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The definitive oral history of Overwatch

The definitive oral history of Overwatch


Blizzard Entertainment’s Overwatch was born from bitter failure and a moment of unexpected inspiration more than a decade ago. Soon after it launched on May 24, 2016, Overwatch became a cultural touchpoint and an icon for diversity. By October 2022, Overwatch had sold approximately 50 million copies, making it one of the best-selling games of all time. It saw competitors rise then drown in the tides of an ever-expanding sea of canceled projects. Over the last decade, the oft-copied hero shooter stagnated and disappointed, growing out of touch with its most devoted fans. It’s an underdog story, a cautionary lesson, and a redemption tale of the kind you might expect from its own flawed, relatable heroes.

Before Overwatch, there was Titan, an ambitious MMO that Blizzard hoped would recreate the substantial success of World of Warcraft, the MMO responsible for much of the company’s growth at that point. Despite having such high hopes for the project, though, Blizzard allocated comparatively little to it, as WoW devoured most of the company’s resources. And the Titan team was struggling.

To mark the 10th anniversary of Overwatch, Polygon spoke to five members of the development team, many of whom have been working on the game since its earliest days, to reflect on its evolution. They include:

Aaron Keller, game director

Walter Kong, general manager

Dion Rogers, art director

Pete Lee, associate art director

Scott Lawlor, audio and technical narrative director

The interviews below have been lightly edited for clarity and brevity.


Image: Blizzard Entertainment

Aaron Keller: We were struggling with Titan, and I remember just before the end of that project, we had a big team-wide playtest. It didn’t go very well. I remember coming out of that, talking to Dion [Rogers] and Pete [Lee] about an issue we had. Inside this building in Bay City, which was like San Francisco for that game, there was a prop — an apple, just a piece of fruit. It was on a counter, and the size of the apple was larger than a character’s head, like the size of a pumpkin or something.

I remember us talking about how we had gotten one of the most basic fundamentals of game design and development wrong: the scale of the world. And it kind of cascaded into this big topic, where we were literally talking about whether we had to go back and scale the entire world down, or scale up all of the characters in the game. I mean, it was just kind of representative of one of many pieces of that project that weren’t going right. Just weeks later, it was canceled, right as we were checking in on our scaled-down versions of our characters.

Walter Kong: It was a fairly painful failure.

Keller: We had this meeting — it’s now infamously known as The White Chair Meeting, because there was just a bunch of white chairs set up in our lounge, and nobody really knew what they were for. That’s when they called us all together and announced the cancellation of Titan.

It was devastating, because a lot of us had worked on Titan for five or six years. We built up this world and became very invested in it. As a creative, as a craftsman, this is what you do it for. You can’t really accept this reality — that all of that stuff is just going to disappear. I still remember the moment that they hit the button to archive that project, deleting everything that we had done.

But following that, we started this process where we’re like, okay, what else can this team do?

The Numbani map as it appeared in Titan
Image: Blizzard Entertainment

Kong: Our parent company at the time felt like, “Hey, here’s an opportunity out of a negative event to find a way to resource World of Warcraft.” But there was a group of people that were very passionate about creating something new for Blizzard and had a very strong desire to essentially fight for the right to build something new out of the ashes of the previous game.

Keller: They moved a lot of people off of the Titan team. We were left with maybe like a core of 30 people or so, and we still thought of ourselves as the MMO development team. So we had this process where we were going to take two months to work on new pitches, and we were going to do a month on each one.

The very first one was a Starcraft MMO. I still have some of the paper maps of zones that we would make for Starcraft, and we went through that. We got a whole deck put together, and then we immediately pivoted to another game. I might get some of this wrong, but I think we called it Cross Worlds or something like that. Another big MMO, new IP, something totally new.

I think that’s where the Cassidy concept originally came from. It was one of the key art pieces for that game.

Pete Lee: The Cassidy picture has a hidden story that we never told to anyone — and probably not many people in this room know about either.

So the art team’s task was just drawing the character, and [concept artist Arnold Tsang] asked me to draw the character’s background, too. I was like, “Gee, I have a deal. So, if I draw this background, you give me a coupon to draw a character, like, whenever I want to.”

I still have that coupon, and haven’t used it yet.

Concept art for Cassidy in Cross Worlds and Titan
Image: Blizzard Entertainment

Keller: We were a few weeks into that [Cross Worlds] pitch, and somebody on the team — I think it was Jeff Goodman, our original lead hero designer — mentioned doing a hero-based shooter with abilities and a cast of like 50 characters, or something like that. The idea just caught like wildfire.

No one could keep working on Cross Worlds, and everyone’s talking about this game. People started sending in pitches for heroes. All these email suggestions were pouring in about using things that we had on Titan, which is originally where Tracer, Reaper, and Genji came from. There was an idea for this Russian woman that rides a bear, and for her ultimate, the bear pulls out two AK-47s and stuff like that. That was a little bit further than Overwatch ended up going, but we just couldn’t help ourselves.

Lee: When that transition was happening, Chris Metzen, our creative director, was having a talk with us, and the one thing that I still remember is when he asked if we remembered the older design rules we had to follow. There was a lot of “Don’t do this, don’t do that. The cars can’t fly, this thing can’t do that.”

He said, “Pete, forget everything. Forget every ruleset and limitation we talked about. Just go for the fantasy. Go for pure fun.”

Everything changed, at least from my perspective. We got all excited and just started pulling out all the fun ideas we wanted to see. That was just the perfect moment. Whether the idea was good or not, we spent a long time developing the stories and setting of this world, so we just needed to filter it, take out the unfun parts and just squeeze like… the most fun juice out of all this stuff that we created. We packed it with fantasies and dreams, and that was the moment the idea of Overwatch became super exciting,

Scott Lawlor: Metzen joined Team Four in the last year of Titan’s life. Prior to that, there were a bunch of cool concepts in Titan that just never congealed into a unified vision. There were a lot of good ideas, but the world itself just felt kind of disjointed, and there wasn’t a ton of fantasy in the world.

One of my favorite moments of Titan development was when Chris came in and started drawing up the Bay City map, and he’s like, “Oh, this corner here, this is the motorcycle gang area, and this is where the body modification guys hang out. Over here is where this cool thing is going to happen.” And everyone started to get these ideas churning. Years and years later, a lot of that stuff ended up making it into Overwatch — the Deadlock gang, the Phreaks, and various different things. So, even though Titan was never going to make it, having that big injection of fantasy was really special towards the end of the project. It really served us in that transition, once it came time to make all these new heroes.

We had Tracer’s kit in Titan, more or less, as the Jumper job class. You could make them have different hair colors and weapons, and they didn’t talk. But when you congealed the idea down to: Here is Tracer, she’s from the UK, she has a voice — I can’t emphasize enough how much being able to put a face and a name on these gameplay concepts really elevated the whole [pitch process].

We packed it with fantasies and dreams, and that was the moment the idea of Overwatch became super exciting.

We actually voiced her with the engineering manager’s wife, who was from Britain. She did temporary voiceover for us over some line art. That was actually one of my favorite moments during the pitch. There was a bit of line art of Tracer, this brand-new character, going, blink, blink, blink, putting the time bomb on the screen, which is now a “play of the game” sequence in Overwatch. It was all hand-drawn, and we had the engineering manager’s wife say whatever lines they were, probably something like, “Cheers, love!”

Anyway, that core concept came in super, super early, and when we put the voice over this line art, it just made everything click. We started to put all this detail and love into creating a character that was three-dimensional, rather than the more generic “create a class” kind of thing in Titan.

Dion Rogers: Coming out of Titan, we got a chance to know exactly what we wanted and what we didn’t want to do with the game. We had a really clear picture of what didn’t work and what we should hyper-focus on.

Keller: We also appreciated the very tightly controlled scope of what a project like this would be. We had just come off of something that was massive, that you could barely wrap your head around. We could point at this thing and figure out how we could actually build it quickly and do it really, really well.

We had the team vote on whether they wanted to keep working on Cross Worlds or Overwatch. It was unanimously Overwatch, and we put this pitch together and never looked back.

The team’s belief in their new project didn’t guarantee approval, though. Their post-Titan efforts were still experimental in Blizzard’s eyes, an allocation of resources that might still be better suited to supporting World of Warcraft. The company’s decision-makers needed convincing — passion and hope almost weren’t enough to do it.

The original hero lineup in Overwatch presented to Blizzard during the project pitch
Image: Blizzard Entertainment

Kong: While these guys were working that creative magic back then, I had been pulled into the project to put together a deck to present to our parent company. I was working on building a spreadsheet model for the business case. Meeting with management of Blizzard — just to prep for that meeting! — it felt more than a little anxiety-inducing.

I think we were all really nervous, and the meeting started out pretty rough. There was skepticism from the execs at the parent company. On the Blizzard side, we were pitching a thing we loved, and we were very good at building big, bombastic settings and kick-ass characters. We would be presenting a game with a very unique, stylized look, and the response was initially, “Well, that’s because you don’t want to compete with Call of Duty, so we get why you want to build a stylized game.” And then I felt really bad when one of the executives there said, “Oh, so you mean you’re building Call of Skylanders?” So it was a rough start to the meeting.

There was a very specific turning point in the meeting, when we put up a slide showing the lineup of heroes. The response was immediate and incredible. Our group CEO said this was unlike anything in any medium, that it was amazing, and he had never seen art like that before. From that moment, it became a meeting about imagining the future and imagining the potential of what this new IP could do. That was an incredible moment. I’ve been in the industry a long time, and I think when I’m retired, I’ll remember that day, and just how special it was to see that turn.

Development began in earnest after the initial approval, with the goal of showcasing the game at the next year’s BlizzCon. That gave the team roughly 14 months to turn a pitch into a playable build. Making a game is always hard, but the team says Overwatch was different.

Keller: I’ve never said this before, but it was easy.

There were times where we were working extra hours and working hard, but it just felt like everything came together on that project. There weren’t a lot of moments that I can pinpoint and be like, “Here’s where things were falling apart,” or, “We had a big existential crisis on the project.” It just didn’t happen.

