Tag Archives: Video Games

The Fall of Hytale: How Riot Games Closed Hypixel Studios After a Decade-Long Journey

On June 23, 2025, Riot Games stunned the gaming world by announcing the cancellation of Hytale and the winding down of Hypixel Studios after ten years of development. What began as one of the most ambitious sandbox RPG projects—backed by a studio renowned for its record-breaking Minecraft minigame server—came to an abrupt end as its creators conceded they couldn’t deliver the experience they’d long envisioned.

From Modders to AAA Dreamers: The Origin Story

Hypixel Studios was founded by the team behind Hypixel, the most popular Minecraft server of all time. In 2015, Riot Games injected initial funding to help the fledgling studio expand beyond community-made minigames into a standalone title. Five years later, in 2020, Riot acquired the studio outright, pledging full support for Hytale’s development and granting access to resources commensurate with a AAA roadmap.

Revealed to the public in 2018, Hytale promised procedurally generated fantasy biomes, moddable tools, and integrated RPG mechanics. Under the hood, the team first wrote the engine in C#, then ported it to C++ for performance—and later initiated a full engine reboot to meet rising ambitions. Despite these major overhauls, the game remained in pre-beta as of mid-2024, with critical systems still incomplete. Each milestone revealed fresh technical hurdles, and as the genre evolved, fans’ expectations soared ever higher.

Why Hytale Couldn’t Cross the Finish Line

As Hypixel’s co-founder Aaron “Noxy” Donaghey explained, the crux of the issue was mission creep. Every attempt to pare back features or adjust timelines threatened to dilute Hytale’s core identity. The team explored narrowing the scope and securing external investment, but each workaround risked creating a game “unrecognizable from its original pitch.” In the end, they concluded that finishing a compromised version would betray both their vision and their community’s hopes.

With cancellation came difficult news for the people behind the project. Riot laid off roughly 150 Hypixel Studios employees, offering generous severance packages and career support to help ease the transition. While precise numbers vary, insiders report that close to a hundred and a half developers, artists, and engineers saw their positions end as part of the studio wind-down.

The Legacy of Hypixel Lives On

Although Hytale itself will never launch, the original Hypixel Minecraft server remains in operation under separate management, continuing to host millions of daily players. Its enduring popularity stands as a testament to the team’s creativity—even if their most ambitious project ultimately proved too vast to complete under current constraints.

Fans reacted with a mixture of disappointment and understanding. Social media filled with tributes to early Hytale trailers and heartfelt thanks to the development team. At the same time, industry analysts pointed to the cancellation as yet another example of the risks inherent in modern AAA development: unchecked scope can derail even the most well-funded projects.

The story of Hytale serves as a cautionary tale for developers and publishers alike: vision without pragmatic execution can collapse under its own weight. Yet the passion and ingenuity that defined Hypixel Studios will leave a lasting mark on sandbox gaming—and perhaps inform the next generation of creators who dare to dream big.

Xbox trying new frontiers this summer along with Meta

In a week already brimming with gaming news, Xbox has dropped two announcements that signal its evolving strategy in both digital storefronts and immersive gaming. Whether you’re a preservationist watching the digital tide with cautious optimism or a tech enthusiast eager for the next frontier, there’s something here worth unpacking.

A New Era for Xbox on PC?

Xbox has quietly begun testing a dedicated PC store experience, a move that could reshape how players interact with the Xbox ecosystem outside of consoles. While details remain sparse, early testers report a streamlined interface, faster downloads, and a more curated approach to game discovery. This isn’t just a UI refresh—it’s a signal that Microsoft is taking the PC storefront war seriously, potentially positioning itself as a more direct competitor to Steam and Epic Games.

For those of us who’ve watched the slow erosion of physical media, this raises important questions. Will this new store offer better ownership models? Will it respect the archival needs of players who want to preserve their libraries long-term? If Xbox can strike a balance between convenience and consumer respect, it could set a new standard for digital storefronts.

The Meta Quest 3S Xbox Edition: A Collector’s Delight or Cloud Gaming Trojan Horse?

Meanwhile, in a more visually striking reveal, Xbox and Meta have teamed up to launch the Meta Quest 3S Xbox Edition—a limited-edition VR headset that blends Xbox’s iconic black-and-green aesthetic with Meta’s latest mixed reality tech.

