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Report: Marvel’s Wolverine Aims for a 2026 Release; Venom Project Still in Development

Almost two years have passed since Insomniac Games suffered one of the biggest security breaches to occur in the video game industry. The leak exposed a massive amount of information on various projects in development, including an early build of the previously announced Wolverine and the studio’s full release schedule, which included several titles like a new Ratchet & Clank game and a Spider-Man spin-off centered on Venom.

Shortly after the incident, Insomniac released a statement confirming that development of Wolverine would continue as planned. However, this was followed by a period of radio silence that only fueled uncertainty among fans, raising doubts about the current state of several titles seen in the leaks.

As some may know, at least one project from this leaked roadmap has already been scrapped: the three planned DLCs for Spider-Man 2. These were centered on the villains Carnage and Beetle, with a third intended to tie in with the movie Spider-Man: Across the Spider-Verse. Nonetheless, with the launch of the game’s PC port, Insomniac officially declared they had no intention of releasing additional content, effectively ending these plans.

This clear movement happening behind the scenes makes us wonder about the current state of projects like Wolverine and Venom, but fortunately, we’ve received updates on both.

Someone familiar with the situation has confirmed to us that Wolverine will stick to the 2026 scheduled release seen in the leaks and that the Venom project remains in development. Additionally, we have also managed to gather some extra details about Venom based on information we’ve come across.

Venom Spin-Off And Other New Projects Are On the Way

The most important information we received from our main source is that Wolverine is still on track for a 2026 release, and Venom has been in active development. While we haven’t been able to determine how advanced the Venom project is, if we assume Wolverine remains the priority, it’s likely that the game is still in pre-production.

There are also some details from the story that we got from a different source, but since we couldn’t verify these, we recommend that you take these tidbits with a grain of salt. One of these would be that Eddie Brock will take the protagonist’s role. This might seem obvious to some, given what happened to the last user of the symbiote in Spider-Man 2. Still, it helps us to rule out the possibility of other symbiote users taking the lead, such as Flash Thompson, who was Agent Venom in the comics, or even an original character. We also know that, at least visually, this Eddie Brock will be closer to his comic book counterpart, more so than his live-action rendition played by Tom Hardy in the Venom films.

On the topic of characters, the Venom game would also see the return of Cletus Kasady as Carnage, who was previously leaked as the main villain of the game based on internal slideshows from the breach. Additionally, Anti-Venom would be featured, but not the version controlled by Peter Parker. Instead, we would see the more monstrous-looking version from the comics that Eddie Brock eventually uses. As with Peter Parker and his struggle with Venom, Eddie can maintain total control over his persona with Anti-Venom, so this could play a significant role in the story.

As a final note, we’ve also come across some clues that suggest that Insomniac is currently working to include Miguel O’Hara, also known as Spider-Man 2099, in one of their projects. While we don’t know if it will be in Venom, it’s more likely that this is related to Spider-Man 3. As some may remember, the multiverse was hinted at through a mission in the last game of the series as a tie-in to the Spider-Verse movies. A simple nod, but the leaked cancelled DLC did indicate that this would be expanded on more. With it cancelled, it will most likely now lead to a different storyline, or at least another tie-in mission.

So, when can we expect Venom to be released? That is certainly a complicated question, as even Insomniac’s plans from 2023 showed changes to the scheduled release date.

It was originally planned to be released at the end of this year, but the most recent data from the leaks placed it in 2027. We now assume that this date depends on whether the project has undergone significant changes in scale, considering that what was leaked was comparable in size to the Spider-Man: Miles Morales game.

Based on a Business Presentation from Sony in June, Wolverine won’t be released until at least the start of fiscal year 2026, which begins in April. With this in mind, we can’t realistically expect to see Venom anytime soon. However, the fate of the symbiote spin-off remains to be officially confirmed.

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Kingdom Come: Deliverance 2 – Legacy of the Forge Review – Forging Your Destiny

Join me as I venture back into Kingdom Come: Deliverance 2, not to fight and ward off an army, but to build my very own forge and live the happy life of a blacksmith. 

Henry’s story may be over, but his journey in Kuttenberg lives on in a whole new adventure. The question is, does it live up to the reputation of the action-RPG?  There’s a lot of factors to consider, but fans of the base game should be satisfied with what they’ll experience in this premium expansion.

Becoming a Forgemaster 

In what could be considered destiny, Kingdom Come: Deliverance 2’s newest DLC, Legacy of the Forge, sees Henry taking up the mantle of a full-on blacksmith. I’m not talking about the occasional forging that you did throughout the journey of the game. No, this is something else, and something quite different, as this DLC introduces a forge that you can build, manage, and even sell crafted and refurbished items from. 

A rather fitting DLC, as it not only ties into where Henry’s journey all began, but also adds a much-desired mechanic to the series that fans have been asking for. Although it doesn’t continue with where the story left off, and is instead DLC woven into the main game for you to take on whenever you like, it does offer quite a lengthy contained story.

After the previous forgemaster died, with his forge getting destroyed by a fire, Henry takes it upon himself to assist the now widowed wife in restoring the forge to its former glory. It’s not long after investing a hefty amount of Groschen into restoring parts of the forge that Henry finds himself in the company of the Kuttenberg’s Blacksmith Guild. 

It’s here where the story really picks up, as Henry will be tasked with taking on many different kinds of requests that are up there in both seriousness and the hijinks as the ones found in the main game. They’re of course shorter ones, but given the scope of this DLC, making your way through all the quests could take anywhere between 6 and 8 hours. It’s a “bitesize” much like the last DLC, Brushes With Death, was. 

I will say, as someone who has beaten the game and invested hundreds of hours already into it, I do wish that this was included with the base game. Newcomers, of course, will be able to enjoy the experience much more, as the forge is not only a good place to make better equipment, but it’s also a more manageable way of earning Groschen. Gone are the days of sneaking around in people’s homes at night and stealing all their belongings, only to sell them back to them the next day. Unless you really like doing that, which I’ll admit is funny every time I do it. 

Items that you forge will be passively sold whenever you place them into the chest at the forge, and this, in turn, earns you more Groschen, on top of something called Prestige. More currency means you can invest in more facilities around the forge, such as a place to store your horse, do alchemy, and all the other in-game mechanics that are scattered around the world. Prestige unlocks these upgrades, though you can also earn more of this by taking on guild quests and such. 

When you aren’t hard at work, you can relax in your room, which is also customizable.

All in all, Legacy of the Forge is an excellent addition to an already Game of the Year contender, Kingdom Come: Deliverance 2. Whether you’re jumping into the journey for the very first time or looking for a reason to come back, there’s a fresh take on the game’s mechanics that offers a welcome change of pace from the typical adventuring. The new forge system is deeply satisfying, providing a tangible sense of progression as you rebuild and manage your own blacksmithing empire. This DLC not only enriches the world of Bohemia but also gives Henry a chance to reconnect with his roots, offering a memorable and rewarding experience that proves there’s more to life than just swinging a sword.

Score: 9/10


Kingdom Come: Deliverance 2 – Legacy of the Forge review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Borderlands 4 First PC Update Released That Targets Performance Improvements

Borderlands 4’s launch was marred by loads of reports concerning performance issues on all platforms, though it seems the worst for PC. Thankfully, games can get updated these days, and Gearbox has released the first of what I assume to be many patches planned for the game.

While the client download is live on PC, there’s no word on when consoles will be getting an update, which is also needed, as the consle versions are also suffering from various technical issues as well.

Borderlands 4 First Update Applies Performance Improvements on PC, But There Are Conflicting Reports

Gearbox says the patch is to help improve stability for a “wide range of PCs.”

For those that change their graphics settings, your shaders will beed to recomplie, and it may take up to 15 minutes for this task to fully complete.

More notes from Gearbox

  • If you have an NVIDIA graphics card, please refer to this Borderlands 4 NVIDIA Optimization guide that features Optimal Settings charts provided by NVIDIA with suggestions for which graphics settings may work best for your combination of GPU and desired display resolution. You should also use the NVIDIA app to download and install NVIDIA’s newest Game Ready Driver (581.29) and Optimize for your system.
  • If you have an NVIDIA graphics card, please refer to this Borderlands 4 NVIDIA Optimization guide that features Optimal Settings charts provided by NVIDIA with suggestions for which graphics settings may work best for your combination of GPU and desired display resolution. You should also use the NVIDIA app to download and install NVIDIA’s newest Game Ready Driver (581.29) and Optimize for your system.

While the patch might hav worked for some players, loads of reports from the game’s Steam community mention how the patch didn’t do anything for them. Most notable are the crashing issues, which a lot of community members are reporting still persist.

Aside from crashing issues, players have mentioned that the patch made their game stutter, and even made them lose character customization for characters.

While Gearbox hasn’t said anything yet, expect another patch to be released to sort out issues for both PC and consoles. Once we know about that, we’ll let our readers know.

For more on Borderlands 4, check out our controller settings guide to make the experience better.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield 6 Auto-Spot Nerf Confirmed; Devs Don’t Want to Make Open vs. Closed Decision for Players

If you played the Battlefield 6 Open Beta, chances are you might have noticed how auto-spotting might have been a tad too powerful, as it even marked players even if they were obscured by smoke and more.