We really started working on it, maybe in June of 2013. That green-light pitch was in October, and we were running around with a new engine with Tracer shooting red lasers out of her eyes, because we didn’t have guns yet in November and December.

Rogers: Sometimes with Titan, it felt like we were building the game and the engine at the same time, like you’re making the tracks that the train goes on them at the same time. It was pretty challenging to get art in and out of the game.

A mock-up of an early Overwatch match
Image: Blizzard Entertainment

Going into Prometheus — the code name for Overwatch — we had a hyperfixation on the engine. We focused a lot on the beginning parts while we developed all the pre-production and the ideas that people had for the game, but this was a direct reflection of Titan. We knew we needed to do a better job with the tools and how we create the game.

Lawlor: Just to add to that: The difference between Titan tools and Overwatch tools was night and day.

The engineering team deserves so much credit, because it was very hard to work on Titan, and within six months, they basically reworked a lot of existing stuff that we had built for Titan into this really tight engine. Everything just worked all of a sudden, and it worked really, really well. It was part of the magic of that first six to eight months of development, that we were all able to just go 100 miles an hour.

Lee: Obviously, the whole process was a challenge that we needed to solve, but then the whole experience was very fun and smooth. It made it difficult to choose what we should add. But in a good way.

Keller: We were incredibly hungry, because we all felt like we had something to prove, and then it just kind of kept going from there. The ideas were just kind of nonstop.

Rogers: Designing around the heroes helped a ton, even just on the worldbuilding side — “What should we add based on the story we wanted to tell?” Once we gave heroes a name, and where they’re from, things became much easier. Pharah was from Cairo, Tracer was from London. We knew Hanzo and Genji were an eventual thing, so we started to make the Hanamura map.

I felt really bad when one of the executives there said, “Oh, so you mean you’re building Call of Skylanders?”

Lawlor: One more example of just like… how blessed our development was, how the VO of the characters came together so smoothly.

That eight-month run, up from December through BlizzCon, was a very short development window to get all the planned content together. We didn’t have any voices in the game at all. We didn’t have a voice system.

This all had to be created, so we had a design for it pretty early in that December/January window — but we couldn’t get programming resources for some time. We were waiting until around April, when we could start the programming of what we hoped was a really cool voice system — very contextual, making the characters talk to each other and say relevant things.

Within a month and a half, I used my own voice to cover every single character in the game, and pitch them up and down to sort of match the different characters. I think that was done by maybe June. Then we had a writer join the team, Michael Chu, who wrote all our characters within like a month.

We went into the studio in August and had everything in the game for all 12 heroes in September — and thankfully, it all sounded good. But it was basically four months to create all these heroes and their personalities and select the voice actors and get it functioning in-game. It just went flawlessly.

Keller: On our team, we have a meeting called Game Check-In three times a week. On one of them, we had our at-the-time executive producer Ray Gresko attending, and he stopped the meeting and just asked everybody to look around at all the people that you’re with, and take this moment in. Because from his point of view, he’s like, “I’ve been doing this a long time, and the chances of you getting an experience like this again are really low, so take this moment in, and remember it, and treasure it.” It was really special.

The team debuted Overwatch at BlizzCon 2014, with a lengthy cinematic trailer, a panel outlining their vision, and a playable build with a dozen characters and three maps. Everyone was hopeful the game would resonate with attendees, but reactions far exceeded their expectations.

Lawlor: Even though we weren’t available for everyone to play, we were in the zeitgeist, so to speak, from that point forward. At the opening ceremony at BlizzCon, we were about to announce Overwatch. Everyone was super nervous and super excited and visibly emotional at that moment, because we were so excited about what we were about to reveal.

After that cinematic played with the museum piece, I was walking out of the main hall, and people were just buzzing. I was just hearing these pieces of conversations from people being like, “And then Winston came in…” They already knew the characters and were just immediately invested.

I had worked at Obsidian before coming to Blizzard, and some of my old coworkers reached out to me. One of them said, “I’ve never seen grown men react like that to an announcement before in my entire life. Just people running around the office like, oh my god, did you see what just happened?”

Rogers: That launch cinematic, even though I saw it a bunch of times — the moment when we first shared it, and Winston was the first hero that dropped down — just felt so different. I realized the spirit of what we were making, because we didn’t show a human character, or some sort of military-esque hero first. It was this ape that was smart and intelligent, and it really showed the difference between our hero shooter and what was out there at the time.

Keller: I have this theory about why people get into hero shooters, and maybe even just superheroes in general. When you see a lineup, it’s always more than the sum of its parts, and once you hit a certain number of characters, you can no longer take all of them in at one time.

The original Overwatch lineup
Image: Blizzard Entertainment

An image like that invites you to take a closer look at each hero, and there’s something appealing that speaks to different people. You can’t help but look at each hero and wonder who they really are. What’s their personality like, or their history with the other people? That’s what’s appealing about games with large rosters like this, and what makes Overwatch really special — our characters are unique.

We do them in the Blizzard style, which means they’re larger than life. But they’re also these millennia-old archetypes. Reinhardt is really a knight in a suit of armor, but he’s the modern version of that knight in a suit of armor. Mercy is an angel who uses medical technology. We have all of these things that speak to very deep, primordial parts of people, so you get this spark to your imagination.

Lawlor: We had 14 characters at the BlizzCon debut and 12 playable on the floor. The two that were there that weren’t playable were Cassidy and Genji. We didn’t say anything about it. We just put the lineup out, let you play the 12 heroes, and there’s just two more sitting there for people to theorycraft about.

Keller: The number of heroes in that original lineup and the number that we had playable at Blizzcon was very intentional. One of our big inspirations was Team Fortress 2, and we needed to have more heroes than they had classes in that game. This was all a strategy from Jeff Kaplan, the original game director, because we needed it to be kind of overwhelming — how many there were to pick from — to make players realize how big this game was going to be.

Lawlor: I remember being at the signing table, and everybody’s asking, “Who’s the ninja? Who’s the cowboy? What do they do?”

And somewhere in there, I think someone misheard what someone said about the cowboy.

They’re like, “What’s his name?” And I think — this is just a theory — I was like, “Hey, Joel, do you blah blah blah blah,” and I was talking to my sound producer, Joel. Someone misheard that and thought the cowboy’s name was Joel. So if you go online, there were actually all kinds of people who referred to him as Joel for like the first six months after BlizzCon, until we eventually announced the name later.

That imagination moment of just seeing it and wondering who they are is an incredibly powerful one, and you get some of that with our current [Season 1] lineup with all those silhouettes. People are doing the same thing right now. Who are they, and what’s their story?

Keller: The feedback we were getting from people was that it felt like the game was finished at Blizzcon, and we had been working on it actually in-engine and in the editor for maybe a year at the very most.

We even had moments where we’re like “Can we ship this thing earlier?” We had this belief that we could have shipped the game by the end of 2015, and that’s what we were driving towards for the entire development. We even had another slide in the original pitch deck that had a 2015 date, though I don’t think anybody believed that we could do it.

The call was made later to delay it a bit, and it was the right thing for us to do. We ended up being able to put a lot of polish into the game over the course of early 2016. And we had an esports scene develop and a whole phenomenon of people trying to get into the Overwatch beta.

Taking Overwatch from pitch to launch took only three years. It was an impressive feat for a team finding its way again after a canceled project — and for a studio that hadn’t made a new franchise in nearly two decades.

Keller: Shipping a game at Blizzard is pretty special. What we used to do back in the day — we don’t do this anymore — is the whole company would gather for a big celebration when a game launched. There would be champagne. It wasn’t really for drinking. It was just for spraying on people, a time to just kind of like let loose and celebrate the launch.

For this one, Ray [Gresko] and Jeff [Kaplan] had a secret agenda. They had ordered special champagne launcher guns. So they got up on a stage on the Blizzard campus, they made a speech, and then they pulled out their launchers and drenched the crowd. Then everyone ran around for a little bit, doing the same thing.

Rogers: This was an awesome moment, because it had been a long time since Blizzard made a new IP.

Kong: Seventeen years.

I’ve never seen grown men react like that to an announcement before in my entire life. Just people running around the office like, oh my god, did you see what just happened?

Rogers: We came out of Titan and proved we could still do this, and launched a successful new IP. It was redemption.

Keller: There was so much excitement from people who were playing it in the betas. The number of people talking about, or doing fan art, or cosplay of the characters — it felt like a cultural phenomenon.

After it launched, that’s when it started to get harder. It’s a transition from putting a game in a box to now having an entire team support it full time, while you’re also trying to work on bigger things for the future. That’s a much harder endeavor. We did well at it — for a little bit.

Overwatch had the pull Keller and the rest of the team hoped for. The gameplay was a major draw, but the broader Overwatch universe — the characters and what they fought for — kept people invested over the course of the game’s first year, from mid-2016 into 2017.

Kong: In its soul, it’s a hopeful and optimistic universe. I think that really resonated. There were a lot of people that didn’t come to the game because they were already team-based PvP players. There was some magic there that stole their imagination. I think it was the same thing that happened in that boardroom years earlier.

Keller: When you start looking at some of the other shooters that were on the market then, they take place in war-torn or post-apocalyptic scenarios, and we came out with something that takes place in the real world. It’s the future, but it’s this bright and optimistic future, a place you would want to live if you could.

There’s a map that we have in the game called Oasis that I think provides one of the clearest contrast points. Oasis is located in Iraq, and it’s this amazing, top-tier city in the universe of Overwatch, the hub of really high-tech scientific research. You compare that to what a city in the Middle East would look like in any other shooter, and it’s drastically different.

And then all of our heroes… you could call it a superhero game, but they’re not. Most of our heroes are ordinary people who answered the call to defend people and do what they felt was right.

A selection of maps from Overwatch's original pitch
Image: Blizzard Entertainment

Rogers: You can feel like you can become them a lot easier than heroes that have powers that are difficult to imagine. Our heroes are a scientist, a mercenary. They’re not so farfetched that it’s impossible for you to feel like you could be them.