At $399.99 USD, the bundle includes:

  • A custom 128GB Meta Quest 3S in Carbon Black with Velocity Green accents
  • Matching Touch Plus controllers
  • A limited-edition Xbox Wireless Controller
  • Meta Quest Elite Strap
  • 3 months of Meta Horizon+
  • 3 months of Xbox Game Pass Ultimate

While the hardware itself mirrors the standard Quest 3S, the real draw is its seamless integration with Xbox Cloud Gaming. Players can stream titles like Avowed or Oblivion Remastered on a massive virtual screen, with cross-progression ensuring your saves follow you across devices.

But let’s be clear: this isn’t a VR headset for Xbox console gaming. It’s a cloud-first device, and that distinction matters. For collectors, the limited-edition design is undeniably slick. For skeptics, it’s another step toward a future where physical ownership is replaced by streaming licenses and subscription cycles.

These two announcements—one about infrastructure, the other about hardware—paint a picture of Xbox’s ambitions. They’re not just building a console brand anymore; they’re building a platform that spans screens, devices, and realities. Whether that future respects the legacy of physical media or accelerates its obsolescence remains to be seen.

But one thing’s for sure: Xbox is playing the long game. And for those of us who care about how games are played, preserved, and passed down, it’s a game worth watching.

Review: Death Stranding 2 — Kojima’s Legacy Taken to the Max

Following his split with Konami, Hideo Kojima attempted to distance himself from the Metal Gear Solid legacy with the release of Death Stranding. However, he failed to completely disassociate himself, and Death Stranding 2 is the definitive proof of that. This sequel takes the best of Metal Gear Solid V and fuses it with the foundations of the first game to deliver an ambitious, intense experience brimming with the director’s signature style.

This time, we once again accompany Sam Bridges on his mission to reconnect Australia with the rest of the world. But, unlike the first game, the threat isn’t just isolation: an enemy from the past returns, accompanied by new allies that will force the player to take a more aggressive stance. While package transport is still present, the focus is now on infiltration, combat, and tactical raids.

The arsenal is varied, with lethal and non-lethal weapons that transform the game into an open-world espionage title. All of this is complemented by extensive cinematics and fights against extravagant bosses: cybernetic ninjas, mechanical octopuses, and giant dinosaur-like robots, among many other surprises that will delight fans of the Japanese creator.

In addition, RPG mechanics are integrated that allow Sam to improve his skills, whether in combat, stealth, or even as a delivery driver. Death Stranding 2 is a discarded homage to Metal Gear, but also an evolution of his own ideas.

The result is a colossal, ambitious, and, above all, satisfying game for those of us who have closely followed Kojima’s career. Death Stranding 2 is the perfect closing to a period and the beginning of a new era for the creator.

Rematch Review — Soccer Never Felt So Realistic

The creators of Sifu decided to move away from martial arts and embark on a completely different project: Rematch, a soccer simulator with a competitive multiplayer focus. This offering features realistic gameplay in a third-person perspective, where every action—from kicking to passing the ball—must be executed entirely manually. There’s no automation here; everything depends on your precision, reflexes, and strategy.

The learning curve is demanding. Mastering the controls can be frustrating at first, but with dedication and practice, it becomes an addictive experience. When you manage to score a goal on your own, the adrenaline rush is comparable to what Rocket League offered in its day.

However, the content is sparse. The game only features 3v3, 4v4, and 5v5 modes, which severely limits its gameplay. Furthermore, relying on your teammates can be a double-edged sword: if one decides not to cooperate, you’re likely to lose the match. Each match ends after four goals or five minutes of play, offering quick but repetitive encounters.

The most questionable aspect is its business model. Despite costing $30, Rematch includes an additional $10 Battle Pass if you want to unlock cosmetics, digital currency, or logos. Real-player skins are also available, but their prices are excessive.

Rematch has an excellent gameplay base and an interesting proposition, but the limited content and unnecessary trading mechanics mar the experience. With more modes, a better structure, and without aggressive monetization policies, it could have been a true gem.

