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Operation Steel Rain – This WIP mech platformer for the Amiga looks rather cool (+DEMO) [update]

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Operation Steel Rain – This WIP mech platformer for the Amiga looks rather cool (+DEMO) [update]


Even though it’s still Jan, already we’ve had so many Amiga game news stories, that at times I could hardly keep up! Games such as Bad Dudes vs DragonNinja, Castlevania AGA, Tracker Hero and WIZONK are just some of the ones I’ve featured already. Well the Amiga news just keeps on going. As I’ve been informed that 2Bit Combo, is working on a mech platformer called ‘Operation Steel Rain’. A scorpion engine game, that has inspirations to SNES/Sega Mega Drive classics such as Assault Suits Valken (Cybernator), Front Mission:Gun Hazard and Ranger-X.

Here’s the latest from the dev. “Operation Steel Rain is an old school mecha platform game from the snes, megadrive era, like Assault Suits Valken (Cybernator), Front Mission:Gun Hazard and Ranger-X. It’s being developed for Amiga AGA computers using the excelent Scorpion Engine, which allow us to port it to other platforms like MegaDrive and NeoGeo later. The projet is in it’s very initial state and the “demo” I’m posting here allows the player to walk, jump and fly around… Oh, and you can destroy some enemies too. Not too fancy, for now”.

Update : The developer has announced the release of a new test build and noted as saying “It’s being a long time since I posted anything here. This new demo is still just a test, but there are a few stuff I added to the game: Aiming control: Not exactly what I really wanted, but the player can fire in 45 degrees now, up and down. Infantry enemies and a few fixes”. 

Links :1) Source 2) Test Build



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Kwalee accelerated development cycles and grew ARPDAU using Balancy’s LiveOps tools

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Kwalee accelerated development cycles and grew ARPDAU using Balancy’s LiveOps tools


 

Andy Russell is the Director of Engineering at Kwalee, one of the leading mobile game publishers and developers with over 1 billion downloads. Kwalee was an early and exceptionally successful adopter of the hypercasual model in the mid-2010s – but as the industry evolved, so did their strategies. Today, they have a thriving portfolio of hybrid casual and casual games with longer lifespans and more effective hybrid monetization. We discussed why Kwalee chose Balancy to support growth and enhance LiveOps for their portfolio games with Andy.

The challenge: Building a robust LiveOps infrastructure to support hybrid shift

One of the core challenges for product teams is delivering the content and experiences that players need as quickly as possible. Some features must be delivered in time for a celebration, others aim to improve key metrics swiftly, and some must be launched before a trend fades. Timing is critical for achieving performance goals.

 

However, the reliance on spreadsheets, hardcoded solutions, and overloaded developer pipelines slows down prototyping, delays time-to-market, and complicates feature iterations. To overcome these roadblocks, the Kwalee team decided to use Balancy’s content management system (CMS). This solution introduces a unified yet flexible admin panel that streamlines collaboration between product and engineering teams, enabling faster delivery and smoother workflows.

 

Kwalee’s strategic shift to hybrid monetisation also demanded advanced LiveOps tools to better segment players and personalise their monetisation journeys. Without this targeted approach, the team risjed missing significant revenue opportunities. The Balancy’s LiveOps Suite became key solutin, making it easy to launch new game events and in-game shop offers and to tailor them to individual players. 

The solution: Seamless integration and unique solutions for publishers

Balancy has seamlessly integrated into Kwalee’s LiveOps ecosystem, enabling the team to deliver smarter, more personalised gameplay experiences across their portfolio. The integration was a straightforward procedure of integrating a lightweight SDK into games. The Balancy team provided all the necessary tech support and training along the way.

 

Managing custom game settings with Balancy’s Content Management System (CMS)

 

After the integration was complete, the Kwalee team gained access to a wide range of LiveOps tools. These include a content management system (CMS) for creating and deploying custom game settings, as well as features for managing special offers, events, segmentation and A/B testing. 

 

 

In collaboration with Kwalee, Balancy has launched a must-have feature for teams that actively work with LiveOps – branches. This allows teams to create separate versions (branches) of a project to develop new features, test changes or fix bugs without affecting the live game. Once a feature is complete and tested, the branch can be merged back into the main project, ensuring the main version remains stable while new development continues. Balancy is currenlty the only LiveOps platform offering this essential tool. 