Lawlor: You see so much pride when we put a character out from a smaller country, like with Hazard, the Scottish hero. People were like, “Oh my god, there’s a hero from Scotland!?”

There’s a ton of people that felt really represented by that, or gender diversity, body type diversity, all the things that we’ve done over the years. It just makes a more colorful tapestry of unique experiences, like the real world.

We’re actually insanely detailed when it comes to the audio side. We got audio recordings from Peru, because we couldn’t find anything accurate in the sound library. We worked with a college in Korea to record all the instruments you can knock around in the Busan map’s temple areas.

Keller: We wanted people to feel an affinity for these heroes, but also to have a sense of pride for what and who they represented.

Interesting characters and good sentiments only carried the game so far, though. The team struggled with how to balance maintaining the game and expanding it, and the results of that struggle started showing through in Overwatch’s second year.

Keller: There’s a really hard transition into live-service operations. You go from working on the game’s main release branch to here’s four different branches you’re working on at the exact same time. There’s this big tax you have to pay mentally and operationally, swapping back and forth, and suddenly you don’t just get to spend all of your time creating new stuff.

The day that Sombra came out with her translocator [in November 2016] was like the worst thing for the level design team of all time, because of the amount of places that people could get to with it. Like Mei puts you up on a wall, and it allows you to throw your translocator in some hole in the geometry to get out of the map. So you spend a lot of time fixing it.

The hero designers are fixing bugs. They’re doing balance patches and all of these things before you even get to think about the next hero that we’re releasing. We handled it pretty well, because for about a year the game kept growing, and we set a framework for what Overwatch live service would look like with seasonal event rotations.

The original philosophy from Jeff [Kaplan] was that we always wanted the game to be in touch with the players — putting stuff out and tying it into something that happened in the real world, like winter events during the winter holidays.

If you rewind the clock all the way back to like 2017, that’s where Overwatch peaked. And then we started losing players at a fairly linear rate ever since. PUBG and Fortnite came out, and they offered a very different experience. The battle royale format was very dynamic. More and more shooter genres have popped up in the meantime, and Overwatch stayed relatively the same. We had very ambitious plans to do a lot more than just run the game, but it was very, very difficult to think about anything else we could be doing on top of that.

The big ambition was Overwatch 2. Blizzard announced Overwatch 2 at BlizzCon 2019 and promised a robust PvE campaign with new heroes, new abilities for existing heroes, and a large-scale expansion of Overwatch’s story. That ambitious promise was understandably appealing for players, but also immediately became an enormous problem for the development team to solve.

Kong: For the team supporting that heartbeat of the game, we eventually got to a point where it was a choice between “Do we maintain that cadence of releases in the live-service pattern” or “Do we spend the resources on going for this next thing?”

There was a pretty tough period where we were trying to do both, and the trade-off became slowing down the live-service additions. There was a fairly painful drought in content and a lot of difficulty seeing the finish line for that original vision of Overwatch 2. It was such a difficult time. We saw attrition on the team as well. I think it was 2021 when we saw the game director, executive producer, production director, art director all leave the team.

Keller: And the assistant director. And assistant art director.

Kong: There were a bunch of folks who had to step up, look for a way to move the game forward. I stepped into the general manager role for Overwatch. I had been an executive producer on Hearthstone, and I was actually really afraid to take the job because I had been in those regular exec meetings hearing updates on how development was going on Overwatch. And it didn’t sound fun. But I felt like there was something really special there, and that hope made me feel like Overwatch was not done.

Mei, Lucio, Mercy, Reinhardt, and Tracer in a piece of Overwatch 2 promo art
Image: Blizzard Entertainment

I still remember meeting the team for the very first time, having dinner with Aaron [Keller] and just talking about how we were going to get things back on track. We made a very clear decision to reprioritize, and that led to the 2022 launch of Overwatch 2.

I remember getting in front of the team at the beginning of 2022 and saying that we’re going to ship a game by the end of this year. There was silence after that, but at the end of the meeting, I got messages from various team members saying, “It’s really scary to hear that we have to ship by the end of the year — but it’s also energizing and exciting.”

Keller: This put a light at the end of the tunnel for some people, because the progress that we were making on the original vision of Overwatch 2 wasn’t good. The game wasn’t shaping up the way we wanted it to, it wasn’t as fun as we wanted, and we were hitting a lot of dead ends. There were a lot of people internally that had this feeling of, like, “When are we ever going to be able to cross the finish line?”

Kong: When we released in October 2022, Overwatch 2 broke all types of records for Blizzard. It was the most concurrent players, the most daily active players, it broke Twitch records for Blizzard — but it was a bit of a mirage. After the novelty of launch, things started getting tough again.

We started seeing some real sentiment challenges around what was new and what was perceived to be not new enough. People wanted to know where PvE was, and they didn’t like the battle pass. We had succeeded in bringing back focus on Overwatch, but we had a lot of work to do to build up those competencies in meeting expectations.

Kong: We made the decision to ship Chapter One of the story missions in mid-2023. We wanted to validate whether there was a future for this content in Overwatch 2 and be very objective.

A promo image from Overwatch's PvE missions, showing two Null Sector robots under a ship that's dropping fireballs
Image: Blizzard Entertainment

There was very clear feedback from players that this didn’t really resonate. We got the worst reviews of all time on Steam. It was a really rough time for our team, and morale was at a really challenging place. But it really clarified our vision of what’s next for Overwatch.

Players enjoyed this core competitive PvP experience, and it made it easy for us to put together the plan moving forward — we would focus on that, we would focus on pain points, we would think about a new relationship with our players, one that was as transparent as we could make it. Instead of just telling what we’re working on, we would tell the why as well.

We took that approach to BlizzCon that year, and I remember we had this Future of Overwatch panel where we laid out no giant promises of what’s coming next, but a really long list of improvements.

Keller: There’s a process we had to go through to regain the trust of the team, our players, and maybe we’ve started to do that with the broader gaming community also. But for the team, we did some of the same things that we’ve done with our players: We try to be as open and transparent as possible.

I had been in those regular exec meetings hearing updates on how development was going on Overwatch. And it didn’t sound fun

Every few months, we get in front of the team and talk about not just the roadmap, but we really get into the why of it — the goals that we’re trying to reach — and we presented them the state of the business: how much money we’re making, how many players we’ve got, what’s doing well, and what’s not doing well.

For a while, there was a lot of what’s not doing well, so you could come out of a meeting like that with low morale. But you at least had context for what was going on. They weren’t in the dark anymore, and we would get a lot of feedback from our team that they were just happy that we were being honest with them, rather than just trying to sugarcoat it. We started doing that with players, too.

Rogers: We’re from Titan, so we took that moment and used it to keep moving forward. Listening to what people did and didn’t like helped us identify what was going to work and what wasn’t.

We created a few more strike teams within the main team, and we started to refocus on tools and the engine again — and as we got around Season 9 [in February 2024], we started to see we could create more without growing the team like crazy. The player base started to be happier with what we were creating, and the team liked the quality of the work.

Keller: Even though we were trying to be more honest with the team, there were moments where we would get in front of them and be like, “We’ve got this thing coming up, so just don’t go on the internet today. Just avoid it, please.” Because it can be so damaging to read some of the… very unfiltered, I guess, reactions from the community.

Rogers: There was a big concern that if we needed to chase so much more, would the quality of the game drop? We were able to maintain the quality that we expected from ourselves, and players could also see that the game was doing well. We had to ask the team to trust us that this would work, and then we started to see it pay off, so it helped the team buy more into what we needed to do to be successful again.

By February 2024, Overwatch 2 had passed its lowest point. The team began making plans for winning people’s trust again in the aftermath of PvE’s cancellation and, if not fulfilling their earlier promises, setting new goals that benefited both players and developers.

Keller: We had this moment where we felt like, for some of our players, the game might be getting a little boring. The fantasy that you have at the start doesn’t actually play out that way. You get into the game, you find a handful of heroes that you really click with, and you play them. Once you learn how they all play, once you learn what your role is on the team — I think the game is still great, but for some people it can start to feel a little stale, especially when you start comparing it to what other games on the market do.

They wanted a very competitive experience and that was always evolving. So we started to come up with a different framework. Every year, we wanted players to have a moment where they look at the roster of heroes and think about them differently. That’s what Perks were for.

Lee: We were thinking about what we’re good at and what fans are really excited about. What stood out is that we’re good at making fun PvP experiences, and fans — and ourselves — really enjoy the storytelling aspects. So we looked at ways to add story elements and change the timeline for maps, and the world, and even the heroes we were designing.

The Reign of Talon redesign for Overwatch's Gibraltar map
Image: Blizzard Entertainment

We were also looking at ways to make things more exciting for players, like when we were updating the Gibraltar map with the destroyed version of it for season 1’s story. It reflects Vendetta’s attack on the base, but it was such a great opportunity to rework the level design so we can try different playstyles and relieve some of the pain points players had experienced for a decade.

Lawlor: One of the things the team mourned was the loss of the storytelling that PvE could provide. We loved working on PvE, because it gave us a chance to move the story forward. If you really think about Overwatch throughout the years, a lot of the storytelling we had done was backstory, and we hadn’t really had a lot of opportunity to take the world state forward.

If you think back to 2024, I think our heroes like Venture, Juno, Hazard — all awesome heroes, some fan favorites in there, for sure. But all of them feel a little disjointed. One’s a treasure hunter, one’s from Mars, one’s a Phreak, a new world group that didn’t have a lot of grounding toward that central theme of Overwatch.

We had an idea within the narrative team to take some of the best parts of what we did in [the original] Overwatch, which was a lot of storytelling outside of the game, and do that in a way that’s moving the story forward, and then also keeping it in the game.

Keller: [In 2024], a few of us were at the OWCS finals in Stockholm, Sweden, and one night we all went out for pizza. One of the narrative designers, Jude Stacy, pitched the original idea of who Vendetta could be, how she could try to take back Talon from Doomfist. That was November, so like 14 months before we actually launched that storyline.