3/5

Report: Death Stranding will also have an animated film too

When Hideo Kojima isn’t redefining what a video game can be, he’s busy stretching the boundaries of narrative across film and television. The latest chapter in his cross-media saga is an adult-targeted animated feature set in the world of Death Stranding. Slated as an original story rather than a retelling of Sam Porter Bridges’ journey, this project promises fresh perspectives on the fractured, soul-stirring universe that Kojima first unveiled in 2019.

Unlike the planned live-action adaptation (in collaboration with A24), this animation will forge its own path. Aaron Guzikowski—the mind behind HBO’s Raised by Wolves and Denis Villeneuve’s Prisoners—is penning the screenplay. Guzikowski’s track record for atmospheric, emotionally resonant storytelling makes him an inspired choice to explore the game’s themes of connection, isolation and existential dread in a purely cinematic medium.

Powered by Line Mileage

The film is a co-production between Kojima Productions and LA’s Line Mileage, an outfit with roots in game-to-animation work (they’ve lent their skills to projects like Castlevania). Line Mileage co-founder Daniel Dominguez raved about Death Stranding’s “emotional rush” and “intellectual pleasure,” likening it to Blade Runner and Ghost in the Shell. That tonal ambition hints at a mature, contemplative piece—likely heavy on mood and atmosphere.

Reports indicate the animation will chase the same gritty, R-rated sensibility as titles like Predator: Killer of Killers or the John Wick prequel. Expect stylized violence and psychological tension to amplify the world’s inherent eeriness: a post-apocalyptic Earth where invisible threats bind souls together even as they tear society apart.

Original Story, Infinite Possibilities

By opting for a new storyline, Kojima and Guzikowski can:

  • Introduce characters untouched by the games’ narrative constraints
  • Explore uncharted regions of the Death Stranding map (both physical and metaphysical)
  • Dive deeper into the phenomenon of “stranding” as metaphor—what it means to be emotionally cut off, yet yearning for connection

Given Kojima’s fascination with life, death and the space between, we might see side tales about bridge-builders striving to reconnect humanity—or perhaps a darker vignette showing the cost of those efforts.

Parallel to the animated feature, A24 is moving forward with a live-action Death Stranding film. While Line Mileage shapes the animation, A24—renowned for Everything Everywhere All at Once and Hereditary—partners with Michael Sarnoski (director of A Quiet Place: Day One) to bring Sam’s world into physical form. Two simultaneous adaptations will let fans experience Kojima’s vision through distinct lenses: one grounded in cinematic realism, the other liberated by stylized animation.

Riding the Wave into Death Stranding 2

With Death Stranding 2: On The Beach arriving on June 26 exclusively for PS5, the timing is electric. The game reignites interest in the universe, priming audiences for both films. Kojima’s refusal to silo his creations means these projects will likely inform each other—imagery or themes teased in one medium may echo in another, creating a transmedia tapestry for hardcore fans to unravel.

What This Means for Kojima’s Legacy

Kojima has long aspired to be more than “just” a game director. His ventures into TV (The Man Who Sold the World), manga and now dual film adaptations form a multi-layered narrative ecosystem. By weaving threads across interactive and passive media, he’s building a world where the audience isn’t just playing—they’re witnessing, interpreting and connecting across formats.

Exact release dates for the animated film remain unannounced. But with Guzikowski’s creative firepower and Line Mileage’s animation chops, we can anticipate a late-2026 or 2027 premiere. Meanwhile, keep an eye on Kojima’s interviews—he’s known to drop cryptic clues in passing, and every stray comment could hint at character cameos, thematic focus or even musical collaborators.

For Death Stranding devotees, this is more than a movie news cycle; it’s an invitation to rediscover the chiral network that binds us all. Whether you’re drawn to ghostly silhouettes in the mist or crackling radio chatter between delivery runs, the animated film promises new jolts of wonder—and perhaps a few tears—along the way.

Xbox & AMD celebrates 20 years of partnership looking to the future of gaming

Twenty years ago, Microsoft and AMD embarked on a journey that would redefine console gaming. From the GPU breakthroughs in the Xbox 360 era to the semi-custom chips powering Xbox Series X|S, their partnership has consistently pushed the boundaries of performance and efficiency. Today, as they mark two decades of collaboration, both companies are laying out a roadmap for an even broader ecosystem—one that spans living-room consoles, portable handhelds, Windows PCs, and the cloud.

