After the resounding victory at The Game Awards, Clair Obscur: Expedition 33 was also awarded the title of Game of the Year at another show. However, the award has now been revoked – because the game did not adhere to the rules.
What is this award? “Clair Obscur: Expedition 33” would have won two awards at The Indie Game Awards. This still doesn’t come close to the many awards it won at The Game Awards, but at least the award for “Game of the Year” would have been included here as well.
In addition, Expedition 33 was supposed to be awarded as “Debut Game”. However, because the development team allegedly lied about one issue, the awards were revoked. Instead, “Blue Prince” has now been promoted to Game of the Year, and “Sorry We’re Closed” to “Debut Game”.
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Clair Obscur: Expedition 33 hinterlässt bei den Spielern eine Leere
Clair Obscur did not adhere to the rules
What is the problem? As the Indie Game Awards team states on their site, they had a strict stance regarding the use of generative AI. The development team from Sandfall Interactive initially made false claims regarding this:
When submitting for review, a representative from Sandfall Interactive confirmed that no generative AI was used in the development of Clair Obscur: Expedition 33. Since Sandfall Interactive confirmed the use of generative AI art in the production on the day of the Indie Game Awards 2025, this leads to the disqualification of Clair Obscur: Expedition 33 from the nomination.
The award show team adds that the “questionable elements” have already been removed from the game. Nevertheless, this violates the existing regulations. Therefore, the nomination committee has decided to withdraw the awards.
Where was AI supposed to be used? As X-user Nyanomancer discovered, it appears that AI was used in a newspaper column. The screenshot shows that the articles have a fantasy language and the images do not resemble real locations or people.
Here you see the alleged AI texture.In the final game, it was probably replaced.
In a second post, the same user explains that those were just placeholders. The textures have been replaced in the finished game with self-designed newspaper articles. Additionally, another AI asset from the starting area was removed upon release.
Moreover, François Meurisse, producer of Clair Obscur, confirmed the use of AI. With this technology, things became possible that one couldn’t have even thought about a short time ago. You can read the statement from User GenePark on X.
In the industry, it is unclear which games use AI and which do not. Just recently, there was a major outcry regarding Baldur’s Gate 3, as Larian Studios also relies on this technology. The CEO, Swen Vincke, believes: There is no problem. Head of the new Divinity relies on AI, has already used it for Baldur’s Gate 3
This is an AI-powered translation. Some inaccuracies might exist.
In recent months, there have been times when more new players joined simultaneously than at any point since our debut on Steam (which already marked a peak). Veteran players have returned in droves, and player activity is now higher than it has been in years. Observing such a surge gives us new energy, and our expectations have been exceeded in almost every way.
Here you can see the trailer for Guild Wars 2 – Visions of Eternity:
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Guild Wars 2 sets sail for a new adventure in the announcement trailer for ‘Visions of Eternity’
The first Guild Wars also had a great year
What else happened in 2025? With the 25th anniversary of ArenaNet and the 20th birthday of Guild Wars, this year saw two big parties for the studio. This resulted in two gifts for the community:
Guild Wars 2 was never the MMORPG with the most players on Steam due to its own launcher, but it has always been one of the most popular online RPGs on Valve’s platform. Currently, only one other genre competitor has better reviews: The 10 MMORPGs on Steam with the best ratings in December 2025
This is an AI-powered translation. Some inaccuracies might exist.
We wanted to know from you how good the housing in World of Warcraft is – and you voiced your opinions loudly.
In World of Warcraft, it has been a bit quieter in recent days. There is less activity in the dungeons, finding groups in raids takes a bit longer, and participation in Legion Remix has also significantly decreased. However, this is not because the air is out of WoW, but due to the release of a new feature: housing.
A few days ago, we wanted to know how well the housing in World of Warcraft is received by you, our MeinMMO community, in order to get an accurate mood picture. Almost 2,000 of you participated in the survey, and here are the results:
More than half love housing, but a quarter hardly knows what to make of it
For the following analysis, we calculated the share of people who do not play WoW or do not yet have housing access – thus, the percentage values shift as follows:
Extremely good! It is almost perfect 20.2 % (332 votes)
Good, I like a lot 34.3 % (566 votes)
Mixed, some things are good, others are bad 22 % (363 votes)
Bad, it brings me little joy 13.5 % (216 votes)
Extremely bad! I hardly like anything about it 10 % (165 votes)
It can be seen that the majority of votes (54.5 %) are either positive or very positive towards housing. For them, the feature is a clear addition to World of Warcraft and has significantly improved the game.
Our reader Julian Saebel wrote on Facebook about this:
It’s absolutely fun and has extremely great potential for the future. I’m already looking forward to seeing what will be added. And the best part? There’s zero pressure. No player power, no “I’m falling behind”, no catch-up, no “you’re too low and won’t get taken along.” Everyone at their own pace, according to desire or not at all. You don’t HAVE to use it. For my part, I celebrate the development of the game very much!
Almost a quarter (22 %) are still not quite sure what to do with housing. They see good, but also bad aspects, and some of them want to wait for more time to pass or see how housing will change with the release of Midnight.
Our reader “The Dude” expresses the following view:
I really don’t know what this brings us now. There is absolutely nothing to do. In the garrison, there is something to do, and I have various access points to the auction house, bank, and so, here absolutely nothing. Should I now just stand under an apple tree and then?
In summary, however, it can be said that more than half of the votes now have a new incentive to spend time in the game. Like all features in WoW, housing is one that not all fans can be convinced by – but it doesn’t have to. Because World of Warcraft offers so many different contents for different types of players that not everyone can like everything.
And that’s somehow the beauty of housing: it is completely optional. Those who do not enjoy it never have to enter the neighborhoods and their own plot and can simply focus on what they enjoy the most. However, for those who can engage with it, they will find numerous hidden decorations.
Often criticized is the necessity to replay old content or to travel around the whole world, as our reader Faceless describes:
I find housing to be quite well done for a start. There are a few small weaknesses here and there, but for a new feature, it works quite solidly.
What bothers me is the surrounding circumstances.
Housing items for achievements, no problem. Housing items for some dubious quest lines, difficult but okay. Housing items for ancient resources, really terrible decision that gives every new player a middle finger in the face.
A view that our reader Zwerlin also shares:
Overall, I find it very well done, but … I find it incredibly annoying that it feels like it takes an hour to get various parts all over the world.
A nearly equally large group (23.5 %) has so far had mostly or only bad experiences with housing. Some view the whole feature as a “waste of resources”, while others miss a playful benefit in housing, as for some, “just having a nice house in the game” equates to “wasted time”.
Our reader “The Dude” expresses the following view:
I really don’t know what this brings us now. There is absolutely nothing to do. In the garrison, there is something to do, and I have various access points to the auction house, bank, and so, here absolutely nothing. Should I now just stand under an apple tree and then?
In summary, however, it can be said that more than half of the votes now have a new incentive to spend time in the game. Like all features in WoW, housing is one that not all fans can be convinced by – but it doesn’t have to. Because World of Warcraft offers so many different contents for different types of players that not everyone can like everything.
And that’s somehow the beauty of housing: it is completely optional. Those who do not enjoy it never have to enter the neighborhoods and their own plot and can simply focus on what they enjoy the most. However, for those who can engage with it, they will find numerous hidden decorations.
This is an AI-powered translation. Some inaccuracies might exist.
Ashes of Creation is one of the most ambitious and expensive MMORPGs of the foreseeable future, especially considering projects from the West. At the same time, the developers are aiming for a very specific target audience. Can this work out well?
How expensive is Ashes of Creation? Steven Sharif founded the studio Intrepid 10 years ago. In 2017, they raised nearly $3.3 million through Kickstarter for the development of Ashes of Creation. Revenue from the sale of pre-order packages and alpha access has been coming in for years – interested parties sometimes had to invest more than $500 for that.
By now, they have added an early access on Steam to the alpha running through their own launcher. Currently priced just over 40 euros, these accesses are relatively inexpensive compared to previous alpha prices, but still an investment in the future of the online role-playing game.
Who is writing here? Karsten Scholz is the MMORPG expert of MeinMMO. He has been dealing with the best genre in the world almost daily for 16 years. The first private contact occurred in 2005. Since then, he has accumulated several years of playtime in various online role-playing games and has played almost every relevant genre representative of the past nearly two decades for at least a while.
