discussed the complexities of reviving classic games, citing challenges such as intellectual property rights, with specific examples like the rights to "No One Lives Forever" and "System Shock." He joined Nightdive during a crucial period and highlighted the studio's commitment to its community by honoring promises made to Kickstarter backers for the remaster of "System Shock 2." Kuperman emphasized the importance of viewing games as art and has introduced innovative features in remastered games. He plans to remain active in the industry, particularly with the International Game Developers Association, to support newcomers.
AppWizard
March 31, 2026
Shaun Prescott, an Australian editor, discusses his experiences with the action platformer genre, focusing on Super Meat Boy 3D and its predecessors. He recalls how Super Meat Boy reignited his passion for the genre in 2010 after purchasing a secondhand Xbox 360. While Super Meat Boy remains a beloved title, it has become less central to his gaming thoughts, and he found Super Meat Boy Forever disappointing due to its autorunner format. Super Meat Boy 3D features themed levels but lacks a cohesive narrative and has an unappealing color palette. Despite these visual shortcomings, the gameplay mechanics are well-translated from the original game, although some levels are frustrating due to trial-and-error gameplay. Prescott's interest in Super Meat Boy 3D wanes as he progresses, feeling detached from the game's world, though it remains a competent entry for completionists in the action platformer genre.
AppWizard
March 30, 2026
The upcoming Gears of War E-Day Showcase will take place on June 7, 2026, at 10 AM PDT / 1 PM EDT / 6 PM GMT. It will include a dedicated direct presentation from The Coalition, unveiling new details, gameplay, and insights into the origins of the multiplayer series. Emergence Day, a pivotal event in the Gears of War universe, is expected to unfold primarily in the city of Kalona, where Marcus and Dom's families reside. E-Day marks the catastrophic emergence of the Locust horde, which decimated a significant portion of the human population. The showcase will also feature updates on other titles, including Fable and State of Decay 3, and may provide insights into the future direction of Microsoft's gaming division under new CEO Asha Sharma, who is considering making Game Pass more affordable.
Winsage
March 30, 2026
Babylon.js 9.0 introduces several significant enhancements: - The Babylon.js Editor has improved rendering capabilities and functionality, providing an artist-friendly environment for building experiences on Windows, macOS, and Linux. - Inspector v2 is a complete overhaul of the debugging tool with a modern architecture, supporting custom extensions and a React-based UI. - The Lightweight Viewer has enhanced shadow rendering features and simplifies embedding 3D content on web pages. - The Playground has received upgrades including multi-file editing, ESM module imports, and local session history, along with automatic saving to local storage. - Large World Rendering and Floating Origin systems address precision loss in expansive scenes, ensuring smooth rendering and physics interactions. - The Geospatial Camera allows intuitive navigation of spherical planets with various interactive features and integrates with Large World Rendering. - Babylon.js now supports 3D Tiles for efficient visualization of large geospatial datasets, enhancing map data rendering capabilities. - A new Physically Based Atmosphere addon enhances realism in sky rendering using advanced scattering models. These updates aim to empower developers in creating stunning digital experiences.
AppWizard
March 30, 2026
Blizzard has officially recognized the World of Warcraft community Pride event, the Running of the Trolls, which has supported The Trevor Project for over a decade. The Darkspear Dash, scheduled for June 27-29, 2026, will take place on the Feathermoon-US server in the Troll starting zone on the Echo Isles. Participants will engage with a Darkspear Dash Event Coordinator to access a portal for a parade across Azeroth, ending at the fountain in Silvermoon City. The event has raised thousands for The Trevor Project, contributing over ,000 in 2018. This marks the first official Pride event in World of Warcraft after nearly two decades.
AppWizard
March 30, 2026
Wyldheart is a cooperative fantasy RPG developed by Wayfinder Studios, featuring a team of former developers from EA DICE, Embark Studios, and Mojang Studios. The game is currently in development for PC and can be wishlisted on Steam and the Epic Games Store. It allows solo or cooperative play for up to four players, focusing on collaborative storytelling, exploration, and combat. Players will experience multiple campaign arcs, each offering around 10 hours of gameplay, set in the fallen Kingdom of Caerwyn. The game emphasizes player choice, exploration, and character development, placing players in the roles of unknown adventurers. The development team includes industry veterans like Dennis Brännvall and Fia Tjernberg, and they are seeking community support through Kickstarter.
AppWizard
March 30, 2026
The Splinter Cell franchise has been silent for nearly thirteen years, with a remake of the original game reportedly in development, though it has faced significant changes, including the departure of its original director. Meanwhile, an indie stealth game called Lizard State has been announced, featuring unique gameplay elements such as "mimic cameras" that transform into spider-like devices and another gadget that can incapacitate guards. The game aims to provide a compelling stealth experience, with initial impressions raising some concerns about tactile engagement. A thrilling moment in the trailer showcases the protagonist executing a judo throw combined with a rifle maneuver. Details about the release date are not available, but players can request access to an upcoming playtest on the game's Steam page.
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