The folks at Battlefield Studios, which is comprised of DICE, Motive, Criterion and Ripple Effect, have commented about auto-spotting, and what they shared should be good news for players.

Battlefield 6 Spot Is Getting Nerfed Big-Time

battlefield 6 content

In an interview, Technical Director Christian Buhl and Senior Console Combat Designer Matthew Nickerson discussed key topics about Battlefield 6, and one of these was auto-spot.

Nickerson confirmed it’s getting nerfed significantly. “So, yeah, we definitely reduced the range and overall reduced the power. We found out a lot in open beta that it was obviously very strong, just like players said. Really, players ended up just shooting Doritos. Light environments, dark environments – they were just like, ‘Hey, aim at the Dorito. You’re going to hit something at the end of the day.’

Nickerson added, “We definitely don’t want that for Battlefield, so we’ve definitely reduced the duration, reduced the range – everything across the board to really hit that system and align it more appropriately with what we want. Again, we want the information. It’s important to ping players, but it’s got to be an active part of Battlefield. It can’t just be a fire-and-forget sweep across the whole thing [and] everyone’s lit up. That was very apparent in open beta, so we’ve made some considerable changes to the system. In terms of strength overall, we’ve definitely toned it down.”

This step should be appreciated by the Battlefield community, and before anyone cries that the developers remove spotting entirely, it’s a core part of Battlefield and is a way to communicate with the team if there’s a vehicle nearby, tagging an enemy you’ve seen and more.

The chat didn’t stop there, as the long-standing discussion on closed vs. open weapons is something the dev were asked too, and it seems not only are we getting the open and closed playlists in the final version of the game just like in the beta, but it’s a decision the devs do not want to make for the players.

In case you’re not familiar with the term, closed weapons locks each class to only be able to use certain weapon types, such as Engineers can only use submachine guns, while an open weapons system let’s any class use any weapon they please.

The developers were asked about it and what they think about the discussion circulating online about it.

Battlefield 6 Closed vs. Open Weapons Is a Decision the Devs Aren’t Making for the Players

Nickerson acknowledged the conversations about it, and said, “It’s philosophy at the end of the day. We don’t really want to make a decision or really pigeonhole how you want to experience Battlefield. I know we’re supporting both open and closed weapon sets in Portal and in different game modes. We ran a giant telemetry, data collection test in open beta, and we posted those results.”

Nickerson adds that they want to make sure they support both, so that players can play the way they want. “I think it’s ongoing, and I think it’ll continually evolve, but again, from a design side, we don’t want to make a decision for the player base at the end of the day. We want to support both moving forward, and again, a key mantra for Battlefield 6 is, ‘Play Battlefield how you want to,’ so we’re making sure we support both open and closed systems. We just don’t want to make the decision for the player.”

This is a discussion that might not be ending anytime soon, though I wish it would. It’s clear DICE is not going to budge on open weapons, and I am betting dollars to doughnuts, that their data shows that majority of the player base prefers it. It’s just the very vocal minority is always the one whining, so you hear more about it often. Personally, I’m OK with any, but it is tiring to see players argue about this non-stop.

In the same interview, the developers confirmed that there will be console-only crossplay in Battlefield 6, though some players might find it odd on how to turn it on.

As for the latest Battlefield 6 community outrage, it’s one about soldier skins, and how it might lead to crazy skins in the game. We wrote about it recently, which I recommend giving a read.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Borderlands 4 Controller Settings for a Better Experience

While Borderlands 4 has some technical issues that need to be ironed out fast, those playing the game on consoles (or on PC but using a controller) might also feel something’s off with the way your character looks and aims, and if so, it’s not just you.

Instead if waiting for Gearbox Software to patch this, players can just tweak the game’s controller settings for a better overall experience.

While controller sensitivity and settings are usually subjective to each person’s preference, the guide we have below should work for most gamers. Or at the very least, improve the experience to what’s set as default by Gearbox.

Borderlands 4 Best Controller Settings Will Make You Aim Better

 Controls (Basic)

Horizontal and Vertical Sensitivity Levels

  • Set all to 2

Cursor Speed

  • 0.5

Cursor Friction

  • 0.5

Controls (Advanced)

For both Left and Right Analog Sticks

  • Set all deadzone settings to 1% and 0.5

Gameplay (Basic)

  • Optional, but you can get a traditional radar back by turning Toggle Radar Display>Radar

Accessibility (Gameplay)

Grapple View Tilt

  • Off

Camera Head-bob

  • Personal preference, but around 60-80% might be the sweet spot for most

As has noted, these settings will make the game feel much better when using a controller. While some set their deadzones to zero (0), this might introduce stick drift to some. For some reason, Gearbox thought upping the deadzone settings by default was a good idea, which I’ve never seen in a shooter before.

The deadzone changes should present the most significant improvement, and will make controlling the game feel way better. If you don’t want to change anything else, this one should be adjust as soon as possible.

For more on Borderlands 4, read what Gearbox has planned in the game’s roadmap.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield 6 Unrealistic Cosmetics Debate – How Far Is Too Far?

Battlefield 6 is shaping up to be a true return to form, with it looking like DICE is listening to the community and nailing down most of the requested features. However, despite the studio expressing that they’re aiming for a grounded, “realistic” approach when it comes to cosmetics, the community isn’t quite convinced that the studio will stick to this plan. 

It seems our first point of dissension among skins has arrived, and it’s in the form of a leaked skin in Battlefield Labs. While nothing too over-the-top, it is a bit more colorful than what people were expecting. So the question now begs to be answered: How far is too far when it comes to cosmetics for Battlefield?

(Editor’s Note: Before anyone panics, the featured image above showing a pink camo is not real, and was made just for effect).

It’s Only a Color. No One is Forcing You to Buy or Use Them…

In case you missed it, a leaked skin for Battlefield 6 has surfaced, and although it’s nothing compared to the likes of Call of Duty or Fortnite, it seems the community is having some pretty big pushback solely on the coloring scheme being too bright. 

Check it out for yourself:

Even if you don't think this looks too flashy or over the top, the community needs to push back against skins like these. EA with push cosmetics as far as we let them and we shouldn't wait 'til they try adding Santa before they are deterred by community backlash.
byu/SpiritualBacon inBattlefield

 

Despite being somewhat tame, it has stirred quite a debate among fans as to what belongs and what doesn’t belong in the Battlefield franchise. Most can agree that going for more authentic military skins would be better suited for the franchise, though some aren’t too bothered by having bright colors and such. 

Personally, I believe there’s only so much they can do with staying within “realism” that would entice players to actually buy these (because we all know that’s going to be a big focus). Seeing some one-offs now and then doesn’t bother me as much as it does others. But that’s not to say that I don’t understand where this may all eventually lead.

Still, a common thing that many are throwing around is that no one is forcing you to buy them or use them. That’s entirely true, and I have never spent a dime solely on cosmetics myself in any game. I’ve played through Call of Duty just fine like this (more on this in a bit) and know it’s all completely optional.

For some, they see this as posing no harm, because how is one skin going to harm anyone? Especially when all we have is just this one skin alone so far?

…But Pushing Back Now Means Battlefield 6 Won’t Turn Into Call of Duty: Fortnite 2.0

Look, I don’t mind the one-time skins that pop up now and then, and event skins based on Holidays, like wearing a Santa Claus hat or something. It’s all in good fun, and Battlefield 6 is a game after all, where players want to have fun. I think it’s cool when a game does stupid things. But that kind of thinking can lead down a dangerous road for franchises.

Take Call of Duty, for example. If you’d have asked me 20 years ago that Call of Duty was going to feature Beavis and Butthead, the Ninja Turtles, Terminator, and so many other popular characters, I would have laughed in your face and called you the biggest dumbass ever. Yet, 20 years later, here we are, a franchise that has lost its identity to chase greed. 

Call of Duty didn’t just start like that. It worked its way to this moment, iteration after iteration, introducing new types of cosmetics. It began with your everyday “authentic” camos, then moved to golden skins, then vibrant colors, then original character skins, and now, collabs. All this, built up through decades of slowly easing into the player’s mind that it’s “normal.”

Honestly, if I went back in time and showed a Call of Duty fan a picture of what Call of Duty is today, they wouldn’t even be able to tell me it’s Call of Duty.

This loops back to the age-old debate about microtransactions. No one forces you to buy these things, so why push back on them? Well, the image above is precisely why. Sure, you may not spend your own money on it, but there’s nothing to stop you from ever encountering it. 

To me, seeing stuff like that in a game that I grew up knowing is one thing; it’s such a massive turn-off. Remember when Activision rebooted Modern Warfare in 2019, and we were all impressed by it, because of how much it was pushing the whole military authenticity? The skins came for it eventually, but how did we go from celebrating a game with perhaps one of the most chilling single-player missions in the entire series, to well, what we have now with it?