From there, the idea kind of germinated and turned into this whole story that we wanted to tell across the entire year, and we wanted to make that one of the pillars of the way Overwatch runs going forward.

I don’t know if we ever get to turn our reputation all the way around with everybody

Lawlor: A lot of that planning was happening last year. You could see, if you look back to Freja, there were some pieces that were starting to come together, or Wuyang with his sister Anran being teased, and then obviously Vendetta being a central character. We were laying the groundwork for how we wanted to start telling the story.

Keller: We did a lot of gameplay experiments. We have this series that we call Quick Play Hacked in Overwatch, and we just take over the main way to play the game and add a bunch of changes. With the first one, it was a really small set of changes, but we actually kept some of the things we experimented with.

And we just kept doing that, and we would do that in some of our [seasonal] events, where we changed the ways some of our heroes would play. We were using those as test beds for things like Perks and Stadium. We started getting a better sense not just of what our players wanted, but how we could implement that in-game.

Rogers: The way we have the team designed now, we’re able to work on things in parallel. Parts of the team are working on this area, and there’s parts of the teams working on another area. It’s not like we shrunk how long it takes to make a hero.

At some point, we had about eight heroes in progress last year at the same time. We can make more heroes and more content for the game in general, again, without sacrificing the quality we expect from ourselves.

Keller: If I could give us a critique — we also released the sub-role passive system. I think it’s a great system, but it’s more of a nuanced one. It doesn’t quite give you that drive to look at the entire roster and with fresh eyes again. It’s something that, when we start looking at Season 1 of next year, we’ll probably try to correct going forward.

For now, though, Keller and his team are proud of Overwatch’s turnaround. Blizzard re-launched the game as Overwatch again — without the 2 — in February 2026. It was a sign of what to expect for the game’s future along with the first phase of everything the team had been working on since 2024. The results have been positive so far.

“I don’t know if we ever get to turn our reputation all the way around with everybody. There’s some people out there that feel burned from that original [Overwatch 2] announcement and our inability to actually ship what we had promised,” Keller says. “People can reserve the right to hold that against us for as long as they want to.”

It’s clear the momentum and ambition that emerged from the death of Titan 13 years ago are firmly in place again — and they’re already bearing fruit. Player sentiment toward Overwatch is growing more positive again, as lapsed players return to see what big things Blizzard has in store — and encourage their friends to do the same. The relaunch’s first-year roadmap, with its new roster silhouettes a deliberate callback to the original lineup, once again has people buzzing with curiosity about who’s coming to the game and how it’ll feel to play them. And the people responsible for Overwatch’s future are shaking off the burden of legacy and expectation, finding a new way forward that, they hope, will keep Overwatch alive and well for the next 10 years.



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Crypto PACs Reshape US Elections: Trump’s Pro-Crypto Agenda Takes Shape

Crypto PACs Reshape US Elections: Trump’s Pro-Crypto Agenda Takes Shape


Crypto-backed groups have built a robust lobbying infrastructure with nearly $193 million in cash on hand.

Fairshake’s network has deployed tens of millions in competitive primaries, shaping electoral outcomes and building political capital.

Crypto lobbying groups have spent over $271 million swaying vote outcomes, predominantly through advertising, by early May 2026.

The cryptocurrency industry has undergone a dramatic transformation, evolving from a speculative fringe into one of Washington’s most potent political forces. In just a few short years, crypto-backed groups have built a sophisticated spending and lobbying infrastructure capable of rivaling traditional heavyweights like Big Oil, pharmaceuticals, and finance. This surge is not only influencing the 2026 midterm elections but also accelerating sweeping regulatory changes at the federal level.

Leading the charge is Fairshake, the premier pro-crypto super PAC funded primarily by Coinbase, Andreessen Horowitz (a16z), and Ripple Labs. Entering 2026 with nearly $193 million in cash on hand, including substantial new contributions such as Coinbase’s $56 million, Ripple’s $48 million, and a16z’s $24 million, Fairshake and its affiliates have already deployed tens of millions in competitive primaries, per Federal Election Commission filings.

This financial firepower serves dual purposes: shaping electoral outcomes and building long-term political capital for regulatory reform. Industry leaders seek what they describe as a “stamp of legitimacy” from Washington, clear rules that distinguish securities from commodities, reduce enforcement uncertainty, and foster innovation while addressing systemic risks.

The numbers that shocked Washington

The scale of crypto’s political investment is unprecedented. In the 2024 cycle, Fairshake’s network spent over $130 million, setting records for industry-backed independent expenditures. For 2026, the war chest has grown substantially. As of early May 2026, crypto lobbying groups, including Fairshake, had already plowed over $271 million into swaying the outcome of votes across the U.S., predominantly through advertising.

Key Spending Figures (as of late May 2026):

Fairshake network cash on hand at start of 2026: ~$193 million

2026 primary spending: Over $28–51 million deployed across states, including North Carolina, Texas, Illinois, and New York

Major donors: Coinbase ($56M+ this cycle), Ripple Labs ($48M), a16z ($24M)

Additional players: Fellowship PAC ($11M disclosed: $10M from Cantor Fitzgerald, $1M from Anchorage Digital’s Anchor Labs, both contributed January 2026)

Of the $271 million deployed in 2026 races so far, just under 40% has gone to Republicans, 3% to Democrats, and the remainder to non-partisan individuals, a tilt that suggests the industry’s stated bipartisan strategy has in practice leaned heavily toward the GOP.

According to FEC data and trackers like Follow the Crypto, the industry’s super PACs function as both carrot and stick, rewarding candidates who champion pro-innovation policies and targeting those perceived as hostile.

This strategy has yielded notable wins. In recent Georgia, Kentucky, and Alabama primaries, Fairshake-backed candidates secured victories after a combined $20 million in targeted media spending, with a spokesperson declaring a “6-0 sweep.” The Texas primary runoffs on May 26, 2026 delivered another significant result: crypto-backed spending helped defeat long-time industry critic Al Green in Texas’ 18th Congressional District.

However, setbacks highlight that money alone does not guarantee outcomes. Fairshake spent over $8–10 million opposing Illinois Lieutenant Governor Juliana Stratton in her Democratic Senate primary, but she won with more than 40% of the vote, the PAC’s most prominent loss of the cycle to date.

Trump’s “crypto capital of the world” declaration

U.S. President Donald Trump has made cryptocurrency a signature issue of his second term. At the World Economic Forum in Davos in January 2026, Trump reaffirmed America’s position as the global leader in digital assets, and on Truth Social has repeatedly declared the U.S. the “Crypto Capital of the World.”

Rhetoric is backed by concrete policy. On January 23, 2025, Trump signed the Executive Order “Strengthening American Leadership in Digital Financial Technology,” revoking Biden-era restrictions and establishing a clear policy framework to support the responsible growth of digital assets.

Five Core Policy Objectives:

Protecting lawful blockchain activities, including mining, validation, self-custody, and open networks without unlawful censorship.

Promoting dollar-backed stablecoins to reinforce U.S. financial leadership.

Ensuring fair and equitable access to banking services for crypto businesses.

Delivering regulatory clarity through well-defined jurisdictional boundaries between the SEC and CFTC.

Explicitly prohibiting the development or promotion of Central Bank Digital Currencies (CBDCs) to safeguard financial privacy.

The order created the President’s Working Group on Digital Asset Markets, which contributed to the establishment of a Strategic Bitcoin Reserve announced in March 2025.

Legislative wins and the push for CLARITY

Crypto PAC spending is closely tied to advancing market structure legislation. A major milestone came on July 18, 2025, when President Trump signed the GENIUS Act (Guiding and Establishing National Innovation for U.S. Stablecoins Act) into law, the first federal regulatory framework for payment stablecoins in U.S. history.

The House passed the GENIUS Act on July 17, 2025 by a bipartisan vote of 308–122. The law requires 100% reserve backing with liquid assets such as U.S. dollars or short-term Treasuries, robust anti-money laundering compliance, monthly public reserve disclosures, and consumer protections, including the ability to freeze assets under lawful orders.

The industry’s next major target is the Digital Asset Market Clarity Act (CLARITY Act). Passed by the House on July 17, 2025, with a bipartisan 294–134 vote, the bill aims to clarify which digital assets fall under SEC versus CFTC jurisdiction, establish rules for decentralized finance, custody, and token classification, and provide long-term regulatory certainty.

On May 14, 2026, the Senate Banking Committee advanced the CLARITY Act in a 15–9 vote, with two committee Democrats joining Republicans to push the bill toward the full Senate floor. As of late May 2026, the CLARITY Act awaits a full Senate floor vote. Negotiations continue on provisions covering DeFi, yield-bearing stablecoins, and ethics requirements. Trump has expressed hope of signing comprehensive legislation “very soon,” framing it as essential to maintaining U.S. competitiveness.

Bipartisan strategy, with a Republican lean

Crypto’s political approach is formally bipartisan. Fairshake operates through two affiliated PACs: Protect Progress, which supports Democratic candidates, and Defend American Jobs, which backs Republicans. This structure allows the industry to back candidates across the spectrum in primaries and signal that its agenda transcends party lines.

In practice, however, the spending distribution has tilted sharply. Of the more than $271 million deployed in 2026 races, only 3% went to Democrats, with nearly 40% going to Republicans and the remainder to non-partisan candidates.

Industry strategists acknowledge that durable regulatory reform ultimately requires bipartisan Senate support, particularly for passing the CLARITY Act, which has kept the bipartisan framing intact even as the dollars flow unevenly.

Voter skepticism challenge

Despite massive expenditures, public opinion remains a headwind. An April 2026 POLITICO poll revealed broad skepticism toward both crypto and AI among voters, with low name recognition for major super PACs like Fairshake. A separate CoinDesk-commissioned survey of 1,000 registered U.S. voters found that just 1% cited crypto as a top priority heading into the 2026 election.

