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10 Best Indie Games With Infinite Replayability

10 Best Indie Games With Infinite Replayability


Sometimes, you come across that one indie game that grips you intensely, giving you one of the best, most engaging experiences you’ve ever had, only to let you go within a matter of a few hours.

On some occasions, though, you find that one game that is just as special to you as the rest, but it never seems to run out of that appeal, constantly remaining enjoyable and replayable no matter what.

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Some games just resonate with people more than with critics

I’ll be listing off ten of those indie games I find I can always come back to, dip in for another playthrough, and return to each part of it without ever feeling tired of it.

As a bit of a rule, half of this list will be roguelikes/roguelites, whereas the other half could be any other genre. Without this restriction, this list would essentially be almost entirely dominated by one genre, and that’s just not that interesting.

10

Stardew Valley

Farmed For Hours

Image of Stardew Valley, with the player wearing the ??? Hat, surrounded by ??? Hats.

While your initial reaction to playing a cozy farming game might make you think it’s one of those hundred-hour games you only play once, in reality, Stardew Valley is a hundred-hour game you could play a hundred times over.

From the insane potential of min-maxxing every fine detail to the multitude of challenge runs you can decide to overcome, there are a

million different ways to approach
the game, and it’s incredibly fun.

Every aspect of this game can be optimized and perfected, from figuring out the optimal gifts to give for friendship, to routing your fishing and foraging around completing the community center in year 1.

It transforms the experience from a chill farming game into an incredibly routing heavy experience centered around making the most out of your time and farming up as much as you can, and I love that.

9

Hades

Delve Into Death

Zagreus petting Cerberus in Hades.

As a Roguelite, Hades breaks past the typical expectations in the genre, as it doesn’t become boring to replay due to its permanent progression, instead only getting better as you gain more options.

Every new weapon you unlock feels like you’re playing as a brand-new character with an entirely new moveset, and the permanent upgrades to your stats mostly just make runs more consistent, but still challenging.

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10 Hardest Indie Games To 100% Complete

If I ever need to fish in Terraria ever again, I’m going to lose it.

Once you’ve dived in a couple hundred times, you can go ahead and sign up

for the pact of punishment
, maybe even do a little bit of hell mode, and truly get your ass kicked until you’re sick of it.

There’s a bottomless well of different ways to play, and while most roguelites end up becoming disgustingly easy and boring, Hades never fails to be one of the most challenging games ever, if you let it.

8

Hollow Knight

Winding Routes

Fighting False Knight in Hollow Knight

I think Hollow Knight may be the best map a Metroidvania has ever had, mainly because there are a hundred routes you can take through Hallownest, and all of them feel equally satisfying and intentional.

Right off the heels of Forgotten Crossroads, you can go to Greenpath, as is rather obvious, but you can also enter Crystal Peak, or even Fungal Wastes if you’ve got your sequence breaks down pat.

You can watch a blind playthrough, and after the City of Tears, their route through the world will look nothing like yours, and that’s an awesome way to make me want to replay and discover every new thing.

On top of that, the Pantheons are a great way to self-inflict frustration for a week or two, being some of the most challenging boss gauntlets ever made, with an endless amount of ways you can tackle them.

7

Dead Cells

Quite Roomy

Indie Games With AAA Appeal Dead Cells

I’ve played Dead Cells for quite some time, and I’m still not sure that I’ve seen all the unique areas scattered throughout the game. It’s essentially a roguelite metroidvania, and man, does it deliver on that.

Every step of the way, slashing through enemies is immensely satisfying, tearing through rooms like nobody’s business feels like you’ve become a cosmic force of destruction, and I love it all so much.

The unlocks all make the game open up even further, and none of them ever feel like I’m being forced into making the game easier, but rather that I’m slowly unlocking my full, complete toolset.

It feels like I could do a few hundred runs of this game, and I’ll somehow never run out of boss cells to do, content to explore, combinations of weapons and modifiers, and I love that ever-expansive feeling.

6

Rivals of Aether 2

Freedom Fighting

Screenshot of Rivals of Aether 2, on the docks with Wrastor, Orcane, and Forsburn fighting.

I think making a mechanically in-depth and fully realized fighting game is a surefire way to maintain a massive player base that never wants to put the game down, and Rivals of Aether 2 does that excellently.

Every character is incredibly distinct and offers some type of unique playstyle I haven’t seen replicated in a platform fighter, unless we’re talking about Clairen, in which case I’ve seen that play style in every platform fighter.

On top of the

already solid base mechanics
, the fact that we’re constantly getting fed new characters, modes, skins, and whatever else means this game is an easy way to rack up a few hundred hours.

I’ve run through the classic mode campaigns way too many times, and I can’t wait to do that same thing with story mode. The movement is crisp, and optimizing your times is way too enjoyable.

5

Balatro

Absolute Cinema

Screenshot of Balatro, with multiple 10 of Spades making a Flush Five.

If you’re an absolutely based gambling enjoyer, you probably have a few hundred hours in Balatro already, but if you don’t, you might want to hop on the most addictive video game ever put on this earth.

There’s something so entrancing about this game. The music is the same song throughout the entire experience, yet I’ve never gotten tired of it, and it enhances my desire to play just a few more runs before I stop.

Unfortunately, 99% of gamblers quit before their big win, so most people don’t even find out that this game has hundreds and

hundreds of hours of content
from unlocking everything alone.

Trying to get to gold stake on all the decks is a massive task that takes a massive number of attempts, even if you’re always successful, which you won’t be, because the game didn’t feel like giving you that fifth diamond for the flush.

4

Celeste

Super Extended Hyperdash

Celeste gameplay from Steam

Just earlier this week, completely unrelated to writing this list, I was replaying Celeste just for fun. It’s an

awesome precision platformer
, and the difficulty combined with the incredible level design just makes it incredible.