After the release, Ashes of Creation is supposed to be financially supported through a monthly subscription. There are no plans for a purchase price or additional monetization through a shop or battle pass, for example. Since the beta is supposed to start sometime in 2026 and there is still no date for the release, it could take more than a year before the subscription is activated. Maybe even one and a half or two years.
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Ashes of Creation: Early Access Guide stimmt euch auf den Start auf Steam ein
Expensive as a blockbuster, but not for the mainstream
What is the danger? A development of nearly 10 years. A team of 250 employees. Operating costs per week amounting to $800,000. Ashes of Creation is a blockbuster project with an AAA budget. And regarding the ambitions in terms of the size of the world, the complexity of the node system, or the genre-revolutionizing technological framework, that also fits.
At the same time, Steven Sharif has from the beginning planned to develop an MMORPG for a very specific target audience, and the team has stuck to this vision to this day. The pillars of Ashes of Creation include:
Ashes of Creation relies on a sandbox framework that hardly guides players. You must set your own goals and decide for yourself which content you want to tackle to reach the maximum level and contribute to the progress in the world.
PvP is an essential part in the world of Ashes of Creation. If you die, you can even lose part of your loot. If you want to avoid PvP at all costs, many of the key features of the MMORPG will be off-limits to you. This includes important PvE content such as the new Harbinger events, which often possess a PvP component despite their cooperative nature.
AoC focuses on an old-school MMORPG experience with a large world, long travel times, and a high grind factor. Many players are currently leveling in the early access version by grouping at certain locations and farming mobs there for hours. This is reminiscent of classics like Dark Age of Camelot.
With the strong focus on PvP and sandbox, they often only appeal to a rather small target audience in the MMORPG sector. Many of today’s genre fans grew up with online role-playing games like World of Warcraft, Final Fantasy XIV, Guild Wars 2, or The Elder Scrolls Online. They often wish for a colorful theme park of content, high convenience, a focus on PvE, and purely optional PvP.
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Ashes of Creation stimmt im Trailer auf Early-Access-Start auf Steam ein
The last MMORPG blockbuster of its kind?
New World’s PvP and sandbox plan fell apart during a test phase. The loud feedback forced the developers to change their concept, but there was too little time to ensure varied quests, an enjoyable leveling phase, and well-interlocking systems. This misstep ultimately leads to the early death of New World.
That there are relatively few MMORPG fans in the West who are eager for PvP and sandbox has also been noted in other regions of the world. According to Sangtae Yoon (Executive Producer of Chrono Odyssey), internal numbers show that only about 5 to 10 percent of all players would prefer PvP content. The absolute majority prefers PvE.
This explains why upcoming MMORPGs like Aion 2 and ArcheAge Chronicles are distancing themselves from the roots of their predecessors and also want to focus much more on PvE, the story experience, and content for soloists or small groups.
Ashes of Creation goes against this trend and currently alienates many genre fans who have invested a little more than 40 euros to take a first look at the MMORPG. The only 49 percent positive reviews on Steam underline this. This is, despite blockbuster budget, not a game for the mainstream, but for a quite niche target audience.
Steven Sharif is the driving force behind Ashes of Creation.
Can this daring mix work? As a genre fan who has been playing MMORPGs of all kinds with great joy for 20 years, I hope so. Especially since there are very few online role-playing games from the West with ambitions and big budgets.
However, I fear that a difficult year lies ahead for Intrepid and that someone will have to make unpleasant compromises in the end. Either because the developers need to create additional revenue streams (and may therefore bring forward the subscription), or because too few new testers are entering early access.
Or because at some point an unfinished product will go live, as there is no more money for further months of development. That would probably be the beginning of the end of Steven Sharif’s dream.
When Ashes of Creation is finally released and can excite the target audience, a mandatory monthly subscription should be able to finance further support. However, I cannot imagine that this will still allow a team of 250 employees to be paid … I expect at the latest then the unfortunately common layoffs in the industry. But one must first reach that point, which I find difficult enough. What do you think about this?
The majority of current MMORPG projects with budget and ambitions come from Asia. However, to achieve sustainable success here in the West, they must stop making the same mistakes over and over again or insisting on their peculiarities. You can read more about it here: 5 mistakes that MMORPGs from Asia must avoid if they want to succeed with us
This is an AI-powered translation. Some inaccuracies might exist.
In the interview, Witchfire Creative Director Adrian Chmielarz discusses why the era of cumbersome gaming giants is ending and how small, agile top teams are shaping a new independence for the future of gaming.
In a time when the big giants of the gaming industry are faltering, small, agile teams are proving that vision and quality weigh heavier than billion-dollar budgets. One of these teams is The Astronauts. Their new single-player shooter Witchfire is currently enjoying success in Early Access. MeinMMO editor-in-chief Leya Jankowski spoke with Creative Director Adrian Chmielarz about the current state of the gaming industry.
What to expect in the interview:
The crisis of the titans: Why Adrian Chmielarz believes the next five years will be “very painful” for AAA studios and why “big” is often a hindrance to innovation today.
Witchfire’s recipe for success: How a team of just 27 people generated 1.6 million wishlist entries.
Strict AI ban: A look behind the scenes of development – why “not a single pixel of AI” is allowed in Witchfire, even if that prolongs work by weeks.
The end of publisher power: Why developers today, according to Chmielarz, no longer need “suit-wearers” to celebrate world successes, and why the marketing of the future takes place on Reddit and YouTube.
Shooter fatigue as a myth: Why the market for high-quality single-player shooters is actually empty.
A-players instead of management ballast: A plea for radical talent gatekeeping and a work culture where the ego is dismantled.
Over 500,000 units sold in Early Access
MeinMMO:I would like to start with the numbers of Witchfire in Early Access. They are already impressive: You have sold 500,000 units and generated 1.6 million wishlist entries – which is enormous. You accomplished all this with a small team of about 27 people. Did you at The Astronauts prepare for this level of excitement given the volatile situation in the industry, or was the success a surprise?
Adrian Chmielarz: Well, we obviously hoped for it – after all, it’s our livelihood. We realized that people liked Painkiller and Bulletstorm. The latter was commercially not a success by 2011 standards, but today that would be a completely different story. It was not a disaster, just not the super hit that Electronic Arts wished for. Nevertheless, we were hopeful that people would respond to our announcement.
However, a major risk was that our previous game, The Vanishing of Ethan Carter, was an adventure – often referred to as a “walking simulator.” When the same people suddenly announce, “By the way, in the next game, you’ll be shooting heads off,” that’s a bold leap.
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Witchfire: The Destiny with Witches has a trailer for the Steam release
MeinMMO:You just said that Bulletstorm would be a success today? Do you think it would be more successful than back then?
Adrian Chmielarz: Maybe. But I primarily think that the numbers achieved by Bulletstorm back then were not satisfactory for EA – but they would be today.
I don’t remember the exact numbers, but I remember that we were more or less the first victims of a tectonic shift in gaming. Namely: “We no longer want to buy eight-hour-long single-player campaigns. We need more.”
Bulletstorm was the first game to be affected by that. Others followed.
We actually worked on Bulletstorm 2 already. It was in development. But EA decided: “We’re too big for that.” They are interested in franchises that sell 10 or 20 million copies. So they cancelled it, and that was it for Bulletstorm – at least for now.
Publishers controlled the distribution – not anymore
MeinMMO:This “We’re too big for that” is an interesting point. We are currently seeing a “crisis of the giants” with layoffs at AAA studios, while small teams are celebrating successes. What is the downside of large structures compared to a team of 27 people?
Adrian Chmielarz: The quality of the team. Imagine a studio with 2,000 employees. It is extremely hard, almost impossible, to have 2,000 outstanding developers where each one is a perfect 10 out of 10. And with such a structure, you inevitably have more managers than ever before.
You have creative people who know how to make a good game. They try to do it, but they have to fight through all the bullshit from upper management that tells them: “We saw a YouTube video, that’s not cool with kids anymore, we have to do something else.”
You have a Creative Director, an Art Lead, and many other developers who want to create something great – but they just can’t. Why are creatives leaving big companies now and founding small studios that are successful? The reason is very simple: They couldn’t do it before.