Players don’t want this to happen with the Battlefield franchise. We want the game to continue leaning into the identity that the franchise has carved out for itself, not to step away and try to be another Fortnite. I don’t necessarily think that means we can’t have a few fun skins here and there, but they gotta make sense to the franchise. You can’t have Godzilla running around with a gun and fighting SpongeBob Squarepants and expect players to be okay with that. 

We’ve been fine with callbacks, like player cards in Battlefield 2042 referencing the historical long-neck Battlefield bug, or Rendezook. Even if they end up somehow running out of authentic skins, there’s so much from Battlefield history alone that they can pull from. To make stuff that is “unique” while also not being on the border of turning the game into Fortnite. You can “wacky” things in your game without actually being that, too. Take this example: what if they released Bad Company character skins? The skins themselves are pretty innocent, as if you showed them to someone who doesn’t know the franchise, they would think it’s in line with Battlefield 6 at least. But players know the character’s history, they know the games, and how much less serious they are. 

Would we all be against it if DICE added grenades with yellow smiley face pins? I like to think not, as it pays homage to something that has been in the series already. 

I’m not saying go crazy and start introducing all kinds of wacky things, but DICE can still have fun with it in a way that players actually like. 

A Toggle to Turn Them On and Off? EA Is Trying to Run a Business Here!

Battlefield 6 AI Bots

Ultimately, the answer to all skin issues comes in the form of a toggle. I mean, holy shit am I a genius for thinking of that? Why hasn’t anyone else suggested that! Obviously, they have. The sad reality is that at the end of the day, EA is a company; a company that wants to make money in any way it can. I’m not trying to paint them as some evil and greedy megacorporation that only looks out for itself. But we, as gamers, don’t understand a shred of running a business like that. But what I do know is that to keep running a business, you have to make money. I think a big mistake a lot of people make is thinking these publishers are our friends, no matter how many good things they may have done in the past; profits drive everything at the end of the day. 

So, really think about the effects of having a cosmetic on/off toggle would do for a company. It’s great for us, gamers, but do you think that any publisher wants to miss out on the potential sale they might get because someone sees a skin in action, and thinks to themselves, Alright, that’s cool, maybe I should buy it?

It’s basically “free” marketing every time someone buys a skin and uses it in-game. It’s shitty, I know, but I wouldn’t hold your breath hoping for a solution that caters to both. If you want to know why big games like Call of Duty and Fortnite don’t have cosmetic toggles, it’s because of that, and it works. 

But How Far Is Too Far?

battlefield 6 price

Honestly, the answer to this question is such a hard one to get right. It’s a spectrum, and where you fall on it often depends on your own personal history with the franchise and what you want from the game.

For a lot of long-time Battlefield players, “too far” is anything that breaks the game’s core identity. That identity is rooted in a gritty, large-scale, and somewhat authentic military experience. The fear isn’t just that a bright green skin is ugly; it’s that it’s a crack in the foundation. It’s the first step down a path that leads to the game becoming unrecognizable, a place where a tactical soldier is fighting alongside a cartoon character. This kind of “slippery slope” argument isn’t baseless, as the Call of Duty franchise is a prime example of where that leads. What starts as a slightly out-of-place cosmetic can, over time, become the new normal, eroding the very atmosphere the game was built on.

For others, the line is drawn at outright absurdity. They’re okay with a bit of color or a unique flair, as long as the character still looks like they belong on a battlefield. A soldier with a bright accent is one thing, but a soldier dressed in a full-blown superhero costume is another. The cosmetic still adheres to the general visual language of the game. They might argue that a little customization helps a player stand out and express themselves, and that as long as the core gameplay remains grounded, a few colorful skins don’t ruin the experience.

Ultimately, the debate boils down to a conflict of visions: the community’s desire for a return to a specific, historical feel, and the publisher’s need to generate ongoing revenue in a live-service market. The leaked skin, while seemingly minor, is a symbol of this conflict. It’s not just a splash of color; it’s a litmus test for how far DICE and EA are willing to push their “grounded” promise. And for many in the community, the simple fact that this skin exists at all is already a sign that the promise is being bent, and the line is being crossed.

Up to what extent would you be OK when it comes to cosmetics and skins for Battlefield 6? Is something bright a deal-breaker for you, or as long as it’s not asburd, we should let the devs and players have a little bit of fun? Sound off in the comments.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Hollow Knight: Silksong New Update 1.000.004/1.04 Drops as First Post-Release Patch

After releasing the Hollow Knight: Silksong first post-release patch on PC, Team Cherry has now pushed it out on consoles too. Players will see this as Hollow Knight: Silksong update 1.000.004/1.04, and this should make the game a lot more bearable when it comes to damage and more.

While this isn’t a particularly big patch, it does implement a few key changes when it comes to boss difficulty, rosary earn rate and more. Read on for everything new in the complete patch notes.

Hollow Knight: Silksong’s First Update on Consoles Makes the Game a Little Bit Easier

Silksong First Update

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in the late game.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Fixed Swamp Squits becoming invincible if hit under water.
  • Fixed instance where Lugoli could leave the arena and not return.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks

Team Cherry has also confirmed a second update is in the works and will tackle more issues, once that’s live, expect it on the site.

In other Silksong news, did you know there’s a cheat code in the game, but it doesn’t do what most people would assume it would.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield 6 Battle Royale Leaked Gameplay Surfaces Showing the Gameplay Mechanics

Although DICE and the rest of the Battlefield Studios aren’t quite ready to show off Battlefield 6 Battle Royale in a more official format, yesterday’s announcement that testing will begin in Battlefield Labs meant that something will leak.

To the surprise of no one, leaked gameplay for Battlefield 6 Battle Royale has surfaced online, giving us our first look at the mode in action.

Nearly 12 Minutes of Battlefield 6 Battle Royale Gameplay Has Leaked

In case you didn’t know, DICE is running a new Battlefield Labs playtest this weekend, and it’s to test out the newly announced Battle Royale mode for Battlefield 6. Although sharing any footage and details about the test is under NDA, that hasn’t stopped players (shocker) from sharing the leaked footage.

First up is a look at the intro that players will be greeted with every time they start a match, including the jump sequence.

First Look at Battle Royal Jumping Sequence
byu/RevivedTitangil inBattlefield

Next is the actual gameplay, which shows off the boat and tank in action, amongst other things. 

Battle Royal RHIB boat and Tank Gameplay
byu/RevivedTitangil inBattlefield

 

Of course, this is an early build of the mode, so bugs and such are expected, but even still, the Battle Royale mode in Battlefield 6 is already looking very promising.

There’s no official word from the Battlefield Studios as to when we can expect this mode to be fully revealed (as in official footage and all), though given that Battlefield 6 is launching in less than 30 days, we’d guess it’s going to come a lot sooner than later. 

Only time will tell, but in the meantime, you have the Battlefield 6 launch to look forward to, which arrives on October 10, for the PS5, Xbox Series X|S, and PC. As a reminder, Battlefield 6’s campaign mode will be shown off at TGS later this month.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Resident Evil Requiem Devs Aims to “Play Around With Player’s Emotions,” Teases New System That Hasn’t Been Revealed Yet

With Resident Evil Requiem (Resident Evil 9), Capcom isn’t just introducing a new protagonist, but they are also looking to shake things up when it comes to how players experience horror and the cycle that comes with it.

This is something RE: Requiem devs explained alongside other info that makes the wait for the horror sequel just much harder.

Resident Evil Requiem Will Toy With Players’ Emotions

In a video interview, game director Koshi Nakanishi and producer Masato Kumazawa talked about Resident Evil Requiem, and one of the topics discussed was how the developers have a gameplay loop of a horror sequence, followed by  a “release” that lets you come down from that frightended state, to something more peaceful or combat-focused to shake things up.

In Resident Evil Requiem, the developers teased that they have a “new system,” though they can’t talk about it yet. Not only that, but they are aiming to toy around with emotions of people playing the game, suggesting there might be some shocking moments.

The two Capcom devs said (via a translator), “I think they reflect a typical game design that we have for this series where, you know, you can’t keep the horror tension to the max through the whole game because it’s quite exhausting. So you need to have this kind of dynamic pacing curve where you’ll have a very tense horrific sequence, and then we give you a bit of a release or a catharsis from that and let you sort of come down from that with more slightly peaceful exploration or some exciting combat, and then we gradually bring you back up the horror part of the curve.

“Again that’s the sort of standard practice for Resident Evil. The difference this time is there’s a fresh there’s a new system that I can’t quite get into yet. But if you think of the difference between the tension and the release being a certain sort of size of wavelength as it were of that curve. I want to make the distance between those aspects like bigger than ever before in the series. And it just becomes a complete roller coaster ride between the different aspects of the series. And I’m very excited for people to eventually understand what I mean by that. We’re definitely going to play around with your emotions a lot with this one.”

This sounds intriguing, to say the least. Let’s hope whatever this new system is, it doesn’t break the franchise’s tried-and-tested formula.

Resident Evil Requiem is due for release on Feb. 27, 2026 on the PS5, Xbox Series X|S and PC. If you haven’t seen the main monster that stalks the player, you might want to give it a look, and it’s definitely one of the scariest monsters in the franchise we’ve seen.