The abilities you have are all incredibly simple, just jumping, dashing, and climbing. Yet, you can combine these three things in a myriad of different ways that makes this game one of the best speedrunning titles ever.

It’s incredibly fun to wavedash through levels far quicker than you played them the first time, or even go through the entire game as quickly as you can, never mind the massive modding community with thousands of custom levels.

This game is incredible, and I revisit the entire thing once a year at the bare minimum. It’s about as replayable as a completely linear 2D platformer can get, with all the techniques and tricks you’d ever want.

3

The Binding of Isaac: Rebirth

Virtual Insanity

binding of isaac SPEED! challenge

Most roguelikes with unlockables for future runs usually go with a couple new characters, a good handful of new items, and some stages, but The Binding of Isaac was bold enough to test the limit of how much content could be in one game.

There are a little over 700 unlockables in this game, most of that number taken up by the massive amount of items with extremely specific unlock conditions and achievements tied to them, making for a hell of a 100% run.

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I feel old, having played Cave Story for my entire life.

I genuinely don’t think you can get through the base game with all the DLC and have everything unlocked within a hundred hours, and it’s practically impossible to run out of new stuff to do in this game.

It would already be incredibly replayable through the merits of being a great roguelike with fun mechanics and bosses that make the average person wish to commit a felony, but this makes the game infinitely replayable.

2

Terraria

Keep Digging

A house in Terraria.

I have roughly 2000 hours in Terraria, and frankly, once the next update releases, I’ll gladly get through a few hundred more. It’s one of the best Sandbox RPG experiences, and it only ever gets better.

Every update provides a ton of new stuff while never being too scared to overhaul and change all the old stuff for the better, and I personally think it only gets more enjoyable as you get more skilled.

Everything has some sort of counter, some arena you can build to combat every boss, some combination of armor to give you the best stats for that point in the game, and there’s always a bigger fish to fry.

Playing this game vanilla has always been great, and since TModLoader is an official DLC on Steam,

playing mods has become far easier
and makes it so I can never escape Terraria before it consumes me entirely.

1

Risk of Rain 2

Viscious Cycle

Image of Chef Fighting a Blazing Elite in Risk of Rain 2, with no Twisted Elites in sight.

I believe my biggest stint of playing a single game every single day was when I discovered Risk of Rain 2 back in 2023, then managed to log 200 hours in just a few months, as it’s genuinely addicting.

Every character is incredibly unique and interesting with fun kits that make them feel great, all the items have other items to synergize with, and the scrapping system puts any luck back into your hands.

It has the most skill expression of any roguelike I’ve ever played, and it’s no coincidence that it’s easily the roguelike I’ve played most, and even after getting all the achievements, I’m still not done with it.

There are so many logs to get, so many eclipse climbs to overcome with each character, and so many more runs that all feel unique from each other, and I can’t wait to jump back in a few hundred more times.

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How to Make Flowtato Fries with Ketchup in Palia

How to Make Flowtato Fries with Ketchup in Palia


Flowtato Fries with Ketchup is one of the new Uncommon meals in Palia. It was added with the recent Elderwood expansion. Players can consume the Flowtato Fries with Ketchup to gain a decent amount of Focus or give it to the characters who love/need it. This guide will walk you through how to unlock the Flowtato Fries with Ketchup recipe and make it in Palia.

How to Unlock the Flowtato Fries with Ketchup Recipe in Palia

Like every cooking recipe in Palia, players must first learn its recipe, and it is the same for Flowtato Fries with Ketchup. Before players get to make the Flowtato Fries with Ketchup, they will have to unlock it. To unlock the Flowtato Fries with Ketchup recipe, you have to loot the Treasure Chest in the Deep Woods located against the wall between the entrance to the Central Stables and Lilac Cavern areas. If you come out of the southern exit of the Central Stables, go along the wall on the left, and you will find the chest.

How to Make the Flowtato Fries with Ketchup in Palia

Once you have the Flowtato Fries with Ketchup recipe, you will be able to make it using your cooking appliances. As each recipe requires certain cooking appliances and ingredients, it is the same for the Flowtato Fries with Ketchup. You need 1 Standard Stove and 2 Prep Stations to make the Flowtato Fries with Ketchup using the following ingredients.

1x Salt

1x Cooking Oil

1x Flowtato

1x Vinegar

1x Tomato

Follow the following steps to make the Flowtato Fries with Ketchup.

Step 1: Interact with the Prep Station and select the Flowtato Fries with Ketchup recipe to start making it.

Step 2: Go to the other Prep Station and interact with it to make Uncooked Fries by chopping the Flowtato.

Step 3: Interact with the Prep Station again to make Chopped Tomato by chopping the Tomato.

Step 4: Go to the Standard Stove and make the Unseasoned Fries by adding the Cooking Oil and Uncooked Fries.

Step 5: Interact with the Standard Stove again and make the Ketchup by adding the Vinegar and Chopped Tomato.

Step 6: Now, come back to the Prep Station and interact with it to make Flowtato Fries with Ketchup by adding Salt, Unseasoned Fries, and Ketchup.

Make sure to complete all of the above steps in under 2min otherwise, you will get Spoiled Food.

Use of Flowtato Fries with Ketchup in Palia

Consuming Flowtato Fries with Ketchup generates 300 Focus (Basic). You can sell it for 72 Gold (Basic) at the Shipping Bin. Additionally, you can give it to the villagers who like it or who need it as a weekly want. If you make the Flowtato Fries with Ketchup, store them in the storage so you can give them to the villagers who need them. The needs of villagers change every week, so keep your eyes on them.