Many Americans associate crypto with volatility, scams, and environmental concerns rather than financial innovation. Candidates benefiting from industry funds must carefully navigate these perceptions, especially in districts where economic anxiety over inflation, housing, and jobs dominates.

Lobbying beyond PACs: The full-spectrum influence

Super PAC spending represents only the visible front. The crypto industry has dramatically increased direct lobbying expenditures. In 2025, crypto-related lobbying reached record levels, with dozens of firms engaging K Street to shape post-election policy. Total spending by crypto entities exceeded $16.5 million in early 2026 filings alone, focusing on Treasury, SEC, and congressional committees.

This dual-track approach, electoral pressure combined with technical advocacy, creates sustained momentum. Parallel growth in AI lobbying underscores how emerging technology sectors are professionalizing their Washington presence.

Trump’s family ties and geopolitical framing

Trump’s personal and familial connections to crypto add another dimension. The Trump family has interests in ventures like World Liberty Financial and prediction markets. Donald Trump Jr. has ties to platforms such as Polymarket and Kalshi, prompting a focus on CFTC oversight for event contracts.

The Fellowship PAC adds a notable dimension to the conflict-of-interest debate. Cantor Fitzgerald, whose principals include the sons of Commerce Secretary Howard Lutnick, and which manages Tether’s stablecoin reserves, donated $10 million to Fellowship PAC in January 2026. 

Cantor’s director of digital asset strategy, Mitchell Nobel, is listed as Fellowship’s treasurer. The PAC is led by Jesse Spiro, Tether’s head of government affairs. Critics note this represents an unusually direct line between a foreign-linked stablecoin issuer, a Trump administration official’s family firm, and U.S. election spending.

The administration frames its broader crypto agenda as national competitiveness, positioning U.S. crypto leadership as a bulwark against foreign rivals and setting a “gold standard” for global rules.

What comes next: The regulatory and electoral clock

Current Status (May 29, 2026):

GENIUS Act: Signed into law (July 18, 2025); implementing rules advancing at Treasury and banking regulators.

CLARITY Act: House-passed (July 17, 2025); Senate Banking Committee-approved (May 14, 2026, 15–9 vote); full Senate floor vote pending amid negotiations on DeFi, yield-bearing stablecoins, and ethics provisions.

Executive Actions: Working Group recommendations delivered; Strategic Bitcoin Reserve operational; banking access improvements underway.

Political Spending: Fairshake network active through May Texas runoffs; total industry influence already exceeding $271 million with more general election funds reserved.

Industry Priorities: Final token classification clarity, reduced enforcement actions, expanded custody solutions, and international standards leadership.

Midterm dynamics will continue to test the industry’s machine. The defeat of Al Green in Texas demonstrates that the apparatus can remove longstanding critics. The loss in Illinois demonstrates it is not invincible. Success in November could solidify gains; setbacks might slow momentum heading into 2028.

Bottom line

The cryptocurrency industry’s political coming-of-age is complete. Once dismissed as niche or risky, it now commands nine-figure super PAC war chests, multimillion-dollar lobbying operations, a supportive White House, and landmark laws like the GENIUS Act. America’s declaration as the “Crypto Capital of the World” is more than rhetoric. It reflects tangible policy shifts and billions in market value.

The central question has evolved from whether regulatory clarity will arrive to how comprehensive it will be and which lawmakers will benefit. With midterms looming, the full impact of this new political force will shape not only elections but the future architecture of American finance.

Currently, the super PAC apparatus functions as both incentive and deterrent: support innovation and gain allies; oppose it and face a well-funded machine built over years of strategic investment. Crypto has arrived as a permanent fixture in U.S. politics, one that promises to redefine money, power, and technological leadership in the 21st century.

Also Read: CLARITY Act Shields Crypto Developers, But One Criminal Line Could Gut It


Disclaimer: The information researched and reported by The Crypto Times is for informational purposes only and is not a substitute for professional financial advice. Investing in crypto assets involves significant risk due to market volatility. Always Do Your Own Research (DYOR) and consult with a qualified Financial Advisor before making any investment decisions.







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Meghan Markle is counting on her royal ‘nemesis’ Queen Camilla to help her win over the royal family

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    Meghan Markle is counting on her royal ‘nemesis’ Queen Camilla to help her win over the royal family


    Meghan Markle is reportedly looking in an unexpected direction as she continues her efforts to rebuild bridges with the royal family. According to new claims, the Duchess of Sussex believes Queen Camilla could play a key role in helping her reconnect with The Firm.

    The alleged move comes as speculation continues over whether Meghan and Prince Harry will spend time in the UK this summer, with reports suggesting the duchess is keen to improve her public facing reputation.

    Meghan Markle’s reported plan to reconnect with the royal family

    According to claims published by Heatworld, Meghan is said to be considering a fresh approach when it comes to repairing strained family relationships.

    An insider alleged that while Meghan is aware she and Queen Camilla have never shared a particularly close bond, she believes the Queen’s influence within the royal family could make her an important ally.

    Meghan is reportedly keen to improve relations with the royal family (Credit: Xavier Collin/Image Press Agency)

    The source claimed: “Meghan knows that Camilla isn’t her biggest fan, but she’s decided she has to try. She wants her intentions to be seen as genuine because she says she really does want to fix things.”

    The insider went on to allege that Meghan recognises the influence Camilla holds within royal circles.

    “Alongside Kate, Camilla has a huge amount of influence over who gets access to the family and the decisions that are made. Meghan knows that, so this is very strategic,” the source claimed.

    The surprising issue Meghan and Camilla reportedly agree on

    While Meghan and Camilla have rarely been linked publicly, reports suggest the Duchess believes they share a common passion that could help break the ice.

    The source claimed Meghan has been paying close attention to Camilla’s work supporting victims of domestic abuse and believes it could provide common ground between them.

    Queen Camilla has been patron of SafeLives since 2020 and has repeatedly used her platform to raise awareness of domestic violence and support survivors.

    She has spoken passionately about the issue on numerous occasions, including during International Women’s Day events.

    Meghan has also spent much of her public life advocating for women and girls. Before joining the royal family, she worked as a UN Women advocate and has campaigned on issues including female empowerment, education and gender equality.

    Could a shared cause help heal old wounds?

    According to the insider, Meghan feels any future conversation with Camilla about domestic abuse awareness would be genuine rather than forced.

    The source alleged: “Meghan genuinely admires the work Camilla is doing. It’s a cause she’s supported herself, so it’s something they could connect over.”

    Queen Camilla looking down and grimacing
    Camilla and Meghan have never been known to share a particularly close relationship (Credit: SplashNews.com)

    Whether any reconciliation actually takes place remains to be seen. However, if the claims are true, it appears Meghan is willing to explore even the most unexpected royal alliances in her bid to improve family relations.

    Representatives for Meghan Markle have been contacted for comment.

    Read more: Poignant connection Princess Eugenie’s son Ernest shares with Meghan and Harry’s daughter Lilibet

    So, what do you think? Let us know your thoughts on our Facebook page @EntertainmentDailyFix.



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    TrapDoor Malware Targets Solana, Sui and Aptos Developers – NFT Plazas TrapDoor Malware Targets Solana, Sui and Aptos Developers

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      TrapDoor Malware Targets Solana, Sui and Aptos Developers – NFT Plazas TrapDoor Malware Targets Solana, Sui and Aptos Developers


      A new malware campaign named TrapDoor is targeting developers within crypto, DeFi, and AI ecosystems, including Solana, Sui, and Aptos. According to Socket Security (Socket) and the Cloud Security Alliance (CSA), this campaign has distributed over 34 malicious packages with 384 versions/artifacts across npm, PyPI, and Crates.io since at least May 22, 2026, aiming to steal wallet files, developer credentials, and other secrets on developers’ machines. This data could pave the way for attackers to compromise private repositories, cloud infrastructure, or development wallets of related projects.

      What Happened

      TrapDoor is described as a software supply chain attack campaign targeting developer environments, rather than a direct exploit against Solana, Sui, or Aptos. Attackers publish fake packages to popular registries commonly used by developers. These packages are named similarly to legitimate tools like security scanners, wallet checkers, build utilities, or AI tooling, making them easy to be installed during the development process.

      According to Socket, TrapDoor has appeared on npm, PyPI, and Crates.io with over 34 malicious packages and more than 384 associated versions/artifacts. CSA stated that this group of packages includes 21 packages on npm, 7 packages on PyPI, and 6 packages on Crates.io. The first confirmed package was [email protected], uploaded to PyPI on May 22, 2026, at 20:20:18 UTC, while some infrastructure indicators suggest that preparation activities may have begun as early as May 19, 2026.

      Token-usage-tracker marked as known malware by Socket

      Token-usage-tracker marked as known malware by Socket. Source: Socket.

      These packages target developers because their work devices often contain many valuable credentials, ranging from SSH keys, GitHub tokens, and cloud credentials to wallet keystores or private keys used for development.

      How the Attack Works

      TrapDoor operates by hiding malicious code inside packages that developers might download while building applications. When a package is installed or called within a project, the malicious code can execute automatically without any obvious signs to the user. This is why attacks through package registries are often dangerous: they exploit the very workflow that developers are familiar with.

      According to Socket, TrapDoor packages can execute in different ways depending on the platform. On npm, the malware can be triggered immediately after the package is installed. On PyPI, it can run when a developer imports the package in Python. With Crates.io, the malicious code can execute during the compilation of a Rust project.

      Once active, TrapDoor scans the developer’s machine for access keys, login tokens, browser data, and wallet-related files. Socket noted that certain credentials, including AWS and GitHub tokens, are even validated against real APIs before being exfiltrated, showing that the attackers prioritize access rights that are still valid. If these credentials are exposed, attackers can move from the developer’s machine to the project’s repositories, servers, CI/CD pipelines, or cloud accounts.

      Why This Case Matters

      What sets TrapDoor apart from many previous package malware campaigns is that it reaches into workflows using AI coding assistants. According to the Cloud Security Alliance, the malware can install or modify files such as .cursorrules and CLAUDE.md, which are used by Cursor, Claude Code, and similar tools to read instructions within a project.

