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Styx: Blades of Greed Review – Safe, Sneaky Fun

Styx: Blades of Greed Review – Safe, Sneaky Fun


Styx, the foul-mouthed goblin assassin/thief, has finally returned after a lengthy nine-year break for a new adventure. It’s a surprising comeback for a niche stealth series, and while it’s undeniably good to see the grumpy goblin back in action, Styx: Blades of Greed feels more like a cautious reintroduction than a triumphant return. It’s a more forgiving, slightly more aggressive take on the formula — solid and enjoyable in the moment — but one that plays things frustratingly safe in both structure and storytelling.

Review copy provided by the publisher.

Surprisingly, the game picks up directly from the previous entry’s cliff-hanger ending. That’s a bit confusing when you don’t actually remember what happened in the last game, so firing up Blades of Greed felt like being thrown into an exam halfway through that I had not studied for. Why am I on a crashing zeppelin? Who the hell is this elf dude? It was almost a decade ago, and I can’t remember what I had for lunch yesterday. Help an old codger out, yeah?

One YouTube recap later and I was caught up — but it turns out I didn’t really need to be. For the most part, you can muddle through without much knowledge of the franchise, mostly because the characters are so bland that whatever came before barely even matters.

The general plot sees Styx, alongside Helledryn and Djarak, attempting to keep a powerful new resource called Quartz out of the Inquisition’s hands. Your companions have their own motivations for sticking together, even if the game doesn’t do much to explore them, while Styx once again occupies the anti-hero role. He can absorb Quartz’s power and it’s addictive as hell, so naturally he just wants the next fix. The fact that it keeps yacking to him everytime he absorbs is a problem he happily ignores until it smacks him upside the head.

On paper, Styx’s companions should be the most interesting part of the story. After all, he’s a loner. Pairing him with an Orc shaman, a Dwarf engineer and a Dark Elf feels like fertile ground for conflict and character development. Instead, this rich narrative soil is left largely unplanted. They mostly just… get along. There’s little friction until much later, and when the minor tension does arrive, it lacks impact because the characters themselves are underdeveloped. There’s a faint hint of the dysfunctional found-family trope here, but it never truly blossoms, either. They don’t like each other, they don’t hate each other – why are they together?

Outside of Styx himself, the voice acting doesn’t help matters. Minor NPCs — especially guards you eavesdrop on for information — deliver their lines with an awkward stiffness. The dialogue often feels deliberately hokey, but the performances land squarely in hokey-in-a-bad-way territory. Even the main companions aren’t much better. Flat delivery is the biggest issue, particularly with Djarak, and Wren’s voice never quite fits the character’s design. Overall, the narrative never delivers that precision knife to the ribs. It’s fine. It exists. But everything ultimately comes down to the sneaking.

And thankfully, the sneaking is still enjoyable.

This is a faster-paced rendition of Styx. Previous entries demanded careful study of patrol routes and meticulous planning — including deciding the perfect moment to yack in someone’s food so they die a horrible death. Here, Styx is more agile from the outset. There’s a double jump available almost immediately, letting you bounce around dense environments with ease. You can get away with more, recover from mistakes more easily, and generally play a little looser.

Aside from that, it’s business as usual: hide in shadows, duck into lockers, dangle from rooftops, and wait for that perfect moment to either slip past unseen or perform an emergency spinal tap via dagger. Kills can be brutal and noisy or slower and quieter, depending on your preference. It’s always satisfying to murder your way through an entire section, or move through it perfectly undetected like navigating your way through the awkward family BBQ to the burgers without getting spotted.

The enemy AI is fairly standard stealth fare. If you’re spotted, guards investigate, shuffle about suspiciously for a while, and eventually wander back to their patrol routes. There’s little dynamic escalation or adaptation. And it’s always hilarious to how quickly they will accept the random deaths of their colleagues via dropped chandelier or poisoning as a freak accident before leaving the corpse there and going back to work. It works, but it rarely surprises. Heavier enemies and armoured brutes at least require a bit more creativity. You can’t just dart in for a quick stab, so you’re encouraged to drop chandeliers on their heads, poison nearby food, or use Styx’s powers to strip their armour before finishing them off. It’s a welcome wrinkle, even if it doesn’t evolve much beyond that.