Lisa Su, AMD’s Chair and CEO, captured the spirit of their relationship: “Building on two decades of partnership, innovation, and trust, we will extend our console work to design a full roadmap of gaming-optimized chips combining the power of Ryzen and Radeon for consoles, handhelds, PCs, and cloud.”[1] That lineage began in the mid-2000s, when AMD (then including ATI) first supplied graphics silicon for Xbox platforms, and has blossomed across three console generations.

Powering the Next Generation

On June 19, 2025, Xbox President Sarah Bond unveiled a strategic, multi-year partnership with AMD to co-engineer silicon across an entire portfolio of devices:

  • Home consoles (the yet-to-be-named next-gen Xbox)
  • Handhelds (Xbox-branded portable systems)
  • Windows gaming PCs (ensuring Windows remains “the number one platform for gaming”)
  • Cloud infrastructure (Azure-hosted Xbox streaming services)
  • Accessories (controllers, headsets, and more)
    “Together with AMD, we are advancing the state of the art in gaming silicon,” Bond said, “delivering deeper visual quality and immersive gameplay—enhanced with the power of AI—while maintaining compatibility with your existing library of Xbox games.”

A Portfolio Approach to Xbox

Rather than viewing Xbox as a single box under the TV, Microsoft is embracing an ecosystem model. In a video presentation, Bond highlighted:

  • Console in the living room
  • Portable gaming via upcoming handhelds
  • PC gaming experiences optimized for Xbox technologies
  • Cloud-only experiences (“This is also an Xbox, by itself.”)

Backwards compatibility remains central: every new device will play your existing Xbox library, whether it’s a decade-old classic or this year’s blockbuster.

According to reporting by Tom’s Hardware, this renewed pact covers multiple future console generations and portable devices:

  • Semi-custom SoCs combining AMD’s latest Zen CPU cores and RDNA GPU architectures
  • Maintained x86-based CPU design to ensure seamless backward compatibility
  • Enhanced AI features baked into silicon for smarter NPCs, dynamic physics, and real-time upscaling
  • Expected launch cadence mirroring past cycles—if Xbox Next follows the Scarlett timeline, look for a holiday 2026 release[2]

Bond’s promise: higher performance “while maintaining compatibility with your existing library of Xbox games” alludes to a transition that gamers can make without leaving their collections behind.

The surprise of the announcement wasn’t just a new box under the TV, but Xbox-branded handhelds co-engineered with AMD. Although ASUS’s ROG Xbox Ally and Ally X have already previewed the concept, Microsoft’s direct involvement signals a full-throttle push into portable gaming, leveraging AMD’s low-power RDNA designs and custom Ryzen cores to rival—and surpass—the Steam Deck and its imitators.

With this agreement, Xbox and AMD have set the stage for:

  • Unified development (one SDK for console, PC, handheld, and cloud)
  • Seamless cross-device saves and achievements
  • AI-accelerated graphics features (DLSS-style upscaling, real-time lighting, smarter world simulation)
  • Expanded Game Pass integration on Windows and portable hardware

As we approach the 20th anniversary, expect more deep dives from both companies—technical previews of the new silicon, developer showcases at Xbox Developer_Direct events, and early hardware teardowns that reveal the next leap in gamer-centric silicon design.

Borderlands 4 – What to expect including prices and requirements

Borderlands 4 is gearing up to be one of the year’s biggest looter-shooters—and Gearbox has finally peeled back the curtain on the essentials. From how much vault hunters will pay, to the fallout over Randy Pitchford’s “real fan” comment, and the hardware you’ll need to run it, here’s the lowdown on everything officially confirmed.