The second official trailer for RE: Requiem has also been released today, which we’ve included below.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Ark Survival Ascended New Update 1.072.001 Fixes Stall Issue

Studio Wildcard is back once again with another patch for Ark Survival Ascended today, and this one is a hotfix that aims to fix a few technical issues nagging players.

Console and PC players should be able to download Ark Survival Ascended update 1.072.001 right now (ver. 72.3 on PC), and this minor patch should help with server transfer issues.

Ark Survival Ascended’s Update on Sept. 12 Fixes Stall Server Transfer Issue

Ark Survival Ascended Update 1.058.034

v72.3 – Major version for Servers and Clients (v72.1) – 09/12/2025

  • Fixed a stall that can occur when loading in after you transfer to another server which could lead to needing a relog.
  • Fixed an Exploit.

In addition to that, there wewre also two patches released recently, and we’ve included the fixes for those as well.

v71.15 – Minor version for Servers – 09/08/2025

  • Fixed an issue that caused your companion to dig in and vanish when exiting companion mode.
  • Fixed an issue causing severe lag with specific milestones related to gaining XP while mounted on a creature.
  • Fixed an exploit.
  • Fixed a server crash.

v71.13 – Minor version for Servers and Clients (v71.11) – 09/05/2025

  • Reduced Megalodon spawns also for Clients.
  • Fixed Babyfy in the Megalab.
  • Fixed Freemium mods sometimes not registering as owned if you don’t visit the mod browser.
  • Fixed several server crashes.
  • Fixed an exploit.

Once Studio Wildcard has another patch released, we’ll let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

MY HERO ACADEMIA: All’s Justice Hands-On Preview – The Final War Is On

While it may not be nearing release yet, MY HERO ACADEMIA: All’s Justice made an appearance at PAX West 2025. MP1st was invited to a private demo session with Bandai Namco’s upcoming arena fighter to see how it’s shaping up.

Our MY HERO ACADEMIA: All’s Justice hands-on preview to see how the Final War is shaping up in video game form as the dev continue working on the game leading up to an unannounced release date.

It’s All Led to This

MY HERO ACADEMIA: All’s Justice is set during the aforementioned Final War, between the heroes and villains of the world. While we weren’t shown much in the way of story content, we were told that it will follow the Final War, with ultimate Quirks and all. Quirks is the name of the special abilities that most heroes are granted in this universe, and they can become incredibly flashy, ultra-powerful moves that can deal a ton of damage.

Now, admittedly, I am not a great fighting game player. I can do a couple of combos on Mortal Kombat, and occasionally enjoy ranking up in Tekken, but I’m not pulling off any sort of crazy moves these days. Our appointment also took place on the third day of a very busy PAX West, pretty early on in the day. So, my already low-level skills were on display. I played a basic intro fight to get things started, and the demo mercifully had a no-fail mode on to get used to the game’s fighting mechanics. Predictably, it didn’t go too well – my HP dropped to nothing, and I limped through to the end.

Let’s Try That Again

Despite my embarrassing performance, I soldiered on to the next fight. Here, I got to select three characters to team up against three CPU-controlled opponents. I picked Nejire, Tamaki, and Mirio, to fight against Tomura, Neito, and, hilariously, Deku. If you know a little bit about My Hero Academia, you’d know that Tomura is All for One, while Deku is One for All. They are archnemeses and would never really team up, but I thought it would be funny to see.

So, how did round two go? Much better than the first. Using the normal control scheme, which is set up for more casual players, it was easier to string together combos, trigger Rising or Plus Ultra, and evade attacks. I managed to beat the CPU without running out of HP.

It felt satisfying to understand some basic moves while also being able to switch characters out as the situation called for. The CPU was no slouch, either. It first attacked furiously, and as the fight progressed, it would switch characters almost as often as I did. Once the CPU was down to the last fighter and the “free” Rising mode wore off, it became much more defensive, attempting to keep distance between us, getting in ranged attacks where possible, and blocking many of my attacks. Ultimately, though, my team’s overwhelming power proved victorious.

Rising to the Challenge

As with most fighting games, there are meters you can fill up for more power. In All’s Justice’s case, this includes the Rising and Plus Ultra meters. Once the Rising meter is full, the Rising mode can be activated, which greatly powers up your characters. It is also automatically triggered whenever either team is down to its last member, serving as a sort of crutch that can give struggling players a chance to snatch victory from the jaws of defeat.

The Plus Ultra meter has three levels, and just like with other fighting games, the higher the level, the stronger the attacks.

The Unreal Engine ran All’s Justice on a PS5 at a nice and smooth clip. While specifics were not detailed, it appeared to be at least 60fps, and no noticeable slowdown was spotted, even with the game in an early state. The cel-shaded look mixed with comic book-like effects made it look like a graphic novel brought to life, and the solid voice acting helped to sell the feeling of playing through an episode of the anime.

MY HERO ACADEMIA: All’s Justice appears to be the ultimate arena fighter for fans of a series that is finally reaching its exciting conclusion. With all kinds of unique quirks to mix and match, and a combo system that was able to deliver impressive results for one very tired journalist, series fans should get ready to live through the final war between heroes and villains when MY HERO ACADEMIA: All’s Justice launches on Steam, PlayStation 5, and Xbox Series X|S. A release date is not yet set, but rest assured, when that date is official, you’ll learn about it here.

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Paulmichael Contreras

Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.

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Battlefield 6 Will Feature Console-Only Crossplay Confirmed, Though How to Turn It On Is Different Than What We’re Used To

Back in August, we reported on how Battlefield 6 will feature what DICE calls “preferred crossplay” wherein consoles will be matched with another console first, and once it has exhausted that, it’ll then dip into the PC player pool.

If you’re one of the many who just want full console-only crossplay, we have good news for you: Battlefield Studios devs have confirmed that this feature is indeed present in the shooter, contrary to earlier reports.

Battlefield 6 Console-Only Crossplay Is Available in Matchmaking and It’s Easy to Turn On

battlefield 6 sensitivity

UPDATE: EA has clarified that there is NO console-only crossplay, and it seems the game’s own Senior Console Combat Designer has made a mistake. Read the full explanation to get a better understanding of it.

ORIGINAL STORY:

In a new interview, Battlefield Studios, the four studios tapped to work on Battlefield 6, which include DICE, Motive, Criterion, and Ripple Effect, confirmed the feature will be available at launch.

This is something Technical Director Christian Buhl and Senior Console Combat Designer Matthew Nickerson discussed, and even mentioned how to turn it on. While there is still “preferred crossplay,” players can opt out of playing with PC players completely.

Nickerson explained, “Console-only crossplay happens if you turn it off. When you flip that switch, then you get, basically, console-only crossplay, and that is, we don’t fill with PC players.” When asked if this means PlayStation (PS5) players can play with Xbox (Xbox Series X|S) players if crossplay is turned off, Nickerson answered, “Yeah.”

There you have it. If you want to turn on console-only crossplay in Battlefield 6, you’ll need to turn crossplay off in the game’s settings.

While some gamers might not want to play with PC players, Nickerson explained how they’re integrating it in a way that console players won’t feel at a disadvantage, and also discussed auto-aim changes.

“Crossplay, generally, what we have on consoles is a simple toggle that’s actually in-game. Not every product that launches has that available to the player. Some players have to dig through option menus to actually turn off crossplay, like on the Xbox or something. We have it in-game, and it’s just a simple toggle on/off,” Nickerson said.

Battlefield Studios Devs Explain How Input Preference and Crossplay Work in Battlefield 6

Nickerson talked about input preferences and how it works with crossplay, “When it comes to preference input, we have just what it sounds like: If you’re a console player, we are looking for other console players in a set time frame, and then if we need to fill up the lobby more, we will look towards PC players. We’re very confident but also very keen to what crossplay means for Battlefield 6. We’ve gone the extra mile and put in a lot of effort in terms of balancing the inputs, understanding where the inputs lie [not just] in terms of relationship to general play styles but general performance of what they’re good at and maybe what they lack.”

The console dev also talked about aim assist and explained, “We’ve completely redone aim assist from our Battlefield 2042 version. We’ve added aim assist for what we call our ‘combat triangle’ now – and that’s infantry versus inventory, infantry versus vehicles, and vehicles versus vehicles – to give that cohesive experience if you are on controller, compared to, maybe, something that’s a little bit easier on keyboard and mouse. So [we’re] very dedicated to crossplay, and we’re trying to nail it across multiple vectors when it comes to crossplay. It’s just such an important aspect for us and for Battlefield 6.”

This is definitely good news for console gamers, since some do only want to matchmake against console players, and this gives them that option. By default, full crossplay will be turned on, so it’s not like the developers are discouraging players from matching against other platforms.

In other Battlefield 6 news, the game’s single-player campaign will get its first blowout at Tokyo Game Show 2025, which kicks off later this month.