This would have happened 30 years ago – if publishers hadn’t controlled the distribution. Today, through Steam and digital stores, you can be your own publisher successfully.
Of course, that’s not trivial. You need money and infrastructure.
MeinMMO: The marketing has also changed. Content creators and YouTube allow small studios to reach many people without huge budgets. Is that a crucial factor?
Adrian Chmielarz: Absolutely. In the past, publishers controlled the distribution chains and marketing – you bought ads in magazines. We don’t need that anymore today. We haven’t spent a cent on streamers or YouTubers so far.
That will probably change, as I see no problem in paying some of them. But at least in this phase, we can reach practically everyone. You just need a game that is interesting to them.
People are also suspicious of traditional advertising; they rely on word of mouth, Reddit, or channels like SkillUp. Make a good game, and you have access to this space.
An absolute ban on AI assets
MeinMMO:Another change that is currently taking place is generative AI: for cost reduction or speeding up processes. What can a team of 27 accomplish that AI cannot, to make a game like Witchfire unique?
Adrian Chmielarz: I think, at least today – by the end of 2025 – the rule is: If someone believes they can make a game with AI, they are so wrong that it’s not even funny.
Sometimes I want to generate an image internally to explain an idea. Something like: “Hey, I want this wheel in the game, and here’s an illustration.” And then I sit for an hour just to get the image somewhat right – just to show the others what I mean. That’s really not a problem AI can solve right now.
For Witchfire, there is a very simple rule at the moment: It is absolutely forbidden to use AI assets in the game. This sometimes gives us serious headaches.
For example, we wanted to incorporate portraits of witches into the game. With AI as a tool, our artist might have accomplished that in a week. Not to generate everything, but to use AI to remove elements or fill in backgrounds.
But I said: No. There must not be a single pixel of AI. So, he took almost a month to create everything manually. But when we write “No AI” in the game, I want that to be true.
Will that change? Probably yes. Right now there is a strong stigma. I can hardly imagine that we will use AI for generating art, but AI as a tool – that will be completely acceptable soon.
A great example is Broken Sword. A remaster was released where they used locally trained AI that was taught the visual style of the game, to upscale the material. The quality is incredible – something that would have taken an entire team a year.
We will definitely see more of that.
MeinMMO:In Where Winds Meet, there are a few AI NPCs that you can chat with freely. What do you think of such experiments?
Adrian Chmielarz: On paper, I hate it. I believe in author-driven content. For me, a book, a game, a movie is a connection to another person. I want to consume what that person offers me. I want to take it in, breathe it.
If I know that it’s just an AI branch that some generator came up with, it’s no longer immersive for me. Because I know there’s just a generator behind it.
But never say never. Because recently there’s this completely crazy trend on YouTube with remixes of old songs. For example, Careless Whisper by George Michael as a Soviet post-punk new wave song from the 80s.
These are completely absurd rearrangements. And I have to say: Some of them are just great.
MeinMMO:Your team consists of many veterans. Does this experience help to implement innovations faster?
Adrian Chmielarz: That has been our philosophy from the start. In Bulletstorm, a lead artist from Epic once asked me: “Can I try working on the main weapon?” Three days later, he delivered not a concept, but a fully functioning weapon that we could integrate immediately. I told my partners: “This is how I want to work forever.”
When we founded The Astronauts, that was the idea. We don’t care if you are a veteran – talent is number one. If you know you’re good, and the team sees each other as great, the ego suddenly becomes unimportant. It becomes easy to criticize each other harshly without anyone taking it personally.
I once wrote a design document at night to ‘show the kids how to do it.’ I expected emojis, but in the morning they completely tore it apart from different angles. I rewrote it twice and it became so much better. That’s why we grow so slowly: We only look for people with just this level. You take the work, say thank you, and move on.
Shooter fatigue as a myth
MeinMMO:I would also like to talk a little about design philosophy and the future of the industry. A term that has often come up in the last two or three years – or even longer – is “shooter fatigue.” Shooters have supposedly had it harder in the last years. How do you see that?
Adrian Chmielarz: I believe that this is a myth and there is no shooter fatigue – at least not in the sense of single-player shooters. There might be some multiplayer PvP shooter fatigue.
Because yes, you have Valorant, Fortnite, Call of Duty, Battlefieldand so on. But when it comes to high-quality single-player shooters in the AA or AAA range, there are surprisingly few.
Even with co-op shooters – which lie somewhere between PvP and single-player – there are only a few. But if you really want to dive into a first-person shooter world, longer than a typical Call of Duty campaign – let’s say 20, 30, 50 or 100 hours – what is available? Far Cry. And then?
That surprises me because I actually consider shooters to be an evergreen genre. There are 10,000 fast indie shooters or so-called “boomer shooters.” If you want to play something like that, you will find enough.
But if you expect AA or AAA quality, there is surprisingly little. And that’s a shame. I’ll answer a bit ironically: I don’t even have games I could steal from.
MeinMMO:Witchfire mixes RPG, Souls-like, and extraction mechanics. The gunplay is reminiscent of Destiny. You once mentioned that no major publisher would have approved this mix. Why?
Adrian Chmielarz: You are right, we mix many sub-genres. The gameplay is definitely inspired by Destiny – I have spent 14,000 hours in this game. Whether you like it or not: Mechanically, the gunplay is the best there is. We decided not to reinvent the wheel because every time we strayed from it, it got worse.
But this very mix of extraction, Souls-like, and roguelite would pose a problem in conversations with a publisher. This is one of those games you have to play to understand. If you’re investing millions, you want to fully understand a project. A battle royale can be easily pitched: “Like PUBG, but with a twist.” Done.
With Witchfire, that would be almost impossible. Look at Expedition 33: Selling an RPG with static battles and arenas sounds like a design from the 90s. Everyone would say: “Are you crazy?” But they did it – and they were right.
MeinMMO:1.6 million wishlist entries are great, but they also bring pressure. Many people have expectations based on the Early Access.How does a small team like yours ensure that scope and technical stability meet those expectations at release? And how do you prevent scope creep or severe crunch, which is often criticized in the AAA industry?
Adrian Chmielarz: Sure, there is pressure – but we live for it. It motivates us. Why do you think this game has been in development for eight years?
Exactly for this reason: We know what it takes to create a high-quality game. And because we don’t want to grow too quickly, as we are very frugal and responsible, it just takes that long.
Two years ago, we were still 12 people. So this current growth is huge for us. We will release the game when it’s ready. And I see that the players support this.
They buy the game, they play it, and they say: “Okay, this is good. I’m having fun. So please don’t mess it up. Take your time. I would rather wait a year longer than rush the game.”
The game will be released in 2026, that’s for sure. Initially, we thought about 2024. But we are taking our time – and that makes sense. Early Access helps us enormously in ensuring that version 1.0 will be exactly what it needs to be.
Scope Creep refers to the uncontrolled expansion of project goals. It usually starts harmlessly: One just wants to add a small feature or a minimal change. Crunch is the phase of massive overtime to meet a fixed delivery date. Unlike a normal “hot phase,” which can last a few days, real crunch is often systemic. Scope creep is essentially the disease, crunch is the painful symptom.
Large studios must reinvent themselves – this will be painful
MeinMMO:We are currently witnessing a kind of shift of power, almost like the fall of kings, where the established AAA formula is increasingly becoming unviable and new models are emerging. How do you see the gaming industry in the coming years? And where will you and The Astronauts find your place in it?
Adrian Chmielarz: I currently see a highly scalable model for smaller studios: Keep a strong core team – that’s where the real talent is. Whether it’s 5 or 100 people doesn’t matter. You don’t need a composer for the entire five years; you bring in experts exactly when you need them. Expedition 33 has shown this: Small core, but a long list of contributors. Outsourcing today goes far beyond just assets.
Successes like ARC Raiders show: Ex-AAA developers are doing their own thing and casting a shadow over giants like Battlefield rather than the other way around. Many AAA people see this and say: “Wait a minute, I want to make games that I really enjoy and still be successful.”
As for large AAA studios: They need to reinvent themselves. The problem is that they are like titanics, very hard to maneuver. That will take many years and be a painful process.