      These files can contain hidden instructions using Unicode characters that are nearly invisible to users, but are still read as text by AI assistants. In some cases, these instructions can prompt the AI tool to suggest or execute actions disguised as a “security scan,” but actually aimed at harvesting secrets on the developer’s machine.

      Socket and CSA also recorded that attackers attempted to open pull requests to several open-source AI projects, including LangChain, Langflow, browser-use, llama_index, MetaGPT, and OpenHands, aiming to introduce malicious configuration files into repositories through documentation contributions. These pull requests were detected and closed, with no signs of successful merging.

      Impact on Solana, Sui and Aptos

      As of May 31, 2026, there are no public reports confirming that TrapDoor has caused specific financial losses or directly compromised the protocols of Solana, Sui, or Aptos. Current findings indicate that the primary target is the developer work environment within these ecosystems.

      However, the risk remains significant because developers often have deep access to project infrastructure. A compromised development machine could pave the way for attackers to access the codebase, deployment systems, or wallets used for testing, deploying, and operating applications. With crypto projects, an exposed GitHub token or cloud key could be enough for attackers to modify code, plant backdoors, or pivot to other systems.

      Solana, Sui, and Aptos are ecosystems with highly active developer communities, with a frequent need to use SDKs, packages, wallet tooling, and build tools during application development. This makes fake packages look more “contextually correct” when targeting specialized developer groups, rather than just distributing mass malware across registries.

      For ecosystems with many SDKs, packages, wallet tooling, and build tools, fake packages can look more familiar in the developer workflow, especially when named similarly to tools serving application development.

      What Developers Should Do

      Developers who have installed suspicious packages from May 19–22, 2026, onward need to review new dependencies from npm, PyPI, or Crates.io, especially those masquerading as crypto, security, or AI tools. The inspection should also extend to AI configuration files in projects such as .cursorrules, CLAUDE.md, or AGENTS.md, as this is a notable part of the TrapDoor campaign.

      If an unusual package or configuration file is detected, the next step is to check Git history, scan the machine, and rotate critical access keys. For developers who have installed packages on the malicious list, associated tokens, cloud credentials, and wallet keys should be replaced immediately, even if no clear signs of exfiltration have been observed yet.

      For Solana, Sui, and Aptos developers, the severity lies in the access rights that development machines usually hold, from tooling and test keys to infrastructure serving applications. When these permissions are exposed, the impact can extend beyond individual machines and affect the projects being built or operated.

      Disclaimer NFTPlazas provides trusted news and insights on Web3. The views expressed on this site do not constitute investment advice. Before making any high-risk investments in cryptocurrency or digital assets, please conduct your own thorough research. All transfers and transactions are carried out at your own risk, and any resulting losses are solely your responsibility. NFTPlazas does not endorse the buying or selling of cryptocurrencies or digital assets and is not a licensed investment advisor. Please also note that NFTPlazas may participate in affiliate marketing programs.



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      Sui Network Hit by Third Transaction Halt in 48 Hours – NFT Plazas Sui Network Hit by Third Transaction Halt in 48 Hours

      Sui Network Hit by Third Transaction Halt in 48 Hours – NFT Plazas Sui Network Hit by Third Transaction Halt in 48 Hours


      Sui Network recorded its third transaction processing disruption in approximately 48 hours on the mainnet on May 29, when an issue during the epoch transition caused the network to temporarily reject user transactions. According to updates from Sui, the incident occurred following a series of patches related to a gas-charging logic bug in the v1.72 release, raising concerns about the stability of this Layer-1 as DeFi and stablecoin activities on the network continue to expand.

      By the end of May 29 PDT, Sui stated that the mainnet was back online and transactions were being processed normally. However, the Sui Status page still noted that validator participation had not fully stabilized following the “Mainnet settlement” incident.

      Incident Timeline

      May 28, 07:15 PDT: Sui Status recorded the “Mainnet settlement” incident and stated that the mainnet was experiencing a disruption while the Sui Core team investigated the cause. May 28, 13:32 PDT: Sui stated that more than 2/3 of the stake had upgraded to the patch, helping the mainnet resume operations after the incident related to the gas-charging logic in the v1.72 release. The first disruption lasted nearly 6 hours.May 29, 08:43 PDT: Sui continued to record a new halt. According to a subsequent update, more than 2/3 of the stake had upgraded to the next fix, and the network resumed. GNcrypto noted that block production during this period was paused for about 3 hours and 30 minutes.May 29, 13:57 PDT: The third disruption appeared during the epoch transition. Sui Status stated that validators were still waiting to complete the epoch change and were only processing system transactions, while user transactions were not yet accepted.May 29, 19:32 PDT: Sui stated that the network had advanced to epoch 1143 and was back online. However, validator participation was still marked as degraded on Sui Status.

      Technical Cause

      Sui stated that the incidents on May 28 and May 29 were related to the interaction between the v1.72 release, the Address Balances feature, and the new gas calculation logic. Following the halt on May 29, the project said the previous temporary patch had a low-probability issue that could cause the network to continue halting transaction processing before validators deployed a long-term solution.

      The third disruption occurred during the epoch transition while validators were rolling out the long-term fix. According to Sui, a bug during the randomness initialization at the beginning of the epoch, combined with the way the error state was retained across validator restarts, prevented the network from completing the transition to the next epoch.

      Sui has not yet published a full postmortem, so there is currently no basis to conclude whether this series of disruptions is a security flaw or a long-term design issue of the network.

      Market and User Impact

      The series of halts meant that user transactions on the Sui mainnet could be delayed or unconfirmed, affecting token transfers, swaps, deposits, and asset withdrawals from DeFi applications. The clearest impact appeared when validators only processed system transactions while the network waited to complete the epoch change.

      SUI price chart (4h)

      SUI price chart (4h). Source: TradingView

      At the time of recording, SUI was trading around $0.090-$0.92 while the mainnet incidents were being widely discussed. DeFiLlama data showed that Sui had approximately $527.91 million in TVL and $459.25 million in stablecoin market cap, reflecting the scale of the ecosystem that could be affected when the mainnet experiences consecutive disruptions.

      This incident occurred just over a week after Sui announced gasless stablecoin transfers on May 20, a protocol-level change that allows users to transfer certain supported stablecoins without needing to hold SUI to pay for gas fees.

      What to Watch Next

      After three disruptions within 48 hours, the issue with Sui is not just a technical bug but also the reliability of the network as a settlement layer for DeFi and stablecoin payments. The consecutive series of halts will draw more attention from the market and developers to how Sui tests releases, coordinates validators, and handles errors while the mainnet is operating.

      In the immediate term, the point to watch is when the “Mainnet settlement” incident is marked as resolved on Sui Status and validator participation returns to a fully operational state. Subsequent updates from Sui or Mysten Labs, if any, will also serve as a basis to assess whether the network will change its rollout process after the incident.

      Once the network stabilizes, TVL, DEX volume, and stablecoin transfer activity will show whether the incident has a lasting impact on liquidity and usage on Sui.

      Disclaimer NFTPlazas provides trusted news and insights on Web3. The views expressed on this site do not constitute investment advice. Before making any high-risk investments in cryptocurrency or digital assets, please conduct your own thorough research. All transfers and transactions are carried out at your own risk, and any resulting losses are solely your responsibility. NFTPlazas does not endorse the buying or selling of cryptocurrencies or digital assets and is not a licensed investment advisor. Please also note that NFTPlazas may participate in affiliate marketing programs.



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      ‘Alaskan Bush People’ Star Matt Brown Dead at 43

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        ‘Alaskan Bush People’ Star Matt Brown Dead at 43


        ‘Alaskan Bush People’
        Star Matt Brown Dead at 43

        Published
        May 30, 2026
        8:50 PM PDT

        Matt Brown — the reality star who appeared on almost 80 episodes of “Alaskan Bush People” — has died, according to his brother.

        Waiting for your permission to load TikTok Post.

        Bear Brown just posted a TikTok with the sad news … and he’s clearly still very shaken up, saying he never imagined his brother would hurt himself, confirming Matt took his own life.

        Bear asked people to be respectful and kind … and not leave nasty comments since the family is still reeling from the tragedy.

        Play video content

        matt-brown-audio-3

        TMZ obtained dispatch audio from the initial search for Brown’s body — you can hear responding personnel note his backpack was uncovered while his gun was thought to be in the water … and that his body was not with it. They also ordered a search boat and dive team.

        Brown caused concern on the internet back in May when he live-streamed himself on YouTube … during which he rambled incoherently and wandered around a town in Washington state.

        He appeared nude and possibly intoxicated … and even held what appeared to be a gun at one point as well.

        matt brown instagram

        Family sources told us most of the fam cut Matt off about five years ago because they could not longer support him amid his ongoing addiction struggles.

        Gabe Brown is the only family member who communicates with Matt, we’re told … and our sources made it clear their chats are few and far between.

        Despite the estrangement, Matt’s family expressed concern about his disappearance … with his brother Bear sharing a video in which he mentioned people saw Matt near a river and he was floating in the water at one point.

        matt brown alaskan bush people discovery 1

        “Alaskan Bush People” follows a family as they rough it in the state’s wilderness … living off the land in a small community known as “Browntown.” Critics have questioned the show’s authenticity.

        Brown appeared in 79 episodes of ‘ABP’ from 2014 to 2019. He was 43 years old.

        RIP



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        Are We Living in a Simulation? Quantum Physics and The Matrix | Metaverse Planet

        Are We Living in a Simulation? Quantum Physics and The Matrix | Metaverse Planet


        Have you ever stared out the window, watched a bird fly by, and suddenly wondered if it was just a really well-rendered string of code? For years, I thought The Matrix was nothing more than brilliant science fiction—a cool cyberpunk movie to watch with a bowl of popcorn. But recently, I took a deep dive into modern quantum physics, and I have to admit, I was truly horrified by what I found.