Tension overall is noticeably lower this time around. Styx’s expanded agility and more aggressive toolkit make both murdering and escaping easier. Getting spotted isn’t catastrophic. Ironically, it’s the clunky combat that pushes you back toward stealth. One-on-one fights are manageable thanks to the lock-on system, but the animations are stiff and awkward enough that you’ll usually decide discretion is the better part of goblin valor. Mostly become goblin valor says stabbing from behind is the better part.

Styx can still create clones of himself, but there’s been a key change. You no longer directly control them unless you specifically activate his mind-control ability as well. Instead, clones are deployed more tactically — thrown onto enemies, tucked into hiding spots for ambushes, or even hurled at chandelier chains to trigger environmental kills. You lose some fine control, but in exchange you gain the ability to coordinate more fluidly with your own duplicate. I don’t think it’s either better or worse – just different.

Other powers are more of a mixed bag. Mind control is handy for clearing a path, especially once upgraded to allow you to force enemies into fatal drops. A blast ability that pushes foes away is serviceable, though combat is so clunky you’ll rarely want to rely on it. Slowing time proves more consistently useful, whether slipping past patrols or quickly dismantling a brute’s defences. In general, powers this time around skew more aggressive compared to previous games, which leaned more heavily into pure avoidance.

Once again, your powers and tools are limited in their use thanks to Amber and resources, both of which are surprisingly hard to find. On the one hand, I do admire the idea that this makes you play smarter and use your abilities only when needed. And yet, it also means you get to have less fun, and find yourself in situations where you don’t use your powers because you’re saving them for that one time you really need them. Except that time never comes. It’s like hoarding all the bloody potions in an RPG.

Upgrades are handled through skill trees enhancing Amber and Quartz abilities alongside more mundane tools like acid traps and throwing darts. Completing main missions is the primary way to grow stronger, though collectible emblems scattered through the levels offer bonus XP, giving you a reason to explore a little. It’s functional progression, if not particularly exciting.

One change that doesn’t work as well is the quick-access wheel system. Each wheel lets you assign up to four abilities, but additional wheels are locked behind optional fetch quests. As you unlock new powers, you’ll either be constantly pausing to reshuffle abilities or begrudgingly tackling dull side objectives just to expand your loadout.

The fetch quests themselves don’t help matters. Mission instructions are often obtuse, pointing you toward a vague location only for the item to actually be somewhere adjacent that you would never have guessed. It feels unnecessarily fiddly.

That criticism extends to the broader structure of the game. Much of Blades of Greed revolves around gathering chunks of Quartz from three main open zones, returning to the zeppelin for a cutscene, completing a linear mission, and then repeating the process. It’s a loop that becomes predictable fairly quickly.

Now, to be fair, you can reduce almost any game objective to a fetch quest if you try hard enough. Even Lord of the Rings is technically just a fetch quest in reverse. The difference is that many games disguise that structure with more variety or narrative momentum. Here, the seams show.

The three main zones themselves are large and open, encouraging exploration and multiple routes to objectives. Interestingly, enemies you eliminate remain dead across missions within those areas, at least until the next chapter starts. That persistence removes any long-term downside to wholesale slaughter, since clearing a zone makes future visits dramatically easier. New enemies spawn for specific missions, but they’ll casually wander around the corpses of their colleagues as if waiting for management to finally hire a clean-up crew.

There are multiple ways to approach objectives, though they rarely feel dramatically distinct. It’s usually a choice between climbing a different wall, slipping through a different vent, or entering through another doorway. The freedom is welcome in the moment, but replay value feels somewhat limited unless you impose your own self-restrictions.

Visually, the areas are distinct enough to avoid fatigue. A ramshackle lower city gradually gives way to pristine upper districts, a jungle teems with literal bugs and orcs, and the ruins of Akanash loom as a reminder of past events. It’s not breathtaking, but it’s varied.

Technically, the game sits firmly in that single-A-to-double-A space. There’s a faint layer of jank to animations and presentation — nothing catastrophic, but noticeable. A few minor bugs crop up, such as guards failing to properly resume patrol routes and pacing endlessly instead. Framerate is generally stable during normal gameplay, though it dips noticeably when using the fast-travel balloon between zones.