What they are currently doing is not working particularly well; even with titles like Starfield, the excitement is no longer at the level of Skyrim.
The next five years will be very painful for Ubisoft and others. As strange as it sounds coming from an indie developer: I hope they make a comeback. I want The Witcher 4 to be great.
If you add the topic of AI, the near future will be extremely exciting.
MeinMMO:Thank you very much for your time and the fascinating insights, Adrian.
The conversation with Adrian Chmielarz makes it clear: The gaming industry is at a turning point. While the clumsiness of the giants often stifles innovation in its infancy, studios like The Astronauts are using their freedom to redefine genres.
Whether Witchfire can withstand the high expectations by the final release in 2026 remains to be seen.
This is an AI-powered translation. Some inaccuracies might exist.
The streaming group Critical Role is mainly known for Dungeons & Dragons, but has now also developed its own system. What makes it special and what the main differences are, you can find out here.
What is Daggerheart exactly? Daggerheart is a modern pen & paper role-playing game from Darrington Press, the publisher behind Critical Role. It was first made publicly playable in 2024, initially in an open beta, so the community could actively provide feedback for further development.
Critical Role created the system because they wanted a role-playing game that better supports their play style than traditional rule sets that were already on the market. The focus is strongly on shared stories, emotional decisions, and relationships between characters, while maintaining clear, modern mechanics.
Moreover, Daggerheart places great importance on fast, cinematic actions instead of heavily rule-driven combat, unlike Dungeons & Dragons. It has also been made sure that it is easily accessible and provides a pleasant entry point for role-playing beginners.
The role-playing system primarily offers you a huge sandbox, like a toolbox, to create your own stories and experience cool moments. We will explain how this roughly works and what the biggest differences compared to Dungeons & Dragons are.
[toc]
A rough summary of the rule system is provided by Matthew Mercer in this video:
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Critical Role stellen ihr neues, eigenes Rollenspiel vor: Daggerheart
Strong focus on collaborative storytelling and a quick entry
When playing Daggerheart, it quickly becomes apparent that creating an exciting story together is the top priority. There are significantly fewer stats to keep track of, and they are kept very open to accommodate a wide range of activities.
For example, you don’t have secondary stats and modifiers, such as perception that build on your primary stats, such as wisdom. Instead, you only have modifiers for agility, strength, finesse, instinct, presence, and knowledge, to which the game master can assign various skill rolls.
For instance, if you want to search for something specifically, you wouldn’t roll perception as you would in D&D, but it would depend on how and what you are looking for. The focus is primarily on the players explaining as precisely as possible how they want to approach and execute certain actions, while the game master responds and decides whether and with what modifier a roll should be made.
If you know the place or person you are searching for well, you would roll knowledge here. If you are new to the area and have to rely more on your own senses, you would roll instinct. Additionally, you have the option to attribute personal experiences or skills to your character, the modifier of which you can also use in appropriate situations.
Skills and spells are assembled through modular card sets from so-called domains, which offer significantly more freedom than the rigid class structures of D&D. Additionally, you can always carry a maximum of 5 spells or abilities actively. The maximum level is 10, keeping it manageable.
All classes can switch their abilities from their “pool” in certain situations, providing you flexibility without overwhelming you with the sheer number of options during gameplay. You can also choose races and ancestries from various cards and place them as help next to your character sheet.
Character progression is also tied to self-defined goals and personal experiences. Thus, the system primarily promotes role-playing and character development rather than solely combat successes.
The rules provide you with a lot of narrative freedom and opportunities to set nuances and shape situations in a way that serves the story as needed, without being overly restricted by rigid rules. This is also reflected in the other basic mechanics that Daggerheart brings.
This is an AI-powered translation. Some inaccuracies might exist.
Anyone looking for cool games that capture the feeling of tabletop role-playing games should definitely check out these two representatives on Steam. Because now is the perfect opportunity to get both titles for under €10.
What games are we talking about? Anyone who enjoys role-playing games in the style of Dungeons & Dragons and Baldur’s Gate 3 should not overlook the two Pathfinder games from Owlcat Games. Both Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous not only offer hundreds of hours of gameplay and an authentic tabletop feel, but are also included in the current Winter Sale on Steam.
Here’s how you can currently get them for the following prices:
There are also variants with DLCs on sale if you want to go all in and are sure that the game is right for you.
Both games are based on the tabletop role-playing game Pathfinder, which is built on the 3.5 edition of the Dungeons & Dragons rule set and come with several DLCs for those who can’t get enough with the hundreds of hours of base game. Both feature a certain old-school look and text-heavy presentation, but provide a sophisticated depth with their scope.
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Pathfinder: Wrath of the Righteous – Trailer for the ‘Game of the Year’ Edition on Steam
Several hundred hours of content and an intricate combat system with a twist
What is special about the two Pathfinder games? The story of both games is based on the namesake campaign books, and you create your own character like in Baldur’s Gate 3, who is accompanied by various selectable companions. You will experience a comprehensive, in-depth story that you can influence and engage in tactical battles from an isometric perspective.
The twist is that you can choose at any time whether to fight your battles in a turn-based manner or prefer real-time combat. For this, you can choose from numerous races and classes, and in WotR you can pursue additional legendary paths, each bringing you exclusive storylines and abilities.
Both games also offer additional modes and features outside of the story, such as your own castle in Pathfinder: Kingmaker, which you must manage and expand, or the ability to lead crusades against demons, as seen in Pathfinder: Wrath of the Righteous. In WotR there is even a kind of roguelite mode.
Industry veteran Rich Vogel was actually supposed to talk about whether the MMO genre is dead for AAA developers in the West. Mid-interview he shifted to GTA 6 and stated that the title could actually become a showcase MMORPG.
What does GTA 6 have to do with an MMORPG? In an interview with Wccftech, the editorial team spoke with Rich Vogel. He has previously worked on titles such as Ultima Online, Star Wars: The Old Republic, and New World, thus he has some experience in the MMORPG field.
He believes that GTA 6 could become an MMORPG. When asked if there are still any interested parties in the West for a large MMORPG, Vogel replied:
Yes, I believe there is a large audience waiting for the right MMORPG to come to market. Just think of the millions of players who have played and continue to play WOW, SWTOR, ESO, UO, EverQuest, Fallout 76, and other games. The problem is that currently no publisher is willing to invest the money and take the risk. My instinct tells me that the next big MMORPG will likely come from Asia and/or Europe. If what I have heard about the features and gameplay of GTA 6 is true, it could evolve into an MMORPG, as many of the planned features are typically found in MMORPGs.
So he believes that GTA 6 could actually become an MMORPG. Unfortunately, the planned features he speaks of are not yet known to the public. Therefore, it’s hard to assess whether Vogel is hitting the mark with his opinion.
However, Vogel is probably referring less to the story-driven single-player mode, but rather to an online mode like in GTA 5.
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Rockstar Games presents GTA 6 in the second trailer
GTA Online as a possible MMORPG
What is actually GTA Online? With GTA 5, GTA Online was also released. Here players create their own criminal, who must work his way up to become the boss of an underground syndicate. In a lobby, up to 30 players can play at the same time.
In addition to the multiplayer lobby, there are other features that would make it an MMORPG:
The world continues to evolve. Buildings that were construction sites before can suddenly be accessed after updates.
The character earns experience points and unlocks new weapons, clothing, and car modifications.
The game has a functioning economic cycle with its GTA$. With this, bunkers or warehouses can be purchased, for example.
Crews are the equivalent of guilds or clans. Furthermore, the heists serve as raids.
If several of the points are transferred to the online mode of GTA 6, it’s no wonder that the title could resemble an MMORPG. However, there are also differences to large MMORPGs, for example, a global economy is missing, and 30 players is relatively few simultaneous participants on a server.
GTA Online is still considered one of the best MMOs this year. In addition, there are other multiplayer games that players can check out. MeinMMO lists the best MMOs in 2025: The 10 currently best MMOs and MMORPGs 2025
This is an AI-powered translation. Some inaccuracies might exist.
The DLC for Elden Ring: Nightreign has been out for a while now and players have found their comfort zones in their tactics for successful runs. However, a new item shakes things up quite a bit and is incredibly powerful.