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Rick and Morty team didn’t worry about the lore ‘we owe’ in season 8 — only Rick’s baggage

Rick and Morty team didn’t worry about the lore ‘we owe’ in season 8 — only Rick’s baggage


Rick and Morty remains a staggering work of chaotic creativity. Previewing a handful of episodes from season 8, which premieres Sunday, March 25 with a Matrix-themed story inspired by phone charger theft, I still had that brain-melty “How do they think of this stuff?” feeling from when the show premiered more than a decade ago. The characters aren’t all the same as they were back in 2013 (voice actors aside): Morty has an edge from being around the galactic block a few hundred times, and Rick, while still a maniac, seems to carry the weight of cloning his daughter Beth that one time.

But the sheer amount of wackadoo sci-fi comedy that creator Dan Harmon, showrunner Scott Marder, and their team of writers pack into each half-hour hasn’t lost the awe. This season, that includes everything from a body-horror spin on the Easter Bunny to a “spiritual sequel” (Harmon’s words) to season 3’s beloved Citadel episode “The Ricklantis Mixup.”

So where does writing yet another season of Rick and Morty begin? And what does a new season need to accomplish at this point? Polygon talked to Harmon and Marder, who wrote seasons 8, 9, and 10 all in one go, about the tall-order task of reapproaching the Adult Swim series with so much madcap history behind them.

Polygon: Where do you even start writing a new episode, when your show can zip in any fantastical direction, or go completely ham on its own mythology?

Scott Marder: You might be surprised that we never start off a season with “What’s the canon we owe?” That’s the heavy lifting, and not necessarily how we want to start a season off. There are always people on staff that are hyper-aware of where we are in that central arc that’s going across the whole series, but it’s like any writers room — people are coming in with ideas they’re excited about. You can just see it on their faces. You can feel their energy and just spit it out, and people just start firing off things they’re excited about. We don’t try to have any rules or any setup. Sometimes there are seasons where we owe something from the previous season. In season 8, we didn’t, and that was luxurious.

Image: Adult Swim

Dan Harmon: I always reference the Dexter season where they tried to save the revelation that a Fight Club was happening for the end, and after the first episode, all of Reddit had decoded it. I marked that moment as sort of “We are now in post-payoff TV.” As TV writers, we have to use what the audience doesn’t have, which is a TV writers room. That isn’t 10 people sitting around planning a funhouse, because they’re not going to plan as good a funhouse as a million people can plan for free by crowdsourcing.

But we can mix chocolate with giant machines that people can’t afford and don’t have in their kitchen. We can use resources and things to make something that’s delicious to watch. So that becomes the obligation when we sit down for seasons. We never go, “What’s going to be the big payoff? What’s going to be the big old twist? What are we going to reveal?” I think that that’s a non-starter for the modern audience. You just have to hope that the thing that ends up making headlines is a “How is it still good?” kind of thing — that’s the only narrative you can blow people’s minds with.

Even if “lore” isn’t the genesis of a new season, Rick & Morty still exists in an interesting middle ground between episodic and serialized storytelling. Do you need the show to have one or the other when you want a season to have impact?

Harmon: It’s less episodic than Hercules or Xena. It’s not Small Wonder or something where canon would defeat their own purpose. But it is way more episodic than Yellowjackets — I walked in on Cody [Heller, Harmon’s partner] watching season 2 of [Yellowjackets], and literally there wasn’t a single line of dialogue that made sense to me, and that was how she liked it. They were all talking about whatever happened in season 1.

Referencing The Pitt, I think is the new perfect example of how you can’t shake your cane at serialization. In a post-streaming marketplace, The Pitt represents a new opportunity for old showrunners, new viewers to do things you couldn’t do before, that you can now do with serialization, and issuing the time-slot-driven narrative model. Our show needs to be Doctor Who or Deep Space Nine. It comes from a tradition of, you need to be able to eat one piece of chocolate out of the box, but the characters need to, more so than a Saved by the Bell character, grow and change and have things about them that get revealed over time that don’t then get retconned.

Marder: Ideally, the show’s evergreen, generally episodic. But we’re keeping an eye on serialized stuff, moments across each season that keep everyone engaged. I know people care about all that stuff. I think all of that combined makes for a perfect Rick and Morty season.

How reactive is writing a new season of Rick and Morty? Does season 8 feel very 2025 to you, or is the goal timelessness?

Harmon: The show has seen such a turbulent decade, and one of the cultural things that has happened is, TV is now always being watched by the entire planet. So people often ask “Is there anything that you’re afraid to do or can’t do?” The answer to that is “No.” But then at the same time, I don’t think the show has an edge that it needs to push, or would profit from pushing. It’s almost the opposite, in that the difficult thing is figuring out how to keep Rick from being Flanderized as a character that was a nihilist 10 years ago, where across an epoch of culture and TV, Rick was simply the guy saying, “By the way, God doesn’t exist” and having a cash register “Cha-ching!” from him saying that.

How do you keep House from not becoming pathetic on the 10th season of House if House has made people go, “I trust House because he’s such a crab-ass and he doesn’t care about your feelings when he diagnoses you!” I mean, you need to very delicately cultivate a House. So if you do care about the character, and value its outside perspective, it needs to be delicately changed to balance a changing ecosystem.

What a weird rambling answer to that question. But yeah, with Rick, it’s now like, “What if you’re kind of post-achievement? What if your nihilism isn’t going to pay the rent, as far as emotional relationships?” It’s not going to blow anyone’s mind, least of all his own. Where does that leave him? A new set of challenges. He’s still cynical, he’s still a nihilist. He’s still self-loathing, and filled with self-damage. Those things are wired into him. And yet he’s also acknowledged that other people are arbitrarily important to him. And so I guess we start there — that’s the only thing we can do to challenge ourselves.

Marder: I would say, just yes-anding Harmon, that’s sort of the light arc that runs through the season. Just kind of Rick living in a “retirement state.” What does he do now that this vendetta is over? He’s dealing with the family now, dealing with the Beths. That’s some of the stuff that we touch on lightly through it.

Which characters were you excited to see grow this season?