For all its flaws, I did enjoy the verticality this time around. There’s ample room to climb, leap, and lurk in rafters. The level designers clearly understand that stealth games live and die by spatial layering, and in that respect Blades of Greed succeeds. As you go through the story you gradually get handed new tools that open up more areas to explore, adding a tiny dash of metroidvania to all the murdering and plotting.

In Conclusion…






Rating: 3.5 out of 5.

After nine years in the shadows, it’s undeniably good to have Styx back. Blades of Greed delivers solid stealth, satisfying verticality, and just enough mechanical evolution to keep things interesting. But it also plays things frustratingly safe. The story lacks bite, the structure leans heavily on uninspired repetition, and the presentation never quite escapes its rough edges.

There’s fun to be had here — especially if your preferred stealth philosophy involves leaving no witnesses — but after so long away this isn’t the big comeback Styx could of had. Instead, it’s a competent return that sneaks back onto the scene rather than kicking the door down.



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Mario Day This Year Means Three New Switch Online + Expansion Pack Games

Mario Day This Year Means Three New Switch Online + Expansion Pack Games



Nintendo has revealed that three new classic games will be added to Switch Online + Expansion Pack on March 10–also known as Mario Day. The most surprising addition might be Mario Vs. Donkey Kong on Game Boy Advance, considering the puzzle-platformer received a Switch remake a couple of years ago.

The other two titles starring everyone’s favorite mustached plumber are Virtual Boy games: Mario Clash and Mario’s Tennis. The former is a remake of sorts of the original arcade Mario Bros., not to be confused with Super Mario Bros. The latter is actually the first-ever entry in the Mario Tennis franchise and arguably one of the best games released on Virtual Boy. The sports series just saw Mario Tennis Fever come out as a Switch 2 exclusive last month.

Continue Reading at GameSpot



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The Sims 4 is getting paid mods, and a new in-game currency to pay for them

The Sims 4 is getting paid mods, and a new in-game currency to pay for them


The Sims 4 has officially entered into its paid mods era. Developer Maxis announced The Sims Maker Program, and The Sims 4 Marketplace – two new destinations to publish, and discover new add-on content.

The two new features will arrive first on PC and Mac, starting March 17. PlayStation and Xbox players will receive them over the next couple of months, which is very much in line with how other franchises have rolled out their own paid mods systems.

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The Maker Program is a way for community creators to get their work out there, and profit from it. The content they create will end up on the Marketplace, where other players can browse it, and pay for it if they want to use it in their game.

Created content will be available across all platforms. All previous packs The Sims 4 players should be familiar with will move to the Marketplace, too: once the feature launches, this is where you’re going to find Expansion Packs, Game Packs, Stuff Packs, Kits, and other official additions created by Maxis.

Alongside this, the game is also introducing a new virtual currency – Moola – which is what you’re going to use to purchase Maker Packs, as well as Sims 4 Kits in the Marketplace. A portion of your purchase will go to the creator (roughly 30%) of what you buy.

It is worth noting, however, that you’ll still be able to buy Expansion Packs, Game Packs, and Stuff Packs without having to purchase Moola, or go through the Marketplace. Kits are the only items that will no longer be available on the existing PC/console storefronts. Moola comes in the usual denominations you’ve seen a hundred items in other games’ in-game shops.

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In order to start creating custom content and publishing it on the Marketplace, you’ll need to first be accepted into the program. Once that’s done, you’ll be able to directly publish your content on the Marketplace.

In the blog post announcing the new features, Maxis said that creators will have control over the price of their content, and how it’s packaged. These are referred to as Maker Packs, which can include Create-a-Sim or Build/Buy items.

You can apply to become a Maker from March 5. Once accepted, you’ll also get access to the Maker Suite, which is what you’re going to use to test your work to ensure it runs smoothly on the different platforms, and eventually publish it.



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Trump Is Debating Whether To Kick Tencent Out Of U.S. Gaming

Trump Is Debating Whether To Kick Tencent Out Of U.S. Gaming



The Trump administration is weighing whether to force Chinese tech conglomerate Tencent to abandon its investment in U.S. gaming companies, the Financial Times reports. That would include divesting major stakes in Fortnite maker Epic Games and League of Legends maker Riot Games. The threats leaked from the White House come ahead of negotiations with Xi Jinping in China next month.