Gearbox has laid out three main ways you can grab Borderlands 4 at launch:

  • Standard Edition – $69.99
    Includes only the base game. This is the go-to if you just want to jump into Pandora and leave DLC decisions for later.
  • Deluxe Edition – $100
    Base game + Pre-order “Gilded Glory Pack” (skins & drone cosmetics) + Bounty Pack Bundle, which contains four post-launch DLC packs (unique areas, missions, bosses, gear, vault cards, cosmetics, vehicles).
  • Super Deluxe Edition – $130
    Everything in Deluxe, plus the “Vault Hunter Pack”—two new playable Vault Hunters, two story expansions (with new regions, side missions, gear, and cosmetics), and an extra cosmetic bundle. [3]
  • Collector’s Edition – $150
    Gear-focused box of swag (statues, artbook, etc.) Does not include the game itself. Perfect if you already pre-ordered digitally but want the physical goodies.

Note: There will be both free and paid DLC post-launch, but only the paid packs are bundled in these higher editions.

The Randy Pitchford Price Drama

Late May 2025 saw Gearbox CEO Randy Pitchford stir up the community over price expectations:

  1. $80 Rumor Ignites
    A fan speculated that Borderlands 4 might hit $80. Pitchford replied on X (formerly Twitter) that “if you’re a real fan, you’ll find a way to make it happen,” adding “it’s not my call” on pricing. [4]
  2. Backlash and Clarification
    The “real fan” line was widely criticized as tone-deaf. Pitchford later tweeted that “nobody likes being taken for granted and it was not my intent,” but stood by the game’s value.
  3. Final Word on Price
    Publisher 2K then confirmed the standard edition would land at $69.99—$10 less than the feared $80—while reiterating the $100 and $130 tiers for Deluxe and Super Deluxe. [4]

This saga highlights the fine line between transparent dev-talk and community trust—especially when price points are rising industry-wide.

3. Official PC Requirements

Gearbox has published minimum and recommended specs on Steam. Make sure your rig measures up:

RequirementMinimumRecommended
OSWindows 10 (64-bit)Windows 10 (64-bit)
CPUIntel Core i7-9700 / AMD Ryzen 7 2700XIntel Core i7-12700 / AMD Ryzen 7 5800X
GPUNvidia RTX 2070 / AMD RX 5700 XTNvidia RTX 3080 / AMD RX 6800 XT
VRAM8 GB12 GB
System RAM16 GB32 GB
Storage100 GB SSD100 GB SSD

Although these are listed as “minimum,” Gearbox suggests there may be some wiggle room—e.g., if you have a four-core CPU with SMT or a slightly older GPU, you might still get by with lower settings.

  • Release Date: September 12, 2025 (PC, PS5, Xbox Series X|S; Switch 2 date TBD).
  • Pre-order Bonuses: Early bird Gilded Glory Pack (skins + ECHO-4 drone).
  • Crossplay & Progression: Confirmed PC–console crossplay, but cross-progression details are pending.
  • Post-Launch Roadmap: Gearbox teased free seasonal events alongside paid DLC drops—expect a detailed roadmap at the Summer Game Fest showcase.

Gearbox has answered the loudest questions—price, required hardware, and even faced down CEO mic-drops. If you’ve been holding off, now’s the time to decide how deep you want to dive into the vaults on day one.

Nexus Mod has been sold and founder retires

When a platform becomes synonymous with an entire hobby, its sale marks more than a business transaction—it signals a cultural shift. On June 16, 2025, Nexus Mods, the undisputed king of PC game mod repositories, announced that its founder, Robin “Dark0ne” Scott, has sold the site after steering it for nearly a quarter-century. What began as a one-man bedroom project to support The Elder Scrolls III: Morrowind has grown into a global community hub, and now it embarks on a new chapter under fresh leadership.

From Bedroom Fan Site to Global Modding Powerhouse

In 2001, armed with a 56k modem and a passion for the upcoming release of Morrowind, Scott launched a simple fansite in his bedroom. He never intended to build an empire—his sole aim was ensuring modders had a safe, reliable place to share creations that might otherwise vanish with the next shuttered fansite or indifferent publisher[4].

By 2007, the site rebranded publicly as “Nexus Mods,” reflecting its evolution into a centralized repository. Over the next two decades, it ballooned to host over 716,500 mods spanning 3,768 games, becoming the default destination for texture overhauls, quest expansions, and community-driven total conversions alike[5].