Marder: I don’t think anyone had an agenda. It just kind of happened that we ended up finding a really neat Beth arc once Beth got split in two. It made her a way more intriguing character. One part of you literally gets to live the road less traveled, and this season really explores whether either of them are leading a happier life. Rick has to deal with being at the root of all that.

When we stumble onto something like a Jerry episode, like the Easter [one], that’s a treat, or Summer and the phone charger. She’s such an awesome character. It’s cool to see how she and Morty are evolving and becoming better at being the sidekick and handling themselves. It was cool watching her become a powerful CEO, then step back into her old life. We are very lucky that we’ve got a strong cast.

Are there any concepts in season 8 you’ve tried to get in the show for years and only now found a way?

Harmon: My frustrating answer to that question is that the answer to that question is one that happens in season 9! [A thing] I’ve actually been wanting to do in television or in movies forever, and we figured out how to do it.

There are definitely things in every episode, but it’s hard to tell which ones. We have a shoebox of “Oh, this idea can’t be done now,” but it’s like a cow’s digestive system. Ideas for seasons just keep getting passed down.

Marder: There are a few that are magnetic that we can’t crack, and that we kind of leave on the board, hoping that maybe a new guy will come in and see it comedically. I feel like every season, a new person will come in and see that we have “time loop” up on the board, and they’ll crack their knuckles and be like, “I’m going to break the time loop.” And then we all spend three days trying to break “time loop.” Then it goes back on the board, and we’re reminded why we don’t do time loops.

Harmon: That is so funny. That is the reality, and it’s funny how mythical it is. It’s like an island on a pre-Columbian map in a ship’s galley, and some new deckhand comes in going, “What’s the Galapagos?” And we’re like, “Yarr, you little piece of shit, sit down and I’ll tell you a tale!” And they’ll either be successfully warned off, or they’ll go, “I’m going to take it.”

Marder: It’s always like, “I can’t remember why that one made it back on the board… I can’t remember why we couldn’t crack it…” And then three days later, you’re like, “I remember why we couldn’t crack it.” Now an eager young writer is seasoned and grizzled. “It was a mistake to go to the time loop.”



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Marvel Rivals to add loot boxes but there’s a twist

Marvel Rivals to add loot boxes but there’s a twist


You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you’re reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

Season 2.5 of Marvel Rivals will be one of the biggest updates the game has ever had. Ultron, a new Strategist, is coming to the game, along with a new Convoy map. NetEase will also release numerous UI improvements, balance changes, and new features. One of these will be a so-called Combat Chest, which is Marvel Rivals’ twist on loot boxes.

The game developer has revealed a couple of details on how this is going to work. For now, it appears that this is a mix of a loot box and a Battle Pass. These chests will come in two versions, and to get the premium version, you will have to upgrade it with in-game currency.

Is Marvel Rivals adding loot boxes?

The next Marvel Rivals update will be one of the biggest. It will add a significant amount of new content, refreshing the game and making it more interesting. NetEase has already revealed the patch notes, which also mention Combat Chests. These will essentially be loot boxes that include cosmetic items and will be available for a limited time.

The game developer revealed that Combat Chests will include costumes, emojis, mood icons, and other rewards. It will be possible to level it up by earning XP in matches. Furthermore, Combat Chests will have a premium version that includes even more rewards. However, we currently don’t know how much this version is going to cost.

Ultron in Marvel Rivals
Season 2.5 brings lots of new content, including Ultron. Image by VideoGamer

The Combat Chest will go live in Marvel Rivals on the first day of Season 2.5, May 30, and remain available until July 11. While we’ll need to wait a bit longer to learn the full details of how the system functions, it appears to be another method of rewarding active players with cosmetic items, which is a welcome addition.

The big update will also bring a free skin for Hawkeye, which looks amazing!


marvel rivals cover image showing marvel characters line upmarvel rivals cover image showing marvel characters line up

Marvel Rivals





Platform(s):
macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X


Genre(s):
Fighting, Shooter



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Something for the Weekend – 24/05/25 | TheSixthAxis

Something for the Weekend – 24/05/25 | TheSixthAxis


The bank holidays come thick and fast this time of year, so I hope you have exciting plans for any extra time off you might have this weekend. At the same time, it’s really hotting up in the land of video games, as there’s the build up to Fake E3 season, the Switch 2 launch, and plenty more going on. Here’s what’s happened in the last 7 days, though.

In the News This Week

It was Warhammer Skulls this week, so there’s naturally been a whole host of Warhammer video game announcements, really demonstrating the strength of this franchise right now.

Games in Review & Featured Articles

Some great indie games were featured in our reviews this week alongside MercurySteam’s blacksmith forged action RPG Blades of Fire.

Tangential to the reviews, I revisited the delightful indie JRPG Sea of Stars for the new Throes of the Watchmaker free DLC. You can’t really go wrong with free, and this is a great post-game addition.

I also got to preview Ubisoft’s Roman city builder Anno 117: Pax Romana, as well as go hands on with a trio of Sega’s Switch 2 launch(-ish) games, with Yakuza 0: Director’s Cut and Puyo Puyo Tetris 2S adding new content a

Having attended Digital Dragons in Poland this week, Dom dished out a smorgasbord of previews from intriguing indie titles, including Vale’s Echo, War Mechanic and XYZ: Tear Them Down.

And rounding out the week, What We Played featured Revenge of the Savage Planet, Sea of Stars and Blades of Fire.

Trailer Park

War comes to Super Earth in Helldivers 2: Heart of Democracy update

Check out the Neo City stage from Shinobi: Art of Vengeance

Warhammer 40,000: Darktide adds the brutal Arbites class this June

See the Metal Gear Solid Delta: Snake Eater opening movie

Your Achievements

What have you been playing this week?

TSBonyman’s Oblivion Remastered adventure continued, but was joined by Her Majesty’s Spiffing, “an amusing 3D point’n’clicker.”