 

Branches feature in Balancy

Another powerful feature used by Kwalee is packages. In Balancy, any feature or configuration can be saved as a package and reused in the same or other projects. This saves time for publishers and developers with multiple games by allowing them to quickly replicate successful features – like special offers, shop templates, battle passes or ad setups – into new games with just a few clicks. The only step left is to fill in the template with resources and values that are relevant to the new project. 

The results: Personalised experiences boost ARPDAU while the team saves development time

One standout example is Dream Build Solitaire, which recently transitioned its LiveOps platform to Balancy. Given the project’s complexity, the team leveraged Balancy’s advanced segmentation and overrides to design live events and offers tailored to each player’s behaviour. 

 

This approach ensures that:

New players are’nt overwhlmed by irrelevant offers or pop-ups.

Ad-focused players (IAA users) enjoy uninterrupted gameplay without unnecessary shop promotions.

Purchasing players (IAP users) receive highly curated shop deals at the moments they value most.

 

Here are the excellent results that the team achieved over a three-month period: 

 

 

This meticulous appriach has not only improved the game’s core metrics but also elevated the player’s overall enjoyment – a reflection of Kwalee’s player-first philosophy. As Andy puts it, “It’s not just about maximising matrics; it’s about making the most fun games for the world’s players”. This is what helps the Kwalee team continue creating games enjoyed by millions of players throughout more than a decade.

 



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Ninja Five-O Switch Review

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Ninja Five-O Switch Review


Ninja Five-O was a game boy advanced game from 2003 that was re-released by Konami. It didn’t sell very well in 2003, so why do it? It is awesome! Yes, the game was, and still is a great action platformer that can be tough as nails, yet extremely fun to play. You play a ninja cop(also the tile of the Japanese Version which has been released with the NA version in this package) who grapples and slides through levels killing bad guys and rescuing hostages. There are six missions in total, only the first three are available in easy mode. In each mission, you have three stages and then a boss stage. The bosses are weird, like a dude who transforms into a fire dragon and a short dude riding a giant frog.

Ninja Five-O is easy to control. B is jump, A is melee, y is ranged. Down and B is slide. Up and B unfurls a grappling hook that you can swig with. ZL is a very handy rewind button(new to this version), which you’ll see in the forthcoming video. It really doesn’t make things any easier. Rewind just allows you to correct mistakes that would mean game over, such as shooting a hostage. There are orange lightning bolts that increase your level, making your range powerful, up to level 3. One hit and its back to level one. The blue meter is activated with B+Y. If it isn’t full, you get temporary invulnerability. If full, you can kill all the enemies of screen(or do massive damage to a boss). And now the Ninja Five-O video:

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Important disclaimer: I owned at one time the GBA Ninja Five-O… actually I still do!

I’m showing the cartridge as proof I remember the GBA game. Ninja Five-O was great then, and is great now. However, this will not a get a Must Play. While it is fun and challenging, some aspects of level design and the challenge itself feel dated, like I was playing an NES game. The rewind button helps, but sometimes things feel unfair and/or unpolished. That’s definitely what the original developers were going for, but it may turn some off. Still, Ninja-Five-O gets a Recommended with an eight back-end score. You cannot go wrong here, and if you’re looking for an old-school action platformer, you’ll find no better example.

Overall: Ninja Five-O is an excellent old-school action platformer that was great on the GBA, and is mostly still great now.

Verdict: Recommended

eShop Page

Release Date2/25/25Cost$24.99PublisherKonamiESRB RatingE10+

P.S. For more ninja action, try Ninja Saviors!

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The March 25 PS Plus games include Dragon Age: The Veilguard | TheSixthAxis

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The March 25 PS Plus games include Dragon Age: The Veilguard | TheSixthAxis


The PlayStation Plus monthly games for March  2025 have been announced and if you bought Dragon Age: The Veilguard just four months ago then you are going to be a bit miffed.

What are the PS Plus March 2025 games?

The following three games will be available from the first Tuesday of the month, which will be March 4th, and they will be available until March 31st.

Dragon Age: The Veilguard | PS5 
Sonic Colors: Ultimate | PS4
Teenage Mutant Ninja Turtles: The Cowabunga Collection | PS4, PS5 

Dragon Age: The Veilguard launched on October 31st 2024 with lots of positive reviews, including one from us which scored the game 8/10.