What item is it? The culprit is a new relic that you can acquire by defeating the balances in their Everdark variant. For this relic not only increases the damage of your weapon’s special abilities by about 20%, but its effect can also be combined with other effects, so with the right pairing you can achieve a damage bonus of around 40%.
This way, you can already start your run with a hefty bonus to your damage – stronger than any other item has been able to. On Reddit, users are discussing this and rightfully calling the new relic overpowered, especially for melee characters.
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Elden Ring Nightreign shows the character Undertaker sweeping the floor with enemies
“It can also be combined with the other balance relic”
What does the community say about the relic? On Reddit, user FrCynda begins their post with the words “This is absolutely insane” and shares a screenshot of the new relic. With over 1,600 upvotes and currently around 215 comments, the new item apparently offers plenty of discussion.
Meanwhile, idiocy102 highlights what is probably the greatest strength of the relic: “It can also be combined with the other balance relic” and thereby offers up to 40% damage boost for the special abilities.
Many players in the comments recommend this combo especially for Wylder, Raider, and the two new characters Undertaker and Scholar, as it perfectly complements other common tactics for these characters. Especially for players who prefer melee combat, this combination provides additional benefits, as both relics give a bonus to melee attack power.
Hey_Jonny_Park explains how effectively it can also be combined with teammates: “I just had a game where all three of us had the Balancer relics. We wiped ED Adel in two minutes. Hopefully the relics won’t get nerfed.”
The players are unanimously excited about this new feature and hope they can continue to take advantage of it, as it makes their runs significantly more satisfying and creates an additional incentive to face the Everdark bosses.
A player just wanted to know why there are two different versions of a title on Steam. The community provides humorous responses, but also helpful tips.
What is the problem? On Reddit, user Cybernoob2708 writes that he has two different versions of For Honor in the Steam store. In the PvP melee game, players can choose from several factions like Samurai and Vikings and compete against each other.
Currently, the game is available on Steam with a 95% discount, which makes it 1.49 euros in Germany. However, the player has two versions of For Honor on Steam:
One version is called For Honor and costs only 0.82 US dollars.
The other version is called FOR HONOR, which is simply the game name in uppercase letters. This version costs 1.49 US dollars.
He does not understand the difference between the two versions. He suspects that the more expensive version might come with 3 DLCs and 6 additional characters. However, he is unsure, which is why he asks the community on Steam. And they respond – albeit with humor.
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For Honor: Afeera Hero – Reveal Trailer
FOR HONOR is available elsewhere than For Honor
What funny comments are there? Initially, some joke comments came in on Reddit. User StanMm2 writes, for example, that FOR HONOR just sounds more dramatic, which is why it is more expensive. User FrankBouch adds that uppercase letters are just not cheap. The Shift key is not free, after all.
Another user, aptly named trollsmurf, believes that the NPCs in FOR HONOR scream more. User EmaFalke suspects that Ubisoft chose a higher price for the uppercase letters to save the company. The company has previously sold shares of important games.
User Jackson_Castle has perhaps the most pragmatic comment: There’s just about 60 cents difference between the two titles.
Are there serious responses as well? According to one of the top comments, the lower version is supposed to be the global version, which has the same price as in Germany. The upper, cheaper version is just a special package offered in the Commonwealth of Independent States (for instance, Armenia and Belarus) and in China.
So it is not the Deluxe Edition, as many other comments suggest. Both are the Standard Version of For Honor, just for different markets. Why both are displayed remains a mystery.
What does 2026 hold for the game? In the latest letter from Executive Producer Keith Kanneg, not only were the milestones of 2025 discussed, but there was also a look ahead to 2026.
According to this, early in 2026 with Update 7.8.1 named Master’s Enigma, there will be not only new story content and a new Galactic Season, but they will also function differently than before. More information about this is expected in a developer stream scheduled for February 2026.
Also in the spring, Update 7.9 titled Legacy Reborn will usher in a new era. With it, the grand storyline surrounding the legacy of the Sith will come to an end, shaking the galaxy thoroughly. Thus, a new era begins. Additionally, the 10th PvP season will commence here.
In the summer, Galactic Season 11 will launch with 7.9.1 and will follow a similar pattern as the first season of 2026. Both seasons will be introduced and elaborated in the developer stream in February. Preparations for the 15th anniversary are also in full swing and are expected to hold some surprises that will be released with version update 8.0.
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Star Wars: The Old Republic zeigt Grafikupdates im Trailer
A Year Full of Milestones in Retrospect
What milestones were reached in 2025? In the letter, Kanneg also addresses the milestones of this year, which were quite a few. New options for character customization were introduced, giving players more freedom.
The graphics were also modernized and polished, giving the game a more contemporary look. Additionally, many improvements were made for the player experience, such as an era menu to help you better track your progress and making some features accessible for free version players.
Besides, there were of course numerous story updates that advanced the narrative surrounding the Sith and the introduction of support for DirectX version 12, while version 9 is no longer supported.
While Star Wars: The Old Republic is being continuously optimized, allowing players to dive deep into the MMORPG, during the Game Awards 2025, the next upcoming game in the franchise was announced with Star Wars: Fate of the Old Republic. To find out exactly what it’s about, read here: Former head of Anthem wants to try again, creates quasi-sequel to the best RPG for Star Wars
This is an AI-powered translation. Some inaccuracies might exist.
The Paladin is not only one of the strongest classes in Diablo 4, but also offers a build that takes down monsters in droves while you virtually just exist. We’ll show you what you need for that.
What is this AFK build? Another Paladin build stands out particularly, as you do not actively attack enemies with skills here. Instead, you eliminate entire groups of monsters simply by existing. So if you’re looking for a relaxed build where you hardly have to press buttons or keep track of complex skill rotations, the “Auradin build” is just right for you. The name combines Paladin and the Auras that the build is based on.
For the so-called Auradin build, you use the Disciple Oath. More information about the Paladin and his oaths can be found in the official trailer:
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Diablo 4 shows the Paladin and his oaths in the gameplay trailer
“Walking Simulator” thanks to unique gloves
This is what makes the build so strong: The Auradin build is one of the most convenient builds in Diablo 4 and is rightly referred to by the experts at maxroll.gg as a “Walking Simulator.” You move quickly across the map while monsters practically evaporate from your Fire Aura.
Key points of the build are:
For the build, you need the unique gloves “Dämmerfreuer,” which drop among others from Varshan. Their effect ensures that Holy Light continuously deals fire damage around you – your most important source of damage. For that, “Aura of Holy Light” must be on your skill bar. You can additionally activate the aura, which is especially effective against bosses.
“Falling Star” is your most important mobility skill, which allows you to move quickly between groups of enemies.
“Aura of Fanaticism” weakens enemies while “Aura of Defiance” heals you. Activating the latter also makes you unstoppable.
For additional healing, you rely on “Consecration,” which simultaneously deals damage per second.
As an ultimate, you use “Lord of Justice,” with which you plunge into the battlefield as a Lord and deal massive damage.
The Disciple Oath enhances your Disciple skills like Falling Star and Lord of Justice. In the Lord form, you deal 50% [x] more damage with these skills.
“Auradin Build” – the gameplay
This is how the build plays: You switch between “Lord of Justice” and “Falling Star” to stay in your Lord form for as long as possible. You regularly activate your aura skills to deal constant damage while benefiting from bonuses to armor, resistances, critical hit chance, and attack speed. “Consecration” is particularly useful in more challenging fights.
The unique gloves “Dämmerfreuer” ultimately ensure that your Paladin automatically melts enemies – perfect for leaning back and watching everything around you perish in droves.
You can find a detailed build guide by the experts and theory crafters at maxroll.gg. And a variant in video format is shown by the Diablo expert Chronikz on YouTube. An overview of the strongest builds can also be found in our Tier List for Diablo 4 Season 11.
After a YouTuber made serious allegations against the company Fanblast, a massive backlash against the company ensued. On social media, Fanblast is now defending itself against the accusations, which involve fake private chats with Twitch streamers and other influencers.
The private chats are allegedly not conducted with the streamers but with employees of the Oasis Agency.
They are said to mentally blackmail the customers to get even more money from them.
Involved are the companies Fanblast and the influencers themselves, who allegedly provide the chatters with information to avoid contradictions.
Among the involved influencers are streamers Alexisshv and GwendolynCeline.