Nexus Mods distinguishes itself not just by its vast download library, but by the ecosystem it provides:

  • Vortex Mod Manager: A one-stop application for installing, updating, and managing mods across hundreds of titles.
  • Forums & Social Hubs: Spaces where mod authors troubleshoot installation quirks, collaborate on joint projects, and nurture friendships forged over shared technical headaches.
  • Update Infrastructure: Automated version control and dependency tracking that keep sprawling mod setups from collapsing into chaos.

These pillars have cemented Nexus Mods as not merely a hosting site, but a thriving social and technical infrastructure for PC gaming enthusiasts.

The Toll of Being “On Call” for 24 Years

Behind every mod upload, forum thread, and software patch lay Scott’s relentless vigilance. In a heartfelt blog post, he described how the constant responsibility—being “on call” every day—became a source of profound anxiety and health problems. Fixing server outages at 2 AM, mediating heated community debates, and overseeing feature rollouts all added up to burnout that began affecting both his well-being and his staff[3][1].

Scott wrote, “The stress of being responsible for the behemoth I created has taken its toll … I firmly believe that the best thing for the future of Nexus Mods is for me to step aside and bring in new leadership to steer the business forward with renewed energy”.

Details of the new ownership remain murky. Scott revealed that individuals named Victor, Marinus, and Nikolai will guide Nexus Mods into its next phase, but he stopped short of naming their company. Community sleuths on ResetEra have linked the trio to a Danish growth-focused gaming outfit called Chosen, though neither party has officially confirmed the connection.

Despite this opacity, Scott insists the core principles won’t waver: Nexus Mods will stay “community-first and mod-author focused.” He’s leaving the platform in the hands of a 40-strong team—many of whom have devoted nearly a decade to the site—and plans to remain a lurking presence in the forums whenever nostalgia pulls him back.

What Lies Ahead for Nexus Mods?

With fresh leadership, the questions on everyone’s mind are:

  • Will monetization strategies shift? (Chosen’s founders have dabbled in in-app purchases, sparking cautious debate among users[5].)
  • How will site stability and feature development evolve?
  • Can the new team maintain the delicate balance between user freedom and sustainable operations?

For now, the interface hasn’t budged, the upload queues hum on, and the community continues trading load orders as if nothing has changed.

Nexus Mods began as a bedroom experiment and matured into a foundational pillar of PC gaming culture. Its sale marks the close of one chapter and the dawn of another—where a new generation of stewards must honor the site’s roots while navigating the commercial realities of today’s gaming ecosystem. As “Dark0ne” steps back, modders and players worldwide will watch closely, hopeful that the spirit of sharing and creativity that defined the platform for 24 years will thrive for another 24 and beyond.

We could already have Grand Theft Auto VI ages ago according to a leaked rumor

In the world of gaming, few titles carry the weight and anticipation of Grand Theft Auto VI. With Rockstar Games’ legacy of genre-defining open-world experiences, expectations are sky-high. But according to recent rumors, the road to GTA VI has been anything but smooth—allegedly involving not one, not two, but three full story reboots. Let’s dive into the details of this fascinating development saga.

Once again, I am bending the “no rumors” rule because I find the revelation interesting and have the logical explanation about why development has taken so ridiculously long and not because “the newest peak of perfection” that Rockstar Games have been teasing for years.

The First Vision: A Noir Thriller with Three Protagonists

The earliest rumored version of GTA VI was reportedly a gritty detective story, described as “worthy of a thriller,” featuring three protagonists. This narrative was in development until late 2016 and was said to explore darker, more mature themes than previous entries. However, publisher Take-Two Interactive allegedly found the tone too bleak and ultimately vetoed the project.

The Second Attempt: A Chaotic Duo

The second iteration shifted gears dramatically. This version centered on two characters: a policewoman and a drug smuggler’s underling—described as being “as crazy as Trevor from GTA V.” This dynamic pairing promised a volatile and unpredictable storyline. Despite 18 months of development, this version too was scrapped, reportedly for failing to meet internal expectations.

The Third Pitch: Redemption and Descent

The third and final rumored reboot retained the dual-protagonist structure but swapped the policewoman for a new character: an African-American former soldier, recently released from prison and drawn into the criminal underworld. This version was said to be canceled in March 2019, marking the third major narrative overhaul.