“The Veilguard is a beautiful-looking and highly enjoyable game, and a nice return to a more focused feeling RPG that does justice to both Dragon Age as a series and also to Bioware,” said Jason in his review. “It’s fun to play in the moment-to-moment, the big decisions feel impactful and worthwhile, and fans of the series will be happy to be running around chasing after that lamentable egg of an Elf once more.”

Since then EA have said the game failed to meet sales expectations and cancelled DLC plans, so it looks like they are trying to rake back a little more cash by getting Sony to pay for it to come to PS Plus.

Sonic Colors: Ultimate is rather older and was released way back in 2021.  We did not review it but has a Metacrtic score of 74 on PS4 so that sounds pretty good to me.

Teenage Mutant Ninja Turtles: The Cowabunga Collection is from 2022 and collects thirteen classic Konami Teenage Mutant Ninja Turtles games in to one pack.

Our retro expert Adrian reviewed the pack and it also scored 8/10.

“Teenage Mutant Ninja Turtles: The Cowabunga Collection is a must for any Turtles fan,” he said. “The emulation here is flawless and the range of accessibility enhancements is very welcome. In fact, the treasure trove of behind-the-scenes content is worth the asking price alone. Sure, there’s a some ‘classic’ games included that won’t live up to nostalgic memories, but ignore the dross and you’ll have a blast with the near-essential selection of scrolling beat ‘em up TMNT goodness.”

Can you still get the February 2025 PS Plus games?

You can still grab February’s titles , they are:

Source: PS Blog



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Valve’s in-development Deadlock gets a huge map overhaul

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Valve’s in-development Deadlock gets a huge map overhaul


Valve’s upcoming MOBA shooter Deadlock has received one of the biggest updates to date, which includes a big overhaul to the map that makes it a bit less complicated. While it’s in development access is still locked behind invites.

Before this update there were four separate lanes to ride on the rails and battle through, with one of them being ripped out. Valve have redesigned a lot of the map to bring it down to three lanes, and I think they’re onto something here. It’s a bit more streamlined, less overwhelming and a bit quicker on the action thanks to it. The game is still pretty deep but a bit less crazy now.

The map layout change includes changes to “visuals, building layouts, pathways, neutral camps, air vents, breakables, powerup buffs, juke spots, mid boss” and so on. There’s also a new Explore Map feature, so you can just run around the map to learn it now — very useful.

Another major change is to some of the progression. Much like with Dota 2, you needed to get a last-hit in order to get the full benefit. This has been removed from Deadlock. Now the AI troopers will generate Soul Orbs for XP and currency as long as you’re nearby, although you still need to shoot them to get the extras. Additionally, gaining souls from kills now has a visual effect of them flying towards you.

Various other technical additions in the update include support for DLSS, they upgraded FSR2 to AMD’s new FSR3 temporal upscaler, Valve enabled NVIDIA Reflex and AMD Anti-Lag 2.0 for reduced latency, various netcode improvements and there’s a lot of general smaller gameplay changes too. There’s even a bunch of improvements for controller players to make it feel better.

See more in the update notes. Hopefully it’s not too far off becoming more open so anyone can just jump in and play.

Article taken from GamingOnLinux.com.



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Warner Bros. Keeps Nemesis Gaming Patent Despite Studio Closure

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Warner Bros. Keeps Nemesis Gaming Patent Despite Studio Closure


Summary

Warner Bros. retains the Nemesis system patent post-closure of Monolith Productions. Nemesis system was a key feature in Middle-Earth games. Monolith’s closure doesn’t affect Warner Bros.’s control of the Nemesis patent.

Warner Bros. may have closed some of its more prominent studios, but it will retain a patent created in a game made by one of its now former subsidiaries.

The gaming world was shocked when it was revealed that Warner Bros. had canceled the Wonder Woman game that was first announced back in 2021 and never had a proper gameplay trailer. Wonder Woman has been in development for years, and there is a lot of speculation as to why it would be shut down now.

Related

The Lord Of The Rings: Gollum Has Been An Unmitigated Disaster

They hates it.

On top of Wonder Woman’s cancelation, Warner Bros. also announced that it had closed three of its studios: WB San Diego, Player First Games, and Monolith Productions, the last of which was working on Wonder Woman.

While Warner Bros. may have destroyed Monolith Productions, it still keeps one of the patents made by the company. As Imran Khan of VentureBeat confirmed, Warner Bros. will retain the patent to the Nemesis system from The Lord of the Rings games produced by Monolith for at least another decade.