RobBubble also reportedly found out that the companies Fanblast and Oasis Agency are located in the same office in Hamburg. For him, it is clear that the two companies are in cahoots and behind the fraudulent scheme.
Twitch streamer Knossi, who co-founded the company Fanblast, has already commented on the serious allegations. He stated that he was only part of the founding and investor team and had no influence on the development of the company. He had no knowledge of the current events.
Now the affected company Fanblast itself is issuing a statement. It is stated on Instagram how they are defending themselves against the accusations and how fans should act in case of doubt.
Start video
From the Witness Stand with Barbara Salesch to the King of Twitch – Career and Life of Knossi
Fanblast dismisses allegations
What does Fanblast say? The responsible parties clarify what Fanblast actually is, namely a direct connection between fans and content creators. It is not their job to dictate to people what they should do with their tool, that is, Fanblast.
Our job is to ensure that everyone adheres to the rules. If we find that someone is abusing Fanblast, we will block that person.
They advise the affected fans to use the whistleblower system that has been available on the platform since June. It can be used anonymously to report abuse. Since Fanblast does not monitor the private chats, it is important to use the tool and report suspicious activities.
The majority of social media agencies would comply with the terms of service of Fanblast, but there are also black sheep. These would be blocked by Fanblast as soon as they violate the rules.
To make Fanblast even more transparent, we urge all creators to clearly indicate who is communicating with the fans. If messages do not come directly from the creator, but from the team or management, this must be immediately visible to the fans.
In the end, this means: Fanblast denies the accusations and shifts the blame to the management of the influencers. Moreover, fans must report suspicious activities; otherwise, Fanblast cannot act.
In the end, this means: Fanblast denies the accusations and shifts the blame to the management of the influencers. Moreover, fans must report suspicious activities; otherwise, Fanblast cannot act.
In the new hobby of MeinMMO editor Sophia Weiss, she fights alongside orcs, infiltrates pirate ships, and brews potions – and all of that in the real world. But what is LARP anyway, and how does it differ from pen & paper? We have the answers!
As a fulltime nerd, I am also a passionate role player. I discovered Dungeons & Dragons in 2017 thanks to Critical Role and have since taken a few trips into Call of Cthulhu or the Avatar pen & paper game.
Since 2022, however, the meeting at home and worshiping the dice gods has not been enough for me. No, I need more. And that’s why I started with LARP, Live Action Role Playing. But what exactly is that?
From Tables and Dice to Battles with Foam Weapons
At its core, LARP is like pen & paper. But of course with differences: The players are dressed as their characters, everything happens in real time, and they rarely sit at tables and roll dice.
In essence, many enthusiastic role players meet at LARP in fancy costumes and create events that are a mix of festival, medieval market, and real-life game.
Of course there are not only (high) fantasy settings: If one wishes, they can enjoy themselves at vampire conventions or delve into the (zombie) apocalypse. There are events for every genre.
So: One experiences the adventures of their own hero in a very real way and is also responsible for portraying the character. However, since LARP is a collaboration between several players, game masters, and non-player characters (NPCs), you are not usually the main character.
For instance, one does not take part as Arthas from World of Warcraft, but rather as a somewhat lesser-known adventurer with their own backstory. Some also choose a culture that appeals to them – for example, Vikings may come from the Skellige Isles in the Witcher universe. Or one is a hobbit who has taken a wrong turn in search of the best leaf for their pipe.
Possible locations are diverse and chosen based on the size and type of the event. Many medieval or fantasy events are held in suitable restaurants or even castles. Apocalypse events, on the other hand, often take place in old factory sites or on former military grounds. The larger events like Drachenfest or Conquest of Mythodea in Germany, however, have a festival character with large camping areas and battlefields.
The games are led by a usually multi-member management team that takes care of the organization. They brief the NPCs. These are also portrayed by people, but as a real NPC equivalent, they only have the agenda set by the management, usually not one of their own – think of the nice tavern owner or the lord handing out quests.
While tabletop games take place at home at the table, in LARP worlds which most only ever imagine, suddenly come to life. And that with a lot of commitment, fun, and energy.
Don’t worry, it’s all just fake blood. But after the final battle at Drachenfest, you may look a bit martial.
Trying LARP – What Do I Need for It?
No matter if you are on a one- or multi-day event: You need an outfit, a character name, and a concept. Once you know what kind of person or being you want to embody, you can get the appropriate clothing and equipment for it – whether bought, borrowed, or improvised, it doesn’t matter.
A knight, for example, will pay attention to noble clothing and, of course, armor. On top of that, weapons like sword and shield, with which they will adequately go into battle.
Yes, fighting does occur in LARP. But for safety reasons, no real swords are used in battle, but padded weapons. Thus, most fighters usually just come away with bruises. Important: It’s better for the weapon to break than your leg. One should only ensure that everything is safe – improvisation should generally be avoided.
Anyone portraying a character with specialization must be able to portray it. For example, I play an alchemist. Accordingly, I carry an alchemy lab with me. Part of my play at the LARP involves brewing potions of all kinds. This needs to be portrayed, for example, with baking soda volcanoes, color tests, and smoke effects.
Our alchemy lab for Drachenfest 2025.
Magic users face a similar problem: Anyone who wants to cast spells must have the appropriate incantations ready. Then there is the question of how to portray it – some whirl blue cloths for water magic or throw a red-dyed Styrofoam ball as a fireball. There are no limits to creativity, as long as no one gets hurt.
Each character gets a kind of character sheet similar to D&D: It states, for example, which armor one can wear and which weapons one may wield. Or also whether certain abilities have been learned.
It is also established how many hit points a character has. Unlike in D&D, these are not about 50, but rather 2, and in exceptional cases even 3. Depending on the rule set, armor points may be added, but these only absorb hits to the armor. In my experience, however, the vast majority do not take the hit points too seriously.
If you have a basic wardrobe and all optional accessories that belong to your character, you are ready for your first LARP. The major events in Germany include Drachenfest in Northern Hesse, Epic Empires in Saarland, and Conquest of Mythodea in Lower Saxony.
While large conventions have the advantage that you can fully immerse yourself and gather your first experiences, you do not always get much of the active plot. Weekend events or one-day LARPs are much smaller and offer more opportunities to actively participate right from the start.
But the easiest way to dip in is through LARP tavern nights. Here, you don’t have to directly save the world, just the cake.
The large events are widely known. However, finding smaller ones in your area is often more difficult. It is best to Google or specifically look for groups and events on Facebook.
One last point: Depending on the event, a tent is needed. Those who absolutely want to camp in style and appropriately will have to use linen tents like at medieval markets. However, many events also allow you to sleep on the edge of the camp with regular tents. So you don’t have to spend a fortune for a dry place to sleep.
For the big convention vibes, here is the trailer for Drachenfest 2025:
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Once you are at your event, there is a common signal for going IT. IT is the abbreviation for In Time, meaning the game world or game time. I am going IT now means the person is now in their role and can be addressed as their character’s name.
Going OT is the opposite: Going Out of Time. Whoever is not playing (break, sleeping, going to the restroom, etc.) is accordingly OT and is addressed by their own name. Those who are IT usually ignore OT people and vice versa.
Regarding going OT: There is no set signal for it. Those who need to go somewhere walk to the edge of the camp and thus leave the IT area. Or one retreats to the tent and is simply not there. Essentially, one shows they are OT by moving around the playing area or leaving politely.
The LARP community is generally very friendly, and people watch out for each other. However, if things get too wild, one can definitely signal IT or OT that it is too much: Oh Mother is a common signal at Drachenfest for Hey, it’s getting too crazy for me, please tone it down. And should a fight escalate and someone gets hurt, one should definitely always ask for a medic.
Before you start, one last point: You do not win LARP. There is no king of Drachenfest. It’s not about being the prettiest, coolest, or best.
In LARP, collaboration and crafting are emphasized – here are lanterns from three different owners made of three different materials.
No More 100 Question Marks? Quests in LARP are Simple
In LARP, it’s about telling stories. Having a good time. Giving each other opportunities to shine. Trying out cool new things. And yes, now and then, a monster must also be defeated – together. Of course, one can also go on an ego trip. But that will never be as much fun as questing together.