That’s the round up for this week. Hope you have a great weekend ahead and we’ll see you back here next week!



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Proton Experimental update enables gamepad input for all game launchers on Linux, SteamOS / Steam Deck

Proton Experimental update enables gamepad input for all game launchers on Linux, SteamOS / Steam Deck


Valve released a brand new and exciting update to Proton Experimental for Linux, SteamOS / Steam Deck gamers. This brings some new fixes, as well as an interesting change for their Xalia integration.

Xalia, if you’ve not heard of it, is an open source tool that brings a gamepad UI for traditional desktop applications. Especially useful for Valve’s Proton, since it can make working with launchers on Steam Deck, SteamOS and any Linux system playing games via Steam Big Picture Mode a lot simpler since you won’t need to change any inputs. It’s not just launchers though, some games have prerequisite installation steps which Xalia enables you to click through with a gamepad too.

For quite a few releases Valve have been tweaking how they use Xalia, gradually adding more supported games and updating Xalia itself from the upstream project. However, the Proton Experimental update for May 23rd simply enables it by default now. So it’s not set on specific games, as Valve feel it’s at a point where it will “work with most launchers using builtin Win32 controls”.

With the wider release of SteamOS 3.7 for more devices, this seems like a great step for Windows game compatibility.

All the changes:



Enabled NVAPI for The Last Of Us 2.
Fixed games not starting when upgrading from a removed Proton installation.
Enabled Xalia by default instead of only for selected titles. It should work with most launchers using builtin Win32 controls.
Improved situation with Once Human having bad stutter on certain setups.
Fixed Black Desert launcher rendering all black on Nvidia + Wayland setups.
Fixed Dead Island 2 not detecting Epic Online Services and not allowing cross-play.
Fixed Cornerpond not rendering transparency correctly.
Fixed Monster Jam Showdown not being able to link Epic Games account.
Fixed The First Berserker: Khazan displaying driver version warning with Intel and Nvidia GPUs.
Fixed DLSS frame generation options being disabled in The Elder Scrolls IV: Oblivion Remastered.

Source: Valve

How to get it?

It will show up as an update in your Steam Downloads, if you already have it installed. If you don’t, just search for Proton Experimental in your Steam Library to install it. It will also download automatically if you go to run a game that Valve have set to use it.

See more in our guides section.

Article taken from GamingOnLinux.com.



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Tolkien Collectible Book Sets Are Up For Preorder – Myths, Legends, Tales Of Middle-earth

Tolkien Collectible Book Sets Are Up For Preorder  – Myths, Legends, Tales Of Middle-earth


J.R.R. Tolkien fans can soon add two display-worthy book box sets to their collection. Tolkien Myths and Legends Box Set, which features lesser-known original works and translations of classic English literature, releases on June 10. It will be followed up on August 19 by new editions of The Great Tales of Middle-earth, which is comprised of the final three prose novels set in Tolkien’s iconic fantasy world. The new hardcover box sets feature lavish cover art and display cases. They are considered the fifth and sixth entries in a series of hardcover book box sets that debuted last year with the The History of Middle-earth, which was published by William Morrow in its entirety across four beautiful collections.

J.R.R. Tolkien - The History of Middle-earth Box Sets (2024)
J.R.R. Tolkien – The History of Middle-earth Box Sets (2024)

The History of Middle-earth was originally published over a 14-year stretch from 1983 to 1996. While creating his fantasy world, Tolkien took extensive notes, building a backstory for Middle-earth across three different ages and 6,500-plus years. You could argue that the author’s dedication to crafting the setting that would become home to a pair of landmark fantasy novels turned Middle-earth into the most believable character Tolkien created. His mythopoeic writings formed what is commonly referred to as Tolkien’s legendarium.

At the time of Tolkien’s death in 1973, the exhaustive backstory of Middle-earth remained unpublished. Over the next few years, his son and literary executor, Christopher Tolkien, undertook the daunting project of editing, expanding, and curating the legendarium into publishable works. The legendarium would become a 12-volume series titled The History of Middle-earth.

Though The Silmarillion is now included in modern editions of the series–it’s Book 1 in the newest box sets–the collection of myths was first published in 1977. If it had been Tolkien’s decision, The Silmarillion would have been published after The Hobbit. When his publisher turned down the manuscript, Tolkien pivoted to the story that would become The Lord of the Rings.

Over the years, he continued to revise and expand The Silmarillion. Early drafts and branching stories penned while reworking the manuscript would become key components of his legendarium. As such, The History of Middle-earth, in part, showcases Tolkien’s development as a worldbuilder. This is why The Silmarillion is presented as the first book in The History of Middle-earth. To get the most out of the sprawling Middle-earth character study, it’s wise to read the interconnected myths within The Silmarillion.

For the 2024 hardcover box set releases, publisher William Morrow reorganized The History of Middle-earth into 15 separate books, including the invaluable reference Index. The series is a substantial undertaking, as it clocks in 5,328 pages across its 15 volumes. With Amazon’s current prices, you can get all four box sets for $262 (was $475), which saves you over $200.

Check out all four of the 2024 Middle-earth box sets below. An alternative to the 15-book collection is the weighty three-volume hardcover set released in 2020. Totaling 5,440 pages–over 1,800 pages per book–The Complete History of Middle-earth Box Set is an understated, brilliantly designed trio of hardcovers that’s available for $138 (was $250). For a sampling of what the series has to offer, there’s a five-book paperback box set for $28 (was $50).

More J.R.R. Tolkien Book Box Sets

The Lord of the Rings: Deluxe Illustrated Box Set (2024)
The Lord of the Rings: Deluxe Illustrated Box Set (2024)

William Morrow’s new hardcover box sets with reversible covers are far from the only stunning Tolkien collections that are worth checking out. The Lord of the Rings has received many different box sets over the years, including a superb high-end edition last fall. The Lord of the Rings: Deluxe Illustrated Box Set remastered the fan-favorite 1992 set with illustrations by Alan Lee. With over 50 new drawings and paintings, silver foil-stamped covers, and hybrid cloth-leather bindings, these editions are truly a sight to behold. The foil-stamped clothboard display case holds all three parts of The Lord of the Rings as well as three exclusive art cards and two foldout maps by Christopher Tolkien.