Warner Bros. Has The Nemesis System For Another Decade

middle-earth-shadow-of-mordor-talion-melee.jpg

Middle-earth: Shadow of Mordor – Talion Melee Strike

The Nemesis system was created for Middle-Earth: Shadow of Mordor and used again in its sequel, Shadow of War. Essentially, the Nemesis system allowed the player to have rival characters in the game world that got stronger as they defeated the protagonist, remaining throughout the story.

While a lot of content in video games cannot be patented, Warner Bros. managed to gain control over the Nemesis system’s patent in 2021. This means other games cannot use it without Warner Bros. permission. It was intended for Wonder Woman, but the exact implementation will never be seen.

Related

The Lord Of The Rings Trilogy Gets An Astonishing Fanmade Concept Trailer In UE5

I wish it was real!

Monolith Productions may be gone, but Warner Bros. will keep the Nemesis patent until it expires. However, it will likely be renewed, barring any significant opposition that prevents the firing-happy corporation from holding on to one of gaming’s best ideas.

Next

The Lord of the Rings: Gollum Has One Redeeming Feature

The Sindarin DLC is a cool concept that more games should consider.



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Bruins center Matt Poitras prefers to play left defense in NHL 25

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Bruins center Matt Poitras prefers to play left defense in NHL 25


In 2023, Matt Poitras joined the Boston Bruins on a three-year contract after being drafted by the organization in the second round. At the age of 19, Poitras had immediate impact, earning his first point on an assist in his first-ever National Hockey League game. But his rookie season was cut short by shoulder surgery necessitated by an on-ice injury.

Now he’s back on ice with the Boston Bruins — a brief stint with the American Hockey League’s Providence Bruins, too — and, once again, making an impact as the team battles for a wild-card slot in the Stanley Cup playoffs.

There’s a lot of pressure on the Bruins as a whole, and to unwind, Poitras told Polygon he dabbles in another form of hockey: NHL 25. Poitras said he started playing the franchise with NHL 11, a game that came out when he was around 6 years old, just a few years after he started playing the actual sport. But when Poitras is playing NHL 25, the speedy playmaker center takes on a different role: He prefers left-side defense — “just a big rigid defensive defenseman,” he laughed. Polygon spoke to Poitras after practice on Monday, ahead of Tuesday’s matchup with the Toronto Maple Leafs, about the social hobby he called “an escape.”

[Ed. note: This interview has been edited for length and clarity.]

Polygon: I saw the Behind the B episode where you mentioned playing a bit of Chel. What was the first NHL game you played?

Matt Poitras: Yeah, I’ve been playing for a while. I know we had NHL 07 or 08. I don’t think I really started playing until probably NHL 11 with Jonathan Toews on the cover. That was probably my first one I actually played.

Do you remember what it was like to see yourself in the game for the first time? What was that like?

It was a bit weird. I think it was when I was in junior hockey and my billets [the family that hosts hockey players from out of state] were playing as me on TV. It’s kind of weird, but it’s cool to see yourself in the game, especially a game I’ve been playing for so long. I try not to really use myself. But if I’m playing [Hockey Ultimate Team] I’ll buy myself and put myself in the first line, even though my card’s not very good.

What do you think of your stats in-game?

The only thing is when you have a guy in the game — any pro hockey player — they have to rate it a certain way, but then you’ll have a pro hockey player and he’ll be rated a 75 and can barely do any deke [hockey slang for a deceptive move]. It’s the weirdest thing, but in real life, obviously any pro hockey player is a really good hockey player. I haven’t really looked at my stats, but I’m sure they’re fine.

Is it different now that you can play as yourself as a Bruin?

Yeah, it’s different. My guy’s obviously a bit better than he was before when he was a junior hockey player. But I haven’t used him too much — maybe once or twice. But he’s a lot better than he was — I’m a lot better in the game than I was a couple years ago.

In the Behind the B episode you talked about moving your current teammates around your NHL 25 roster — your roommate Johnny Beecher down to the American Hockey League. Is that you playing as the Bruins organization in franchise mode? What modes are you playing?