One of my favorite tasks so far was a total side story: While collecting herbs in front of the casino, I was approached by the matriarch of the establishment. Because I seemed competent to her, she asked me to give her son marriage counseling.
He had apparently messed things up badly with his wife – the divorce was imminent! After an in-depth conversation with me and my IT sister, he wanted to try again to convince his wife. The mission was a success, and we were rewarded.
On the side, I also sneak into other camps, gently knock out opposing guards, and help with banner stealing at 3:00 AM. When the next morning you hear your fellow campers questioning how the second or even third banner ended up in our camp overnight, you do feel a sense of pride.
In reality, I am an editor. Sneaking around at 3 AM elsewhere rarely happens. One also gives marital advice much less often. And I catch myself even less frequently brewing a healing potion.
LARP gives me the chance to live out my wildest dreams and fantasies. And for that alone, it has become my favorite hobby. Not to mention that it has now started two more hobbies for me: Because I wanted a leather armor, I made one myself. And to ensure I wouldn’t look so amateurish on the battlefield anymore, I’m now training sword fighting at the club (HEMA). But more on that another time.
A gamer stays in an e-sports focused hotel for an extended period. He devastates the entire apartment and turns it into a trash heap. The hotel owners are shocked after his departure.
What happened?The U.S. Sun, a magazine from the United States, reports in a news article from December 17, 2025, that a gamer trashed a Chinese hotel room. The guest in question is said to have lived in the hotel room for over 2 years, during which he ruined the space. There were said to be mountains of empty bottles, trash, and food packaging piled up.
The condition was so bad that many areas of the room were inaccessible, and the staff reportedly referred to the e-sport player as “the guest from hell.” Furthermore, the gamer allegedly has an outstanding bill for over 10 days amounting to 300 British pounds or about 342 euros (as of December 19, 2025).
The creator of a cult classic received no money for his game for years, more about this can be found in the following video:
Start video
He created a legendary game, but didn’t get paid for it – Today he’s still a millionaire
Decluttering and renovations are necessary
How did the hotel react? According to The U.S. Sun, the room had to be cleared out and then renovated before it could be used again. The decluttering alone, followed by disinfection, took over three days. After the cleaning, the full extent of the damage became visible. Further renovations were necessary.
The magazine reports that the hotel currently does not plan to take legal action against the gamer and has not reported the incident to the police. Because the unpaid overnight stays alone could pose legal problems for the guest.
The hotel is located, according to The U.S. Sun, in Changchun, the capital of the Chinese province of Jilin. There stands the Chengdu 567 hotel, which describes itself as an e-sports hotel. Whether the incident occurred there could not be verified by MeinMMO at the time of the news.
Jokes and comparisons with a well-known streamer
How is the community reacting? Users on X.com comment under the post from The U.S. Sun with questions, humor, and concerns:
Solomon Jones compares: “The Asian Asmongold”
Jace asks: “Can you stay in a hotel room for so long without anyone coming to clean it?”
Erica says: “The hotel needs to hire a professional cleaning company. I hope the hotel staff doesn’t have to clean it up.”
WoW demon Cortyn has sneaked through the neighborhood. One house has become particularly impressive – and it stood open.
Like so many others, I have spent the last days and weeks in World of Warcraft, focusing primarily on Housing. Luckily, I live in a neighborhood with many other players who have put way too many hours into this feature; many have their doors open and proudly showcase what they have built.
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So gestaltet ihr in WoW einen Weihnachtsbaum für die Feiertage
Today, I want to show you one of these houses because it combines many interesting ideas and is, for me, the most impressive house I have seen so far.
So let me show you the house of Ticks from my neighborhood!
6 secret rooms right at the entrance
From the outside, the house seems relatively inconspicuous, but it impresses with its dark appearance and the fact that the entire property is fenced. You get the impression that perhaps someone lives here who values their privacy (but since the door was open, I simply ignored that and intruded).
From the outside, it looks ordinary yet secure – a fence completely around.
The entrance area seems simple at first glance – a long corridor leading to the main room. But that is deceiving. Each of the bookshelves is a secret door, behind which lies its own chamber with playful, interesting details:
The wall decoration is creative, but each bookshelf hides a secret.
Behind the first door awaits a warning – a large, creepy scarecrow designed to chase away curious troublemakers.
The zonk. That must have been the wrong door.
Another door leads to a miniature room – apparently a dollhouse. Who knows if a child truly plays here or if a crazy wizard is shrinking his victims and keeping them trapped. Eh, I digress.
Surely, many a young elf will enjoy themselves here!
But my personal favorite is the “Pen & Paper” room. Here, a table is hidden, on which a tabletop game appears to be currently underway – the Game Master has concealed his area behind a book, the figures are positioned on the game board, and of course, everyone has junk food with them.
Just missing the dice …
The creepy library
After the entrance area, you enter the large main hall, evidently a library with a giant magical relic in the center.
The library could easily stand in Dalaran.
All bookshelves on the lower level have been hand-stocked and display different relics. From a small guillotine to miniaturized demon altars or alchemical potions, there is much variety. Just the countless small objects must have consumed several hundred thousand gold or meant many hours of farming work.
The content of this bookshelf is associated with a lot of time and gold.
It becomes truly impressive when you look up. You can see that the library goes up several floors and seems to reach for infinity. Several objects float in the air and appear to be attracted by a void portal on the ceiling. This reminded me a bit of Karazhan or the inscriptionist shop in Dalaran – but so far, I have not seen it implemented so coherently anywhere else.
Looking up, it looks particularly impressive.
More rooms with playful details and great windows
In one more room, there seems to be a workspace. Several desks, alchemical devices, and a large chimney. But what I find particularly interesting here is the artificially created window. Ticks has built a part of his garden in miniature behind a glass pane so that it looks like you could actually look outside and see the garden at night. An extremely creative and visually impressive solution!
The window is a clear highlight since you “see” the garden.
The sleeping area is somewhat less outlandish than the rest of the house (if you ignore the poison barrels on the side), but it also has some highlights. The bed has been made significantly more impressive with rugs and cushions and looks quite elegant.
One enjoys sleeping here.
Again, the view through the window is impressive. A beautiful moon and small stars are visible – it was built following a similar principle as the window in the workspace. Here, the overwhelming carpet was also used.
In these rooms, there is always a starry sky.
In another corner, there is a strange construct made of Draenei devices that apparently holds a bottle of wine in a state of stasis. It must be a particularly fine drop being preserved for eternity – or at least until I passed by and treated myself to a sip.
I don’t know what happens to the bottle of wine, but it was tasty.
I haven’t shown all areas of the house here. Partly because the article would then significantly exceed the planned length and also because you can still notice in a few corners that the decoration limit sets some smaller boundaries on creativity. And maybe also because I don’t want to know in detail what the room with the giant Xal’atath portrait and the small cloths on the floor is for.
Housing is just at the beginning – already surpasses everything
What fascinates me most about the whole house is probably how many details and what scope is already possible if one puts in the right effort. Because so far, housing is only available in Early Access and has quite significant limitations. Especially the limits for decorations and rooms or the selection of decorations will significantly increase after the release of Midnight – I am curious to see how this house will further develop.
Maybe you have gotten some inspiration through the pictures to understand what is possible with Housing. For my part, I know for sure that I will spend many more hours on my little mage tower to ensure my elf has a proper roof over her head for Christmas … Blizzard has already announced what else is to come for Housing – and that only makes it better.
This is an AI-powered translation. Some inaccuracies might exist.
The year 2026 is filled with new releases for fans of Warhammer 40,000. One of these games showcases powerful heroes in its new trailer – and when you can send them into battle.
Which game is being referred to? It is Warhammer 40,000: Mechanicus 2, the sequel to the tactical game released in 2018, which is heavily reminiscent of the X-COM series. The new installment is also being developed by Bulwark Studios.
The release of Warhammer 40,000: Mechanicus 2 is set for the year 2026. Fans probably won’t have to wait too long, as the game is expected to launch in spring. This is revealed by a new gameplay trailer, which also shows two leaders who will dominate the battlefield with their abilities.