The LOTR Deluxe Illustrated Box Set launched with an eye-watering $325 price, but Amazon is currently selling it for $146–a savings of 55% ($179).

The Deluxe Illustrated Box Set wasn’t the only collectible LOTR set released last year. William Morrow also published budget-friendly Collector’s Editions of The Fellowship of the Ring, The Two Towers, The Return of the King, The Hobbit, and The Silmarillion. The three parts of LOTR were later collected in one handsome Collector’s Edition Box Set. Each book in the hardcover Collector’s Edition series has stained edges, foil-stamped cover art, a ribbon bookmark, and maps as endpapers. All five Collector’s Editions are available individually for around $20 or less.

Tolkien Illustrated Editions.Tolkien Illustrated Editions.
Tolkien Illustrated Editions.

Though not box sets, we’d be remiss to not mention the Tolkien Illustrated Editions when discussing collectible versions of Tolkien’s masterworks. Each of these beautiful hardcover books features drawings, sketches, and paintings composed by Tolkien himself while he built Middle-earth with words. The books have foil-stamped covers, sprayed page edges with elvish script, a ribbon bookmark, and a pair of removable maps.

Deluxe Special Editions of Tolkien Illustrated versions of The Silmarillion, The Hobbit, and The Lord of the Rings have cloth board bindings with quarterbound ribbed leather, clouthbound slipcases, an art card, and an illustrated booklet.

More Tolkien Book Deals

The list below includes deals on an assortment of editions of The Lord of the Rings, The Hobbit, The Silmarillion, and more. One standout here is The Silmarillion Special Edition, which was published in 2021 and feels like a natural pairing with The Lord of the Rings Deluxe Illustrated Box Set. This foil-stamped, clothbound edition has a slipcase with custom artwork and comes with a pair of full-color posters.



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Mortal Kombat 1 Support Ending: What’s Next for Fans?

Mortal Kombat 1 Support Ending: What’s Next for Fans?


After a new complete edition of Mortal Kombat 1 appeared in stores, fans began wondering if support for the latest Mortal Kombat was finished. Now, publisher Warner Bros. has confirmed their worst fears: Netherealm is moving on.

“We are hearing players’ requests for continued game support of Mortal Kombat 1, and, while we will continue to support Mortal Kombat 1 through balance adjustments and fixes, there will not be additional DLC characters or story chapters released from this point on.” said the official Mortal Kombat X account, before brutally performing a fatality on someone.

Netherealms next project was not specified, but recent rumours suggest the studio is to return to the Injustice franchise.

While Mortal Kombat 1 was no slouch in terms of sales, it’s safe to say that compared to Mortal Kombat 11 it struggled. Within its first year on sale Mortal Kombat 11 had hit around 8 million copies sold, whereas Mortal Kombat 1 achieved around 4.5-5 million in its first year. MK11 went on to surpass 15 million copies sold, and while MK1 will undoubtedly continue to shift copies, it certainly is not going to catch up with its predecessor.

Let’s be clear, though: 5 million copies sold is something many developers would be ecstatic about. The struggling Warner Bros. gaming division, though, was probably pinning a lot of hope on Mortal Kombat 1.

Netherealms cessation of support might have a lot to do with poor sales of the Khaos Reigns expansion. No official numbers have been released, but insiders began reporting that the expansion was a flop, resulting in future DLC and new fighters being cancelled. People then began to speculate that support for Mortal Kombat 1 would end early compared to Mortal Kombat 11, which received just over two years of support.



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“What if I was the bad guy?” Oblivion Remastered’s best new faction quests so far exist because a modder was doing evil stuff, and they’re now teasing “a secret project”

“What if I was the bad guy?” Oblivion Remastered’s best new faction quests so far exist because a modder was doing evil stuff, and they’re now teasing “a secret project”


If there’s one thing us folks who love a good RPG can never have enough of, it’s quests. Oblivion Remastered has plenty in its base form – The Elder Scrolls 4 not being short on stuff to do – but of course modders were always going to add to that.

We’re still at a pretty early stage in terms of folks digging underneath the Unreal Engine second skin Virtuos has cocooned the classic game in and seeing what they can accomplish by pushing the boundaries. However, there’ve been plenty of mods that have already come out and had everyone going full Uriel Septim ‘I’ve seen you in my dreams’ mode.

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The latest of these, in my case, had been modder ColdTyrant’s “Infinitum” series, a bunch of mods released in rapid succession that overhaul Oblivion’s already pretty stellar faction questlines by adding in new infinitely accessible radiant quests and systems. They offer nice rewards in return for your character doing more of the job they signed up for – be it assassin, warrior, thief, gladiator, or mage – in a way that’s perfect for roleplaying.

So, having also been intrigued by his earliest works that made it possible to join the Mythic Dawn and become a necromancer in Oblivion Remastered, I decided earlier this week to reach out to ColdTyrant. We chatted about how the quest mods he’s created so far came together, what the next steps in Oblivion Remastered modding might require, and what his future modding plans are. Here’s that conversation:

VG247: What drew you to modding Oblivion Remastered, and has your previous modding experience come in handy when getting up to speed with it?

ColdTyrant: I’ve been playing Oblivion since I was a kid, in 2007 on the PS3. At that age I was absolutely astounded that I could do whatever I wanted, go wherever I wanted, fight, kill, or help whoever I wanted – the game absolutely blew me away and had a fundamental effect on myself and my creativity. I’ve been modding Bethesda games ever since my dad first let me play on his PC, and I was able to download the Construction Set for Oblivion and start poking around to see how things work and what I could make.