One of the most striking claims tied to these reboots is their alleged role in the departure of Dan Houser, Rockstar’s co-founder and longtime creative lead. The repeated cancellations and mounting pressure may have contributed to his decision to step down from his role as Vice President of Creative.

While these rumors remain unconfirmed and should be taken with a grain of salt, they offer a compelling glimpse into the high-stakes world of AAA game development. If true, they help explain the unusually long development cycle and the intense secrecy surrounding GTA VI.

Rockstar has since revealed a new direction for the game, including a Latina protagonist named Lucia and a setting inspired by modern-day Vice City. Whether this final vision lives up to the hype remains to be seen—but if the rumors are any indication, it’s a version that survived a gauntlet of creative reinvention.

Yet another big week for Stellar Blade

Stellar Blade exploded onto the scene as a PlayStation 5 exclusive in April 2024, winning hearts with fluid, Souls-like combat and jaw-dropping visuals. Just over a year later, its leap to PC has rewritten expectations for single-player action games—and Shift Up isn’t done yet. Below we break down the PC launch’s jaw-dropping numbers, the community’s response, the confirmed sequel roadmap, and the swirling rumors of a Nintendo Switch 2 edition.

When Stellar Blade debuted on PS5, it immediately topped pre-order charts in more than 60 countries. Critics and players alike praised its lightning-fast combos, striking art direction, and moody sci-fi worldbuilding—earning a 9.2 user score on Metacritic and winning eight categories in the PlayStation Blog’s Game of the Year awards (over 1.6 million votes cast).

A Record-Shattering PC Launch

On June 11, Stellar Blade landed on Steam and promptly sold over 1 million copies within its first three days—a first for any Sony-published single-player title on PC. It soared into Steam’s global Top 10 bestsellers for June, reached a peak concurrent player count north of 190,000, and has maintained an “Overwhelmingly Positive” review rate above 94 %[1][3][4]. Rate-boosting technical bells and whistles—including NVIDIA DLSS 4 and AMD FSR 3 upscaling/frame generation, high-res textures, uncapped frame rates, and ultrawide support—have let high-end rigs and Steam Deck alike run smoothly even during the toughest boss fights.

Analyst Daniel Ahmad notes that a majority of PC sales stem from China, where a freshly added Chinese dub and regionally adjusted pricing (roughly $38 vs. $60 in the US) have unlocked mass appeal. This surge continues a broader trend of Asian PC gamers embracing premium single-player blockbusters.

Shift Up marked the PC launch with a cross-IP event featuring its own Goddess of Victory: NIKKE, delivering a NIKKE-themed map, skins, minigame, boss fight, and more. Meanwhile, modders have embraced Stellar Blade wholeheartedly—so much so that director Kim Hyung-tae has publicly challenged them to create deeper gameplay expansions beyond the hundreds of cosmetic and “adult” mods already circulating.

Looking Ahead: Sequel Development

Buoyed by over 3 million copies sold across PS5 and PC, Shift Up has confirmed a sequel targeting release on or before 2027. The team acknowledges the original’s narrative was pared down—many cutscenes and deeper story beats (like Eve’s outfit changes) were axed for budgetary reasons—and promises Stellar Blade 2 will feature a richer, more serious storyline backed by a fuller cutscene roster now that resources have opened up.

The Switch 2 Question: Rumor vs. Reality

Rumors surfaced in mid-June that Shift Up quietly secured Nintendo Switch 2 developer kits and has begun platform-specific optimization for the console’s lower power profile. Korean outlet PlayForum claims initial work is underway on a Switch 2 port, part of a broader multiplatform strategy to expand beyond PlayStation[16]. However, in direct comments to PlayForum, a Shift Up representative stressed that “nothing has been confirmed regarding the development of the Nintendo Switch 2” edition, leaving fans to weigh hope against official silence.

Stellar Blade’s PC launch isn’t just a win for Shift Up and Sony—it’s proof there’s untapped hunger for premium single-player experiences on PC and (possibly) beyond. Between record sales, an energized mod community, a confirmed sequel, and the tantalizing prospect of a Switch 2 port, Stellar Blade stands poised to become one of the decade’s most intriguing new IPs. Whether you’re gearing up for Eve’s next adventure in 2027 or simply diving into the heightened PC experience now, Stellar Blade’s saga is far from over.