Battlefield 6 will be available on October 10 for the PS5, Xbox Series X|S, and PC. While the release date of the Battle Royale mode of BF6 isn’t known yet, EA has confirmed that testing for it is starting this week.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Lost Soul Aside Update 1.007 Applies Gameplay Optimization

While Ultizero Games released a patch for Lost Soul Aside a few days ago, the studio pushed out a new update on both PS5 and PC, and this applies bug fixes and optimization. This should further help gamers annoyed by some of the game’s bugs and technical issues.

Players will see this download as Lost Soul Aside update 1.007 (01.007.000), with the full patch notes available below.

Lost Soul Aside’s Update for September 12 Continues to Optimize the Game via Patch 1.007

Lost Soul Aside RTX Trailer

PS5 & PC – Bug Fixes

  • Fixed an issue where Vesper could occasionally behave abnormally during Phase 2 of the fight.
  • Fixed a few abnormal behavior or voice lines for Liana under certain conditions.
  • Fixed some abnormal behavior for specific NPCs in the Imperial Capital – Harbor area in the Interlude chapters.

PS5 & PC – Gameplay Optimizations

  • Enhanced the hit sound effects for weapons and monsters.
  • Adjusted the trigger distance for dialogue interactions to enhance gameplay flow.
  • Updated the credits.
  • Optimized models and animations for select NPCs.
  • Improved the landing animation for Kaser when descending from the air, making it easier to predict the landing position.

PC-Specific Optimization

  • Mouse side buttons can now be assigned in the key rebinding menu for more flexible control customization

Once the developers release another patch, expect it here on MP1st.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Dragon Quest 7 Reimagined Announced for Release on Feb. 5, 2026; Key Features of the Remake Revealed

Back in July, we reported that a Dragon Quest 7 remake is in development at Square Enix, and it will be released sometime in 2026. As if you further needed convincing that our reports are the real deal, Square Enix confirmed it today as the company announced Dragon Quest 7 Reimagined.

Dragon Quest 7 Reimagined is not just a remaster, as Square Enix calls it a “bold new remake of the RPG classic,” and it’s due for release on Feb. 5, 2026, on the PS5, Xbox Series X|S, Switch, Switch 2, and PC.

Dragon Quest 7 Remake Is Real and Here Are Its Key Features

It’ll be more than a simple visual upgrade, as it will even feature new quality-of-life improvements.

  • Hand-Crafted Aesthetic – The character designs, originally crafted by world-renowned manga artist Akira Toriyama, have been reimagined into a charming 3D art style using dolls actually created in the real world. Environments and dungeons are also brought to life with a unique hand-crafted, diorama-style aesthetic that vividly illustrates the beloved world of the DRAGON QUEST series.
  • Enhanced Story – While remaining faithful to the original story, the narrative of DRAGON QUEST VII Reimagined has been enhanced to provide a more streamlined story experience. Alongside the main adventure, players can enjoy optional side quests, stories and minigames.
  • Thrilling Battle System – The turn-based battle system has been overhauled with significant changes to offer more dynamic and thrilling battles, including an updated vocation system that features a “Moonlighting” mechanic, allowing players to use two vocations at one, a “Let Loose” ability that can be activated when a character gets worked up, and a new “Monster Master” vocation that introduces the “Positive Reinforcement” vocational perk that summons powerful monsters to assault any enemy.
  • Memorable Characters – Journey alongside characters like Keifer, the prince of Estard, and Maribel, the daughter of a mayor, as well as many other allies and enemies.
  • Sprawling Exploration – Unlock, expand and explore different worlds by collecting fragments and completing tablets. The varied worlds feature bustling towns to visit, challenging dungeons to conquer, quests to partake on and so much more.
  • Quality-of-Life Improvements – A host of quality-of-life improvements have been implemented in the game for a smooth experience, including a redesigned UI that will allow for easier access to information.

There will be a physical Collector’s Edition set for release on the same day, which is available for pre-order starting today on all platforms.

Dragon Quest 7 Reimagined Collector’s Edition Contents

  • DRAGON QUEST VII: Reimagined Standard Edition physical game
  • DRAGON QUEST VII Reimagined SteelBook® Case
  • DRAGON QUEST Smile Slime Plush
  • DRAGON QUEST VII Reimagined Ship in a Bottle Figure
  • The Road of Regal Wretches, Luminary’s Livery and Jam-Packed Swag Bag downloadable content packs and Ruff Costume DLC

There’s also a Digital Deluxe edition, which will feature 48 hours of early access, a unique costume for playable character Ruff and three paid DLC packs will be available at launch.

Those who purchase any version of the game will receive the Early Bird Bonus, which is a unqiue costume for the Hero and three Seeds of Proficiency, in-game items to help improve character stats.

Finally, players who purchase the game digitally will receive a Slime Shield unique to each platform.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Hollow Knight: Silksong First Update on PC Released This Sept. 12 as Version 1.0.28497

Team Cherry has pushed out the first Hollow Knight: Silksong update since release, and it’s live now on PC, which will bring the game to version 1.0.28497.

This includes several bug fixes and a reduction in difficulty, which was previously mentioned by the developers.

This title update does not include any new content, and should be available to console players once it passes certification.

Hollow Knight: Silksong First Update Since Launch Out on Sept. 12 to Reduce Difficulty in Some Instances

Steam down sept. 4

The complete patch notes are available below:

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in the late game.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Fixed Swamp Squits becoming invincible if hit under water.
  • Fixed instance where Lugoli could leave the arena and not return.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks.

Once the console patch is out, we’ll let our readers know. Team Cherry has also confirmed a second update is in the works and will tackle more issues.

In other Silksong news, did you know there’s a cheat code in the game, but it doesn’t do what most people would assume it would.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Lollipop Chainsaw RePop New Update 1.015.001/1.15 Celebrates Game’s Anniversary With Free Outfit

Dragami Games is celebrating the first anniversary of Lollipop Chainsaw RePop today, and to mark that occasion, the studio has released patch 1.5 that adds a free outfit for everyone.

Console gamers will see the download as Lollipop Chainsaw RePop update 1.015.001/1.15, and there’s also a huge 45% discount on the game on digital platforms for a limited  time.

Don’t expect any gameplay-related changes, as the game is feature-complete on that.

Lollipop Chainsaw RePop Anniversary Update Adds a Free Outfit via Patch 1.015.001/1.15

The free outfit is called the “American Police” pictured above, and the dsciount has already started from Sept. 1o to Sept. 24.

Sale Duration:

PS5 / PS4 / Nintendo Switch

  • Americas:
    Sep 10, 12:00 AM – Sep 24, 11:59 PM (PDT)

  • Europe:
    Sep 10, 12:00 AM – Sep 24, 11:59 PM (BST)

  • Asia:
    Sep 10, 12:00 AM – Sep 24, 11:59 PM (JST)

Xbox Series X|S / Xbox One

  • Sep 9, 5:00 PM – Sep 24, 4:59 PM (PDT)

Steam

  • Sep 10, 12:00 AM – Sep 24, 11:59 PM (PDT)

The last update released three months ago also added new free stuff. Don’t expect any succeeding patches for the game unless it’s to add something new. Based on an announcement this year, it looks like Dragami is looking to develop new Lollipop Chainsaw games, and once we know more, we’ll let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

The Finals Season 8 Hotfix 8.0.1 Released as Update 1.000.104/1.42

Following the other day’s big Season 8 patch of The Finals, Embark has fired out hotfix 8.0.1 on all platforms that aims to fix a few issues. Console players will see this as The Finals update 1.000.104/1.42, and this fixes a few weapon issues and other gameplay elements.

Given the Season 8 rollout, don’t expect any new content from this outside of fixes, though there are cosmetic bugs that are fixed in this patch.

The Finals New Update on Sept. 12 for Hotfix 8.1 Applues Fixes to Various Bugs

The Finals Update 2.9.0

Content and Bug Fixes 

Cosmetics & Customization

  • Fixed an issue with the ‘Fuel to the Fire’ visual effect that caused it to be too long and sometimes clip into the player’s first-person camera view
  • FIxed a bug with the Black Nile Project Mask that could make your Character appear bare-chested in the main menu

Gadgets

H+ Infuser

  • Fixed an issue where the H+ Infuser’s projectiles could be blocked by some objects, such as friendly Dome Shields

Gameplay

  • Reverted a change that has prevented players from quickly cancelling an animation after use, such as throwing a Frag Grenade, causing the item or projectile not to spawnDev Note: In the 8.0 patch we made a change to better match the animation that plays when raising the Dematerializer control panel to the preview effect, to fix a common issue where players tried to quickly Dematerialize a surface but their first input didn’t count. Unfortunately, this fix had some unintended impacts so we have reverted that change, which means the old Dematerializer issue will be back until we find another approach.It should be noted here that separate to this change, we made a fix in 8.0 that causes deployables’ preview meshes to only appear when the player is allowed to deploy them. This should make it more reliable to deploy, and avoid that old feeling that the input was being ignored because the mesh showed up too early. The ‘time to deploy’ for these items is still the same as prior to 8.0, this is just a visual change and it is not related to the revert mentioned above. 