Tencent currently holds a 28 percent stake in Epic Games as well as undisclosed investments in gaming-adjacent firms like Discord. It also owns Riot Games and has bought into gaming companies in other countries like Larian Studios and Remedy Entertainment. Supercell is based in Finland and makes Clash of Clans. Tencent has a majority stake in the mobile giant as well. The Trump administration is reportedly weighing options for potentially forcing Tencent to give up that holding as well because of the number of Supercell customers who are based in the U.S.

Tencent has been under review by the Treasury-led panel Cfius for years over concerns about the amount of user data its stakes in gaming companies might give it access to. Trump threatened to ban the social media platform WeChat, which Tencent owns, back near the end of his first term. One of the first things his administration did in its second term was designate the conglomerate a Chinese military company. The January 2025 policy shift was aimed at increasing pressure on China amid trade negotiations and led Tencent’s stock to plunge at the time.

It’s unclear if this latest debate within the White House is just more bluster or something Trump is committed to seeing through. The administration previously dragged its feet on Congressional legislation requiring it to shutdown TikTok in the United States. Instead, it engineered a deal to have Chinese tech firm ByteDance sell a controlling share in the short form video platform to a consortium of American-backed investors led by Oracle.

That tech company is led by Larry Ellison, whose nepo baby, David Ellison, is currently seizing control of Hollywood one legacy media company at a time. It’s a consolidation spree made possible thanks to Trump. What are the odds Tencent is forced to sell Riot Games to the growing Ellison empire as well?



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All Safe Codes in Resident Evil Requiem

All Safe Codes in Resident Evil Requiem


Exploring the main areas is crucial for finding resources, collectibles, and essential items that can help with survivability in Resident Evil Requiem. Every main area in the game has various secrets to discover. One of the main things to search for in the areas is the Safes. Similar to previous titles in the series, Safes hold many valuables, resources, and essential items. It is a no-brainer to unlock the safes and get the useful items. In this guide, we will tell you all the safe codes in Resident Evil Requiem.

All Safe Locations and Codes in Resident Evil Requiem

There are five safes spread across three main areas in Resident Evil Requiem. Each safe requires a specific code to open, which can be found through exploration. However, the codes are different for normal/casual and insanity difficulties. The notes will hold the codes respective to your difficulty. Below, you can find all safe locations and their codes for both normal/casual and insanity difficulties.

Safe #1 – Bar & Lounge

The first safe that you can come across is in the Bar & Lounge on the second floor of the West Wing area in the Care Center. Go to the bar counter to spot the safe in the back.

Here is the code for the Bar & Lounge Safe in Resident Evil Requiem.

Casual/Normal Difficulty: 10 (Left), 80 (Right), 30 (Left)

Insanity Difficulty: 50 (Left), 30 (Right), 90 (Left)

Unlocking this safe will get you 3 Antique Coins.

Safe #2 – Examination Room

The second safe that you can come across is in the Examination Room on the first floor of the East Wing area in the Care Center. It is the room with the experimental body in the middle, in which you have to place Artificial Lungs and an Artificial Heart.

Here is the code for the Examination Room Safe in Resident Evil Requiem.

Casual/Normal Difficulty: 30 (Right), 10 (Left), 50 (Right)

Insanity Difficulty: 20 (Right), 50 (Left), 30 (Right)

Unlocking this safe will get you 3 Antique Coins.

Safe #3 – Basement Furnace

The third safe that you can come across is inside the room with the Forklift in the Basement of the Care Center. To get to this room, you have to put the joint plug into the socket to power the door left of the Furnace. After that, follow the path to reach a room with the forklift. Here, you will spot a little office on the right. Enter the office, and the safe will be on the table.

Here is the code for the Basement Furnace Safe in Resident Evil Requiem.

Casual/Normal Difficulty: 60 (Right), 40 (Left), 80 (Right)

Insanity Difficulty: 70 (Left), 50 (Right), 20 (Left)

Unlocking this safe will get you Handgun Ammo and Raccoon Roundup Map (Rhodes Hill).

Safe #4 – ARK Sterilization Chamber

The fourth safe that you can come across is in the Sterilization Chamber of the ARK area. It is the first room where you will encounter the Lickers. This room is not far from the first typewriter in the ARK. As you make it into the Sterilization Chamber, the Safe will be in the front.