I had been following the rumors of an ‘Oblivion Remake’ since January of this year leading up to its eventual shadow drop, and was absolutely floored by the incredible visuals and gameplay overhauls made by the extremely talented team at Virtuos. They breathed new life into one of my all-time favorite video games, and it’s been so exciting to see everyone playing and talking about Oblivion again just like when I was a kid.

Naturally, after I’d already sunken about 100 or so hours into Remaster, I started feeling that itch to get back into the Construction Set. People were (and still are) pumping out mods, tweaks, and tools for Oblivion Remastered like crazy, and I really wanted to sort of get on that wave and see if I could contribute my own content to help enrich players’ experiences further.

The Imperial City in Oblivion Remastered.
Being back in Cyrodiil can do that to a guy. | Image credit: Bethesda/VG247

VG247: How did you go about creating your first couple of quest/faction expansion mods, Mythic Dawn Rising and Dark Path of The Necromancer? Was it a case of wanting more evil options and finding out what was possible, or did you go in with a set vision?

ColdTyrant: When I decided it was time to start modding Remastered, I really wasn’t sure where to start. I’ve always been fascinated with the villains Bethesda has created, and I know many players (including myself) have a desire to explore the idea – what if *I* was the bad guy?

I started re-learning Oblivion’s scripting and quest system, and ultimately decided I wanted to create an alternate path to the Main Quest, where the player could decide to explore what it would be like to actually be a member of Mehrunes Dagon’s Mythic Dawn cult. This mod was sort of a test of what I could get away with mechanically – a proof of concept to myself, and it’s a bit light on content and needs a big update (I’m working on this!).

After I released Mythic Dawn Rising, I just kept playing around with scripts and variables and seeing what could be done. When I discovered the different types of systems I’d be able to create with what I’d discovered, my ideas really began to run wild.

Dark Path of the Necromancer started as just a mod that would add an alternative way for players to create Black Soul Gems, but as I’d finish one feature I’d think of another, then get to work on it – then another, then another. It quickly sort of snowballed into this big project with multiple necromantic-centered systems, and I really love how it turned out. Sort of accidentally, I’d wound up creating another mod that allowed the player to explore membership with another previously forbidden faction.

A Mythic Dawn member in Oblivion Remastered.
Who wouldn’t want to join a group of folks who can cast armour illusions this cool? | Image credit: Bethesda/VG247

VG247: I’ve noticed that in both of those mods’ descriptions you note that you’re hoping to add more to them once more advanced Oblivion Remastered modding tools are out there. What kinds of tools are you most keen to see emerge going forwards and can you paint me a picture of what the ‘ideal versions’ of those mods might look like?

ColdTyrant: So, with modding the original Oblivion, it’s a lot simpler – anything you put into the game world will just be there when you load up the mod. No requirements, no difficult installation instructions, just plug and play. If I dropped a new NPC named Bob the Mage into Anvil, he’d just be there!

Oblivion Remastered is a bit more complicated. Virtuos has created an incredibly remarkable hybrid engine that combines both Gamebryo (an earlier version of Creation Engine) and Unreal Engine 5. Gamebryo handles the scripts, quests, and gameplay mechanics, while Unreal Engine 5 handles all rendering – meshes, textures, menus, lighting, shadows, effects, lines of text, pretty much anything and everything the player sees on their screen.

What this means in layman’s terms is that if I dropped Bob the Mage into Anvil in Remastered using the Gamebryo Oblivion Construction Set, well… that’s not enough to make him show up. At best, a visit to Anvil will result in him being completely invisible, and at worst, a game crash. This is because Gamebryo no longer handles rendering.

Unreal Engine needs to be told by Gamebryo via strings what actually exists and what to render into the game. Everything needs a table string entry that connects back to Unreal, or you’ll have problems.

Fortunately, some incredibly talented modders (I like referring to them as engineers) have created tools like TesSyncMapInjector or the Fix & Port Script for xEdit that do this job for us – so Bob the Mage can exist in Oblivion Remastered.

A mage in Oblivion Remastered.
Ok, so this particular mage isn’t called Bob, but you get the picture. | Image credit: Bethesda/VG247

However, this means players will be required to install these tools on their end to experience mods that add new items and systems to Oblivion Remastered, and it can be frustrating for new people that want to get into modding their games, but feel intimidated by all these requirements and specific installation instructions.

So ideally, we’ll get to a point where either Bethesda/Virtuos release official modding tools for the remaster or talented mod engineers are able to create tool(s) that make mods fully compatible with Unreal, without the end user needing to install extra requirements. For the ‘Oldblivion’ versions of my mods, they are all plug and play – no requirements. But for Remastered – for now – you’ll always need UE4SS and TesSyncMapInjector.

VG247: What inspired you to take on your Infinitum series, how was it putting together each of the radiant quest systems and deciding on the unique twists you were going to give each faction’s system? One of the things I found most interesting about the Dark Brotherhood one was the gacha-style Dark Token reward system, so how did the idea for that specifically come about?

ColdTyrant: The ‘radiant quest system’ I’ve designed was actually initially a side feature in another currently unnamed mod project regarding the Blackwood Company, as my original intention was to continue the ‘join and play evil factions’ genre of mods I’d released so far.

When I discovered during testing how much fun I was having just doing infinite quests, I thought to myself – I need to adapt this to the main factions. From there, once again, my ideas started to kind of run wild.

I ‘extracted’ the radiant quest system from my Blackwood project, ported it into a new project, and reworked it for the Dark Brotherhood. I think a lot of people feel this way, but Oblivion’s Dark Brotherhood is by far my favorite questline in the game, and I say that while really loving all of the major factions. I wanted to be able to take contracts to assassinate people forever, and I hoped others would too. In the end, Dark Brotherhood – Infinitum was born, and the series kicked off.