Specializations

Evasive Dash

  • Fixed an issue where hitting jump immediately after dashing would cause a ‘super-dash’ to occur, sending the player much further than intended

Weapons

Dagger

  • Fixed an issue where releasing the secondary attack early, before fully charged, could cause distorted and stuck sound effects

Pike-556

  • Fixed an issue where the Pike had the wrong headshot bonus. It now gives the correct x1.5 damage bonus

Sword

  • Fixed an issue where releasing the secondary attack early, before fully charged, could cause distorted and stuck sound effects

As part of the Season 8 rollout, kill cams have been introduced in testing, though they won’t be available on certain platforms.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > Title Updates and Patches

Marvel Rivals Season 4 Update Kicks Off via Patch 1.000.044

Marvel Rivals fans, the time you’ve been waiting for is here, as Season 4: Heart of the Dragon kicks off today, September 12! This brings a new Vanguard hero, a new map, mode and more.

Console players will see Season 4 as Marvel Rivals update 1.000.044, and this should be a hefty download, and will be rolled out with downtime involved.

For everything new in the Season 4 content drop, as well as the massive hero balance changes that will be applied with the new season, head on below.

Marvel Rivals Season 4 New Content Available on Sept. 12 and Beyond

New Hero

Angela descends to Marvel Rivals. Prepare to unleash Asgardian might!

New Stories

1. New Serial – Heart of the Dragon
2. New Angela Lore – Her Sister’s Keeper
3. New Iron Fist Lore – One True Champion
4. New Loki Lore – Destined For Doom

Season Event

The Scroll of the Immortal Beasts has been revealed. Light up the Immortal Beast badges to earn a free costume: Ultron – Wasteland Robot!

Competitive

Rank Reset: Based on your final Season 3.5 rank, ranks will be demoted by 7 divisions. For example, if you ended the season at Diamond I, your Season 4 journey begins at Gold II.

New Rank Settlement Rewards: Reach Gold for the divine Angela – Siriana’s Silver costume. Earn all-new Nameplate Frames at Diamond and Platinum, plus rock fresh Crests of Honor for Grandmaster, Celestial, Eternity, and the illustrious Top 500.

S4 Battle Pass

Unlock a heavenly new Battle Pass featuring 10 all-new sets of heroic costumes! This season’s theme is the mysterious Fruit of Immortality. We hope you enjoy it!

Arcade Mode Hub

Arcade mode has leveled up!

Now with more choices available:

1.  New – Conquest (Annihilation)

– Score 1 point per enemy defeated; first to 50 points wins.
– Map: Tokyo 2099: Ninomaru

2. New – Free Fight

– Based on Quick Match (Domination,  Convergence, Convoy) rules, but no restrictions on duplicate heroes; each team can ban 2 heroes (same ban rules as Competitive).
– Map Pool: Same as Quick Match (except Throne of Knull). Upon matchmaking, a map is randomly selected.

3. Returning – Clone Rumble

–  Gameplay experience has been streamlined: Choose from 2 heroes randomly selected by the system. The side that reaches 100% capture progress on the current map wins. (Victory is decided on a single map.)
– Map Pool: Same as Quick Match (Domination). Upon matchmaking, one of 15 small maps is randomly selected.

4. Returning: Giant-Size Brain Blast

–  Same rules as before.
– Map: Tokyo 2099: Ninomaru
5. Current: Conquest

– As per current Conquest rules
– Map: Tokyo 2099: Ninomaru
6. Existing: Doom Match

– As per current Doom Match rules
– Map: Empire of Eternal Night: Sanctum Sanctorum
*All of the above modes are now permanent!

Arcade Matchmaking

1. Pick 1–6 modes to queue for.
2. Team up with any number of friends.

Other:

– Can gain Hero Proficiency in Arcade, but has daily caps.

New Systems

1. Emoji Wheel Rework: Added a new list format to equip more emojis, and you can now send them in more scenarios!
2. Costume Rotation: Randomize your hero’s look from multiple selected unlocked costumes.
3. Custom Ability VFX Visibility: Choose to see (or hide) others’ custom Ultimate Ability effects.
4. Friend Suggestions: Based on your battle performance and preferred heroes, we’ll suggest suitable friends to help you connect with more players and team up with compatible allies in-game.
5. Slow Walk: Added slow walk to PC version.
6. Squad Voice Chat: Choose to keep squad comms private by just enabling squad voice chat (the stack you match with) or your entire team (the players you get matched with).
7. Gallery Cards: You can now download high-resolution versions of your Gallery Cards locally on PC and PlayStation? 5.
8. Team Lobby: Entrance animations can now be played in the team lobby.
9. Disconnect Pause: In Custom Game – Tournament Room, hosts can enable auto-pause if a player disconnects.

New In Store

1. Angela – Skuld 2099 Bundle

2. Angela – Emoji Bundle

3. Angela – Cerulean Lightbringer Costume
Available from: September 12th, 2025, at 9:00:00 (UTC)

Twitch Drops

As Season 4.0 kicks off, get ready for a new round of Twitch Drops. Simply accumulate the required viewing time to claim your rewards.
This round’s drops include the Blade – Will of Galacta costume along with related bundle content.
Drops Period: September 12th, 2025, at 12:00:00 (UTC) to October 10th, 2025, at 09:00:00 (UTC)

Tournaments

1. The fourth season of the Marvel Rivals Championship is here! Dynamic nameplate designs have been introduced for champion, runner-up, and third-place. Play 10 Open Qualifiers for an exclusive spray reward. Platinum III remains the minimum sign-up rank, with faction slots for each region remaining at 2,500. Please note that, like season 3, the sign-up phase is shorter due to the season length adjustment. Stay tuned for the official schedule and check the Marvel Rivals Championship rules for details.
2. Marvel Rivals Championship Factions have been moved from the main tab under the Tournament section to within the Championship page itself, enhancing the connection between Factions and the tournament. All related functions remain unchanged.

“]

College Perks

College Perk costumes are changing to the following:
Spider-Man – Spider-Punk 2099
Luna Snow – Mirae 2099
Thor – Thor: Love and Thunder
Psylocke – Blood Kariudo
Peni Parker – Yatsukahagi
Loki – Presidential Attire
Magik – Eldritch Armor
Mantis – Jade Maiden
Mister Fantastic – The Maker
Hela – Yami no Karasu

Console

PlayStation 4 version download available September 12th, 2025, at 09:00:00 (UTC) after maintenance.  

Tech Specs for PS4 Version:

  • Storage – 70 GB
  • Resolution  – 1440p (PS4 Pro), 1080p (PS4)
  • Framte Rate – 60fps (PS4 Pro), 30fps (PS4)

Fixes and Optimizations

All Platforms

1.  Improved pre-match hero selection wheel; added a “Strike Squad” favorites bar for quick picks.
2. Optimized the Career page to showcase key stats for your frequently used heroes.
3. Fixed incorrect Hero Proficiency display for Lords at match settlement.

Maps and Modes

1. Arakko: Slightly increased mission vehicle speed for Attacking Side in section 1 (sections 2 and 3 remain unchanged).
2. Fixed several terrain issues that could cause characters to sometimes become stuck or clip into strange areas.

Heroes

1.Star-Lord’s Cosmic Confusion: Fixed a rare bug where Peter’s Ultimate Ability could sometimes lock onto targets behind certain cover. No more sneaky blaster shots!
2. Winter Soldier’s Armored Anomaly: Fixed a visual issue where Bucky’s mechanical arm could appear distorted on some costumes in low graphics settings. Now his arm is as reliable as his aim!

Marvel Rivals Season 4 Balance Changes Included in Update 1.000.044

Marvel Rivals down april 11

VANGUARD

Captain America

Cap’s damage output is getting a slight downgrade.
– Remove Team-Up Anchor bonus 5% Damage boost.

Doctor Strange

The Sorcerer Supreme is now casting faster, but he’s trading a bit of survivability for offensive mystique!
– Reduce Maelstrom of Madness cooldown from 8s to 6s.
– Reduce base health from 600 to 575.

Emma Frost

The White Queen’s control and survivability are getting a little less unbreakable!
– Increase Diamond Form cooldown from 15s to 18s.
– Reduce Telepathic Pulse energy gained when hitting shields from 10/s to 5/s.

Peni Parker

Enemies caught in Peni’s webs are in for a stickier situation, and her Ultimate Ability just got slightly more threatening!
– Spider-Drone New Effect: Now slows hit enemies by 8% for 2s, each hit stacks the effect and resets the slow period, stacking up to 40%.
– Reduce Spider-Drone release interval during Ultimate Ability from 0.7s to 0.5s.

Thor

The God of Thunder’s Ultimate is getting an upgrade. More speed, new stun, greater “Bring the Thunder!”
– Increase Movement Speed during Ultimate Ability from 600 to 700.
– After Ultimate Ability lands, Stun surrounding enemies for 1s.

DUELIST

Black Panther

T’Challa’s survivability after striking a marked enemy is now less kingly.
– Reduce Bonus Health gained when striking Vibranium Marked enemies with Spirit Rend from 30 to 25.
– Reduce base health from 300 to 275.