Here is the code for the ARK Sterilization Chamber Safe in Resident Evil Requiem.

Casual/Normal Difficulty: 10 (Right), 90 (Left), 20 (Right)

Insanity Difficulty: 80 (Left), 50 (Right), 0 (Left)

Unlocking this safe will get you Handgun Ammo, 1 Molotov Cocktail, and 1 Med Injector.

Safe #5 – ARK Monitor Control Room

The fifth and final safe that you can find is in the Monitor Control Room of the ARK area. You can access this door through the Lobby. As you enter the Monitor Control Room, the safe will be in the front.

Here is the code for the ARK Monitor Control Room Safe in Resident Evil Requiem.

Casual/Normal Difficulty: 50 (Left), 60 (Right), 80 (Left)

Insanity Difficulty: 20 (Right), 0 (Left), 70 (Right)

Unlocking this safe will get you 1 Bottle of Acid, 1 Empty Bottle, and 1 Med Injector.

No Safe is Safe Achievement – Resident Evil Requiem

To unlock the “No Safe is Safe” achievement, you must unlock all five safes in the main story.



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Minishoot’ Adventures Shadow-Drops On Xbox And Game Pass | TheXboxHub

Minishoot’ Adventures Shadow-Drops On Xbox And Game Pass | TheXboxHub


Minishoot’ Adventures Shadow-Drops On Xbox And Game Pass | TheXboxHub
Minishoot’ Adventures – now on Game Pass

There was no countdown, and not even a drawn-out marketing beat. Nope, this one was just a quiet arrival and right now we find that Minishoot’ Adventures has shadow-dropped onto the Xbox world – and it hits Game Pass too.

No matter whether you play on Xbox One, Xbox Series X|S, PC or Play Anywhere, Minishoot’ Adventures is now available. The best bit though? Well, it’s in Game Pass, available through Game Pass for Ultimate, PC and Premium members.

After earning Overwhelmingly Positive reviews on Steam since its 2024 debut, this handcrafted twin-stick adventure suddenly finds itself in the Xbox ecosystem – and landing straight into Game Pass is a serious power-up.

At A Glance

Game: Minishoot’ Adventures

Developer: SoulGame Studio, Headbang Club

Publisher: Seaven Studio

Platforms: Xbox One, Xbox Series X|S, PC (Play Anywhere)

Availability: Game Pass (Ultimate, PC, Premium)

Genre: Action-Adventure / Twin-Stick Shooter

A Shooter That Loves To Explore

Minishoot’ Adventures isn’t just about dodging bullet patterns and blasting enemies into pixelated dust. It blends tight twin-stick combat with open-ended exploration in a fully handcrafted world.

You pilot a nimble spaceship across a vibrant overworld that gradually opens up as you progress. Hidden caverns, ancient temples and submerged ruins are packed with secrets, shortcuts and upgrades. It feels as much inspired by classic adventure design as it does arcade shooters.

The premise is simple but effective: The Unchosen has returned, your village lies in ruins and your friends are trapped in corrupted crystal. The only solution? Dive headfirst into danger and start reclaiming stolen powers.

Crisp Combat, Real Challenge

Where Minishoot’ Adventures truly shines is in its combat feel. Movement is swift and responsive, gunfire is satisfyingly sharp and boss encounters escalate into full bullet-hell showdowns.

Encounters are handcrafted rather than procedurally thrown together, giving each battle a deliberate rhythm. Boss fights demand pattern recognition and confident movement, but the game smartly includes difficulty options, aim assistance and auto-fire settings.

Whether you prefer a more relaxed exploratory approach or want a genuine bullet-dodging challenge, the systems adapt accordingly.

Growth Through Exploration

Progression is woven into discovery. As you find Primordial Powers, your ship gains new abilities that unlock previously unreachable areas. It’s a loop built around curiosity – see something intriguing, mark it mentally, return later stronger.

Upgrades, equipment and rescued companions further enhance your capabilities. Each freed friend contributes in their own way, adding subtle layers to progression without overwhelming the core mechanics.

This isn’t just about firepower. It’s about steadily reclaiming a broken world.

A Game Pass Surprise Worth Celebrating

Perhaps the biggest headline here is availability. Minishoot’ Adventures arriving via shadow-drop straight into Game Pass gives Xbox players instant access to a title that has already proven itself on PC.