I was playing franchise mode when I was hurt. I was just messing around; every once in a while I’ll start franchise mode. I wasn’t even the Bruins. I don’t know who I was — maybe the Ducks. It was one of the first teams you could pick because it’s in alphabetical order. I think it was the Ducks and I traded for [John Beecher] and myself. He came into my room and I was like, “Oh yeah, dude. I traded for you in the game.” He’s like, “Oh, let me see.” And I looked at my roster and he wasn’t there. I went to my AHL team and he was on my first line.

What modes do you play regularly? Do you ever play against the public?

Yeah, for the most part. Me and my buddies back home, we play [EA Sports Hockey League], so it’s either threes or sixes. Usually sixes. That’s just the most fun playing online rather than playing against CPUs, so I find it more fun to play, and you can play with your friends, so that’s obviously a bonus.

So you have a custom player you use?

I play a custom guy. Usually I’ll play as left defenseman.

We have our positions set. I don’t play center because winning draws in the game is so hard, so I always go left defenseman. Just a big rigid defensive defenseman.

I’ve been playing hockey for about a year now, and I find that I’m learning stuff from playing NHL 25. Obviously you’re not learning about positioning from playing the video game, but is there anything you take away from it, or a new perspective it’s given you? You know, playing a video game that’s literally a simulation of your job.

I don’t know if I’ve learned too much from playing. I’m more just playing for fun. I don’t really look into that aspect of it. Maybe. I don’t know. I usually just get on and play. It’s an escape from doing — I guess it’s still hockey, but it’s an escape to do something other than think about playing hockey.

Photo: Richard T Gagnon via Getty Images

Do you play any other video games?

I’ve gotten away from playing video games. But during COVID, I was playing a lot. I’m sure a lot of people were. But I used to play Call of Duty, a little bit of Fortnite. The other day me and Spoons [Bruins defenseman Parker Wotherspoon] were playing the new Marvel Rivals game. I wasn’t very good at that one. I’m better at Chel. The shooter games, like Fortnite or Call of Duty… I’m not the greatest with aiming and stuff. I’m not a great player. I used to play a lot more but I’ve gotten away from it now.

What character were you playing in Marvel Rivals?

Oh, I was trying to learn about a couple of different ones. I was Doctor Strange for a bit because he is one of the easiest guys to use. And then I was playing as Venom for a bit. I don’t know, [Spoons] was trying to explain it to me. There’s healers and there’s heavy guys. It’s kind of confusing. I wasn’t very good. I let the team down a couple times, I think.

Do you play on the road ever?

I don’t usually bring my games on the road. I think a couple of guys bring their Xboxes or something. But I like to pack light so I don’t usually bring my PlayStation. It just sits on my desk at home. So no, I don’t usually bring anything on the road.

Oh wow, some guys bring their consoles with them?

Yeah, I think they play FIFA or something. I’m not totally sure exactly who brings it, but I know there’s sometimes a couple guys that will bring it. If it’s a long trip, more guys will bring something like that.

So what you’re saying is that you’re all not doing a team-bonding Fortnite session.

[laughs] No, not usually.

What’s your favorite game of all time?

Favorite game of all time… For me, when I was younger, I used to always play Black Ops 2’s Zombies. That was my favorite game to play. It was just easy. Me and my brother would go on our PlayStation 3 and we’d play split-screen and we’d go on that map, like, Town, and we would just play Black Ops 2 for a couple of hours. Or when a buddy came over, I always found Black Ops 2 was my favorite Zombies to play.

OK, back to NHL 25. If you do have to play as a current NHL player, who do you use?

If I’m playing online versus for a Play Now, it’s always nice to go as the Oilers because [Connor] McDavid is just so fast in the game. You just hold down the left stick and fly up the ice. He’s pretty easy to use. Any kind of small, fast guy — I like to use a Jack Hughes or McDavid.



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Tony Hawk’s Pro Skater 3 + 4 All But Officially Confirmed By Ratings Board

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Tony Hawk’s Pro Skater 3 + 4 All But Officially Confirmed By Ratings Board


It looks like the upcoming Tony Hawk game being teased by Activision, and accidentally revealed by a professional skateboarder, will indeed be a remaster of the third and fourth games just like Tony Hawk’s Pro Skater 1+2 was.

The rating in question comes from Singapore which lists the game as Tony Hawk’s Pro Skater 3+4. It also says the game will launch on “Nintendo Switch, PC, Sony Playstation 4, Sony Playstation 5, Xbox One, Xbox Series X/S.”

There’s currently a countdown to 03/04/2025 on the official Tony Hawk Pro Skater site. It appeared after a Tony Hawk announcement was teased in a Call of Duty map named Grind.