        Hey, it’s Ugu. As someone who breathes technology and virtual worlds every day, I am used to analyzing simulated environments. But when you start applying the rules of video game engines to the actual, physical universe we live in, the lines between reality and simulation don’t just blur—they practically disappear. Is there a crack in the fabric of reality? Let’s look at the evidence, because the famous red and blue pill dilemma is no longer just a movie plot; it might be the most important philosophical test of our existence.

        The Observer Effect: Is the Universe Saving Processing Power?

        If you have ever played a massive open-world video game like Cyberpunk 2077 or Grand Theft Auto, you know how rendering works. To save processing power, the game engine only renders what you are actively looking at. The world behind you doesn’t exist in high resolution; it’s just raw data waiting to be rendered when you turn around. This technique is called frustum culling.

        When I researched the famous Double-Slit Experiment in quantum mechanics, my jaw hit the floor. Here is why:

        When scientists fire electrons through a barrier with two slits, the particles act like waves, creating an interference pattern.But the moment they place an observation device to “watch” which slit the electron goes through, the electron immediately acts like a solid particle.

        Let that sink in. The fundamental building blocks of our universe literally change their behavior based on whether or not they are being watched. To me, this doesn’t just sound like physics; it sounds exactly like a universe trying to save computational rendering power until a conscious observer demands the data.

        Rendering Glitches and Universal Code

        If we are living in a giant sequence of code, there have to be bugs, right? Software is never perfect. When I started looking at the mathematical foundation of the universe, the “simulation theory” stopped feeling like a conspiracy and started feeling like a logical deduction.

        Error-Correcting Codes: Theoretical physicist Dr. James Gates was studying string theory (the complex math that tries to explain the fundamental forces of nature) and found something impossible. Embedded deep within the equations of supersymmetry were Claude Shannon’s error-correcting codes—the exact same digital codes used in our web browsers and computer systems to prevent data corruption. Why is there literal computer code buried in the math of the cosmos?The Speed of Light: Why is the speed of light exactly 299,792,458 meters per second? Why is it an absolute, unbreakable limit? In computing, every processor has a maximum clock speed. I can’t help but wonder if the speed of light is simply the maximum processing speed of the universe’s CPU.The Mandela Effect and Deja Vu: We usually write these off as tricks of the mind. But from a simulation perspective, could a collective false memory be a patch update? Could Deja vu just be a temporary server sync issue?

        Bostrom’s Trilemma: The Logic That Traps Us

        We can’t talk about reality being a simulation without bringing up the philosopher Nick Bostrom. In 2003, he proposed a logic problem that I found impossible to shake off. He stated that at least one of the following three statements must be true:

        Humanity will go extinct before reaching a “post-human” stage capable of running hyper-realistic simulations.Post-human civilizations have no interest in running simulations of their evolutionary history.We are almost certainly living in a computer simulation right now.

        When I look at the incredible pace of our own technology—from the early days of Pong to today’s hyper-realistic, AI-driven Metaverses—it is obvious that we will eventually create simulations indistinguishable from reality. And if we survive long enough to do that, we will likely run billions of them.

        So, statistically speaking, what are the odds that we happen to exist in the one “base reality” rather than one of the billions of simulations? Mathematically, the odds are virtually zero.

        Why This Matters for the Metaverse

        cropped-the-matrix-1999-main-pic-1.jpg

        You might be asking, “Ugu, why does this matter to us today?” It matters because we are currently building the Metaverse. We are the architects of the next digital reality.

        By understanding that our own universe operates on rules strikingly similar to code, processing limits, and rendering algorithms, we can better understand how to build our own virtual worlds. We are stepping into the shoes of the “Creator,” learning to manipulate digital physics just as someone—or something—might be manipulating ours.

        The Red Pill or the Blue Pill?

        Researching this topic genuinely terrified me at first, but it also gave me a weird sense of peace. If it’s all code, then it’s a beautifully written masterpiece. The complexity of a sunset, the taste of a good cup of coffee, the connections we make with other people—even if it is simulated, the feelings are profoundly real to us.

        But it brings us back to that ultimate choice from The Matrix. The blue pill lets you wake up in your bed and believe whatever you want to believe. The red pill shows you how deep the rabbit hole goes.

        Personally, I would choose the red pill every single time. I would rather know the harsh, glitchy truth of our reality than live in comfortable ignorance.

        What about you? If you were offered the absolute, undeniable proof tomorrow that your entire life was a simulation, would you swallow the red pill to see the code, or would you take the blue pill and go back to sleep?

        Let me know your choice in the comments below—I’m really curious to see who among us is ready to wake up.

        You Might Also Like;



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        Crypto News Today: AlphaPepe Hits $1.38M Raised While Bitcoin Price Prediction Targets $250K | Web3Wire

        Crypto News Today: AlphaPepe Hits .38M Raised While Bitcoin Price Prediction Targets 0K | Web3Wire


        MONACO, May 30, 2026 (GLOBE NEWSWIRE) — Crypto news today is turning toward AlphaPepe after the project announced that its presale has crossed $1.38 million in total capital raised. Stage 17 is live at $0.01804 per token, the holder count has passed 9,000, the AlphaSwap AI DEX demo has surpassed 5,000 active users, and AlphaPepe has completed a full 10/10 BlockSAFU security audit ahead of its planned Q2 2026 exchange debut.

        The $1.38 million milestone gives AlphaPepe a clear company update as Bitcoin price prediction headlines return to aggressive upside targets, with some bullish forecasts pointing toward $250,000 if institutional demand, ETF flows, and liquidity conditions strengthen.

        AlphaPepe Hits $1.38M as Stage 17 Advances

        AlphaPepe crossing $1.38 million marks another important milestone in the project’s presale trajectory. Stage 17 is active at $0.01804, and the holder count has now passed 9,000 before public trading begins. That continued growth shows the presale is building beyond early launch attention and moving through stage progression, community expansion, and product development ahead of the planned Q2 2026 exchange debut.

        The stage-based structure gives participants a visible path as the launch window tightens. Each stage transition brings the next scheduled pricing step closer, while token delivery remains instant with no vesting and no claim delay. That removes one of the most common friction points seen across early-stage launches.

        AlphaPepe’s product layer continues to support the presale momentum. AlphaSwap, the project’s AI-powered decentralized exchange, has already surpassed 5,000 active demo users. That gives the project a working product environment before its exchange debut, separating it from many presales that enter public markets with only a roadmap.

        AlphaSwap includes AI contract screening, whale wallet tracking, and cross-chain execution on BSC. The contract screening layer is designed to detect risky token behavior before users interact with a smart contract. The whale tracking layer gives traders visibility into large wallet movements as they happen. The cross-chain execution layer is being built to make meme coin trading faster and less fragmented.

        The 10/10 BlockSAFU audit adds another layer of credibility before the token reaches exchanges. Combined with 9,000+ holders, over $1.38 million raised, Stage 17 momentum, 5,000 demo users, and instant token delivery, AlphaPepe is building a stronger pre-listing profile than many early-stage meme projects in the current cycle.

        Bitcoin Price Prediction Targets $250K

        The Bitcoin price prediction debate has returned to higher upside targets, with some bullish 2026 forecasts pointing toward $200,000 to $250,000 if institutional demand keeps expanding. The strongest versions of the $250K case depend on ETF inflows, fixed supply, liquidity conditions, and broader adoption by large investors and corporations.

        The $250,000 Bitcoin price prediction remains a bullish scenario, not a guaranteed outcome. For AlphaPepe, the nearer story is internal execution, with Stage 17 active at $0.01804, over $1.38 million raised, AlphaSwap already tested by more than 5,000 demo users, and the Q2 2026 exchange debut still moving closer.

        Conclusion

        AlphaPepe’s latest update gives the project a defined company milestone while broader crypto traders continue watching Bitcoin price prediction targets. The presale has crossed $1.38 million, Stage 17 is live at $0.01804, the holder count has passed 9,000, and AlphaSwap has already surpassed 5,000 active demo users.

        The $250,000 Bitcoin price prediction shows how aggressive upside narratives are still shaping crypto market attention when institutional demand, ETF flows, and liquidity are part of the story. But AlphaPepe’s roadmap is unfolding on a shorter timeline, with presale progression, product testing, audit completion, and exchange preparation all converging in the same quarter.

        For participants tracking early-stage crypto opportunities, the current setup is clear. AlphaPepe has capital raised, holder growth, working product traction, audit credibility, instant token delivery, and Q2 exchange timing moving together. Stage 17 remains active at $0.01804, with the next visible milestones tied to AlphaSwap’s full launch and public exchange access.

        CLICK TO VISIT ALPHAPEPE OFFICIAL WEBSITE

        FAQs

        What is AlphaPepe’s current presale status?AlphaPepe has raised over $1.38 million, Stage 17 is live at $0.01804, and the holder count has passed 9,000. The AlphaSwap AI DEX demo has also surpassed 5,000 active users, and the project has completed a full 10/10 BlockSAFU audit ahead of its planned Q2 2026 exchange debut.

        What is the $250K Bitcoin price prediction?The $250K Bitcoin price prediction refers to a bullish scenario where BTC reaches $250,000 if institutional demand, ETF inflows, liquidity conditions, and broader adoption continue strengthening. It remains a forecast scenario, not a guaranteed outcome.

        About AlphaPepeAlphaPepe is building AlphaSwap, an AI-powered decentralized exchange designed to make on-chain meme coin trading safer, faster, and more transparent. The platform includes AI contract screening, whale wallet tracking, and cross-chain execution on BSC, giving traders additional tools before interacting with early-stage tokens.

        AlphaPepe has raised over $1.38 million in its presale, passed 9,000 holders, surpassed 5,000 active AlphaSwap demo users, and completed a full 10/10 BlockSAFU security audit. Stage 17 is live at $0.01804, with instant token delivery, no vesting, no claim delay, and a planned Q2 2026 exchange debut.