For subscribers, it’s a low-risk, high-reward download. For others, Play Anywhere support ensures your progress follows you between console and PC. It only costs £12.49 if you do run that route.

It’s exactly the kind of surprise addition that keeps Game Pass feeling unpredictable in the best way.

Small Ship, Big Adventure

Minishoot’ Adventures may look charming and compact at first glance, but beneath that clean aesthetic lies a carefully balanced fusion of exploration and precision combat.

Now available on Xbox One, Xbox Series X|S and PC – and ready to play today on Game Pass – this Steam standout finally gets its console moment.

Sometimes the best launches aren’t announced loudly. They just arrive, fully formed, and dare you to press start. We’ll find out if Minishoot’ Adventures is one of those in full review soon.



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Old World Empires of the Indus DLC launches on March 30th | TheSixthAxis

Old World Empires of the Indus DLC launches on March 30th | TheSixthAxis


Mohawk Games has revealed that the Old World – Empires of the Indus DLC will be releasing on March 30th, adding three new playable nations, a new tribe to deal with, two new religions and four new wonders to build. The three playable nations are The Mauryas, The Yuezhi, and the Tamilakam, with each one having made their own mark on the Indian subcontinent.

The details of each nation has been detailed by Mohawk Games, and you can read them below.

The Mauryas were rulers of a mighty Iron Age empire that once asserted dominance over the entire region for centuries under the leadership of Chandragupta and Ashoka. Take the reins and forge a powerful legacy for your people that will influence the world for millennia to come. Choose one of six powerful families to raise the empire to glorious heights, either through the might of their deadly Assault Elephants and Armored Elephants, or through spirituality by establishing Buddhism as a new World Religion, with the majestic Mahabodhi Temple as its Holy Site.

The Yuezhi, once a nomadic people, founded the great Kushan Empire under the leadership of Kujula, and grew to span from Bactria to the Gangetic Plain largely through the military accomplishments of Kanishka. Lead these mighty horse lords as they seek to unite the tribes with their unique Vassalize Tribe Mission, forcing alliances on any tribal nation that is weaker than them. And if intimidation doesn’t work, there’s always outright conquest – Kushan Cavalry and Kushan Warlord units lead the charge, dominating the battlefield with their Shock Cavalry ability.

Tamilakam represents the heights of the Sangam culture as a nation that brings the three early Tamil kingdoms under one banner. Take charge of either the Cholas, Cheras, or Pandyas – represented as families – as they vie for dominance. Maneuver characters into positions of influence to grant the families power, potentially changing the nation’s leader and capital, applying their unique benefit while they sit upon the throne. And should outsiders try to interfere, Tamilakam’s Javelin Elephant and Elephant Archers will put on a stalwart defense.

The new tribe that players will need to contend with are The Huns. They are a non-playable faction that will cause issues for any faction looking to expand its reach, with various scenarios created that have been centred around the Huns and Attila The Hun. Hinduism and Buddhism are being added to Old World. The three nations start with Hinduism but the Mauryas can form Buddhism as World Religion through a specific project. The four wonders are the Great Stupa, the Mahavihara, the Monumental Buddhas, and the Chittorgarh Hill Fort. There will be a Jungle vegetation type which has increased ranged defense and movement penalties compared to Woods. Additionally, there are 200 new events, 60 new ambitions, 11 new Cognomens, and four new rare resources; Jade, Silk, Spices, and Ebony.

Source: YouTube



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How to Unlock Mines Ancient Ruins Biome in Fields of Mistria

How to Unlock Mines Ancient Ruins Biome in Fields of Mistria


The scope of adventure in Fields of Mistria continues to widen with its continued updates to the game, and the Fourth Major Update (0.15.0) brought an abundance of new content for players to enjoy. Whether you prefer the casual farm life with focus on things like Apiaries and Terrariums, or you’re the more adventurous type that likes to explore all the mysteries that Mistria has to offer, this update brings a little bit for everyone.

Perhaps one of the biggest pieces of that update is the continuation of the Mines questline, allowing you to reach the furthest depths at long last. However, as expected, getting access is no easy task. Here’s how to complete the quests to create the Void Mass and break the Ruins Seal in Fields of Mistria.