You can watch this gameplay trailer here:
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Warhammer 40,000: Mechanicus 2 showcases its mighty leaders in the gameplay trailer
Tech-Priests meet living machines
What is the game about? In Mechanicus 2, two factions from the Warhammer 40,000 universe fight against each other:
The Necrons – an ancient species of aliens (referred to as “Xenos” in Warhammer slang) that consists of soulless, living machines.
The Adeptus Mechanicus has unknowingly settled on a world of the Necrons. The Necrons then awaken their legions from millennia-long sleep to mobilize against the intruders.
Warhammer 40,000: Mechanicus 2 features a campaign that you can experience either from the perspective of the Adeptus Mechanicus or the Necrons. Both factions have leaders who enter the battlefield as hero units and greatly influence how your troops fight.
These are the heroes: The new trailer gives a brief deep dive into two of the leaders. These are Tech-Aquisitor Scaevola for the Adeptus Mechanicus and Lord Ominekh for the Necrons.
Scaevola is a collector of Xenos technology. As such, her abilities become stronger the more “Cognition” she collects in battle. However, this comes at a high price: In combat, Scaevola can randomly overload and shock enemies as well as allies nearby.
Ominekh, on the other hand, specializes in resurrecting fallen soldiers. He is also expected to lead a diverse selection of Necron units into battle. His special resource called “Dominion” can, among other things, be used to heal allies.
Dune: Awakening gets its next chapter, which according to Funcom will be the largest update yet for the survival MMO. What new content awaits you in the endgame, what is planned for PvE fans, and when you can start, find out here.
Funcom has officially announced the next big update for Dune: Awakening and has already given an initial look at the upcoming content. The new content is free for everyone who already owns a copy of the survival MMO. Those who want to spend more money can additionally purchase the new DLC “Scavengers of the Wastes”.
When does Chapter 3 release in Dune: Awakening? Chapter 3 is expected to launch in early 2026 in Dune: Awakening. However, you will have the opportunity to try out a large part of the new content via the Public Test Client beforehand. Funcom will provide more specific information about the PTC at a later date.
The contents of the DLC cannot be tested there. The DLC “Scavengers of the Wastes” is also planned for early 2026 and will mainly bring new building parts and vehicle skins to the game.
Do I have to pay for new content? No, Chapter 3 is completely free as long as you already own Dune: Awakening. So all new story content, additional quests, and endgame expansions are available to you at no extra cost.
The optional DLC “Scavengers of the Wastes” is expected to cost around 9 euros. As of now, it does not contain any story or quest content, but focuses on cosmetic items. The DLC is also included in the Season Pass.
The trailer gives you an initial impression of the new content:
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Dune: Awakening shows Chapter 3 and the free content update in the trailer
New Content in Chapter 3 of Dune: Awakening
What content does Chapter 3 bring to the game? The free Chapter 3 update expands Dune: Awakening with new features for the endgame and additionally provides fresh content for PvE fans:
The Landsraad system will be revamped and complemented with new, repeatable missions.
New specialization skills allow you to further refine your playstyle – for example as a fighter, crafter, or explorer.
The overworld map will receive 10 new locations with new challenges, including 5 new test stations with adjustable difficulty.
With the new augmentation station, you can specifically enhance your gear with augmentations.
Two new weapons will be added: Dualblade and Pyrocannon, and the Rapier will be revised.
A new quest line will advance the story.
All new content in Chapter 3 of Dune: Awakening.
What content does the DLC bring? The DLC “Scavengers of the Wastes” expands Dune: Awakening with numerous cosmetic contents, including:
74 smuggler building parts
17 smuggler decorations
3 smuggler armor sets
2 smuggler weapon variants
one raider buggy skin
one smuggler texture and emotes
Are there currently discounts for Dune: Awakening? If you want to get an impression of Dune: Awakening before the big update, you can currently save during the winter sale on Steam. The survival MMO is available for about 32.50 euros until January 5, 2026. Additionally, owners of a copy of Conan Exiles benefit from an additional discount when purchasing Dune: Awakening.
With Chapter 3, Funcom will bring fresh content to Arrakis in early 2026. Especially the new specializations and the revamped Landsraad tasks are sure to appeal to PvE fans. If you wish to take a break in the meantime without leaving your base to the sandstorm, you can use a new tool that allows for easy saving of bases. More details can be found here: Dune Awakening gives fans with hundreds of hours of gameplay what they want: They can finally stop playing
This is an AI-powered translation. Some inaccuracies might exist.
An Indian developer has finally released her game after many years, but then Electronic Arts (EA) came along. Now she says thank you to everyone who played it anyway.
Which game is it? On March 7, 2024, Potions: A Curious Tale was released on Steam. The game was developed by indie developer Renee Gittins and is described as an adventure-crafting game.
You play as the young witch Luna, who fights monsters with self-brewed potions and solves puzzles on her journey to become a master witch.
The fantasy game is already rated for ages 6 and can be understood as a so-called cozy game.
Gittins began developing Potions: A Curious Tale over 10 years ago as portfolio work, but when the game piqued interest in her surroundings, she launched a Kickstarter campaign in 2016. It turned into a real game that was finally released for the public in 2024 – but EA intervened.
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The indie game Potions: A Curious Tale presents itself in the launch trailer
EA knocks indie game out of the trends with shadow drop
What happened with EA?EA released eight games from the “Command and Conquer” series on Steam on March 7. These are popular strategy games featuring base building and large battles. Additionally, EA released the strategy games “Sid Meier’s Alpha Centauri” and “Sim City 3000 Unlimited,” as well as the role-playing game “Dungeon Keeper Gold.”
There are a total of 11 well-known and quite popular titles that had their original release years ago. These games now pushed onto Steam’s list of popular new releases.
There, games are listed that have been newly released and are already well-received by players. The higher a game is on the list, the more popular it is. EA’s 11 new releases all positioned themselves above the indie game and catapulted it out of the popular new releases.
This hit the developer emotionally hard, which she spoke about in a video on Tiktok in tears.
This is the latest development: Renee Gittins announced on December 11 that her game, Potions: A Curious Tale, will now be available on PlayStation 5, Nintendo Switch, and Xbox Series.
In time for the console release, she wanted to, as she writes on Reddit, thank everyone who supported the Steam launch and played it at release with a free endgame update.
If you behave incorrectly in League of Legends, it can lead to you being banned. Now, a pro and Twitch streamer has been banned, and fans believe he deserved it.
Which pro is it about? The Swedish LoL pro Thebausffs plays as a Toplaner for the team Los Ratones. Together, the team has won the EMEA Masters twice in 2025 with some well-known Twitch streamers (lol.fandom.com).
Thebausffs is also a Twitch streamer, where he mostly plays League of Legends. After a ranked match, Thebausffs was banned in LoL for a week because he, as a Support, accumulated a total of 17 deaths within 30 minutes. However, he was unbanned after just one hour (x.com).
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The trailer of the new champion of League of Legends showcases his abilities in action
Why do fans believe he deserved it? Thebausffs is known for the champion Sion. This character has a passive ability that allows him to resurrect after his death for a short time and continue to attack with devastating blows. The pro and streamer often employs the strategy that while he dies with Sion, he achieves enough with his ability to make the death worthwhile.
However, during his round with Sion as Support and the 17 deaths, he was only able to achieve very little with the ability and consequently did not adhere to the official rules of LoL. The X user icardiadamya comments on the ban: “He deserved it.”
Too many intentional deaths lead to a ban in League of Legends
How does this behavior lead to a ban? In a Riot FAQ, all questions regarding the topic “ban” have been answered personally. It states that a ban may occur if the player “intentionally plays for the opponent”.
A Reddit user writes the following under the post about Thebausffs’ ban: “17 deaths on Support Sion in Master (the rank) are honestly just intentional feeding.” Intentional feeding describes a player like Thebausffs, who intentionally “feeds” the enemy with gold through dying.
With Thebausffs’ many deaths, without gaining any benefit from them, he fed the enemy a lot of gold, which gave his team a significant disadvantage.
It is not new that Twitch streamers are banned in League of Legends if they do not follow Riot’s rules. Streamer Bardinette set himself a strange challenge and harmed his team. He wanted to climb to a certain rank while defeating no minions, which are actually one of the main sources for the important gold: Twitch streamer sabotages his team in LoL through a special challenge and gets banned for it
This is an AI-powered translation. Some inaccuracies might exist.