        Contact:Jack Duffycontact@alphapepe.io

        Disclaimer: This content is provided by AlphaPepe. The statements, views, and opinions expressed in this content are solely those of the content provider and do not necessarily reflect the views of this media platform or its publisher. We do not endorse, verify, or guarantee the accuracy, completeness, or reliability of any information presented. We do not guarantee any claims, statements, or promises made in this article. This content is for informational purposes only and should not be considered financial, investment, or trading advice. Investing in crypto and mining-related opportunities involves significant risks, including the potential loss of capital. It is possible to lose all your capital. These products may not be suitable for everyone, and you should ensure that you understand the risks involved. Seek independent advice if necessary. Speculate only with funds that you can afford to lose. Readers are strongly encouraged to conduct their own research and consult with a qualified financial advisor before making any investment decisions. However, due to the inherently speculative nature of the blockchain sector—including cryptocurrency, NFTs, and mining—complete accuracy cannot always be guaranteed. Neither the media platform nor the publisher shall be held responsible for any fraudulent activities, misrepresentations, or financial losses arising from the content of this press release. In the event of any legal claims or charges against this article, we accept no liability or responsibility. Globenewswire does not endorse any content on this page.

        Legal Disclaimer: This media platform provides the content of this article on an “as-is” basis, without any warranties or representations of any kind, express or implied. We assume no responsibility for any inaccuracies, errors, or omissions. We do not assume any responsibility or liability for the accuracy, content, images, videos, licenses, completeness, legality, or reliability of the information presented herein. Any concerns, complaints, or copyright issues related to this article should be directed to the content provider mentioned above.

        A photo accompanying this announcement is available at https://www.globenewswire.com/NewsRoom/AttachmentNg/20b90e04-76c4-4a63-b323-02a821105260

        About Web3Wire Web3Wire – Information, news, press releases, events and research articles about Web3, Metaverse, Blockchain, Artificial Intelligence, Cryptocurrencies, Decentralized Finance, NFTs and Gaming. Visit Web3Wire for Web3 News and Events, Block3Wire for the latest Blockchain news and Meta3Wire to stay updated with Metaverse News.



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        Who Played Cupid For Kendall Jenner & Jacob Elordi?

          0
          Who Played Cupid For Kendall Jenner & Jacob Elordi?


          The burning question about Kendall Jenner and Jacob Elordi‘s relationship has been answered.

          “The Kardashians” star’s link-up with the “Euphoria” actor, which has blossomed into a budding romance, was more than a mere coincidence. The pair started turning heads in April and has since tried to keep details of their relationship largely out of the spotlight, probably taking cues from their previous public romances.

          Kendall Jenner and Jacob Elordi are no newbies in the dating world and have been linked to famous stars in previous years. With this current romance, they seem to be living in the moment and taking each day at a time.

          Ruthless Media / Memehouse

          Insiders continue to spill the tea on Jenner and Elordi’s relationship despite their attempts to keep things lowkey. Sources have revealed that “The Kardashians” star and the actor did not meet by chance, as their coming together was thoughtfully orchestrated by Hailey and Justin Bieber.

          This does not seem to raise eyebrows as they are both friends of the Biebers and were first spotted making out at Justin’s Coachella after party in April.

          Page Six reported that the matchup was fueled by the Biebers’ encouragement as well as some push from other friends. Although it is unclear who made the first move, an observer said the reality TV star could not resist Elordi’s charms at the Coachella afterparty.

          The new couple was spotted over Memorial Day weekend with friends who played cupid, taking cocktails at the five-star Santa Barbara San Ysidro Ranch hotel, close to where Jenner has a 6-acre home. One onlooker even described the model as being  “very touchy” with her man.

          The Lovebirds Are Taking Things Slow

          While Elordi and the reality TV personality have been spotted a number of times by paparazzi together, enjoying each other’s company, they are reportedly not rushing into things.

          The Blast shared that the lovebirds are not in a hurry to take their relationship to the next level as it stands but are exclusive.

          According to a source, they are “not rushing to label anything or call each other boyfriend/girlfriend yet, but neither of them is seeing anybody else.” They are, however, reportedly letting each other into their personal lives. Jenner has started bringing the “Kissing Booth” star around her close friends and her younger sister, Kylie Jenner.

          They were recently spotted on a double date with Kylie and her boyfriend, Timothée Chalamet. Elordi and Jenner also took a romantic getaway to Hawaii, where they spent quality time bonding on the beach. The vacation allowed them to spend time in a private setting away from many prying eyes, and this has strengthened their bond.

          Inside Kendall Jenner’s Low-Key Dating Life

          Kendall Jenner leaving Hotel d Evreux after shooting for Oreal in Paris
          Spread Pictures / MEGA

          Jenner has been one to keep her romantic life behind closed doors, yet details of her relationship have made waves in the media. In 2013, she was spotted on a date with iconic singer Harry Styles following his breakup from Taylor Swift.

          At that time, a source told PEOPLE, “They’re just friends,” but in the following years, the story seemed to have changed as they were reportedly “flirting, touching, and snuggling.”

          In 2016, she was spotted with NBA baller Jordan Clarkson, and a source confirmed that they were spending a lot of time together but keeping it lowkey. However, the romance ended shortly after.

          Jenner was then linked to A$AP Rocky, but neither of them confirmed they were more than friends. She supported A$AP at his Coachella performance in 2017, and onlookers said they were “all over each other” at an afterparty. 

          The model and NBA player Blake Griffin made headlines in the media during the summer of 2017. They spent time bonding with each other’s families, but Jenner did not admit they were in a relationship.

          Shortly after, she was linked to another basketball player, Ben Simmons, whom she admitted to dating on “The Ellen DeGeneres Show.” They called it quits in 2019.

          Jenner’s relationship with Devin Brooker was one for the books. They kicked things off in 2020 and celebrated their first anniversary with a series of PDA-heavy Instagram posts.

          The relationship, which seemed like a real deal, saw the end of the road shortly after hitting its two-year mark. Before Elordi, the reality TV star was reportedly dating Bad Bunny.

          Jacob Elordi’s Dating Portfolio Has Co-Stars And Models

          Jacob Elordi at HBO's EUPHORIA Premiere: RED CARPET
          ZUMAPRESS.com / MEGA

          The “Frankenstein” star had one of his earliest public relationships with his co-star, Joey King. The pair met in 2017 on the set of “The Kissing Booth” and naturally developed feelings for each other as they played on-screen love interests.

          King explained that their relationship started off as a friendship, and they soon became very comfortable with each other. Their romance lasted over a year before ending in 2018, while they continued to work together.

          In 2019, there were whispers about Elordi dating his “Euphoria” co-star, Zendaya, after they were spotted vacationing together in Greece.

          The actor downplayed the status of the relationship, saying that he saw Zendaya as his sister. Neither of them confirmed they were romantically involved, but rumors had it that the romance ended in 2020.

          The Hollywood star was then linked to model Kaia Gerber in September 2020. They were seen cozying up to each other, and ELLE reports that Gerber was spending a lot of time at his house in Hollywood Hills at the time. The relationship reportedly ended in November 2021.

          Elordi was then involved in a four-year on-and-off relationship with model-influencer Olivai Jade Giannulli. They were spotted on vacation in Italy but kept their romance largely off social media. They also did not make any red carpet appearances together, and by August 2025, they called it quits for good.

          Kendall Jenner & Jacob Elordi’s Romance Began Months Ago

          Sources claim that the new couple had been seeing each other since and officially became an item in early February. The pair have been really determined to keep their relationship between them for as long as possible. Jenner reportedly wanted to incubate her relationship with Elordi for as long as possible, rather than a hard public launch.

          “She knows the more public the relationship, the more complicated it becomes. She’s trying to have a real relationship versus something that is a public spectacle,” a source close to Jenner revealed. “She wants it to be between her and her guy first, rather than her, Jacob, and the public,” they added.

          The Blast detailed a recent outing in Montecito, California, where the model was seen being “very affectionate” with the “Kissing Booth” star. According to onlookers, she playfully touched his hair and wrapped her arm around him while they enjoyed their dinner at a restaurant.

          Happy romance life, Kendall Jenner & Jacob Elordi!



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          Xbox Walks Back Multiplatform Ad Strategy in Response to Fan Feedback

          Xbox Walks Back Multiplatform Ad Strategy in Response to Fan Feedback


          In a surprising pivot, Xbox has made its first minor course correction since new Xbox boss, Asha Sharma, took the reins. What’s really odd about the situation is how public it was.

          Speaking on the official Xbox podcast a few days ago, Matt Booty (head of Xbox Game Studios) announced that the brand would continue to be transparent about multiplatform games, explicitly showing trailers with PlayStation and Nintendo logos if the game was coming to those platforms.

          “We’ll be very clear about what platforms a game is coming to and want to continue the precedent. I think we’ve got a good system going where we make it clear in the Showcase.” – Matt Booty

          This strategy in stark contrast to their competitors—PlayStation and Nintendo rarely acknowledge rival platforms in their showcases. It can almost be comical sometimes. But it makes sense: you want people to buy games on your hardware where you get the biggest cut.

          But just days later, Asha Sharma took to social media, saying that they got it wrong based on fan feedback.

          “Seeing the feedback on logos. It was a miss, and I own it. We are talking about how we adjust for future Xbox shows.” – Asha Sharma

          What this means isn’t clear yet. Will they completely remove any mentions of PlayStation or Nintendo, even when discussing games that are already known to be coming to those platforms? If they show off the recently delayed Fable, which is aleady announced for PS5, will there be no PlayStation logo?

          It’s a curious shift. While Sony and Nintendo often stay laser-focused on their own first-party lineups and pretend that other brands don’t exist, Xbox has played into its multiplatform initiative by doing the opposite.

          By removing the logos, Xbox risks alienating potential cross-platform buyers. After all, lots of PlayStation and Nintendo gamers will be watching the upcoming Xbox showcase because they know the games will probably be coming to their machines. But removing competitor’s logos puts the emphasis back on Xbox and avoids the perception of weakness in their own brand.

          The question now is whether Sharma is overreacting to a small portion of vocal fans or if this really is the right move?



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