Before that, pro skater Tyshawn mentioned appearing in an upcoming Tony Hawk game.

Insider eXtas1s believes the game will get shadow-dropped at Xbox’s Summer event this year.

Personally, I’m super-hyped for this one. The Pro Skater games were a massive part of my chldhood, and the 1+2 remaster was damn near flawless in its execution. Hopefully, Microsoft got the same folk at the formerly-named Vicarious Visions back onboard to develop it.



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Stories from Sol: The Gun-Dog Switch Review

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Stories from Sol: The Gun-Dog Switch Review


Stories from Sol: The Gun-Dog is a visual novel with adventure game elements. There is a side menu where you can move, look, use, talk and use and item. However, there are no puzzle in the traditional sense. Everything you do is laid out and telegraphed. There is a handy tasks screen that tells you what to do if you’re lost. Like I said, this is a visual novel, and it is quite a good one at that, that tells a good sci-fi story.

Stories from Sol: The Gun-Dog stars you, who can be he, she or they, and you chose your whole name. You are a security officer on the star ship Gun-Dog who has to meet up with another star ship and investigate mysterious signals. Your star ship is full of anime tropes, but its ok, they’re well written and mostly three-dimensional. This includes your love interest, who spends most of the time out of commission. There are twists and turns and branching paths, though the main story isn’t affected much by those paths. For example, early on, you can shoot a person with a stun-gun, and that will affect your relationship with them.

The biggest problem with Stories from Sol is the text is confined to the bottom of the screen and cannot be changed, causing me eye-strain at times. Also, again, the characters fall into well-worn tropes, but that’s really a nitpick. On the plus-side, there are three different visual options, like this one:

It is neat that Stories from Sol: The Gun-Dog has them, but they don’t change the actual game at all. Despite that, all of the graphics are well done with some neat visual touches thrown in. Overall, I enjoyed this greatly and give it a Recommended with an eight back-end score. If you’re looking for a sold sci-fi visual novel, you cannot go wrong with The Gun-Dog.

Overall; Stories from Sol: The Gun-Dog is a solid science-fiction visual novel that is entertaining and pretty to look at!

Verdict: Recommended

eShop Page

Release Date2/20/25Cost$19.99PublisherAstrolabe GamesESRB RatingT

P.S. The closest thing I’ve reviewed is actual adventure game called Monolith!

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The Callisto Protocol Dev Cuts More Jobs In Gaming’s Latest Layoffs

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The Callisto Protocol Dev Cuts More Jobs In Gaming’s Latest Layoffs



Striking Distance Studios, the Krafton-owned game studio that made 2022’s The Callisto Protocol and 2024’s Redacted, has undergone a new round of layoffs. This follows on from a previous round of cuts in 2023.

In a statement to GameSpot, Striking Distance confirmed that it has “reduced the size of its team” in an effort to “remain agile.” The statement also stressed that the cuts were part of a drive to establish a “sustainable environment” at the studio for the “current stage of development on future projects.”

Striking Distance does not have any upcoming games that have been announced, but the statement confirmed that the team “remains operational” and that the layoffs “will not impact any planned ongoing support.”

“No further changes are planned at this time,” Striking Distance said to close out its statement.

In terms of the scope of the cuts, that remains unknown, but 80 Level discovered that anaffected worker said “most of the devs were laid off.”

Striking Distance has zero open positions listed on its careers page.

The Callisto Protocol was released in 2022 and was originally planned to be a PUBG spin-off before those plans were scuttled and it became its own thing. The game wasn’t a critical or commercial hit, however. Striking Distance followed it up with October 2024’s Redacted, which is set in the same sci-fi horror universe as The Callisto Protocol. It didn’t exactly light it up, either, in terms of review scores or sales–it achieved a peak concurrent player figure of 168 on Steam.

As for what’s next, it’s been reported that Striking Distance is working on a third-person AAA multiplayer game that runs on Unreal Engine 5.

Striking Distance was founded by Glen Schofield, who is best known for his work on the Dead Space and Call of Duty franchises. Schofield left the company in 2023 and is hyping up a mysterious project.

Layoffs in the video game industry have been a repeated event in the past few years, and the unfortunate trend has continued so far in 2025, with layoffs impacting the Marvel Rivals US team, Crytek, and BioWare, among others.



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