winter

AppWizard
April 12, 2026
Dean Hall, the founder of RocketWerkz, began his gaming journey with a Commodore 64 and developed a passion for computers after a challenging five-hour gaming session. He is currently developing Icarus, a space survival game that has recently become profitable after a difficult launch. Hall has logged 1,400 hours in RimWorld, where he has released two popular mods. He enjoys playing Ostranauts, accumulating at least 150 hours per playthrough, and is looking forward to its upcoming update. Hall has also played the original XCOM for around 600 hours over the past year. He has nearly 5,000 hours in Stationeers, a game developed by his studio, and over 2,000 hours in Kerbal Space Program. His favorite game is Space Station 13, where he plays a character named Colton Murphy. For non-gaming software, he relies on Rider for programming development. Hall maintains a very clean desktop, regularly organizing it for security and efficiency in his game development process.
AppWizard
April 12, 2026
The atmosphere has shifted to a warmer state, causing indecision about wardrobe choices as winter clothing remains in use. James is exploring new games, including Skull Horde and the RPG Neverway, after being encouraged by Julian to diversify his gaming. Callum is engaged in Pokémon Nuzlockes on Pokémon Black and White, with a character named Bazooka, and is preparing for revenge against a trainer named Timmy. Mark is concluding his Atomfall playthrough and plans to play Dirt Rally 2.0, Automobilista 2, and revisit Starfield after its updates. Edwin has been sent outdoors to reconnect with nature after his last adventure and is expected to return to normal by teatime on Tuesday. Jeremy has returned from family outings in London and Paris and is busy completing a secret upcoming game for a walkthrough, while also enjoying Franco-Belgium comics. Ollie has escaped the Maw but needs time to recuperate after an encounter with Edwin. Julian anticipates a busy weekend due to a stag do but looks forward to playing strategy games afterward.
AppWizard
April 5, 2026
PC gamers have 24 hours left to claim a free copy of House Flipper on Steam, which has a 9/10 rating and a 94% positive rating from players. The giveaway ends at 6 PM BST on April 6th. This promotion is linked to the upcoming release of the House Flipper Remastered Collection, which will include features from House Flipper 2, enhanced graphics, and a new DLC titled Hearty Addition with over 800 new items and six new jobs. The remastered collection will cost .99, with discounts for players who own the original game and its DLCs. The release window for the remastered collection is now set for Q2 2026.
AppWizard
April 5, 2026
Tarn Adams is the co-founder of Bay 12 Games and is best known for co-creating Dwarf Fortress, which was released in 2006 and is celebrating its 20th anniversary. He has recently been playing The Planet Crafter, a terraforming game, and has logged 1,454.5 hours in Factorio, a factory-building simulation. Adams does not have a single game he would never uninstall but frequently plays Caves of Qud. He uses Ableton, a music sequencer, as essential non-gaming software. His desktop is about half full with various folders and .txt files, including a nostalgic folder for BASIC games from the '80s.
AppWizard
April 2, 2026
Mojave Valley codes provide players with additional in-game currency for purchasing vehicles or constructing homes without real-world spending. Currently, there are no active Mojave Valley codes available, but players should check regularly for updates. To redeem codes, players must open Mojave Valley in Roblox, tap the Shop button, click on Codes, and enter the code. A Mojave Valley Discord server exists for player connection and support. Common issues with codes not working include adding spaces when copying or using expired codes. Expired codes include LAAATEEEEE, LUNARYEAR, BUGFIX, PRESSPRESS, DELAYED, NEWYEARS, HYDROLOCKED, WINTER, and CATALINAISLAND_TANKED.
AppWizard
April 1, 2026
The cozy gaming landscape for April features a variety of titles that encourage leisurely gameplay, including hidden object adventures, diorama builders, and emotionally resonant journeys. This month lacks traditional farm and life simulation games, inviting players to unwind without the pressure of deadlines. Notable game releases include: - Hello Kitty Island Adventure: City Town - The second DLC introduces the USAHA*NA character. - Castle Idler - An idle game where players strategize defenses against enemies, allowing for experimentation and idle gameplay. - ShantyTown - A city-building game with a Tetris-like approach, set in a whimsical world. - Outbound - A crafting simulation focused on building an off-the-grid base atop a camper van, emphasizing renewable energy.
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 24, 2026
Confined: Leaving OKB-134 is an upcoming horror game set to launch on PC VR with flatscreen support later this year. It was first unveiled during UploadVR's 2025 Winter Showcase and showcased at the Spring 2026 VR Games Showcase. A VR-supported demo was released at February's Steam Next Fest, featuring a haunting atmosphere and meticulous sound design, though it has some technical issues. The game can be wishlisted on Steam, with a full release anticipated in 2026.
AppWizard
March 22, 2026
Valve has released SteamOS 3.8.0 Preview, named "Second Clutch," which includes initial support for upcoming Steam Machine hardware. This update features over 80 lines of changes, including a new graphics driver, enhanced VRR frame pacing, fixes for session crashes in certain games, improved USB racing wheel compatibility, and reinstated Bluetooth Wake functionality for the Steam Deck. The Steam Machine is expected to launch in 2026, with a likely release in the Fall/Winter season. Pricing details for the Steam Machine remain unspecified. The update is available for users in the Steam Deck Preview channel.
AppWizard
March 22, 2026
Valve has released SteamOS 3.8.0 Preview, designed for Steam Decks and the upcoming Steam Machine. This update introduces new features and bug fixes, marking the start of support for Steam Machine hardware. The update includes over 80 lines of changes, with a focus on initial support for the Steam Machine, though details on this support remain unclear. Valve aims to launch the Steam Machine in 2026, likely in the Fall/Winter season, but pricing details are not confirmed. Notable enhancements in SteamOS 3.8.0 include a new graphics driver, improved VRR frame pacing, resolution of session crash issues for specific games, enhanced USB racing wheel support, and re-enabled Bluetooth Wake for Steam Deck LCD. The update is available for users in the Steam Deck Preview channel.
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