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How to Create the Void Mass in Fields of Mistria

fields-of-mistria-priestess-hero-open-portal

The game’s Fourth Major Update (0.15.0) introduces the final biome of the Mines as the Ancient Ruins (Floors 81-99). However, just as you did with the Fire Seal in the previous section of the Mines, you’ll first need to fulfill some objectives to reach the ruins themselves.

This time around, as you’re dealing with some serious magic at these depths, there’s an extra step involved. After speaking with the Priestess and helping her open a portal thanks to your Dragon’s Breath ability, you’ll be able to step into it and emerge within a celestial plane that she deems “one step closer to the Magic Realm”. However, you can’t access the Ruins Seal just yet to see what’s required to break it.

fields-of-mistria-priestess-void-sight

To gain that access, you first need to gather four Void materials from within the Mines to create the Void Mass. To help you see and gather those materials, the Priestess grants you a new ability called Void Sight. It’s a passive one, so you don’t need to worry about constantly activating it.

Below are the Void materials you need to collect while traversing the Mines. They include Void Herbs, Void Pearls, Void Stones, and Void Powder. You need to gather five of each material.

You can find them on any set of floors, so you can stick to earlier ones to make it easier if you wish. Make sure you have all your fundamental gathering tools with you, and submit any extras you get to the Museum.

Void Herbs

fields-of-mistria-void-plant

Void Herbs resemble a dark purple plant with three leaves, and you can gather them just like any other plant in the overworld or Mines.

Void Pearls

fields-of-mistria-void-pearl

Void Pearls are gathered by reeling in small fish (look for small shadows!) in any of the ponds or streams you find in the Mines. These have a high drop rate, so you’ll likely stack these up first.

Void Stones

fields-of-mistria-void-stone

Void Stones resemble a large, dark purple gemstone with a brighter outline around it. Break it apart with your Pickaxe to gather stones from it.

Void Powder

fields-of-mistria-void-powder

Void Powder can spawn as a rare reward for defeating various monsters throughout the Mines. While drop rates vary for every player, these can arguably take the longest to obtain.

How to Break the Ruins Seal in Fields of Mistria

fields-of-mistria-priestess-ruins-seal-materials-list

Once you’ve gathered all the necessary Void materials, return to Floor 80 and head back inside the portal. Approach the cauldron at the top of the steps and interact with it to place the Void materials into it. Select ‘Offer’ and the Void Mass will then manifest above the cauldron, the initial task completed.

Next, the Priestess will use the Void Mass to create a decoy of your persona, which is needed to interact safely with the Ruins Seal tablet. Once done, you’ll be able to decipher the materials required to break the seal. They include a Breath of Flame, a Smoke Moth, a Firesail Fish, and a piece of Obsidian. This time, you only need one of each.

Breath of Flame

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The Breath of Flame is a red plant you can forage in the Lava Caves section of the Mines (Floor 61-79).

Smoke Moth

fields-of-mistria-smoke-moth-arrow

The Smoke Moth is also found in the Lava Caves section of the Mines (Floor 61-79), but it can take some time to spawn as it’s an Uncommon-tier bug. They’re notable by the smoke plumes they emit over their heads.

Firesail Fish

fields-of-mistria-lava-caves-fishing

Firesail Fish can be caught in the Lava Caves section of the Mines (Floor 61-79). Watch for large fish shadows in the ponds, as these are the ones that can yield this particular fish. It may take some time for them to spawn, so this will likely be one of the last items you obtain.

Obsidian

fields-of-mistria-obsidian-stone-refinery-menu

Obsidian can be gathered from the black crystals that spawn in the Lava Caves section of the Mines (Floor 61-79), and/or by defeating Lava Cat monsters. However, if you have the Stone Refinery unlocked, you can also craft it from regular Stone. This can save you a lot of time exploring.

Once you have all four materials collected, return to Floor 80 and approach your decoy. Give them the requested materials and the Ruins Seal will then be broken at last. With that, you can now enter the Ancient Ruins section of the Mines. Beware, though, that the floors ahead are shrouded in darkness, and traversal will be all the more challenging. Best of luck!