Blade

The Daywalker’s sword just got a little sharper. More melee damage for those who hunt in the night!
– Increase Ancestral Sword damage per single slash from 22 to 24.

Magik

Magik loses her Team-Up Anchor bonus, but gets a whole arsenal upgrade to compensate!
– Remove Team-Up Anchor bonus 15% Damage boost.
– Reduce charge time required for Magik Slash maximum damage from 1.8 s to 1.2s.
– Magik Slash New Effect: Projectile now pierces enemies and reduces Stepping Discs cooldown by 1s per enemy pierced.
– Increase Soulsword damage from 65 to 75.
– Increase Eldritch Whirl damage from 45 to 50.
– Increase Demon’s Rage damage per hit from 18 to 20.
– Increase Melee Normal Attack Damage from 30 to 40.
– During Darkchild (Ultimate Ability), increase Eldritch Whirl single-hit damage from 35 to 45 and Umbral Incursion damage from 135 to 140.

Moon Knight

Marc Spector’s blade is now moon-charged for maximum chaos!
– Moon Blade now holds up to 2 charges, each taking 6s to recharge.

Psylocke

Sai’s burst damage has been slightly dialed back.
– Decrease the retrieve damage of Wing Shurikens per hit from 12 to 8.

Scarlet Witch

Wanda’s survivability and Ultimate are getting a magical upgrade.
– Can now be healed by teammates during Mystic Projection.
– Increase Reality Erasure damage from 800 to 9999.
– New Effect: Now pulls in nearby enemies (within 15m radius) during cast charge. Max pull speed up to 2.4m/s.

Squirrel Girl

Doreen is less of a menace from afar.
– Reduce Burst Acorn damage from 110 to 100.
– Increase the hit damage of Squirrel Blockade from 35 to 50.
– Increase Mammal Bond cooldown from 10s to 15s.

Winter Soldier

Bucky is getting a handy improvement to his close-quarters control.
– Trooper’s Fist New Effect: Second strike now applies a 1s debuff to enemies hit, preventing them from using mobility abilities.

STRATEGIST

Invisible Woman

Sue Storm’s control and Ultimate abilities just got more fantastic!
– Increase Slow effect to enemies passing through Guardian Shield from 30% to 35%.
– Increase Invisible Boundary (Ultimate Ability) healing per second from 165 to 180.
– New Effect: Slows enemies within range by 20%.

Jeff the Land Shark

Jeff’s Ultimate leaves a healing pool after use. Dive in for some aquatic rejuvenation!
– It’s Jeff! (Ultimate Ability) now leaves an 8m radius Healing Pool at the point of activation that heals allies within range by 100/s. Healing Pool lasts for 8s.

Loki

Less damage, healing, and Ultimate Ability active time for the God of Mischief.
– Reduce illusion’s damage and healing ratio from 100% to 80%.
– Reduce God of Mischief (Ultimate Ability) shapeshift period from 15s to 12s. If using an active duration ability (E.g. Luna Snow’s Ultimate Ability), reduce shapeshift residual period after the ability ends from 5s to 3s.

Luna Snow

Seol Hee’s Ultimate Ability duration is getting cooled down. (See, we do nerf her!)
– Reduce Fate of Both Worlds (Ultimate Ability) duration from 12s to 10s.

Mantis

Mantis gets a little more slippery.
– Movement Boost from Nature’s Favor now decays to 0 over 2s after being hit, instead of instantly disappearing.

Ultron

Ultron’s Ultimate now deals extra pain. No defense is too strong for the AI Overlord!
– Ultimate Ability New Effect: Deals 125% damage to Bonus Health.

TEAM-UP ABILITIES

NEW

Divine Armory (Angela – Thor)

– As the Team-Up Anchor, Angela gains 100 Health.
– Thor gains the new Thunderstrike Pike ability from his Team-Up with Angela.

ADJUSTED OR REMOVED

Arcane Order (Doctor Strange – Scarlet Witch/Magik)

– Magik joins the order and unlocks the new magical Chain of Cyttorak ability through her team-up with Doctor Strange.

Dimensional Shortcut (Magik – Psylocke)

– This team-up has been banished to Limbo and removed from the game.
– Black Panther loses the Wakandan Master ability previously attained from his team-up with Magik.

Gamma Charge (Hulk – Namor/Black Panther)

– Black Panther joins the gamma fun and gains the Gamma Vibranium Armor ability through his team-up with Hulk.

BALANCE CHANGES

Arcane Order (Doctor Strange – Scarlet Witch/Magik)

Looks like the arcane magic is getting a bit weaker for Scarlet Witch.
– Reduce Sorcery Surge Explosion Damage upon hit from 12 to 6.

Expect a few patches to drop before Season 5 starts, with the mid-season refresh bringing Daredevil into the roster. Not only that, but based on datamined info, we might be getting loot boxes in Marvel Rivals soon.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

More The Last of Us Projects in the Works Confirmed by Naughty Dog Boss

Although The Last of Us is getting another season for its HBO adaptation television show, when it comes to the games, Naughty Dog boss Neil Druckmann hinted that The Last of Us Part 2 might be the franchise’s end.

Could the studio boss have a change of heart? Druckmann has shared recently that more projects regarding The Last of Us brand is in the works.

Could it be a new game? a spinoff series? A toy line? A Kart game? The possibilities are endless.

More The Last of Us Projects Teased

Speaking with Variety, Naughty Dog’s Studio Head, Neil Druckmann spoke about shifting his focus from The Last of Us franchise, over to their next big game, Intergalactic: The Heretic Prophet. Druckmann talked about his departure from the live-adaptation The Last of Us HBO series so that he can fully focus on the action game, and in the conversation divulged that it seems the studio, or at least Sony, has more plans for The Last of Us.

“There’s just ongoing conversations around “Uncharted,” “The Last of Us” and now “Intergalactic,” as far as different adaptations or expansions. With “The Last of Us,” we did a graphic novel, for a while we were working on movie that didn’t work out and it became a TV show. And there’s more stuff happening in “The Last of Us” world that has not been announced.”

It’s a small tease, and could mean anything. It can mean that a new game is in development,  more TV shows, a book — literally anything, but it does at least confirm that Sony isn’t done with the franchise. Though Druckmann previously said that he found a concept for what could be in The Last of Us Part 3, he did comment earlier this year to not to bet on there being more from the series. That seems to have changed, though in terms of scope, it is anyone’s guess, and it may be likely that Druckmann won’t have any part in it as he continues to work on Intergalactic.

So, there you have it. If you’re a big fan of the franchise, there is hope that more is coming now. Hopefully, it’s a new game, and further adding fuel to that fire is Druckmann saying a few months ago that he was working on an unannounced game.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > Title Updates and Patches

Path of Exile 2 Update 1.054 for 0.3.0c Released on Sept. 11 and It Applies a Long List of Improvements

The latest hotfix for Path of Exile 2 is live on consoles and PC as o.3.0c, and this houses a long list of bug fixes and general improvements.

Console gamers will see the download as Path of Exile 2 update 1.054 (01.054.000), and it has the same changelog as its PC brethren. Read on for the complete list of changes made by Grinding Gear Games.

Path of Exile 2 New Update on Sept. 11 Slots in Various Improvements via Patch 1.054/0.3.0c