The player accepting a Dark Brotherhood contract in Oblivion Remastered.
Creeper, gacha master of the Dark Brotherhood. | Image credit: Bethesda/ColdTyrant

As far as the ‘gacha reward system’, I wanted to create a unique way for the player to get random rewards, but also be able to choose what type of reward they’re interested in. Creating a gacha that may or may not give the player something good for their Dark Tokens I thought would be a fantastic way to motivate the player to keep doing infinite contracts besides just the fun of sneak killing and gold.

If the popularity of certain gacha games is any indicator, people really love being able to take their chances and roll for rewards, even if the odds are stacked against them. Fortunately, however, Creeper does NOT charge the player any real-world money!

Some players complained that Creeper being in the Cheydinhal Sanctuary is not immersive (hence my ‘No Creeper’ optional version), and I totally get it – but I love Morrowind just as much as Oblivion and Skyrim, and I’m sure any Morrowind player is aware of the “meme” of selling Creeper hundreds of sets of Dark Brotherhood armor. Why wouldn’t he show up? He wants more of that stuff! It was just a fun reference in the end, and I was hoping people would get a kick out of it!

VG247: What are your personal plans and general hopes for Oblivion Remastered modding going forwards, especially when it comes to quest mods – are there any complex ideas you’ve not tried yet that you’re keen to give a go once the tech’s there and do you think there’s a high ceiling in terms of what people might eventually pull off?

ColdTyrant: Similar to what I mentioned earlier, the ideal situation for Oblivion Remastered modding will be the release of official modding tools to ‘grease the wheels’ on the mod development process – but given the complexity of the hybrid engine, I’m not sure if this will happen. It would be really nice, though, so our friends playing on console can hop on the hype wave of Remastered modding too.

As far as my plans – the next (and final, for the major factions) mod in the Infinitum series will be Mages Guild – Infinitum. This mod will feature an endless Creature Research system, a brand new Elixir-crafting system separate from regular Alchemy, and radiant quests to deliver those Elixirs to the various Mages Guild Halls. Additionally there will be an endlessly-available staff-crafting system.

Modded elixir crafting in Oblivion Remastered.
Since we had our chat, ColdTyrant’s released his Mages Guild mod, so you can try it right after you’re done reading. | Image credit: Bethesda/ColdTyrant

Since the Mages Guild is a bit different, and focused more on scholarly endeavors and magical power, I’m hoping people really enjoy it!

Once the main Infinitum Series is complete, I’ll likely shift my focus to a big Mythic Dawn Rising update, and a secret project I’ve been writing up, that I think people will really love!

As far as whether or not I’ve tried certain ideas due to current limitations (I consider Remastered modding to currently be in its infancy), there are certainly a few. I try not to lean *too* heavily into NPC dialogue, for example, since we can’t use custom voice files yet, or have an elegant solution like ‘Elys Universal Silent Voice’ which exists for Oldblivion.

I think there is a high ceiling for learning and getting into more complex scripting if you’ve never done it before, but really, the sky is the limit when it comes to Bethesda modding – there are hundreds and hundreds of mod authors far more talented than myself that have created incredible content for all of Bethesda’s single-player masterpieces.

As time marches on, I’m really excited to see the things people continue to pump out for Oblivion Remastered. It’s really exciting to see what people can come up with!



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There’s now an Oblivion Remastered mod that lets you eat rocks

There’s now an Oblivion Remastered mod that lets you eat rocks


Thrempshs npmopw apnn Oblmpmphon Rmphstrpmshrd mphd aphmt etmphing rshks. Sorry, I’ve finished chewing. There’s now an Oblivion Remastered mod that lets you, the almighty Hero of Kvatch and saviour of the empire (well, in the short-term), eat rocks. Leave room for dessert – there are gemstones too.

Yes, those of you currently shouting at your screen at home/on the train/in the car park of a supermarket, just like you could in Morrowind, the Elder Scrolls game that’s very good and also an endless source of interesting mechanics/quirks Bethesda should maybe bring back. Some people just like spears or having to search for key locations based on the kind of vague directions you get if you’re on holiday and ask a stranger who hates the fact you exist.

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Modder CephalonImp’s ‘Edible Gems’ is one of those ‘does what it says on the tin’ sorts of mods. Inside that tin in this case are a variety of rocks, gems, and ores you’ll pick up as you roam around Cyrodiil like the fantasy equivalent of a gang of rambunctious teenagers on bikes.

It turns 14 miscellaneous items into alchemy ingredients, meaning you can eat them to find out the new alchemical properties the modder’s added to them. Chow down on a gold nugget, and marvel at the aftertaste that’s a bit silency, a bit burdeny, a pinch weakness to shocky, and also packs just a hint of personality fortification. Then, ask Sheogorath to ring up Jamie Oliver, burp, and shout the words ‘Now that’s what I call real cuisine’ down the receiver.

Maybe have three course meal of pearls as a starter, madness and iron ore with a sapphire garnish, then for dessert – for something a bit different – shove a bear pelt down your gullet, because the mod’ll let you eat raw animal hides too. Think of all the nutrition.

CephalonImp’s even given several of these divine dishes the same cocktail of alchemical effects they had in Morrowind, because you can’t eat rocks in a fashion that isn’t lore-friendly (won’t somebody think of the immersion?).

“Flawless and Flawed gem variants have also been removed, but all gems are now worth their Flawless values,” the modder added. See, you’re only getting top-draw grub here and also probably eating something you could have sold for a pretty penny – now that’s RPG choice and consequence, even if we’re not quite at the point of getting mods that make the pointy stuff you ingest inflict health damage a day later, to properly simulate the inevitable chaser to your ill-advised shot.

Anyway, make sure you clean all the gravel off your plate, and check out the interviews we’ve been doing with Oblivion Remastered modders who’ve been pushing the boundaries and working on interesting stuff.



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