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Systems

PC-1

Released

August 5, 2024

Developer(s)

NPC Studio

Publisher(s)

NPC Studio

Engine

GameMaker

Steam Deck Compatibility

Verified

Early Access Release

August 5, 2024

PC Release Date

August 5, 2024



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A God of War spinoff is reportedly in the works, starring Faye

A God of War spinoff is reportedly in the works, starring Faye


An unexpected God of War character is reportedly getting a spin-off from developer Sony Santa Monica. Faye, the wife of Kratos and mother of Atreus, portrayed by Daredevil and True Blood star Deborah Ann Woll, will star in her very own game, rumored to be revealed this year for a 2027 release.

The news came to light after well-known leaker NateTheHate on X revealed that Sony Santa Monica’s new game would be set in the God of War universe, with Faye as the lead, and with a greater emphasis on action than previous entries. Information surrounding the leak was further confirmed by IGN.

Bloomberg reporter Jason Schreier previously shared that Sony Santa Monica was working on a new project, but “not a new IP.” NateTheHate’s leak, as well as a LinkedIn profile for a senior writer on the project, shared on ResetEra, confirms that there’s more God of War on the way.

The reveal of the game centering on Faye, however, is a surprise of giant proportions. For one thing, Faye is first introduced dead and is later cremated, with very little time spent with her physically. God of War (2018) explores Kratos’ and Atreus’ grief over their loss of Faye, bringing them closer together. Originally thought to be just a mortal woman, it is only at the end of the original game that Kratos and Atreus discover that Faye was a Frost Giant who possessed the power of foresight and had concealed it from her family.

Players learn more about Faye through Kratos’s dreams in God of War Ragnarök, revealing the closeness of their relationship and the effect of her death.

Since Faye’s fate is already known, the new game will likely be a prequel rather than a sequel (though this has not been confirmed). Something which some fans have expressed has already dampened their hype for the next game. Some, however, are more curious about whether Faye will be just as fun to play as Kratos, particularly when it comes to combat. If the rumors are to be believed, the next game will still offer plenty of action, making us wonder how Faye and Kratos will differ when it comes to combat style.

At the time of writing, the new Faye-centric God of War spin-off has not been officially confirmed yet.



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California law to require operating systems to check your age

California law to require operating systems to check your age


The time of age assurance is upon us, and not just for social media – for operating systems too and that includes Linux as well of course.

News currently doing the rounds is California law AB-1043 “Age verification signals: software applications and online services” that comes into effect January 1, 2027 that will require operating systems and app stores to get your age and be able to somehow signal that age to applications when they request it.

From the bill:

This bill, beginning January 1, 2027, would require, among other things related to age verification with respect to software applications, an operating system provider, as defined, to provide an accessible interface at account setup that requires an account holder, as defined, to indicate the birth date, age, or both, of the user of that device for the purpose of providing a signal regarding the user’s age bracket to applications available in a covered application store and to provide a developer, as defined, who has requested a signal with respect to a particular user with a digital signal via a reasonably consistent real-time application programming interface regarding whether a user is in any of several age brackets, as prescribed. The bill would require a developer to request a signal with respect to a particular user from an operating system provider or a covered application store when the application is downloaded and launched.

This bill would prohibit an operating system provider or a covered application store from using data collected from a third party in an anticompetitive manner, as specified.

This bill would punish noncompliance with a civil penalty to be enforced by the Attorney General, as prescribed.

This bill would declare its provisions to be severable.

Reading through the bill details, it doesn’t seem to demand any ID scanning or anything like that. The text makes it pretty clear they want “nonpersonally identifiable data” taken from your birth date to have you placed into age brackets like under 13, under 16 or at least 18.

This is very US / California specific of course but still applies worldwide to any operating system that has downloads available in California, and continues the trend we’ve seen elsewhere against social media platforms from various countries (like the unpopular changes with Discord). All in the name of protecting children. This in a way seems a lot more invasive though, considering this age checking is now making its way into your PC directly. It starts with asking for your birth date, but how long before they want more – and for other places to create similar laws? It’s a slippery slope.

What we may end up seeing is the likes of GNOME, KDE Plasma and other deskop environments just add in a simple date picker for your age on account creation, or some kind of statement on their downloads page on how it’s not to be used in California perhaps.

It would be interesting to see how this type of law could go after Linux distributions if they don’t have any age checking at all in place, especially since accounts already created before July 2027 will need to have something in place so you can go back and add your age.

Article taken from GamingOnLinux.com.



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