Changes and Improvements

  • There is now a short grace period at the start of a sprint where being hit will not heavy stun you. This is equal to the minimum sprint duration, so you can now never be stunned out of an accidental sprint. The minimum sprint duration has been increased slightly to support this change.
  • The Undying Will Monster modifier no longer affects other Rare Monsters with Undying Will.
  • Players can no longer revive if they die while having a stolen Kurgal’s Last Gasp modifier.
  • The duration of the ground effects from the Infested Cadaver and Blackblooded Proboscite Abyssal Monsters has been halved.
  • Zelina, Blood Priestess no longer heals from her attacks that hit player minions.
  • The sorcerers surrounding Torvian, Hand of the Saviour’s arena now have visuals indicating when they are actively empowering Torivan.
  • Various skills used by The Prisoner are now red-flash abilities.
  • Improved how the Vessel of Kulemak’s cold beams function in party play.
  • Draiocht Hengestones, Karui Beacons, and Temporal Tether all now dynamically spawn near the player on Map completion.
  • Many Act Four Monsters can now be bound as Spectres.
  • Ancestral Warrior Totem now uses the weapon in the Weapon Set it has been assigned to, and no longer disappears if swapping to an invalid weapon or Weapon Set.
  • The Gemling Legionnaire’s Integrated Efficiency Passive Skill now actually applies by modifying each skill, which means those modifications also apply to minions from those skills. The description has been updated to clarify that the bonuses also apply in the case where supports and skills are socketed together in meta gems.
  • Chance to not consume crossbow ammo stats found on Ammo Conversation support gems and the Passive Skill Tree now roll their chance per ammo spent instead of once per skill use, meaning they interact correctly with the Hailstorm Rounds skill. Their wording has been updated accordingly.
  • Volcanic Fissure’s fissure limit is now displayed and can be modified by sources of + to limit.
  • Toxic Domain now requires a Bow, Spear, or Crossbow to use.
  • The His Scattering Calamity Skill granted by The Unborn Lich Unique Staff now has “Duration between Launching Wellsprites is 1.2 seconds”, which can be affected by modifiers to Skill Effect Duration.
  • The Turn the Clock Forward Notable Passive Skill once again provides 15% increased Projectile Speed.
  • The Fairgraves’ Curse Unique Bow can once again be obtained.
  • Added a button to the character selection screen to have your character be logged into town/hideout instead of the last area. This is identical to the existing behaviour where you can Ctrl + Click on the login button.
  • Boulder Ants are no longer considered beasts, and have been temporarily disabled as a Spectre.
  • Updated the wording on Omen of the Sovereign, Omen of the Liege and Omen of the Blackblooded to clarify that they can only be used with Weapons and Jewellery.
  • Updated the Molten Shrine world map icon to indicate that it provides a permanent bonus.
  • Improved the performance of some Abyssal Monster skill effects.
  • Improved audio telegraphing for some Abyssal Monster skills.
  • Improved the performance of some Abyssal Monster modifiers.
  • Improved the performance of the Benedictus, First Herald of Utopia boss fight.
  • Improved the telegraphing of Benedictus, First Herald of Utopia’s maze skills.
  • Improved the visibility of The Seven Pillars world map icon for Qimah.
  • Improved stash and stash settings navigation when using a controller.
  • The Hostile Takeover Quest can now be completed by speaking to Ange in any of your Hideouts. Previously, this quest could only be completed by speaking to Ange in Shoreline Hideout specifically.
  • The Stash and Guild Stash in The Ziggurat Refuge have swapped locations.
  • Dodge Roll Effects and Level-up Effects are now listed under their own sections in the ‘Extra’ tab of the Cosmetics panel.
  • Re-enabled the Demonfire Ember Fusillade microtransaction.
  • Time of Need’s audio no longer plays in hideout areas.

Bug Fixes

  • Fixed a bug where you could be unable to dodge roll out of sprinting with the “Keep Sprinting While Moving” option selected.
  • Fixed a bug where you could not target objects while sprinting.
  • Fixed a bug where Crossbows occasionally jammed and ignored reload/shoot inputs when the reload button was released too soon.
  • Fixed a bug with Herald of Plague where anything that caused the ongoing buff to recalculate, such as changing the reservation amount, caused it to add the base spread radius to itself again.
  • Fixed a bug with Berserk where anything that caused the ongoing buff to recalculate, such as changing the reservation amount, caused it to add the base stats to itself again.
  • Fixed a bug where the Feast of Flesh Skill was not granting any recovery on consuming a corpse.
  • Fixed a bug where the following skills were not scaling with modifiers to area damage: Toxic Growth, Magma Barrier, Whirlwind Lance (whirlwind only), Freezing Mark, Voltaic Mark, and Bloodhound’s Mark.
  • Fixed a bug which caused Blasphemy to become indefinitely disabled in a weapon set after you failed to meet the Spirit requirements for it.
  • Fixed a bug where leech applied to you by totems via the Font supports was much higher than it should be due to not being affected by enemy leech reduction.
  • Fixed a bug where leech applied to you by totems via the Font supports did not account for level scaling in party play.
  • Fixed a bug where Living Lightning Support was not triggering correctly after the explosion of a Poison Cloud.
  • Fixed a bug where Rapid Casting III was not providing increased Cast Speed for each different Spell you had Cast in the last eight seconds.
  • Fixed a bug where triggering some skills while moving could reapply movement-speed penalties from previously used skills. This was most noticeable with the Corpsewade Unique Boots.
  • Fixed a bug where Ancestral Warrior Totem using Molten Blast would deal no damage if you are dual wielding Maces.
  • Fixed a bug where Perfection Support’s buff couldn’t accumulate more than one stack and wasn’t being removed properly.
  • Fixed a bug where Encase in Jade didn’t consume Jade stacks if it didn’t grant any Guard.
  • Fixed an issue where too much Area of Effect could prevent Shield Wall from being used with the Ahn’s Citadel Lineage Support.
  • Fixed a bug where the benefits provided by Quality on Banner Skills were not functioning correctly.
  • Fixed a bug where allocating the same weapon for each weapon set with the Giant’s Blood Keystone allocated could cause your second weapon set to become invalid after area transitions.
  • Fixed a bug where charges gained because of the Combat Frenzy skill weren’t considered to have come from that skill, and thus were not affected by some Supports applied to Combat Frenzy that affect charge gain.
  • Fixed an issue preventing Orb of Storms and Solar Orb from being supported by Unleash. These skills are still unintentionally unable to be supported by Spell Echo and Spell Cascade — this will be fixed at a later date.
  • Fixed a bug where Sealed Vaults could sometimes fail to spawn an Idol of Estazunti nearby.
  • Fixed a bug where the Boar, Fox, Ox, and Rabbit Talismans could not be obtained.
  • Fixed a bug where Essences that can be applied to Armour could not be applied to Foci and Bucklers.
  • Fixed a bug where the Essence of Hysteria could not be applied to Bucklers.
  • Fixed a bug where one of the arena blockers in the final Act 4 boss fight wasn’t being disabled at the correct time.
  • Fixed a bug where the final Act 4 boss could fail to progress the fight after knocking the player down.
  • Fixed a bug where you could skip the Torvian, Hand of the Saviour boss fight by skirting around the edge of the area.
  • Fixed some cases where Diamora, Song of Death could fail to return to her arena after diving into the water.
  • Fixed a bug where the visuals of the Vessel of Kulemak’s triple beam could become incorrect when slowed.
  • Fixed a bug where Krutog, Lord of Kin, could lose aggro during his stomp skill.
  • Fixed a bug which caused some terrain in the Flotsam Map to sometimes be inaccessible.
  • Fixed a bug that sometimes prevented players opening the Derelict Mansion and Sacred Reservoir Maps.
  • Fixed a bug where the Wisps leading to the Derelict Mansion sometimes did not display correctly
  • Fixed a bug where it was not possible to reach the final part of the Vessel of Kulemak fight if a player had died and revived during the fight.
  • Fixed a bug where active blocking the snowball created by Rakkar, the Frozen Talon could sometimes fail to prevent the damage.
  • Fixed a visual bug where effects in the Slick Map area could become over-brightened.
  • Fixed an issue where players on Xbox could lose sound effect audio, which persisted until relaunching the game. We’re still investigating similar issues for PlayStation users.
  • Fixed a bug where Navali would show up in your hideout uninvited and refused to leave your waypoint.
  • Fixed an issue where The Hammer of Kamasa was unobtainable in Standard (or the Standard version of a league) on a character that had died in the Hardcore version of that league.
  • Fixed an issue that prevented you from completing The Grand Quest (quest) and from obtaining your first 2 Expedition Skill Points if you had held a Logbook before talking to Dannig and obtaining your rewards.
  • Fixed an issue where Respawning at Checkpoint after opening a chest that dropped a Torn Map Piece didn’t drop that quest item in the new instance.
  • Fixed a bug where opened strongboxes would not visually appear open after respawning at a checkpoint.
  • Fixed an issue where if you entered Act Four underleveled from normal the Vendors wouldn’t have any Act Four items available for purchase.
  • Fixed a rare issue where players could get stuck behind The Hooded One in the Ziggurat Encampment.
  • Fixed an issue where you were incorrectly told that Alva has completed one of your Currency Exchange orders instead of Ange. Ange deserves the credit for her hard work!
  • Fixed a bug where Map Node and Waystone descriptions were not displaying increased Experience or Gold gain when applicable. These were still applying, just not displayed.
  • Fixed an issue where killing some Map Bosses counted as killing their campaign variants, causing some Map Pins on the World Area to be marked as if you had killed them in the campaign.
  • Fixed a bug where modifiers to minion duration would not be correctly reflected on the skill information panel. This is purely a display fix, as they were already being applied correctly in practice.
  • Fixed an issue where Magma Barrier had an outdated, misleading Duration tag.
  • Fixed an issue where some small Passive Skill names had not been updated to the new function they have in 0.3.0.
  • Fixed a bug where the dynamic culling for the King of the Mists’ pustules effect was too aggressive.
  • Fixed a bug where the dynamic culling for the Amanamu’s Void ground effect was too aggressive.
  • Fixed a bug where Rog constantly invited you to come visit his shop sometime.
  • Fixed a bug where the stash user interface could extend off-screen in some aspect ratios when using a controller.
  • Fixed a bug where you could fail to use skills near a Tempest Bell on controller if the skill was bound to the same button as interact.
  • Fixed a bug that caused you to be unable to apply Skin Transfers when using a controller.
  • Fixed a bug where some microtransactions that are unavailable to be purchased directly could show up in the Microtransaction Shop’s ‘New Items’ section.
  • Fixed a client crash that could occur with the Steward of Kulemak Abyssal Lich Notable Passive Skill.
  • Fixed 5 other client crashes.
  • Fixed 4 instance crashes.

Once another PoE 2 patch is out by Grinding Gear Games, we’ll let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.